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Messages - mikekchar

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76
in fact, it's already on the beta branch!

Hmmm.... I wonder if that means it's accessible....  I have a task for lunch today :-)

Edit: Of course I couldn't wait.  If anyone is interested: Yes, it's in the beta for Linux.  Make sure to turn off "force compatibility".  It works for me!  Wow, what a huge performance improvement!!!!  I was struggling keeping a 30 graphical FPS without melting my computer in Wine.  I upped it to 50 in the Linux version and was only at about 60% CPU.

Give that they want to start testing *in 2 weeks*,  please don't pester them with bugs yet.  So far (very quick try), no problems for me.  It was able to load my old game from the Windows version no problem.  The only problem I found was that in my tiling window manager on XWayland, if the window manager decided to change the window size, DF didn't always realise.  Switching from full screen and back to window again fixed it.  I'm excited to try this in pure Wayland mode to see if it works (I expect it will).

Great work!

77
DF General Discussion / Re: Future of the Fortress
« on: August 13, 2023, 07:25:37 pm »
Those diacritical meanings come from a reddit discussion, not ThreeToe.  Again, that's my memory of the situation.  It's a question that has come up before.  My memory is far from exemplary, though :-)  It's very possible I'm misremembering.

78
DF General Discussion / Re: Future of the Fortress
« on: August 12, 2023, 08:13:02 pm »
My understanding is that there was no intended pronunciation originally.  The wiki has suggested pronunciation here: https://www.dwarffortresswiki.org/index.php/Dwarven_language

79
DF General Discussion / Re: Future of the Fortress
« on: August 09, 2023, 07:41:20 pm »
[...] is there any update on MacOS versions [...]

My guess: expect it to be months.

My reasoning:  About a month ago the Linux version was ready to be tested "tomorrow".... And then it appears that life circumstances have interfered (See the last monthly update).  We have to wait for family issues to stabilise (hoping for the best!).  Then there are two more trade shows, which will interfere with coordination.  Then I *guess* the Linux version will be going out *as long as there are no problems* (which I think is unlikely, so tack on another couple of weeks).  And *then* the Mac version can be *started*.

Even with all of those things said, priorities will also be an issue.  For better or worse, this is a programmer led project and as a fellow programmer you know what it means when project managers aren't really involved :-).  Both good things and bad things...  It's going to happen eventually, but honestly I just can't see it realistically happening quickly.  It's not that it's impossible, but to do so would mean really restructuring the way they are organising themselves and I don't see that happening.

80
DF General Discussion / Re: Future of the Fortress
« on: August 08, 2023, 07:01:47 pm »
I feel the same way with the tree flowers falling at the end of spring/beginning of summer and the tree leaves turning color and falling in autumn.  Cherry blossoms being washed down the river, just like they do in real life, is truly incredible.  I do a lot of above ground fortresses just because the ASCII graphics are incredible.  As much as I like premium's graphics, for things like that, it's not even close to the original ASCII.  In fact, I don't think it *can* be as good.  There is something about your brain interpreting the symbols vs looking at a real pictoral representation that is very, very different.

81
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: August 08, 2023, 04:13:38 am »
Tree chopping:  I'm not aware of a fool proof workaround.

My understanding of the situation is that when you chop trees, the logs do not fall to the ground.  Instead they teleport down to the next available level.  In that way, it should be impossible to get hit with falling logs, because they don't fall.  It seems that when there is no clear path to the ground, they can end up teleporting to a level above the ground.  If they can fall from *there* then they can injure the dwarf.  The supposition I've heard is that possibly branches from other trees will interfere with the clear path to the ground, but that the branches aren't substantial enough to hold the log.  The log then falls from the *other tree* and injures the dwarf.  Some testing seems to indicate that if you cut trees that are isolated, then the dwarf never gets injured.  If you cut trees with other trees nearby, that sometimes dwarfs get injured.

The implication is that if you start logging the forest where there are less trees and work your way inward, you will reduce (but not eliminate) the chances of injury.  I've been doing that and have yet to have an injury (knock on wood...)

82
My personal opinion is that premium 0.50 is the way to go.  It costs ~$30, but it's easily worth it.  It's both the easiest to start with, has the best graphics and provides the most polished vanilla experience. You don't need newb packs for premium (Steam, etc)

If you want to go with a free of charge version, then 0.47 using Lazy Newb Pack is the way to go.  As an experiment, I tried to use the 0.50 classic version (no graphics) the other day and I simply couldn't get it to work properly.  This may be due to me playing on Linux under Wine, however I do that on premium as well with no issues.  For a free of charge version, I can't currently recommend 0.50.

Having said all that, 0.47 is quite a different experience IMHO.  The UX is *completely* different and even some of the game play is quite different (especially setting up labors).  I *like* 0.47, personally, so I can happily recommend it.  However, for a new player 0.50 is much, much, much better IMHO.  If money is not a problem, then I highly recommend spending on the ~$30 for the premium (e.g. Steam) version and just going from there.

83
I recall him saying that he wants to do a 50 version of Masterwork, but that it will understandably take a very long time.

And I agree they didn't "flee".  Nobody was happy about the situation, that's for sure.  However, it was pretty clear that they we being very naive rather than malicious.  As far as I'm aware, this is water under the bridge for everybody involved.  Mistakes were made.  Lessons were learned.  No need to bring it up at this point.

84
DF General Discussion / Real Sun Berry
« on: July 30, 2023, 09:59:57 pm »
Video of the Brazilian Sun Berry from Weird Explorer (largely an exotic fruit tasting channel): https://www.youtube.com/watch?v=rQGpaVfzKWE

Interestingly, was discovered only around 15 years ago -- just after DF was released.  A coincidence?  No word on fermenting it, unfortunately.  I think someone needs to "for science" this...

85
DF General Discussion / Re: Future of the Fortress
« on: July 30, 2023, 08:28:05 pm »
Toady has mentioned he'll be making changes, which will include fixes while working on Adventure mode.  With respect that that specific one, I'm not sure.  One of the "features" of adventure mode is that whenever you fast travel, you fully heal.  My somewhat faulty memory is telling me that this is was intentionally added because there is no reasonable way to heal in adventure mode.  Most adventures only take a couple of days and it may take months to heal something.  We have no potions of healing yet.  For that reason, fast travel mode heals you fully.  I suspect that includes the giant animal transformation.  Whether *that's* intentional or not, I don't know.

86
DF General Discussion / Re: Floor plans for above ground structures.
« on: July 24, 2023, 10:50:38 pm »
In my latest fort, I wasn't going for a long run fort at all.  I wanted to see how fast (in real time) I could get the starting 7 up to full automation for food, drink, clothes, etc.  I had above ground crops because I set my population cap way below the siege threshold... And then I got sieged by the undead...  I turtled for a bit and then found myself liking the fortress.

I ended up building a very small keep on the top with walls to enclose my garden.  My underground fortress was going in to the side of the mountain and I decided I wanted some more space above ground.  I excavated out a nice plateau and surrounded that with walls.  So that meant that I'm now on 2 levels above ground.   I kept getting sieged by the undead and just kept building and expanding when I could.

I put another level on and more walls and then thought I should put fortifications all along the walls -- hoping the Toady fixes the ammo bugs before I finish the fortress :-).  I built out a large open area and put a floor in and then turned it into a barracks.  When I'm sieged, they can go practice out in the yard with the undead milling around outside the walls!  But, of course, rain....  So I built up some pillars and built out a roof, similar in style to a Japanese castle.  And then, my hopefully-able-to-shoot-one-day crossbow dwarfs need a walkway all around the perimeter and a roof overhanging so they don't jump over the battlements (or get rained on).

Basically, at every level, I'm building out walkways, open spaces, roofs and connecting them all up.  I've build out a pasture for the animals behind the castle and I'm thinking of building a big out door temple with a pagoda.

The interesting thing about this fortress is that none of it is planned.  I just had a garden that was inaccessible to me and wanted to wall it in.  Then I wanted more space, so I walled that in.  Then I wanted more levels, so I walled that in.  Then I wanted a place to train, so I built that up. Then I wanted access to the walls.  Then I wanted roofs.  Then I wanted a pasture.  And now I want a temple.  And each time, I'm building out as safely as I can, extending my walls, enclosing spaces and turtling from the enemy.  And... it looks like a real castle -- probably because that's how real castles were build :-)

87
I may be wrong, but I think those are all hard coded in the application binary.  They can't be changed in a reasonable fashion.

88
DF General Discussion / Re: Future of the Fortress
« on: July 04, 2023, 02:42:14 am »
I may very well be wrong, but I *think* the DFHack team has access to 1 header file that allows them to understand the memory layout of the game a little bit easier.  Or at least that's what I squirreled away in my brain from an offhand comment from Putnam on Reddit months and months ago.  So... take that with a massive grain of salt.  I could easily have gotten the wrong end of the stick.

89
DF General Discussion / Re: Future of the Fortress
« on: July 01, 2023, 09:16:44 pm »
:
I made those relationship checks 10x as fast by just introducing a little caching, turning the checks from O(logn) to amortized O(1)--multithreading is an O(1) speedup, so improvements in algorithms will win just about 100% of the time, and this is a great example of that

Expressing strong support for Putnam here: When looking to make things faster, first try to improve/replace the algorithms, then retry to improve the algorithms, then again try to improve the algorithms. After that you may start to look for optimizations (and while doing that, keep an eye open for algorithm improvements).
It's also the case that an algorithm that was good once upon a time may become less suited to its ever expanding set of tasks as years go by, so a need to replace an algorithm isn't automatically a sign of a bad design.

Another way to think about this:

Saying that the game is slow because it is single threaded is similar to saying that I'm not rich because I'm only working 1 job.  Working 2 jobs doesn't guarantee that I will double my salary.  It's often easier to negotiate 1 high salary rather than 2.  Worse, even if I did double my salary, it wouldn't be enough to make me rich.  Finally, the nail in the coffin is that by working 2 jobs, I put each at risk because coordinating 2 full time jobs during the day is actually very difficult.  The way to get rich is by concentrating on getting rich, not by concentrating on how many jobs you are working.

While I'm here, I want to put in a brief pug for SDL3.  I think Putnam was earlier expressing some support for SDL3 sooner rather than later and I think that's the right idea (apologies if I'm putting words in your mouth Putnam).  It doesn't have to give you a lot of value.  The reason for doing it as early as possible is that there will be less changes made earlier in the development stream.  The earlier to upgrade, the easier it is to do.  When working on a long term project, understanding long term efficiencies is *very* important.    Those little cleanup chores can easily suck up most of your time if you let them.

It's a bit like doing your dishes.  If you clean as you cook, each thing takes only about 5 seconds to clean.  If you leave it until after you eat your meal, it will take 1-2 minutes.  If you leave it until the end of the week, all your meals take 2-3 times as long to cook because you are constantly fighting for counter/sink space.  And then you have an extra 2 hours of really horrible cleaning of the kitchen.  I once saw an interview with the wife of a Michelin star chef.  She said her husband's food was OK, but for every day meals, she liked hers better.  However, she said that he did everything in a third of the time because he kept the kitchen immaculate.  This is also true of programming.

90
DF Announcements / Re: Dwarf Fortress 50.09 Released
« on: June 28, 2023, 07:18:50 pm »
Argh!  I can't find the post now :-(  I'm using wine 8.11.

It's pretty straightforward for Wine directly.  You get a copy of msvcp140_atomic_wait.dll (from various places on the internet).  You put it in the Dwarf fortress folder.  Then you run winecfg.  Go to the "libraries" tab. In the "New override for library" drop down you select msvcp140_atomic_wait.dll and then hit the "Add" button.   Finally "Apply" or "OK".  After that wine DF will work with wine.

For doing it with Proton, it's a bit more complex because you have to run winecfg specifying the the directory that Proton is installed in.  Also, the default prefix seems to have problems for me, so you have to find the DF prefix (which is in the Steam folder somewhere) and update that.  After that, it's the exact same procedure as per normal wine.

There are definitely some instructions somewhere on the internet for doing winecfg for proton, but my google-fu seems weak today.  Hopefully that's enough to get started with.  But if it works for Wine 7, that's probably fine for most people (I'm on Arch Linux so everything is bleeding edge).

BTW, on totally unrelated topic -- dead plant graphics are here!!! I'm so happy!

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