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Messages - The-Moon

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61
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 07, 2010, 02:56:36 pm »
Ive seen alot of mention of dx10 and 11 on this thread...

I really hope dx11 will not be a requirement in the future to play DF, I dont use vista or windows 7 just xp.

Please have support for xp and linux :)
I wouldn't worry about that, this isn't even a requirement to run the normal DF

Im sure toady wont leave 50% of his fan base out in the dust of course, im just checking and making sure :)

62
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 07, 2010, 02:07:27 pm »
Ive seen alot of mention of dx10 and 11 on this thread...

I really hope dx11 will not be a requirement in the future to play DF, I dont use vista or windows 7 just xp.

Please have support for xp and linux :)

63
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 07:14:12 pm »
Baughn is unable to reach the forum right now, but we have this which hopefully helps with some of the windows graphics issues:

http://bay12games.com/dwarves/df_28_181_40d19_2_win.zip

Regarding the earlier arguments, please try to keep it civil.  Baughn is volunteering his time, has skills I don't have and doesn't deserve what he's been catching in here.

Im sorry toady my fault.

64
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 06:30:36 pm »
Quote
Also, I don't really understand the "all simulation no graphics" comment: is Reinhammers so heavy on the CPU that it prevents correctly evaluating the graphics framerate?

Exactly the problem, need a fort with more graphic stuff going on and less dwarves and pathing.

waterfalls,chasms, rivers, etc would be good.  I dont have a fort worth a damn or i'd put one on dffd

Wouldnt say we need more graphical stuff going on dont need that hehe, but having more detailed landscapes would be better.

65
DF Suggestions / Water tiles, just thinking of something....
« on: March 05, 2010, 06:27:43 pm »
Toady has the 3d water cubes setup to have a value from 1 - 7 for how much water is contained in the tile.

Wouldnt it make sense to also have it so that there is also a "soil value". So theres water in a tile but also have it so it can be set to have a soil value.

So if your standing at a brook / stream, it could have a outside value of 6 soil 1 water and on the inside 5 soil 2 water.

Be a bit more realistic and shouldnt be too hard to implement. That way dwarfs can walk into rivers from the banks and not instantly be in 7 feet of water :)

No more massacre's by carp since the dwarfs will be harder to drown.

 

66
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 06:00:39 pm »
Quote from: The-Moon link=topic=50514.msg1067978#msg1067978
Hehe nope, ive been programming for 12 years, ive only recently started learning sdl. :)

[...

Ive done multicore coding before, i know its very possible and easy to do(if you know what your doing that is), but it does take alot of work to setup. But its not that hard.

Ok, if you've been programming for twelve years, then you know that there's a big difference between "setting something up" and "retrofitting existing code." One is straightforward, maybe even simple.  the other is a signficant undertaking depending on the complexity & design of the original. 

...and if you've got that kind of experience, then you should have an idea of the complexity & design of the DF codebase just based off the bug reports we're seeing.

Better yet, if you've been in the industry, you know that the two worst words in the world are "legacy code"

And we know Toady's legacy is already secure! :D [/pun]

BTW, hats off to Baughn for his incredible work on this thankless task.

GOOD JAEORB

Yes i am perfectly well aware of how hard it is to change current code into a multi core / server client code. Yes i know this all too well, big pain in the ass. But that doesnt dismiss the fact, its going to need to be done at some point, which we dont needs get into on this topic. Just replying to you.

I have full awareness of how big a project of DF is. Yes. And i challenge toady not. Appologize if i have seemed to be that way, toady has done a great thing with DF, which im sure will inspire all of us to do good with our own programs :)

Programming is a hobby for me, i frame houses with my dad for a living, so i may not have much room to talk as everyone else here, but im not completely stupid to computers and programs. And i appologize if i have seemed like im trying to put my self out as knowing programming like i been in the industry for years, just a hobby for me, my appologizes.

(Edit: Just to point out, im new at sdl lol. But not to programming, that code i posted is just a sloppy quick mock up of some working SDL code, i have much much better coding skills then that....)

Toady is fucking great i love him and DF, only thing i regret is not having the extra money to donate more to him :(

Damn right, i looked at the code he has done good work, i couldn't touch him no wheres near. I tip my hat to him, he is much more skilled then me and i apologize for my rude comments.

67
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 04:31:58 pm »
Don't worry, I'm hard to offend. Word of advise, though, since you're apparently not that used to programming:

Everything is harder than it seems. The devil's in the details, and the details are fractal and have tentacles.

Multicore programming, in particular. That's.. well, it /seems/ pretty easy, and it /is/ pretty easy in principle, but it basically doesn't work (without excessive effort) in imperative languages.

Trying to retrofit it into an existing imperatively-languaged program that was never intended for the purpose, such as DF - well, I'd rather face down a rampaging carp.

Hehe nope, ive been programming for 12 years, ive only recently started learning sdl. :)

sdl is a pain in the ass tho, but once you finaly get sdl installed it seems to work just fine.

Ive done multicore coding before, i know its very possible and easy to do(if you know what your doing that is), but it does take alot of work to setup. But its not that hard.

But even if you optimize the graphical engine to use opengl and such, that will never be enough to fix the speed problems df has. The only thing which can fix that is using multicores.

Honestly DF does more then most ps3 games, and ps3 games run on multicores. DF needs the same.

We honestly should be putting more effort into setting up some way to let toady multicore DF without too much of a head ache. Thats what we really should be putting our efforts into.

We know this isn't a total solution to DF's speed issues.  The reason people are working on this stuff is because it's the part Toady was willing to release.  He's not willing to release the parts of the source that would allow others to work on multithreading, pathfinding, etc.  You've had this conversation before so let's please not derail this thread with it.

No im not getting into it, i know ive talked about this and said my part, not much more to say of course :)

Not derailing this thread no more then i have *sigh* :(

68
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 04:07:52 pm »
The-Moon: Believe it or not, I did something like that once too. Mine used opengl, mind you.

And then I tried to actually link it with DF, and discovered that things were not as simple as they seemed.

They possibly *should* be, but I'm laboring under the restriction that I must not change any interface severely, under pain of the compiled code no longer working with the binary-only DF executable. I can also only test it or debug on linux.

This is admittedly a great improvement on what I had before 40d12, when the only way to test anything at all was to send the code to Toady, and have him compile it. Sometimes there'd be compilation errors.

Please, don't assume I don't know what I'm doing on the programming side of things. It's the interface side of things - DF and windows' notion of opengl - that are giving me nightmares.

Btw im sorry if i was rude to you, im sure its alot of work to do what your doing. I was tired at the time...

But even if you optimize the graphical engine to use opengl and such, that will never be enough to fix the speed problems df has. The only thing which can fix that is using multicores.

Honestly DF does more then most ps3 games, and ps3 games run on multicores. DF needs the same.

We honestly should be putting more effort into setting up some way to let toady multicore DF without too much of a head ache. Thats what we really should be putting our efforts into.

But again im sorry if i was being rude, i was tired at the time and not thinking straight my bad :(

Edit:On that note, i should try setting up some code for using mutlicores, i guess thats where my best efforts could be put to use. I dont in fact have a multi core processor tho, so coding it be a bit hard....

It could hurt anyways if i did start doing some multi core coding. :)

69
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 01:43:51 pm »
Now do it with minimal CPU use, at 20 frames per second, with a 180x85 grid, and support non-QWERTY and non-US keyboards.

And when you're done with that, I've got a couple dozen other requirements before it's very useful.

Or better yet, download the source code from the first post, and fix that. It's right there. The link beckons. What's stopping you?

Already practically at minimal cpu usage, code could be cleaned up more of course, i only posted that code to show how simple you could setup what was needed for df to draw graphics.

I have no knowledge of opengl :)

Wouldnt be much help there.

70
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 01:22:23 pm »
Bug free version of drawing stuff with sdl, also included the text, but didnt bother with the audio, what was the big deal?

dont need much more then this code for dwarf fortress, no need for opengl :)

Linker : -lmingw32 -lSDLmain -lSDL -lSDL_ttf

Code: [Select]
#include <stdio.h>
#include <stdlib.h>
#include <string>
#include <iostream>
#include <cstdlib>

#include "SDL\SDL.h" // main SDL header
#include "SDL\SDL_ttf.h"
//#include "SDL_mixer.h"

#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480

using namespace std;

int InitVideo();
void Draw_Surface(int locX, int locY, int surfX, int surfY, SDL_Surface *surface);
void Run_Game();
void Check_Keys();

FILE * ctt = fopen("CON", "w" ); //This is added in for rerouting the sdl log back to the console :)

SDL_Surface *screen; //This pointer will reference the backbuffer
SDL_Surface *tiles;
SDL_Event keyevent; //The SDL event that we will poll to get events.

struct Map_Data
{
    int Tile;
};

Map_Data Map[10][10];

int charX = 0, charY = 0, dir = 0;
int iCA = 0, iCB = 0;

int END_GAME = 0;

TTF_Font* font;

TTF_Font* loadfont(char* file, int ptsize)
{
  TTF_Font* tmpfont;
  tmpfont = TTF_OpenFont(file, ptsize);
  if (tmpfont == NULL){
    printf("Unable to load font: %s %s \n", file, TTF_GetError());
    // Handle the error here.
  }
  return tmpfont;
}

int main(int argc, char *argv[])
{
    if (InitVideo() == 0) {system("PAUSE"); return 0;}

    if (TTF_Init() == -1)
    {
        cout << "Cant init font\n";
        //printf("Unable to initialize SDL_ttf: %s \n", TTF_GetError());
    }

    font = loadfont("arial.ttf", 16);

    tiles = SDL_DisplayFormat(SDL_LoadBMP("tiles.bmp"));
    SDL_SetColorKey(tiles, SDL_SRCCOLORKEY, SDL_MapRGB(tiles->format, 255, 0, 255));

    if (tiles == NULL)
    {
        printf("Unable to load tiles: %s\n", SDL_GetError());
        return 0;
    }

    for (int iA = 0; iA < 10 ; iA++)
    {
        for (int iB = 0; iB < 10 ; iB++)
        {
            Map[iB][iA].Tile = 0;
        }
    }

    SDL_EnableKeyRepeat(1, 100);

    Run_Game();
    //ctt.close();

    SDL_FreeSurface(tiles);

    return 0;
}

void Run_Game()
{
    SDL_Color color = {150,150,150};
    SDL_Surface *text_surface;

    while (END_GAME == 0)
    {
        cout << "Loop\n";

        Check_Keys();

        for (int iY = 0;iY < 10;iY++)
        {
            for (int iX = 0;iX < 10;iX++)
            {
                if (Map[iX][iY].Tile == 0)
                {
                    Draw_Surface(200 + (iX * 16), 200 + (iY * 16), 0, 0, tiles);
                }
                else
                {
                    Draw_Surface(200 + iX * 16, 200 + iY * 16, 0, 16, tiles);
                }
            }
        }


        Draw_Surface(200 + (charX*16), 200 + (charY*16), 32, 0, tiles);


        if(!(text_surface=TTF_RenderText_Solid(font,"Hello World!",color)))
        {
        }
        else
        {
            SDL_BlitSurface(text_surface,NULL,screen,NULL);
            SDL_FreeSurface(text_surface);
        }

        SDL_Flip(screen);
        SDL_Delay(1);
    }

    return;
}

void Check_Keys()
{
    while (SDL_PollEvent(&keyevent))   //Poll our SDL key event for any keystrokes.
    {
        switch(keyevent.type)
        {
            case SDL_KEYDOWN:
                switch(keyevent.key.keysym.sym)
                {
                case SDLK_LEFT:
                    if (charX > 0 ) {charX--;}
                    break;
                case SDLK_RIGHT:
                    if (charX < 9 ) {charX++;}
                    break;
                case SDLK_UP:
                    if (charY > 0 ) {charY--;}
                    break;
                case SDLK_DOWN:
                    if (charY < 9 ) {charY++;}
                    break;
                case SDLK_ESCAPE:
                    END_GAME=1;
                    break;
                default:
                    break;
                }
//            case SDL_KEYUP:
//                switch(keyevent.key.keysym.sym)
//                {
//                    case SDLK_LEFT:
//                        break;
//                    case SDLK_RIGHT:
//                        break;
//                    case SDLK_UP:
//                        break;
//                    case SDLK_DOWN:
//                        break;
//                    default:
//                        break;
//                }

        }
    }
}

void Draw_Surface(int locX, int locY, int surfX, int surfY, SDL_Surface *surface)
{
    SDL_Rect src, dest;

    src.x = surfX;
    src.y = surfY;
    src.w = 16;
    src.h = 16;

    dest.x = locX;
    dest.y = locY;
    dest.w = locX + 16;
    dest.h = locY + 16;

    SDL_BlitSurface(surface, &src, screen, &dest);

    return;
}

int InitVideo()
{
    // Load SDL
    if (SDL_Init(SDL_INIT_VIDEO) != 0)
    {
        fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
        return 0;
    }

    freopen( "CON", "w", stdout ); //Set App back to using the console for text display

    atexit(SDL_Quit);

    screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16, SDL_DOUBLEBUF);

    if (screen == NULL)
    {
        fprintf(stderr, "Unable to set video mode: %s\n", SDL_GetError());
        return 0;
    }

    return 1;
}

71
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 07:44:06 am »
Urm :|

Your joking right?

Honestly if there are those kinds of errors, i think we should find someone a little more competent to code the sdl/opengl part. Why the hell your even using opengl i dont know. Only need SDL. No reason to have opengl honestly.

Not that we dont appreciate your work, but with bugs like that, you clearly dont have much of a understand of sdl/opengl to be working on this. Im sure theres plenty more qualified people to be working on a better gfx engine.

Be nice to see someone else step up who has done this before :)
You're welcome to try. Go right ahead, the code is public.

You may find that it's harder than you think to write robust code when a lot of the code is locked in and unchangeable. Or to make zooming fast if not using opengl. Or working around the myriad bugs in opengl implementations without having access to the hardware in question yourself.

But by all means, try. I'd be *overjoyed* if someone competent would help.

Edited for typos....

All toady needs to do is learn how to draw stuff with sdl, learn input from the keyboard mouse, and setup music and hes done, nothing more needs be done. Its not drawing that much complex stuff?

I fail to see the problem.... :|

72
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 07:34:41 am »
Honestly if there are those kinds of errors, i think we should find someone a little more competent to code the sdl/opengl part. Why the hell your even using opengl i dont know. Only need SDL. No reason to have opengl honestly.
You know, in FOSS world you either do it yourself or STFU.

If this guy knew what he was doing there would be no bugs right now :)

And i could easly setup SDL code, OpenGL no since df is never going to be 3d without a major rewrite. So theres no point in coding in opengl, sdl will work fine for graphics.

So yes i could easly teach toady how to use sdl, its not that hard to do :)

73
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 07:27:43 am »
Urm :|

Your joking right?

Honestly if there are those kinds of errors, i think we should find someone a little more competent to code the sdl/opengl part. Why the hell your even using opengl i dont know. Only need SDL. No reason to have opengl honestly.

Not that we dont appreciate your work, but with bugs like that, you clearly dont have much of a understand of sdl/opengl to be working on this. Im sure theres plenty more qualified people to be working on a better gfx engine.

Be nice to see someone else step up who has done this before :)

74
DF Gameplay Questions / Re: Dwarf Fortress 2010
« on: February 03, 2010, 08:15:08 pm »
While I'm damn happy to see the new version will be ready soon, along with all that lovely, lovely detail...

I'm kind of sad to lose my first (semi-)sucessful fort, plus lose the use of Dwarf Therapist. Which actually leads to a question: Can you have two different versions of DF on the same computer?

I have no less than 5 copies on my desktop and 2 on my flash drive. The game neither has nor needs any registry entries, merely a folder.

Also, if Dwarf Therapist is still being developed it will probably be updated for the new version.  :)

(Being the weirdo that I am, I actually will not be playing the new release until Mayday puts out his tileset for it)

Once the new version gets out ill have my own version of tiles which uses maydays tiles also. Thats the first thing i do is to get good graphics setup :)

75
DF General Discussion / Re: Get well soon cards for toady
« on: January 03, 2010, 01:04:38 pm »
He he he, thanks for the cards!

I'm cleared to use the laptop over here now, since I shouldn't be contagious anymore, though I still can't handle a lot of my emails since I need extra notes/FTP access to do them.  Most of my symptoms are gone.  I have a light cough.  The main problem now is fatigue.  I've never had anything like this, not even after I got out of a week in the hospital with pneumonia.  I get dizzy and a little sick to the stomach after focusing on anything for more than 15 minutes or so and have to lay down, and my will is sapped in general, like a Brain Cloud.  I guess this is pretty normal for this disease, and there are scary stories about it lingering for weeks.  In any case, I'm hoping for a speedy recovery.  I'm probably going to go in again tomorrow and try to do things.  I did that yesterday and it was sort of a disaster.  I managed to get through about 20 emails before I started feeling really bad, and my temperature dropped down to 97F -- no idea what was up there.  The apartment was cold, and my body just might be too weak now to compensate, but I really have no clue.  If I go in tomorrow, I'll try to be better prepared.  It's like going on a little mission or something.

Anyway, it's quite frustrating, since as you know, the release was actually starting to become a closer thing, and now it's slipping off again.

Our government really knows how to construct those viruses eh ? :D

Thats what we pay them for, mass murder and population control....


But all jokes aside, Hope you feel better soon Toady!

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