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Messages - Footkerchief

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46
DF Announcements / Re: Dwarf Fortress 0.40.16 Released
« on: November 12, 2014, 08:40:50 pm »
I noticed a lot of changes in interface.txt when I ran WinMerge, what was improved there?

It would help if you posted the diff and verified that your previous interface.txt was a vanilla one.

47
DF Announcements / Re: Dwarf Fortress 0.40.15 Released
« on: November 09, 2014, 09:29:51 am »
@mustard elemental: that looks like the shrine collapse bug, though that usually happens the instant it's loaded, not when you've been inside for a time.

Yup, this one.

48
DF Announcements / Re: Dwarf Fortress 0.40.15 Released
« on: November 05, 2014, 08:40:39 pm »
Oh, Jesus. How about this bug? Since it is quite impossible to play.
 


Not fixed yet, but you can monitor it on the bug tracker.

49
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2014, 10:24:41 am »
this may be the wrong place to ask, but i was curious. since my dwarves seem to party a lot, i was wondering if you planned to add holidays, like a yearly Christmas party, or something similar and randomly generated.

This is a popular suggestion, and it's part of the long-term plan:
Bloat92, BETTER PARTIES, (Future): Official and commemorative parties. If it is a party for a unit, they can invite friends and family. If it is an official party, it can start from the top nobles and go down. There can be organized feasts and so on.

50
DF General Discussion / Re: Future of the Fortress
« on: October 30, 2014, 06:15:53 pm »
Just marked fixed on the tracker: 0006854: Pulped body parts don't get severed arteries or functional impairment

Probably means a lot more lethality for blunt weapons.

51
Footkerchief mentioned "trust the profiler" on a couple occasions, so I was gently prodding him for a link to or digest of the results.

I don't have access to profiler results.  When I say "trust the profiler," what I mean is that intuition and speculation are nearly worthless.

52
What does quoting an enum have to do with anything? All I'm saying is that items with qualities and decriptions have to have that information stored somewhere. Which means you need to have things like big arrays of individual objects with those properties, instead of things like "a stack of 4,172 logs" as a single C++ object. This undeniably takes up way more RAM, which can indirectly affect FPS. And more directly, many objects requires resizing vectors at times when stack objects wouldn't, causing more reassignment in general which will affect CPU.

Somebody said above that descriptions aren't generates until you look at something. If true, then that helps a lot. But it only partially helps. Quality is tracked all along, and basic "description" in terms of sub-type (like emu leather versus mule leather etc.) is tracked all along, causing similar issues. I.e., you might have a stack of emu leather that gets stored efficiently, but usually you'd still also have like 15 other kinds of leather, thus making it only very partially efficient in small stacks. At some point, small enough stacks might not even help, because stack management might cause more lag then they give you.

This kind of bitpicking is the essence of premature optimization.  All that to "indirectly" improve FPS?  As always: don't trust your intuition, trust the profiler.

53
DF General Discussion / Re: Future of the Fortress
« on: October 01, 2014, 05:59:55 pm »
Are you trying to hint 'link the bug report'?

Also, fixed with links that shall activate at your click.

Yes, and thanks!

54
DF General Discussion / Re: Future of the Fortress
« on: October 01, 2014, 11:38:48 am »
Can't you at least try to do something about the sleeping forever part? Valtams point is that they contribute nothing to the whole adventure mode experience if they sleep forever.

Also, what's up with those two armies that I found that had animals in them? The first one I interpreted as a horse theif type situation, but I have no logical explaination for the second one, which includes the animal recruit thing


I keep trying to click these words but nothing happens?

55
The world simulation SEEMS pretty segregated from fort / adventure mode, and you may be able to offload that to a thread.

This assumption will become increasingly unrealistic as Toady adds more ability for the fortress to interact with the world.

56
DF General Discussion / Re: Future of the Fortress
« on: September 26, 2014, 01:34:29 pm »
How do you envision conversation?

Do you mean dwarves having conversations in Fortress Mode?

57
I think the greater FPS drain in zombie  sieges is because they're all building destroyers and thus path to buildings alongside dwarves.

That would do it -- BUILDINGDESTROYER is much laggier than normal pathfinding.

58
DF General Discussion / Re: Future of the Fortress
« on: September 23, 2014, 07:42:57 pm »
The movie name is also the PowerGoal name -- Road House.

59
DF General Discussion / Re: Future of the Fortress
« on: September 23, 2014, 07:06:10 pm »
Will you go on a pub crawl to research the tavern arc? How do you generally research, come to that?

This movie probably counts as source material:
PowerGoal48, ROAD HOUSE, (Future): Onlookers led by you stop a fight, and somebody demands to see the manager. The manager appoints you official bar bouncer.

60
There is bound to be less fps as each of those calculations need to happen also.

It's rarely this simple.  Most of the calculations that happen in a program do not have a significant impact on its performance.  A small minority of the calculations usually cause most of the problems.  This is especially true in a program like DF that's riddled with bugs known to impact framerate.  Don't trust your intuition, trust the profiler.

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