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Messages - Freaky

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1
DF General Discussion / Re: New Version Release Day Donatathon!
« on: March 31, 2010, 03:29:23 pm »
$400, on delivery of a satisfactory DF2010 in the first half of April.

2
DF General Discussion / Re: new display mode idea
« on: February 22, 2010, 01:52:04 pm »
Except that not everyone has a GPU capable of taking advantage of CUDA.  You know, by being limited to a subset of all nVidia cards...

So?  It's a research paper showing that pathfinding can work on a GPU, not a functional/usable implementation (rarely found in papers).  I have an ATI card, I'm well aware of the limitations of CUDA, it doesn't matter.  A proper library would probably use OpenCL, which can target multi-vendor GPUs and CPUs.

3
DF General Discussion / Re: new display mode idea
« on: February 22, 2010, 12:33:49 pm »
Now that i think about it i would rather see pathing implemented on shaders :D

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This paper describes an efficient GPU implementation of parallel global pathfinding using the CUDA programming environment, and demonstrates GPU performance scale advantage in executing an inherently irregular and divergent algorithm.

4
DF General Discussion / Re: Dwarf Fortress needs mirrors and sun physics
« on: October 15, 2009, 04:56:45 pm »
I tried doing a search online and couldn't locate video that clip is from. do you know by any chance what show that is?

It says in the description: James May's Big Ideas, ep 3 presumably.

5
But I also understand that a lot of other stuff needs to be done before burrows are introduced.

You mean, like the rest of the stuff for the next release, which otherwise will include burrows?

6
DF Gameplay Questions / Re: Dying dwarf due to stupid dwarf: remedy?
« on: July 07, 2009, 09:45:40 am »
Well I still think my personal favorite is the idiot that walls himself into my flow control chamber for my cistern.  It's happened so often that I actually sit and WATCH them place the last floodgate or brick up the last wall :p

Designate and suspend something to be built where you don't want them to stand; they'll avoid standing on pending constructions if possible.

7
DF General Discussion / Re: CORE FORTRESS
« on: July 03, 2009, 09:06:16 am »
Except multithreading *is* easy. Every time I read an article talking about multithreading, or read materials about multithreading in a given language, they make a point of talking about how hard it is, how many pitfalls there are, etc. But, it's not hard to write a program keeping those things in mind. It's different, so I suppose any perceived difficulty comes from being set in a single-threaded mindset, but it is by no means hard in and of itself.

Have you actually written non-trivial multithreaded applications?  The algorithms are more complex to implement and reason about, data flow gets a lot more complex with layers of locks with their own rules about when they can be acquired and message passing systems not without their own overhead and rules, even unlocked data can come with mysterious performance penalties thanks to false sharing, and one mistake can take months to show itself or even go largely unnoticed so it's very difficult to test.

Impossibly hard it's not, but it certainly is more difficult than just writing unthreaded sequential code, even if you're starting from scratch.

8
Yes, but that's just a generalized effect multicore has on multitasking, rather than anything specific to DF.  I certainly hope nobody would consider a single core CPU these days, DF or not :)

I doubt setting affinity will have a noticeable effect; the scheduler should be smart enough not to bounce CPU bound tasks between cores often enough for it to be an issue.  Maybe in XP?

9
This has been discussed to death, do a search; there's some modest threading work going on with the new SDL versions (for 40d13 I think), but aside from that, no, DF doesn't benefit from multiple cores and won't for the foreseeable future.

That's not to say Dwarf Fortress doesn't benefit from the i7; going from a 2.6GHz AMD K8 to a 2.6GHz Intel i7 doubled my framerates, but that's entirely down to it being faster at sequential ops, not because it has more cores.

10
DF Gameplay Questions / Re: Building towers outside with roofs
« on: June 11, 2009, 07:29:15 pm »
Construct an up stair, immediately above that construct either a down stair (if you're happy to make another up stair elsewhere to get up another level), or an up-down stair.  You can then construct flooring around it, as the stairs provide support.  When constructing the perimeter walls, make sure the corners are done first (i.e. suspend one of the walls either side of it), otherwise you run the risk of pending walls being blocked off before they're constructed.

Ramps up constructed walls should work provided there's a usable floor above them; how are you trying to do it?  In what way won't they build it?  Is it blocked when you try to designate it, or does it get designated but never built?

11
DF Gameplay Questions / Re: Claim/Forbid items and Cages
« on: June 08, 2009, 12:47:32 pm »
I've never seen that; moving, constructing and deconstructing cages always keeps whatever's in it inside.

You can assign and remove creatures from the usual room menu (q) once constructed.  Creatures will also be removed if you assign them to a pit.

12
DF Dwarf Mode Discussion / Re: I noticed something about HFS
« on: June 07, 2009, 12:32:44 pm »
I've actually removed SoF, they're no fun and defeating them comes down to pure blind luck, i've almost managed to do it once with 100 ledgendary axedwarfs clad in steel and adamantine, but they couldn't take down the last two SoF's.

Huh, last time I opened the pits just to see what was there; I was deliberately unprepared, with nothing but about 8 champion wrestlers with steel plate armour and about 130 random other dwarves.  Sure enough, there were a bunch of SoF's in there.

I was quite disappointed when the carnage stopped; I had about 60 survivors, and they hadn't even left my mining tunnels around the pits.  I guess the trickle of dwarves coming to pick up the !!pig tail socks!! distracted them enough for my surviving wrestlers to rip their heads off (before succumbing themselves).

13
DF Gameplay Questions / Re: Claim/Forbid items and Cages
« on: June 07, 2009, 12:12:11 pm »
Some others, outside, haven't been picked up even after I tried forbidding and claiming again, dumping, etc... Could this have anything to do with the Orders menu?

Yes, exactly; o -> r -> o controls whether refuse is collected from outside.

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Also, during the ambush I managed to capture via trap a couple of elves and a unicorn they brought; since it seems I can't simply order them killed, what exactly can I do with them? I've seen several tutorials on creatively murdering them but besides that is there any other thing possible to do with them?

You should be able to sell them, or if you don't want to kill them, you could set up a prison complex and pit them into it, or just place the cages around so your dwarves can admire them.

You could also set them free, I guess.

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Also, checking an individual cage, how can I strip them of items?

d -> b -> d, mark them for dumping, then use k and unmark the stockpiled cages for dumping.  They'll then be stripped of all their items (unless they're outside and you have collecting refuse from outside turned off).

14
DF Gameplay Questions / Re: Bridges and magma.
« on: June 06, 2009, 11:20:04 pm »
Yes, if you make a bridge out of non magma-safe materials it will melt.

You are, of course, supposed to learn this the hard/hilarious way, which involves flooding at least some of your fort.

15
DF Gameplay Questions / Re: My 2nd fortress!
« on: June 06, 2009, 11:18:53 pm »
To prevent cave adaption, I'd set up your dining room with a glass ceiling, letting in sunlight. Of course you need sand to do this. If you have no sand, make a zoo or statue park in the light.

I'm under the impression it's inside/outside which determines that, not dark/light.  So yes, outside statue garden or so.  One of these cured most of my dwarves of cave adaption within a few years.

Note there's nothing special about glass flooring; you can make your floors out of rock and below them will still be classified as "light".

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