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Messages - spokehedz

Pages: 1 ... 5 6 [7]
91
DF General Discussion / So Dwarven, it boggles the mind
« on: May 31, 2009, 03:36:02 pm »
Especially the ending. Oh so epic.

http://www.youtube.com/watch?v=gs8cjYmoSUo

92
Pre-recent optimizations, on an E8400 clocked to about 3.7Ghz, I can manage 30+ FPS with 200 dwarves and 200 animals, a lava moat, a working aqueduct system that is capable of being pretty well controlled, on a 9x9 mountain map with about 90 z-levels and a real river, a cave river, chasms, a volcano, and potentially HFS that I haven't found yet. I haven't done any sort of metagaming to improve my FPS, either, and I have all options enabled. I imagine you'll get similar or better. :)

Seed please. :P

93
DF Modding / Re: Reveal with v 40d9
« on: May 29, 2009, 01:50:17 pm »
R2 also working fine in 7 x32 40D11 here.

94
DF Modding / Re: Reveal with v 40d9
« on: May 23, 2009, 07:53:45 am »
An error has occured:
  this version of DFLib was not built for that Dwarf Fortress version, but v0.27.169.33d

That's what it said when i ran reveal from the command prompt

That's the standard error it gives when it can't read from what it thinks are the proper memory locations.  So that's what all the Vista users are getting.



If anyone considered themselves skilled at hex-editing, you could editing the Dwarf Fortress.exe:
  • For version 40d9, change byte 176 from 40 to 00.
  • For version 40d11, change byte 17E from 40 to 00.

I'd like to know whether this helps.

Technical: that's the DllCharacteristics field, and bit 6 (26 = 40) is assigned as ASLR permitted for this EXE or DLL.


As a side effect, this will screw up Tweak's versioning system.  But Tweak doesn't work for 40d9 or 40d11 yet anyway.

Did the hexedit, and it indeed does work on Vista. I will try 7RC later.

Damn these programs and their tricky ways...

95
DF Modding / Re: Reveal with v 40d9
« on: May 21, 2009, 12:18:49 pm »
Tried the compat mode, and still fails on Vista and 7RC.

I think the exe got messed up somehow... because it's throwing a old version of the program file to be sure.

96
DF Modding / Re: Reveal with v 40d9
« on: May 19, 2009, 02:07:44 pm »
The file I have contains this:

Code: [Select]
;.40d11
[generic]
DWARF_FORTRESS=0x008F2298

[address]
CREATURE_VECTOR=0x0151B364
MOUSE_X=0x009652A4
MOUSE_Y=0x009652A8
MOUSE_Z=0x009652AC
MAP_DATA=0x0155F248
MAP_X_COUNT=0x0155F268
MAP_Y_COUNT=0x0155F26C
MAP_Z_COUNT=0x0155F270

[offset]
MAP_DATA_DESIGNATION_OFFSET=0x0284

And the file is in a directory off the root of the usb stick I have it on.

I am running Vista, and I have also tried it in Windows7 RC and it gives me the same error.

97
DF Modding / Re: Reveal with v 40d9
« on: May 18, 2009, 01:14:16 pm »
Still erroring when run from cmd as an administrator. I tried with the file in the DF directory, with the exe renamed to 'dwarfort' and with the file in its own separate directory.

My computer is broken. XD

98
DF Modding / Re: Reveal with v 40d9
« on: May 18, 2009, 09:34:03 am »
I got Reveal working for .40d9 and .40d11.  They're on the DFFD.

I had to hexedit the binary to get things working.

This fails with an error:

Code: [Select]
An error has occured:
  this version of DFLib was not built for that Dwarf Fortress version, but v0.27
.169.33d

Edit: I really should use the preview button before posting.

Using 40D11 and the same version of the tool from the link.

99
DF General Discussion / Re: 2fort in DF
« on: May 08, 2009, 02:39:49 pm »
Chest wounds literally, objectively, factually suck.
I have that Tshirt. I love getting pulled over with it on. :D

100
DF General Discussion / Re: Randomly crashing under Windows 7?
« on: May 08, 2009, 02:35:49 pm »
It's not that much faster than Vista, and it's certianly not any faster than XP...

But at the same time that is like saying the 1973 Gremlin is faster than a 2008 Prius.

Sure, they are both cars and the both run on the same roads--but they were built for different times, and with different requirements.

Vista adds a whole lotta style (which I am unable to say about either the Gremlin or the Prius) and flash. 7 adds a whole lotta stability and REFINES the flash. It also greately reduces the annoying "Are you sure you want to do this?" dialog.

Think of it this way:

Windows Vista = Windows ME
Windows 7 = Windows XP

or to put it a more dwarvenly way:

Windows Vista = Dwarven Atom Smasher
Windows 7 = Water/Magma flood

101
DF General Discussion / Re: Ants!
« on: May 05, 2009, 02:07:12 pm »
See, I tried this in my latest fort--everybody does everything--and it just leads to chaos. Now I know why. Instead of seeing that there was an abundance of toothpicks (trees) outside and ramping up workers--they dropped everything, and all spent days upon days piling the wood up while letting all of my foodstocks go to waste.

luckily, they then quickly replanted the farmsteads, but we were consumed with lava shortly thereafter. Oh, those tricky researchers filling my forts with lava to see how deep we went!

102
When my boss told me that I was supposed to go and move some of the boxes from the new servers we got in the other day, I told him that I didn't have the Refuse Hauling skill and we should have one of the peasants move it.

He did not think it was nearly as funny as I did...

103
I think that's an init option.
I know the game is about finding some things on your own, but any clue as to where that might be? :P

I have G_FPS_CAP set to 500 as well as FPS_CAP but it is locked at 100FPS. A solid 100FPS, but people have been saying they get 5000 FPS.
G_FPS_CAP is how many times per second the game should try to draw things to the screen.  The average human eye operates at about 40FPS.  Many video cards have a Vertical Synch lock that prevents any redrawing from exceeding the monitor refresh rate.  I think the highest refresh rate I have ever seen for a monitor is 120Hz.  Hertz means "cycles per second" which is a more general way of saying "frames per second".

It is not recommended to set the G_FPS_CAP above 50.  Because the graphic are ASCII and tile based the changes from one frame to the next have a large amount of granularity.  Motions are not animated on a per pixel basis, and each movement has a small period of being stationary at a given location.  This is very conducive to a graphics frame rate of 10-20Hz.  The rate at which the eye and occiptal lobe process data is sufficiently faster than the rate at which the rest of brain can consume it, that it may even appear to be fully animated for some people at a G_FPS of 10.

I am guessing you raised both numbers at the same time, and that your graphics software activated the VSynch cap even though it is requested off by default.  Drop your G_FPS_CAP back to the 20 default and you should see the FPS for the game pick right up.

I would apologize for FPS meaning "game frames per second" and G_FPS meaning "graphical frames per second", but it just sort of developed that way.
Ah-ha! That got it!

I get a nice 4000-5000FPS with G_FPS_CAP:50 and FPS_CAP:10000 with PRINTMODE:Standard.

And when PRINTMODE:Partial:50 it drops back down to 500 or so. Well, I don't understand it all but it sure makes for a smoother fortress!

I'll max this one out with dorfs and animals, just to see what it does.

104
I think that's an init option.
I know the game is about finding some things on your own, but any clue as to where that might be? :P

I have G_FPS_CAP set to 500 as well as FPS_CAP but it is locked at 100FPS. A solid 100FPS, but people have been saying they get 5000 FPS.

105
FPS is locked at 100FPS in graphical mode. Is this intended?

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