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Messages - Zared

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31
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 05, 2010, 11:54:10 pm »
Breached a partially water filled cave system.  Nice source of spider silks.  Some of them are giant cave spider silk, which made me nervous, but there doesn't appear to be a GCS hiding anywhere ;)

Year 3 now, still no fish! 

Spoilered encounter with the new Hidden Fun Stuff (tm)
Spoiler (click to show/hide)

32
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 03, 2010, 09:33:38 am »
Has anybody seen any fish yet?  My fort is in a mountain that backs onto a great lake, and is fed by a river.  The river has no fish, the lake has no fish, the murky pools have no fish, the underground lake layer has no fish (though it does have vermin fish, it still cannot be fished from).  Its been running 2 years now, still zero fish anywhere.

Also, has anybody successfully used the military screen yet?  I've told my boys to use battle axes.  I have 3 battle axes in the weapon stockpile, plus two wood training axes.  They ignore all of them and are eternally doing Individual Training Drills.  They are also not active military dwarves, just civilians.  If I station them or set them to patrol, they become axe dwarves, but immediately revert if I order them to train instead.  Also, of those 3 battle axes I have in the stockpile, only the imported one shows up in the "Specific Weapon" selection menu.  The training axes also show up, though if I assign them to individual soldiers, the soldiers still do not grab them!

33
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 02, 2010, 09:15:20 am »
Quote
It's obvious you have not played yet, or else you would have noticed the doctors, and the arena, and the new military screen, and..., and..., and..., and...
After two years the LEAST i expected are some interface improvements, not "doctors" and further growth of unplayability. Arena ? Military ? Who needs it if the dwarves dont attend to their tasks anymore ? I waited for 5 minutes real time for a mechanic to stop lazying around and start making the f-ing mechanisms.

You might want to check the individual temperments of your dwarves. It may be that you just got a dwarf that was really lazy and your only mechanic  ;) ;D

No, it's a bug.  When I started my fort, I dug out some rooms, and designated workshops as they were opened up.  None of my dwarves started building, even though they had the right task enabled.  When my miner and woodcutter had finished their tasks, they paced right were they were standing, and also would no longer start any new tasks, including eating and drinking. 

This was fixed by saving and reloading, causing all dorfs to proceed as normal.

I've submitted it to the  bugtracker, but I don't know what steps trigger it, if any...and since saving and reloading fixes it, I doubt my save is any help, either ;)

34
Some day I want to make fake street signs and just place them along random roads. Stuff like "Danger: Lightning," "Ant Crossing" and "Bloated Chipmunk, 4 Miles."


35
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 06, 2010, 10:47:12 am »
Radeon HD 3650, Windows 7 x64, DX11

Darius's version doesn't work, either

Code: [Select]
data/shader.fs shader compilation log (649):
Fragment shader failed to compile with the following errors:
ERROR: 2:9: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 2:10: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 2:12: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 2:16: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: error(#273) 4 compilation errors.  No code generated

fix is to add

Code: [Select]
precision mediump float;right where you commented out the output vector.

Now DF crashes on launch without any errors at all.  Progress!

36
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 05, 2010, 10:54:56 pm »
My own save:

Standard : 22 (20) / 23
Shader:  Nonfunctional
VBO:        22 (20) / 23
ACCUM_BUFFER:  23 (20) / 23.  Single buffer only, double flickers back and forth badly
FRAME_BUFFER 22 (20) / 23.
PARTIAL:0 :  22 (20) / 22.  Single buffer only, double flickers even worse than ACCUM_BUFFER

2D:  19 (18) / 19
2DASYNC: 17 (17) / 16
2DSW: 20 (19) / 20

Shader gives the compilation error

data/shader.vs shader compilation log (238):
Vertex shader failed to compile with the following errors:
ERROR: 2:16: error(#168) Reserved built-in name gl_Vertex
ERROR: 2:17: error(#168) Reserved built-in name gl_VertexID
ERROR: error(#273) 2 compilation errors.  No code generated


Faster than any other 40D#, plus the 2D modes work with png fonts, so that's good.

37
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 22, 2010, 02:44:51 pm »
Zared: No, opengl modes were messed up in d17. But it's nice to see the optimizations in d18 also helps people. :)

Oh, I wasn't clear.  When I said "the first time" I meant the D17 thread.  In there I had Windows getting a few more FPS than Linux, but that must have been a mistake on my part, because now I'm getting the same FPS in Windows vs. Linux for D17.  And the same for D18, same FPS in either OS.  Pretty close to each other, too.  D17 seems slightly faster, but it's hard to say...it's a laptop, and I think the CPU clock is varied depending on heat buildup.  I know it seems to slow down in any game whenever the fan turns on ;)

But yes, it's nice that double buffer modes don't have "stuck" tiles flickering anymore. 

38
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 22, 2010, 12:04:52 pm »
Here's data using the fort I'm currently playing.  several hundred dwarves, 300+ animals, magma moat
Windows 7 x64, Radeon Mobility HD 3650, Core 2 Duo T5800 @ 2.00 GHz

D18 - Single and Double buffer give same result, no flicker
---
VBO: Crash on launch
FRAME_BUFFER: 17
ACCUM_BUFFER: 16
PARTIAL:0: 17
STANDARD: 17

2DASYNC: 10
2DHW   : 10
2D     : 10


D17: Double buffer is unplayable due to flickering in VBO, FRAME_BUFFER, ACCUM_BUFFER, and PARTIAL:0
---
VBO: 18
FRAME_BUFFER:19
ACCUM_BUFFER:19
PARTIAL:0: 18
STANDARD: 17

2DASYNC:13
2DHW: 7
2D: 6

D
---
PARTIAL:2:15, plays fine but flickers in adventure mode
PARTIAL:0: Can't play due to flicker
No partial printing: 14, but feels slower...


I get the same results for D18 and D17 in Ubuntu (And D-vanilla using WINE), so when I was testing D17 the first time, I must have messed something up lol

39
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 21, 2010, 05:05:33 pm »
I'm pretty sure you can mod megabeasts to be able to breed. At least thats what I've heard from the modding section, not sure if they can keep the megabeast tag at the same time though.
You can.  They don't reproduce in worldgen, but if you manage to capture a breeding pair in fortress mode, they can have offspring.

40
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 09, 2010, 12:22:46 am »
Can you try 2DHW and 2DASYNC, tell me how those work?

It's possible that 2D should just be 2DHW, I think I was being way too conservative there.
2DHW and 2D (I forgot to retest it after disabling desktop effects) both get 16 now, same as STANDARD.
2DASYNC gets up to 19 or so, about the same as the non-standard 3D modes.

That's the same or better than I was getting in Windows, so I guess those couple FPS for the 3D modes are all on the ATI Linux drivers ;)

(ha, as a point of interest, I get the exact same numbers running df_linux as I do running the windows version using WINE)

41
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 08, 2010, 04:31:48 pm »
Tried the Linux version.  Frame rate is about 1/2 what the same save file is under Windows, regardless of what render mode I use.  Also, it only runs once.  If I quit and run the game again, the sound in the intro is mostly scratchy static, though the music in-game sometimes works, and I get about 6 fps and the interface lags behind key presses by 1 or 2 seconds.  Only way to fix it is to restart X. 

It turns out the massive slowdown if I run df a second time without restarting X is due to Compiz Fusion running, even if no fancy effects are happening.  It's completely unrelated to the sound system also breaking.  It actually slows it down the first time, too, just not by as much. 

If I turn Compiz off, I get a nice 19 fps for all modes except standard, which gets 16, and 2D, which get 9, and no interface lag.  This is pretty comparable to Windows on the same machine, though a few FPS slower.

42
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 08, 2010, 02:39:21 pm »
Who says it's solid lichen?  A werewolf is half man, and half wolf.  Therefore, a werelichen, would be half man, half lichen.  (Or if you prefer, half man, half fungus, half algae.  That's an extra 50% right there, so already this monster sounds pretty deadly)

So, a big guy, thick green skin, thick layer of lichen to pad him against blows.  I'm sure it would be at least as dangerous as a werewolf.  Make it bigger on account of that extra 50% of being, and it's pretty tough!  Can we add extremely fast healing of wounds?  Have that represent the symbiotic algae in its blood helping to restitch severed tissues.  Sounds like a mean foe to me.

In the 2003 Hulk movie, wasn't he supposed to be green because they threw in some algae DNA?  So there you go:  Werewolves transform into their "lycan" form during a full moon, werelichens transform to their "lycan" form when they get angry.  Scientifically proven fact! 

Also, I remember you could kill moss on your deck just be leaving a penny on it, the copper kills it.  If lichens are similarly vulnerable, then instead of a silver vulnerability, a werelichen would have a copper vulnerability!  Not that we can put that in the raws just yet, but it's the thought that counts.

A stone golem heated to stone-melting temperatures will have more mass than a stone-cold stone golem. Because energy has mass, and molten rock has more stored energy than just a rock.

Infinitesimal.  One tonne of stone melted into magma would weigh like one tonne plus one billionth of a kilogram.

43
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 07, 2010, 09:26:12 pm »
Tried the Linux version.  Frame rate is about 1/2 what the same save file is under Windows, regardless of what render mode I use.  Also, it only runs once.  If I quit and run the game again, the sound in the intro is mostly scratchy static, though the music in-game sometimes works, and I get about 6 fps and the interface lags behind key presses by 1 or 2 seconds.  Only way to fix it is to restart X. 

The same lag applies when pressing ALT+TAB, even after quitting DF.  No other keyboard input is lagged.

Ubuntu 9.10 I should say.  Radeon Mobility HD 3650 with the latest proprietary driver pack.

44
DF Modding / Re: Some reaction addition/modification questions
« on: February 06, 2010, 01:45:35 pm »
Reactions always produce stuff that is base quality, however.

45
DF General Discussion / Re: FotF: Dwarf Fortress 40d17
« on: February 05, 2010, 10:21:18 am »
Windows 7 x64, Radeon Mobility HD 3650, 4 GB RAM, Core 2 Duo T5800 (2GHz).

My old world, 150 dorfs, 300 animals:

40D vanilla, partial:2  - 9 fps

40D17, All 3D modes give 23 fps.  Partial:0, and accum_buffer, frame_buffer, and VBO all are unplaybable due to flickering back and forth between the current screen, and an old one.  Setting singlebuffer to yes fixes this.

2D modes give 17 fps, ASYNC mode isn't any faster than normal 2D mode.

Haven't found any issues beyond what's in 40D.
(Sorry about premature post, I hit enter for a new line and somehow it posted on me)

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