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Messages - SoulSkorpion

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31
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 26, 2010, 05:32:50 am »
Don't patronise me, I can read the big, prominent rules text just fine. It doesn't say anything about bumping threads.

32
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 25, 2010, 08:08:11 pm »
It's been discussed, in threads more relevant to it than this one.  Go post there.  Or better yet, read those posts about why it won't happen and STFU because it's not going to happen.
And it will be discussed again and again and again like many other subjects as new people bring it up, and each time I'll make the same points I did last time it was discussed. Also it will happen eventually as individual cores aren't getting faster quickly enough but I agree it won't happen any time soon.

But not in this thread.  That's my point.

Take a chill pill.

I decided to post here rather than bump a long-dead thread to or start a new one precisely because it has been discussed before. Isn't a thread about voting for suggestions everyone's a heard a hundred times already exactly the place to discuss them?

33
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 25, 2010, 10:13:48 am »
[edit]Oh, and it doesn't take long to write a thread management library either. Mine's taking me about a week all up.[/edit]

Alternatively, rather than reinventing the wheel you could just use something like TBB, your example in particular is well suited for it.
Well, yes. I just brought it up to illustrate that multithreading stuff doesn't necessarily take ages to implement. I'm rolling my own as an exercise. Obviously if Toady's ever going to use multithreading he should use someone else's library.

34
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 25, 2010, 09:23:20 am »
Quote
The fact that the game has not been built to be multithreaded means any attempt to do so would require a complete overhaul of the code, which would take a very long time

Well, yes and no. It depends how the code is structured already. Say for example there's a loop that looks like this:
Code: [Select]
//pseudocode
for each dwarf
{
  dwarf.update();
}
Say update() takes a while to run, maybe it's working out the dwarf's current activity and/or pathfinding to get there.

With some decent thread management code, you can change it to this:

Code: [Select]
//pseudocode
for each dwarf
{
  threadManager.QueueTask(dwarf, dwarf::update);
}
wait for threads to finish

...where ThreadManager::QueueTask gives the function to one of the threads.

Of course you need to write/use-a-library-of the thread management code, but my point is that you don't necessarily have to make sweeping changes to the code. You just parallelise slow bits to speed them up.

[edit]Oh, and it doesn't take long to write a thread management library either. Mine's taking me about a week all up.[/edit]

35
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: April 25, 2010, 06:27:59 am »
I wish Toady would add multithreading. It's really not that hard to do if you can split up the work to be done (at a guess pathfinding would be a good candidate), and would make performance so much better. Especially with a nice clean library like boost::thread. Hell, I'd even share code I've written if it'd help.

36
DF Gameplay Questions / Re: Barracks burrows
« on: April 05, 2010, 07:28:22 am »
Now there's an idea

37
DF Gameplay Questions / Re: Barracks burrows
« on: April 05, 2010, 02:00:13 am »
Damn! Well, that explains a lot.

I'll try make the main stockpile smaller. While I'm at it, I think I'll add a farm patch specially for my barracks and get my squad's logistics dwarf to tend to it.

38
DF Gameplay Questions / Barracks burrows
« on: April 05, 2010, 12:44:22 am »
I've managed to get a squad training with wooden axes. I've set up a barracks complex for them, with a training room, a dormitory and a supply room. I've gone and added a dining room and a nearby food stockpile room, set to take from my main food stockpile in the civilian quarter. To encourage my troops to use their own dining room I've marked their whole barracks as a burrow and assigned them all to it. That is the only burrow I've made so far - I'll make a burrow for the civilian area later but haven't yet.

No supplies are getting moved to the barracks food store, and the troops are getting cranky (they stand around until they're starving, at which point they rush to the civvy quarter to get something to eat. Bad for morale). I tried adding a dedicated "support dwarf" to the military burrow, but he doesn't stock the stockpile either. I tried removing the food store from the military burrow, but it's still not getting stocked. There are plenty of haulers sitting around with nothing to do. What gives? Is this just a bug? How do I get food to my troops so they don't have far to go from their barracks?

39
DF Dwarf Mode Discussion / Re: Important Question!!!
« on: December 11, 2009, 04:10:59 am »
It just occurred to me how awesome an artifact toilet would be.
Especially one made out of shit.

Yeah. Think about that one.

40
DF Modding / Re: Dwarf Fortress source code?
« on: December 10, 2009, 08:23:59 am »
Your friend is a liar. Congrats.

41
The closest you can get to a portcullis is a vertical grate connected to a lever. Actually, it might be vertical bars too, I'm not sure.

You can make grates out of stone at the mason's shop or metal at the forge. Levers and hooking up levers require stone mechanisms, made at the mechanic's shop. You need one mechanism for the lever and two to connect the lever to the grate. Order the lever pulled and the grate should disappear - pull it again and it will come back.

42
DF Dwarf Mode Discussion / Re: Fire Imps I hate thee
« on: November 29, 2009, 08:40:57 am »
I always seal surface lava using an aqueduct before I mess with it. I learned that after trying to pave over a volcano  - the fire imps murdered everyone and set the countryside on fire.

43
DF Modding / Re: Uncookable seeds
« on: November 18, 2009, 02:10:28 am »
I wanted to prevent them being cookable at all, for some secret special magic I'm working on. Oh well, I guess I might have to take out cooking

44
DF Modding / Uncookable seeds
« on: November 18, 2009, 01:50:22 am »
Is there any way to prevent seeds from being cooked? So far all I can think of is to remove cooking altogether, but I'd rather not do that.

45
DF Modding / Re: Water in reactions
« on: November 10, 2009, 12:28:31 am »
Oh well. Thanks.

I wanted to have water + sand = mud bricks

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