Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Thief^

Pages: 1 ... 88 89 [90] 91 92 ... 113
1336
DF General Discussion / Re: Where would you be without Dwarf Fortress
« on: August 20, 2010, 04:32:33 am »
I wouldn't have just put ""Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"" into my work diary.
I'm bugfixing :P

1337
General Discussion / Re: Bay12's Desktops
« on: August 19, 2010, 11:21:56 am »
Speaking of fractals, I used to use this as my dual-monitor-spanned background.

It's from my own Mandelbrot renderer, so I'm quite proud of it.
Mandelbrots can look pretty damn good.
If you like it, here's another, that I used to use on a single monitor.
And the renderer itself (which is a terrible program, but produces sweet output (at least I think so), especially when using the 256x Anti-Aliasing option).
Maybe I should start a thread just for this somewhere else.

1338
General Discussion / Re: Bay12's Desktops
« on: August 19, 2010, 10:36:49 am »
Speaking of fractals, I used to use this as my dual-monitor-spanned background.

It's from my own Mandelbrot renderer, so I'm quite proud of it.

1339
DF Announcements / Re: Dwarf Fortress 0.31.12 Released
« on: August 19, 2010, 07:03:56 am »
I imagine he means that his firewall can do per-executable rules for connections, and he'd blocked a dll from making a connection it needed. Possibly even a loopback connection (something you should NEVER block).

As to how that has anything to do with his shift key not working in dwarf-fort, I have no clue.

1340
Too true. You'd definitely want to eliminate cache thrashing from the pathfinder before you multithreaded it.

1341
Except A* isn't a "for" loop, so you can't use OpenMP.

1342
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: August 18, 2010, 04:51:41 am »
Quote from: Thief^
Are there any plans to remove the "brook tile" hack and replace it with sloped banks and less than 7/7 water?
[...] Another obstacle is having new moist tiles or tiles with some water without having them having floors on a different Z level.  Brooks are currently handled that way.  I don't like the idea of having 3/7 water a Z level down, although a lot of the streams should probably connect up with the aquifer.  This would make fewer places inhabitable by digging creatures unless the stream were smoothly lowered a bit, but I'm not for turning them into rivers with less water in them since that introduces problems with connecting rivers (would all 3/7 rivers connect to 7/7 rivers in waterfalls?  Otherwise you'd have reverse waterfalls, or you'd have to introduce a 4/7 ground square, which feels like a can of worms) and people walking across a brook should not be in a separate Z level with respect to projectiles/LOS, etc.  People swimming on the surface of a river should probably also be vulnerable to archers, but having an ankle-high brook hide you is worse.
I hadn't thought of joining brooks to rivers, that's a tough one.
This is obviously why you develop DF and not me :P

1343
DF General Discussion / Re: >2GB?
« on: August 18, 2010, 04:39:18 am »
LARGE_ADDRESS_AWARE isn't something you can just decide to toss into a program, and risks breaking other things.

It should be something you can just enable on any well-made program. The things that break are:
1: Explicit checks that pointers are below the 2GB barrier
2: Hacks to use of the highest bit of pointers for a program's own purposes

Neither of which you should be doing anyway...

1344
DF General Discussion / Re: miners not picking up pick
« on: August 17, 2010, 08:18:47 am »
You need to use the 'o' menu to allow dwarves to gather things like that from outside IIRC.

1345
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: August 17, 2010, 07:49:11 am »
Yes. Brooks should have 3/7 water. You can swim in them, but not drown. Maybe some smaller like 2/7.
Such an amazing and simple idea! This would also mean you wouldn't need to have the counterintuitive "floor on top of 7/7 water" system. People would simply cross the water. The only new thing required would be sloped river/brook banks.
I know this is from a few pages back, but it wasn't greened and it should be.
Are there any plans to remove the "brook tile" hack and replace it with sloped banks and less than 7/7 water? Hell, could we get sloped banks on the normal rivers and ponds?

How about the "edge of map waterfall" effect? Water runs off the downstream end of a river as if the next square was empty, causing the last few squares of river to be noticeably lower water levels than the rest of it. Perhaps treating the downstream end of the river as always being 1 less water depth than the last on-map river square next to it would work better? That would allow the river to fill to the same depth all the way along.

1346
DF General Discussion / Re: The CPU - FPS test
« on: August 17, 2010, 07:11:37 am »
Disabling services is all bullcrap janglur...
CPU/cache etc isn't reserved for every process/service etc, it's pretty much just used by the currently active thread.
The majority of a pc's services/processes/threads are actually asleep, not using any cpu or cache. Hell, Windows is pretty aggressive about swapping them out to the pagefile, so they're often not using RAM either. e.g. Antivirus software will be asleep until a file access happens, and DF doesn't do file accesses while running (except autosave, which doesn't really count), so disabling antivirus should make zero difference to the speed of DF.

I strongly suspect you're right about the performance difference on your machine being due to tight ram timings and large cpu cache, and DF doing a lot of random-access stuff. I suspect the way data is organised in memory will cause cache thrashing when pathfinding in some directions, most likely up/down and north/south.

Good cache performance really is a black art.

1347
That's awesome then. I'd thought from what you'd said so far that it would only support using actual font files (ttf etc) for the text, not a 2nd DF bmp/png.

1348
Sure. It's using the freetype2 renderer, which supports a variety of bitmap fonts as well as truetype.
Will we be able to just use a separate tileset file too? Many tilesets are available as both a "with accented characters" and "with object pictures" download already, so it would be good to just be able to specify both files and have both accents in text and levers etc that look like levers etc.

1349
Toady has spent a significant amount of time optimizing the worst time-sucks.

Already.

I think he missed a few... ;)
There will always be some...

1350
DF General Discussion / Re: PRINT_MODE poll
« on: August 17, 2010, 04:36:45 am »
One oddity I've noticed with PARTIAL:


I have Windows Vista. Normally I have the appearance set to Windows Aero. PARTIAL:0 does not cause flickering.

However, if I change the appearance to Windows Vista Basic, then PARTIAL:0 causes DF to flicker between the current frame and some previous frame. I have no idea why.

I haven't tried with other numbers.
I believe with Aero enabled applications render to an offscreen buffer, which Windows then blits to the screen. With Aero off I think applications render directly to the screen, XP-style. If Windows double-buffers the screen, then having aero disabled means you are rendering to a double-buffer and need to use Partial of 1 or more.

Just a theory.

Pages: 1 ... 88 89 [90] 91 92 ... 113