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Messages - Caldfir

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541
DF General Discussion / Re: The Ultimate DF Rig
« on: February 12, 2011, 01:25:54 pm »
This image is a few years old, but it gets the point across:
Spoiler (click to show/hide)

Modern desktop CPUs are slower for single-threaded operations (hyper-threading can have random effects, so the chips that originally implemented it are actually worse in some ways) than the P4.  Hyper-threading doesn't have anything to do with the clock-speed by the way - it just means the core you're working on has schizophrenia. 

My other main point is that the DF process is probably heavily bottlenecked by memory speed (I have no definitive proof of this, but then again nobody has any absolute proof that it is bottlenecked by ops/sec either).  Some stack traces done on DF have shown that the "move unit" command (pathfinding) heavily dominates procedure call times.  Thus, it is reasonable to assume that you should focus on building a computer that is optimized for running pathfinding. 

Pathfinding is actually a really simple calculation in terms of clock cycles needed to run the instructions on each step.  What isn't so nice is that the DF map is a 3D grid, which the computer has to represent as a linear array, so different rows end up far away in memory, and different Z-levels end up really really far away in memory.  This creates generally poor chache performance, to which there are a few solutions aside from algorithmic shenannegans (like putting the map into cubic blocks, or multithreading the pathing or something).  The only thing that might help, hardware-wise, would be GARGANTUAN caches (big enough that they can reliably hold on to your dwarves' most-travelled locations), or overclocked fast ram. 

Of course I could be wrong; I don't know the implementation of "move unit" so this is all speculation. 

542
DF General Discussion / Re: Dwarf Fortress Talk #10: Feedback
« on: February 12, 2011, 03:32:07 am »
Yay - something to look forward to!

I have to say, the past couple months in games and television have been void of anything new.  I am extremely bored

You folks had better get to editing, otherwise I'll be forced to start watching sports!  Oh the humanity dwarfanity!

543
DF General Discussion / Re: The Ultimate DF Rig
« on: February 12, 2011, 03:21:11 am »
If you want the truly fastest single-threaded processors out there... go grab an old P4.  Single-threaded tasks are actually slower on modern machines. 

Unfortunately the real bottleneck is probably memory performance, which you can't really do anything about (memory is faster now than it was a few years ago... so if you could strap some high-speed ram into a P4 machine... but that's impossible).

Calculating paths is slow because you have to check a bunch of memory, not because you need to do a complicated calculation.  Really, waiting for code optimization would be more productive than trying to build a better computer.  If you were building a computer to play DF, ignore the clock speed and focus on getting the processor with the largest cache size you can find, because memory accesses in a game like DF are obscene.  

544
DF General Discussion / Re: Worldgen cookbook
« on: February 12, 2011, 02:12:35 am »
Seems a bit odd all this stuff is all crammed in one thread that's lasted this long...anyway.

0.31.18

This is my current favourite.  Lots of good, lots of evil, many deserts, and the best part, its a non-square map!  Getting the world to gen at all for non-square settings off of default was quite a bit of work.  Don't be concerned if it skips through 100-200 before it settles on a world it wants to actually make. 

Code: [Select]
[WORLD_GEN]
[TITLE:WIDE DRY]
[DIM:257:129]
[EMBARK_POINTS:1274]
[END_YEAR:333]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:800:401]
[RAINFALL:0:100:800:400]
[TEMPERATURE:25:75:400:200]
[DRAINAGE:1:100:400:200]
[VOLCANISM:0:100:400:200]
[SAVAGERY:0:100:400:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:25]
[SEMIMEGABEAST_CAP:100]
[TITAN_NUMBER:25]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:15]
[NIGHT_CREATURE_NUMBER:25]
[GOOD_SQ_COUNTS:50:1000:4000]
[EVIL_SQ_COUNTS:2000:2000:100]
[PEAK_NUMBER_MIN:30]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:16]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:1400:5:5]
[REGION_COUNTS:FOREST:2500:7:7]
[REGION_COUNTS:MOUNTAINS:4500:9:9]
[REGION_COUNTS:OCEAN:1500:3:3]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:3500:6:6]
[REGION_COUNTS:HILLS:1500:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:200:200]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:80]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:80]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:6]
[LEVELS_ABOVE_LAYER_2:5]
[LEVELS_ABOVE_LAYER_3:4]
[LEVELS_ABOVE_LAYER_4:3]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:100]
[CAVE_MAX_SIZE:250]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:25]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:50000]
[SITE_CAP:10000]
[PLAYABLE_CIVILIZATION_REQUIRED:0]
[ELEVATION_RANGES:2000:8288:6000]
[RAIN_RANGES:7000:5500:1500]
[DRAINAGE_RANGES:4144:8288:4144]
[SAVAGERY_RANGES:3000:8288:5000]
[VOLCANISM_RANGES:4144:4000:8000]

545
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 12, 2011, 02:05:14 am »
Yeah - the age listings have battles in them, and you can take a look, but I recall Toady mentioning that legends mode needs some love.  If you look at those historical battles now though, you see some pretty idiotic things.  Named battles between an army of 5000 humans, against a single elf, for example.  I suspect that there are numerous in-the-works plans for historical battles - one of which i remember being mentioned was the option to look into some kind of region map and see the forces moving around, once the battle simulator is a little less stupid. 

So yes, you can look at battles now, and someday you will be able to see more. 

546
DF General Discussion / Re: Microcline
« on: February 11, 2011, 01:28:17 pm »
Yeah, the default colour is "eye-blasting blue" which most people don't like.  Microline is the reason I always play with modded colours.

547
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 09, 2011, 02:20:06 am »
I had a post all typed up about philosophy and bug fixes and things, but decided to drop it because talking about bugs is boring. 

548
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 08, 2011, 02:38:22 am »
So I've been snooping around lately, and it seems some people are complaining about bugfixes not happening at the rate they would like.  There have also been several threads in which the immensity of the open issues on the bug tracker (1800 or so) has been used as ammunition to claim that the game is extremely buggy. 

Anyone who has been playing the current version should know that there are in fact very few actual bugs* lurking about (however annoying those few might be).  Nonetheless I have been poking about the bug tracker, and it really is a big heap of...things.  The trouble is that the vast majority of the things on the tracker are likely not to be bugs at all.  What seems to have accumulated are a full year of people's conversations with tech-support, with a few actual bugs sprinkled in.  Even most of the (real) bugs are probably cases where something was broken, someone logged on the tracker to complain, and once it was fixed never reported the resolution.  It can hardly be expected that a team of only a few people can sift through something like that**. 

I am wondering if there are any plans on what to do with the bug tracker, since in its current state it looks to be hardly of use to anyone.  Anything between a very aggressive cull and an outright flush would be perfectly reasonable actions at this time, if for no other reason than that Dwarf Fortress is so very different from what it was a year ago, and a major release is on the horizon. 

Then again, I'm on the outside looking in on this, so perhaps I'm all wrong and there is some magical permutation of the search filters on the bug tracker that allow perfect summary of all actual bugs. 

(It was very hard not to turn this post into a rant against people being generally dumb when posting on the tracker, especially after a weekend of trying to make sense of it all.)

*A true "bug" is not an unfinished feature, nor a someone's opinion about how the game should work, nor users making mistakes and whining about it ('you had caps lock on'), nor program performance under excessive load ('your game did not crash - the ocean froze'). 
**Footkerchief is essentially omnipresent on the tracker, but even his magical powers have limits.

549
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 28, 2011, 11:54:58 am »
Will there be respect for different "burial customs"?  I, for one, have started to prefer the "Proper Dwarven Funeral" method of flooding a burial chamber with magma, encasing the dwarf in obsidian, then making a statue out of his/her obsidian.  It's just dwarfier that way.  Will this now mean I have to choose between not having personally amusing burial practices and being annoyed by the results of my "desecration of the bodies"?
You can always carve them a burial slab out of the obsidian.  Perhaps not as dorfy as a statue, but still gets the idea across.

550
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 25, 2011, 11:32:22 am »
I personally wouldn't mind if the current "dig deep til you find the magma sea" or "dig til you see what you want" methods of play were slowed down somehow...wouldn't hurt anything except making you not as invulnerable in many cases

I agree about this.  There has been a loss of pacing in dwarf mode since the .31 release.  I don't know if lighting is the best solution to this, but in my mind there should be something stopping the player from just drilling down to hit magma at embark.  I'm not saying it is a difficulty issue or anything, just pacing - in 40d there was usually a long period of searching for magma that held back the metal industry until completed, and it was pretty fun. 

551
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: January 23, 2011, 12:19:30 am »
I seem to recall a podcast where Toady mentioned that the current model for sand was, in his mind, a placeholder until he figures out some way to do some kind of semifluid system that doesn't unnecessarily eat CPU time, and doesn't confuse the player with collapse conditions. 

552
Sadly, with the relative newness and continuing changes/bugfixes of the new military system, it doesn't seem like anyone has had the opportunity to do the necessary hacking/programming to put together a nice UI for it. 

The military MOSTLY works now, but unfortunately it is quite clunky to get set up.  I look forward with great hope and enthusiasm to the day when this is not the case.  Until then, the above-posted guides are a good start to introduce and explain how to get a military working.  Good luck - it isn't easy, but once you get going, there's something satisfying about seeing a dwarf with a 200-name long list of kills. 

553
DF General Discussion / Re: animal feed? oh crap...
« on: January 18, 2011, 11:01:23 am »
I hope this solves the crazy oversupply of food.  Truthfully, dwarves would need to eat about 5-10x what they do now for food to even become an issue.

Also, animal feed implies livestock farms maybe?  I was always irritated by the herd of cattle in the dining room. 

554
DF General Discussion / Re: Kobold Camp in the open, picture here
« on: January 10, 2011, 10:44:48 am »
Just thought I'd let you know how the bug of "surface kobolds" comes up. 

Notice the stream running through the site?  During worldgen, a stream got placed on the same location as a cave.  The result is a bug in which there is no cave, but worldgen still places creatures as if there were, just slapping them on the surface.  I had a similar thing happen a while back, but with a cave full of ettins and elkbirds. 

Good times. 

555
DF General Discussion / Re: Worst life ever.
« on: January 08, 2011, 01:55:48 pm »
He was spared from suffering too long in DF world. I'd say he was very lucky.
It is the best life you can hope for in DF. 

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