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 - thijser

Pages: 1 ... 14 15 [16] 17 18 ... 59
226
DF Suggestions / Re: Dual/Multi core support...
« on: November 07, 2010, 01:11:00 am »
You have a point, but that's still only done on a very low level and isn't nearly the kind of parallelism offered by actually threading a program properly.

Yes but say that we have 4 cores and we lose 60% performance in the procces then we still have a speed up.

227
DF Suggestions / Re: Dual/Multi core support...
« on: November 06, 2010, 03:30:28 pm »
What I'm talking about is basically this:
1 The required calculations are loaded into a program
2 The program has a amout of treads that is the same as the amout of cores you have.
3 The program runs the needed calculations (it probably works best on low fps as it allows most calculations to be put into the program at the same time).
4 The output of the program is used to calculate what happens in df.

Now this wouldn't work for all program because most programs want to have all calculations done after eachother however as df syncs in frames it could work, at least in theory.

Most basic thing I know about computer: everything is passble.

228
DF Suggestions / Re: Dual/Multi core support...
« on: November 06, 2010, 02:47:38 pm »
+BUMP+

I'm going to start looking into multithreading this game.  No promises, I don't know if I'll make it back out sane...

Er, how? You can't magically parallelize a game that isn't programmed to run in a multithreaded fashion. You can't perform miracles, nor do you even have the source code.

Has anybody tried to use a simmulator to make df work in multicore yet?

I'm not sure how you think this would work, but you can't do that. Short story: It just doesn't work that way.

There are programs that are able to "fool" your system into thinking it's 2 4 or 8 cores are really one. This is of course at a great loss of performance but it could be usefull to research for df.

229
DF Suggestions / Re: Dual/Multi core support...
« on: November 06, 2010, 02:42:02 pm »
Has anybody tried to use a simmulator to make df work in multicore yet?

230
DF Gameplay Questions / Re: Strange and consistent crashingness
« on: November 06, 2010, 03:22:28 am »
Maybe you have water that is falling into magma or magma falling into water? Or is it more like one giant cave-in?

231
Well you could start by reporting this as a bug.
After that you have a choise:
1 Keep it and nothing will chance the lower fort value will reduce attacks.
2 Destroy the artifact by dropping a bridge on it. This will make it's creator very sad and probably insane.
3 Experiment with it and see if you can find a good use for it.

232
DF Suggestions / Re: tourism industry
« on: November 05, 2010, 02:26:15 pm »
It could be fun combined with the possed mood. A good mosses a dwarf and makes an artifact.

233
DF Dwarf Mode Discussion / Re: who else thinks horses are a bit too strong?
« on: November 05, 2010, 01:54:43 am »
Maybe some of the test result done in this tread could be reported here?
http://df.magmawiki.com/index.php/User:Thijser/Test

234
I believe that disabling the weather has a two folded effect on the fps. On one side it stops cleaning the outside of the world which can make things more messy, on the other side it is a few calculations less. It has a few minor effects on dwarf happyness and it will probably stop murky pools from filling again.

235
DF Dwarf Mode Discussion / Re: Curiosity about dragons (and their taming)
« on: November 04, 2010, 08:55:37 am »
Do you happen to know exactly how to mod those files?

236
DF Suggestions / Re: Down with ramp channeling
« on: November 04, 2010, 01:58:05 am »
You can build a normol ramp then remove the ramps and keep the last one. After you have done that you can build a floor over the last ramp. Alternatifly you could dig 2 squares extra and build a wall in between.

237
DF Suggestions / Re: The adventure-mode is unbalanced
« on: November 02, 2010, 02:53:37 pm »
If you want less colossi then you should just make the world gen longer. This should kill more mega beasts because they don't reproduce a lot. You could also make other creatures a bit stronger or the colosus a bit weaker. that way they will die more and you will therfore come across less of them.

238
DF Dwarf Mode Discussion / Re: Crossbowmaking (aka, It Just Bugs Me...)
« on: November 02, 2010, 02:39:02 pm »
I think that if you are going to make metal crowsbows you should pick silver. This is because silver is heavy and therefor usefull as a blunt weapon and silver beeing not the metal I usually run out of.

239
DF Dwarf Mode Discussion / Re: Collapsing a Mountain
« on: November 02, 2010, 01:25:31 pm »
Or you could use the borring methode of ordering the first level to be channel then once finished do the next z-level. Rinse and repeat.

240
DF Dwarf Mode Discussion / Re: Steambeast
« on: November 02, 2010, 01:23:20 pm »
Steam has no weigh no sharpness ext. So it isn't able to deal any damage. However you could give steam a very high tempreture causing them to do burn damage to your dwarfs.

Pages: 1 ... 14 15 [16] 17 18 ... 59