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Messages - Hateweaver

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1
Do bags not have the same issues as barrels? IE: They aren't carried around the fort to pick up stuff?

2
For your seed stockpiles, barrels allowed == 0.

Doing that - you'll have to have some huge stockpiles or you'll have seeds laying around everywhere.

Maybe do a central stockpile for all seeds with barrels, then a second stockpile for just plump helmet spawn with zero barrels set to pull from the central stockpile.  That second stockpile can be small and located right next to the farm.

What *should* happen is for pickup up seeds all over the fort, is a dwarf goes to stockpile one, gets a barrel, hauls it to the seed, puts the seed in, hauls it back to stockpile 1, and then picks up the seed from barrel and takes it to stockpile 2 (if there is space there).


3
If you really don't want to deal with vampires you can set the number of vampires generated to zero in world gen.

I didn't realize you could do this.  I going to give it one more go - doing "examine each new dwarf" tactic.  If that fails, I'll do the vampires=0 thing.

I love the idea, but right now there doesn't feel like there is a good 'dwarfy' way to handle the issue.

4
DF Dwarf Mode Discussion / If only vampires were affected by sunlight....
« on: February 20, 2012, 01:57:12 pm »
Then I could just put my main dining room with a glass ceiling to the outside - and it would ignite those bloodsuckers.   

Are there any way to filter these guys out of your fortress?

5
DF Dwarf Mode Discussion / Re: What does my posessed dwarf want?
« on: December 11, 2011, 12:15:26 pm »
Build a craftsworkshop, a mason's, a carpenters, a glass works, a forge, a jeweler and a clothier.  I don't think I forgot any.

Bowyer's workshop

6
I'm outside mowing the yard while my wife+kids are inside watching Cake Boss...
In my head I'm thinking:

                 Idlers:  3


7
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 02:26:55 pm »
Sorry - didn't mean to re-open old threads on multi-threading a sim.  It is something I've worked with for a long time and it really facinates me.  It is hard to find communities of peeps that also want to talk about it.  I was on a team (Ensemble Studios) that spent a lot of time on this - the last iteration being Halo Wars.  And in the end - we weren't able the thread the sim in a way that consitantly brought the frame rate up for the game as whole.

It is a tough problem... and I love chewing on tough problems. :)

8
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 12:52:53 pm »
The long range/short range idea I've used before is kinda similar to what you suggested above.  Each frame the short range one is really just quick logic to keep you on a path layed out by A* from the long range pather.  If it cannot get you where it needs to, it tries to get you close, if it can't do that it figures out if the original long range path it has is still viable - if not it requests a new one next frame.   In that next frame the long range pather has a list of requests which is can prioritize and gate based on how much time it has to opperate.

On the logs - the problem I frequently have is that each thread writes into its own log file (otherwise you have the issue of write contention on the log file which creates bottlenecks that you are trying to avoid in the first place).  So you end up with 3 different files that you are trying to interlace together on the same timeline so you can figure out what happened.

9
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 12:38:25 pm »
"Well, I agree but that depends on how smart you want it to become"
It is not just reacting to other movers - but reacting to the path data from the sim itself (doors closing, paths being destroyed, etc).

Logfiles do help - but trying to sync logs from different threads so you can interlace then to figure out wtf happened is a big pain in the ass.

Also- all of this is based on the assumption (probalby true) that pathing in DF takes a lot of time. If that is true - then even just adding a long range/short range pather to the single threaded sim might help it alot.

10
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 12:17:44 pm »
"I do not really get your point here. All the input for the path finder would be read-only for it, since the outcome is some new data: the current path"

Even though it is read-only, it has to be thread safe. So you are going to have to either use reader/writer locks - or you are going to have to make a read-only full copy of ALL the data the pather needs at the start of the frame.

On the other - if you have any sim event whose resolution is going to depend on WHEN the thread it is in is executed - then you are introducing randomness.  Trying to debug a crash with a crash-dump is going to be impossible.

11
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 12:10:53 pm »
So DF would have limit for pathfinding lag (n frames of main game) - and after it pathfinding would be started in main thread. Yeah - random crash almost impossible to debug.
It really is going to depend on how the sim update applies the events and the time of resolution for each one. If he first applies all events which could changing pathing (cave-ins, switches to doors, things melting, etc, etc), and then does everything else (making things, dwarves eating, miasma, etc, etc) - then you could thread off the pathing.  There would be some contraints in that pathing decisions could only react to other pathing movers from the previous frame.  IE: If Urist McOutSideTheFort is running away from a gobo chasing him - he would be reacting to the position of the chasing gobo from the previous frame.

Also,  I don't know if DF has limits to the number of units in 1 tile - if it does (ie: No more than 3 units trying to get through a door-way), then this solution won't work.

12
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 11:53:41 am »
Single threaded application... boo.   :-\

Getting a game sim of any complexity to run across multiple cores is almost impossible.  Folks can generally dream up some fake game world situation where it would work - but for most games, no.  Something like DF where he is going to have an order of event applies and resolutions is impossible.

You could spend time going through the sim and looking for iterative loops where previous results don't affect others and split that operation up.  But its going to take a lot of time for probably not much reward.

Nah. For example: The path finding algorithm could be done by another thread implementing message queues for request and response. That way, everything stays synchronized but is still able to get calculated by multiple cpus, increasing the speed in total if you got 2 cores for this example. It's a general concept of server applications just to name it.
That would work except that your sim update is going to change your path-ablity.  So a path request updating at the begining of the sim update is going to have different data than one at the end of the sim update.  I'm used to working on sims which are determanistic so that they are more debug-able.  Adding randomness to the pathing resolution would drive me nuts.

Also you are going to have to make all data that the pather needs thread safe - that trade-off of locks is going to slow down the sim update which is the primary pinch point for the processing.


13
DF Dwarf Mode Discussion / Re: officially tired of the fps death
« on: February 21, 2011, 11:38:19 am »
Single threaded application... boo.   :-\

Getting a game sim of any complexity to run across multiple cores is almost impossible.  Folks can generally dream up some fake game world situation where it would work - but for most games, no.  Something like DF where he is going to have an order of event applies and resolutions is impossible.

You could spend time going through the sim and looking for iterative loops where previous results don't affect others and split that operation up.  But its going to take a lot of time for probably not much reward.






14
DF Dwarf Mode Discussion / Re: Just recorded my first DF rap.
« on: February 14, 2011, 11:37:59 am »
Yes! That is greatness!

15
DF Dwarf Mode Discussion / Re: Danger room Fun
« on: February 11, 2011, 11:26:54 am »
I also always make my military all male - that way no babies are following their mommas into the point spear room.

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