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Messages - Ostsol

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1
Yeah, I pretty much have to keep Compiz off on my system, as is causes flickering in any OpenGL application and in video players (except VLC rendering with X11 output).  I've read that video drivers that support DRI2 won't have this problem, but I'm not sure that any drivers have such support, yet.

2
Looks like you have a rather old video card, if it doesn't support non-power-of-two textures.

3
I can't find 32 bit libraries for SDL, and when I have everything in the folder I get this output ---
./dwarfort.exe: error while loading shared libraries: libSDL_image-1.2.so.0: wrong ELF class: ELFCLASS64
---
 any help?
This is something that's been answered several times already.  First off, though, what distribution are you using?  If it's Ubuntu or Kubuntu, then my previous post on the matter will do the trick:

http://www.bay12games.com/forum/index.php?topic=28841.msg380631#msg380631

You also need to have the ia32-libs package installed.

4
Only thing I can suggest is that you rebind all the keys in the input menu. Sorry, but I'm not going to start reworking the input system at this late date.. source code is online, though, if someone else wants to pick it up.

EDIT: Darn it, apparently I'm going to do just that. *pout*
It might be pretty simple. I'll give it a shot, at any rate.
Heheh. . . I was just thinking that you could have a keyboard layout file in the init directory that would map the internal layout to the desired layout.  In this case the file would begin:

[Q:A]
[W:Z]
[E:E]
[R:R]
[T:T]
[Y:Y]
etc. . .

You could even have multiple files, named based on the keyboard they represent, and have an option in init.txt to select the desired layout file.

5
The only problem with using the Wubi installer is that it will automatically install the AMD64 version of Linux if you have a 64 bit processor, which includes the Intel Core2 line, which is fairly common around now, and I'm not sure if Dwarf Fortress will work in it. I can't get it to function in Ubuntu at the moment, but I have a feeling it's dependency issues more than anything else.
The problem is that the ia32-libs package does not include a 32-bit version of the libsdl-image library.  You can solve this dependency by downloading the i386 version and extracting the library manually:

Code: [Select]
dpkg-deb -x libsdl-image1.2_1.2.6-3_i386.deb ./libsdl-image
Copy the two files from ./libsdl-image/usr/lib into the libs/ directory of Dwarf Fortress.  This is what worked for me.

6
Yep, that happens to me, too. :(

7
Ah, that's too bad. . .  It wouldn't be the first game to suffer such a problem, though.  I've been wanting to play IVAN in Linux for a while, but it's also too 32-bitty to be converted easily.

8
Am I the only one trying to run this on 64-bit Ubuntu? :) It didn't work, initially, because Ubuntu's ia32-libs package does not include lidSDL-image.  Extracting it from the 32 bit version of that library into the game's libs directory solved that problem, though.

Any chance that we'll see a 64-bit Linux version of DF?

Other nitpicks: every file seems to be flagged as executable.  I'm sure that this is minor, but it's unnecessary. . .

EDIT: I just found that having a grid size other than the standard causes a seg-fault after the intro movie. . .

Code: [Select]
Using OpenGL output path with client-side arrays
Ideal catalog size: 384x368
Assumptions broken!
Segmentation fault

9
DF General Discussion / Re: Multithreading Workshop
« on: September 13, 2008, 11:38:15 pm »
You might also want to look into Intel's Threading Building Blocks.  I found it very easy to use in simple cases, such as parallelizing for loops.

10
DF Bug Reports / Re: [40d] Severe processor taxing
« on: September 07, 2008, 02:33:37 pm »
What's your G_FPS_CAP set at in the init.txt?  If it's set too high then the game will start drawing a frame as soon as the previous one is done, which will of course mean that the CPU never gets a break.

11
DF General Discussion / Re: Programmers
« on: August 15, 2008, 09:55:38 pm »
Nothing professional, though I have played with various languages since I was about 10, starting with BASIC on a Commodore 64.  From there: Pascal, C/C++, VB, Java, Javascript, SQL, Oracle, C#, and Python.  Right now I'm focusing on C++ and Python.

12
DF General Discussion / Re: Holy shit! You can now expand the view!
« on: August 04, 2008, 09:49:22 am »
Those 6x6 tilesets make my eyes hurt already. . .

13
DF General Discussion / Re: Holy shit! You can now expand the view!
« on: August 04, 2008, 09:41:13 am »
It would be possible if you could stretch the screen across a dual monitor setup.  I don't remember if an OpenGL context would work like that, though.  It's been a while since I had two monitors set up. . .

14
DF General Discussion / Re: Holy shit! You can now expand the view!
« on: August 04, 2008, 09:26:31 am »
Woot!  Another agreement here: best gameplay-affecting update since the z-levels appeared. :)

15
DF General Discussion / Re: World Generation - Why?
« on: July 29, 2008, 06:52:27 am »
Also consider that it is traditional in roguelikes to have a certain degree of random generation.  DF simply takes this further (by a rather large degree) than most.

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