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After experimenting with the options, how is 40d13? Problems only count if the defaults don't work.

Faster than 40d, no problems
- 42 (26.1%)
Faster than 40d, problems
- 72 (44.7%)
No slower than 40d, no problems
- 14 (8.7%)
No slower than 40d, problems
- 16 (9.9%)
Slower than 40d, no problems
- 2 (1.2%)
Slower than 40d, problems
- 3 (1.9%)
Doesn't work (please explain)
- 12 (7.5%)

Total Members Voted: 160


Pages: 1 [2] 3 4 ... 147

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 361867 times)

Spelguru

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #15 on: December 20, 2008, 07:43:02 pm »

 :(

Oh well, here is an report:
Spoiler (click to show/hide)
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Haven

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #16 on: December 20, 2008, 08:33:58 pm »

:/ This seems to cut my FPS down several times over, and crashes at will. I'm certainly not ruling out a client side issue.

Specs and stats:
Spoiler (click to show/hide)

Test Results:
Spoiler (click to show/hide)
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bhelyer

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #17 on: December 20, 2008, 09:09:15 pm »

I am the goon who ported it to SDL. Feel free to send disparaging messages my way. :p

/attentionwhore
« Last Edit: December 20, 2008, 09:13:25 pm by bhelyer »
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #18 on: December 20, 2008, 09:23:21 pm »

I have become aware of a possible issue with the way I build the texture catalog.

I'll have to fix it later, but for now, could those of you who have had it fail to work at all try it again with a 16x16 tileset (say, the one that's in the package)? That should avoid the issue.

...actually, it probably won't help. I'll fix it in.. ten hours or so, after sleep.

EDIT: Make that ten minutes.
« Last Edit: December 20, 2008, 09:39:04 pm by Baughn »
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Firgof Umbra

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #19 on: December 20, 2008, 09:24:28 pm »

I'm being capped at 75 FPS irrespective to changing max FPS, whether V-Sync or Partial Print is off and on, irrespective to army size.

Am I forgetting something?

I have my FPS_CAP set to 1000 and my G_FPS_CAP to 1500.

(Note: 75 hertz is my refresh rate, but I was assuming it would be unrelated to my problem)

EDIT:  I'm running an Athlon 64 X2 Dual Core 5600+ at 2.81 GHz alongside an nVidia GeForce 9600 GSO.  I really didn't anticipate such a low framerate from a pretty decent rig that's blown 300+ FPS with a 7 series card.
« Last Edit: December 20, 2008, 09:30:33 pm by Firgof Umbra »
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #20 on: December 20, 2008, 09:35:07 pm »

Setting G_FPS_CAP too high can confuse the timer, and cause it to lock to the vertical sync rate regardless of vsync setting.

Keep it to something you'd actually be able to see. 75 is your max; 25 is more reasonable.
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Firgof Umbra

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #21 on: December 20, 2008, 09:41:18 pm »

Thanks.  Now rolling in at ~1000 FPS at all times.  I'll keep increasing gridsize until it gets under 100 FPS and report back.
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #22 on: December 20, 2008, 09:51:23 pm »

Alignment requirements have been lowered, and additional debugging code has been inserted. If you had problems, on OS X or Linux, please re-download and try again.

If you still have problems, please paste the debugging output into a spoiler. It should be in a separate window from BC; it'll stay in cmd.exe, if BC is crashing.
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Firgof Umbra

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #23 on: December 20, 2008, 09:53:24 pm »

This is what it took to bring my system to its metaphorical knees:



That's 60 GFPS at 300:150 gridsize on a 1280x800 resolution fullscreen.  And it still spat out ~60 FPS.

I'm seriously impressed.  That's quite the upgrade you've got there.
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #24 on: December 20, 2008, 09:55:25 pm »

Incidentally, I haven't turned on optimization yet.
The original BC build you may be testing against *did* have it turned on.

Just thought I'd mention. ;)

EDIT: Oh, and 200x200 is the max. What you're seeing is actually 200x150.
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Firgof Umbra

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #25 on: December 20, 2008, 10:08:49 pm »

I grabbed the version that was up about an hour ago.  If I'm not running the optimized version yet, when do you intend to release it?
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Greiger

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #26 on: December 20, 2008, 10:14:18 pm »

Sorry bout the late response.  I made a quick batch file and this is what it outputs.

Spoiler (click to show/hide)

I'll try the new version in a sec.

EDIT: Same with the new.  I suppose I could try reinstalling my current drivers, they did install kinda funky.  Then I'll take a look around for alternative drivers, and in the worst case scenario I could always pull what seems to be an equivalent Nividia card out of one of my junk PCs  and put that in, and use the drivers that came with that. (Yes I collect old junk computers and take them apart for cards and such, I'm weird.)
« Last Edit: December 20, 2008, 10:31:37 pm by Greiger »
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Firgof Umbra

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #27 on: December 20, 2008, 10:39:16 pm »

Weird, maybe, but not alone.  My computer is a Frankenstein of sorts.
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Soldats

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #28 on: December 20, 2008, 11:26:43 pm »

Hey,
not sure if I am doing something wrong here but every time start up bc.exe it just gives me a window of dark red and shows this error message in the command window

Using OpenGL output path with client-side arrays
Using 736x736 texture catalog for 513 32x32 tiles.
Non-power-of-two catalog failed, retrying with 1024x1024 catalog.
GL error: 1281 in src\enabler_sdl.cpp:1791

I just downloaded the win32 link, extract and run

Relevant Hardware
Intel core 2 duo E8500 3.16 ghz
4 gig ddr2 800 ram
Ati radeon hd 4870 (8.12 drivers)
Windows XP 64bit edition

Here is the report extenstion viewer gives
Spoiler (click to show/hide)
Rendering test
Spoiler (click to show/hide)
P.S. I know that processor reading is wrong seeing as I built this system myself so I picked the part and it is an Intel Core 2 Duo E8500 wolfendale @ 3.16ghz :P

Edit: Also changing any of the init settings doesnt fix anything although changing the grid size does give me a bigger dark red screen :D(also the music works fine too)

SUPER Edit: Also if this really is important to the next DF release I think this outta be stickied *hint* *hint* :)
« Last Edit: December 20, 2008, 11:42:39 pm by Soldats »
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Fourth Triad

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #29 on: December 20, 2008, 11:50:54 pm »

Hey,
not sure if I am doing something wrong here but every time start up bc.exe it just gives me a window of dark red and shows this error message in the command window

Using OpenGL output path with client-side arrays
Using 736x736 texture catalog for 513 32x32 tiles.
Non-power-of-two catalog failed, retrying with 1024x1024 catalog.
GL error: 1281 in src\enabler_sdl.cpp:1791

I just downloaded the win32 link, extract and run

I get exactly the same problem on my:

Intel core duo 3ghz
3 gig ram(ddr2 I think)
Ati Radeon X1900 GT (8.541.0.0 drivers)
Windows XP 32bit

edit: the music works fine
« Last Edit: December 20, 2008, 11:53:12 pm by Fourth Triad »
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