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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 ... 145 146 [147]

Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 361608 times)

HandOfCode

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2190 on: August 14, 2009, 01:02:59 pm »

Unfortunately, the shortcut displays are still messed up. *grumble*

Ugh.  Also why the hell does everyone keep down voting that issue on git?
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Baughn

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2191 on: August 14, 2009, 01:58:21 pm »

No idea.

Oh, by the way, I figured out a while ago (..could have just asked) that the hotkey display stuff is due to a bug in Toady's part of the code. Well, mismatch, anyhow. It can't be fixed on my end, and he's a little busy working on more important stuff, I guess.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

Andir

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2192 on: August 14, 2009, 04:39:21 pm »

The number of times I've seen "foo.bat.txt" files (or similar) written by people is... well, more than a handful.
I always love MyDocument.xls.doc
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Baughn

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2193 on: August 14, 2009, 06:45:22 pm »

We finally cracked the giant enemy crab.. er, windows texture corruption bug, so d14 should be released as soon as Toady fixes the last few bugs on his side.

He's suggested tonight might be possible, depending. So there you go; your woes will soon be at an end.
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Toady One

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2194 on: August 14, 2009, 06:46:29 pm »

Yeah, Baughn fixed the last weird error that has been plaguing us for a while, so everything is in my lap now and I've just got to get it checked out and put together.  The menus are still broken, but I'm assuming that's going to be a quick fix once get to looking at what happened, so it'll be fixed for next time.  I also need to see how zooming works with map export, whether or not mouse=no is working, whether or not the key_ms are working, whether or not adventure mode travel '>' works, and whether the notes take the !@#$%^ type keys again.  Some of those would be show stoppers and some of them wouldn't, if they are still busted.
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Qjet

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2195 on: August 14, 2009, 07:44:39 pm »

I like the fact that you made a thread about 40d14 and then locked it.
If I'm not mistaken that was version release foreplay.
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Qmarx

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2196 on: August 14, 2009, 11:11:04 pm »

and whether the notes take the !@#$%^ type keys again. 
Woah, I didn't realize that the notes had built in language filters.   :D
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Toady One

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2197 on: August 15, 2009, 03:09:05 am »

Most of the bugs are fixed and it's ready to go, but now my linux one isn't working and I have no idea why.  So it won't be tonight, but it's probably just something stupid I did that will be easy to fix.
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Baughn

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2198 on: August 15, 2009, 05:46:25 am »

WorksForMe?

..eh, now I need to wait for Toady to wake up.  ::)
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Zee

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2199 on: August 15, 2009, 02:39:56 pm »

I am waiting on the 40d14 version to start my new fortress!  I'm really looking forward to it.

(First Post)
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Baughn

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Re: FotF: Help test the output code for the next version of DF (40d13)
« Reply #2200 on: August 15, 2009, 04:29:18 pm »

This thread is now locked, see http://www.bay12games.com/forum/index.php?topic=40349.0 for your posting needs.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?
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