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How does 40d16 compare to 40d?

Higher speed, no problems
Higher speed, problems
Same speed, no problems
Same speed, problems
Lower speed, no problems
Lower speed, problems

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Author Topic: FotF: Dwarf Fortress 40d16  (Read 270442 times)

Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #315 on: August 31, 2009, 01:02:15 pm »

There's also one bundled with the game - curses_square_16x16. Though I don't like its quality much.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #316 on: August 31, 2009, 01:03:01 pm »

Aagh. Not the segmented lines again. I thought I squashed that bug three releases ago.


..back to the salt mines. *sigh*
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martinuzz

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Re: FotF: Dwarf Fortress 40d16
« Reply #317 on: August 31, 2009, 01:05:39 pm »

... sorry dude ...  ::)
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #318 on: August 31, 2009, 01:08:25 pm »

init.txt settings, please.
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Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #319 on: August 31, 2009, 01:10:43 pm »

I think herrbdog just looks like that?  I always had lines with that tileset.
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martinuzz

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Re: FotF: Dwarf Fortress 40d16
« Reply #320 on: August 31, 2009, 01:11:26 pm »

Here you go..

Spoiler (click to show/hide)
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #321 on: August 31, 2009, 01:14:27 pm »

Oh, thank you Footkerchief.

Yes. Herrbdog's tileset iss supposed to look like that. That's not the bug redux. Phew.

I was quite worried there for a while.
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The_Fool76

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Re: FotF: Dwarf Fortress 40d16
« Reply #322 on: August 31, 2009, 01:40:42 pm »

While playing around with the latest version I found myself zooming in and out a LOT. (I <3 that feature)

This got me to thinking, would it be possible, or even advisable, to tie the zoom levels to the hotkeys?
That is to say I could hit f1 to not only center on the main level of the fort but also set the zoom level to one where I can see the whole fort at once.
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Wartender

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Re: FotF: Dwarf Fortress 40d15
« Reply #323 on: August 31, 2009, 03:00:44 pm »

here's what happened when i turned sound off.
segmentation fault again, but when i ran it with gdb, segmentation fault but the window didn't close.
Code: [Select]
GNU gdb 6.8-debian
Copyright (C) 2008 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...
(no debugging symbols found)
(gdb) run
Starting program: /home/luca/df_linux/dwarfort.exe
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 0xb59bd770 (LWP 4338)]
/home/luca/.themes/Dust/gtk-2.0/gtkrc:719: Murrine configuration option "highlight_ratio" will be deprecated in future releases. Please use "highlight_shade" instead.
/home/luca/.themes/Dust/gtk-2.0/gtkrc:720: Murrine configuration option "lightborder_ratio" will be deprecated in future releases. Please use "lightborder_shade" instead.
[New Thread 0xb568eb90 (LWP 4341)]
[New Thread 0xb08fbb90 (LWP 4342)]
[New Thread 0xb00fab90 (LWP 4343)]
[Thread 0xb08fbb90 (LWP 4342) exited]
[Thread 0xb00fab90 (LWP 4343) exited]
[New Thread 0xb00fab90 (LWP 4346)]
[New Thread 0xb08fbb90 (LWP 4347)]
Using OpenGL output path with client-side arrays

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb59bd770 (LWP 4338)]
0xb70a16cc in textures::upload_textures () from libgraphics.so
Current language:  auto; currently asm
(gdb) bt
#0  0xb70a16cc in textures::upload_textures () from libgraphics.so
#1  0xb70a2608 in enablerst::loop () from libgraphics.so
#2  0xb70a321a in main () from libgraphics.so
#3  0xb6df6775 in __libc_start_main () from /lib/tls/i686/cmov/libc.so.6
#4  0x0804df91 in ?? ()
(gdb) info frame
Stack level 0, frame at 0xbf8673e0:
 eip = 0xb70a16cc in textures::upload_textures(); saved eip 0xb70a2608
 called by frame at 0xbf8674b0
 source language asm.
 Arglist at unknown address.
 Locals at unknown address, Previous frame's sp is 0xbf8673e0
 Saved registers:
  ebx at 0xbf8673cc, ebp at 0xbf8673d8, esi at 0xbf8673d0, edi at 0xbf8673d4,
  eip at 0xbf8673dc
:(:(:(:(:(

Try setting WINDOWED:PROMPT. Then it will (should) show you the real issue.
it is WINDOWED:PROMPT (it does ask me whether i want to launch it fillscreen or not)
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Mike Mayday

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Re: FotF: Dwarf Fortress 40d16
« Reply #324 on: August 31, 2009, 03:26:46 pm »

Baughn, what is the possibility of supporting APNGs? :D

EDIT: oh oh oh!
Since SVG tilesets ARE a possibility, a little something on how they should work:
Let's say we want to use three tilesets: 16, 32 and 64 px.
Now Until the zoom level is smaller than 200% of the original, the 16px is used. At 200% it's switched to 32, and at 400% it's switched to 64!
Also, can anybody tell me what zooming factor should I use to achieve easy switching between those levels? This would make the display much nicer since 200% is cleanly scaled.
« Last Edit: August 31, 2009, 03:33:12 pm by Mike Mayday »
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #325 on: August 31, 2009, 04:07:38 pm »

Obviously, I'd use mip-maps. :P

Oh, and APNGs would be trivial to support. Hand me an APNG tileset, and I'll implement it in half an hour.
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goffrie

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Re: FotF: Dwarf Fortress 40d15
« Reply #326 on: August 31, 2009, 04:30:30 pm »

it is WINDOWED:PROMPT (it does ask me whether i want to launch it fillscreen or not)

Oh, then it isn't the same as my issue (which also failed in upload_textures). Never mind.
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Mike Mayday

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Re: FotF: Dwarf Fortress 40d16
« Reply #327 on: August 31, 2009, 04:31:31 pm »

Oh, and APNGs would be trivial to support. Hand me an APNG tileset, and I'll implement it in half an hour.

HOLY FU...

on it.

EDIT: http://mayday.w.staszic.waw.pl/~mayday/upload/maydayMIX.png
Here. It's both an apng AND it's 64x64 so you can work out the tilegrid size problems :)
« Last Edit: August 31, 2009, 04:41:34 pm by Mike Mayday »
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #328 on: August 31, 2009, 04:40:50 pm »

For those of you having trouble running DF at all:

I'm working on adding (quite a considerable bit of) logging to DF, so we can try to track this down. It will take a while, but I'm certain the problems will be solved before the next major DF release.  ;)
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Mike Mayday

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Re: FotF: Dwarf Fortress 40d16
« Reply #329 on: August 31, 2009, 04:42:15 pm »

B, I've updated my post above.... puh-leeeeeeeeeze checkitout.
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