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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 270422 times)

McSmaster

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Re: FotF: Dwarf Fortress 40d16
« Reply #675 on: November 06, 2009, 05:38:22 pm »

Just d/l'd 40d16 (running on x86_64 linux), and the world gen is taking forever! The offloading units phase in particular has taken >10x the amount of time in previous versions. It's just creeping along, roughly 10 "units" per second. Anyone else with this issue?

A direct comparison would be helpful -- generating with the same parameters and seed on different versions.

Well, 40d11 can offload ~6000 units at the end of world gen in about 30 10 seconds, and 40d16 took 10 minutes.
« Last Edit: November 06, 2009, 05:41:38 pm by McSmaster »
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #676 on: November 06, 2009, 05:47:59 pm »

Worldgen sometimes hangs for me. Pausing and unpausing it (space, c to continue) seems to fix that.
But slow? ha'en't had that.
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OCEANCLIFF seeding, high z-var(40d)
Tilesets

sir labreck

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Re: FotF: Dwarf Fortress 40d16
« Reply #677 on: November 09, 2009, 06:10:16 pm »

Personal comment, get the same speed, but the keyboard writing is ugly -_-

Impossible to use the dot [.], or the escape in the adventure mod when I'm dead, in other words, need to get the ctrl alt delt to get out :s

I'm using a Qwerty keyboard with the French Canadian setting. 

Also, maybe I have a slighly improving speed, can't really say, this is not slower, but not faster(in an important way).
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fnool

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Re: FotF: Dwarf Fortress 40d16
« Reply #678 on: November 09, 2009, 08:23:03 pm »

One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...

If I zoom all the way out and then zoom back in to the normal view, the furthest I can zoom in is a perspective which causes the tiles to be ever-so-slightly too tall - not the best thing to have on a square 1:1 tileset. I can solve this by zooming out one level, but it's a little baffling.
Quoting this old post of mine because the issue hasn't been mentioned by anyone else...

Is there any way to disable the last zoom-in stop?
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #679 on: November 10, 2009, 08:57:38 am »

People keep telling me to do it one way or the other.. usually mutually exclusive.

To reset the zoom, press the "reset zoom" button.
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stew_mcgruff

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Re: FotF: Dwarf Fortress 40d16
« Reply #680 on: November 11, 2009, 10:19:45 am »

Just d/l'd 40d16 (running on x86_64 linux), and the world gen is taking forever! The offloading units phase in particular has taken >10x the amount of time in previous versions. It's just creeping along, roughly 10 "units" per second. Anyone else with this issue?

I had this problem at first, so I opened up the df file and found:
Code: [Select]
valgrind --smc-check=all --track-origins=yes ./dwarfort.exe $* # Go, go, go! :)I turned off valgrind:
Code: [Select]
./dwarfort.exe $* # Go, go, go! :)and now it seems better
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #681 on: November 11, 2009, 03:49:37 pm »

I never guaranteed that the "newest fixes" would run /fast/, did I?

Actually, that's remnants of some old debugging. I'm working on replacing the sound system now, and should have a new 40d16-head (without that little line) up tomorrow or so.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #682 on: November 11, 2009, 06:49:53 pm »

A new 40d16-head is up, which hopefully fixes the sound problems on linux.

I say "hopefully" because, well, I can't test it. Sound support for 32-bit programs on Arch64 truly sucks. Nothing seems obviously broken, and I've tested subsets, but I'm hoping someone will report back that it works.

That'd be you folks. Link in post 1.
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MasterBob

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Re: FotF: Dwarf Fortress 40d16
« Reply #683 on: November 12, 2009, 10:50:15 pm »

All right, so I'm not sure if this has been addressed ... but when I dynamically resize the screen the sub menus and such remain the same "size".

Example:
http://img406.imageshack.us/img406/9480/picture5dv.png

I feel as if the height / width should scale as well in the sub menu.

I'm using Mac OS X 10.5.8. Sorry if this isn't really the place to mention it, pardon the noob.
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Fieari

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Re: FotF: Dwarf Fortress 40d16
« Reply #684 on: November 13, 2009, 12:07:35 am »

The size of those menus was hard coded in by Toady ages ago.  It is apparently non-trivial to fix.  It will likely be addressed when Toady addressed the UI in more detail, which might be coming up as Toady tackles the top10 list after the release.
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MasterBob

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Re: FotF: Dwarf Fortress 40d16
« Reply #685 on: November 13, 2009, 12:36:16 am »

The size of those menus was hard coded in by Toady ages ago.  It is apparently non-trivial to fix.  It will likely be addressed when Toady addressed the UI in more detail, which might be coming up as Toady tackles the top10 list after the release.
Thank you for answering me. I appreciate it.
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N3X15

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Re: FotF: Dwarf Fortress 40d16
« Reply #686 on: November 13, 2009, 01:42:24 am »

Trying to build d16 HEAD on Ubuntu 9.04 (Jaunty, waiting a bit before diving into Karmic):

Code: [Select]
$ scons
scons: Reading SConscript files ...
Package zlib was not found in the pkg-config search path.
Perhaps you should add the directory containing `zlib.pc'
to the PKG_CONFIG_PATH environment variable
No package 'zlib' found

I have  the following packages (i=installed).

Code: [Select]
$ sudo aptitude search zlib1g
i   zlib1g                          - compression library - runtime             
p   zlib1g-dbg                      - compression library - development         
i   zlib1g-dev                      - compression library - development 

What am I doing wrong here?
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #687 on: November 13, 2009, 06:09:13 am »

Ubuntu is apparently missing a pkg-config script for zlib.

You should report that as a bug. You could also work around it by editing g_src/SConscript; remove the zlib line, add 'z' to the static array of libraries that currently includes only SDL_image.
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N3X15

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Re: FotF: Dwarf Fortress 40d16
« Reply #688 on: November 13, 2009, 09:51:41 pm »

Okay, so far I see missing .pc scripts for:

  • zlib (package zlib1g-dev, add in 'z' to static libs to fix temporarily)
  • glu (package libglu1-mesa-dev, add in 'GLU' to static libs to fix temporarily)

EDIT: FIXED!

Copy the following files to /usr/lib/pkgconfig/ as root (gksu gedit /var/lib/pkgconfig/FILENAME &):

zlib.pc:
Code: [Select]
# Ubuntu Jaunty zlib.pc file
#  by Rob "N3X15" Nelson <nexisentertainment@gmail.com>
#
# Install to /usr/lib/pkgconfig/zlib.pc (Requires sudo)
#
prefix=
exec_prefix=
libdir=/usr/lib/
includedir=/usr/include/

Name: zlib
Description: Inflate compression library
Version: 1.2.3.3
Libs: -L${libdir} -lz
Cflags: -I${includedir}

glu.pc (ONLY NEEDED ON JAUNTY, KARMIC HAS THIS)
Code: [Select]
# Ubuntu Jaunty glu.pc file
#  by Rob "N3X15" Nelson <nexisentertainment@gmail.com>
#
# Install to /usr/lib/pkgconfig/glu.pc (Requires sudo)
#
prefix=
exec_prefix=${prefix}
libdir=/usr/lib/
includedir=/usr/include/GL/

Name: libglu
Description: Mesa Off-screen Rendering library
Version: 1.14.12
Libs: -L${libdir} -lGLU
Cflags: -I${includedir}
« Last Edit: November 13, 2009, 10:26:05 pm by N3X15 »
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #689 on: November 14, 2009, 02:17:21 pm »

One minor issue I've run into with the zoom function (not sure if this has been mentioned yet)...

If I zoom all the way out and then zoom back in to the normal view, the furthest I can zoom in is a perspective which causes the tiles to be ever-so-slightly too tall - not the best thing to have on a square 1:1 tileset. I can solve this by zooming out one level, but it's a little baffling.
Quoting this old post of mine because the issue hasn't been mentioned by anyone else...

Is there any way to disable the last zoom-in stop?
Doesn't seem to happen here. Do you have black-space on?

If it's off, turn it on..
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