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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 270435 times)

assimilateur

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Re: FotF: Dwarf Fortress 40d16
« Reply #720 on: November 29, 2009, 08:14:14 pm »

I've launched d16 today (Mayday's distribution of it, if that makes any difference in this context), played two quick adventures, and there seems to be a problem. Namely, when I inevitably get killed, and it says "press Escape to finish", it doesn't react. I eventually have to terminate the DF process.
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Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #721 on: November 29, 2009, 08:31:21 pm »

I've launched d16 today (Mayday's distribution of it, if that makes any difference in this context), played two quick adventures, and there seems to be a problem. Namely, when I inevitably get killed, and it says "press Escape to finish", it doesn't react. I eventually have to terminate the DF process.

Yup, it's a known issue.  Hopefully will be fixed by the revamp of the revamped input system.
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assimilateur

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Re: FotF: Dwarf Fortress 40d16
« Reply #722 on: November 29, 2009, 08:49:12 pm »

Yup, it's a known issue.  Hopefully will be fixed by the revamp of the revamped input system.

And I take it there's no workaround, other than not dying?
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Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #723 on: November 29, 2009, 08:59:50 pm »

The only workaround I can recall is that, if you get enough announcements piled up on the screen that the game pauses and waits for you to hit spacebar, it'll then recognize the Esc keypress (as long as you don't hit spacebar instead!).  So if you have to die, die somewhere busy.
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assimilateur

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Re: FotF: Dwarf Fortress 40d16
« Reply #724 on: November 29, 2009, 09:03:06 pm »

I see, so it would probably work if I pressed escape on getting the original bled to death or struck down message? Anyway, the last time I died I was actually able to bring up the main menu twice, but I had been mashing my keys, so before I knew it, I must have pressed something to get back to the game.
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Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #725 on: November 29, 2009, 09:04:14 pm »

Yeah, I think that works.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #726 on: November 29, 2009, 10:01:40 pm »

Running it under Ubuntu 9.10, Intel 945GM video card, comparing 40d16 with 40d running under Wine. Both run with the same speed (~5-10 FPS with my heavily populated fortress). 40d16
- has much higher FPS on the menu (~75 instead ~24),
- starts more stably,
- loads and saves the game faster,
- has a bit longer response time to key presses.

However, it didn't work at first. I had to delete the libs/libstdc++.so.6 file, and copy the bmp versions of the tilesets from the original game.
you copied the inits didn't you.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #727 on: November 30, 2009, 04:35:53 pm »

No; distributing binary software on linux is somewhat of a black art, and it gets far worse if, as in this case, part of DF is compiled on one machine (Toady's) and part on another (mine).

For the proper release that won't be a problem, but there's still going to be a problem if (a) you're missing libraries (and some, like sdl-image, don't even /exist/ in some distributions), or (b) toady's are newer than yours.

Sadly, on linux, that's life.
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Andir

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Re: FotF: Dwarf Fortress 40d16
« Reply #728 on: November 30, 2009, 05:22:26 pm »

No; distributing binary software on linux is somewhat of a black art, and it gets far worse if, as in this case, part of DF is compiled on one machine (Toady's) and part on another (mine).

For the proper release that won't be a problem, but there's still going to be a problem if (a) you're missing libraries (and some, like sdl-image, don't even /exist/ in some distributions), or (b) toady's are newer than yours.

Sadly, on linux, that's life.
That's why we need a DF Package Management server. ;)

The only problem is defining what type to go with (YUM, APT, etc.) and of course setting it up.
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Re: FotF: Dwarf Fortress 40d16
« Reply #729 on: December 01, 2009, 10:02:24 am »

Been using the 'd's for a while and all seems well, though I haven't especially noticed any speed improvement since my machine is probably limited more by pathing than anything else.

But. There is one little thing, a tiny niggle, thats been slightly annoying me. I've had a quick look at the buglist and... well, I haven't read the whole thread (it's huge, after all)... it seems like something other people would have mentioned, but I thought I'd post myself.

My one problem is that pressing spacebar in the workshops interfaces now just dumps out of the menu fully, rather than going back one step as it used to. Maybe its insignificant, maybe people prefer it this way round. I won't pretend its anything less than my preference. I was just wondering if it was intentional.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #730 on: December 01, 2009, 10:03:15 am »

I thought that seemed strange.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #731 on: December 01, 2009, 12:14:39 pm »

If that's caused by the horrible new input code, then it will be fixed in d17. Let's wait and see.
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quinnr

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Re: FotF: Dwarf Fortress 40d16
« Reply #732 on: December 01, 2009, 12:34:12 pm »

Changing my linux distro to Ubuntu fixed it up...thanks!

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Re: FotF: Dwarf Fortress 40d16
« Reply #733 on: December 03, 2009, 04:13:44 pm »

Something that's been bugging me for a while about 40d16...

When I'm playing 40d, if I go into the orders menu for a forge or a similar building that has nested categories, and I hit Space, it goes back to the prior level of the menu, and eventually back to the main q-screen for that building.

In 40d16, whenever I hit Space in an orders list, it immediately exits q-mode.

Is there a way I can put this back to the way it was in 40d? Some change I can make in the key bindings?
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Re: FotF: Dwarf Fortress 40d16
« Reply #734 on: December 03, 2009, 04:19:03 pm »

Something that's been bugging me for a while about 40d16...

When I'm playing 40d, if I go into the orders menu for a forge or a similar building that has nested categories, and I hit Space, it goes back to the prior level of the menu, and eventually back to the main q-screen for that building.

In 40d16, whenever I hit Space in an orders list, it immediately exits q-mode.

Is there a way I can put this back to the way it was in 40d? Some change I can make in the key bindings?

This was mentioned and answered 4 posts above yours:

If that's caused by the horrible new input code, then it will be fixed in d17. Let's wait and see.
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