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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 270323 times)

Michael

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Re: FotF: Dwarf Fortress 40d16
« Reply #795 on: December 25, 2009, 06:38:03 pm »

Sound on linux is, in fact, a rather.. dicey proposition.

Things vary a lot between distributions, and they expect to recompile all programs to fit.

Wait, sound? No, /binary distribution/ is a dicey proposition.

Since DF's sound runs almost independently of the game itself -- only occasionally switching between three modes (silence, intro/generation theme, fortress theme), perhaps it would be best to have all sound handled in an independent process.

This process could be a separate executable, accepting commands from DF proper over a pipe.  Because it would just be a customized Ogg player, you could release its source without spilling any of Toady's crown jewels.  (Not that you actually have those jewels....)

As a bonus, you could then claim DF now can use two processors....
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SirPenguin

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Re: FotF: Dwarf Fortress 40d16
« Reply #796 on: December 25, 2009, 06:58:10 pm »

Think the input rewrite may fix that strangely persistent alt-tab bug?
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Lapsus

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Re: FotF: Dwarf Fortress 40d16
« Reply #797 on: December 25, 2009, 07:28:17 pm »

Baughn, I know it's not likely, but I thought I'd mention it anyways. Is there any chance of something like this text-mode patch being included in the d# series? It would be amazingly entertaining, and could be quite useful in some situations. [IE: using a more powerful computer located elsewhere to play via SSH, semi-chaotic succession games, etc.]
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #798 on: December 26, 2009, 11:11:31 am »

Baughn, I know it's not likely, but I thought I'd mention it anyways. Is there any chance of something like this text-mode patch being included in the d# series? It would be amazingly entertaining, and could be quite useful in some situations. [IE: using a more powerful computer located elsewhere to play via SSH, semi-chaotic succession games, etc.]
This is nice. :)

I'm afraid I don't have time to chop it into shape for DF now, though. Could be.. I don't know, two-three months?

But I'll definitely cook up something ncurses-like, eventually.
They are /right now/, actually. Somewhere in there.

Okay. 40d17 is coming up; I've sent the last major patch to Toady, though it may still be a while.

Big changes:

- Three new display modes: 2D, 2DASYNC and 2DHW, none of which use opengl. Not as fast, but reliable and work without a 3d accelerator.
Because losing compatibility with new versions is not DF's thing. \o/ I don't suppose you'd expand the acronyms/meanings for us? (obviously 2D is two-dimensional...)
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- New sound system (openal); means more reliable sound on linux.
Not that I used it, but sounds good.
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- Rewritten input system (a-freakin'-gain), hopefully this time there will be no more problems. A number of minor improvements in how input is handled.
>_>
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- No macro system. I didn't rewrite that, because I'm plotting to make a better one. It'll be back, eventually; meanwhile autohotkey should work (and if it doesn't, tell me and I'll fix it).
I'm guessing this is partly because you'd need to rewrite to re-fit the input code? IF not, why not leave it in?
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Overall, this may be the last d-series release.
:'(The end of an era!
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There are probably minor glitches left, but there should be nobody left unable to play it.
Which is good.
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #799 on: December 26, 2009, 11:57:56 am »

It should fix the alt-tab bug. Let's see:

- The input system is explicitly cleared whenever you switch from /or/ to DF. Hopefully that'll fix it outright.
- Whenever you press any key that is not supposed to repeat, that cancels outstanding repeating keys. That is, if something gets stuck on, press space or something and it'll stop. Um, though now that I think of it there may be a problem with that idea.. I'll have to check again.

The thing with the macro system is two-fold..
- We're moving to using Lua for the macros. The old code just wouldn't work.
- If Toady is agreeable, you may get the opportunities to write things like "put a wall block here, made of bauxite" instead of just having raw keyboard input. Should be good, but he hasn't said anything about the idea yet, either way.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #800 on: December 26, 2009, 12:04:52 pm »

Yeah.. lots of bindings per key, and lacking any information on which interpretation is /used/ at any given moment, I can't cancel just because one of the bindings is non-repeating.

Oh well.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #801 on: December 26, 2009, 12:24:54 pm »

I...er...what? Non sequitur... the latter post, anyway
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #802 on: December 26, 2009, 12:41:37 pm »

"Probably works, but I had to cut out one of my safety devices because it would've overreacted a lot".
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cooz

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Re: FotF: Dwarf Fortress 40d16
« Reply #803 on: December 26, 2009, 03:52:34 pm »

- We're moving to using Lua for the macros. The old code just wouldn't work.
- If Toady is agreeable, you may get the opportunities to write things like "put a wall block here, made of bauxite" instead of just having raw keyboard input. Should be good, but he hasn't said anything about the idea yet, either way.

Holy moly! That'll create infinite possibilities, me wants it!
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Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #804 on: December 26, 2009, 04:08:43 pm »

Lua support seems extremely premature.  Even your bauxite wall example would require significant behind-the-scenes work on Toady's part.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #805 on: December 26, 2009, 04:25:07 pm »

Maybe, maybe not. It depends on how building is currently implemented.

I figured it wouldn't hurt to ask.
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SimRobert2001

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Re: FotF: Dwarf Fortress 40d16
« Reply #806 on: December 27, 2009, 04:20:06 am »

Okay, i have a quick question: i JUST isntalled ubuntu, and i found Nvidia drivers for my card and installed them, but i when i goto start the game, i get "SDL initialization failure: Could not find matching GLX visual"

any ideas?

Before i forget, i DID unpack 16-head on top of the new version.
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Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #807 on: December 27, 2009, 04:47:11 am »

Before i forget, i DID unpack 16-head on top of the new version.

That's guaranteed to cause problems of some kind.  Try unpacking it somewhere else instead.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #808 on: December 27, 2009, 07:12:25 am »

On top of the new version, he said.

However, d16-head is not all that useful at the moment. Try not using it at all. Although, that error means you don't have an opengl driver installed, or at least not one that can handle 32-bit color.

The good news is, 40d17 won't need opengl, though 2D mode is quite noticably slower. Also, you may be able to fix the problem yourself.
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Michael

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Re: FotF: Dwarf Fortress 40d16
« Reply #809 on: December 27, 2009, 06:49:19 pm »

One minor feature request:

If WINDOWEDX and WINDOWEDY are set to zero, make the actual window size enough to give 80x25 in the selected font.

This would make it a little more convenient to test fonts of diverse sizes.
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