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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 270227 times)

varkarrus

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Re: FotF: Dwarf Fortress 40d16
« Reply #900 on: January 21, 2010, 12:00:32 pm »

I don't know if anyone mentioned this, but [BLACK_SPACE:YES] doesn't work.
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And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #901 on: January 21, 2010, 03:21:57 pm »

..yes it does?

Define "not work". Also, make sure it's spelled right - uppercase YES, etc.
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varkarrus

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Re: FotF: Dwarf Fortress 40d16
« Reply #902 on: January 21, 2010, 04:44:54 pm »

I started out windowed, then hit F11. It stretched the game, leaving no black space. Even though in init, it says [BLACKSPACE:YES]
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Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Footkerchief

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Re: FotF: Dwarf Fortress 40d16
« Reply #903 on: January 21, 2010, 04:51:15 pm »

I started out windowed, then hit F11. It stretched the game, leaving no black space. Even though in init, it says [BLACKSPACE:YES]

[BLACKSPACE:YES] or [BLACK_SPACE:YES]?  Also, if you have graphics turned on, you need [GRAPHICS_BLACK_SPACE:YES].
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varkarrus

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Re: FotF: Dwarf Fortress 40d16
« Reply #904 on: January 21, 2010, 06:14:43 pm »

Never mind, it works fine on my computer, it must just be an OpenGL problem on the school computers. Thanks anyways.
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Dip Stick! The newest candy! Just dip it, then lick it!
Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Tenebrous

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Re: FotF: Dwarf Fortress 40d16
« Reply #905 on: January 22, 2010, 12:51:56 am »

I tried searching and didn't find this listed anywhere, so...
I encountered a minor bug in the embark screen of 40d16; the 'abort' option while saving a profile (Listed as Shift+Space) doesn't work for me.

For reference, here's a quick overview of my computer:
  • CPU: Intel Core 2 Duo E8400
  • GFX: Nvidia GeForce 8800GT
  • OS: Windows Vista x64

Thanks for the great work, Baughn & co. And Toady One, of course.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #906 on: January 22, 2010, 05:06:55 am »

Input system has been totally rewritten for d17. I expect there will be some tuning required, but that particular problem should be fixed.
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StealthArcher

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Re: FotF: Dwarf Fortress 40d16
« Reply #907 on: January 25, 2010, 02:35:53 pm »

So is d17 due soon?

Toady said "tomorrow" on yesterday's devlog :3
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Vugor

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Re: FotF: Dwarf Fortress 40d16
« Reply #908 on: January 25, 2010, 02:37:49 pm »

It seems so, with the main release hopefully no more then a few weeks away.
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Totaku

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Re: FotF: Dwarf Fortress 40d16
« Reply #909 on: January 25, 2010, 02:43:51 pm »

So is d17 due soon?

Toady said "tomorrow" on yesterday's devlog :3

Well.... Baughn did say this on the Future of the Fortress: List or Remaining items....

I wouldn't bet on 40d17 coming out tomorrow; if it does, it'll be incomplete.

There is a fair bit of missing functionality in the input system (well, key rebinding and saving, plus macros), and additionally I haven't been able to do the various tweaks that will no doubt be necessary to handle edge cases such as very slow framerates.

So if Toady ends up releasing it now it'll be rather incomplete... So this means it'll be a few more weeks likely before Baughn can get the complete version ready.

Course as I said before.... the dead line to the new DF release is apporching fast (likely a month to a month and a few weeks away)....so hopfully Baughn can get this done soon enough so that it can be tested and then ready to be placed in the new version.
« Last Edit: January 25, 2010, 02:54:41 pm by Totaku »
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #910 on: January 26, 2010, 04:30:25 am »

Baughn: Is the function that masks fg/bg to tile/graphictile in the code that comes with 40d16? If so, could you please point me to it?
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #911 on: January 26, 2010, 04:32:35 am »

If you're referring to coloring the tiles, there isn't exactly any code to do that. Not so you'd notice.

Look at the drawing code. I first draw a solid-color square with the background color, then draw a translucent tile on top of that. OpenGL takes care of the blending.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #912 on: January 26, 2010, 04:35:53 am »

that still leaves the masking of fg. Huh.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #913 on: January 26, 2010, 04:48:30 am »

Well, if you're just calling someone else's function with (tile,color), point me to where that is?
I'm curious how it's done, since all of the visualiser people say it's not something easy.
« Last Edit: January 26, 2010, 04:52:38 am by CobaltKobold »
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #914 on: January 26, 2010, 07:21:51 am »

You want the gridrectst::render function in enabler_sdl.cpp
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