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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 270336 times)

CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #915 on: January 26, 2010, 09:01:37 am »

You want the gridrectst::render function in enabler_sdl.cpp
Many thanks...though it doesn't look like what I was hoping for.
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OCEANCLIFF seeding, high z-var(40d)
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #916 on: January 26, 2010, 09:57:35 am »

An actually playable (kinda; lots of bugs) 40d17 is in the repository now, which has a more conveniently readable color-blending/rendering function.

Look at gridrectst::render_2d.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #917 on: January 26, 2010, 11:29:19 am »

That's ... are you caching one copy of each tile per color and then just looking it up?

The function is quite clear else, and...well, I'm struck by how easy (single-level) isometric is to fix up there. (Another time, perhaps-but only line 913 (edit: Or both 891/3) needs changing in that function, if you leave alpha on for the blitting)

(yes, I know, it'd leave the menu a shambles)
« Last Edit: January 26, 2010, 11:45:01 am by CobaltKobold »
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StealthArcher

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Re: FotF: Dwarf Fortress 40d16
« Reply #918 on: January 26, 2010, 12:24:51 pm »

An actually playable (kinda; lots of bugs) 40d17 is in the repository now, which has a more conveniently readable color-blending/rendering function.

Look at gridrectst::render_2d.


WHEEEEERRRREE!?

I DUN CARE ABOUT THE BUGS!  I WANT TO PLAY SOME KIND OF A NEW VERSION D: D: D:


In other words, link please.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #919 on: January 26, 2010, 12:36:20 pm »

...DF 40d17 is still a version of DF 0.28.181.40d. Just the I/O getting optimized. Like with DF 40d1-16...
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goffrie

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Re: FotF: Dwarf Fortress 40d16
« Reply #920 on: January 26, 2010, 12:36:47 pm »

In other words, link please.
"in the repository", i.e. in the git repo in the first post. It'll only work on Linux. (I think.)
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #921 on: January 26, 2010, 03:15:29 pm »

That's ... are you caching one copy of each tile per color and then just looking it up?
Yes.

It sounds crazy, I know, but it speeds things up a lot and there aren't actually that many combinations in actual use; just a few hundred, tops.

The OpenGL-based modes, of course, just have the GPU blend the colors in in realtime.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #922 on: January 26, 2010, 03:43:08 pm »

I know, costly computations are better done beforehand for performance... somewhat old book on writing a 3d game uses fixed-point math and LUTs for trig functions since it predated math coprocessors...

Anyway, 128 color combinations (since BG is always dark)...minus the bits with the RAW-defined colors. I can see this running into memory problems with that 88002 tileset...
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #923 on: January 26, 2010, 04:05:04 pm »

Look closer.

The tiles aren't precached; they're cached at first use, so only the combinations in actual use will be put in there.

If this still turns out to be a problem in long-running sessions with huge tilesets, I might add some kind of timeout to them. Or just tell those people to get the heck over to opengl mode.
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #924 on: January 26, 2010, 05:15:25 pm »

Hmm, ok.

Still, we already ran into problem with OpenGL mode with the monster-size set, hence its appearance here.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #925 on: January 26, 2010, 05:40:09 pm »

Well, there's another little problem you need to keep in mind.

The 2D mode can't zoom. All tilesets are always shown at native resolution, period. :P
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CobaltKobold

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Re: FotF: Dwarf Fortress 40d16
« Reply #926 on: January 26, 2010, 06:19:34 pm »

True, that. Then again, I know who could probably craft design a display that would not have a problem with that.
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Baughn

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Re: FotF: Dwarf Fortress 40d16
« Reply #927 on: January 26, 2010, 07:14:47 pm »

I can now confirm that adventure mode works great in my current setup, and will work great in 40d17. Which is approaching, I think.

Issues? No issues. :D
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SirPenguin

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Re: FotF: Dwarf Fortress 40d16
« Reply #928 on: January 27, 2010, 12:24:49 am »

You the man, duder. Can't wait to try it out, if only for the alt-tab bug fix, which has literally driven me crazy these last few months.
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yarr

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Re: FotF: Dwarf Fortress 40d16
« Reply #929 on: January 27, 2010, 02:54:57 am »

so i downloaded the d17 .exe from the repository, but apparently it won't run in win7x64 :(
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