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Author Topic: FotF: Dwarf Fortress 40d17  (Read 124642 times)

Baughn

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FotF: Dwarf Fortress 40d17
« on: November 14, 2009, 04:35:01 pm »

As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..

At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code so others could help.

This has been done: The code has been converted to use SDL by Bernard Helyer, and the output and input code was then optimized and enhanced by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.

Known bugs
- The macro save/load dialogs don't actually show up. They work, but they aren't visible. I'm sure they rendered fine last night. Fixed.
- The game segfaults if you force it to use a newer version of libicu than it was compiled against. This is not actually a bug. Instead, try the d17-head tarball, which removes the dependency. Fixed.
- It's currently impossible to delete macros, but you can overwrite them just fine. You can do so manually, they're in data/init/macros. Fixed.
- Adventure mode is still somewhat messed up. It'll get fixed eventually.
- If you switch from a menu with many entries to one with few, specifically if your cursor was on a position that is now invalid, the game may crash. Won't fix, as it'd have to be redone later; just avoid doing that.
- Key repeats don't lag if the game does, making it hard to enter just one for a repeating key. Fixed.
- A variety of other minor issues, all fixed.

Download links
Windows: http://www.bay12games.com/dwarves/df_28_181_40d17_win.zip
Linux: http://www.bay12games.com/dwarves/df_28_181_40d17_linux.tar.bz2
OS X: http://www.bay12games.com/dwarves/df_28_181_40d17_osx.tar.bz2
For linux users, the following link contains a tarball with the newest fixes, which might be officially released in 40d18, assuming there is one. It must be unpacked on top of the 40d17 tarball.
Linux 40d17 HEAD: http://brage.info/~svein/df-40d17-head.tar.bz2 Updated 21. Feb

For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.

Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.

New features in 40d17 (vs. 40d)
- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- Window resolution is measured in grid units instead of pixels, if you use a size below 200x200.
- The DF window can be zoomed on the fly using the mouse wheel, though only in opengl mode.
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
** Default keybindings:
** Ctrl-r to record (or stop recording) a macro
** Ctrl-p to play the currently active  macro
** Ctrl-s to save the active macro
** Ctrl-l to load a macro as the active one
* Input bindings are divided into sections
- A 2D mode has been added, for people with bad opengl drivers.
- Lots of bugfixes and performance improvements.
Upcoming features in 40d18 or 40d17 HEAD
* None. A feature freeze is in effect.

Bug-tracker
There should be a list of known bugs at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.

Tips and tricks
- If the default settings don't work, 2D almost certainly will. Make sure to try it.
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt. Read the comments in that file, too.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software. Vice versa, too.

Source code
For the perennially curious, or programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.

Compiling this code gives a functional DF, but it can only be compiled on Linux.
« Last Edit: February 21, 2010, 10:10:10 pm by Baughn »
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Toady One

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Re: FotF: Dwarf Fortress 40d17 thread-in-waiting
« Reply #1 on: February 05, 2010, 05:01:46 am »

I've uploaded the Windows and Linux ones.  OS X is waiting on me to figure out or be told how to install the boost libraries.  This release will probably be pretty rough, since I had to restructure every screen in the game with the potential to break anything related to any screen.  We caught a lot of the obvious problems, but there will be other ones.
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yarr

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Re: FotF: Dwarf Fortress 40d17 thread-in-waiting
« Reply #2 on: February 05, 2010, 05:19:45 am »

good stuff, playing testing now

bug reports go ITT?
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dorf

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Re: FotF: Dwarf Fortress 40d17 thread-in-waiting
« Reply #3 on: February 05, 2010, 05:47:56 am »

Awesome!

yarr: yeah
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Vince

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Re: FotF: Dwarf Fortress 40d17 thread-in-waiting
« Reply #4 on: February 05, 2010, 06:10:53 am »

Testing right now!
Featurelist vs d16?
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Dohon

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Re: FotF: Dwarf Fortress 40d17 thread-in-waiting
« Reply #5 on: February 05, 2010, 06:14:02 am »

I just downloaded d17 and took it for a go. It works perfectly. And I must say that this version is FAST. I can gen a medium world in less than 30 seconds. It took longer on d16. Great optimisation, chaps!

EDIT: I see there are two init files. init.txt and d_init.txt. Is this normal?
« Last Edit: February 05, 2010, 06:25:22 am by Dohon »
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Baughn

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Re: FotF: Dwarf Fortress 40d17 thread-in-waiting
« Reply #6 on: February 05, 2010, 06:34:07 am »

Yeah, it's been split. Unpacking on top of an existing install is even worse than normal, this time.

And the first post has been updated with the feature list.
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Toady Two

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Re: FotF: Dwarf Fortress 40d17
« Reply #7 on: February 05, 2010, 07:02:15 am »

Could someone tell me the best partial print settings for playing on a really slow computer. I'm leaving today on vacation and would like to give this a spin on my netbook. The d14 version with PP worked fine on tiny embarks on that computer.
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #8 on: February 05, 2010, 07:07:04 am »

PARTIAL:0 is theoretically always best, but that almost never works. You'll just have to experiment.

And do try 2D, it's a very good fallback in case of very bad GPUs.
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Toady Two

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Re: FotF: Dwarf Fortress 40d17
« Reply #9 on: February 05, 2010, 07:18:54 am »

Thanks, I'll try that.
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Footkerchief

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Re: FotF: Dwarf Fortress 40d17
« Reply #10 on: February 05, 2010, 07:20:13 am »

Yeah, it's been split.

HOT

First bug report: music doesn't seem to play on the main menu until you get to the "Welcome to the alpha ... Press F9 to continue" screen.

Also, the intro still goes too fast if you raise the frame cap.

Weird bug moving on the Adv. Mode world map -- if you tap the movement key it's fine, but if you hold it, you kind of jitter back and forth.

Every time an announcement pops up in Adv. Mode (at least for standing/prone, sneaking, drinking, firing), the first keypress doesn't do anything except refresh the screen or something.

Screen doesn't appear to refresh correctly at the beginning and end of Adv. Mode sleeping.

The Adv. Mode death screen is still busted.  The last announcement flickers at the bottom of the screen.  As before, it only registers Esc when a new announcement pops up.

Keybindings don't appear save correctly -- interface.txt.partial doesn't replace the main file or whatever.
« Last Edit: February 05, 2010, 07:59:35 am by Footkerchief »
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ungulateman

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Re: FotF: Dwarf Fortress 40d17
« Reply #11 on: February 05, 2010, 07:33:21 am »

Let's see if this works better than d16 did.
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Eduren

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Re: FotF: Dwarf Fortress 40d17
« Reply #12 on: February 05, 2010, 07:55:58 am »

Second bug report. Saving and loading a Macro freezes the game.

You can record one and play one just fine (awesome system btw). But whenever ctrl-s or ctrl-l are pressed regardless of an active macro, the game freezes. It accepts no more input and the FPS counter stops fluctuating (so you know it is frozen). Oddly the ESC menu works just fine, you can bring it up, navigate it, but when you return to game the fps counter freezes again and you get a frozen version of the ESC menu. Pressing ESC again brings the menu back.

Spoiler: The ususal (click to show/hide)
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Baughn

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Re: FotF: Dwarf Fortress 40d17
« Reply #13 on: February 05, 2010, 08:02:09 am »

The game doesn't actually freeze, it just doesn't render. You can save and load macros just fine. On the save screen, just type a name and press enter; on the load screen, select it from the.. list of macros... which you can't see. Or press space to cancel.

I'm looking into it. There's probably a simple explanation, like I put the renew commands inside #ifdef DEBUG or something. At least, I hope so, since it works in debug mode.
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dorf

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Re: FotF: Dwarf Fortress 40d17
« Reply #14 on: February 05, 2010, 08:02:50 am »

 - (region?) title text weirdness during worldgen, but is fine when it's paused. And weird again, when continued. And fine again at the end of gen.
http://i49.tinypic.com/fm86sx.png
http://i50.tinypic.com/28vsoc9.png
http://i48.tinypic.com/4qnc7a.png

 - no fullscreen prompt (normal behavior?)
 - keys seem to be working fine on my qwertz keyboard
 - adventure mode movement is laggy (ninja'd by Footkerchief).
 - in adventure mode (fullscreen), when I press ESC and select "Give in to starvation", the game (and music) stops at "Ending game...". It continues, when I press F11 twice.
 - After pressing V(isualizer), the Tab key has no effect, and the menu is weird.
http://i48.tinypic.com/2eqbexg.png

 - in dwarf mode; fullscreen switching problems.
1=orig. 2=after F11 (stretched tiles, normal behavior?). 3=after F10 (first try). 4=after F10 (second try). 5=after F11 (the view is not in the same position, as it was on screenshot 1!).
1: http://i47.tinypic.com/2z50yux.png
2: http://i45.tinypic.com/2hqdnq8.png
3: http://i45.tinypic.com/ndpv7s.png
4: http://i47.tinypic.com/ws93zk.png
5: http://i46.tinypic.com/20glfkh.png

 - the "stretched tile" problem was solved, the view stayed on the same position, and even the F10 view-moving didn't occur anymore,
after changing init options to:
[WINDOWEDX:640]
[WINDOWEDY:300]
[FULLSCREENX:800]
[FULLSCREENY:600]

 - sometimes, pressing F10 (in fullscreen) moves the viewing position a bit (even in 2D modes).
 - confirming Eduren's macro freeze problem. I still hear music playing, it just seems the screen doesn't redraw anymore. It seems, the problem goes away, when I press F11 twice or thrice, though.

- loaded reinhammers save:
40d: 11 FPS; [PARTIAL_PRINT:YES:0]
40d17: 6 FPS; works fine; [PRINT_MODE:STANDARD]
40d17: 6 FPS, works fine; [PRINT_MODE:2D]
40d17: 6 FPS, works fine; [PRINT_MODE:2DHW]
40d17: 7 FPS, works fine; [PRINT_MODE:2DASYNC]
40d17: 7 FPS, works fine; [PRINT_MODE:PARTIAL:0]
40d17: 7 FPS, a lot of artifacts; [PRINT_MODE:ACCUM_BUFFER]
40d17: 6 FPS, some artifacts; [PRINT_MODE:FRAME_BUFFER]
40d17: 6 FPS, some artifacts; [PRINT_MODE:VBO]
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