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Author Topic: Dwarf Fortress 0.31.15 Released  (Read 25176 times)

mumblerit

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Re: Dwarf Fortress 0.31.15 Released
« Reply #60 on: October 03, 2010, 10:05:55 pm »

started on a map with 0 flowing water still choppy, also turned off weather caveins etc
« Last Edit: October 03, 2010, 10:09:39 pm by mumblerit »
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somerandomlogin

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Re: Dwarf Fortress 0.31.15 Released
« Reply #61 on: October 04, 2010, 12:03:49 am »

Baron! Baron! Dwarves want baron fixed!

And dungeon master!

And annoying soap/washing spam too.

And probably some other stuff I cannot think of right now. 8)
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Carthage must be destroyed.
Bugs must be destroyed. Implementing new features without fixing known bugs and issues is wrong.

Deon

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Re: Dwarf Fortress 0.31.15 Released
« Reply #62 on: October 04, 2010, 01:19:06 am »

started on a map with 0 flowing water still choppy, also turned off weather caveins etc

It looks like it's a slowdown bug with 0.31.15.

My 0.31.14 3x3 fortress started to pause every few "ticks". It was running smooth on 0.31.14.
Also DF started to take much more RAM. There may be a memory leak issue.

And there's definitely some bug which "freezes" the game every few ticks. It was not like that on 0.31.14.
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hvlkn

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Re: Dwarf Fortress 0.31.15 Released
« Reply #63 on: October 04, 2010, 01:27:37 am »

Happening on linux too. New .15 fort.
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Geofferic

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Re: Dwarf Fortress 0.31.15 Released
« Reply #64 on: October 04, 2010, 01:30:21 am »

Stuttering for me as well, regardless of init setting combinations or world size.  No problem in 14.
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LoSboccacc

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Re: Dwarf Fortress 0.31.15 Released
« Reply #65 on: October 04, 2010, 02:09:25 am »


Quote
release is stuttery

Is this in larger forts?  I think I know what's up and can post a fix for it, but if it's happening in new forts then I have no ideas.


---

no it's a brand new fort, no special stuff around.
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Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #66 on: October 04, 2010, 02:26:22 am »

I figured it out and should have another one up tonight in several hours.
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LoSboccacc

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Re: Dwarf Fortress 0.31.15 Released
« Reply #67 on: October 04, 2010, 02:32:39 am »

wonderful. that reminds me one thing I've long neglected.
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Punished

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Re: Dwarf Fortress 0.31.15 Released
« Reply #68 on: October 04, 2010, 02:36:16 am »

Hooray!

I'm so glad the invasions are fixed now!

Great job Toady!
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mnjiman

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Re: Dwarf Fortress 0.31.15 Released
« Reply #69 on: October 04, 2010, 03:11:00 am »

I figured it out and should have another one up tonight in several hours.

Thank you Toady!

 :)

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I was thinking more along the lines of this legendary champion, all clad in dented and dinged up steel plate, his blood-drenched axe slung over his back, a notch in the handle for every enemy that saw the swing of that blade as the last sight they ever saw, a battered shield strapped over his arm... and a fluffy, pink stuffed hippo hidden discretely in his breastplate.

fivex

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Re: Dwarf Fortress 0.31.15 Released
« Reply #70 on: October 04, 2010, 03:13:52 am »

I figured it out and should have another one up tonight in several hours.
wow
Two releases in one day.
I mean, the second one fixes one one bug(?), but still
Thanks toady!
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Deon

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Re: Dwarf Fortress 0.31.15 Released
« Reply #71 on: October 04, 2010, 03:22:32 am »

That "one one" bug is pretty gamekilling right now :P. I am glad Toady has a time for that. Thank you, Tarn!
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WrathNail

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Re: Dwarf Fortress 0.31.15 Released
« Reply #72 on: October 04, 2010, 03:32:49 am »

At first I was like: Hell yeah invasions. Hail Toady!

Then I was like: Ahh piss.. game-killing slowdown bug..

But now I'm like: Hell yeah, .16 fix! Hail Toady!
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And we, build up castles
in the sky and in the sand.
Design our own world
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orangered

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Re: Dwarf Fortress 0.31.15 Released
« Reply #73 on: October 04, 2010, 03:52:13 am »

A game-breaking issue, however, is the accumulation of gore.  This becomes a larger problem with the military, but also with surgeons and the surrounding room.  I don't know why gore isn't vanishing over time like it used to.  Wells help, but you still have multiple pages of water on each dwarf then.

Are you still on .12?  My paint-the-map-red Gore problems ended in .13 and are still gone in .14.   I even spawned a .12 game as a work around for the missing Goblins and am playing it in .14 now without any Gore issues.  Each dead creature seems to make a two square blood smear at most.

I had 5 Crocodiles sneak into my kitchens in a .13 game and they ate 5 dwarves before the militia showed up.  The blood remained in place without smearing and was actually 90% cleaned up in 5-real-time minutes.  For some reason they left a corpse sitting on the kitchen.  It was grossing me out watching my Legendary Cook making dinners with a dead dwarf on the stove.  I deconstruction that kitchen workshop and they dwarves rushed in and cleaned up the last bit and buried their buddy.

The total mess was gone in a flash and was shockingly refreshing after my 1-dead-dog paints 75 squares red, .12 experience.
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Romeofalling

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Re: Dwarf Fortress 0.31.15 Released
« Reply #74 on: October 04, 2010, 04:06:40 am »

If we're gonna be tossing suggestions out....what happened to all the fish? My fisherdwarves can't find any anywhere.

(I really don't want to toss things like this at your Sense Of Accomplishment for the version release, though. I appreciate your efforts!)
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