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Author Topic: Dwarf Fortress 0.31.15 Released  (Read 25027 times)

mumblerit

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Re: Dwarf Fortress 0.31.15 Released
« Reply #45 on: October 03, 2010, 04:44:57 pm »

getting some slowdowns here too, goes for about 5 seconds then pauses for a second or half a second, not unplayable, just slower
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Romeofalling

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Re: Dwarf Fortress 0.31.15 Released
« Reply #46 on: October 03, 2010, 04:58:22 pm »

Did I read something about a save game updater.bat that we needed to run? I can't find any such thing in the new version.
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Kearn

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Re: Dwarf Fortress 0.31.15 Released
« Reply #47 on: October 03, 2010, 05:03:53 pm »

Like I said before.

I'm sticking like glue to .12...
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i like goats

mnjiman

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Re: Dwarf Fortress 0.31.15 Released
« Reply #49 on: October 03, 2010, 06:18:17 pm »

this release is very stuttery for me. it play smooths for a second or two, then does a little pause, then smooth again, then a littl epause and so on
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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.

iceball3

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Re: Dwarf Fortress 0.31.15 Released
« Reply #50 on: October 03, 2010, 07:20:13 pm »

this release is very stuttery for me. it play smooths for a second or two, then does a little pause, then smooth again, then a littl epause and so on
For a second there, your first t looked like an L.
Anyway, like said before, theres a bunch of sprawl stuff that needs fixing before I even touch the newer versions. I have my .12 thank you.

Also, you seem to be on an updating spree the past few months. I personally think you could slow down if you want to. It'll give you a little more time to weed out the more urgent problems.
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Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #51 on: October 03, 2010, 08:30:54 pm »

Code: [Select]
john@euclid:~$ sh df_linux/df
./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory
john@euclid:~$

Happened again. SDL libraries are latest versions

Somebody just posted another suggestion in the 0.31.13 thread:
http://www.bay12forums.com/smf/index.php?topic=66142.msg1615001#msg1615001

Remind me, has the bug where Soldier equip 10 Gloves on the right hand, none on the left and carry 3 axes in the left, 5 in the right and 2 shields in both hands been fixed???

And what about the Caravan thing, is it still having the Dwarves/Humans coming without wagons???

I can probably handle the wagons myself if it is consistent, but I handled one variation of the many-items bug for 0.31.11 and will need saves from newer versions to handle other occurrences.  I don't know if those have made it to the tracker yet or not.

Quote
How would I implement this update with a modded DF?  I modded to change currency around and make nerves heal, incredibly slowly.

You mean the file_changes.txt stuff?  You can make the changes manually using the files and changes listed there as a reference.

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.

Quote
sprawl

SITE_CAP caps the number of sites, not the size of sites.  There are going to be some squares you can't embark on.  If the SITE_CAP is low there should be a ton of space available, so I'm not sure why this is a deal-breaker.

Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )

The change away from specific item types made this more annoying to set up, but I'll get to it.
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FleshForge

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Re: Dwarf Fortress 0.31.15 Released
« Reply #52 on: October 03, 2010, 08:41:19 pm »

I'm getting this stuttering thing in a brand new 5x5 fort with no digging done yet.  I guess I'll try it with smaller map and see if it's the same, in the past I've been comfortable with even 6x6 maps so I'm a bit dubious.
edit: even with 5-6 idle dwarves out of 7
edit 2: windows xp 64-bit if that matters
« Last Edit: October 03, 2010, 08:43:25 pm by FleshForge »
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TomiTapio

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Re: Dwarf Fortress 0.31.15 Released
« Reply #53 on: October 03, 2010, 08:41:22 pm »

3). Nobility Bugs (Baron workaround, Dungeon Master missing, etc)
6). Crutches don't work, Soap bugs from animals, can't get plaster into the hospital stockpile and lye bucket-barrel issue.

I too would like to see Dungeon Master fixed, and crutches working. My forts can manage without soap. But the blood smears/contaminants everywhere is quite bad.

How would I implement this update with a modded DF?  I modded to change currency around and make nerves heal, incredibly slowly.
WinMerge or other code comparison tools let you easily (for a coder) copy your changes to the new raws.
« Last Edit: October 03, 2010, 08:43:20 pm by TomiTapio »
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Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #54 on: October 03, 2010, 08:42:27 pm »

I think I'll init out spatter spreading for next time until I get a handle on that.
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MorphingJar

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Re: Dwarf Fortress 0.31.15 Released
« Reply #55 on: October 03, 2010, 08:43:14 pm »

I am seeing the stuttering as well.  Brand new forts generated in 31.15 worlds.  Goes fine for about 3-4 seconds then a 1 second pause.  Very consistent.  Very unplayable for me.

Happens with True Type on and off.  Both on Standard and 2D Printmodes.

Stuttering Is not present in 31.14.
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Toady One

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Re: Dwarf Fortress 0.31.15 Released
« Reply #56 on: October 03, 2010, 08:45:19 pm »

I'm not seeing it, so I'll just have to guess, I guess, but I'll put something up.
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FleshForge

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Re: Dwarf Fortress 0.31.15 Released
« Reply #57 on: October 03, 2010, 09:00:55 pm »

Yeah I'm still seeing it with 4x4 in a similar region, nothing complicated like waves - there is a short little run of stream, about 250 tiles worth, other than that there is really nothing going on in this new map.
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James.Denholm

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Re: Dwarf Fortress 0.31.15 Released
« Reply #58 on: October 03, 2010, 09:08:54 pm »

And Toady said: "Let there once again be goblinite!" And so He split apart those fortresses with goblinite and those without goblinite, and He called those with goblinite "deathtraps", and those without goblinite "poor". And so ended the n-th day of coding.
                    - The Book of Development, 2010:10:03 (Extract).
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Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

smjjames

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Re: Dwarf Fortress 0.31.15 Released
« Reply #59 on: October 03, 2010, 09:33:31 pm »

Any word on getting bone and shell into a separate pile all on their own without the miscellaneous stuff in there? (This bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=95 )

The change away from specific item types made this more annoying to set up, but I'll get to it.

Okay cool because having a separate bone/shell pile was VERY convenient in 40D, even if you didn't generally have a bone/shell crafting industry going.
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