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Author Topic: The DF 0.31.05 Work-In-Progress Thread  (Read 89742 times)

Ratboy

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #120 on: June 05, 2010, 07:06:51 pm »

Ratboy: You're supposed to say "PRINT_MODE:2D", not PRINT_MODE:PARTIAL:2D, or whatever you're doing. That would just confuse it.
That was something I just tried, anyway I'm not even sure it's a problem I was just putting it out there for information. As mentioned earlier by Corbald PARTIAL:0 fixes it anyway but you read below you'll see what I meant.
Quote
If I max the the window it just goes black and I have to kill it. If I leave it at its normal size and continue play it goes to the next screen, I hit enter on region1 and get GPU cannot accommodate etc.

arbsync and vsync are off

[WINDOWED:YES]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:930]
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:curses_square_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:PARTIAL:2]
[SINGLE_BUFFER:NO]

Ok now it seems to work, slow but. Still goes black on maximization though. Definitely wouldn't yesterday night. Am going to reboot this and see what happens as I am running 40d19 in background.


Quote

Rebooted still gets the error. I have noticed if you run 40d19 and then run 04-05 then some modes will work that wouldn't otherwise. I don't think that makes sense but this is an example of that. I've also found that it has to be rebooted to make the effect go away.

Spoiler (click to show/hide)
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It doesn't matter whether you're right or wrong, consistency is the key.

zergl

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #121 on: June 05, 2010, 07:15:49 pm »

Ratboy: You're supposed to say "PRINT_MODE:2D", not PRINT_MODE:PARTIAL:2D, or whatever you're doing. That would just confuse it.

Does the init file parser do Hex? ;)

Mhhhmmm, partial print with a decimal value of 45.
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Bluehawk

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #122 on: June 05, 2010, 07:20:50 pm »

My Legendary Dwarves now have a blue tinted background when they flash. I did not see this with 31.04 without graphics.  I am using MayDay art.  I don't know if this is a DF or a MayDay issue.  Anybody else seeing this?
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culwin

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #123 on: June 05, 2010, 07:32:16 pm »

I saw the same kind of thing in .03, but I thought it was something to do with the way the ramp was facing or something (do ramps always go south(bottom) to north(top)?)

Ramps do not have a facing. The shape of the ramp icon only indicates whether there is a ramp on the current level (points up) or the level below (points down). Ramps are omni-directional (assuming there is a suitable wall next to them).

Edit: Note that it's not sufficient to have just a floor on the level above for a ramp to work. You must have a wall next to it with free space above it for the ramp to function. If you dig out the wall next to a ramp, the ramp will no longer work.

Ahhhh thanks, that makes sense
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Umi

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #124 on: June 05, 2010, 07:58:51 pm »

Are the raws intact from the last update?

I'd love to just copy and paste them over to the new update rather than spend an hour trying to update them again to my likings...

I hope it's not too much of a trouble, but could you mention in the update posts if the raws are intact from the last update?  It'd make things a lot easier for me (And probably others who mod their games)
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Meanmelter

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #125 on: June 05, 2010, 08:11:13 pm »

Dear Toady one, (or whoever else should be worshiped for there effort.)
       
        It Is unbelievable how much you can get done in such a short time. I mean, one guy gets this done in a short time. It may not be as fast as those other people, but they have like 20 guys on the line against just one guy. At the same time, it may not be the best for example, you don't Bethesda Studio's fixing all the bugs on Fallout 3 do you? No, considering I know four people who have made a better patch than the official patch releases.
It makes me think, Toady, you should see if you could get your own team (or Crew) of people who would code for you. Hopefully you will be able to get all the bugs done quicker either way.

From A Dwarf Fortress Player,
Meanmelter
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Psieye

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #126 on: June 05, 2010, 08:25:03 pm »

Are the raws intact from the last update?

I'd love to just copy and paste them over to the new update rather than spend an hour trying to update them again to my likings...

I hope it's not too much of a trouble, but could you mention in the update posts if the raws are intact from the last update?  It'd make things a lot easier for me (And probably others who mod their games)
Grab WinMerge or such and you can check this yourself. Linux people get the diff command for making these comparisons.
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Oglokoog

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #127 on: June 05, 2010, 08:36:32 pm »

Baughn's now officially a member of the pantheon, huh? Me likey!
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FuzzyDoom

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #128 on: June 05, 2010, 09:59:30 pm »

If I try and use site finder, I crash. This happened for anyone else? I just generated the map.
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

Graven

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #129 on: June 05, 2010, 10:05:02 pm »

Seems to work fine for me, just tried it on several different worlds, remains stable. The only noticeable bug I've encountered is the schizophrenic "paused" status - it gets really confused when I leave menus, possibly because I've mapped space as "leave screen". Eh, I can safely live with that. Of course, I'm still in my first year on this fortress, so there is loads of space and time for bugs to manifest themselves :)

I'm just glad tiles are supported and I can play now... of course, my exams probably don't feel that way, but screw this edumacation stuff. I've aced all but the forthcoming one, it's FORTRESS TIME.
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profit

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #130 on: June 05, 2010, 10:17:56 pm »

Just had a mayor die.   

He did NOT get replaced (2 seasons)...  All military stopped working.   Cannot appoint new military people or replace current ones.  Cannot create a working squad anymore.
Did you start a new fortress, or load an old save? Toady said that while he fixed the mayor issue he couldn't do anything about existing duplicate mayors in old saves.
Old save. Perhaps that is the reason.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

FuzzyDoom

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #131 on: June 05, 2010, 11:02:13 pm »

I tried again with a new world and finder still doesn't work.
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

Hippoman

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #132 on: June 05, 2010, 11:03:48 pm »

How do I bring my save over from an older version to this one?
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Meanmelter

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #133 on: June 05, 2010, 11:18:21 pm »

How do I bring my save over from an older version to this one?
You sure you wanna do that? I appears they still have bugs in it from previous versions
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Hippoman

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #134 on: June 05, 2010, 11:21:49 pm »

Oh ok, I wont then.
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