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Author Topic: The DF 0.31.05 Work-In-Progress Thread  (Read 89730 times)

Deon

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #165 on: June 06, 2010, 05:54:13 pm »

Windows XP.
I get the intro music, but then there's no game music.

P.S. Edit: It looks like original music works, but different other .ogg files I used as soundtracks for my mod are no longer playable.

What exact output format do I need now? It was working in 0.31.04 before.
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Footkerchief

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #166 on: June 06, 2010, 05:56:41 pm »

Is song_game.ogg present in /data/sound?  Did you download the "small" version?

e: oh, just saw your edit.  I have no idea about that... I believe ogg is a container for various formats, so you should probably try opening up a vanilla ogg file in some kind of audio converter to see what the real format is.
« Last Edit: June 06, 2010, 05:58:48 pm by Footkerchief »
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Leperous

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #167 on: June 06, 2010, 06:13:39 pm »

This version works blindingly fast, I like it. 100 FPS with 100 dwarves, but no temperature or weather (who needs them?).

Now I'd say the closest things to a game-breaker (in Linux at least) are the broken steel/adamantine smelter reactions, and kill orders not working ~33% of the time.
« Last Edit: June 06, 2010, 06:29:46 pm by Leperous »
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Footkerchief

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #168 on: June 06, 2010, 06:17:29 pm »

Now I'd say the closest thing to a game-breaker (in Linux at least) are the broken steel/adamantine smelter reactions.

What jobs are you trying to do, and how are they broken exactly?  Is it one of these?

http://www.bay12games.com/dwarves/mantisbt/view.php?id=63
http://www.bay12games.com/dwarves/mantisbt/view.php?id=434
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1484
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Leperous

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #169 on: June 06, 2010, 06:43:31 pm »

Nope - the options to make pig iron/steel are missing from my magma smelter reaction lists, despite having flux stone, coke and iron (the formers were imported) sat in my burrow.

Similarly I can't turn my adamantine strands into wafers. If I add the job via the manager, I get an error that it needs "15000 gypsum plaster thread", hence it seems closest to http://www.bay12games.com/dwarves/mantisbt/view.php?id=219 - so more likely a general Linux issue, rather than Wine itself. (Steel apparently needs 150 sandstone bars.)

Not sure if this is a weird one-off, but I'll try a new fortress and see what it says.
« Last Edit: June 06, 2010, 06:46:43 pm by Leperous »
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Footkerchief

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Trippy

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #171 on: June 06, 2010, 08:03:36 pm »

Not sure If this is known, or even if it's a bug, but a few of my military were killed by goblins in a recent ambush. However, according to the military screen they are still members of the squad and are equipped. It's not game breaking, but it cartainly is annoying to have to find which dwarfs died after a battle and manually remove them from the military roster.
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Footkerchief

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #172 on: June 06, 2010, 08:13:56 pm »

Not sure If this is known, or even if it's a bug, but a few of my military were killed by goblins in a recent ambush. However, according to the military screen they are still members of the squad and are equipped. It's not game breaking, but it cartainly is annoying to have to find which dwarfs died after a battle and manually remove them from the military roster.

Yeah, it's known.
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FuzzyDoom

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #173 on: June 06, 2010, 08:32:11 pm »

This is probably a bug:

Whenever I gen a new world, the only neighbors I ever get are Elves, Goblins, Kobolds, and Gremlins. I've stood on a Human town and still didn't have Humans in the neighbor screen. Same with Dwarves. What's going on?

Edit: Okay...I just realized that when I embark, I am using Elves...not Dwarves...WTF?
« Last Edit: June 06, 2010, 08:37:07 pm by FuzzyDoom »
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Deon

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #174 on: June 06, 2010, 09:04:05 pm »

Duplicate errors due to uneasy modding.
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Hippoman

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #175 on: June 06, 2010, 09:10:08 pm »

This is probably known, but Devin was my Militia commander a while ago in a time of need.
Then he died.

The spot was empty. For the past 2 or 3 seasons.
Now hes back in the spot. Does this mean I have a zombie militia commander?
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Urist Imiknorris

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #176 on: June 06, 2010, 09:48:53 pm »

Ignore this please.
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Hippoman

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #177 on: June 06, 2010, 10:07:30 pm »

What?
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Deon

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #178 on: June 06, 2010, 10:09:28 pm »

Is song_game.ogg present in /data/sound?  Did you download the "small" version?

e: oh, just saw your edit.  I have no idea about that... I believe ogg is a container for various formats, so you should probably try opening up a vanilla ogg file in some kind of audio converter to see what the real format is.
That's the problem. Toady's is 56 kbit/s mono, none of my avaliable encoders convert mp3 to 56 kbit, only to 50 or 64.

But the problem is not that. The problem is that it now recognizes only the codec used to write the original song. I tried different codecs (FLAC, Vorbis) and none of them work. As I said it's some change in the sound processing code and must be some bug, because it was working before in ALL versions including 2d.

[EDIT]Wow. My encoding programs recognize it as a Vorbis codec too... So there's something else. I don't really know now.

[EDITEDIT] It looks like now the file size is very limited. If I convert some smaller file, like 100 Kb, it plays finely. If I convert my common soundtracks (8Mb - 40Mb) they do not play.

It would be nice to have the function back... I liked to have inbuilt long music.
« Last Edit: June 06, 2010, 10:12:07 pm by Deon »
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Dante

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Re: The DF 0.31.05 Work-In-Progress Thread
« Reply #179 on: June 06, 2010, 10:29:10 pm »

where were they supposed to grow? the depths?
Yea, guess so. But what is the best way then to avoid pre-existing caves ?
Generate a world where there are 50 stone layers above the first cavern level. That should do you, right?

Edit:
Just noticed a bug where none of my 'crafts'-type artifacts are turning up when I hit L. I thought at first they'd been stolen, because they're not in the stocks list either, but any thief has had a full season to get off the map with it now and there haven't been any messages or sad dwarfs.
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