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Author Topic: The DF 0.31.04 Work-In-Progress Thread  (Read 222637 times)

Kipi

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #600 on: May 26, 2010, 08:03:40 am »

Speaking of FPS caps:  does anyone else have their FPS counter located in the center-right of their screen?  Mine is no longer in the left hand portion and it blocks the dates in the status screen.

Same here, and it's mostly due the reason that Toady used either 40d18 or 40d19 in the merge. Can't remember which one introduced the changes to FPS calculator like change of place and how it reports the FPS.

Yeah, it's annoying, though not bug actually. And you can always just disable the counter from init, and the problem solved.
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Room Values - !!SCIENCE!!

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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Shiv

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #601 on: May 26, 2010, 08:11:21 am »

Yes but then you don't know how many FPS you're getting.  Not much of a solution when it detracts. 
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I still don't think I'm crazy enough to play this game properly.

Greiger

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #602 on: May 26, 2010, 09:12:33 am »

I guess I understand why it's moved there.  With high framerates I imagine it's difficult to tell when the game is paused.  The FPS counter obscures most of the pause indicator even at a cap of 50 fps.  Now with the new indicator of the GFramerate I bet it obscures it completely over there.

Problem is here, while it's usually out of the way, in some screens it obscures things like names.

Perhaps moving the pause indicator to where the FPS indicator currently is and moving the FPS indicator back to top left would work better?
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Baughn

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #603 on: May 26, 2010, 10:03:18 am »

I'm working on code that just moves it to wherever there's free space at the moment. That should do.
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Kazang

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #604 on: May 26, 2010, 10:05:00 am »

If you set the width resolution wide enough you can see the back part of the month.  Turning off the display of the graphical frame rate also helps.  But afaik you can't actually move the fps counter.
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Rex_Nex

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #605 on: May 26, 2010, 11:27:43 am »

Know what I'd really enjoy in the game? A good old "Refresh graphics" button. Right now, if you have partial print on and minimize the game, it all goes black. You can go into the ESC menu and back out to refresh the main area, but the sides of the screen never revert to the bricks that usually surround the gameplay area. Only way to do that would be to refresh the graphics.
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Footkerchief

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #606 on: May 26, 2010, 11:29:19 am »

Know what I'd really enjoy in the game? A good old "Refresh graphics" button. Right now, if you have partial print on and minimize the game, it all goes black. You can go into the ESC menu and back out to refresh the main area, but the sides of the screen never revert to the bricks that usually surround the gameplay area. Only way to do that would be to refresh the graphics.

A "refresh graphics" button would be a clumsy workaround at best.  What should be changed are the underlying issues, like this one.
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Nonsapient

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #607 on: May 26, 2010, 02:14:22 pm »

I just tried to go back to 40d, and all the workout-gym, doctorless ways,  and found I couldn't.  The changes in the interface between the two (space vs. esc. to exit designations and such, f9 in embark instead of escape, etc)  killed me.
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Baughn

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #608 on: May 26, 2010, 03:08:37 pm »

I forgot. Should probably mention.

31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;
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Jurph

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #609 on: May 26, 2010, 03:20:08 pm »

I forgot. Should probably mention.

31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;

Hey Baughn, is there a plan to fix the [GRAPHICS:YES] bug in a 'silent' patch of 31.04, or do we just have to wait for 31.05?
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zarmazarma

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #610 on: May 26, 2010, 03:48:22 pm »

Uhh huh...

So I'm on the title screen, and I'm getting 260,000 fps lol. Time to see what it's like in game.
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Baughn

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #611 on: May 26, 2010, 03:53:49 pm »

Wait for 31.05 unless you're on linux, in which case you'll probably get a replacement libgraphics.so.

Update: Fixed the slow offloading problem, and probably other, similar ones.
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mnjiman

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #612 on: May 26, 2010, 04:21:09 pm »

Am I the only one who seems to have worse frame rates with this version? 

Additionally, it takes forever and half a day to create a new world, specifically in the 'offloading units' department.

 I have it as well, and i have a Dual 2.4 Ghz, 3 gig ram too.

it is confusing.

This is easy to fix.

Remove the fps cap when generating worlds, then put it back on when you go to embark.  For some reason the fps cap is applied to back end calculations like offloading units in .04

I've reported this as a bug although he probably figured out why it was slowing down anyway.

I was referring mostly to game play FPS, ty though <3
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Rex_Nex

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #613 on: May 26, 2010, 04:32:30 pm »

I forgot. Should probably mention.

31.04 has all partial-printing forcibly disabled as a crude workaround for another problem. So yes, it will often be slower. ^^;
God damnit baughn, you got me all worried. Thought I wouldnt be able to play DF again, and then I figure out it's because you disabled it. Huzzah!
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Baughn

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Re: The DF 0.31.04 Work-In-Progress Thread
« Reply #614 on: May 26, 2010, 06:54:15 pm »

Bug fixed: Grid sizes getting stuck on 80x25 if you let the intro movies play.

Workaround until 31.05: Turn off intro movies.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?
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