|
duralict posted:I just got the starter pack for the new build, and I can't get dfhack to work with it. It just quits instantly when I try to run it separately, and the DFHack tab in the Starter Pack launcher is just a completely blank spreadsheet field. Am I missing something? I don't think the starter pack for 40.05 has dfhack in it yet.
|
# ? Aug 1, 2014 02:05 |
|
|
# ? May 13, 2024 08:27 |
|
Is it just me, or does the UI in 40.05 for OSX seem sluggish? The game itself seems fine - I'm getting between 90 and 100 FPS in my new embark. The interface itself doesn't feel as snappy as 34.11. There's a very slight, but noticeable lag in any kind of input (scrolling the map, interacting with any menu, etc). Maybe it's the fact that I'm using Ironhand. Come to think of it, when I played a bit of the initial 40.X release (which was purely vanilla), I don't recall the interface feeling any less responsive than 34.11.
|
# ? Aug 1, 2014 02:12 |
|
mr. why posted:Is it just me, or does the UI in 40.05 for OSX seem sluggish? The game itself seems fine - I'm getting between 90 and 100 FPS in my new embark. The interface itself doesn't feel as snappy as 34.11. There's a very slight, but noticeable lag in any kind of input (scrolling the map, interacting with any menu, etc). it's not just you. I've definitely noticed a general lack of ui responsiveness and every once in a while the FPS will drop to single digits for a couple of seconds. didn't notice it before 40.05. I did also notice that in 40.05 the game doesn't pause and do world gen at the change of seasons like it did in 40.01-.04, so maybe it's doing it continuously in the background?
|
# ? Aug 1, 2014 02:38 |
|
|
# ? Aug 1, 2014 02:41 |
|
babies havin rabies posted:Try running: Thanks for the replies so far. I'm not sure if it's related to something I was trying yesterday to fix this but Ubuntu wouldn't boot at all today, I had to mess around fixing packages in recovery and finally ended up reinstalling the desktop entirely, which thankfully brought it back, but I needed to mess around more to get the touchpad working again. Aaanyway, that line gives me: code:
Am I supposed to be in a certain directory when running it? If not is there anything else I'm missing you think, bearing in mind I really don't have a clue what I'm doing.
|
# ? Aug 1, 2014 03:11 |
Forgotten beasts made out of random crap can sometimes be pushovers. Coral does not seem to be one of the things that makes them a pushover. I found The Mucous Shaft, a coral quadruped (whose deadly gas seems to have failed him) squatting in the ruins of my old fort (which he never even got inside, it was a Giant Cave Spider who wound up murdering everyone) and it took quite a long time of beating him in the neck with a warhammer before it shattered. From the time when it was skulking in the caves I knew that it had a pretty deadly kick, as it managed to stomp several local animals into gore with a single blow. Wasn't really expecting the adventurer to get lucky long enough to get the last blow in. Now I need to make sure to keep them alive to retire somewhere else, and carry with them the masterpieces of the old fort. e: Also found two merchants and a wagon chilling in the caves, which is weird. PublicOpinion fucked around with this message at 05:02 on Aug 1, 2014 |
|
# ? Aug 1, 2014 04:59 |
|
Dashticle posted:
Try running: code:
|
# ? Aug 1, 2014 05:01 |
|
I threw two military squads at it expecting them all to die and.... How underwhelming... (This is the entire combat report)
|
# ? Aug 1, 2014 05:23 |
|
SNOWMAN WANT HUG!
|
# ? Aug 1, 2014 05:25 |
|
mr. why posted:Try running: Unfortunately this didnt work, but I finally got all the right packages I think. I got them by following the advice here, then running the line provided by babies havin rabies. So onward and after update/upgrade again, I get an exciting new error message when trying to run DT: code:
|
# ? Aug 1, 2014 05:32 |
|
So what level should the third caverns be on? I hit cavern level two at around 40, and now I'm at 130 with no sign of anything but rock. I tried branching out a little every 10 Z-levels or so but I'm not finding much of anything.
|
# ? Aug 1, 2014 05:48 |
cr4zyd posted:
Random beasts made out of materials like sand or snow or mist are extremely flimsy.
|
|
# ? Aug 1, 2014 05:51 |
|
cr4zyd posted:
It's good!
|
# ? Aug 1, 2014 05:55 |
|
I'm not sure I would describe scoring a field goal with the head of an embodiment of the elemental antipathy of nature as underwhelming, exactly.
|
# ? Aug 1, 2014 05:57 |
My opinion on beasts made of mist is that dwarves are very susceptible to thinking that clouds look like things.
|
|
# ? Aug 1, 2014 06:05 |
|
I really hope the invaders automatically win bug gets fixed because it kind of makes the world running in the background a little pointless when some goblin bandits can just go from site to site and wipe out your whole civilization. All 9 of my civilization's sites just got conquered according to the outpost liaison.
|
# ? Aug 1, 2014 07:25 |
|
The way the devlog read, it seems like the invaders automatically winning thing is less of a bug and more of a programming shortcoming/feature that didn't make it to this release. That means it'd probably going to be like that until the next major release, however many years later that will be.Moridin920 posted:I usually have a dormitory as the first sleeping area. I'd rather have the starting 7 just do that and spend time getting the fort going rather than digging out individual bedrooms that early. I was wondering if there's any functional difference between a bunch of beds set up on the ground vs a properly designated dormitory room. I know personal rooms give good thoughts, and not having a room gives a negative thought. Are designated dormitories happiness-neutral?
|
# ? Aug 1, 2014 07:32 |
|
Spoggerific posted:The way the devlog read, it seems like the invaders automatically winning thing is less of a bug and more of a programming shortcoming/feature that didn't make it to this release. That means it'd probably going to be like that until the next major release, however many years later that will be. That's kind of depressing. Maybe I can hope for some DFhack magic. And yeah as far as I know they only get a negative thought from sleeping without a proper bed and a positive thought for sleeping in their own room so the dorm would trigger neither of those. Also I thought the dwarves not using weapons and just wrestling instead was resolved but all my dwarves are just punching each other in sparring and now they're all wrestlers. Moridin920 fucked around with this message at 07:38 on Aug 1, 2014 |
# ? Aug 1, 2014 07:34 |
|
Zereth posted:Well, go find a snowman and kick them in the head and see how they hold up in real life. Yet they still manage to go on centuries long killing sprees. I have to wonder what the Dwarves were doing until you take command.
|
# ? Aug 1, 2014 07:51 |
|
Grey Hunter posted:Yet they still manage to go on centuries long killing sprees. I have to wonder what the Dwarves were doing until you take command. They were busy being terrified. In this release I've had recruits become terrified and run away while beating on an unconscious camel.
|
# ? Aug 1, 2014 07:56 |
|
Angela Christine posted:They were busy being terrified. In this release I've had recruits become terrified and run away while beating on an unconscious camel. Dromedary or bactrian?
|
# ? Aug 1, 2014 08:07 |
|
I do like the emotions and what not. Toned down a touch would be good maybe but it's cool seeing the recruits say 'gently caress this' at the first sign of trouble and break while the hardened warriors stay to fight on. If merchants weren't so horrified by a dead wildlife carcass that they abandon everything they are hauling and run screaming into the woods that would be good though.
|
# ? Aug 1, 2014 08:19 |
|
moller posted:Dromedary or bactrian? Dromedary.
|
# ? Aug 1, 2014 08:31 |
|
Selklubber posted:Well not two years fixing bugs. After some months doing new stuff he could take a break from that, spend some weeks fixing bugs then going back to the new stuff. The bug where dwarves stand on the tile they're trying to build a wall on for example. I totally get what you're saying, but doing this would be much much harder than it sounds. The reason is, what you have is a released version of DF, right? And then Toady takes that codebase and begins modifying it as he works on his latest megaproject. Now, he wants to stop working on his new thing mid-way through, and instead fix bugs for a few days or weeks and release the bugfixes to the public. Which code base does he work on? If he works on the old released codebase, then none of his fixes will be in the new one he's already been working on for months/a year. If he works on the new codebase with the new stuff in it, he'll have fixed bugs, but he can't actually release that to the public, because his megaproject is incomplete and (presumably) totally not working yet, e.g. the release would be broken as gently caress. Basically he'd have to fix each bug in both codebases. Which is a thing! It's a thing lots of companies do all the time; you fix in the new codeline and then "backport" the bugfix to older release versions. But doing this costs time and effort, and also requires you to have a good version control regime set up, with good QA going on to insure that backporting a bugfix doesn't cause some kind of regression or spawn a new bug. Typically organizations that do this kind of thing have a lots of programmers, sometimes even whole teams (with release managers, QA, programmers, and project managers all working together) to ensure that bugfix updates on previously-released codelines meet reasonable quality standards and don't actually break those older releases. Toady being a one-man self-taught programmer most likely does not have that kind of setup. He may never have even attempted backporting before, or even know that it's a thing. Or he does, but does not feel it's worth it to backport when he considers the entire project a pre-release alpha... and even when he goes 2+ years between releases, he still receives donations of like $1500 to $4000 a month to live on.
|
# ? Aug 1, 2014 09:29 |
Pretty sure Toady's 'version control' is a series of folders each named variations of "New version" "Newest version" "Very newest version" "REAL newest version" &c.
|
|
# ? Aug 1, 2014 09:31 |
|
hailthefish posted:Pretty sure Toady's 'version control' is a series of folders each named variations of "New version" "Newest version" "Very newest version" "REAL newest version" &c. Yes, pretty much. From his AMA a year ago: Toady One posted:I don't use version control -- I didn't like the feeling of having the code get committed into a black box thingy with no immediate upside. It would make more sense to me if I were working with other programmers. I have some derived objects, but I don't adhere to any kind of overall OOP framework. I don't have types tacked on my variable names or whatever goes on there. I'm not sure how to make unit testing practical time-wise, since it seems like there's an awful lot to set up and especially to maintain.
|
# ? Aug 1, 2014 12:23 |
|
Let's get John Carmack to follow behind Toady One code-wise and do cleanup work.
|
# ? Aug 1, 2014 12:30 |
|
The upside is that you can easily revert any chunk of code to a previous version if you gently caress something up! And see exactly what you've changed! The downside is that you have to set up for five minutes!!
|
# ? Aug 1, 2014 12:46 |
|
Dashticle posted:Unfortunately this didnt work, but I finally got all the right packages I think. I got them by following the advice here, then running the line provided by babies havin rabies. Exactly what distro/release are you running at the moment? I got the same result when I added that PPA into Ubuntu 12.04, and was fixed by upgrading to 14.04. I tried some other stuff in-between like compiling DT from the source, to the point where it was only screaming about needing its memory offsets (but not running yet mind you). Eventually I decided I just needed the upgrade anyway. Edit: I had some time to kill this morning, so I installed 12.04 into a VM and downloaded that PPA's packages. Same error. I then tried putting Trusty's main restricted repositories into sources.list and re-downloading the packages, however I got the same error. The only way I got DT to run was by building from source, and it started right up this time. The instructions for building are here and in case you're unfamiliar with installing from source I think the following commands will work for you: https://github.com/splintermind/Dwarf-Therapist/blob/master/BUILDING.txt code:
code:
What I think is going on is that the binary that ships with LNP is simply compiled on 14.04 or something similar and the binary does not know where to look for QT5 on any other setup. If this is the case it is likely the reason why the actual github page does not provide a Linux binary as with Win/OSX. babies havin rabies fucked around with this message at 22:04 on Aug 1, 2014 |
# ? Aug 1, 2014 12:49 |
|
tinkerttoy posted:Thanks! On the off-chance that my picking them up and taking them away from their nest doesn't screw things up, which it probably will, it'll be pretty drat funny to suddenly unleash several small dragons upon a random hamlet. This won't work, sadly, dragon eggs do not hatch in the current version. In fact, this is a bug he just fixed in the unreleased version. E: from the devblog: removed requirement that a creature have a baby/child state to breed completely
|
# ? Aug 1, 2014 12:51 |
Oh dear, one of the human merchants seem to have climbed into a tree, or perhaps spawned in it, and couldn't get down. That explains why they never finished unpacking their goods when they were visiting. Now he's gone stark raving mad, along with his yak cow.
|
|
# ? Aug 1, 2014 12:54 |
|
So are custom professions in Dwarf Therapist broken? Whenever I sort by profession it sorts by DF defaults instead (woodcutter, planter etc). It's impossible to get any oversight now. edit: It turns out it just doesn't work on OSX Dante fucked around with this message at 13:58 on Aug 1, 2014 |
# ? Aug 1, 2014 12:57 |
Can i update 40.03 to 40.05 without breaking saves?
|
|
# ? Aug 1, 2014 13:15 |
I suppose, but there was a big pile of raw changes in version .05. Hope you weren't running mods.
|
|
# ? Aug 1, 2014 14:34 |
|
A human heart posted:Is it possible to get the divine metals into fort mode? It would be a pretty amazing gameplay mechanic for it to be intentional that the player should occaisionally retire a fort, use an adventurer to personally kill a demon/loot a vault/get a couple stacks of divine metal bars, and then bring them to the fort, then unretire the fort to be able to craft badass stuff. That type of back-and-forth would really raise DF to a whole new even crazier level. Is that actually possible now or are there too many bugs, such as the high chance that your fort will get conquered during retirement? Edit: And now that adventurer's have personalities, it would be great if we could micromanage that. Then a person could build a town using retired adventurer's whose personalities were customized. One of those things that lets true micromanagers go absolutely nuts, and the rest of us can just admire huge Minecraft style works of madness. Someone could recreate a movie by stocking a designed village with specific personalities and seeing what happens. Dwarf Machinema. reading fucked around with this message at 15:45 on Aug 1, 2014 |
# ? Aug 1, 2014 15:42 |
|
Selklubber posted:I know, it was just an example of a bug he fixed in a day, when it's been existing for at least two years. As someone who works in an agile dev environment on the "I file bugs, why aren't they fixed in a timely fashion" side for Real Money, I can probably tell you that most bugs are treated equal despite prioritization, even seemingly simple bugs. It's an arcane process 100% at the arbitration of powerful forces beyond mortal ken.
|
# ? Aug 1, 2014 15:46 |
|
Dante posted:So are custom professions in Dwarf Therapist broken? Whenever I sort by profession it sorts by DF defaults instead (woodcutter, planter etc). It's impossible to get any oversight now. That bug is about setting them, but if you set them from within the game then DT should be able to sort.
|
# ? Aug 1, 2014 16:04 |
If I dig an underground pond and feed it directly from the brook, leaving an active conncetion, will it populate with fish for my dwarves to catch? And if so, what if I feed it through fortifications or a grate? Floodgate/door? I'm actually playing for the first time since, like, halfway through the last thread, and I can't remember this crap.
|
|
# ? Aug 1, 2014 16:31 |
Yeah, the fish go where the stream connects. I think vermin fish can make it through vertical bars and such, but I could be wrong.
|
|
# ? Aug 1, 2014 17:19 |
|
|
# ? May 13, 2024 08:27 |
|
Yeah, vermin don't move like actual creatures do, so they ignore things like grates.
|
# ? Aug 1, 2014 17:20 |