Kennel posted:I don't think alcohol had any effect on anyone before the upcoming version.
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# ? Oct 29, 2015 13:11 |
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# ? Jun 3, 2024 21:21 |
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program666 posted:Maybe I'm understanding the question wrong but a 64 bit program could theoretically run faster than a 32 bit one (and use more than 4 GB of ram but that's besides the point I guess) scamtank posted:so uh what did the 64-bit thing mean again More importantly, it gives the game far more address space. This is a bit complex but basically every resource, even ones that aren't actively in RAM (ie. paged out) consumes address space and if you run out it's about as bad or worse than running out of RAM (because HDD can sub for RAM via swap, but address space is the hard cap). Less crashes! Maybe! program666 posted:it's kind of funny that he mentions a skeletal DF though, I would guess you just need to change some parameters during compilation and check if anything breaks. My entire OS is compiled for 64 bits, including stuff like firefox, which is probably not even tested by the developers and it just works. axelsoar posted:Lets it run native in a 64-bit operating system instead of a 32-bit emulation, and more importantly, lets the program utilize more than 4(ish)GB of your RAM.
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# ? Oct 29, 2015 16:46 |
Excelzior posted:technically, dungeon masters wore nothing but cloaks so the image is accurate, but the text overlay isn't.
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# ? Oct 29, 2015 17:06 |
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Kyte posted:Depends on how much of DF is memory bound vs cpu-bound and/or how much caching Toady adds to take advantage of the extra process space. But my guess is "not that likely to be faster". yeah, going from 32 to 64 bit was never reported as a huge speed upgrade, but now I realize I never looked for benchmarks testing this, I'll look for this stuff when I'm off work
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# ? Oct 29, 2015 17:36 |
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Kyte posted:The main issue I can think of is that you're changing the size of pointers, which can and will wreck data structure packing and/or cause Super Fun buffer overruns or other stuff I haven't thought about (I try to avoid C++). Also if Toady purposely or accidentally coded something that just happens to work in 32-bit and not in 64-bit. Stuff like assuming ints are the same size as pointers or packing flags into unused pointer bits or other shady stuff.
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# ? Oct 29, 2015 17:39 |
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Kyte posted:Depends on how much of DF is memory bound vs cpu-bound and/or how much caching Toady adds to take advantage of the extra process space. But my guess is "not that likely to be faster". Yeah, Toady has a lot of dangerous low-level stuff like using a nibble to store fluid data for a tile, which I imagine will fail catastrophically when compiling in 64 bit. Also, his code is a mix of C and C++, which I'm sure leads to all sorts of Fun. Makes me glad I code in C#.
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# ? Oct 29, 2015 17:57 |
Malcolm posted:This is like when Toady revealed that dwarves had accidentally been made cat-sized for years and years of development. There has to be more to this also are there any hilarious dev logs besides the geese laying iron thrones and something about boiling clouds of dwarf fat
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# ? Oct 29, 2015 18:03 |
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KillHour posted:Yeah, Toady has a lot of dangerous low-level stuff like using a nibble to store fluid data for a tile, which I imagine will fail catastrophically when compiling in 64 bit. Also, his code is a mix of C and C++, which I'm sure leads to all sorts of Fun. Makes me glad I code in C#. To be fair to him, he's a mathematician first and programmer second, and he mostly learns from his mistakes.
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# ? Oct 29, 2015 18:07 |
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Soho Joe posted:There has to be more to this Long story short, a baby dwarf would only grow in size exactly on the exact minute of his birthday. The fortress mode clock doesn't track every single minute of activity Because of that, your natural-born dwarves would have about a 90+% chance of staying at baby size for their entire lives. It's very difficult to see a creature's size directly - people found out about this by using DFhack to check each dwarf's blood volume.
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# ? Oct 29, 2015 18:12 |
Also, domestic animals are all enormous only because the stat screen adds up some anatomy stuff all wrong - they've been entirely the right size all this time I only figured it out because there was a distinct "end result of all this body shape modification nonsense" value in memory that didn't seem to match the description scamtank fucked around with this message at 18:21 on Oct 29, 2015 |
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# ? Oct 29, 2015 18:18 |
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I forget. Were Dwarven martial arts mentioned before this update?
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# ? Oct 29, 2015 18:19 |
Not as such, but when Toady started figuring out how culture forms get generated, he mentioned offhand that the poetry generator is "probably the most analogous to what were were planning with combat styles. I didn't expect this to come before those, but it did."
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# ? Oct 29, 2015 18:24 |
Tunicate posted:It's very difficult to see a creature's size directly - people found out about this by using DFhack to check each dwarf's blood volume. Tunicate posted:people found out about this by using DFhack to check each dwarf's blood volume. Tunicate posted:blood volume. Oh Toady.
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# ? Oct 29, 2015 20:11 |
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Darth Various posted:Oh Toady. Used to calculate bleeding out. Actually pretty drat important in combat.
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# ? Oct 29, 2015 20:18 |
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And that's why Dwarf Fortress is one of the best games in existence.
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# ? Oct 29, 2015 21:07 |
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Can't wait to build a actual tavern where dwarves drink and sing and be powergay beyond belief, i hope Toady implements even deeper party mechanics. There should be inebriation mechanics and angry drunks.
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# ? Oct 29, 2015 21:19 |
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# ? Oct 29, 2015 21:23 |
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Also this should be a actual option in the military and you have to fill their backpacks to the brim with alcohol to make them fight properly.
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# ? Oct 29, 2015 21:39 |
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What do you think a martial trance is?
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# ? Oct 29, 2015 22:34 |
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skasion posted:What do you think a martial trance is? DWARVEN ANGER
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# ? Oct 29, 2015 22:37 |
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I think you're thinking of a marital trance
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# ? Oct 29, 2015 22:45 |
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# ? Oct 30, 2015 19:25 |
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I'm program666 fucked around with this message at 20:11 on Oct 30, 2015 |
# ? Oct 30, 2015 19:47 |
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Welp, time to pack up everyone, dwarf fortress is officially finished. Next release is 1.0.
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# ? Oct 30, 2015 19:54 |
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Literally shaking.
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# ? Oct 30, 2015 20:13 |
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Urist McTumblr has been sad lately. He couldn't even lately.
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# ? Oct 30, 2015 20:15 |
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Loyalty cascades involving animalman rights.
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# ? Oct 30, 2015 20:36 |
Excelzior posted:Urist McTumblr has been sad lately. He couldn't even lately. Urist has penned a tome, "Friend-ism: These pro-social shitlords pushing their agenda on xme."
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# ? Oct 30, 2015 22:43 |
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Do races in Dwarf Fortress have their own obscenities? They totally should.
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# ? Oct 30, 2015 22:55 |
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Nothing too creative, but they do have words for "anus"
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# ? Oct 31, 2015 01:23 |
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"Initiate Countdown!"Bay12Games Patreon posted:We've gone from 82 dev items in September to the last 14 now. Everything slows down a bit here, more over release paranoia than anything to do with the crunchiness of the individual items. Here's the complete list, in no particular order (there won't be any surprise additions from here on):
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# ? Oct 31, 2015 01:48 |
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this guys living the dwarven dream https://www.youtube.com/watch?v=oxcftjJ39BU
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# ? Oct 31, 2015 02:03 |
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skasion posted:Nothing too creative, but they do have words for "anus" I guess they could take their god's name in vain.
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# ? Oct 31, 2015 03:36 |
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necrotic posted:this guys living the dwarven dream This is a masterful engraving of waves.
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# ? Oct 31, 2015 07:45 |
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Gus Hobbleton posted:This is a yak wool sweater. On it is a covering of vomit. In the vomit is the remnants of ☼mom's spaghetti☼ From pages back, but I just wanted to point out that I got this joke.
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# ? Nov 2, 2015 05:35 |
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I'm proud of you
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# ? Nov 2, 2015 05:38 |
So I've only been following this thread recently and have probably missed earlier important things. Stuff I want to know: -Does the new release ostensibly have a fix for the "unplayable lag in any biome that includes trees" problem? -Does the new release ostensibly reintroduce dwarven economy? -Does the new release ostensibly have a fix for the "invasion parties can't path well over the world map and so will rarely if ever hit your settlement"? Thanks bunches
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# ? Nov 2, 2015 18:19 |
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ChickenWing posted:So I've only been following this thread recently and have probably missed earlier important things. I can't recall any of those getting mentioned no.
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# ? Nov 2, 2015 18:23 |
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ChickenWing posted:-Does the new release ostensibly have a fix for the "unplayable lag in any biome that includes trees" problem? I can't say give a strong answer for the first and third questions, but I believe Toady has said that re-implementing the economy isn't viable until the "fortress starting scenarios" part of the development page is finished.
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# ? Nov 2, 2015 18:42 |
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# ? Jun 3, 2024 21:21 |
drat. I want to start playing again but I am incredibly bad and wood is my crutch, so having trees murder my framerate is eminently undesirable.
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# ? Nov 2, 2015 18:43 |