Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: mifki on November 23, 2014, 05:53:45 am

Title: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on November 23, 2014, 05:53:45 am
(http://mifki.com/df/qq2.png)

More information and download: http://mifki.com/df

Development blog: http://blog.mifki.com

P.S. I want to thank all the people working on the dfhack core - digging deeper into df/dfhack internals I was amazed how huge is the work that has been done to describe df data structures, create a very good lua bridge and everything else.
Title: Re: Here, I have something to show
Post by: HaterSkater on November 23, 2014, 06:32:01 am
Oh. My. Armok....

Surely i must make new tileset to match iOS style

P.S. It's web interface, right?
Title: Re: Here, I have something to show
Post by: mifki on November 23, 2014, 07:22:54 am
P.S. It's web interface, right?

No, fully native, for the best possible experience.

In 'dwarf fortress for the blind' thread I promised my new project would help there as well. Indeed, utilising the protocol this is based on (once it's finished) it will be possible to create any custom interfaces - web, for the blind, whatever.
Title: Re: Here, I have something to show
Post by: Max™ on November 23, 2014, 08:41:14 am
First, well damn, that's impressive as hell man.

Second, mmmm, once an ios port has been done, how hard are other mobile ports? Is this purely something which would work on ios or would it be doable on android as well using a similar method but pulling in from the linux version maybe?
Title: Re: Here, I have something to show
Post by: palu on November 23, 2014, 09:30:43 am
"What's the big deal? It's just random til-"
(http://unrealitymag.bcmediagroup.netdna-cdn.com/wp-content/uploads/2010/02/exploding_head_3.jpg)
How finished is this, when will it be available, and how well does it run?
Seriously, mifki, you are a wizard.
Title: Re: Here, I have something to show
Post by: Nopenope on November 23, 2014, 09:32:22 am
Whoa. This is really, really, really impressive.

Whoa.

Now that the awe has subsided, would you be so kind as to explain what you exactly did? Did you actually port DF to iOS or is it an iOS app that communicates to a remote server? You're talking about a protocol; what do you mean? And of course as Max™ said, is there any chance this could be adapted to other operating systems?
Title: Re: Here, I have something to show
Post by: CautionToTheWind on November 23, 2014, 09:53:40 am
This is great. Maybe you could externalise the code that connects your interface to DF into a library?

Because I honestly think mobile is the least of it. A full interface rewrite for desktop computers would be a wonderful wonderful thing, which we won't get otherwise.
Title: Re: Here, I have something to show
Post by: Nopenope on November 23, 2014, 10:09:01 am
Yeah this would be akin to the famously wanted "external API" which has been the subject of many a controversy on the suggestions forums.
Title: Re: Here, I have something to show
Post by: Devstorm on November 23, 2014, 10:53:47 am
Will you be able to put this on android? It's super-awesome, to whatever use it gets put, but I'd love it on my tablet.
Title: Re: Here, I have something to show
Post by: Gerund on November 23, 2014, 11:11:20 am
Well this is pretty neato
Can we get any more details about the protocol. specifically? If it's reasonably renderer-independent it could probably be pretty useful for building the fabled multiplayer-df. Even if it isn't it I'm sure I could poach all sorts of bits and pieces for Webfort.
Title: Re: Here, I have something to show
Post by: perkel on November 23, 2014, 11:53:03 am
Does that mean that now people will have option to completely build external epplication and use DF only as simulation engine ?

Either way that is fantastic. Truly amazing thing
Title: Re: Here, I have something to show
Post by: Kirkegaard on November 23, 2014, 12:33:27 pm
Does this mean that the UI can now be optimized a bit?
Title: Re: Here, I have something to show
Post by: Qmarx on November 23, 2014, 01:09:01 pm
r u a witch???
Title: Re: Here, I have something to show
Post by: Sergarr on November 23, 2014, 01:17:34 pm
are you a wizard
Title: Re: Here, I have something to show
Post by: fricy on November 23, 2014, 01:18:06 pm
Posting to hype.
Title: Re: Here, I have something to show
Post by: mineforce on November 23, 2014, 01:21:57 pm
Are you working on an android version?
Title: Re: Here, I have something to show
Post by: FrankyPlaysGames on November 23, 2014, 01:22:14 pm
Awesome!
Title: Re: Here, I have something to show
Post by: Isualin on November 23, 2014, 01:25:08 pm
Thanks for working on projects like these. TWBT alone reignited my passion for dwarf fortress.
Title: Re: Here, I have something to show
Post by: draeath on November 23, 2014, 01:32:02 pm
Woa. This is going places.


... first person to use this to glue the game into a pseudo-3d interface (think grid/hex based) WINS ALL OF THE INTERNET.
Title: Re: Here, I have something to show
Post by: smeeprocket on November 23, 2014, 03:31:08 pm
yea you MUST do an android version, how sad was I when I learned I couldn't play DF on my tablet?

I would absolutely love to see this game become accessible to the blind, as well.

Well done and keep up the good work.
Title: Re: Here, I have something to show
Post by: PeridexisErrant on November 23, 2014, 03:40:54 pm
I don't even have words. TwbT was big enough!
Title: Re: Here, I have something to show
Post by: jocke the beast on November 23, 2014, 03:51:37 pm
Sounds and looks to good to be true....

I dont understand how it can be possible...
Wouldn't it be sloooooooooow as a crippled elf?

You're a wizard....
Title: Re: Here, I have something to show
Post by: BigD145 on November 23, 2014, 03:56:57 pm
yea you MUST do an android version, how sad was I when I learned I couldn't play DF on my tablet?

You can. Just use software like TeamViewer.
Title: Re: Here, I have something to show
Post by: Magnumcannon on November 23, 2014, 04:04:41 pm
 :D :D :D :D :D
Title: Re: Here, I have something to show
Post by: mifki on November 23, 2014, 05:04:20 pm
I will update the first post with proper info now, but here are answers to all questions.

How finished is this, when will it be available, and how well does it run?

Obviously it's far from being finished, mostly because I started not long ago - things are going fine, no difficulties I don't know how to overcome so far.

Did you actually port DF to iOS or is it an iOS app that communicates to a remote server? You're talking about a protocol; what do you mean? And of course as Max™ said, is there any chance this could be adapted to other operating systems?

Yes, it's an iOS app communicating with a dfhack plugin (mostly in Lua). The protocol provides high-level access to all the actions and data (once finished) in the fortress mode. For example, 'give me an info on this building', 'give me a list of possible jobs for this workshop', 'add job at pos N from that list', 'allow a squad at position N to train' and so on (and of course map updates). Clients can have a UI modelled after the original DF interface/screen structure or something very different to make it more user-friendly and appropriate for the platform it's running on.

I have many small ideas to make better experience on mobile devices like accessing buildings from a list with 'favourites' function instead of going to it on the map, ability to rearrange items and search in all menus (designate, build, add job), grid view in these menus with icons only for faster access (that's why I have those icons with usual DF keys), description of all buildings/jobs/... accessible from corresponding menus (sort of mini dwarf fortress wiki built-in), generated portraits on unit info screen if you like, icons and sounds for various announcement types, ability to run unattended while the app is in background until something happens and send push notifications when something happens, and so on.

Now I just hope Toady won't have anything against all of this in general for some reason.

Wouldn't it be sloooooooooow as a crippled elf?

It's totally playable via 3G. Actually, depending on the server location - if it's on the other end of the world it probably won't be good, if it's your server at home then it's fine.

This is great. Maybe you could externalise the code that connects your interface to DF into a library?

That's the idea. Well, not a client library, because it's platform-dependent, but the protocol and server-side code.

Will you be able to put this on android? It's super-awesome, to whatever use it gets put, but I'd love it on my tablet.

iOS version alone is enough work for me for a long time (with all the ideas I have), and I'm an iOS developer, so I personally won't be doing other platforms, but others hopefully will.

it could probably be pretty useful for building the fabled multiplayer-df. Even if it isn't it I'm sure I could poach all sorts of bits and pieces for Webfort.

Unfortunately  the more I work on this the more I think that a proper multiplayer won't be possible. DF uses too many global variables related to UI and current game state and there are some other complications that do not arise in single-player mode.
Title: Re: A proper way to play Dwarf Fortress on iPhone (work in progress)
Post by: Limino on November 23, 2014, 05:25:31 pm
Does this work on all versions of DF?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Dragoon209 on November 23, 2014, 10:57:44 pm
This is fantastic!  I'm really excited to play with this when it is released.  I'm currently hosting a Webfort, do you know if this would be compatible with that plugin as well? It would be nice to allow admin control with something like this if they are compatible. 

If you would like to test compatibility, let me know.  I am running a Windows and Linux webfort server at the moment.

Great Work!
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Astarch on November 24, 2014, 12:13:50 am
Finally we can have a multi-monitor DF setup.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: rdeforest on November 26, 2014, 12:14:50 am
Mifki, this may be the most important dfhack plugin ever developed. Is there anything you need from the community to facilitate the work you're doing? Do you need testers? Do you need feedback on protocol design decisions? Do you need backrubs? Pizza?

... Plump helmets?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on November 26, 2014, 06:13:03 am
Mifki, this may be the most important dfhack plugin ever developed. Is there anything you need from the community to facilitate the work you're doing? Do you need testers? Do you need feedback on protocol design decisions? Do you need backrubs? Pizza?

... Plump helmets?

Right now I need only time, and unfortunately I don't have much.
Later of course I'll need help with testing, probably will post some questions regarding df/dfhack internals.

Also, ideas are welcome on how to implement/improve various parts of UI (although for now I'm keeping things closer to the original UI for number of reasons). For example we can finally make military screens understandable, and I need to do something with labour management - nobody likes the vanilla df way to do this, but DT/dwarf manipulator-style tables are too bid for small screens.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Warmist on November 26, 2014, 06:19:01 am
<n00b mode> android version plz </n00b mode>

But seriously: anxiously waiting for a release (for a number of reasons ;) )
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: fricy on November 26, 2014, 10:42:03 am
Do you need backrubs? Pizza?
... Plump helmets?
Sigh, groupies.  ;D

Also, ideas are welcome on how to implement/improve various parts of UI.

The idea is to (better) integrate the workflow plugin and the manager interface into the workshop's job queue. Afaik all there parts are already there in the form of dfhack scripts/plugins, so it shouldn't take (too) much effort.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Lord_lemonpie on November 26, 2014, 10:45:48 am
PTW
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Demki on November 26, 2014, 01:30:10 pm
Wow... Does it have customizeable tilesets?(with a few built in including vanilla/square vanilla, and a bunch of others that people use, and perhaps a download option for more)

Also Android.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: TheDorf on November 28, 2014, 12:20:37 pm
Hey, aren't you the guy that just suddenly popped up on these forums with twbt, which added possibilities for unlimited sprites, multilayer view and more? And now this? You, sir, are amazing.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on December 01, 2014, 09:15:28 pm
This thing is getting some attention, so I thought I'd post status update. At the time the video was made, the following things were implemented:

* obviously, basic map and navigation-related stuff. Basic, because I have many ideas regarding better z-scrolling and what on desktop is Hotkeys.
* designations
* building and querying of almost all buildings. This includes job management in workshops, farm plot settings, stockpile settings, room creation and assignment to units and squads, and operations on items in buildings.
* stockpile creation
* nobles and admnistrators, although some things are missing here
* wealth and food stores info on status screen
* kitchen preferences
* announcement display and announcements screen
* manager screen
* trading and moving goods to/from depot, although some things are missing here as well

Actually, I gave myself several days without programming, so this list is almost unchanged as of today. Currently working on squads and orders side menus.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on December 02, 2014, 04:37:39 pm
Sounds wonderfull  :)
I cant wait until its possible to play df on my iPad  8)
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Severedicks on December 04, 2014, 08:55:59 am
Posting to watch. Looking forward to further development.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: kittyfluffins on December 04, 2014, 12:57:59 pm
Also, ideas are welcome on how to implement/improve various parts of UI (although for now I'm keeping things closer to the original UI for number of reasons). For example we can finally make military screens understandable, and I need to do something with labour management - nobody likes the vanilla df way to do this, but DT/dwarf manipulator-style tables are too bid for small screens.
Dwarf Therapist tables would work on iPad.

Here's an idea for a labors menu to get the discussion started:

Labor Menu
Lists the names of all labors and the number of dwarves that have that labor enabled on rows. When you press on a labor it goes to the next menu.

Labor Menu -> Labor Dwarves
Lists all dwarves with that labor, as well as their profession. When you press on a dwarf it goes to the next menu.
Here you can also Add or Delete dwarves. Deleting a dwarf will disable the labor for that dwarf.
Adding a dwarf will take you to the Dwarf Selector menu.

Labor Menu -> Labor Dwarves -> Dwarf Labors
Lists all the labors the dwarf has enabled.
You can delete labors here, which will disable the labor. You can also add labors, which will take you to the Labor Selector menu.

Labor Menu -> Labor Dwarves -> Dwarf Selector
Lists all dwarves and their profession. Pressing a dwarf will enable the labor for that dwarf. Swiping the row will take you to the next menu.
(There's probably better ways to do the actual inputs.)

Labor Menu -> Labor Dwarves -> Dwarf Selector -> Dwarf Labors (no options)
Lists all enabled labors for that dwarf. No options to add or delete.

Labor Menu -> Labor Dwarves -> Dwarf Labors -> Labor Selector
Lists all labors and the number of dwarves that have that labor enabled. Pressing a labor will add the labor to the dwarf. No other options.

You could also do a similar menu structure but starting from selecting individual dwarves.

I don't know if it's possible, but being able to edit and assign custom templates for labors would really help too.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Ngosp Umbabok on December 04, 2014, 06:10:34 pm
Would it be possible to use this to play adventure mode ?

I feel like more people would use there iPhones/iPads to play Adventure mode then fortress mode

If I'm going to sit down and play Fortress mode I will be more likely to do it on a computer so I can simultaneously view the dwarf wiki and so forth. Adventure mode on a phone would be perfect for on-the-go situations where you have nothing to do or have to wait for 30 minutes or something.

That being what it is don't let me dissuade you from working on getting fortress mode to work, I just want to have my cake and eat it too.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: King Kravoka on December 05, 2014, 02:33:08 am
Will there be an android compatible version? This would be great for long car rides, as long as mods are compatible with it.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Jiri Petru on December 05, 2014, 03:13:18 am
So if I'm understanding correctly... you call this an iPhone version, but you've actually decoupled the interface from the game so anyone could take your code and use it to create a completely new interface for DF on PC, presumably even using Stonesense for rendering. Am I correct?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: PeridexisErrant on December 05, 2014, 07:04:22 am
So if I'm understanding correctly... you call this an iPhone version, but you've actually decoupled the interface from the game so anyone could take your code and use it to create a completely new interface for DF on PC, presumably even using Stonesense for rendering. Am I correct?

Yes.  Exciting, isn't it?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Jiri Petru on December 06, 2014, 08:40:09 am
That's an understatement.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on December 07, 2014, 04:00:35 pm
http://www.pocketgamer.co.uk/r/iPad/Dwarf+Fortress/news.asp?c=62757 (http://www.pocketgamer.co.uk/r/iPad/Dwarf+Fortress/news.asp?c=62757)
Hype is on!!!!!!
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: King Kravoka on December 07, 2014, 04:03:17 pm
Quote
Presuming it doesn't get shut down by original Dwarf Fortress developer Bay 12 Games, this iOS app would be free when released, just as the PC version is.

Why would Toady do this? It's not like he's in for money.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on December 07, 2014, 05:34:45 pm
Quote
Presuming it doesn't get shut down by original Dwarf Fortress developer Bay 12 Games, this iOS app would be free when released, just as the PC version is.

Why would Toady do this? It's not like he's in for money.

Well, actually I've never said that the app would be free (as well as the opposite). Technically, the app itself is not based on and doesn't include any code from dfhack or any materials from other people, so nothing prevents me from asking a reasonable price for it. The server part, however, will definitely be open-source as soon as it's more or less complete, so that others can create remote UIs for other platforms.

Regardless, Toady still can be against all this for some reason and not let this happen. I probably will need to ask at some point.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: draeath on December 07, 2014, 05:49:09 pm
edit: irrelevant speculation, as Toady has spoken.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Warmist on December 07, 2014, 06:11:21 pm
Quote
Presuming it doesn't get shut down by original Dwarf Fortress developer Bay 12 Games, this iOS app would be free when released, just as the PC version is.

Why would Toady do this? It's not like he's in for money.

Well, actually I've never said that the app would be free (as well as the opposite). Technically, the app itself is not based on and doesn't include any code from dfhack or any materials from other people, so nothing prevents me from asking a reasonable price for it. The server part, however, will definitely be open-source as soon as it's more or less complete, so that others can create remote UIs for other platforms.

Regardless, Toady still can be against all this for some reason and not let this happen. I probably will need to ask at some point.
Actually if it included code from dfhack i think itunes store would not accept it. They have strange policy about opensource projects...
As for Toady: i'm too lazy too look up the references but general idea was "okay". Though i'm still a more and more concerned by how much we are "gutting" df... So just pm or email him. He does respond quite quickly.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on December 07, 2014, 06:36:34 pm
Actually if it included code from dfhack i think itunes store would not accept it. They have strange policy about opensource projects...

Not really, I remember only one case - VLC player, but that was an issue with f*ng GPL license and original VLC authors. Otherwise, almost all apps include more or less code from MIT-licensed libraries, for example.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Toady One on December 07, 2014, 11:38:19 pm
I was asked to come in and weigh in on this.  I don't have a problem with the app as it regards "gutting" DF.  Looks cool!  The main problem we have with people selling "Dwarf Fortress" stuff is that sometimes people assume we are seeing part of the money, which is bad for us.  Along those lines, we'd not want people to be confused that they are buying a complete mobile version of DF, as people might again assume they are contributing to Bay 12 when it is not the case.  The sale of DF apps/mods in general gives me an uncomfortable feeling, but that's probably all it amounts to.  On the other hand, overall, these sorts of efforts are good for the game.  These are the issues, anyway.  If somebody had something specific they wanted permission for now or when the time is right, I can handle that via email or PMs.

And just to be clear, I'm not sure what the plans were overall, but we are completely against anybody selling DF itself, however it is bundled.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on December 11, 2014, 08:30:08 am
PTW
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: blegh on December 12, 2014, 11:49:08 am
PTW.

Also: awesome!
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on December 12, 2014, 09:47:15 pm
Would it be possible to use this to play adventure mode ?

I feel like more people would use there iPhones/iPads to play Adventure mode then fortress mode

If I'm going to sit down and play Fortress mode I will be more likely to do it on a computer so I can simultaneously view the dwarf wiki and so forth. Adventure mode on a phone would be perfect for on-the-go situations where you have nothing to do or have to wait for 30 minutes or something.

That being what it is don't let me dissuade you from working on getting fortress mode to work, I just want to have my cake and eat it too.

I agree that turn-based nature of adventure mode is probably better for on the go play. However undoubtedly fortress mode is more popular and important, and I personally don't play adventure mode. So there actually was no choice what mode to start with.

On the one hand, implementing adventure mode would be completely separate task as there's little in common with fortress mode. On the other hand, adventure mode has less screens/controls/etc., so it should be easier.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: draeath on December 13, 2014, 01:44:49 pm
For the most part adventure mode also doesn't change without user input. Fortress mode can certainly be paused on demand, but it's not nearly so step-driven (from a UI perspective anyway)
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mrjnewt on December 16, 2014, 04:21:21 pm
PTW
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Insanegame27 on December 21, 2014, 08:58:01 pm
PTW
I have a few ideas for a new military screen on my computer before it got confiscated. Will try drawing it on an iPad app and then to imgur
This is roughly it
http://imgur.com/k0aGDaZ
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on December 22, 2014, 09:13:22 pm
Because it's not that easy to distribute beta versions of iOS apps, and it will take some time until it's ready enough for this, follow the development at least with screenshots here http://blog.mifki.com
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Dragoon209 on December 22, 2014, 09:28:37 pm
Because it's not that easy to distribute beta versions of iOS apps, and it will take some time until it's ready enough for this, follow the development at least with screenshots here http://blog.mifki.com

I can send you my uuid if needed to to test.

Also, I have used test flight before to beta test iOS apps with other developers, it has worked well for distribution. I don't know the costs for the developer, but it is worth looking into!

Let me know if I can help in any way.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Insanegame27 on December 22, 2014, 11:18:59 pm
I will beta test if u want help
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on December 23, 2014, 06:39:50 am
Really nice progress! I really hope you finish this baby  :D
Good work Sir!
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Insanegame27 on December 29, 2014, 04:59:37 am
can u give us an ETA?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: nuget102 on December 29, 2014, 12:12:17 pm
Pardon me for ruining some of the hype but... Don't you need to pay a certain amount of money to put an app on the app store? I don't have a phone (iPhone or otherwise) so I don't really know, i'm going off of things I heard a while ago. That's why apps have adds though, right? And, correct me if i'm wrong, but I think many people would want this to be an ad-free app if at all possible.

So here's my question: Will you accept donations to keep this app ad-free? I think many people would want to donate if at all possible. Just a question. :)

Also: Will you be willing to share the code with someone as you progress, so that the person may create an android counterpart? (Not me specifically, the most I code is a few creatures)
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on December 29, 2014, 05:00:00 pm
Most of this answered somewhere above but anyway.

Pardon me for ruining some of the hype but... Don't you need to pay a certain amount of money to put an app on the app store? I don't have a phone (iPhone or otherwise) so I don't really know, i'm going off of things I heard a while ago. That's why apps have adds though, right? And, correct me if i'm wrong, but I think many people would want this to be an ad-free app if at all possible.

So here's my question: Will you accept donations to keep this app ad-free? I think many people would want to donate if at all possible. Just a question. :)

You need to have a developer account, which I have anyway because I have other apps published. The reason for ads is that devs want money (and you can't really blame them :). This will definitely not have ads, so it will be either free or reasonably priced paid app.

Also: Will you be willing to share the code with someone as you progress, so that the person may create an android counterpart? (Not me specifically, the most I code is a few creatures)

I'll share the code for the server side, just a bit later because I expect certain things to change in the protocol, and honestly it's just a bit ugly at the moment.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Insanegame27 on January 08, 2015, 08:01:22 am
hey mifki, i asked before and you didn't answer. do we have an ETA? can't wait
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: XXXXYYYY on January 08, 2015, 08:08:23 am
PTW
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on January 08, 2015, 08:47:21 am
hey mifki, i asked before and you didn't answer. do we have an ETA? can't wait

Sorry, I just have no idea how long it will take.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on January 18, 2015, 03:30:39 pm
*cough* any updates on the development *cough*
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on January 18, 2015, 06:00:59 pm
*cough* any updates on the development *cough*

I'm posting status updates in my blog http://blog.mifki.com I wish I had more time to work on it though.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on January 19, 2015, 12:33:23 pm
Thanks man! Seems like you've advanced quite alot in development (but what do I know)  :)
Hope you finish this baby one day  :)
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Scoops Novel on January 26, 2015, 05:51:35 pm
Ah! Excellent. Thanks mifki!
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: King Kravoka on February 03, 2015, 08:28:25 pm
Will mods and DFhack work on this? Will we even have a method for installing mods?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on February 04, 2015, 04:50:48 am
Will mods and DFhack work on this? Will we even have a method for installing mods?

The plan is to implement vanilla features first obviously, but trying to make better UI so that some of dfhack plugins are not required anymore. To access some other plugins that only add console commands, well, console window can be provided as well.

Mods should work, as I don't hard-code anything, so changes in raws should all work.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on February 18, 2015, 08:34:27 pm
For those who's not following the development in my blog (http://blog.mifki.com), here's a status update.

Recently implemented:
* units screen
* meetings, requests and agreements

Some time ago:
* squads menu (switching alerts, issuing move/attack orders)
* standing orders
* labour management
* status screen - better overview, animals, stone
* reports screen

Screenshots and animated gifs are in the blog.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on February 20, 2015, 09:56:09 am
Nice progress :)
Keep up the good work Mister!

Quote
And now to unit information screens, then game loading/saving, proper UI for connecting to servers, and finally, military screen. There will still be number of missing things (including world generation by the way), but at least it should be playable after that.
It "sounds" like it's not thaaaaaaaat far away from a playable product?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on February 20, 2015, 04:35:15 pm
Depends how to define playable. There are smaller things missing here and there, and also number of "advanced" features I forgot to mention like burrows, stockpile links, etc. But I'd consider it playable without them at least for the first public beta.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on March 03, 2015, 03:16:14 pm
The wait is...terrifying...
Checked out the latest blogg entry and the text looks really clean and easy to read now.
Keep up the good work!
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: PeridexisErrant on April 19, 2015, 07:32:12 pm
Any news?  You mentioned server-side is nearly done in the last blog update, and (non-iOS person) that's what I'm most excited about - since it could be used by other people to make alternative interfaces... such as Armok Vision.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on April 19, 2015, 08:55:32 pm
Any news?  You mentioned server-side is nearly done in the last blog update, and (non-iOS person) that's what I'm most excited about - since it could be used by other people to make alternative interfaces... such as Armok Vision.

I'm currently improving networking-related code, it's mostly on client side, but I need to do that now so that I can release a beta version for iOS sooner even though server side will still have unfinished stuff.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on May 15, 2015, 06:30:33 am
What gives?

Quote
Will never understand companies spending time and money on copy-protection, even developing seemingly sophisticated frameworks, that can be bypassed by patching several bytes. Hello, @fournova.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on May 22, 2015, 05:59:50 am
The waiting is terrifying...
I would easily pay good money for a iPad version now....
Any information about the progress?
 :)
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Rose on June 06, 2015, 06:51:54 am
I'm interested in this as well, mostly because I don't feel like re-doing all the work that went into getting the server working if I can help it.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on June 08, 2015, 07:55:47 am
Some news

http://blog.mifki.com/post/121017874375/spent-last-couple-days-playing-dwarf-fortress-on
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: PeridexisErrant on June 08, 2015, 08:08:23 am
Awesome!  It sounds like it's almost time for Japa to start working on Armok Vision as a totally standalone DF interface :D
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: jocke the beast on June 09, 2015, 07:04:22 am
Some news

http://blog.mifki.com/post/121017874375/spent-last-couple-days-playing-dwarf-fortress-on

Looks great! This will be a awesome "tool" for us DF-junkies who also happens to like our Ipads alot :)
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: lethosor on June 09, 2015, 12:01:11 pm
I'm a little confused about this interface abstraction that's being discussed - what exactly would other projects be able to do with this library that can't already be done with DFHack?
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Rose on June 09, 2015, 12:13:58 pm
DFHack exposes an API to do stuff in DF, but it doesn't give a server protocol for remote control.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on June 09, 2015, 05:01:35 pm
I'm a little confused about this interface abstraction that's being discussed - what exactly would other projects be able to do with this library that can't already be done with DFHack?

Well, you can do anything with DFHack, and this thing in built on top of it, obviously. It's just a higher-level protocol.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Kazimuth on June 25, 2015, 10:52:14 pm
PTW! This is really cool :)

A few questions:
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on June 25, 2015, 11:20:25 pm
Does the protocol support any sort of authentication / encryption? If it's going to be facing the internet, it really should; maybe using

Currently there's no any, but there will definitely be some authentication. Not sure about any sophisticated encryption - you're not transmitting any sensitive data in game after all. On the other hand, with appropriate modifications, the commands that comprise the protocol can be transmitted over any network protocol.

Is the Run Arbitrary Lua Code (https://github.com/DFHack/dfhack/blob/master/library/proto/CoreProtocol.proto#L86) API call exposed? Because I would strongly suggest not exposing it. It's kinda scary.

It doesn't expose any API's, it exposes user actions, i.e. commands to do and see remotely everything that you're normally doing and seeing with the DF user interface.

How much does running the server slow down DF?

There shouldn't be any noticeable slowdown. It doesn't update too many times per second because the network is slower anyway so that's just not required.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: PeridexisErrant on June 26, 2015, 01:45:23 am
Does the protocol support any sort of authentication / encryption? If it's going to be facing the internet, it really should; maybe using TLS (https://en.wikipedia.org/wiki/Transport_Layer_Security#Libraries) or DTLS (https://en.wikipedia.org/wiki/Datagram_Transport_Layer_Security#Libraries). (I don't really know security, but I know you're not supposed to do it yourself :D)
Currently there's not any, but there will definitely be some authentication. Not sure about any sophisticated encryption - you're not transmitting any sensitive data in game after all. On the other hand, with appropriate modifications, the commands that comprise the protocol can be transmitted over any network protocol.

Encryption is important - it's for:
1. Authentication - important for all packets, not just login,
2. Avoiding man-in-the-middle attacks (ie forged messages),
3. Ensuring your traffic doesn't get hijacked to eg. DDoS someone, and
4. Keeping the messages secret
5. Defeating basic traffic analysis (if you only encrypt secret stuff, and I see you encrypt something...)

Obviously #4 isn't that important here, but given how easy it is to default to good security - just run the protocol over SSL - it's absolutely worth doing.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Rose on June 26, 2015, 02:30:20 am
Also DFHack gives direct memory access to your computer, so it's a pretty big security hole. That's why the default RPC protocol doesn't allow outside connections.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: mifki on June 26, 2015, 03:26:45 am
Does the protocol support any sort of authentication / encryption? If it's going to be facing the internet, it really should; maybe using TLS (https://en.wikipedia.org/wiki/Transport_Layer_Security#Libraries) or DTLS (https://en.wikipedia.org/wiki/Datagram_Transport_Layer_Security#Libraries). (I don't really know security, but I know you're not supposed to do it yourself :D)
Currently there's not any, but there will definitely be some authentication. Not sure about any sophisticated encryption - you're not transmitting any sensitive data in game after all. On the other hand, with appropriate modifications, the commands that comprise the protocol can be transmitted over any network protocol.

Encryption is important - it's for:
1. Authentication - important for all packets, not just login,
2. Avoiding man-in-the-middle attacks (ie forged messages),
3. Ensuring your traffic doesn't get hijacked to eg. DDoS someone, and
4. Keeping the messages secret
5. Defeating basic traffic analysis (if you only encrypt secret stuff, and I see you encrypt something...)

Obviously #4 isn't that important here, but given how easy it is to default to good security - just run the protocol over SSL - it's absolutely worth doing.

1. Authentication can be done without encryption
2. Attacks on what? Someone with enough access to perform MiTM will attack your fortress?
3. How?

No, I'm not against encryption, I'm just saying that currently it doesn't have it because there's higher priority stuff. Also, it's not a simple HTTP or something that I can just "run over SSL" with one line of code. On the other hand, I'll consider adding a simple cipher like XTEA. The problem here is that individual messages are very short, while cipher operates on larger input blocks. I can pad data with zeroes but probably this will reduce security, I don't know.

Also DFHack gives direct memory access to your computer, so it's a pretty big security hole. That's why the default RPC protocol doesn't allow outside connections.

Again, this thing does NOT allow to perform arbitrary dfhack/lua commands.
And surely dfhack has access to df process only.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Kazimuth on June 26, 2015, 01:05:09 pm
No, I'm not against encryption, I'm just saying that currently it doesn't have it because there's higher priority stuff.
That seems entirely reasonable, given what a big project this is.

Also, it's not a simple HTTP or something that I can just "run over SSL" with one line of code. On the other hand, I'll consider adding a simple cipher like XTEA. The problem here is that individual messages are very short, while cipher operates on larger input blocks. I can pad data with zeroes but probably this will reduce security, I don't know.
LibreSSL (https://github.com/libressl-portable/portable) actually provides a pretty simple library (http://www.openbsd.org/cgi-bin/man.cgi/OpenBSD-current/man3/tls_accept_fds.3?query=tls_init&sec=3) for using TLS with arbitrary buffers. I haven't actually used it though, so I don't know if it's easy to use.

Again, this thing does NOT allow to perform arbitrary dfhack/lua commands.
And surely dfhack has access to df process only.
Well, it also has access to the filesystem / the ability to run subprocesses. But if the protocol can't access those then things should be fine, barring fancy attacks.

The main reason I was asking about encryption was that people might run public servers, and they don't want to paint targets on themselves saying "use me for bitcoin mining!" But if the set of commands is limited to ingame DF stuff, that shouldn't really be a problem.

Seriously, though, keep up the good work - this project is great :)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on June 29, 2015, 08:32:15 am
That's it, send me a message with your email address who wants to test the app as it is now (likely not right now, but as soon as I'm ready). You need to have iPhone 5 or later with iOS 8, ideally. 4S will work but couple screens will not fit properly. iPad is OK, but UI elements size and location not optimised for big screens. Probably can support iOS 7 if there will be high demand.

Obviously you'll need a computer to which you will be able to connect - depending on your ISP, your home computer may or may not be accessible from outside (which doesn't prevent from playing on a couch of course). Some NAT configurations are supported but we'll deal with this and required configuration in each case individually.

Just so that you don't expect it to be fully playable, major things still missing: military screen (while squads menu is implemented), workshop profiles, stockpile-workshop links, health overview screen, justice-related stuff, stocks screen, civilizations screen, points/routes/notes, burrows, hauling, world creation/starting a new game, some building actions, nobles requirements/demands/mandates.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on July 06, 2015, 02:42:02 am
As exciting as all the recent work is (ie "very exciting"), can I get a lot more detail on this (http://blog.mifki.com/post/123281936940/implemented-an-automatic-update-mechanism-for-df)?

Because it looks like the client can trigger a remote download and installation of some software, which is not something I can put in the Starter Pack.  Maybe an incompatibility message, and a chance to visit a link to the updated plugin or email it to yourself?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 06, 2015, 03:33:10 am
As exciting as all the recent work is (ie "very exciting"), can I get a lot more detail on this (http://blog.mifki.com/post/123281936940/implemented-an-automatic-update-mechanism-for-df)?

Because it looks like the client can trigger a remote download and installation of some software, which is not something I can put in the Starter Pack.  Maybe an incompatibility message, and a chance to visit a link to the updated plugin or email it to yourself?

Unlike the recent discussion about protocol encryption, where I was unsure, these updates are of course signed with an asymmetric key. Of course, you may not trust what I put in the update, but downloading it manually from the same server doesn't change much here.

The reason I believe this is an important feature is that there is a client application that may get updated intentionally by the user, inadvertently, or even automatically. Of course, not every app update will require a server-side update, but if it does, and the user can't update the server at the same time, it won't be good. Automatic updates allow for unattended server installations - install once and forget.

Anyway, if the updater is not installed or disabled or didn't work, it will show manual update instructions.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on July 06, 2015, 07:52:52 am
Unlike the recent discussion about protocol encryption, where I was unsure, these updates are of course signed with an asymmetric key. Of course, you may not trust what I put in the update, but downloading it manually from the same server doesn't change much here.

The reason I believe this is an important feature is that there is a client application that may get updated intentionally by the user, inadvertently, or even automatically. Of course, not every app update will require a server-side update, but if it does, and the user can't update the server at the same time, it won't be good. Automatic updates allow for unattended server installations - install once and forget.

Anyway, if the updater is not installed or disabled or didn't work, it will show manual update instructions.

That all sounds good.  I agree on download trust; if someone doesn't want a signed executable built from public source, they shouldn't be using the software at all.  The unattended server argument also makes sense.

At the same time, I also anticipate more local uses such as for Armok Vision or other same-desktop uses, where users may want to freeze on a known-working combination of versions.  Or just avoid autoupdates in general for whatever reason.

It seems to me that an elegant way to do this would be to have a very simple plugin dedicated to updating the main protocol server, which does not run automatically (or a command for the main plugin; it's the interface that matters here).  Those wishing to enable the updater can call it from dfhack.init - or from the console at a time they want to check for updates - and those who don't can simply avoid calling it. 
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 06, 2015, 09:08:45 am
Yeah, there are options...

Currently I don't know how this will work for other projects at all. I mean, I'll most likely work on the iOS app only and so I'm focused on providing a smooth experience for app users, including the scenario of the app update mentioned before. Also, the protocol (set of commands) is currently tailored for the app needs. Other projects using the server, if any, may require significant modifications, and maybe will just use a separate plugin based on this, that will naturally be untouched by the update mechanism.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Rose on July 06, 2015, 10:25:01 am
Yeah, I'm not currently planning on using the server for Armok Vision, besides just seing how you do things, since the needs are likely quite different, plus I'd rather just have control over it.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 06, 2015, 10:39:24 am
Yeah, I'm not currently planning on using the server for Armok Vision, besides just seing how you do things, since the needs are likely quite different, plus I'd rather just have control over it.

But are you planning on developing AV into a complete interface for DF at all?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Rose on July 06, 2015, 10:42:09 am
Yes, though development is slightly slowed because I no longer have a videocard that can handle it easily.

Not sure how I'll do it, but I do want to do it.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 06, 2015, 10:51:49 am
Yes, though development is slightly slowed because I no longer have a videocard that can handle it easily.

Not sure how I'll do it, but I do want to do it.

I was thinking about employing one of the gaming frameworks for my project to make it easier to port to other platforms, but none of them (including Unity, as I understand) provide a decent set of easily usable UI controls - and there's a lot of screens in DF to implement.

Hm, but if AV is just a Unity project, it should be possible to build it for iOS and embed into an existing app. What if we....
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Rose on July 06, 2015, 10:55:41 am
It would not work well on ios as it is, at least without huge modifications to it, because it uses huge amounts of ram and GPU.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 08, 2015, 06:05:07 am
(https://41.media.tumblr.com/28882a9f351a39499d2190c533d86812/tumblr_nr619q4DNl1qzmw9xo1_r1_1280.png)

Dashed are not yet implemented.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Rose on July 08, 2015, 06:09:24 am
Ooh, fancy
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on July 08, 2015, 06:46:23 am
Spoiler: Awesome Image (click to show/hide)

Dashed are not yet implemented.
Ooh, fancy
Very pretty.  I can't wait for someone to do an Android implementation!
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: psudo on July 08, 2015, 01:29:05 pm
I can't wait for someone to do an Android implementation!

I can't make any promises, as I'm pretty much a novice when it comes to Android programming, but I certainly plan on giving it a shot once mifki releases releases his protocol.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 13, 2015, 05:09:09 pm
Working on the stocks screen now, and have a question.
Vanilla DF stocks screen shows all items, including those owned by merchants, etc. and you can even toggle dump/melt/hide for them. Does this have any use? While DFHack enhanced stocks screen shows only items owned by the fort. Of course I can just add an option to hide/show other items, just wondering what people actually need.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Ygvir on July 14, 2015, 01:53:05 pm
I have occasionally used the stocks screen to zoom to an item I don't own in order to determine where it is but most of the time I'd rather not have them around. I don't think I would miss them if they weren't there.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Lioneez on July 16, 2015, 07:04:13 pm
there is linux deploy for Androids, so you can try running DF on linux deploy in your cellphone, the down side will be that it might be harder than usual to play since you use that pop keyboard thing or if your lazy like me you hook up a keyboard to your phone which looks really silly.
by the way you might need root privileges to use linux deploy and DF once you start it up, but I prefer to use it with a Remote app if possible so yeah its cool =D
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Ehndras on July 17, 2015, 04:53:20 pm
Yes. YES! Just take my money already!
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: initialeyes on July 28, 2015, 06:15:08 am
Any chances of a second recruitment/invite? A few of us missed the recruitment period.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Warmist on July 28, 2015, 11:32:14 am
@mifki: looking great! When program is using native controls (smartly) it's just whole different experience. Hopefully i'll find an I-device (only have an old ipod touch -.-) to play df on a go, by the time this is released.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 28, 2015, 06:47:50 pm
Any chances of a second recruitment/invite? A few of us missed the recruitment period.

More likely once I have a new version. PM me your email address.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 30, 2015, 06:41:08 pm
After (during?) worldgen, what information do people look at to decide whether to keep the generated world (map, other information on screen, information from exported history/sites/pops files)? Of course I'm talking about normal cases, not if you're crafting some special world (which you'll do from desktop). For first versions I was going to provide just a very basic ability to generate worlds and start playing, but can try to show some most important info after worldgen is finished.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on July 30, 2015, 07:12:21 pm
After (during?) worldgen, what information do people look at to decide whether to keep the generated world (map, other information on screen, information from exported history/sites/pops files)? Of course I'm talking about normal cases, not if you're crafting some special world (which you'll do from desktop). For first versions I was going to provide just a very simple ability to generate worlds and start playing, but can try to show some most important info after worldgen is finished.

Basic map and simple info - world map, especially the distribution of volcanoes, civilisations, and evil biomes; location and general status of dwarf civilisations.

It would be great if you could start a long worldgen, then log off the app and have it keep running while disconnected.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on July 30, 2015, 07:16:54 pm
It would be great if you could start a long worldgen, then log off the app and have it keep running while disconnected.

Sure, it would be crazy to require the app to be open for such a long time.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Urist McCoder on August 24, 2015, 08:31:24 pm
PTW
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on August 30, 2015, 03:17:56 am
1. Is being able to issue orders to individual squad members essential / used often?
2. The same about selecting preferred squad members when configuring schedules.
3. The same about giving different orders for different months.

Any other things rarely used so that I can make military UI simpler?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on August 30, 2015, 04:10:59 am
For myself - so not exhaustive - I don't use 1 or 2, but 3 is fairly common. I use a month on, month off cycle with a couple of squads. You could check with /r/DwarfFortress is more feedback would help.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Shonai_Dweller on August 30, 2015, 09:19:03 am
I use 3 all the time to schedule patrols. It's not something I want to set manually. Just today the Captain of the guard and his spear weilding rookie recruits interrupted a giant bee that had snuck in from the caverns and was about to hit the dining room. Would have been quite a mess if they had been stuck in the training room permanently.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Warmist on August 30, 2015, 02:41:25 pm
1. Is being able to issue orders to individual squad members essential / used often?
2. The same about selecting preferred squad members when configuring schedules.
3. The same about giving different orders for different months.

Any other things rarely used so that I can make military UI simpler?
1. never used it
2. used it once. later just set number
3. use it constantly: by setting patrol for too long they get angry. I mix it with train,patrol, rest. Other squads have the same but in different phase.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on August 30, 2015, 05:36:51 pm
Ok, understood, thanks everyone.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on September 01, 2015, 07:25:00 am
Anything rarely used to remove from Equip/Uniforms screens?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Urist McCoder on September 01, 2015, 07:33:06 am
I jhave never used the food and drink assignments
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Insanegame27 on September 27, 2015, 08:21:46 am

1. Is being able to issue orders to individual squad members essential / used often?
2. The same about selecting preferred squad members when configuring schedules.
3. The same about giving different orders for different months.

Any other things rarely used so that I can make military UI simpler?


I know I'm late but:
1: All the time, no need to send all ten of your legendary+5 speardorfs to dispatch a snatcher when the one closest will do
2: Again all the time. I always put the ten newest dorfs of the militia into border patrol until more recruits come. This serves a few purposes such as eliminating small threats (Oh, leprechauns/other easily killable but annoying critters, GIB IT) or delaying a strong opponent (Elephant! GIB i-*splat*)
3: Also all the time. I specialise all my workers, so once all the slots are filled its into border patrol. If I'm expecting migration I'll loosen the schedule to deal with the recruits or move veterans into border patrol to hopefully end the fight at the border.
TL;DR: Border patrol is great, and yes to all three

Anything rarely used to remove from Equip/Uniforms screens?
Call me Insane (haha, geddit) but I always assign everything individually to my militia/military. I like RP so I'l often have an 'honor guard' where an average gold mace isnt good enough, back to the forge. With the above border patrols I usually send two squads at a time, one melee, one ranged) so with recruits I loosen up and select just a general crossbow, although those with promising traits get put in an elitism-training squad. (I play MW, dont judge)
back on topic, I rarely use food/drink besides increasing both to max, maybe set them both to max by default and remove the option?
AMMO: THIS NEEDS TO BE SIMPLE. AS WELL AS FUNCTIONAL!
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on September 27, 2015, 05:08:53 pm
Thanks for the detailed info. Yeah, you're doing everything the hard way:)

I'm pretty much finished with military screens now, and the only things (unless I've missed something) that will not be available in the first version are: selecting individual members in squads menu, selecting preferred squad members on schedules screen, reordering on military-equipment screen, and specifying item colour for equipment/uniforms. All this is not because of some difficulties, but just not to overcomplicate the UI with stuff not essential for gameplay. Oh also when selecting material for equipment, I only show material classes (metal/wood/leather/etc.) and individual metals, and don't show hundreds of individual leather, wood and other organic materials.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: strich on October 12, 2015, 05:16:26 pm
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on October 12, 2015, 06:59:41 pm
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Warmist on October 12, 2015, 11:24:14 pm
<...> Oh also when selecting material for equipment, I only show material classes (metal/wood/leather/etc.) and individual metals, and don't show hundreds of individual leather, wood and other organic materials.

I think usually you can create the items first and then assign them. Original df could also have this feature - where you select the item and say: like this one. Maybe it would be simpler?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on October 13, 2015, 02:02:30 am
<...> Oh also when selecting material for equipment, I only show material classes (metal/wood/leather/etc.) and individual metals, and don't show hundreds of individual leather, wood and other organic materials.

I think usually you can create the items first and then assign them. Original df could also have this feature - where you select the item and say: like this one. Maybe it would be simpler?

Well, it's a bigger question - whether to keep everything close to the original df with all its imperfections or make a different UI. Now I'm implementing everything close to the original at least because copying is easier :)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: strich on October 13, 2015, 03:42:18 am
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.

Have you spoken to Toady about this? Despite the fact that technically you're only selling a remote, it will appear to the layman that you're reselling the game itself. That sounds unethical at best and flat out illegal at worst.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on October 13, 2015, 03:58:30 am
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.

Have you spoken to Toady about this? Despite the fact that technically you're only selling a remote, it will appear to the layman that you're reselling the game itself. That sounds unethical at best and flat out illegal at worst.

Yes, I have. You could also read this topic and find his post here.
Title: Re: [Work in progress] A proper way to play Dwarf Fortress on iPhone
Post by: Rose on October 13, 2015, 04:11:27 am
I was asked to come in and weigh in on this.  I don't have a problem with the app as it regards "gutting" DF.  Looks cool!  The main problem we have with people selling "Dwarf Fortress" stuff is that sometimes people assume we are seeing part of the money, which is bad for us.  Along those lines, we'd not want people to be confused that they are buying a complete mobile version of DF, as people might again assume they are contributing to Bay 12 when it is not the case.  The sale of DF apps/mods in general gives me an uncomfortable feeling, but that's probably all it amounts to.  On the other hand, overall, these sorts of efforts are good for the game.  These are the issues, anyway.  If somebody had something specific they wanted permission for now or when the time is right, I can handle that via email or PMs.

And just to be clear, I'm not sure what the plans were overall, but we are completely against anybody selling DF itself, however it is bundled.
Quoting just because searching the topic doesn't show users.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: strich on October 13, 2015, 04:19:08 am
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.

Have you spoken to Toady about this? Despite the fact that technically you're only selling a remote, it will appear to the layman that you're reselling the game itself. That sounds unethical at best and flat out illegal at worst.

Yes, I have. You could also read this topic and find his post here.

Thanks to Japa I've now read that. The way I read Toady's post is that he does not like the idea of any application sold for money that has the 'Dwarf Fortress' name in it, at all. You might want to get more explicit confirmation from him.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on October 13, 2015, 04:46:11 am
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.

Have you spoken to Toady about this? Despite the fact that technically you're only selling a remote, it will appear to the layman that you're reselling the game itself. That sounds unethical at best and flat out illegal at worst.

Yes, I have. You could also read this topic and find his post here.

Thanks to Japa I've now read that. The way I read Toady's post is that he does not like the idea of any application sold for money that has the 'Dwarf Fortress' name in it, at all. You might want to get more explicit confirmation from him.

I'll be fine, thanks for worrying.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on November 02, 2015, 06:21:45 pm
The plan is to release Dwarf Fortress Remote for iOS app in the next month or two. (http://blog.mifki.com/post/131722255720/the-plan-is-to-release-dwarf-fortress-remote-for)

Hype!

And how's the server plugin coming along, and can we merge into the standard DFHack library?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: lethosor on November 02, 2015, 06:33:57 pm
It would need to be released for that to happen, and I'm not sure how much of it is specific to mifki's iOS app - if it's not easily usable by other DFHack code (like dfstream?), I'm not sure what the benefit of merging it would be. Not that it wouldn't be useful, but we really don't know exactly what it does at this point.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on November 02, 2015, 07:28:02 pm
Obviously it'll need to be released first, that's how we get the code at all.  I'd see the main benefit in supporting a common backend for the iOS app and alternatives that other people are interested in developing (eg Android, PC, etc), potentially after changes to make it less specific.  As you note it's too early to tell if this would actually be worth doing, but I'm excited about the idea :)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: SpacyRicochet on November 08, 2015, 04:42:39 am
I'm definitely interested in seeing how the Remote works, coming at it from an iOS developer's perspective :)

Have to say I'm slightly worried about the app being paid, without there being some kind of real licensing/revenue sharing deal with Bay 12. I see a couple of scenario's panning out for it;

1. The app is a work of love but doesn't really have a lot of sales. Sad, probable, but nothing to worry about.
2. The app has a lot of sales (probably because media jumps on it, mentioning 'DF for the masses!1!'), but still has a lot of issues. All these people come to these forums to complain, without realising that Bay 12 doesn't actually have anything to do with the remote.
3. The app has a lot of sales, and works lovely. It gets even more name-recognition and people start buying it for the great game DF is. However, sadly, Bay 12 sees nothing of this money, and they still have to deal with people's expectations surrounding the app.

The latter two scenario's can be harmful to Bay 12 and should be handled with care.

That said, still looking forward to the remote and especially to the open source code for the server side. Would be neat to make all kinds of interesting little side apps, such as a character viewer for your server :D
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Urist McCoder on November 08, 2015, 07:41:58 am
@spacyricochet I think you assume that this app will lower the dwarf fortress learning cliff. In reality at best it will not change the cliff, but I suspect it will make it harder to play.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: SpacyRicochet on November 08, 2015, 07:49:16 am
@urist: You're right. That's both an assumption and a hope :)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on November 08, 2015, 04:15:26 pm
I'd prefer not to discuss these questions now, because these are all known things - 1. Toady doesn't want to have any money-related agreements, 2. I'll do whatever possible to direct support requests and issue reports away from these forums, 3. Toady doesn't mind me releasing the app, one of his points being that it requires the desktop game, so people won't be able to play the app without coming to Bay 12 site anyway. Other than that, we don't know how well it will work and sell, so anything can change later once it's released. Of course I'm ready to discuss any other options with him.

As for the learning curve, of course I expect new people who haven't played DF before to start playing by seeing the app on the App Store. On the one hand, there will be no tutorial, so new people will need to read DF wiki/forums to get the general idea what to do in the game. On the other hand, I'm trying to make UI more intuitive, plus there will be help available for each screen, and later you should be able to get description of materials/buildings/items when you see them listed on the screen (DF wiki contextually integrated in the app). So hopefully once you get the basic idea what the game is about, it should be easier to play.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Dirst on November 16, 2015, 02:38:52 pm
I apologize if this was answered up-thread, my search-fu is weak.

Does the remote take over the server's interface, or can this be a second screen?  Even if one needed to avoid grabbing the map cursor during two-screen play, a second screen with full access to squads and stocks and so on without interrupting the main interface would be awesome.

Even if it's one screen at a time, it still means that the more compulsive players will be tweaking uniforms during their commutes.  And I fully expect that some of these commuters will be driving :(
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on November 16, 2015, 04:51:51 pm
I apologize if this was answered up-thread, my search-fu is weak.

Does the remote take over the server's interface, or can this be a second screen?  Even if one needed to avoid grabbing the map cursor during two-screen play, a second screen with full access to squads and stocks and so on without interrupting the main interface would be awesome.

Even if it's one screen at a time, it still means that the more compulsive players will be tweaking uniforms during their commutes.  And I fully expect that some of these commuters will be driving :(

When the server needs to use any of the game screens, it creates them and destroys straight away. There are some exceptions left from the early days, but generally the game stays on the map screen on the server. Currently the map isn't movable on the server, and in general no keys should be pressed and so on. However it should be possible to implement a special mode, where everything requiring map interaction (designation, building, giving orders to squads, etc.) is controlled on the desktop, and not map-related stuff is controlled by other players; we can even allow them to scroll the map in "read-only" mode.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on November 16, 2015, 07:24:17 pm
When the server needs to use any of the game screens, it creates them and destroys straight away. There are some exceptions left from the early days, but generally the game stays on the map screen on the server. Currently the map isn't movable on the server, and in general no keys should be pressed and so on. However it should be possible to implement a special mode, where everything requiring map interaction (designation, building, giving orders to squads, etc.) is controlled on the desktop, and not map-related stuff is controlled by other players; we can even allow them to scroll the map in "read-only" mode.

I would love to see multiplayer in a 2.0 release, but not in 1.0 - because I want to see 1.0 soonish!
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on November 16, 2015, 09:08:44 pm
When the server needs to use any of the game screens, it creates them and destroys straight away. There are some exceptions left from the early days, but generally the game stays on the map screen on the server. Currently the map isn't movable on the server, and in general no keys should be pressed and so on. However it should be possible to implement a special mode, where everything requiring map interaction (designation, building, giving orders to squads, etc.) is controlled on the desktop, and not map-related stuff is controlled by other players; we can even allow them to scroll the map in "read-only" mode.

I would love to see multiplayer in a 2.0 release, but not in 1.0 - because I want to see 1.0 soonish!

Honestly, I don't see much point in multiplayer in the way it's possible currently. Almost all useful actions require using the map - including selecting a building to queue jobs, pull levers, etc. However, theoretically it should be possible to make buildings selectable from a list and not the map, then it would be much more interesting.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Dirst on November 17, 2015, 06:10:16 am
Just to clarify, my idea for this "multiplayer" was actually a single player with a main interface and then a handy second interface on an iPhone or iPad.  But I agree it's not a 1.0 feature.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Ehndras on November 18, 2015, 10:43:39 am
Wait, there's already a playable version of this game?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: palu on December 01, 2015, 12:34:32 pm
What versions of ios will this be available for?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on December 02, 2015, 11:52:43 pm
What versions of ios will this be available for?

I was planning to support iOS 7 but now when iOS 9 is out, there's even no iOS 7 simulator in latest dev tools, so I probably will support iOS 8-9 only unless I find an easy way to test it on iOS 7.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: palu on December 03, 2015, 12:58:50 pm
Please support 7. I really want to play it, and my phone can't run anything newer.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: funkydwarf on December 03, 2015, 04:27:15 pm
Classic apple bs...

Edit...I mean not making it easy to support older versions...not anything mifki has done
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Insanegame27 on December 04, 2015, 07:38:24 pm
How goes? Last blog update was Nov 13. Still alive?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on December 05, 2015, 05:09:14 am
How goes? Last blog update was Nov 13. Still alive?

Sure. Testing and implementing last stuff that needs to be in the first release (justice screen at the moment). As planned, going to release this month, but App Store traditionally doesn't accept new apps and updates during Christmas period, so maybe it will be right after that.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Insanegame27 on December 05, 2015, 10:53:08 am
Will it be free? Because as much as I love DF I physically cannot pay for it. I have no credit card and cannot rely on getting a gift card for xmas, much less an App Store/iTunes one
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on December 17, 2015, 07:08:52 am
There be tilesets
raw changes are sent to server and applied in memory
(http://mifki.com/df/img/Z0crXumw2C.gif)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Insanegame27 on December 17, 2015, 07:29:47 am
There be hype
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: cryzed on December 17, 2015, 07:07:31 pm
Could the backend be used to speak to it from other interfaces too? Including, for example, a website with JavaScript? This would open the gate for a generally more user-friendly interface for Dwarf Fortress, playable in the browser.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: PeridexisErrant on December 17, 2015, 07:27:09 pm
raw changes are sent to server and applied in memory

Now I really, really want to run graphics packs through DFHack only, and avoid all of the incompatibilities and save issues that come with constantly changing the raws...
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: milo christiansen on December 17, 2015, 07:56:44 pm
You know, I never really thought much about patching the in-memory raws with tileset information, but there is no reason why you can't...

The only possible problem would be if the game does not immediately reflect changes made this way, it would need testing.

If it worked then I could make a script to load tile settings from BAMM or Rubble tileset descriptions, which if paired with a plugin to refresh the render and reload the fonts, would allow live tileset switching in the base game.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on December 17, 2015, 08:27:39 pm
Now I really, really want to run graphics packs through DFHack only, and avoid all of the incompatibilities and save issues that come with constantly changing the raws...

As I remember, there is a difficulty with unloading old texture before loading a new tileset. Specifically, it's easy to delete entire texture, but then you need to reload creature graphics and that function isn't easily accessible. Of course it's doable, but raw patching isn't the most difficult part. I thought nobody done that mostly for other reasons like compatibility between dfhack/non-dfhack saves - being able to switch tilesets in-game and eliminate saves patching would be very cool.

Ah yes, and you either need to have a plugin that would reload tileset - it's not a problem, but if TWBT is used, then not that plugin but TWBT should do the reload to load its tilesets. Or it can be a TWBT-only feature but that's not very good. So there are things to discuss here.

Now I have a Node.js script to extract tile information from raws and a Lua script to apply it. I'll publish them soon.

Could the backend be used to speak to it from other interfaces too? Including, for example, a website with JavaScript? This would open the gate for a generally more user-friendly interface for Dwarf Fortress, playable in the browser.

Sure.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Insanegame27 on December 17, 2015, 08:28:30 pm
Will it be free? Because as much as I love DF I physically cannot pay for it. I have no credit card and cannot rely on getting a gift card for xmas, much less an App Store/iTunes one
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on December 17, 2015, 08:32:03 pm
Will it be free? Because as much as I love DF I physically cannot pay for it. I have no credit card and cannot rely on getting a gift card for xmas, much less an App Store/iTunes one

Well, it's hard to believe you have an iPhone but no paid apps on it at all. But if it is so, I'll send you a code for the app.
No, others please don't ask.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: funkydwarf on December 22, 2015, 12:40:35 pm
That's mighty nice of you
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Mason11987 on December 30, 2015, 03:11:41 pm
I will buy the hell out of this when it comes out.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Warmist on December 31, 2015, 03:15:28 am
I will buy the hell out of this when it comes out.
Yeah, the more i see about this, the more it looks like it will be great. I think the attention to detail on every menu is what is needed for this kind of tool and at least the screenshots show tons of it :)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Insanegame27 on December 31, 2015, 03:36:12 am
Will it be free? Because as much as I love DF I physically cannot pay for it. I have no credit card and cannot rely on getting a gift card for xmas, much less an App Store/iTunes one

Well, it's hard to believe you have an iPhone but no paid apps on it at all. But if it is so, I'll send you a code for the app.
No, others please don't ask.
My first year of my owning an iDevice (iPod touch) I got a $30 gift card, but that was about four-five years ago and the only time I got another one was $20 one from my Auntie I never see two years ago. I will accept this offer and when I do have a means to pay you I will.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Dirst on January 03, 2016, 04:39:44 pm
Will it be free? Because as much as I love DF I physically cannot pay for it. I have no credit card and cannot rely on getting a gift card for xmas, much less an App Store/iTunes one

Well, it's hard to believe you have an iPhone but no paid apps on it at all. But if it is so, I'll send you a code for the app.
No, others please don't ask.
My first year of my owning an iDevice (iPod touch) I got a $30 gift card, but that was about four-five years ago and the only time I got another one was $20 one from my Auntie I never see two years ago. I will accept this offer and when I do have a means to pay you I will.
Weirdly an iPod Touch runs better than an iPhone with the same specs, mostly because it doesn't have phone and SMS daemons eating up a bunch of cycles.  It could actually help mifki uncover any timing bugs (not that I'd expect any with this design, but IOS is basically Black Magic so it pays to be prepared).
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on January 05, 2016, 05:34:06 am
The app has been submitted to the App Store for review.
In the meanwhile I’m finishing documentation and in-app help.
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: SpacyRicochet on January 05, 2016, 07:51:10 am
Looking forward to it :)
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Urist McCoder on January 05, 2016, 11:21:44 am
What price point did you submit it at?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: jocke the beast on January 05, 2016, 05:27:08 pm
The app has been submitted to the App Store for review.
In the meanwhile I’m finishing documentation and in-app help.
Praise Armok!
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Dirst on January 06, 2016, 10:29:47 am
What price point did you submit it at?
The last app that posted at the maximum ($999.99) was pulled by Apple, so I'm going to guess less than that.

Thing is, I have an iPhone, and a high-speed Internet connection, which should be ideal for trying out the Remote.  What I don't have is any time to play the game lately :(
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: lethosor on January 06, 2016, 04:05:12 pm
What price point did you submit it at?
The last app that posted at the maximum ($999.99) was pulled by Apple, so I'm going to guess less than that.

Thing is, I have an iPhone, and a high-speed Internet connection, which should be ideal for trying out the Remote.  What I don't have is any time to play the game lately :(
Your internet speed shouldn't matter if you're playing on your local network, by the way (although it depends on a variety of other limiting factors, and I don't know if the client will support specifying a host on the local network).
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on January 06, 2016, 04:29:59 pm
While waiting for the app to be approved...
Remote Server source code is now available at https://github.com/mifki/dfremote
Server and installer/updater plugin binaries available at http://build.mifki.com
In-app help repo https://github.com/mifki/dfremote-ios-help

What price point did you submit it at?

USD 3.99
I've submitted it without iOS 7 support for now (so it's 8.3+). It seems to work fine on 7, but I want to test more because I can always add support for it but can't drop it if something goes wrong without causing unhappy thoughts.

Your internet speed shouldn't matter if you're playing on your local network, by the way (although it depends on a variety of other limiting factors, and I don't know if the client will support specifying a host on the local network).

Sure it does. You can connect either by IP/hostname or "published name" which should support most (the ones that can be supported theoretically) NAT configurations. With some home routers you'll need to specify both ip and name to access from local network and from outside.

Recently I've been playing a lot (that is, proper fort and not just testing individual functions) on 3G/4G connecting to a $5 DigitalOcean server in another country and for me personally it was completely comfortable. Some actions are bit annoying, like making 30 bedrooms, but it's more about keyboard vs touch interface than network speed probably.

Quickly start a server with Docker
Code: [Select]
docker run --name=df1 -dtp 1235:1235/udp mifki/dfremote
docker exec df1 ./dfhack-run remote pwd "YOUR_PWD_HERE"
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: funkydwarf on January 06, 2016, 10:39:28 pm
Woot!

 Woot!       Woooot!

Thanks!
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: Warmist on January 07, 2016, 03:15:27 am
Just curious: does your remote-updater use Csockets (and co) or is it something else?
Title: Re: [Work in progress] Dwarf Fortress Remote for iOS
Post by: mifki on January 07, 2016, 03:33:19 am
Just curious: does your remote-updater use Csockets (and co) or is it something else?

It uses libcurl to download update package from website, checks signature and unpacks.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Warmist on January 14, 2016, 04:11:27 pm
Congratz on release!

Few questions for the future of this:
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 14, 2016, 04:23:11 pm
Congratz on release!

Few questions for the future of this:
  • How much of 0.40.24 is not yet implemented and how much do you plant to implement (e.g. some never used corner case windows?)
  • How much work will it be to move to 0.42.??
  • Plugins: is there any plans for allowing plugins? (E.g. i have buildings-hacks which change how building works and what shows up when selected. I would love for it to also work on this

1. http://mifki.com/df/notes.html Sure it will all be fixed, there's nothing difficult left.
2. It all depends on DFHack progress obviously. Btw I'm thinking about support 0.34 as a "classic" version too.

3. I need to check because I personally use just several plugins. Some just not needed anymore, like manipulator; some functionality will need to be re-implemented in the app and plugin is not needed again, like those displaying some additional information on screen; and those that just do something in background can still work - but are there many? I'm ready to incorporate more dfhack-ish functionality, just need a global switch to hide it maybe, to distinguish which functions are from the original game and which are not.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Warmist on January 14, 2016, 04:45:05 pm
3. I need to check because I personally use just several plugins. Some just not needed anymore, like manipulator; some functionality will need to be re-implemented in the app and plugin is not needed again, like those displaying some additional information on screen; and those that just do something in background can still work - but are there many? I'm ready to incorporate more dfhack-ish functionality, just need a global switch to hide it maybe, to distinguish which functions are from the original game and which are not.
I mean a flexible way to add stuff like this (simplest possible example):
Spoiler (click to show/hide)
Though i would totally understand if it's not possible (because i would not think of a way to do it flexible and simple to work)
Btw code for that particular building is  here  (https://github.com/warmist/df-mini-mods/blob/master/displayCase/display_case.lua)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jaylla on January 14, 2016, 07:54:06 pm
How do you add tilesets? All that shows up in settings is Spacefox.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 14, 2016, 07:57:12 pm
How do you add tilesets? All that shows up in settings is Spacefox.

Download an archive from http://mifki.com/df/extras (http://mifki.com/df/extras), unpack, connect your device to iTunes, and copy that folder via iTunes File Sharing (https://support.apple.com/en-us/HT201301).
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jaylla on January 14, 2016, 08:40:30 pm
How do you add tilesets? All that shows up in settings is Spacefox.

Download an archive from http://mifki.com/df/extras (http://mifki.com/df/extras), unpack, connect your device to iTunes, and copy that folder via iTunes File Sharing (https://support.apple.com/en-us/HT201301).


DF Remote isn't showing up under the iTunes File Sharing apps. What is the file path on the phone where they should go?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 14, 2016, 09:27:34 pm
How do you add tilesets? All that shows up in settings is Spacefox.

Download an archive from http://mifki.com/df/extras (http://mifki.com/df/extras), unpack, connect your device to iTunes, and copy that folder via iTunes File Sharing (https://support.apple.com/en-us/HT201301).


DF Remote isn't showing up under the iTunes File Sharing apps. What is the file path on the phone where they should go?

Oops, that's a bug. I will submit a fixed version today.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Warmist on January 15, 2016, 07:39:12 am
Is there an option for vanilla tiles?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 15, 2016, 08:21:37 am
Is there an option for vanilla tiles?

Well, all the popular tilesets are available, but as you see in the previous post I forgot to enable iTunes File Sharing, so it's not possible to install them in this version :(
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jocke the beast on January 15, 2016, 09:14:01 am
Hi there. Technical-retarded here  :)

Is it possible to have the actual DF-game hosted at some server (not my own)?
Are there any servers up and running with DF?
In short, I don't wanna have my own computer host the game while using the remote app.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 15, 2016, 09:30:33 am
Hi there. Technical-retarded here  :)

Is it possible to have the actual DF-game hosted at some server (not my own)?
Are there any servers up and running with DF?
In short, I don't wanna have my own computer host the game while using the remote app.

You can have a server at DigitalOcean for $5 or $10/month. I've played for some time on the $5 one and it's, well, not a high-end desktop computer of course, but it's fine.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jocke the beast on January 15, 2016, 09:38:50 am
Cool, thanks!
And congratulations to the release! Well done!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 15, 2016, 03:22:27 pm
New version has already been approved and fixes installation of tilesets and colour schemes, and some crashes.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Kazimuth on January 17, 2016, 01:25:36 am
This is amazing.

I have some questions about the server:

Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 17, 2016, 03:10:55 am
This is amazing.

I have some questions about the server:

  • Is the API documented somewhere, or do I just need to read the code?
  • How much of the map is sent to the client at once?

No, I didn't have time for such things...
What do you mean "at once"?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Kazimuth on January 17, 2016, 02:16:51 pm
What do you mean "at once"?

As in, what portion of the map is sent to the client? How quickly do map updates happen? (My wording was kind of confusing, though.)

Also, would it be possible for you to give a quick overview of how the server works?
From a little bit of reading, it accepts connections using enet, and sends messages using a mix of a custom binary format (for maps?) and msgpack. Is there anything else going on / planned?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 17, 2016, 06:19:53 pm
Well, the updated tiles are sent. And DF is set to render 5 frames per second only. Upon connection, the entire map for the current z-level is sent to the app.

Yes, it's enet+msgpack, excluding map/status updates and number of commands for historical reasons.
What are you going to do? I can give an exact description of message format and then it's fairly easy to see what each of the commands accepts/returns.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Kazimuth on January 17, 2016, 06:49:06 pm
I'm thinking about integration with Armok Vision. The current protocol it uses doesn't support most of the features dfremote's does, and is only really fast enough to work locally. I think switching over would be pretty awesome, and I like the idea of a unified DF remote protocol.

A description of the message format would be great.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 17, 2016, 08:44:46 pm
ok, terrible description below :)



The command format is:

app to server: <cmd> <seq> <parameters>
server to app: 0x80 <seq+1> <response>

Historically, there are two types of commands.
Commands with numbers < 0x80 have raw binary parameters and return value and command number is send as 1 byte.
For other commands, command number is sent as two bytes (command/subcommand) and parameters and response are msgpack-encoded arrays.

Also, server may send:

0x82 <seq+1> <errorstring>

if there was an error (Lua exception) while processing the command.

For map and status updates:

<flags> <status1,status2><extended data><center data><map data>

all the fields are optional and present if corresponding bit of flags is set (0,1,2,3 from the left).

status1/status2 are sent only if changed and are the current game (UI) mode, extended data is msgpack-encoded additional data, sent only if changed. For example, for unit [v]iew mode it will be
24,0 if there's no unit selected and 24,1,unit_name if there's a unit.

center data is sent if the current view centre has been changed on server side (announcement, zoom to unit, following unit, etc.)

map data is current z-level followed by an array of x,y,tile,fg | (bg << 4) bytes

This will be changed in future! First, to support multi-level rendering and creature graphics, and second because currently it supports only maps <= 256x256.

If response is longer than 500 bytes, server will compress it and send:

0x81 <deflate()-compressed original reponse>



Connection sequence:

client connects and sends cmd 238 subcmd 4, parameters: protocol version that the client supports, password hash or empty
server responds with server version and game status - this is to query server status without actually connecting to the game

then, if the server version is supported,

client sends cmd 1 with parameters (in binary): token (4 bytes), protocol version, password hash
server responds with whether_the_token_matched, new token, server version. At this moment server will disconnect the currently connected client, if any, and clear map cache if tokens didn't match.

token is generated randomly in the app and the updated with the server version and is preserved, and is used to track a single session, so that app may disconnect and not need to reload map and some other data next time. if another client connects, this will reset.

then:
app sends <238>,<5> to get map info
app sends <15>,<dimx>,<dimy> to set map view dimensions to render
app sends <30>,<cx>,<cy> to set map center
app sends <238>,<1> to get list of designations
app sends <238>,<2> to get list of building commands
app sends <238>,<3> to get list of labors
app sends <17>,<block_number> to start preloading map for the current z-level and repeats that until server says there are no more blocks. If client does not want to preload map, it needs to send <17>,<255> because server also starts rendering and sending map updates when there are no blocks to preload


Commands/responses are never resent in case of network issues, all messages are sent with Enet's reliable flag and in case of disconnection and reconnection, if the token matched, they must be resent and responses to previous commands will be received. This is to preserve synchronisation of UI state between server and client - if some command is sent, the client will either receive a response and be sure that the server is in an expected state, or the client will disconnect.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Rose on January 17, 2016, 08:54:47 pm
I'm thinking about integration with Armok Vision. The current protocol it uses doesn't support most of the features dfremote's does, and is only really fast enough to work locally. I think switching over would be pretty awesome, and I like the idea of a unified DF remote protocol.

A description of the message format would be great.
Actually, the low update speed in armok vision has nothing to do with the socket speed. that's actually pretty fast. It's mesh generation and updates, mostly.

DF Remote just copies the tiles directly from the dwarf fortress screeen and displays them, while armok vision has to work with a lot more data.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Kazimuth on January 17, 2016, 09:21:55 pm
Actually, the low update speed in armok vision has nothing to do with the socket speed. that's actually pretty fast. It's mesh generation and updates, mostly.

DF Remote just copies the tiles directly from the dwarf fortress screeen and displays them, while armok vision has to work with a lot more data.

Oh, I didn't mean that it's currently causing slowdown - Armok Vision is hella fast for the amount of work it's doing. I meant that it would cause slowdown if you tried to run Armok Vision over a network. The problem is that it uses blocking RPC calls over TCP (...at least I think over TCP?), which can pump through gigabits locally, but will become a lot slower if you try to connect to a remote server, since you have to do a network round trip for every call. Using a remote server isn't an explicit goal for armok vision, but it would be nice to have. (Imagine running armok vision in your browser with the unity web client.)

EDIT: ...although actually reading through the protocol, it appears that df-remote is blocking too, so maybe my fears are unfounded   :-[
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 17, 2016, 09:43:21 pm
What do you mean by "blocking"?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Rose on January 17, 2016, 09:45:50 pm
Means waiting for a reply before the program continues.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 17, 2016, 09:52:57 pm
Means waiting for a reply before the program continues.

Continues what? If it's about UI, it has nothing to do with the protocol.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Kazimuth on January 17, 2016, 10:07:33 pm
Continues, like, sending messages - if you can only send one at a time, and have to wait for the reply before you send another, I would think of it as "blocking", even if it's not blocking the UI. Although that might be the wrong word.

One other question: Do you have to be synced with the in-game UI to do things in dfremote? Like, if I want to add a food at a kitchen, does the in-game building menu for that kitchen have to be open?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 17, 2016, 10:30:16 pm
Continues, like, sending messages - if you can only send one at a time, and have to wait for the reply before you send another, I would think of it as "blocking", even if it's not blocking the UI. Although that might be the wrong word.

This is handled by Enet so that you don't do any blocking in the code. Some commands naturally require blocking the UI, like confirming something and closing a view when response is received, while others are just sent for each UI event without blocking, like marking items in a depot.

Commands are processed in order, but Enet supports several channels, so theoretically, for example, map updates can be separated from everything else.

One other question: Do you have to be synced with the in-game UI to do things in dfremote? Like, if I want to add a food at a kitchen, does the in-game building menu for that kitchen have to be open?

It depends. Most actions do not require any screens other than the map screen to be open, but there is some early code that does. However, specifically building actions currently do require the building to be selected.

Basically, the game always stays on the main screen, but its mode (df.global.ui.main.mode) is synchronised between df and app.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Isaacc7 on January 25, 2016, 10:50:33 am
This project looks amazing, looking forward to trying it out. In my dream world there would also be a version for the Apple TV. I have no idea how much code could be shared between an iOS app and an Apple TV app. I know you're a developer, have you jumped into that world yet?

Anyway, thank you so much for making it possible to play on my iPad!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 25, 2016, 02:51:12 pm
This project looks amazing, looking forward to trying it out. In my dream world there would also be a version for the Apple TV. I have no idea how much code could be shared between an iOS app and an Apple TV app. I know you're a developer, have you jumped into that world yet?

Anyway, thank you so much for making it possible to play on my iPad!

But you can just connect computer or iPad to Apple TV...
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Isaacc7 on January 25, 2016, 05:07:25 pm
This project looks amazing, looking forward to trying it out. In my dream world there would also be a version for the Apple TV. I have no idea how much code could be shared between an iOS app and an Apple TV app. I know you're a developer, have you jumped into that world yet?

Anyway, thank you so much for making it possible to play on my iPad!

But you can just connect computer or iPad to Apple TV...

Well sure if you just wanted it to be bigger. There's a big difference between having your head buried in your phone or iPad while its up on the tv and actually playing it on the tv. It would be a very different experience. TVos allows native apps to run on the TV. I have no idea how good an experience it could be but it would certainly be different. Totally understand if you don't think it's worth the effort and headaches but I'd be interested in seeing it.

Actually, if it were possible to shoot just the game screen on the TV and handle the input on the phone that would be great too. Kind of like how apps like YouTube work where the chrome and information are on the phone but the video is on the tv. That would be cool too.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Urist McCoder on January 25, 2016, 08:59:02 pm
The apps interface is really intuitive. Definitely four dollars well spent. Thank you for this mifki.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Brody on February 08, 2016, 04:23:34 pm
I know this is beyond Mifki's scope, but does anyone know if there is someone working on an android/pc version? Or android/linux?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: lethosor on February 08, 2016, 04:45:44 pm
If by "pc" you mean "Windows", I'm fairly certain that the DFHack plugin/server is cross-platform, so the iOS client should work with DF running on Linux, OS X, or Windows.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Brody on February 08, 2016, 04:50:41 pm
I think I remember reading that although I still don't have an iPhone.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on February 11, 2016, 05:10:45 pm
just found this!

bought on the spot and installed a server. this would make running a succession game sooo much better!! would it be possible to have a view only password?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 11, 2016, 07:53:18 pm
would it be possible to have a view only password?

That should be not too difficult to implement. However will also need to have some notifications sent to watchers when the main player operates screens other than the map screen, otherwise they won't understand what's happening.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on February 12, 2016, 04:41:40 am
btw: thanks for the docker image, it made installing super smooth!

I would just add a port to download the save folder, for backup reasons



Edit: it's very sensitive to high packet loss, on 3g works well but on the noisy home wireless it can't even get to show the map
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on February 14, 2016, 05:36:17 pm
so, I did more testing cleaning all upnp reservation on my firewall and it seems this app doesn't try to open any port, that might be why it works on 3g but not on wifi

which port should I forward to it? same as the server?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 14, 2016, 07:29:44 pm
Edit: it's very sensitive to high packet loss, on 3g works well but on the noisy home wireless it can't even get to show the map

does it connect but then show 'reconnecting'? I'll see if there are any parameters to tweak. But the timeout is quite big, that's strange.

so, I did more testing cleaning all upnp reservation on my firewall and it seems this app doesn't try to open any port, that might be why it works on 3g but not on wifi

which port should I forward to it? same as the server?

I don't think any port needs to (can be) open explicitly. When it connects to a server, the router will allocate a random port and allow reply packets to pass. If connecting to a server behind NAT using a published name, it's more complicated but still *should* not require manual configuration. Are you connecting using published name or IP? Are your server outside or in the same network?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on February 15, 2016, 02:52:52 am
When it connects to a server, the router will allocate a random port and allow reply packets to pass. If connecting to a server behind NAT using a published name, it's more complicated but still *should* not require manual configuration.

Are you connecting using published name or IP? Are your server outside or in the same network?

I've a public ip on my home connection, the server is in internet, runs on a cheap cloud provider. I'm using the ip to connect to the server. I've a fritz.box router, run trough all configuration and all thing firewall-y are disabled.

Games like war thunder work over udp without showing network limited warning, but they do use upnp, so I don't know. It might very well be this router being an ass.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Leelu on February 15, 2016, 03:36:07 am
I'm in Australia and didn't want to have to pay US dollars, have huge latency etc, so I installed this with an Amazon Linux instance, with hosting in Sydney.  Looks like it will be free for a year given the low requirements for the server but I'll confirm that in a month or so.  Only thing with this is I know next to nothing about Linux and not even sure if I can play it other than via the app, so my embark profile etc is in the hands of the iOS app. 

Awesome app, seems very intuitive to use so far, nice work!  Thank you thank you thank you!!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 15, 2016, 06:45:41 am
I'm in Australia and didn't want to have to pay US dollars, have huge latency etc, so I installed this with an Amazon Linux instance, with hosting in Sydney.  Looks like it will be free for a year given the low requirements for the server but I'll confirm that in a month or so.  Only thing with this is I know next to nothing about Linux and not even sure if I can play it other than via the app, so my embark profile etc is in the hands of the iOS app. 

Awesome app, seems very intuitive to use so far, nice work!  Thank you thank you thank you!!

Did you install it manually or via Docker? If using Docker, I'll post instructions where to find the save folder.

Amazon AWS free offer is really good and I need to add it instructions how to configure it. The only thing I need to check is memory/swap configuration. The free server should not have enough memory, so swap has to be configured, unless it is configured by default.. and you need to check that, because otherwise DF will crash after some time. Also, not sure what performance it will have because it's not SSD like in DigitalOcean.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 15, 2016, 06:54:58 am
When it connects to a server, the router will allocate a random port and allow reply packets to pass. If connecting to a server behind NAT using a published name, it's more complicated but still *should* not require manual configuration.

Are you connecting using published name or IP? Are your server outside or in the same network?

I've a public ip on my home connection, the server is in internet, runs on a cheap cloud provider. I'm using the ip to connect to the server. I've a fritz.box router, run trough all configuration and all thing firewall-y are disabled.

Games like war thunder work over udp without showing network limited warning, but they do use upnp, so I don't know. It might very well be this router being an ass.

Hmm.. If you're connecting to a server directly by IP, I'm pretty sure no additional configuration needed. I have fritz.box as well, and it works. On the other hand, I've also noticed it works smoother when on cellular than when on wi-fi but I've never bothered to find the reason because all weird issues happened with my ISP, so I'm not surprised.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Leelu on February 15, 2016, 04:11:48 pm
Thanks Mifki. I wouldn't know how to install manually on Linux, my Unix days are long past, so I installed the docker via Amazon's instructions and then followed your steps.  I couldn't do the swp command (said I didn't have permissions), so just used your other command to install and hoped for the best (took forever to set up so I didn't have the brain power to investigate further at that point).  My fortress is still little but seems to be working ok so far. Extra instructions would be awesome!

Then again, if it's all going to fall over soon and crash, maybe an oceanic equivalent of DigitalOcean would be better, but the ones I found yesterday all looked horribly expensive.  DigitalOcean did have Singapore I think but that's still a long way from Sydney.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 15, 2016, 04:35:39 pm
Thanks Mifki. I wouldn't know how to install manually on Linux, my Unix days are long past, so I installed the docker via Amazon's instructions and then followed your steps.  I couldn't do the swp command (said I didn't have permissions), so just used your other command to install and hoped for the best (took forever to set up so I didn't have the brain power to investigate further at that point).  My fortress is still little but seems to be working ok so far. Extra instructions would be awesome!

Then again, if it's all going to fall over soon and crash, maybe an oceanic equivalent of DigitalOcean would be better, but the ones I found yesterday all looked horribly expensive.  DigitalOcean did have Singapore I think but that's still a long way from Sydney.

Can you tell which exactly instructions you followed for Amazon? I'll do the same and check about the swap.

I'm using Singapore DigitalOcean from NZ, it's fine. Of course the same country (and for free) is better, so I'll check Amazon first.

To find your save folder:

root@ubuntu-1gb-nyc3-01:~# docker inspect df1 | grep Source
"Source": "/var/lib/docker/volumes/28b48b6b4b01af1fea7682c92da8794f4f90ff920c26d46664aec88a9e4f7465/_data",

So this long path is a path to save folder:

root@ubuntu-1gb-nyc3-01:~# ls /var/lib/docker/volumes/28b48b6b4b01af1fea7682c92da8794f4f90ff920c26d46664aec88a9e4f7465/_data
current region1 region11

You can use WinSCP (if you're on Windows) to download.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Leelu on February 15, 2016, 04:48:42 pm
Thanks again Mifki. If this all falls over at least I know that Singapore is OK  :). 

OK, so on Amazon I checked "Free Tier Only" and created an "Amazon Linux AMI 2015.09.1 (HVM), SSD Volume Type" server and left it at all the defaults, except following their instructions for security groups / users etc.  The instance type was t2.micro with 1 CPU and 1GB memory.  I then followed their docker basics instructions and installed version 1.9.1. Then I tried to run your first /swp command with no success, so just pushed onto the second command line crossing my fingers.  I used putty to connect.

Thanks for the save file instructions too!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Leelu on February 15, 2016, 05:11:26 pm
Hi again Mifki,

Where is the best place to post suggestions? It would be nice to have a search / filter on the goods for the trade depot.  Even with my small fortress it's hard to find finished goods bins for trade amongst all the crap that fortress has accrued.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 15, 2016, 05:17:39 pm
Hi again Mifki,

Where is the best place to post suggestions? It would be nice to have a search / filter on the goods for the trade depot.  Even with my small fortress it's hard to find finished goods bins for trade amongst all the crap that fortress has accrued.

There is search already, drag the list down.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 15, 2016, 05:40:29 pm
The swap command works on Amazon. Of course you need to do "sudo su" first.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Leelu on February 15, 2016, 06:50:24 pm
Looks like you've covered just about everything in your app :), nice that the search is there already, makes a big difference.  I've run the /swp command successfully now, but had to change permissions on the Volumes directory to access the saves via WINSCP.  Looks like I'm properly up and running on a *free* (time limited) geographically close cloud server now.  Thanks Mifki, again, it's awesome to be able to play Dwarf Fortress from anywhere :).  You need to get the word out more, the only reason I even noticed it was available was by looking in the forums for something completely different.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 15, 2016, 07:15:30 pm
Looks like you've covered just about everything in your app :), nice that the search is there already, makes a big difference.  I've run the /swp command successfully now, but had to change permissions on the Volumes directory to access the saves via WINSCP.  Looks like I'm properly up and running on a *free* (time limited) geographically close cloud server now.  Thanks Mifki, again, it's awesome to be able to play Dwarf Fortress from anywhere :).  You need to get the word out more, the only reason I even noticed it was available was by looking in the forums for something completely different.

That's great.
Well, there are number of unfinished things and bugs actually, so feel free to post anything you find here or via the feedback function in the app.
Yeah, I need to. Not very good at that.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Isaacc7 on February 16, 2016, 11:18:41 am
There's someone asking about it in the main playthrough forum, maybe chatting about it there could help with awareness.

http://www.bay12forums.com/smf/index.php?topic=156292.0
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Jiri Petru on February 21, 2016, 03:58:01 pm
I've asked this at the beginning of the thread but let me ask it again now that the work is done.

Could this "technology" be used to prepare a completely new interface for PC/Linux/Mac and play the game through it?

Will you do that?  :D
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 21, 2016, 04:14:24 pm
I've asked this at the beginning of the thread but let me ask it again now that the work is done.

Could this "technology" be used to prepare a completely new interface for PC/Linux/Mac and play the game through it?

Will you do that?  :D

Yes, it can.
No, I wasn't going to. Not sure what exactly you want to do with the UI, but I'm personally quite happy with the keyboard-oriented original interface. So I just have neither ideas, nor time.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on February 29, 2016, 01:11:01 pm
cloud at cost has a 80% discount running for some hours yet with coupon TAKE80

it's extremely cheap, don't expect huge performance, but it's a one time payment forever, which is nice.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on February 29, 2016, 03:46:01 pm
cloud at cost has a 80% discount running for some hours yet with coupon TAKE80

it's extremely cheap, don't expect huge performance, but it's a one time payment forever, which is nice.

I couldn't find a single good review of their service, only complaints, so I don't recommend.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Warmist on February 29, 2016, 04:52:45 pm
cloud at cost has a 80% discount running for some hours yet with coupon TAKE80

it's extremely cheap, don't expect huge performance, but it's a one time payment forever, which is nice.

I couldn't find a single good review of their service, only complaints, so I don't recommend.
I got too hasty. Spent 7$ for a "lifetime server". Maybe i'll have something to run my "fetch these pages and make them into ebooks" script on.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on February 29, 2016, 05:03:43 pm
cloud at cost has a 80% discount running for some hours yet with coupon TAKE80

it's extremely cheap, don't expect huge performance, but it's a one time payment forever, which is nice.

I couldn't find a single good review of their service, only complaints, so I don't recommend.


well, ran on it a blightfall server, a factorio server, an empyrion server and more and while their customer support is rubbish, the servers do work as advertised. you can check the threads and apart from blightfall (for which I didn't had enough memory to run it properly) noone ever complained about lag. now, DF being cpu intensive as it is, don't expect it to run exceptionally well, of course. but at that price it's better than many 'free' tiers.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on March 05, 2016, 05:59:31 pm
I will add 3D view to this app too, eventually.
http://blog.mifki.com/post/140528844390
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Rose on March 05, 2016, 10:38:33 pm
I wish you all the luck with that.

Getting performance acceptable won't be easy.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on March 11, 2016, 08:03:38 pm
I wish you all the luck with that.

Getting performance acceptable won't be easy.

Thank you. It'll be fine:)

(http://i.imgur.com/AXXDEQW.png) (https://youtu.be/grrFopynM-I)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Rose on March 12, 2016, 02:02:34 pm
Nice.

What are you doing for the rendering?
Is it real-time?

It looks pretty good so far.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on March 12, 2016, 05:33:45 pm
No, I don't need real-time for any of my ideas (in the mobile app, WebGL map viewer, exporting the whole world in 3D). It's exporting map in an intermediate format, basically, what exact objects to place in a tile. So that client app can then quickly create a mesh dynamically, just placing models without additional logic. Then SSAO and edge shaders for rendering. I like the style, and I'm able to create models in a voxel editor only anyway)

Btw, what are you going to do with diagonal passages?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Rose on March 12, 2016, 11:09:38 pm
I'm not doing anything, actually. They just appear closed.

And yeah, if you just do a static map, especially one that isn't expected to show single z levels, then it's easier to make it fast.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on March 13, 2016, 02:06:23 am
especially one that isn't expected to show single z levels

What do you mean?
My mesh contains all separate levels, which is waste of resources, but I didn't optimise that. But sure real-time makes it more complicated.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on April 12, 2016, 04:20:59 am
just fyi install under ubuntu 15:10 fails because it's misisng all the i386 packages by default. 14.04 works just fine so I reverted back to that.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on April 12, 2016, 04:42:28 am
just fyi install under ubuntu 15:10 fails because it's misisng all the i386 packages by default. 14.04 works just fine so I reverted back to that.

Hmm.. You're talking about manual installation, not Docker? As I understand, i386 libraries should not be available by default on any x64 system, so you need to install them manually as outlined here http://dwarffortresswiki.org/index.php/DF2014:Installation#Debian-based
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on April 12, 2016, 05:06:54 am
docker based, install, on 14:04 works wonders, on 15:10 it enters a reboot cycle and docker logs show only "setarch: i386: Unrecognized architecture" - I installed all the 386 support as in the linux install guide to no avail, so just reverted because works just well on previous ubuntu.

Full disclosure: I've no idea of what I'm doing.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: BenLubar on April 18, 2016, 12:12:07 pm
I can reproduce dfhack not wanting to start on docker with that error message. I'll try to fix it.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: BenLubar on April 18, 2016, 03:52:09 pm
docker based, install, on 14:04 works wonders, on 15:10 it enters a reboot cycle and docker logs show only "setarch: i386: Unrecognized architecture" - I installed all the 386 support as in the linux install guide to no avail, so just reverted because works just well on previous ubuntu.

Full disclosure: I've no idea of what I'm doing.

Ok, what's happening is that docker is denying access to certain system calls including personality(2). Add --security-opt=seccomp=unconfined to your docker run command to disable the system call whitelist.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on April 18, 2016, 05:20:37 pm
Can you describe your configuration and what you're doing? I just tried to create a new DO droplet with Ubuntu 15.10, then just two commands to install docker and to start server, everything worked fine.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on April 22, 2016, 04:54:13 am
is it much work to get the remote plugin working under the dfhack beta? tried to build it but cross compiling from scratch is just a mess  :-[

also the dockerfile doesn't really delete all dfhack plugins there's a forward slash missing from "rm -rf df_linux/hack/plugins/*"
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on April 23, 2016, 05:32:39 am
is it much work to get the remote plugin working under the dfhack beta? tried to build it but cross compiling from scratch is just a mess  :-[

also the dockerfile doesn't really delete all dfhack plugins there's a forward slash missing from "rm -rf df_linux/hack/plugins/*"

I'm now finishing work on multilevel rendering and other UI tweaks, and right after that I'll start on 0.42 support.

Thanks. Apparently, the working folder at that time is / anyway, so it does delete plugins.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on May 17, 2016, 05:16:29 am
New release!
(https://66.media.tumblr.com/0137662423c5fb71d3c0864e6dc484d7/tumblr_inline_o7bfezrEDv1qzj0rp_1280.png)


Multilevel Rendering
This feature is well known to users of TWBT plugin on desktop, and now it’s available on mobile. It allows to see not just the current z-level, but also everything below. Only the top X levels are refreshed though, where X is configurable and is set to 3 levels by default. You can tweak fog and shadow parameters if required (darker tilesets may require more dense fog and shadows to distinguish between z-levels easily).

Fast building placement mode
When you need to place a lot of buildings like beds, doors or coffins, where you do not care which items will be used, you can do it much faster now. Just long press the green OK button when placing a building, and the closest item(s) will be automatically selected, without showing the item selection screen.

Fast linking mode
The same when linking buildings to a lever or trap - long press OK button, and the first two mechanisms will be automatically selected to be used for the link.

And more
* New clean style for the top status bar and for announcements at the bottom of the screen. Two announcements are now shown at a time, allowing to see more of them in time in a busy fortress.
* Selection size is now shown when designating, creating zones and stockpiles
* Long press z-level up/down buttons to show list of Points - this allows to quickly zoom to various parts of the fortress
* When adding jobs in a workshop, swipe to add a job and set it repeat
* When viewing a cage, swipe a contained animals to release them without loading the full Assign Animals screen
* On the announcements and reports screens, “today”, “yesterday” and “X days ago” are now shown alongside the dates
* Clutter status and number of contained items are now shown when viewing a workshop
* Swipe a server in the server list to clear caches and connect - useful if you experience map corruption issues
* Changelog is shown in the bottom of the server list screen to keep you informed about fixes and additions being made to the server plugin and in-app help
* Zone information view can now be opened by pressing OK button when a zone is selected. Also, zone status is shown in the information bar.
* Fixed orientation of horizontal axle and water wheel shown incorrectly when placing these buildings
* Fixed an issue with loading noble view after leaving a position vacant
* Close button is removed from trading screens to prevent accidental closing and losing status of all the items marked for trade
* Support for iOS 8.0 - iOS 8.2
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Scoops Novel on June 16, 2016, 09:49:44 am
So can i emulate these controls on PC?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: SatelliteOfLove on July 05, 2016, 11:39:18 am
Amazing work, mifki.  I'm now proudly able to run DF anywhere I like!  The interface is very nice.  Have you considered incorporating any sort of sound support, similar to soundsense, as a "stretch goal"?  Or is that not something you want to expand the DF Remote project to include?  I would completely understand if you have your hands full without adding complexity ;)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on July 05, 2016, 06:58:53 pm
Amazing work, mifki.  I'm now proudly able to run DF anywhere I like!  The interface is very nice.  Have you considered incorporating any sort of sound support, similar to soundsense, as a "stretch goal"?  Or is that not something you want to expand the DF Remote project to include?  I would completely understand if you have your hands full without adding complexity ;)

Sound is definitely planned after I finish with 0.42/0.43 support.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jecowa on July 06, 2016, 11:36:40 pm
I've been wondering about this app since the Reddit post. So does this put Dwarf Fortress into text mode and send tiles as 1-byte characters to the iOS client? It would explain why creature graphics are not supported anyway.

Can I have the server running on my internet-connected computer and then play on the iOS remote over a cellular data connection? If so, has anyone tested about how much bandwidth it uses?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on July 07, 2016, 01:04:46 am
I've been wondering about this app since the Reddit post. So does this put Dwarf Fortress into text mode and send tiles as 1-byte characters to the iOS client? It would explain why creature graphics are not supported anyway.

Can I have the server running on my internet-connected computer and then play on the iOS remote over a cellular data connection? If so, has anyone tested about how much bandwidth it uses?

No, it doesn't need text mode and that's not the reason for creature graphics not being supported at the moment.

Yes, you can connect to your home server and play. There's a free app named DFRCT to test connection, because some ISPs won't allow to connect to your computer from outside.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on July 07, 2016, 02:01:18 am
I've been wondering about this app since the Reddit post. So does this put Dwarf Fortress into text mode and send tiles as 1-byte characters to the iOS client? It would explain why creature graphics are not supported anyway.

Can I have the server running on my internet-connected computer and then play on the iOS remote over a cellular data connection? If so, has anyone tested about how much bandwidth it uses?

I played three short lived forts and a medium lived one and usage under mobile data app clocks at 4MB - I think about 2/3 of time I was on wifi. make of it what you will, ymmv.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on August 04, 2016, 11:53:38 pm
The application and server code have been updated to support Dwarf Fortress 0.43.03 - http://mifki.com/blog/20806804/dwarf-fortress-remote-for-04303/
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on August 05, 2016, 12:52:50 am
The application and server code have been updated to support Dwarf Fortress 0.43.03 - http://mifki.com/blog/20806804/dwarf-fortress-remote-for-04303/


Yeeeeeee!

edit: ok so I keep having the weirdest of issues. this time is the iphone it seems: when I test the connection with nmap, I can see packet arriving to the server just fine


but from the iphone no packet ever reach the server. tested on two different wifi and from cellular network, no packet ever arrive to the server, and all connection tests fails. [/s]


ok nevermind I had a tab at the beginning of the ip, damn copypaste XD
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on August 11, 2016, 10:52:51 pm
Support for creature graphics is almost ready

(http://mifki.com/blog/i/creaturegfx1_full.jpg)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on August 12, 2016, 01:56:03 am
nice!

also, the multilevel view is lovely

Spoiler (click to show/hide)

makes super easy building in vertical, zoning trees etc!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Scoops Novel on August 12, 2016, 06:40:05 am
Have you considered porting this to pc?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jecowa on August 13, 2016, 02:09:03 am
Is there a way to change the text justification so that it is "aligned-left" instead of "justified"?

Although justified text is more true to how Dwarf Fortress displays text, the large gaps that sometimes appear between words with it can make justified text harder to read (http://uxmovement.com/content/6-surprising-bad-practices-that-hurt-dyslexic-users/), especially for dyslexic users.

If anything can change the text alignment, Dwarf Fortress Remote seems most likely.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on August 13, 2016, 04:13:53 am
Is there a way to change the text justification so that it is "aligned-left" instead of "justified"?

It's not configurable at the moment, but I surely can add an option in the next update if justified text is a problem for some people.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jecowa on August 13, 2016, 05:42:51 am
I'm not sure how many people it would help, but it looks like ~10% of people are dyslexic, and left-aligned text should be easier for everyone in general to read.

Text in Dwarf Fortress Remote already looks a lot better than it does in Dwarf Fortress. Getting rid of justified might further improve it, though. You might try it and see if you like it at least.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on August 13, 2016, 06:29:12 am
I personally like justified text in general. But that doesn't matter, I'll just add an option and users will choose.

(http://mifki.com/a/t/j1.png) (http://mifki.com/a/t/j2.png)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jecowa on August 13, 2016, 09:00:28 am
That was fast. Thank you!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on August 13, 2016, 05:38:00 pm
I've a suggestion too! Can you add the amount of building tipes already built in the building screen? Like how df does it's very convenient to check if anything is missing

edit: also how do you set up automatic save?

I mean, I can docker exec into it and change the data init, but idk if that'd break something
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on August 14, 2016, 04:19:20 pm
I've a suggestion too! Can you add the amount of building tipes already built in the building screen? Like how df does it's very convenient to check if anything is missing

I know, that needs to be implemented. There were some issues with that, like I'd have to reload this data each time you go to the build menu, while currently no data is loaded from server if you just open the menu. And if you place various buildings fast, this will either slow down the process or the information will not be up to date.

I was going to add a list of rooms/buildings anyway, so probably once it's done, you'll need to open it and search for a building you want to see the number. A bit more time consuming, but that's not needed very often I guess.

edit: also how do you set up automatic save?

I mean, I can docker exec into it and change the data init, but idk if that'd break something

I'm going to add a way to configure various init/d_init options from the app, this will be one of them.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on September 13, 2016, 07:59:06 pm
This screenshot shows one feature released today, and has a button for one amazing feature coming next. Guessed?

(http://mifki.com/a/t/guesswhat.png)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on September 14, 2016, 01:42:18 am
you can give work order by microphone?

can't wait to pronounce corkscrew in my broken engrish XD
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Dirst on September 14, 2016, 07:28:26 am
"Hey, Siri, what the hell is Urist doing?"
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Bumber on September 14, 2016, 12:57:49 pm
"Hey, Siri, what the hell is Urist doing?"
"Urist is bathing in magma. HA HA HA!"

Some things shouldn't mix.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on September 14, 2016, 05:04:02 pm
you can give work order by microphone?

can't wait to pronounce corkscrew in my broken engrish XD

And open screens, place buildings, go to defined points, etc. Since the recognition is offline and has no delay, it's somewhat faster and easier than to find corresponding items deep in menus.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on September 14, 2016, 10:04:29 pm
since update map view is all dark or garbled https://m.imgur.com/J3jXFVv
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on September 15, 2016, 12:36:25 am
since update map view is all dark or garbled https://m.imgur.com/J3jXFVv

What device do you have and what OS on the server? Have you tried swiping on the server in the list and choosing 'clear cache and connect'? Oh, and try to restart DF if you haven't after updating.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on September 15, 2016, 04:12:29 am
ok clearing the cache worked. the button wasn't easy to find even with directions XD

Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on September 15, 2016, 04:14:25 am
ok clearing the cache worked. the button wasn't easy to find even with directions XD

Yeah, I need to write somewhere that swiping on rows reveal additional options on many screens in the app, actually.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Valdus92 on October 14, 2016, 10:48:09 pm
If I have an ipad how do I connect to my PC's Dwarf Fortress or does that also have to be a Mac? Also does the remote work with starter packs or is it just pure DFHack or vanilla?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on October 14, 2016, 11:01:04 pm
If I have an ipad how do I connect to my PC's Dwarf Fortress or does that also have to be a Mac?

Assuming you have the application (Dwarf Fortress Remote on the App Store), the instructions how to set up a server and connect are at mifki.com/df/setup (http://mifki.com/df/setup)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Valdus92 on October 16, 2016, 03:03:45 pm
What graphics pack does the remote use, seems wonderful and is there a version for the desktop game?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on October 16, 2016, 03:14:41 pm
What graphics pack does the remote use, seems wonderful and is there a version for the desktop game?

It's just Spacefox (http://www.bay12forums.com/smf/index.php?topic=129219.0) (download links for the current version somewhere near the end of the thread, I'm not sure).
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Valdus92 on October 16, 2016, 08:21:34 pm
Is there something special to do if you log on to a wireless router? I noticed on the IOS app it does not save my router's rather long password.

I have tried every combination imaginable, including my IP, the name of the router and its password. But if it does not save it how can it use it?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on October 16, 2016, 09:07:40 pm
Is there something special to do if you log on to a wireless router? I noticed on the IOS app it does not save my router's rather long password.

I have tried every combination imaginable, including my IP, the name of the router and its password. But if it does not save it how can it use it?

The password in the app has nothing to do with the router password, it's the password you set using "remote pwd" command to protect your server. (And the app actually saves it, it just always displays it with ***, I know it's confusing, I will improve this).

Anyway, what you need to do to connect on your wireless network is to specify your computer private IP (not public IP; if you're on Windows, see here https://support.microsoft.com/en-nz/help/15291/windows-find-pc-ip-address). Leave password blank unless you have set it with "remote pwd" command.

If it still does not connect, you may need to add a port exception to your firewall, see here http://www.dummies.com/computers/operating-systems/windows-7/how-to-open-a-port-in-the-windows-7-firewall/

Next, if you want to connect to your server from outside of your network (via cellular), use "remote publish SOME_NAME" command, and specify this name in the app (in addition to the IP).
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Valdus92 on October 16, 2016, 09:28:36 pm
and what about on a mac? I see most of the instructions for pc.

I try putting my local, turned on remote, but it still gives me an error.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on October 16, 2016, 09:42:21 pm
and what about on a mac? I see most of the instructions for pc.

Well, for Mac it's easier of course :) In System Preferences->Network select your network connection and you'll see IP address straight away below "Status: Connected".
Firewall is off by default (System Preferences->Security->Firewall) and if it's on, it will ask you to allow connection when you try to connect to your server.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Valdus92 on October 16, 2016, 09:44:47 pm
IT WORKED! I just had to name the network, ye gods that was rough.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Lycake on October 24, 2016, 07:09:43 am
First of all, I find it amazing how much you contribute to this community, Mifki. Amazing job!

I played around a bit with your remote server because I was very curious. In your post here (http://www.bay12forums.com/smf/index.php?topic=145944.msg6744794#msg6744794) you describe a bit how everything works and even though it is a few months old, a lot of it is still accurate and very helpful. However I can't seem to figure out how your (initial) map data works sometimes.

In the basic case you have tile,fg | (bg << 4) which is easy enough to understand, but what confuses me is when graphics (and maybe multi layer?) come into play. Suddenly instead of 2 bytes you have more (a short and a byte? not sure), sometimes dz (what does it do?) comes into play and changes things and also I'm not sure there are alway 8 tiles after a lastinfobyte.

So.. while my coding skills are decent and I don't need a line by line explanation, this part of your code is hard to debug and understand without comments. I would appreciate it very much if you (or anyone who has looked at it too) could briefly explain the general format of your map data if graphics are involved.

Thank you so much!
Lycake
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on October 25, 2016, 02:50:02 am
I would appreciate it very much if you (or anyone who has looked at it too) could briefly explain the general format of your map data if graphics are involved.

Both in TWBT and Remote, when rendering, z-level offset (that is, how many levels a tile is below the current z-level) is stored in the brightness byte (bits 1-7). When sending over network, as you noticed, foreground and background colours are packed into one byte, however there can be only 8 background colours, so we have one bit left. When sending tiles, if a tile has different z-level than the previous one, that one bit will be set to 1, and z-level difference will be sent in the next byte. That's how multilevel works.

Now, if graphics is enabled, for creature tiles (and only for them) I need to send two bytes with the texture number instead of one. So, for each 8 tiles I insert a byte indicating which of the following 8 tiles are creature tiles (having 2 byte texture number) and which are normal tiles (having 1 byte tile number).

It may look a bit complicated, but I wanted to optimise the amount of data sent over cellular.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Lycake on October 25, 2016, 09:01:27 am
Perfect explanation! Everything makes sense now. It's quite a clever way to do it. Thank you so much!

Now I know this is more of a dfhack question, but since it's a follow up I might aswell ask here. I saw that the way the creature tile IDs are ordered is by alphabetical order of the config files in raw/graphics and then a colored and a grayscale version of each. However in my example with spacefox the starting ID (first file, first tile) for this was 2569. What are all the other tiles in front of it and how does the client know where to start? How does the client know that at ID 2569 (in case of spacefox) creature tiles start?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on January 04, 2017, 04:55:34 am
seen there's a dfhack alpha around for 43.05, does your plugin build with it? wondering if there will be at some point a docker script to build on the latest, for the courageous.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: UrulKahtrum on April 22, 2017, 12:45:29 pm
So uh,

I battled with Vultr, VPS, SSH, FTP, dfhack and DF Remote for 24 hours and I don't think anyone needs to have such a hard time again. I mean, most people probably just want to set their things up in 5 minutes tops and get playing, but I accidentally learned to use linux among other things. So thought I'd share with you.

Thorough newb-friendly setup instructions plus troubleshooting for Dwarf Fortress Remote on (fresh installed) Ubuntu 16.04 server (DF43.03)
Code: [Select]
1. Download and extract dfremote-complete-4303-Linux.zip to wherever desired with
unzip. We will download this file straight from mifki's page; it's a full package of
DF 43.03 + DFHack + DF Remote.

These first steps expect that you have a fresh install of Ubuntu that doesn't come
packaged with the unzip application (although there could be an another app for this that
I don't know of.) We will first download that app.

$ sudo apt-get update
$ apt install unzip zip

After that we download the package and extract it.

$ wget http://mifki.com/df/update/dfremote-complete-4303-Linux.zip
$ unzip dfremote-complete-4303-Linux.zip -d directory-of-your-choice/

2. install required libraries. Some/many/all? of these are 32-bit compatibility
libraries since 43.03 is 32-bit but your system is probably 64-bit. Optionally
on a 32-bit system go through these to see which ones you need.

$ sudo apt-get update
$ sudo dpkg --add-architecture i386
$ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libglu1-mesa:i386 openssl:i386

3. Dwarf Fortress will not launch yet since by default the game is configured
to run in 2D rendering instead of the text-based terminal. To fix this, open
the Dwarf Fortress init.txt config file located in /data/init/.
Don't overwrite d_init.txt, which is a default init file for backup.

In my example I'm using nano, a terminal text editor application supplied with
Ubuntu. You can always get it by apt-get for another distro or if you don't have
it:

$ sudo apt-get update
$ apt install nano

(then back in the main dwarf fortress directory...)
$ nano data/init/init.txt

Search for (Ctrl+w in nano) PRINT_MODE to find the setting and then change 2D to TEXT.
After fixing it'll look like this:

[PRINT_MODE:TEXT]
        Mode examples:
          PRINT_MODE:2D
          PRINT_MODE:TEXT
          PRINT_MODE:FRAME_BUFFER
          PRINT_MODE:PARTIAL:0

4. You can now run "./dfhack", but you'll soon find out that the dwarf fortress main game
starts instead of dfhack's command line. This, however, is not a problem.

Dwarf Fortress has to be running for you to issue dfhack commands, but instead of
using the dfhack command line, we will be issuing commands with the dfhack-run
application. On graphical linux distros this problem is probably absent; enjoy your
iOs fortress!

In our VPS case, we have to open another SSH session with Dwarf Fortress running in the former.
Do so, then navigate to the dwarf fortress main folder and execute

$ ./dfhack-run remote connect

That's it! From here on, everything is smooth sailing. On a VPS, you'll probably want to set
your server to be accessible over internet and not LAN solely or at all; to do this, execute:

$ ./dfhack-run remote publish "name_of_server"
$ ./dfhack-run remote pwd "password-for-server"
(quotation marks optional unless you have spaces in your name, for instance: "My Server")

5. Your server is now up and running, but when you close your SSH prompt, Dwarf Fortress will quit.
Obviously we don't want that to happen, because that will also close the server and prevent you
from playing.

It should also be noted that unlike PuTTY or other SSH programs, the Vultr's web-based "View Console"
terminal SSH does NOT issue an interrupt signal upon closing the terminal window, because it
doesn't quit the SSH session. That means you can do whatever in that terminal window, then close it
and open it again later to find everything just like they were before. This will NOT be the case
with most (any) other SSH programs.

Now is a good time to (optionally, i guess) reboot your VPN computer by simply telling it to

$ reboot

Now, to run your Dwarf Fortress server, here's how we're going to counter the program quitting.
First of all, navigate to the dwarf fortress folder, then issue the following command:

$ nohup ./dfhack &

The command ./dfhack will just run the game, but the nohup command before it will tell that program
to disobey interrupt signals and the & in the end will tell it to run in the backround. You will be
prompted with something along the lines:

nohup: ignoring input and appending output to 'nohup.out'

and a cursor waiting for input. When you press enter, you will return to the command prompt.
Now we have Dwarf Fortress and DFhack running as a background process. Cool! They won't output
anything to the screen, of course - don't be alarmed by that.

The next thing is to simply start the remote server:

$ ./dfhack-run remote connect

You have already set your server up as published - these settings stick to the server - so
this command will suffice to start the server. It's running right now, actually, if everything
went as should have! You can now close the SSH window (remember to connect the iOs app first if
you use the QR code!) Closing the SSH window now won't interrupt the DF process since we set that
application to run in the backround uninterrupted.

Connect using the QR code or alternatively manually and enjoy!


-----------------------------------------------
TROUBLESHOOTING
i. "I get an error when running the command 'dfhack-run [something] [something else]' etc."

This happens if the dfhack process is not currently running on your VPS. The error will read
"Could not connect to localhost: 5000". This means you have probably set everything up
properly but Dwarf Fortress isn't running, and that's why DFHack can't communicate with it.
To fix this:

1. Make sure you don't have the Dwarf Fortress game running in the foreground,
as in make sure you don't see any Dwarf Fortress graphics in the terminal. If
you do, quit the game to return to the terminal.
1.b) You should probably reboot your VPN system at this point because you are
probably confused about which processes are running and which aren't. Rebooting
quits every program (obviously) and gives you a clean slate that-wise.
2. Go thru step 5 in the installation guide again.


ii. "I get an error while trying to start the game! It says I don't have a display, but I
can totally see the text!"

The full error reads "Display not found and PRINT_MODE not set to TEXT, aborting."

This means you haven't set Dwarf Fortress to run text-based. The default is 2D, which isn't
supported in a server distro that has no graphical libraries or monitors by default. Go back
to the setup guide and read thru step 3 to fix this.


iii. "I get an error './dfhack: line 52: ./libs/Dwarf_Fortress: No such file or directory'"

This means compatbility- or other libraries required to run Dwarf Fortress are not installed in
your system. Go back to step 2 of the install guide.

Obviously this also applies to other linux distros although the exact commands might or might not be different. Tried to make this very, very newb friendly (both linux and dwarf) and all-inclusive.

Docker is another way to download dfremote, but unlike mifki reports on their site, Vultr (which I am using) does NOT include docker by default, so installing that was too much of a pain for me. See the two posts below.

Also I found out when proof-reading that step 4 is unnecessarily complicated. I could have just gone for step 5 straight away without the multiple SSH window nonsense, but that was how I did this at some point of the setup and it unintentionally sticked. I'm too lazy to fix it now - it works, don't touch it.  ;)

 Hope this helps somebody!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on April 22, 2017, 06:11:50 pm
Docker is another way to download dfremote, but unlike mifki reports on their site, Vultr (which I am using) does NOT include docker by default, so installing that was too much of a pain for me.

Really?
(http://mifki.com/a/t/vultr-docker1.png)
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: UrulKahtrum on April 23, 2017, 02:34:48 am
Docker is another way to download dfremote, but unlike mifki reports on their site, Vultr (which I am using) does NOT include docker by default, so installing that was too much of a pain for me.

Really?
Okay, that's my bad, but let me elaborate on that, cause I'm sure I had a problem with the Docker distro and a reason to give up and switch to Ubuntu. Let's see...

Ok, so apparently, first of all I missed the "choose Docker" -part of your Vultr instructions and then got pissed when I thought you didn't mention it. In my excitement! Forgive me on that. Actually I created the Vultr VPN way before heading head first into this DFRemote stuff so I just forgot and assumed Vultr sets the server up on CentOS 7 x64 for default - of course that won't include "Docker by default", like I incorrectly mentioned.

However, Docker doesn't work like magic like it should in any case:
Code: [Select]
[root@vultr ~]# docker run -dtp 1235:1235/udp mifki/dfremote
Unable to find image 'mifki/dfremote:latest' locally
latest: Pulling from mifki/dfremote
8f229c550c2e: Pull complete
8e1fb71e8df6: Pull complete
f75a34586856: Pull complete
8744e322b832: Pull complete
d5165bfce78f: Pull complete
078f44746f68: Pull complete
aae0de372324: Pull complete
cdf184b20c57: Pull complete
d44c6bef0473: Pull complete
6c6121f006ca: Pull complete
3a5f2ac4c46d: Pull complete
8534972fad68: Pull complete
a13ae622044b: Pull complete
d9186770125a: Pull complete
Digest: sha256:6667591571b8b0da528f01f96d59157608219a8ab5c998cb729988041ff379e5
Status: Downloaded newer image for mifki/dfremote:latest
ce9661e158ac5a5a527b25d82fdb5057f0d8e58c0db02d2ddca0bfd4437f3e02
[root@vultr ~]# docker run -dtp 1235:1235/udp mifki/dfremote
346307e657a096330ded3a6f530ea5140d75f3b0c070a92005ebb53f8cb92160
docker: Error response from daemon: driver failed programming external connectivity on endpoint naughty_euclid (23eb2636575ed9f62b4ce9633b397e9baf1edcde98ad1a417b10025975a420ed): Bind for 0.0.0.0:1235 failed: port is already allocated.

So then I'm feeling like putting the startup script to use since both have the word allocate in them. That leads to no output on the terminal after reboot, and trying my luck in the iOs app, it fails to connect.

So the problem in Docker is I don't know if Remote is running, where is it located and how do I issue DFHack commands to the game now. I'll download atop to first of all see if it's running in the background, and that tells me:
Code: [Select]
[root@vultr ~]# atop
-bash: atop: command not found
[root@vultr ~]# sudo yum install atop
Loaded plugins: fastestmirror
base                                                     | 3.6 kB     00:00
docker-ce-stable                                         | 2.9 kB     00:00
extras                                                   | 3.4 kB     00:00
updates                                                  | 3.4 kB     00:00
(1/5): docker-ce-stable/x86_64/primary_db                  | 4.8 kB   00:00
(2/5): base/7/x86_64/group_gz                              | 155 kB   00:00
(3/5): extras/7/x86_64/primary_db                          | 151 kB   00:00
(4/5): base/7/x86_64/primary_db                            | 5.6 MB   00:01
(5/5): updates/7/x86_64/primary_db                                                            | 4.8 MB  00:00:11
Determining fastest mirrors
 * base: ftp.osuosl.org
 * extras: repos-va.psychz.net
 * updates: mirrors.lga7.us.voxel.net
No package atop available.
Error: Nothing to do

Oh, there's no repo including it.
Code: [Select]
[root@vultr ~]# wget http://dl.fedoraproject.org/pub/epel/7/x86_64/e/epel-release-7-9.noarch.rpm
--2017-04-23 07:14:21--  http://dl.fedoraproject.org/pub/epel/7/x86_64/e/epel-release-7-9.noarch.rpm
Resolving dl.fedoraproject.org (dl.fedoraproject.org)... 209.132.181.25, 209.132.181.24, 209.132.181.23
Connecting to dl.fedoraproject.org (dl.fedoraproject.org)|209.132.181.25|:80... connected.
HTTP request sent, awaiting response... 200 OK
Length: 14704 (14K) [application/x-rpm]
Saving to: ‘epel-release-7-9.noarch.rpm’

100%[===========================================================================>] 14,704      93.9KB/s   in 0.2s

2017-04-23 07:14:22 (93.9 KB/s) - ‘epel-release-7-9.noarch.rpm’ saved [14704/14704]

[root@vultr ~]# rpm -ivh epel-release-7-9.noarch.rpm
warning: epel-release-7-9.noarch.rpm: Header V3 RSA/SHA256 Signature, key ID 352c64e5: NOKEY
Preparing...                          ################################# [100%]
Updating / installing...
   1:epel-release-7-9                 ################################# [100%]

After installing atop and running it I then find that the startup script isn't working as I expect it to because there is no Dwarf Fortress process listed - and I have no idea what that script supposed to, other than run the dwarf fortress game, so I try manually once more:
EDIT: It is unclear to me whether a startup script can be allocated for a server AFTER that server has been created. Vultr doesn't explain this very clearly; as far as I understand startup scripts don't need to do anything else other than exist in the first place. In my case I missed it and just created the script afterwards.That could be a problem?
Code: [Select]
[root@vultr ~]# docker run -dtp 1235:1235/udp mifki/dfremote
9624f1616f93fa0870475ecec86b036e53f8141eb0c2e659ab5b55fa70665b7a
[root@vultr ~]#

Wait a minute. That gives no errors. Let's see...
Code: [Select]
  PID   TID  RUID     EUID       THR SYSCPU  USRCPU  VGROW   RGROW  RDDSK   WRDSK ST  EXC S  CPUNR  CPU  CMD        1/1
 2376     -  root     root         6  0.04s   0.08s     0K      0K     0K      0K --    - S      0   1%  Dwarf_Fortress

Yes, it's running now. Apparently the startup script works as in it setups something I don't understand to allow DF to run.

Actually to my amazement, the iOs app now is able to connect to the server too. Allright! I was sure I'd have to publish it first to make it work over internet. Although now I don't know how to setup a password etc. because I have no idea where those docker files are. But I guess that's one google search away, too. Anyway, it works now.

What I'm saying is, I'm a huge fan of your work but I'm a Windows user to the heart and I fought for 2 days trying to set all this up. I gave up on the Docker distro (I now realise) because I didn't understand a thing it was doing and it still didn't work. And I take the "challenge" wholehearted because I do want to learn linux, but this is a lot of steps that were unnecessary and only came up because I was kinda confused about what is and isn't going on.

It's a whole wall of text but what I really have to say is I love the huge effort you put into these plugins and the whole huge impact you have on the community and modding. I'm not really looking for anyone to address any of this, unless they find something I missed or misinterpreted of course. I just wanted all this out in the open for further troubleshoot help because I'm quite sure there will be a lot of my kind asking the same basic questions all over and over again. So now it's all here laid out with both the problems and the solutions documented.

By the way, the "Read about required libraries" link is dead in http://mifki.com/df/setup/ (http://mifki.com/df/setup/) but the info is there, you just have to access it thru http://mifki.com/df/support/ (http://mifki.com/df/support/). That I can stand behind!!  :P

Cheers!

Edit: I toned it down a little at the end. It's a first post thing and writing ahead of thinking thing. Don't know why I took it that personally.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on April 23, 2017, 05:39:51 am
Startup script needs to be created first, and then you choose it when you create your server. The script then configures swap file, downloads and runs Remote server container. This takes some time so if you try to connect right after creating a server, it will fail, as well as you won't see DF process and even a Docker container if you SSH to the server right after creating it (this is also mentioned on my website btw).

Thanks for pointing out that the required libraries link is broken.

Overall, while I appreciate the effort on providing instructions how to run Remote server without Docker, it's completely not required in most cases. Recently I (for different reasons) tried starting a server on Digital Ocean, Vultr and Amazon Lightsail and can guarantee that it works - just create a server supplying the provided startup script, wait, and connect. If it doesn't work, just contact me and I'll help and most important fix the documentation if needed.

I somehow removed instructions how to set a password for your server when using Docker, I'll update the docs soon to include this.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: UrulKahtrum on April 23, 2017, 05:54:27 am
Startup script needs to be created first, and then you choose it when you create your server. The script then configures swap file, downloads and runs Remote server container. This takes some time so if you try to connect right after creating a server, it will fail, as well as you won't see DF process and even a Docker container if you SSH to the server right after creating it (this is also mentioned on my website btw).

Thanks for pointing out that the required libraries link is broken.

Overall, while I appreciate the effort on providing instructions how to run Remote server without Docker, it's completely not required in most cases. Recently I (for different reasons) tried starting a server on Digital Ocean, Vultr and Amazon Lightsail and can guarantee that it works - just create a server supplying the provided startup script, wait, and connect. If it doesn't work, just contact me and I'll help and most important fix the documentation if needed.

I somehow removed instructions how to set a password for your server when using Docker, I'll update the docs soon to include this.
Sure. Thanks for your time!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on May 22, 2017, 06:05:57 pm
Remote has been updated with support for DF/DFHack 0.43.05-r1
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Leelu on July 10, 2017, 11:52:58 pm
Hi Mifki,

Is there any plan for sound in the game?  It feels a bit empty without any audio, and of course it's a lot easier to catch unforeseen activities when the sounds of swords clashing interrupts you.

Thanks!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on July 11, 2017, 04:31:51 am
Hi Mifki,

Is there any plan for sound in the game?  It feels a bit empty without any audio, and of course it's a lot easier to catch unforeseen activities when the sounds of swords clashing interrupts you.

Thanks!

Hello,

Yes, sound support is planned. I personally have never played with sound and probably I can't understand its importance, so it wasn't high priority (there's still a lot of other things to do). I'll consider working on it sooner now that more people are asking about it.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: SatelliteOfLove on July 12, 2017, 03:35:38 pm
I play with sound quite a bit, as the sounds often clue me in on events I'd otherwise miss.  +1 vote for sound.

And mifki, thanks so much for this application!  It's been very nice for when I'm burning time on the go.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Imic on October 12, 2017, 06:50:24 am
 :o
 :o
 :o
 :o
YAAAHS
I CAN PLAY DF MORE NOOOW
I BE OFFERS TO BE GETTIN THIS
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jaylla on June 01, 2018, 08:56:15 am
Any idea when this will be updated for new version?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: SatelliteOfLove on July 07, 2018, 07:25:16 am
Not to speak for Mifki, but I do know that he's been very busy/productive lately with another project (look at his dev blog).  Hopefully he'll have time to return to DF Remote after that is complete  :)

I know I've been waiting anxiously for an update myself, as I really want to play with the new features using Mifki's UI.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on July 07, 2018, 07:29:27 am
remember, df ios is built on top of dfhack. no dfhack for new df, no updates.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on July 07, 2018, 08:22:09 am
Right. For example, the data structures behind the new Civs/World Info screen are still unknown, so even if I added support for the new version, the most interesting new features wouldn't be available anyway.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: lethosor on July 07, 2018, 08:38:34 am
Are you talking about raids or the screen itself? The screen is mostly fixed in terms of layout as of 0.44.11-beta1, at least.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: SatelliteOfLove on July 07, 2018, 12:46:57 pm
Right. For example, the data structures behind the new Civs/World Info screen are still unknown, so even if I added support for the new version, the most interesting new features wouldn't be available anyway.

That makes sense.  Thanks for clarifying.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on July 07, 2018, 07:20:08 pm
Are you talking about raids or the screen itself? The screen is mostly fixed in terms of layout as of 0.44.11-beta1, at least.

Correctly laid out bunch of pointers to unknown structs is not very useful.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: LoSboccacc on July 08, 2018, 02:30:51 am
Are you talking about raids or the screen itself? The screen is mostly fixed in terms of layout as of 0.44.11-beta1, at least.

Correctly laid out bunch of pointers to unknown structs is not very useful.

Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: JimiD on December 31, 2018, 05:58:19 am
This is a great app, it’s enabled me to play DF again.  The option to subscribe to a server through the app is genius. All works so smoothly.

I couldn’t see how to set up the direction on archery targets.  Ended up moving the save to PC to reset the direction.  In hindsight I could just have reorientated the archery range to the default direction, and left it at that.

I hope this gets updated to the later versions of DF, but understand that this takes no small amount of effort.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on January 02, 2019, 05:39:06 pm
This is a great app, it’s enabled me to play DF again.  The option to subscribe to a server through the app is genius. All works so smoothly.

Thanks!

I couldn’t see how to set up the direction on archery targets.  Ended up moving the save to PC to reset the direction.  In hindsight I could just have reorientated the archery range to the default direction, and left it at that.

Ooooops. It was there, probably I broke it at some point.

I hope this gets updated to the later versions of DF, but understand that this takes no small amount of effort.

Yeah, now that DFHack  0.44.12-r2 is finally available, support for it is expected very soon.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Eft on July 14, 2019, 10:30:57 am
I love dfremote but I’m also having trouble setting the direction on things like whaterwheels and screwpumps. I just wanted to make sure I wasn’t missing something.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Perhirmor on August 04, 2020, 12:56:12 pm
Anyone tried play this on any iOS emulator for Android?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: jaylla on September 04, 2020, 07:51:07 pm
Anyone know if this will be updated to support newer versions of Dwarf Fortress? Doesn't seem like it's been updated in a while.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on December 17, 2020, 07:27:22 pm
It will, eventually.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: Stokeling9701 on March 12, 2021, 09:45:29 pm
Is there anything that can be done with a server subscription error or is there no longer any support for this?
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: blackhamster on March 23, 2021, 04:47:40 am
The subscription works perfectly for me.
Please add the newest DF release, I do want to build some guilds!
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: mifki on December 22, 2022, 10:16:28 pm
Just letting you know and update for DF Remote will be released in the next 2-3 weeks (hopefully sooner), bringing support for the latest iOS versions and DF 0.47.05. Sorry this took so long.
Title: Re: [Released] Dwarf Fortress Remote for iOS
Post by: AshFire on December 24, 2022, 09:07:07 pm
Finally! Thank you very much. Still the best way to play even with Steam version out.