Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: joelpt on May 20, 2009, 03:42:09 am

Title: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on May 20, 2009, 03:42:09 am
(http://joelpt.net/quickfort/images/hammer48.png)Quickfort 2.04

> Quickfort download & user manual (http://joelpt.net/quickfort)
> Changelog (http://joelpt.net/quickfort/#changelog)
> Community submitted blueprints archive (http://www.mediafire.com/df_qfcommunity)



> See what's new in Quickfort 2.04 (http://www.bay12forums.com/smf/index.php?topic=35931.msg3327999#msg3327999) (minecart tracks!)

Quickfort 2.x is a utility for Dwarf Fortress, built with Python and AutoHotKey, that helps you build fortresses from "blueprint" spreadsheet files (.CSV, .XLS, and .XLSX files supported). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple blueprints to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments). These blueprints can also be repeated, rotated, and flipped on the fly. Support for on-the-fly build instructions and aliases also make Quickfort a useful general macroing tool.

Quickfort 2 works on Windows and Linux/OSX/(anything that runs Python). The Windows version includes a minimalist GUI. The command-line qfconvert utility can be used on any OS that runs Python to generate DF macros from blueprints.

Quickfort 2 has been tested on Dwarf Fortress versions v0.34.10, v0.31.25, and v0.28.181.40d14. DF macros are only supported in DF v0.31.25+.

Original idea and initial codebase from Valdemar's designator.ahk script (http://www.bay12games.com/forum/index.php?topic=1428.0).

Download the latest version of Quickfort here (http://joelpt.net/quickfort). AutoHotkey/Python need not be installed for Windows users. Non-Windows users need to have Python installed.

You can also download community submitted Quickfort blueprints (http://www.mediafire.com/?oujvalbb0sggp).

With Quickfort, you can turn spreadsheet files like these

(http://joelpt.net/quickfort/images/qf-bedrooms-dig.png) (http://imgur.com/ohxc7.png) (http://i.imgur.com/0SDzs.png)

into something like this.

(http://i.imgur.com/A9Fiw.png)


A brief video of Quickfort 2.00 in action versus Quickfort 1.11 (http://www.youtube.com/watch?v=gjohyKpf2Dg)

FEATURES

Let me know what you think!

Also check out Quickfort-related tools (http://joelpt.net/quickfort/#links).
Title: Re: Quickfort construction tool
Post by: Rhodan on May 20, 2009, 05:37:46 am
This looks amazing!  I'm so going to try this once I get home.
It's going to be so nice to just design and perfect a bunch of basic workshop configurations, saving a lot of time and effort setting up a new fort.
Title: Re: Quickfort construction tool
Post by: Hishan on May 20, 2009, 05:42:19 am
This has amazing potential, I wonder If it can be applied to constructing walls? Either way, I will definately test this
 
  The only issue I can see is that because its written for AHK, it will be quite slow at designating in comparioson to other similar tools, the DTil digger for example. But because you can do a lot more with this program in comparison
Title: Re: Quickfort construction tool
Post by: Volfram on May 20, 2009, 09:22:50 am
The far-right image, he's making bedrooms and increasing their size by 1, so I suspect it could be applied to walls.

bCwuuuu... ah, i see.
Title: Re: Quickfort construction tool
Post by: DennyTom on May 20, 2009, 11:21:31 am
You have struck awesomeium! Praise joelpt!

I like idea of CVS stack or one CVS that can incorporate whole building process but I see problem when using it - each building phase must be completed before starting another one and this needs players input.
Title: Re: Quickfort construction tool
Post by: Rhodan on May 20, 2009, 11:38:18 am
Perhaps the ability to load a single .CVS containing the entire blueprint, with a prompt between the various stages?
Is it possible to record a movie of the auto-designating in DF?  I've never fiddles with movies before so I wouldn't know, but it'd be great for showing of the program's capabilities.

Edit: It doesn't seem to work with 40d11, as I don't use a qwerty keyboard and 40d11 treats keypresses differently I think.  I'll try with the regular version of DF.
Edit 2: Bah, it doesn't work with the regular version either.  It gets the letters right, but the > and < symbols are in odd places so it misses those.  I'll try reassigning the keys in DF.
Title: Re: Quickfort construction tool
Post by: joelpt on May 20, 2009, 01:58:59 pm
@Rhodan - For an "embark workshops" example, check out the embarking-*.csv files in the Examples/General folder.

It should be working fine with 40d11 (it's what I used during development) but I'm sure it'll have problems if you use custom keybindings in DF, which if I read you correctly is your situation. Please let me know if (how) you get this resolved.

I'll make a short demo movie a bit later; I think I'll do it as a Youtube video instead of a DF movie since the construction has to happen in phases anyway.


@Hishan - Yes, it can do walls and such (Cw,Cw,Cw) - pretty much anything in the designate, build, place and query menus should work. Resizable stuff is also supported with a special sizing syntax: ga(2x4) for a drawbridge, for example, or f(10x10) for a food stockpile. You can even do stuff like "take from stockpile" with a bit of cleverness.

You are right, this will definitely be slower than the memory-based tools, though I've optimized away several classes of keystroke inefficiencies (e.g. "{Right}{Left}" becomes ""), which helps the playback speed dramatically.


@DennyTom/Rhodan - I am still considering the "all phases in one CSV" idea. The interface would probably be something like "choose CSV file", then repeated "select which phase to execute" prompts. The major argument in favor of separate files is that an "all in one" CSV could get very cluttered and hard to edit, with all that data packed into each cell. Having multiple CSVs also gives some advantages in editing, like being able to Ctrl-Tab through several open CSVs to visually compare placement of stuff.
Title: Re: Quickfort construction tool
Post by: Rhodan on May 20, 2009, 03:52:23 pm
The issue is that I have a different keyboard, since I'm in Belgium.
Regular DF treats my keyboard strangely, it takes the letters in azerty mode, but reads symbols in qwerty mode.  So when I press 'a', I get an 'a' in the game, but to get an '<' in the game I have to press the button where '<' would be on a qwerty keyboard.
DF 40d11 treats my keyboard as being fully qwerty, so I have to press 'a' to get a 'q' and vice-versa.  This is not too hard as lots of games do that.

The problem is that Quickfort sends "You pressed button 'a'" to DF, resulting in a 'q' in version 40d11 and an 'a' in the regular version.
So the regular version would work, except that it still sends the wrong '<' symbol.

I managed to solve this by remapping the keys in DF itself so they are on the right spot, Quickfort works perfectly now.
Title: Re: Quickfort construction tool
Post by: Mephansteras on May 20, 2009, 04:07:06 pm
Huh. Looks very interesting. I'll have to give this a try at some point. Not in the next week, though, as I'll be off camping for the next 5 days.
Title: Re: Quickfort construction tool
Post by: Journier on May 21, 2009, 11:01:46 am
who wants to be the first person to design an entire fortress and upload it.

quick quick. i wanna not have to tire myself with designing bedrooms for 120 dwarfs anymore.
Title: Re: Quickfort construction tool
Post by: Lesconrads on May 21, 2009, 12:26:50 pm
Hmh :(... linux... pleeeeeeeeeeease :'(

Once more - a great tool designed that wants to lure me back to windows.
Title: Re: Quickfort construction tool
Post by: Tormy on May 21, 2009, 01:43:46 pm
Whoa...this is pretty amazing. Hats off, sir!  8)
Title: Re: Quickfort construction tool
Post by: Fermii on May 21, 2009, 05:51:47 pm
I am in the process of parsing this, beds, doors and all. I should have it by Saturday.
Spoiler (click to show/hide)
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 28, 2009, 03:30:55 am
Looks nice, I'm gonna try this out.  Too bad there's no way to specify floor tiles/colors.

joelpt:  what graphics set are you using?  And where can I get it?
Title: Re: Quickfort construction tool
Post by: LegoLord on May 28, 2009, 04:10:05 pm
Looks like the Mayday Pack.

Anyway, this sounds like a great tool for designing large, spiral staircases (man I love those things). 

sun2design.com is safe for work, right?  I only ask because there have been utilities available on NSFW sites, like the site finder (at least that's what the wiki said about its site.  Took its word for it and was too paranoid to verify).
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 28, 2009, 05:18:33 pm
Looks like the Mayday Pack.

Anyway, this sounds like a great tool for designing large, spiral staircases (man I love those things). 

sun2design.com is safe for work, right?  I only ask because there have been utilities available on NSFW sites, like the site finder (at least that's what the wiki said about its site.  Took its word for it and was too paranoid to verify).

Doesn't look like mine...Maybe it's time for an update.

If you click on the link, it immediately downloads the file, so no NSFW worries (at least, it does that for me on Firefox).

EDIT:  guess it IS mayday.  I was using v13, looks like they're up to 18.  Has anyone made any of these?  I'm thinking about the next fort and placing bedroom floors/workshop floors.  It would be nice not to have to do it myself.
Title: Re: Quickfort construction tool
Post by: joelpt on May 28, 2009, 10:09:40 pm
sun2design.com is totally SFW.

The graphics set is from the Mayday pack from http://mayday.w.staszic.waw.pl/df.php. I then replaced the character set in Mayday with this one http://dwarf.lendemaindeveille.com/images/3/3c/Belal_Smooth_Walls.png
Title: Re: Quickfort construction tool
Post by: joelpt on May 28, 2009, 10:22:47 pm
Anyway, this sounds like a great tool for designing large, spiral staircases (man I love those things). 
Check out the screw pump tower examples. Should be doable with a multilevel blueprint and QF's repeat function.
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 01:36:39 am
Anyway, this sounds like a great tool for designing large, spiral staircases (man I love those things). 
Check out the screw pump tower examples. Should be doable with a multilevel blueprint and QF's repeat function.

Ah, so that's where the examples were hidden (in the actual quickfort folder, for the slow people like me).  Is there a file repository of other builds people have done?
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 02:16:05 am
Not yet, but it's a good idea. Nobody has posted any blueprints for it yet.
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 04:07:29 am
Hmm, having a bit of trouble with the Quickfort tool, the shapes aren't working right in the digger (neither mine nor the examples).  Does it matter what the key bindings are?  I'm using the latest and greatest of Mayday's tileset, but I don't think the bindings are changed at all.
Title: Re: Quickfort construction tool
Post by: Belal on May 29, 2009, 01:17:22 pm
sun2design.com is totally SFW.

The graphics set is from the Mayday pack from http://mayday.w.staszic.waw.pl/df.php. I then replaced the character set in Mayday with this one http://dwarf.lendemaindeveille.com/images/3/3c/Belal_Smooth_Walls.png

I thought those walls looked familiar,  I don't know why you are getting lineup issues though on some of your walls, I thought I had all of them fixed, does it look like that in game as well?

Also nice job on the quickfort tool, I will definitely use it for my next fort, it sure beats coding auto hotkey rooms by hand, which is what I had been doing for my bedrooms!
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 03:20:24 pm
Hmm, having a bit of trouble with the Quickfort tool, the shapes aren't working right in the digger (neither mine nor the examples).  Does it matter what the key bindings are?  I'm using the latest and greatest of Mayday's tileset, but I don't think the bindings are changed at all.
The key bindings should be at the DF defaults.

Can you describe what exactly isn't working right?

Try running the Examples/General/bedroom-dig.csv blueprint, then post the contents of the debug.txt from your Quickfort folder here.
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 03:23:56 pm
I thought those walls looked familiar,  I don't know why you are getting lineup issues though on some of your walls, I thought I had all of them fixed, does it look like that in game as well?
Not sure what you're referring to with lineup issues. Can you be more specific?

The screenshots in the original post are in-game footage.

Loving the tileset BTW.

EDIT: I think I know what you are referring to. I had my ingame resolution set at 1264px wide, with a 79 wide GRID. What I didn't realize is that DF enforces an 80 wide minimum for GRID. Consequently the 16px-wide tiles were getting scaled down.
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 04:04:56 pm
Someone wanted a video of it in action; here you go (http://www.youtube.com/watch?v=Bk47h864sWw). I haven't bothered explaining how to use it, cos the readme does all that for you. Here are the steps I used to create it, anyway:

1) Make a csv file following the instructions in the readme. It has a #dig in the first line and a ton of "d"s all over the place.
2) Run Quickfort.
3) Follow the instructions in the tooltip that appears on my mouse.

That's it!

Couple of bugs or suggestions for improvement, though - running the game in windowed mode, the tooltip doesn't display very well. It flickers like a mofo and disappears if you leave the mouse still.

Also the tooltip seems to vanish completely once you've finished executing a script. Quickfort's still open and still works fine, but the tooltip with the instructions has vanished.

Other than that, HOLY CHRIST THIS IS THE BEST THING THAT HAS EVER HAPPENED TO THIS GAME.
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 04:19:56 pm
Someone wanted a video of it in action; here you go (http://www.youtube.com/watch?v=Bk47h864sWw). I haven't bothered explaining how to use it, cos the readme does all that for you. Here are the steps I used to create it, anyway:
Nice :) Thanks for doing that.

Note I'm the creator (joelpt) rather than Jhoosier (according to the video's description). I think you probably got Jhoosier because the forum link in the video's description goes to the second page of this thread.

Quote
Couple of bugs or suggestions for improvement, though - running the game in windowed mode, the tooltip doesn't display very well. It flickers like a mofo and disappears if you leave the mouse still.
Interesting. I'd had a similar problem during initial coding but had accommodated for that. The tooltip doesn't flicker here.

If the tip is above a window other than the DF window, does it still flicker?

Quote
Also the tooltip seems to vanish completely once you've finished executing a script. Quickfort's still open and still works fine, but the tooltip with the instructions has vanished.
Yeah that was kind of by design - I figured you don't necessarily want the tooltip showing all the time "in between" QF runs. Instead I put some instructions in the "run completed" popup box.

Perhaps a better approach would be to have a "toggle tooltip visibility" hotkey.

Quote
Other than that, HOLY CHRIST THIS IS THE BEST THING THAT HAS EVER HAPPENED TO THIS GAME.
8)
Title: Re: Quickfort construction tool
Post by: Jurph on May 29, 2009, 04:26:22 pm
So then I guess the next thing to do is to create a repository of shapes like:
- All of the odd-sized circles starting at about diameter 9
- All of the big fractal bedroom complexes
- Some compact industry pods to allow you to "tack on" a clothing/glassworking/food/metal industry with a few keystrokes (think of an RTS: when you want a barracks you hit the "b" key for build and then "b" for barracks, and poof!)
- Some egregiously complex noble housing
- Dining rooms, dining rooms, dining rooms
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 04:26:34 pm
I fixed that problem with the description before I published it, but youtube takes its sweet time getting updates down the pipe :(
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 04:27:37 pm
I fixed that problem with the description before I published it, but youtube takes its sweet time getting updates down the pipe :(
Haha :)

I linked to the video in the original post on this thread.
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 04:31:03 pm
If the tip is above a window other than the DF window, does it still flicker?
Nope, not even other stuff using the overlay like windows media player.

I'm still using 40d though, so perhaps some of the updated display code in 40d11 fixes this issue? I'll download it and have a go :)

EDIT: No dice on 40d11 fixing it. I'm using a Geforce 9800GT with the latest drivers and WinXP if that makes any difference.
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 04:35:21 pm
One request for an additional feature, too - being able to assign a start point in the file. The % character or something. You'd just need to add commands to get from the % to your corner of choice before you started printing.

I say this because for designs like the one in the film, you want to start with the cursor in the centre rather than a corner (trying to line it up with a set of stairs you've dug down would be a bit of a chore, otherwise).
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 04:47:11 pm
Quote from: Xinael
I'm using a Geforce 9800GT with the latest drivers and WinXP if that makes any difference.
I'll try running it on my girlfriend's XP box later which has an 8800GT in it.

One request for an additional feature, too - being able to assign a start point in the file. The % character or something. You'd just need to add commands to get from the % to your corner of choice before you started printing.

I say this because for designs like the one in the film, you want to start with the cursor in the centre rather than a corner (trying to line it up with a set of stairs you've dug down would be a bit of a chore, otherwise).
Good idea. Look for it in the next version.
Title: Re: Quickfort construction tool
Post by: LegoLord on May 29, 2009, 05:52:29 pm
Okay.  Gonna try this.  I have to say, getting large areas planned out at the beginning tend to be what discourage me early on in a lot of forts, so I think this will be very helpful.
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 08:01:03 pm
Someone wanted a video of it in action; here you go (http://www.youtube.com/watch?v=Bk47h864sWw). I haven't bothered explaining how to use it, cos the readme does all that for you. Here are the steps I used to create it, anyway:
Nice :) Thanks for doing that.

Note I'm the creator (joelpt) rather than Jhoosier (according to the video's description). I think you probably got Jhoosier because the forum link in the video's description goes to the second page of this thread.



Yeah, don't give me credit for anything, I just post here.

Here's the debug of the bedroom-dig you asked for:

Spoiler (click to show/hide)

Incidently, I downloaded a fresh copy of DF, and the csv I made myself worked fine.  But trying it on v13 and v18 of the Mayday pack doesn't work at all.  It kinda looks like when your printer jams and it prints a whole page on 3 lines.  I tried changing the key bindings back to the default (the only changed ones were z-level changes from <> in default to /* in one set or home/end on another - but there's no reason that should affect a 1-level plan like the bedroom example or my plan.  Hope the debug helps!  Please let me know what's wrong, I'm rather useless at programming.

Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 08:14:33 pm
Here are some files I've made with this; I was bored with revision :P

Example from the video:
Spoiler (click to show/hide)

A proper version of the above, with 3 sets of stairs in the middle
Spoiler (click to show/hide)

Placing doors and beds in the above (untested):
Spoiler (click to show/hide)

A noble room design I like, found here (http://www.bay12games.com/forum/index.php?topic=16901.msg163257#msg163257)
Spoiler (click to show/hide)

Left the furniture out cos I like to place that manually so it's good-quality.

These prove just how GODDAMN AWESOME this thing is. In DF it'd take about 5-10 minutes to get any one of these laid down. Making the noble file from scratch took less time than that cos I copied and pasted the two shapes over and over, and now I'll have to spend about 10 seconds to lay down any of these patterns in the future.

And this stuff is SMALL FRY compared to what this tool is capable of. 25-storey glass execution tower with a pit underneath in a few easy button presses? Yes, please!

All hail joelpt!
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 08:23:42 pm
Here are some files I've made with this; I was bored with revision :P
Try putting your example within [ code ] and [ /code ] tags (minus the spaces):

Code: [Select]
#dig
d,d,d
d,i,d
d,d,d

Makes em a little more 'readable'.
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 08:31:22 pm
Here's the Mario dining hall I made earlier: 
Spoiler (click to show/hide)
At least, I think it is, since I haven't really gotten to test it.  The overalls are dug out ramps below, meant to be made into a pond.  Up to you to figure out the plumbing.

I should start working on some of those fractal bedroom designs from the wiki.

Try putting your example within [ code ] and [ /code ] tags (minus the spaces):

Code: [Select]
#dig
d,d,d
d,i,d
d,d,d

Makes em a little more 'readable'.

But to made all of the spaces, it's necessary to have the commas, no?  If there were an easy way to upload the spreadsheet version, it would be easier on the eyes.  Until then, I guess we're just going to have to post grids or screenshots of the plans.
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 08:34:59 pm
Try putting your example within [ code ] and [ /code ] tags... makes em a little more 'readable'.
Not really; I tried that first, but rows with empty cells go all out of alignment anyway. It looks just as jumbled inside code as inside spoiler, and I decided I'd rather take up less vertical space ;)

The only way to see what they really look like, outside the game, is to paste them into a text file, save it as .csv, and open it using your favourite spreadsheet viewer.
Title: Re: Quickfort construction tool
Post by: lstutzman on May 29, 2009, 08:36:40 pm
I'm having the exact issue that Jhoosier is - Native 40d from Toady - QF works no problem - but when trying to use with the MayDay pack the script seems to compress into a couple of lines - not at all what we want.

I am using beyond compare to diff the mayday and native folder to try and puzzle out the difference - no luck yet.

Awesome tool, if I have to use it from native and then switch back to mayday I will.

BTW - I take it you're linking the AHK source in??

UPDATE: I used the native Init file with the native tileset - still not right at all, but definitely different results. Very mysterious
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 08:47:06 pm
I'd guess that it's some disparity in the init file - try comparing those specifically. I use Mayday 40d with KEY_HOLD_MS of 150 it works like a charm for me. Have you tried playing with that value?
Title: Re: Quickfort construction tool
Post by: LegoLord on May 29, 2009, 08:53:25 pm
But to made all of the spaces, it's necessary to have the commas, no?  If there were an easy way to upload the spreadsheet version, it would be easier on the eyes.  Until then, I guess we're just going to have to post grids or screenshots of the plans.
I think he means spaces made by hitting the space bar.  Either way, the code tags are a forum thing.  They line up all the letters and punctuation onto a grid so that it looks like those characters would in an ASCII art game.  They also make it easier to select and copy the text.
Title: Re: Quickfort construction tool
Post by: lstutzman on May 29, 2009, 08:55:17 pm
Yep - using MayDay 40d18 - newest with Key hold of 150 Ms - still no dice. I'm not giving up yet though.
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 08:55:48 pm
BTW - I take it you're linking the AHK source in??
Yep. Though the quickfort.ahk source file is included.
Title: Re: Quickfort construction tool
Post by: lstutzman on May 29, 2009, 09:03:03 pm
BTW - I got exactly the same Debug.txt results between native DF that worked fine, and the MayDay version that didn't - so you're code (obviously) isn't the issue. Damn those pretty graphics  ;D
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 09:05:54 pm
Regarding the key-sending problems:

It sounds like the down and/or left keys that QF is sending are somehow getting missed/ignored by DF. Looking at the debug.txt posted, the series of keystrokes that it meant to send is correct.

Could somebody post the direct URL to one of the "problem" DF packages that is not working right with QF?

I've got a few ideas of things to try, if I can reproduce the problem here.

Please try increasing DelayMultipler in QF's options.txt and see if you get any different results. Also try setting DisableKeyOptimizations = 1.

If you've got AHK installed, you might also try modifying quickfort.ahk, line 911, from

      SetKeyDelay, KeyDelay   

to

      SetKeyDelay, KeyDelay, 50

That'll cause it to hold the keys down for 50ms before releasing. Might help.
Title: Re: Quickfort construction tool
Post by: lstutzman on May 29, 2009, 09:07:37 pm
Here ya go

http://mayday.w.staszic.waw.pl/~mayday/upload/DFG18.zip
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 09:15:42 pm
Here ya go

http://mayday.w.staszic.waw.pl/~mayday/upload/DFG18.zip

Yep, I've got exactly this version, too.  If the Mayday pack is terminally broken with Quickfort, I think I'll lay out the fort (fractal bedroom floors, etc) in native and just not put in staircases to them until I'm ready.
Title: Re: Quickfort construction tool
Post by: joelpt on May 29, 2009, 09:21:03 pm
I've created a very simple repository for uploading and sharing Quickfort CSV files.

Here's the url: http://drop.io/quickfort

Pretty simple stuff, but it should work well enough for now. For packs/stacks of CSV files, please ZIP them together before uploading (and use distinctive names).

I'll add the link to the original post.
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 09:44:44 pm
Here's Valdemar's fractal room design (movie here http://mkv25.net/dfma/movie-252 (http://mkv25.net/dfma/movie-252))

dig:
Spoiler (click to show/hide)

build doors only:

Spoiler (click to show/hide)

Note the only stairs are a plus-shaped shaft in the center.  I don't really use the peripheral ones that much.

Haven't had a chance to test and see if it works perfectly, but once the technical issues get sorted, should be nice.
Title: Re: Quickfort construction tool
Post by: LegoLord on May 29, 2009, 09:46:01 pm
Okay, I'm having some problems.  I made a design for a 15 tile wide spiral staircase, and was spitting out spam when I ran the macro.  Upgraded from 40d8 to 4011, still have some problems, but the spam it spat out was different (it was consistent when I was using 40d8).  I had also tried the Obama example with both versions, but neither worked.  Just Obama spam (oh man why did I say that, I like Obama . . .).

Code: [Select]
#dig These are for a spiral taircase 15 spaces across.  The two floors shown are for the two different layouts that make the sequence work properly.  Produces a double helix.
,,,ddddddddd,,,#
,,ddddddddddd,,#
,ddddddddddddd,#
,ddddddddddddd,#
ddddddddddddddd#
sssssdddddddddd#
rrrrrdddddrrrrr#
ddddddddddsssss#
ddddddddddddddd#
,ddddddddddddd,#
,ddddddddddddd,#
,,ddddddddddd,,#
,,,ddddddddd,,,#
,,,,,ddddd,,,,,#
#>##############
,,,,,ddrsd,,,,,#
,,,ddddrsddd,,,#
,,dddddrsdddd,,#
,ddddddrsddddd,#
,ddddddrsddddd,#
ddddddddddddddd#
ddddddddddddddd#
ddddddddddddddd#
ddddddddddddddd#
ddddddddddddddd#
,dddddsrdddddd,#
,dddddsrdddddd,#
,,ddddsrddddd,,#
,,,dddsrdddd,,,#
,,,,,dsrdd,,,,,#
################
Title: Re: Quickfort construction tool
Post by: Xinael on May 29, 2009, 09:56:07 pm
LegoLord: That's not a proper CSV file or, rather, it's not a proper file for this script. Each tile in the file needs a , between it. , isn't a blank tile, it's a separator between tiles. d,d,d,d,d,d,d,d,d,d,d,d,d is a solid line of mined tiles with no gaps between them.

The easiest way by far to build these things is to use a spreadsheet program. If you don't have Excel you can try OpenOffice or Google Docs, both of which are free.
Title: Re: Quickfort construction tool
Post by: LegoLord on May 29, 2009, 09:58:30 pm
Oh, I had used excel.  I just copied it.  Thanks though, that probably is causing some of the problems.  There still is the issue with the files that came with it, though.

Edit:  Nope.  Changing the grid spaces with commas in them into blank spaces just seemed to change the spam.  Still not what I intended.  I noticed it will seem to run the cursor over a tile several times before moving elsewhere
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 29, 2009, 10:03:19 pm
Oh, I had used excel.  I just copied it.  Thanks though, that probably is causing some of the problems.  There still is the issue with the files that came with it, though.

Are you using a graphics package?  I and a couple others are having trouble with the Mayday set for some reason.  Run one of the basic bedroom digs and post the debug here for joelpt.
Title: Re: Quickfort construction tool
Post by: LegoLord on May 29, 2009, 10:25:13 pm
Only graphics I use are from the LEGO mod (which only includes raw directory files - no data directory files).

Here is the debug: 
Spoiler (click to show/hide)
Title: Re: Quickfort construction tool
Post by: joelpt on May 30, 2009, 04:00:54 am
OK, well after experimenting with the Mayday DF package that lstutzman posted, I too witnessed the 'playback' problems that were being described.

After some extensive fiddling I think I've got an updated version of Quickfort that will hopefully work for everyone. In the case of the Mayday version, the introduction of the KeyPressDuration option and increasing the DelayMultiplier seems to have fixed the playback problems on my test setup.

I suspect if you have a slower PC or run a large DF map, even larger values may be necessary. If in doubt, try doubling or even tripling the defaults. It appears that 40d can playback faster than 40d11. 40d11 also seems to be able to run faster with [G_FPS_CAP:100] and possibly [PRINT_MODE:PARTIAL:4] in DF's init.txt.

The downside is that the new version of QF will (by default) playback slower than version 1.0 -- but this is easily adjusted in options.txt. If QF was running flawlessly before for you (e.g. 40d users), try using lower values in options.txt for DelayMultiplier and KeyPressDuration.

Some new options have also been added to options.txt which control what keys QF will send for the various Dwarf Fortress cursor movement keys. For Mayday users, you will want to change the KeyUpZ and KeyDownZ options.

Download Quickfort 1.01 here. (http://sun2design.com/quickfort/Quickfort_1.01.zip)

1.01 (2009 May 30)
* New options in options.txt to improve compatibility with different DF versions and key bindings
* Auto cancel QF run if user switches away from DF window


Note that QF 1.0 users who upgrade to QF 1.01 must replace their old options.txt.

Please let me know if this fixes the playback problems on your setups.
Title: Re: Quickfort construction tool
Post by: Jhoosier on May 30, 2009, 04:58:29 am
Yay! New version!  And, it works, at least for me.  I set the delay multiplier to 100, and that seemed to do the trick (though it goes incredibly slow).  Weird, since I've got a fairly decent machine (Core2Duo 3GHz with 4GB RAM).

But still, I can make some tea if I set off a large dig or something.  I'll play with the settings, see if I can't find a happy medium.

Also, might I suggest changing the up/down z-level keys to be SHIFT+5?  That seems to be a default secondary key, and will allow those of us with custom settings a bit more leeway.

Here's a better version of Valdemar's fractal bedroom design:

dig:
Spoiler (click to show/hide)

build:
Spoiler (click to show/hide)

And here's the Raynard square fractal bedroom design (roughly 112 rooms requiring 116 doors):

dig:
Spoiler (click to show/hide)

build doors:
Spoiler (click to show/hide)

Hope these work.  I'd like to see someone's workshop designs sometime.
Title: Re: Quickfort construction tool
Post by: LegoLord on May 30, 2009, 06:51:54 am
It's mostly working for me now, but the cursor seems to jump a it a little after it is halfway done with the spiral staircase.  Then it turned out there was a space in front of one of the "d"s where it shouldn't have been.

Remember to check that you did not type a space into a grid box when using excel, if that grid box has a letter in it, if you have problems.

So it's working for me now.  Which means I will soon be designing plans for a large dwarven cruise ship.  It will be dwarven because it will be carved from stone  ;D
Title: Re: Quickfort construction tool
Post by: Xinael on May 30, 2009, 12:09:42 pm
God, I love this thing. My interest in Dwarf Fortress comes and goes, and this thing has reignited it with a passion. I'm dreaming up all kinds of uses for it :D
Title: Re: Quickfort construction tool
Post by: lstutzman on May 30, 2009, 12:37:38 pm
Super work - I will try 1.01 out this evening - can't wait!

Thanks very much
Title: Re: Quickfort construction tool
Post by: joelpt on June 04, 2009, 01:00:11 am
Hi folks, I've just posted a new version of Quickfort.

Download Quickfort 1.02 (http://sun2design.com/quickfort/Quickfort_1.02.zip)

This version includes a slightly reworked "UI", a new start-position option for blueprints, (hopefully) some fixes for 40d11/Mayday users, and more. Changelog snippet below. I think all of the requests made in this thread so far have now been addressed.

It looks like at least some of the trouble 40d11/Mayday users have seen was related to a simple typo bug relating to the mouse tooltip. This fix, coupled with new options for controlling the tooltip update frequency, should hopefully permit these users to use a much lower DelayMultiplier. My system worked with values as low as 20 on Mayday v18.

Let me know if anything broke!

Code: [Select]
1.02 (2009 June 3)
* Start position can now be specified in CSV file. See readme.txt for further
  details. Examples/Buketgeshud updated. (Xinael)
* Quickfort's tooltip now stays up all the time, but you can optionally hide it
  when not in placement or playback modes with the Alt+H hotkey (Xinael)
* The 'macro completed' popup has been removed in favor of the permanent tooltip
* Leading or trailing spaces within cells should no longer cause problems (LegoLord)
* Possible fix for flickering tooltip problem (Xinael)
* Possible speed improvement for 40d11/Mayday users (Xinael, Jhoosier)
* Z-level up/down default keybindings changed to Shift+5/Ctrl+5 for better
  compatibility (Jhoosier)
* Quickfort now emits a sound on playback completion (mutable in options.txt)

* New examples Examples/Tests/starting-location.csv and Examples/General/spiral-staircase.csv

Title: Re: [Quickfort] Version 1.03 released
Post by: joelpt on June 07, 2009, 09:22:25 pm
New version!

Download Quickfort 1.03 (http://sun2design.com/quickfort/Quickfort_1.03.zip)

Just some minor adjustments to 1.02.

Code: [Select]
1.03 (2009 June 7)
* start() position can now be overriden with Alt+Q/W/A/S.
* New option ShowOutOfWindowTooltip

Title: Re: [Quickfort] Version 1.03 released
Post by: MP2E on June 09, 2009, 01:45:21 am
Hey thanks for this program ;D I just got done experimenting with it, and had quite a lot of fun "blueprinting" my fort and getting it all set up :P
Title: Re: [Quickfort] Version 1.03 released
Post by: Valdemar on June 09, 2009, 04:52:21 pm
Wow, this is an excellent extension of my previous program. I've been developing version 3.0 of my program for a while now, but to be honest I lost interest recently. You've taken over nicely.

That being said, there are some tricks I've learned while writing my incomplete version 3.0. One is a way to send keys to Dwarf Fortress without it being in the foreground so you can work on other things in the meantime. The code is:
Code: [Select]
ControlSend,, [Keys go here] ,Dwarf Fortress

I also wrote a full GUI as well as a program (also in AHK) to generate CSV files from images, with each pixel corresponding to one entry in the spreadsheet. Here's my code (http://www.pindi.us/files/df/autodesig3.zip).

(http://www.pindi.us/files/df/autodesig3.png)

Here's a quick tour of the image processing GUI, probably the most complex part:

I don't have time to further develop this application to be ready for public release, but I hope the code will be useful to you in furthering the development of your version.

Thanks,
Valdemar
Title: Re: [Quickfort] Version 1.03 released
Post by: Ampersand on June 09, 2009, 04:59:10 pm
Valdemar,

I love you.

<3s,
Ampersand
Title: Re: [Quickfort] Version 1.03 released
Post by: bjlong on June 10, 2009, 09:36:41 pm
Been trying this out, and I'm having trouble. It looks like the program is skipping keystrokes. I'll try playing with the keypress duration and Delay multiplier some more, see if that helps. I'm working with Mayday version 18, on a (somewhat slow) laptop.

Title: Re: [Quickfort] Version 1.03 released
Post by: Vengeful Donut on June 11, 2009, 06:48:20 am
I remember at some point there was a utility that edits DF memory to just set the necessary tiles as designated. It was almost instant. Does anyone know what happened to that?
Title: Re: [Quickfort] Version 1.03 released
Post by: Valdemar on June 11, 2009, 03:10:12 pm
I remember at some point there was a utility that edits DF memory to just set the necessary tiles as designated. It was almost instant. Does anyone know what happened to that?
That was my auto-designation macro version 2.0. It was based off of Dwarf Companion, and updates to DF broke it. I tried unsuccessfully to fix it, but DC's tile edit API remained subtly broken. I think bartavelle is waiting for the next full DF release to update DC, so I'll try again when that happens.
Title: Re: [Quickfort] Version 1.03 released
Post by: Jhoosier on June 11, 2009, 11:25:22 pm
Been trying this out, and I'm having trouble. It looks like the program is skipping keystrokes. I'll try playing with the keypress duration and Delay multiplier some more, see if that helps. I'm working with Mayday version 18, on a (somewhat slow) laptop.



Man, it skips for me on a Core 2 Duo & 4GB RAM.  I set the delay to 50, and it printed the first bedroom fractal pattern fine but on the second one, the bottom half was offset 1 tile to the right.  Changed it to 70 and it works fine.  Takes a few of minutes, but it's the huge raynard fractal pattern, 110+ rooms.

To those of you who use this, please post your blueprints if you have something interesting.  I'd really like to how other people set up their forts (especially a workshop/stockpile floorplan spanning a few floors).

Title: Re: [Quickfort] Version 1.03 released
Post by: Vengeful Donut on June 15, 2009, 08:21:52 pm
Here are some blueprints I drew for this (http://mkv25.net/dfma/map-6033-rampartclinch) fort.
Spoiler (click to show/hide)
Title: Re: [Quickfort] Version 1.03 released
Post by: bjlong on June 15, 2009, 09:11:10 pm
It works now. BUT! I'm at a keypress duration of 50 and a Delay multiplier of 75.
Title: Re: [Quickfort] Version 1.03 released
Post by: shadow_slicer on June 17, 2009, 11:55:58 am
@Vengeful Donut:
I converted the images to #dig templates and put them up on the sharing site with a couple others in a "template pack".
Title: Re: [Quickfort] Version 1.03 released
Post by: Jhoosier on June 20, 2009, 05:39:21 am
@Vengeful Donut:
I converted the images to #dig templates and put them up on the sharing site with a couple others in a "template pack".

Yay.  I was just going to ask him to do that.  Now I'll have new room designs!  I've got a slick dining room swimming in my head, too.  It's gonna be ginormous.
Title: Re: [Quickfort] Version 1.03 released
Post by: Organ on June 20, 2009, 11:33:52 pm
The latest version of QF seems to not be packaged with the examples folder.
Title: Re: [Quickfort] Version 1.03 released
Post by: Praetyre on June 21, 2009, 12:59:19 am
Hmm.. I've encountered a strange problem. When I ask Google Spreadsheets to export to csv, it does so correctly, but renders it in this fashion:
Code: [Select]
#dig
d,d,d,,d,d,d,,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",#
d,d,d,,d,d,d,,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",#
d,d,d,,d,d,d,,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",#
,d,,,,d,,,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",#
,d,d,d,d,d,d,d,d,d,"d
",d,d,d,"d
",d,d,d,"d
",i,d,d,"d
",d,d,d,"d
",d,d,d,"d
",d,d,d,"d
",d,d,d,"d
",#
,d,,,,d,,,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",,,d,"
",#
d,d,d,,d,d,d,,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",#
d,d,d,,d,d,d,,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",#
d,d,d,,d,d,d,,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",,d,d,"d
",#
#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#

My intent is to construct a horizontal, 20-room, one hallway bedroom block with spaces between each room for going to possible additional blocks. This block is vertical.
Title: Re: [Quickfort] Version 1.03 released
Post by: loopoo on June 21, 2009, 07:46:57 am
I love quickfort, but couldn't you make an easier way to make blueprints? I hate using Excel cause the letters aren't perfect. The boxes are rectangular and end up confusing you, cause it makes gaps.

I'd love if you made some sort of GUI where you just Click in, or dig in (like in DF with the keyboard) the blueprint, then save it. It saves having to do all that annoying key pressing in Excel, just to find out you missed a few spots.

Would love this if someone did it. Right now i've made one blue print, but it's just too much hassle to make em, so I left it :x

A big black box that you can scroll around in, then you just designate it like in Dwarf Fortress. Using the keyboard and enter key. And it colours it in brown.

My only complaint about this is if the blue print went off the side of the screen, it would mess up.
Title: Re: [Quickfort] Version 1.03 released
Post by: DennyTom on June 21, 2009, 07:57:38 am
You can use some bitmap editor and convert *.bmp using GUI
Title: Re: [Quickfort] Version 1.03 released
Post by: Xinael on June 22, 2009, 02:29:29 pm
If you set the columns and rows to similar sizes you can get excel looking pretty good. From there you can use copy and paste to speed up your typing, especially if your design has repeated elements or tessellations. The thing you have to remember is that while it might take you a little while to make your blueprint, it's still going to quicker than trying to designate a complex design in DF.
Title: Re: [Quickfort] Version 1.03 released
Post by: Jurph on June 23, 2009, 07:15:03 pm
Oh man, now I've got to post a .BMP from my mega-dormplex as well.  I'll be back in a little bit. 
Edited to add three images (sub-dorm, rotated sub-dorm, and the megaplex with dining hall / storage area designated) :
Spoiler (click to show/hide)

Anyone feel like creating the following files for the masses?

circle-9.bmp
circle-11.bmp
circle-13.bmp
...
circle-33.bmp

Having all of the odd-diameter circles come standard with the program (or better yet, a "draw circle of diameter X" function) would be incredibly useful.
Title: Re: [Quickfort] Version 1.03 released
Post by: Im_Sparks on June 24, 2009, 02:46:18 pm
Excuse me gents, but could someone please be so kind as to make a quickfort-compatible version of this? I mean if it wouldn't be too much trouble for you..

Building 1
Spoiler (click to show/hide)
Building 2
Spoiler (click to show/hide)
Building 3
Spoiler (click to show/hide)

And this bedroom/dining room complex
Spoiler (click to show/hide)

If anyone's curious as to why, I'm making a dwarven "city", called "Fort Verona". It is going to be the source of my dwarven epic which will be possible in the next version with burrows. I can't tell you much about it other than that, but it will be epic, and have screenshots on every page. It's to entertain you and I over the summer.
Title: Re: [Quickfort] Version 1.03 released
Post by: Jurph on June 25, 2009, 06:56:37 am
Another quick contribution - some clover dorms and the four subdorm items in case you just want to line your halls with the subdorm wings.  The semi-circular room makes a nice barracks or dining hall.  The quarter circles are nice for storage.  I've left the 3x3 bedrooms unconnected; I typically dig out a few 3x7 and 7x7 rooms for wealthier occupants.

(http://i2.photobucket.com/albums/y34/Jurph/subdormNorth.jpg)(http://i2.photobucket.com/albums/y34/Jurph/subdormEast-1.jpg)(http://i2.photobucket.com/albums/y34/Jurph/subdormSouth.jpg)(http://i2.photobucket.com/albums/y34/Jurph/subdormWest.jpg)
(http://i2.photobucket.com/albums/y34/Jurph/CloverDorms.jpg)
Title: Re: [Quickfort] Version 1.03 released
Post by: L0rdSt3v3 on June 26, 2009, 08:43:45 am
I've got a problem with the blueprints from http://drop.io/quickfort#list/sort_by_name/order_by_asc/180 everytime I start quickfort and let it build something it moves some colums tiles away. at first i thought that it was a problem with the blueprints but it happens with nearly every blueprint.
Spoiler (click to show/hide)
Maybe someone can help me.
Title: Re: [Quickfort] Version 1.03 released
Post by: Angellus on June 26, 2009, 07:10:42 pm
Brilliant, I so love the way everytime I've been away for a while there is something brilliant and new!
Looks great, will use it once I start again :D

Maybe a manual for creating your own chamber files? It would make it far greater!
Title: Re: [Quickfort] Version 1.03 released
Post by: Xinael on June 27, 2009, 07:07:38 am
It's all explained in the readme. The clue's in the name.

And to all the people asking for blueprints, stop being so lazy :P
Title: Re: Quickfort construction tool
Post by: Koji on June 27, 2009, 07:40:39 am
Looks nice, I'm gonna try this out.  Too bad there's no way to specify floor tiles/colors.

joelpt:  what graphics set are you using?  And where can I get it?

http://mayday.w.staszic.waw.pl/df.php Comes pre-packaged, so there's no guesswork involved.
Title: Re: [Quickfort] Version 1.03 released
Post by: Angellus on June 28, 2009, 03:33:48 am
I have just tried my hand at this, but it goed straight towards the recording menu in DF, I thought it might be an error in my created csv, but I cannot find errors. I would appreciate help a lot.

Below is a link to the living pods I copied from the wiki, I set it up myself, so it can easily contain errors.

http://drop.io/quickfort/asset/living-pods-debugver-csv

Thanks.
Title: Re: [Quickfort] Version 1.03 released
Post by: Jhoosier on June 28, 2009, 09:23:06 am
I've got a problem with the blueprints from http://drop.io/quickfort#list/sort_by_name/order_by_asc/180 everytime I start quickfort and let it build something it moves some colums tiles away. at first i thought that it was a problem with the blueprints but it happens with nearly every blueprint.
Spoiler (click to show/hide)
Maybe someone can help me.

You need to change the DelayMultiplier in the options file.  I had this problem quite often, and it never went away til I changed it to about 75.  It's not the speediest, but it does faster than I can.
Title: Re: [Quickfort] Version 1.03 released
Post by: Im_Sparks on June 28, 2009, 12:25:19 pm
Excuse me gents, but could someone please be so kind as to make a quickfort-compatible version of this? I mean if it wouldn't be too much trouble for you..

Building 1
Spoiler (click to show/hide)
Building 2
Spoiler (click to show/hide)
Building 3
Spoiler (click to show/hide)

And this bedroom/dining room complex
Spoiler (click to show/hide)

Just wondering if you can fill this request. I'll change the images to blueprints.

Spoiler (click to show/hide)

Please keep in mind all my buildings are modular, so yeah.
Title: Re: [Quickfort] Version 1.03 released
Post by: Jurph on June 28, 2009, 02:24:59 pm
Just wondering if you can fill this request. I'll change the images to blueprints.

Check the Drop.io site.  I just uploaded "Jurph's Modular and Fractal Bedrooms Expansion Pack" which includes my Clover dorms, my Whiteoak dorms, and your requested modular rooms.  I added a few more variants to your room setup.  I named them as follows:

Zero - hallways only / no rooms
One through Four as requested
Hex - six 3x3 rooms with no connection to the exterior

I predict that you'll get the most mileage out of Hex because it's pretty trivial to drop a bunch of Hex rooms in and then manually add doorways where you want them.
Title: Re: [Quickfort] Version 1.03 released
Post by: Angellus on June 28, 2009, 05:07:45 pm
I have just tried my hand at this, but it goed straight towards the recording menu in DF, I thought it might be an error in my created csv, but I cannot find errors. I would appreciate help a lot.

Below is a link to the living pods I copied from the wiki, I set it up myself, so it can easily contain errors.

http://drop.io/quickfort/asset/living-pods-debugver-csv

Thanks.
Maybe I did something wrong? (I started the file while in dig mode, cursor at the wanted location.)
Title: Re: [Quickfort] Version 1.03 released
Post by: Im_Sparks on June 28, 2009, 08:53:50 pm
Just wondering if you can fill this request. I'll change the images to blueprints.

Check the Drop.io site.  I just uploaded "Jurph's Modular and Fractal Bedrooms Expansion Pack" which includes my Clover dorms, my Whiteoak dorms, and your requested modular rooms.  I added a few more variants to your room setup.  I named them as follows:

Zero - hallways only / no rooms
One through Four as requested
Hex - six 3x3 rooms with no connection to the exterior

I predict that you'll get the most mileage out of Hex because it's pretty trivial to drop a bunch of Hex rooms in and then manually add doorways where you want them.

GEE, THANKS MR. INTERNET!
Title: Re: [Quickfort] Version 1.03 released
Post by: Jurph on June 29, 2009, 07:06:37 pm
Oh man, now I've got to post a .BMP from my mega-dormplex as well.  I'll be back in a little bit.
Anyone feel like creating the following files for the masses?

circle-9.bmp
circle-11.bmp
circle-13.bmp
...
circle-33.bmp

Having all of the odd-diameter circles come standard with the program (or better yet, a "draw circle of diameter X" function) would be incredibly useful.


Went ahead and filled my own request.  The Drop.io now has my Circle Pack (circle11 through circle45) and my Large Diagonal Hallways (4- and 5-wide) for your entertainment.  Are there other fundamental shapes that I'm forgetting?

EDITED TO ADD: can whoever moderates the drop.io kill the earlier versions?  I had the "dig" and "not-dig" inverted.  Oof.
Title: Version 1.05 released
Post by: joelpt on July 01, 2009, 05:38:12 pm
Hey all,

New version time! :)

The main feature of the new version is much improved playback speed and reliability. I believe everybody who has had to use large values for DelayMultiplier and KeyPressDuration in the past should no longer need to do so; Quickfort should now be able to playback at near full speed for everybody.

When 40d12 was released, I gave it a spin with Quickfort and was dismayed to see playback go completely off the rails on my first test run.

After some experimention I found that a combination of disabling the shift-key optimizations (e.g. using Shift+Right to move cursor right 10) and changing AHK's key-sending method to SendEvent got things working right in 40d12.

But even better, I found that QF would now playback perfectly in all recent versions of DF with DelayMultiplier set to 1 and KeyPressDuration set to -1 (no delay)! Since the shift-key optimizations are now disabled by default, QF does have to send more keypresses, and this does slow things down. But since we can send keys much faster now, I find that overall playback speed (duration) is about on par with the best times QF 1.0 could attain.

I then read Valdemar's post suggesting the use of ControlSend, so that players could switch windows during playback and QF would still send keys just to the DF window. I tried it and was happy to find that ControlSend worked nearly identically to SendEvent as described above, with the extra benefit of tolerating window switching.

So in this version, you can set the SendMode in options.txt. By default it it set to ControlSend and DisableSafetyAbort=1 has also been set; the combination of these two settings will permit you to switch windows while QF playback is going. However I should note that using the Ctrl/Shift/Alt/Win keys during playback is not advised and can still mess up playback sometimes. I implemented some special handling to try and compensate for this, but it only works about 90% of the time.

I didn't post about version 1.04 in this thread, so I'm including release notes for both 1.04 and 1.05 here. Thanks to Organ for noticing the lack of examples in the 1.04 package  ::)

Code: [Select]
1.05 (2009 July 1)

* Big improvements to playback performance and reliability! Please update your options.txt.
* ControlSend send mode now makes window switching during playback possible (Valdemar);
  note pressing Alt/Ctrl/Shift/Win keys can still mess up playback sometimes
* DisableSafetyAbort now set by default since window switching is possible
* "Switch to DF window" mousetip now only shows once per run of QF

1.04 (2009 June 9)

* Added diagonal cursor movement optimization
* Fixed start() data from one blueprint carrying over to a subsequent blueprint w/o start()

Please let me know how this works for you -- especially you folks who've had to use very slow playback settings.
Title: Re: [Quickfort] Version 1.03 released
Post by: joelpt on July 01, 2009, 06:02:45 pm
I love quickfort, but couldn't you make an easier way to make blueprints? I hate using Excel cause the letters aren't perfect. The boxes are rectangular and end up confusing you, cause it makes gaps.

Check QF's readme.txt for a simple Excel macro you can use to automatically make the columns nice and uniformly narrow.  Makes reading and editing the blueprints sooo much easier.

Quote
I'd love if you made some sort of GUI where you just Click in, or dig in (like in DF with the keyboard) the blueprint, then save it. It saves having to do all that annoying key pressing in Excel, just to find out you missed a few spots.
Yeah that would be really cool, but it would be a lot of work, particularly if you wanted to represent all the different building phases. At this time though, I find Excel to be quite effective with the use of the aforementioned macro and other Excel tips (see readme.txt).

Title: Re: [Quickfort] Version 1.03 released
Post by: joelpt on July 01, 2009, 06:06:37 pm
EDITED TO ADD: can whoever moderates the drop.io kill the earlier versions?  I had the "dig" and "not-dig" inverted.  Oof.

Done.

What do you all think of including some of these contributions to the drop.io site in the Examples/ folder of future releases? I'm thinking stuff like the common shapes would be nice to have included.
Title: Re: [Quickfort] Version 1.05 released
Post by: Sourlout on July 02, 2009, 11:09:59 pm
Just wanted to drop a quick thanks.  Was playing with this tool last night and I absolutely love it.  Thanks for your effort!
Title: Re: [Quickfort] Version 1.05 released
Post by: Veroule on July 02, 2009, 11:31:12 pm
Since you mentioned D12, I thought I might suggest taking a look at the macro capabilities being added to DF.  The definition tags for them in the interface.txt is finialized as of D12.  The only macro specific change I have planned for D13 is to lower the repeat maximum from 1000 to 255.  It might be a nice addition to your utility to make it able to create the macro tags that a user could paste into the interface.txt.
Title: Re: [Quickfort] Version 1.05 released
Post by: joelpt on July 03, 2009, 01:24:50 am
Since you mentioned D12, I thought I might suggest taking a look at the macro capabilities being added to DF.  The definition tags for them in the interface.txt is finialized as of D12.  The only macro specific change I have planned for D13 is to lower the repeat maximum from 1000 to 255.  It might be a nice addition to your utility to make it able to create the macro tags that a user could paste into the interface.txt.
I was thinking about that too. QF already has a sort-of approximation of macros via its Alt+T 'command prompt' and aliases. But it would be much nicer to have it run natively in DF.

Though why are you lowering the repeat maximum? If anything, an increase (or even removing any practical maximum) would seem preferable from my perspective; this could enable players to stick their most used QF blueprints into DF macros regardless of size.
Title: Re: [Quickfort] Version 1.05 released
Post by: joelpt on July 03, 2009, 04:07:26 am
Though why are you lowering the repeat maximum? If anything, an increase (or even removing any practical maximum) would seem preferable from my perspective; this could enable players to stick their most used QF blueprints into DF macros regardless of size.

After thinking about this I'm guessing 'repeat maximum' isn't referring to the macro length limit. Never mind ;)
Title: Re: [Quickfort] Version 1.05 released
Post by: Angellus on July 03, 2009, 04:29:18 am
I would like to request someone to look at my 'living pods' macro I posted earlyer.
I am still experiencing problems with DF d12, ver. 1.05.

I follow this method:

start DF
start QF
Load Macro
<d>
place cursor (with keyboard)
<alt+d> or run

I always end up in the record screen for some reason :S
Title: Re: [Quickfort] Version 1.06 released
Post by: joelpt on July 03, 2009, 02:20:40 pm
1.06 is released. This is just a quick bug fix: the change to using ControlSend in 1.05 was causing the Z-up/down keys to not send properly (since they use modifier keys, which ControlSend seemingly cannot handle).

Code: [Select]
1.06 (2009 July 3)

* Fix KeyUpZ/KeyDownZ not working right when using ControlSend mode; QF will now
  simply switch to the DF window and send these keystrokes using SendInput as needed

http://sun2design.com/quickfort/Quickfort_1.06.zip (http://sun2design.com/quickfort/Quickfort_1.06.zip)
Title: Re: [Quickfort] Version 1.03 released
Post by: Jurph on July 03, 2009, 07:22:48 pm
What do you all think of including some of these contributions to the drop.io site in the Examples/ folder of future releases? I'm thinking stuff like the common shapes would be nice to have included.

You're welcome to use any of my contributions, and since you're doing the heavy lifting with the code, I'll be happy to chip in more simple shapes for folks who want a library to work from.  Maybe a selection of rhombuses (squares tipped on a 45 degree angle) since those currently require line-by-line designation?

Title: Re: [Quickfort] Version 1.03 released
Post by: joelpt on July 21, 2009, 06:09:49 pm
What do you all think of including some of these contributions to the drop.io site in the Examples/ folder of future releases? I'm thinking stuff like the common shapes would be nice to have included.

You're welcome to use any of my contributions, and since you're doing the heavy lifting with the code, I'll be happy to chip in more simple shapes for folks who want a library to work from.  Maybe a selection of rhombuses (squares tipped on a 45 degree angle) since those currently require line-by-line designation?
That'd be great. I think I'll look at the next version for potential inclusion of these common blueprints.
Title: Re: [Quickfort] Version 1.07 released
Post by: joelpt on July 21, 2009, 06:15:39 pm
New version 1.07! This version mainly fixes more issues resulting from 1.05's changes and other lingering bugs. QF should now work on all 40d versions of DF to 40d13.

I haven't looked into the non-English keyboard layout problem yet, because I know 40d12/13 have made some big changes in this area, with potentially more coming.

http://sun2design.com/quickfort/Quickfort_1.07.zip (http://sun2design.com/quickfort/Quickfort_1.07.zip)

Code: [Select]

1.07 (2009 July 21)

* "Safe" key-sending mode added in 1.06 now uses a slow version of SendPlay
  instead of SendInput; safe mode is also now used whenever a modifier key or
  capital letter needs to be sent (they don't work w/ ControlSend & SendEvent)
* Improvements to keeping DF window focused and accepting keystrokes
* With these changes Quickfort appears to be fully working on DF 40d-40d13
* Visualization (Alt+V) now returns cursor to where it was beforehand
* "Switch to the DF window" tip now only shown when DF isn't active at QF start




Title: Re: [Quickfort] Version 1.07 released
Post by: Nalbir on July 29, 2009, 03:46:30 pm
I am trying to make a auto-starcase but it messes up on the third floor, just goes to the bottom of the z axis and then does some weird last floor. Any idea's why its wrong?

Code: [Select]
#dig start(2;2;cursor at ud/down stairs)
u,d,u,#
d,i,d,#
j,d,j,#
#>,#
j,d,j,#
d,i,d,#
u,d,u,#
#>,#
u,d,u,#
d,i,d,#
j,d,j,#
#>,#
j,d,j,#
d,i,d,#
u,d,u,#
#>,#
#
Title: Re: [Quickfort] Version 1.07 released
Post by: joelpt on July 30, 2009, 11:52:27 am
I am trying to make a auto-starcase but it messes up on the third floor, just goes to the bottom of the z axis and then does some weird last floor. Any idea's why its wrong?
It was a bug in Quickfort. :) I've uploaded a new version that should hopefully take care of this problem -- for good this time :D

Code: [Select]
1.08 (2009 July 30)

* Yet another fix for safe sending mode; now using Send to send these keys.
* Alt+T will no longer retain start() setting from a previous .csv file

http://sun2design.com/quickfort/Quickfort_1.08.zip


Also, regarding your stairs blueprint: you could just make your blueprint two z-levels tall, and then use QF's Alt+R repeat function to repeat those two levels down as many levels as you want:

Code: [Select]
#dig start(2;2;cursor at ud/down stairs)
u,d,u,#
d,i,d,#
j,d,j,#
#>,#
j,d,j,#
d,i,d,#
u,d,u,#
#
Title: Re: [Quickfort] Version 1.08 released
Post by: Nalbir on July 30, 2009, 07:46:04 pm
Hello joelpt,

Thank you for the update, the multilevel is working correctly now past the 3rd level!!!

Extremely handing and very good program, ty.
Title: Re: [Quickfort] Version 1.08 released
Post by: Ryusho on August 02, 2009, 03:10:32 pm
Slight 'mistake' I think in the update, there are NO EXAMPLES in it >.< I was wanting the exploritory mining but I guess I need to make one myself for now, but oh well, Thanks for the awsome program for assisting with things such as consistant rooms and whatnot.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on August 02, 2009, 03:52:09 pm
Slight 'mistake' I think in the update, there are NO EXAMPLES in it >.< I was wanting the exploritory mining but I guess I need to make one myself for now, but oh well, Thanks for the awsome program for assisting with things such as consistant rooms and whatnot.
Woops! Fixed. No new version number, I just fixed the existing zip file already up on the site.

Also, you can do some simple exploratory mining with something like this:

Alt+T (QF command line), type: dig i
Alt+R (QF repeat mode), down, 10  (or however many z-levels you want)
Alt+D

That should dig a very simple vertical up/down staircase.
Title: Re: [Quickfort] Version 1.08 released
Post by: Angellus on August 30, 2009, 12:10:34 am
Bumping up something actually brilliant  ;D

I would like to see more work on this.
Title: Re: [Quickfort] Version 1.08 released
Post by: corvvs on August 30, 2009, 07:39:54 am
Bumping up something actually brilliant  ;D

I would like to see more work on this.

Er, is there still a point to this, since 40d14+ has the capability built in?
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on August 30, 2009, 08:27:29 pm
Er, is there still a point to this, since 40d14+ has the capability built in?

Well, 40d14+ can't convert a spreadsheet 'blueprint' to the necessary keystrokes to be pressed in DF to render said blueprint like Quickfort. 40d14+ just adds a facility to create keystroke macros of up to 100 chars in length (IIRC).

This new macro functionality may actually be something Quickfort could utilize in the future to control DF, rather than sending the keystrokes to the DF window. Though DF would first need to support much longer macros, and ideally have the ability to dynamically update its macros from an init file while DF is running.
Title: Re: [Quickfort] Version 1.08 released
Post by: corvvs on August 30, 2009, 10:37:32 pm
Point about the spreadsheet taken, but no need to update while running. Just write out a macro definition from the spreadsheet.

And macros can call other macros, so there shouldn't be a problem with length.
Title: Re: [Quickfort] Version 1.08 released
Post by: Anu Necunoscut on August 31, 2009, 08:10:49 am
This is ridiculously awesome.  You just removed 3/4 the frustration of starting a new fort.  Nicely done!

One tip for Open Office people--make sure when saving as a CVS to toggle the "Edit filter settings" checkbox.  Then, after clicking "Keep current format," highlight the " in the "Text Delimiter" box, and delete it, so nothing (not even a space) is present.  This will keep you from having to manually edit/replace out the "s that separate tiles in your spreadsheets.

Thanks again!
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on August 31, 2009, 12:18:58 pm
One tip for Open Office people--make sure when saving as a CVS to toggle the "Edit filter settings" checkbox.  Then, after clicking "Keep current format," highlight the " in the "Text Delimiter" box, and delete it, so nothing (not even a space) is present.  This will keep you from having to manually edit/replace out the "s that separate tiles in your spreadsheets.
Quickfort should be able to work with "s present in the spreadsheet tiles; it should strip those out before 'playing' your spreadsheet. Let me know if this isn't the case for you.
Title: Re: [Quickfort] Version 1.08 released
Post by: Veroule on August 31, 2009, 08:23:14 pm
40d14+ just adds a facility to create keystroke macros of up to 100 chars in length (IIRC).

Though DF would first need to support much longer macros, and ideally have the ability to dynamically update its macros from an init file while DF is running.
I am not quite sure where you got the idea that there is some size limit on the built in macros.  The only limits they have are technical ones like system RAM and OS file size limits.  You can make a 4 billion entry macro if you want.

Macros have been able to be loaded without closing DF since they were first introduced.  The Keybindings screen that provides a macro entry system can load and save the interface.txt anytime you want.  Probably not the easiest editting method, but that hasn't been the primary focus.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 01, 2009, 12:06:36 am
I am not quite sure where you got the idea that there is some size limit on the built in macros.  The only limits they have are technical ones like system RAM and OS file size limits.  You can make a 4 billion entry macro if you want.

Cool, I clearly misunderstood this post (http://www.bay12games.com/forum/index.php?topic=35931.msg632709#msg632709) :)

Quote
Macros have been able to be loaded without closing DF since they were first introduced.  The Keybindings screen that provides a macro entry system can load and save the interface.txt anytime you want.  Probably not the easiest editting method, but that hasn't been the primary focus.

Right; it's just that from the perspective of Quickfort, there's no real benefit to QF sending keystrokes in realtime into a DF macro entry vs. sending directly to the DF game proper. The need for QF to send keys to the DF window in any form is the part of QF most liable to breakage in new DF versions. Being able to dynamically update DF's macros through a file would enable me to do away with this key-sending entirely.


In any case, Quickfort doesn't really duplicate the functionality of DF's builtin macros or vice versa; they are different tools geared for different uses. Being able to store Quickfort's "played-back" keys output into DF macros for later use might come in handy though.
Title: Re: [Quickfort] Version 1.08 released
Post by: corvvs on September 01, 2009, 06:59:12 am

Right; it's just that from the perspective of Quickfort, there's no real benefit to QF sending keystrokes in realtime into a DF macro entry vs. sending directly to the DF game proper. The need for QF to send keys to the DF window in any form is the part of QF most liable to breakage in new DF versions. Being able to dynamically update DF's macros through a file would enable me to do away with this key-sending entirely.

I think there's something you're not getting...

Why would you send keystrokes into the game? All you have to do is edit a text file.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 01, 2009, 12:16:50 pm
Why would you send keystrokes into the game? All you have to do is edit a text file.

Mainly because Quickfort is designed around an "immediate mode" sort of approach to user interaction. You select the CSV blueprint you want to 'play back' with Quickfort while DF is running. This allows you to select your desired blueprints on the fly (without having to restart DF). Similarly you can create a new CSV blueprint or modify an existing blueprint in another app while DF is running, and then play it back immediately without a DF restart.

As I understand it, this approach is not possible by editing interface.txt; DF would have to be restarted between file edits.

Fortunately, the key-sending approach is now quite reliable on all current versions of DF, so I don't see much need to utilize the built-in macros at this time.


I think there's something you're not getting...

It doesn't seem like you have even tried running Quickfort. Perhaps you should do that, then you'd have a clearer understanding of how Quickfort works and what it's useful for.
Title: Re: [Quickfort] Version 1.08 released
Post by: corvvs on September 02, 2009, 05:28:52 am
Why would you send keystrokes into the game? All you have to do is edit a text file.

Mainly because Quickfort is designed around an "immediate mode" sort of approach to user interaction. You select the CSV blueprint you want to 'play back' with Quickfort while DF is running. This allows you to select your desired blueprints on the fly (without having to restart DF). Similarly you can create a new CSV blueprint or modify an existing blueprint in another app while DF is running, and then play it back immediately without a DF restart.

As I understand it, this approach is not possible by editing interface.txt; DF would have to be restarted between file edits.

Fortunately, the key-sending approach is now quite reliable on all current versions of DF, so I don't see much need to utilize the built-in macros at this time.


I think there's something you're not getting...

It doesn't seem like you have even tried running Quickfort. Perhaps you should do that, then you'd have a clearer understanding of how Quickfort works and what it's useful for.

As Veroule said above, DF can reread interface.txt without restarting... and I must have misread something you said earlier. Actually I know I did, because this doesn't make any sense to me:

Right; it's just that from the perspective of Quickfort, there's no real benefit to QF sending keystrokes in realtime into a DF macro entry vs. sending directly to the DF game proper. The need for QF to send keys to the DF window in any form is the part of QF most liable to breakage in new DF versions. Being able to dynamically update DF's macros through a file would enable me to do away with this key-sending entirely.

There's no benefit to doing something that will make the program less prone to breakage and less complicated? When I replied to this earlier I thought you were disagreeing with what I'd written above because of the first sentence - now that I'm rereading it I think you're agreeing with what I said above, except I guess you aren't...?
Title: Re: [Quickfort] Version 1.08 released
Post by: OneRaven on September 02, 2009, 11:48:57 am
Trouble!  :(

I made a small exploratory mining CSV, like so:

Rendered in notepad:
Code: [Select]
#Dig DiagExplore
d,,,,,#
,d,,,,#
,,d,,,#
d,,d,,#
,d,,d,#
,,d,,d#
,,,d,,#
,,,,d,#
,,,,,d#
#######

but running it gives me

Code: [Select]
d
 d
d d d
   ddd
    dd
    dd

with the final "d" still blinking to designate.

Trying the examples results in similar mangling.

I'm using 40d11, is that it?
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 02, 2009, 01:19:22 pm
As Veroule said above, DF can reread interface.txt without restarting...
Aha! That's what I missed. I didn't realize there was an actual 'load' option in the keybindings page.


Veroule - I notice there is a LOAD_BINDINGS macro command. Would there be any possibility of getting this macro command to execute in-game, regardless of the menu the player is currently in? Currently, it seems to have no effect outside of the keybindings menu (and within said menu it seems to start the macro 'paused').

I think Quickfort could still cause DF to reload the keybindings without that macro command (e.g. by sending Esc Down Down Enter L Space Space), but if that LOAD_BINDINGS command worked in-game that would be very slick.


There's no benefit to doing something that will make the program less prone to breakage and less complicated?

To rephrase my earlier thoughts -- if it ain't broke ;) Yes, the key-sending approach has had reliability problems, but I had been under the impression that it had finally stabilized and was working well for everyone. Unfortunately as you can see from OneRaven's post above, the key sending method is evidently still prone to problems.

One thing that I have been wanting to add to Quickfort is DFWall's material-selection capability. I'm not sure this could be accomplished while using DF macros for playback. Thoughts?

On the flip side, DF's macros could pave the way for a cross-platform Quickfort, which would certainly be appreciated by some.

Well, I'll do some experiments with the macro approach in the next while, and see if it can really stand in as an effective replacement for the key-sending method (DFWall-like features notwithstanding).
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 02, 2009, 01:36:27 pm
Trouble!  :(
I made a small exploratory mining CSV, like so:
(...)
Trying the examples results in similar mangling.

I'm using 40d11, is that it?
I don't think I've tried QF specifically with 40d11, but it could be the source of your problem, since I think DF's keyboard input code went through a major rewrite between 40d11 and 40d12 or so (I'm not remembering the specific versions offhand here).

If you're in a position to try running Quickfort under 40d16, please give that a go and let me know what happens. That should tell us whether the problem is 40d11 specific.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 02, 2009, 05:41:41 pm
Well, I'll do some experiments with the macro approach in the next while, and see if it can really stand in as an effective replacement for the key-sending method (DFWall-like features notwithstanding).

I did a simple manual conversion of Quickfort's key-string output (from one of the blueprint examples) to the DF macro format. It ran just fine in DF 40d16, especially after setting [MACRO_MS:1] in init.txt.

One obstacle with utilizing DF macros in this way is that the keystrokes in a .CSV blueprint (e.g. 'd' to mine) have to be translated to DF's corresponding named command (e.g. [MACRO:DESIGNATE_DIG:1]). Just using e.g. [MACRO:STRING_A100:1] to send ASCII char #100 'd' did not work.

The easiest solution is probably for Quickfort to read DF's interface.txt to discover these bindings. Though that could get a bit tricky since some players run multiple versions of DF on the same box, between which keybindings might vary.
Title: Re: [Quickfort] Version 1.08 released
Post by: corvvs on September 02, 2009, 11:38:35 pm
One thing that I have been wanting to add to Quickfort is DFWall's material-selection capability. I'm not sure this could be accomplished while using DF macros for playback. Thoughts?

Not at the moment - from what I've read it seems like Veroule and co. wouldn't mind adding stuff like that in but they've been told recently "no new features until the next release" :)

Basically it would require exposing a lot more of the internals to the macro processor.

Quote from: joelpt
On the flip side, DF's macros could pave the way for a cross-platform Quickfort, which would certainly be appreciated by some.

Well, I'll do some experiments with the macro approach in the next while, and see if it can really stand in as an effective replacement for the key-sending method (DFWall-like features notwithstanding).

I'm on Linux, which is why I haven't actually tried Quickfort yet. :P I've been following the thread since it started though, because it looked cool (same with the ultra site-finder). But when the macros got built in I said "oh, sweet! now I don't need to wait for QF" although you're right that it is easier to "draw" the fort than to write a macro from scratch.

I'm hopeful for good results from the experiment. :)
Title: Re: [Quickfort] Version 1.08 released
Post by: Veroule on September 03, 2009, 12:24:22 am
I think the problem with keysending that OneRaven had is more an issue with d11 then anything else.  40d11 was the first input rewrite, d13 was the second rewrite, and d14 finalized things.

I would suggest just using the default characters for the translation to commands, rather then going to the effort to parse the interface.txt.  I would also suggest that you save the DF macro format as an independent file, and let the user splice it into the interface.txt.  They may already have a macro at the number you would use.

I will consider adding a play macro file option for a future version.  Such an option would  load the file, execute the macro, and keep nothing of it in memory when done.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 03, 2009, 12:00:46 pm
I'm on Linux, which is why I haven't actually tried Quickfort yet. :P I've been following the thread since it started though, because it looked cool (same with the ultra site-finder). But when the macros got built in I said "oh, sweet! now I don't need to wait for QF" although you're right that it is easier to "draw" the fort than to write a macro from scratch.

I'm hopeful for good results from the experiment. :)

I'm currently thinking about turning the CSV-to-macro-keystrokes translation code into a library of some sort, then writing a simple CLI to access it. This should make porting to non-Windows simple enough, though of course the CLI wouldn't be quite as convenient to use as Quickfort's existing GUI. But I imagine it would be sufficient for Linux users.

Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on September 03, 2009, 12:28:36 pm
I would suggest just using the default characters for the translation to commands, rather then going to the effort to parse the interface.txt.

Well, I'm going to have to determine the character-to-command translations somehow, so I might as well just parse interface.txt to discover those mappings. Whether QF should read DF's own interface.txt, or instead just use a copy of interface.txt packaged with QF, I'm undecided.

For a CLI version of Quickfort, being able to specify the path to interface.txt on the command line would probably be wise.

Quote
I would also suggest that you save the DF macro format as an independent file, and let the user splice it into the interface.txt.  They may already have a macro at the number you would use.

That shouldn't be too big an issue, at least for the Windows version; I think a simple regular expression run against interface.txt should yield the info (last macro number used). And since it appears I can put comments in interface.txt, I could just surround the Quickfort-generated macro block with special delimiting comments in said file, and then search-and-replace that block whenever it needs to be updated.

Perhaps a bigger issue is determining an unbound keystroke to bind to the macro (which, at least in Windows, Quickfort would send to the game to initiate playback). Though with DF's apparent ability to accept any scancode or unicode key as a macro bind, I'm wondering if I can identify some keystroke that can be sent programatically to the DF window, which doesn't actually appear on physical keyboards (i.e. nearly impossible to conflict with a user's existing binds).

Are you aware of any such keystrokes offhand?

Quote
I will consider adding a play macro file option for a future version.  Such an option would  load the file, execute the macro, and keep nothing of it in memory when done.

If that feature was added, there would be little reason to manipulate interface.txt :)
Title: Re: [Quickfort] Version 1.08 released
Post by: Veroule on September 04, 2009, 02:22:43 am
If you can send any value you want then anything in the Unicode Private Use (0xE000-0xF8FF) range should always be available. http://www.unicodemap.org/

I am not entriely sure how SDL will behave with receiving such a character, but you can test it by trying to bind the value someplace.
Title: Re: [Quickfort] Version 1.08 released
Post by: jfsh on November 14, 2009, 05:05:33 pm
Just wanted to say that I just tried Quickfort out, and it is amazing.  So simple to use but so powerful - you did a really great job.  It definitely makes laying out the fort, building constructions, etc so much less painful!

So, thank you very much for a great utility.  ;D
Title: Re: [Quickfort] Version 1.08 released
Post by: hitto on November 14, 2009, 06:27:26 pm

One thing that I have been wanting to add to Quickfort is DFWall's material-selection capability. I'm not sure this could be accomplished while using DF macros for playback. Thoughts?

Since the game is paused when you're building anyway, just forbid the stone/materials you don't want used in the construction through the stocks screen? I find it easier to keep your material/wood stockpiles behind doors you can forbid at any time.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on November 14, 2009, 10:47:34 pm

One thing that I have been wanting to add to Quickfort is DFWall's material-selection capability. I'm not sure this could be accomplished while using DF macros for playback. Thoughts?

Since the game is paused when you're building anyway, just forbid the stone/materials you don't want used in the construction through the stocks screen? I find it easier to keep your material/wood stockpiles behind doors you can forbid at any time.

The locked-doors idea is a great one; I hadn't even considered it. I think this is probably a "good enough" substitute for the DFWall approach for the time being, so I won't be focusing on that.
Title: Upcoming changes to Quickfort
Post by: joelpt on November 14, 2009, 10:48:18 pm
I will be releasing a new version of Quickfort in the next little while, which has the added ability to repeat a blueprint in multiple directions -- making it easy to build a 10x10x3 cube of bedrooms, for instance.

In the slightly longer term, I am going to be recoding the core CSV-to-keystrokes part of Quickfort as a Python library. It will also support converting CSV blueprints into the new DF macro syntax. This will let both Windows and non-Windows players use Quickfort for their construction efforts.

I'm also going to take a crack at generating more optimized keystroke patterns to generate a given blueprint, instead of just using the simplistic left-to-right, row-by-row approach. This will make digging out a large square room very quick, for instance -- we'll just draw one large region from corner to opposite corner instead of going line by line. It should be an interesting task, and will use some simple pathfinding algorithms to do the job. Which seems only appropriate for a Dwarf Fortress utility :)
Title: Re: [Quickfort] Version 1.08 released
Post by: hitto on November 15, 2009, 03:31:58 pm

One thing that I have been wanting to add to Quickfort is DFWall's material-selection capability. I'm not sure this could be accomplished while using DF macros for playback. Thoughts?

Since the game is paused when you're building anyway, just forbid the stone/materials you don't want used in the construction through the stocks screen? I find it easier to keep your material/wood stockpiles behind doors you can forbid at any time.

The locked-doors idea is a great one; I hadn't even considered it. I think this is probably a "good enough" substitute for the DFWall approach for the time being, so I won't be focusing on that.

Hehe, it's the ol' "keep your bauxite PRECIOUSLY and RIGHT NEXT to a lonely far-away mechanic's workshop" trick, with only a bit more OCD involved (either designate all the stockpiles at the beginning of the fortress, or do the "big winter cleaning" when you have 60+ idlers!)
Title: Re: [Quickfort] Version 1.08 released
Post by: CobaltKobold on November 15, 2009, 09:02:36 pm
The easiest solution is probably for Quickfort to read DF's interface.txt to discover these bindings. Though that could get a bit tricky since some players run multiple versions of DF on the same box, between which keybindings might vary.
...uh...that doesn't seem easier at all :-| but then, I don't know your codebase.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on November 15, 2009, 09:28:09 pm
The easiest solution is probably for Quickfort to read DF's interface.txt to discover these bindings. Though that could get a bit tricky since some players run multiple versions of DF on the same box, between which keybindings might vary.
...uh...that doesn't seem easier at all :-| but then, I don't know your codebase.

If you're referring just to reading DF's own interface.txt -- as opposed to, say, QF having its own copy of said file and parsing that -- then you are probably right. Using a QF-local version makes the most sense, while offering the user the ability to specify a different location for the file via a command line argument.

If you're talking about parsing interface.txt at all, well, it's just because in order to produce an output using DF macro syntax, I need to know what to convert the keystroke commands from the CSV files into.

For example, this is taken from interface.txt in 40d16:

[BIND:DESIGNATE_DIG]
[KEY:d]

If a CSV blueprint contains cells with "d" commands in them, then I need to produce an output that looks something like this:

[BIND:MACRO1]
[SYM:F7]
[MACRO:DESIGNATE_DIG:1]

So, how should I determine that "d" cells in the CSV blueprint correspond to the "DESIGNATE_DIG" label on the output side? Somehow, I need to have a mapping of keys to macro command labels. This mapping is essentially what interface.txt contains.

The alternative would be to hand-code all the mappings. Compared to that, I think it'll be much simpler to just create an interface.txt parser, along with some special logic to handle multikey commands, e.g. "wu" to create a butcher's workshop (HOTKEY_BUILDING_WORKSHOP, HOTKEY_BUILDING_WORKSHOP_BUTCHER).

Note that the seemingly simpler alternative of sending the keystrokes straight through as [MACRO:STRING_...] commands does not work as one might like. It would be cool if this worked for "d" blueprint commands:

[MACRO:STRING_A100:1]   # decimal 100 = ASCII 'd'

Unfortunately this doesn't work; the STRING_ macro commands seem to be reserved exclusively for spots in the UI that actually take text input (e.g. naming stuff).


If there is a simpler alternative and I've just missed it do let me know ;)
Title: Re: [Quickfort] Version 1.08 released
Post by: CobaltKobold on November 15, 2009, 10:10:52 pm
ah...I was being a bit dunderheaded and not considering that people might futz with their format on the input spreadsheet. I was just referring to the output of your program.
Title: Re: [Quickfort] Version 1.08 released
Post by: shadow_slicer on November 15, 2009, 11:47:48 pm
In the slightly longer term, I am going to be recoding the core CSV-to-keystrokes part of Quickfort as a Python library. It will also support converting CSV blueprints into the new DF macro syntax. This will let both Windows and non-Windows players use Quickfort for their construction efforts.

I'm also going to take a crack at generating more optimized keystroke patterns to generate a given blueprint, instead of just using the simplistic left-to-right, row-by-row approach. This will make digging out a large square room very quick, for instance -- we'll just draw one large region from corner to opposite corner instead of going line by line. It should be an interesting task, and will use some simple pathfinding algorithms to do the job. Which seems only appropriate for a Dwarf Fortress utility :)


Are you talking about something similar to LinDesignator (http://www.bay12games.com/forum/index.php?topic=36928.0) (a cross-platform python library for CSV template-to-keystrokes which can output in the new DF macro format)?
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on November 16, 2009, 05:34:36 pm
Are you talking about something similar to LinDesignator (http://www.bay12games.com/forum/index.php?topic=36928.0) (a cross-platform python library for CSV template-to-keystrokes which can output in the new DF macro format)?

Yeah!! Nice work there. This is exactly the kind of thing I had in mind. I wasn't even aware of LinDesignator :)

I'll be watching your development on this and/or may use your code as a jumping-off point for some of the more advanced designation algorithms I mentioned in an earlier post (if you have no objections). Perhaps you'd also be interested in collaborating?

Once the Python component is stable (and it looks like you're pretty much there already) and feature-complete, I am going to rework the Windows-only Quickfort to utilize the Python component for the actual conversion backend. So Quickfort will just become a frontend to the (multiplatform) converter.

Again, nice work.
Title: Re: [Quickfort] Version 1.08 released
Post by: shadow_slicer on November 17, 2009, 09:42:42 pm
Thanks.
I'm actually not doing that much work with LinDesignator anymore. The last update made it output in the DF macro format as opposed to sending key presses to the DF window. Currently I'm working on other things (http://www.bay12games.com/forum/index.php?topic=43265.msg849486#msg849486) and there's not much more that I can think of to add to it right now, so you're welcome to take my code and use it as you would like.
Title: Re: [Quickfort] Version 1.08 released
Post by: Keita on November 27, 2009, 09:13:27 am
This looks awesome, will try it out in a sec
Title: Re: [Quickfort] Version 1.08 released
Post by: Zantan on January 26, 2010, 08:15:56 pm
Hey, awesome tool!

I'm sitting on a new fort design right now, which I'm planning on using when the next version comes out.  Since the program seems to work using the built in DF macros, I was wondering if anyone thought this would immediately work on the next version, and if not, whether joelpt plans on updating it.  We would all be ever so grateful.
Title: Re: [Quickfort] Version 1.08 released
Post by: CobaltKobold on January 27, 2010, 05:25:59 am
Unfortunately macros are getting pulled back OUT for d17.
Title: Re: [Quickfort] Version 1.08 released
Post by: Zantan on January 27, 2010, 08:20:28 am
That's very sad...but I looked closer at Quickfort today, and it seems to just be inputting keystrokes.  This makes it seem like it may automatically work with the new version...?
Title: Re: [Quickfort] Version 1.08 released
Post by: Draco18s on January 27, 2010, 10:35:08 am
That's very sad...but I looked closer at Quickfort today, and it seems to just be inputting keystrokes.  This makes it seem like it may automatically work with the new version...?

Provided that the interface doesn't change (eg, [d] is still "dig up-down stairs").
Title: Re: [Quickfort] Version 1.08 released
Post by: Elvang on January 27, 2010, 02:40:32 pm
Even if the interface did change, it'd be fairly easy to update the .cvs files to work with a simple replace all. Quickfort never actually exits the menu you started out in unless you're using multiple blueprints, so even if b->o doesn't select a road you can still use Quickfort's build mode without issue by placing the cursor with a different item. Additionally, at least in the version I downloaded, the AutoHotKey file is included so you can change the relevant keys easily.
Title: Re: [Quickfort] Version 1.08 released
Post by: tastypaste on January 27, 2010, 08:50:41 pm
Thanks for this tool. After a bit of time setting up my custom csv's I was able to set up a highly efficient and organized fortress in record time. And now that I have my template pieces I can build future forts in a hurry too.

But I've noticed an odd bug. Most of the time when I use the build function to set up multiple buildings it stops right before the job is done. Even if I have more than enough items to complete the order it will rarely if ever place the last few items. I have to do them manually. It's usually just the last 1-3 items and only in the build function. Everything else (queries, digging, stockpiles etc.) works flawlessly. It's just this one tiny problem. I've tried slowing the delaymultiplier to see if it was just a slowdown problem but that didn't help. Neither does closing the program or refreshing.

Occasionally it will finish the entire job without problem but most of the time it won't. Any ideas of what's happening?
Title: Re: [Quickfort] Version 1.08 released
Post by: TauQuebb on January 28, 2010, 07:13:13 am
I use a keyboard with programmable macro keys, so i tend to use that, but i found if the inputs occour too fast, with a pause less then 10ms between each keystroke, DF can't keep up and you end with it either stopping half way through, or missing a few steps.

Could this be a similar fault?
Title: Re: [Quickfort] Version 1.08 released
Post by: tastypaste on January 28, 2010, 10:43:43 am
I use a keyboard with programmable macro keys, so i tend to use that, but i found if the inputs occour too fast, with a pause less then 10ms between each keystroke, DF can't keep up and you end with it either stopping half way through, or missing a few steps.

Could this be a similar fault?

I don't think it's a slowdown issue. I've been steadily increasing the delay and now I'm at 500. It still happens. Right towards the end of building the cursor moves way off to the side of the build site and starts trying to build objects where it shouldn't. It happens at different times. Sometimes it's the last line of building, sometimes it's 5 lines from the end. Sometimes it goes off to the left, sometimes to the right. And it happens on all of the build plans even when they have all of the proper #'s designating the end of a row.

I can't tell what it's doing.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on January 29, 2010, 12:02:53 am
Weird bug. I'll look into it. Could you post one of your build blueprints that is hanging near the end? (Post to the drop.io site linked in the first post)

I have an updated version of QF I've just been sitting on here for some time (real world demands yada yada); at the worst I will get an updated version of QF released to coincide with the new DF release, and make sure everything works properly there.

Sad to hear about the loss of macros in d17 ... at least the keystroke method still works for now.
Title: Re: [Quickfort] Version 1.08 released
Post by: Dr. Hieronymous Alloy on January 29, 2010, 12:14:01 am
Is there any easy way to rotate a design in Quickfort? Working on fractal layouts and it would be immensely easier if I could rotate a group of cells 90 degrees.
Title: Re: [Quickfort] Version 1.08 released
Post by: tastypaste on January 29, 2010, 11:09:31 am
Weird bug. I'll look into it. Could you post one of your build blueprints that is hanging near the end? (Post to the drop.io site linked in the first post)

I uploaded a 7zip pack of the build blueprints that are hanging. They're titled Fractal bedrooms build furniture.7z They're meant to work with the fractal room dig csv that was already uploaded. They install furniture in a modular fashion. So the first 16 beds are installed, then the first 16 doors, then 16 tables, chairs and cabinets. Followed by 40 of each for the perimeter. The more furniture that's installed at once the sooner it goes wonky and starts trying to build furniture in solid rock on different levels and several shift spaces away from the building location.

This also happens with building walls and other objects. I now have many randomly scattered granite pillars all over the forest after trying to build a wall around my entrance. I couldn't find them all to cancel the builds so I just let the dwarfs build them.

I also used Open Office to make the csv's. I don't know if that program added some strange formatting which interferes with Quick Fort. I'll test it out with other spreadsheet programs and see if it changes anything.
Title: Re: [Quickfort] Version 1.08 released
Post by: Draco18s on January 29, 2010, 02:30:00 pm
Is there any easy way to rotate a design in Quickfort? Working on fractal layouts and it would be immensely easier if I could rotate a group of cells 90 degrees.

There's a nice Excel plugin out there--forgotten the name offhand--that I went and got to do some editing of quickfort designs.  I'll dig it up when I get home.
Title: Re: [Quickfort] Version 1.08 released
Post by: tastypaste on January 31, 2010, 09:55:39 pm
I've done one new test with a file made from scratch in Google docs and it worked perfectly. Open Office might have been the problem. I can't do anymore testing for a while as my fortress doesn't need anymore areas dug or furniture installed at the moment. I'll try more tests on future forts and see if I can conclusively confirm Open Office as the culprit.
Title: Re: [Quickfort] Version 1.08 released
Post by: random51 on February 01, 2010, 09:18:29 am
I just started using it for exploratory mining and it has worked great.  It allows me to use more efficient mining patterns than I have been.  Laying out diagonal drifts by hand wasn't worth the effort previously, now it is no effort at all. Spent about 15 minutes creating a base CSV for one map unit and then just cut and paste to build bigger templates.
Title: Re: [Quickfort] Version 1.08 released
Post by: Sutremaine on February 02, 2010, 12:43:05 pm
As soon as I open Quickfort.exe I get the following message:

"The keyboard and/or mouse hook could not be activated; some parts of the script will not function."

Nothing seems to be working at all. None of the hotkeys given with the tooltip function even if I switch to an English keyboard before opening the program.

I'm using QF1.08 and DF40d16.
Title: Re: [Quickfort] Version 1.08 released
Post by: Alex Steiner on February 03, 2010, 02:27:33 am
I'm having trouble with it as well.

At first it wouldn't do z-levels, but I tweaked the delay, and now it works. Now it occasionally randomly shoots sideways when starting or ending a line, and so I end up with designations everywhere. It does it every 10 or so lines. The percentage of completion is also far ahead of the actual designations, and the cursor continues with the design after it has apparently finished. This also means that when I attempt to cancel a bad design, it must continue to the point it was meant to be at when I pushed Alt-c (even if I close QF). The designations also get out of sync with the enter key, meaning that it designates from the end of the line to the start of the next one.

I was testing it with the first part of Buketgeshud, surface 1 digging.

I have tried disabling the optimizations, and playing with the delay, the only thing I haven't touched is the keypress (-1 default) because I don't know where to shift it (to 0, to -2 or to 1). The errors are different each time (even under the same conditions).

I also can't seem to remove the tooltip flickering.

I'm using Windows XP, fully updated SP3
DF 0.28.181.40d16, with a basic tileset,
QF 1.08

Other than that, this is awesome.
Title: Re: [Quickfort] Version 1.08 released
Post by: random51 on February 03, 2010, 12:35:23 pm
Lol, check the original post for the sharing link before making a .csv for something you've seen elsewhere, it could already be posted.

I was going to upload some .csv files I made to match stuff on the wiki but somebody already has! :)
Title: Re: [Quickfort] Version 1.08 released
Post by: Heliman on February 03, 2010, 01:23:40 pm
By cthulu, you must be an old god this is so useful!
Title: Re: [Quickfort] Version 1.08 released
Post by: Shade-o on February 03, 2010, 07:51:28 pm
This will make my needlessly convoluted and detailed designs so much easier!
Title: Re: [Quickfort] Version 1.08 released
Post by: G-Flex on February 05, 2010, 12:44:05 am
In case anyone is wondering, I was commissioned by Djohaal on IRC (for the lump sum of nothing) to create a program that converts bitmaps to CSV textfiles for use with Quickfort (although it currently just puts in the hex color values, but search-and-replace is easy enough).

... Well, okay, I offered to, but the point is that I did it!

It's just a simple, stupid command-line thing at the moment. I don't know what the hell I'm doing when it comes to GUIs, although I should probably learn.

So if you like mapping things like this out in paint programs instead of Excel or whatever:
DFFD link (http://dffd.wimbli.com/file.php?id=1828)
Mediafire download link, in case the above isn't working for some reason (http://www.mediafire.com/?yz2mzmd1wme)
Title: Re: [Quickfort] Version 1.08 released
Post by: CobaltKobold on February 05, 2010, 01:19:58 am
(use DFFD)
Title: Re: [Quickfort] Version 1.08 released
Post by: G-Flex on February 05, 2010, 02:20:21 am
Good point. It is done.
Title: Re: [Quickfort] Version 1.08 released
Post by: random51 on February 05, 2010, 10:22:23 am
Good point. It is done.
Could be another use for it, if you think about it.  Couldn't somebody take a screenshot of something already made in DF and then use your program to extract a .csv in case they ever wanted to do it again?

Might need a modded tileset to make it work best, but that wouldn't be hard to make.
Title: Re: [Quickfort] Version 1.08 released
Post by: G-Flex on February 05, 2010, 01:23:21 pm
In theory, yes... if you don't mind using a 1x1 tileset to take the screenshot.

Remember the program's making a CSV grid of pixels, not tiles.
Title: Re: [Quickfort] Version 1.08 released
Post by: random51 on February 05, 2010, 02:25:23 pm
In theory, yes... if you don't mind using a 1x1 tileset to take the screenshot.

Remember the program's making a CSV grid of pixels, not tiles.

That would work... after lots of raw modding so that all items of a certain type were the same RGB value regardless of what they were made of.  ;) Imagine trying to play the game with it configured that way, it'd be even more matrix-y then playing in ascii.
Title: Re: [Quickfort] Version 1.08 released
Post by: Draco18s on February 05, 2010, 02:30:50 pm
In theory, yes... if you don't mind using a 1x1 tileset to take the screenshot.

Remember the program's making a CSV grid of pixels, not tiles.

That would work... after lots of raw modding so that all items of a certain type were the same RGB value regardless of what they were made of.  ;) Imagine trying to play the game with it configured that way, it'd be even more matrix-y then playing in ascii.

Oh man, that'd be awesome.
Title: Re: [Quickfort] Version 1.08 released
Post by: G-Flex on February 05, 2010, 02:58:17 pm
In theory, I could write something that takes a screenshot (along with a tileset bitmap) and converts it into something, but I don't know what, since the point of QuickFort is for designating/building stuff, not for representing what's already there.
Title: Re: [Quickfort] Version 1.08 released
Post by: random51 on February 05, 2010, 03:39:46 pm
I'm not saying you specifically should do it. 

The purpose would be to create .csv files for something we've already built in one fortress or another so we don't have to generate the .csv by hand if we want to duplicate the existing structure in a new fortress.

That is what I've been making .csv files for for the most part, not new designs but existing designs I use in every/most of my forts. Load up the old fort with the right tileset, take a snapshot, run it through the converter and it'd generate a .csv that would be ready to go for a new fort.

SL's DF Map compressor has similar code for scanning a DF bitmap. It scans and then tokenizes what it finds. I don't know if source is available for that.

Title: Re: [Quickfort] Version 1.08 released
Post by: Djohaal on February 05, 2010, 07:49:28 pm
Being able to operate the other way around from fortress to CSV could be helpful in some situations, for instance when you already have a laid out area and want to automate adding more stuff to it...
Title: Re: [Quickfort] Version 1.08 released
Post by: soundandfury on February 07, 2010, 10:07:44 am
something that takes a screenshot (along with a tileset bitmap) and converts it into something, but I don't know what

Suggestion: look at ways you might hook this up with DF Designer.  If you'd need any format parsing or other hooks adding into DFD just ask.
Title: Re: [Quickfort] Version 1.08 released
Post by: Talanic on February 08, 2010, 11:02:30 pm
I'm afraid that I'm having trouble with Quickfort.  I've used its digging ability for a while and only just tried out the build ability.  I have some nice spreadsheets up, all of them .csv files, ready to fill my dwarmitory with beds, cabinets and chests.

Except, for some reason, Quickfort is balking at placing chests.  I've tried altering my .csv files several times; no matter what, Quickfort starts trying to place chairs instead.  I thought, at first, that it was just the wrong keypress in the files; after all, the demos use 'c' instead of 'h', as would be normal for placing chests.  Doesn't matter; the program still tries to place chairs.

I looked through the thread and found no mention of this; is it just my machine, somehow?  Or am I epically failing at something simple?

EDIT: How 'bout that, eh?  Turns out I was editing the build file on my hard drive and running the one on my flash drive.  No wonder nothing worked. 
Title: Re: [Quickfort] Version 1.08 released
Post by: Kaelem Gaen on February 09, 2010, 12:53:55 am
I'm using google docs right now but I was wondering, could I use OpenOffice.org Calc  with this to make the CVS's and not have a problem?
Title: Re: [Quickfort] Version 1.08 released
Post by: Talanic on February 09, 2010, 10:37:11 am
That's what I'm using.  It's probably not related to the problem I'm having, so I'd say go ahead and try it out.
Title: Re: [Quickfort] Version 1.08 released
Post by: Dr. Hieronymous Alloy on February 13, 2010, 11:29:45 pm
I'm having a weird problem. I had a multi-level staircase CSV put together, and it worked fine in an old fort I tested it in. When I tried it just now in a new map, though, I couldn't get it to work, though -- it won't change levels. Instead it just moves over a bit to the left and draws over.

Spoiler (click to show/hide)

Can anyone tell me what I'm doing wrong? Thanks!
Title: Re: [Quickfort] Version 1.08 released
Post by: Heliman on February 18, 2010, 02:35:11 pm
Huh, I'm actually finding excel to be more intuitive than I gave it credit for.
Title: Re: [Quickfort] Version 1.08 released
Post by: soundandfury on February 18, 2010, 02:52:54 pm
little DFD update; DF Designer can export Quickfort plans now, but it's a bit flaky.  If anyone can find reliable and important ways to break it, let me know.  Also, is 'making the Quickfort export work better' more important than 'making the GUI friendlier'?
Title: Re: [Quickfort] Version 1.08 released
Post by: Draco18s on February 18, 2010, 04:02:07 pm
little DFD update; DF Designer can export Quickfort plans now, but it's a bit flaky.  If anyone can find reliable and important ways to break it, let me know.  Also, is 'making the Quickfort export work better' more important than 'making the GUI friendlier'?

Link to DFD (http://www.bay12games.com/forum/index.php?topic=45433.0) for those who are too lazy to look in his sig, or have sigs turned off.
Title: Re: [Quickfort] Version 1.08 released
Post by: Torgen on February 25, 2010, 09:32:39 pm
I really like this plan:
(http://imgur.com/437t2.png)

but can't figure out which csv file it is. Can anyone help?
Title: Re: [Quickfort] Version 1.08 released
Post by: Kaelem Gaen on March 01, 2010, 05:26:47 pm
Eh I've gottena  similar problem as the poster up top, but I think it might be something with 40D17/18.  My CSV I made for stripmining has suddenly started to get offset slightly when I use it now.

Does QF use some of the stuff from DFhack?  Might need to get the update bits
Title: Re: [Quickfort] Version 1.08 released
Post by: peterix on March 02, 2010, 08:42:10 am
Eh I've gottena  similar problem as the poster up top, but I think it might be something with 40D17/18.  My CSV I made for stripmining has suddenly started to get offset slightly when I use it now.

Does QF use some of the stuff from DFhack?  Might need to get the update bits
If that's the case, I'm not aware of it. There were some problems with DF 40d17 and 18? not recognizing keystrokes properly if you send too many. It broke one of the dfhack example utils actually - one that used keypress events to set dwarf nicknames and professions.
Title: Re: [Quickfort] Version 1.08 released
Post by: Belal on March 02, 2010, 12:14:23 pm
Eh I've gottena  similar problem as the poster up top, but I think it might be something with 40D17/18.  My CSV I made for stripmining has suddenly started to get offset slightly when I use it now.

Does QF use some of the stuff from DFhack?  Might need to get the update bits
If that's the case, I'm not aware of it. There were some problems with DF 40d17 and 18? not recognizing keystrokes properly if you send too many. It broke one of the dfhack example utils actually - one that used keypress events to set dwarf nicknames and professions.

as peterix said, the input code was completely rewritten for d17 and d18, and it broke the keystroke code we had in dfhack.  QF does not use dfhack at all, but I would not be suprised if the new input code is having problems with it as well.
Title: Re: [Quickfort] Version 1.08 released
Post by: joelpt on March 13, 2010, 07:09:10 pm
I really like this plan:
(...)
but can't figure out which csv file it is. Can anyone help?
Look in the QF install folder in /Examples/Buketgeshud/bedrooms-*.csv
Title: Re: [Quickfort] Version 1.09 released
Post by: joelpt on March 13, 2010, 07:13:20 pm
QF 1.09 has been released. Changelog:

1.09 (2010 March 13)

* Multidimensional repetition support, e.g. 2 north 2 south 2 down
* Some refactoring


Have not tested QF on 40d17+ yet, I'll give it a spin soon and see what's up. Most likely it will require a change in QF's options.txt to use a different key-sending mode.


Also, the integration with DF Designer is pretty sweet  8)
Title: Re: [Quickfort] Version 1.09 released
Post by: joelpt on March 14, 2010, 03:50:23 am
Tried QF 1.09 out on 40d19, seemed to work without issues.

Nifty QF trick for undesignating a big chunk of map: use Alt+T for QF command line, enter 'dig x(100x100)', then use Alt+R for repeat mode, '10 down'.

Or use a command line of 'dig bd(100x100)' to dump a large area.
Title: Re: [Quickfort] Version 1.09 released
Post by: Boatmurdered on March 16, 2010, 12:20:38 am
Just did a quick test with the Linux version of 40d19, and no-go for me. But then, maybe I expect too much from WINE. It keeps telling me to go to the active DF window, while I'm playing.
Title: Re: [Quickfort] Version 1.08 released
Post by: Zantan on April 03, 2010, 11:01:49 pm
This makes it seem like it may automatically work with the new version...?

Provided that the interface doesn't change (eg, [d] is still "dig up-down stairs").

Is this still the case?  I could imagine the game switching from space to esc to exit menus giving the program trouble.
Title: Re: [Quickfort] Version 1.09 released
Post by: Elvang on April 05, 2010, 11:48:16 am
There are four instances where space is sent in the AHK script, and what all of them are sent for is explained in the comments in the lines above. Just do a search for {Space} and replace the appropriate ones with {Escape}.
Title: Re: [Quickfort] Version 1.09 released
Post by: peterix on April 05, 2010, 12:13:24 pm
Just did a quick test with the Linux version of 40d19, and no-go for me. But then, maybe I expect too much from WINE. It keeps telling me to go to the active DF window, while I'm playing.
You can't expect a windows application to interface properly with X and whatever window manager you are using. It's hard enough to do this natively - every window manager behaves differently.
Title: Re: [Quickfort] Version 1.10 released
Post by: joelpt on April 05, 2010, 09:55:17 pm
Quickfort 1.10 has been released. DF 0.31.01 compatible!

1.10 (2010 April 5)

* DF 0.31.01 supported; {ExitMenu} key-command now available in aliases.txt
* NOTE: Starting with QF 1.10, users of DF 40d# MUST edit QF's options.txt! It is configured for DF 0.31.01 by default.
* Fixed placement of farm plots
* Cleanup of options.txt
* Cleaned up and renamed .\Blueprints folder (was .\Examples)
* Modified mouse-tip positioning to avoid overlapping the pointer vertically

Download QF 1.10 (http://sun2design.com/quickfort/Quickfort_1.10.zip)

Let me know of any issues!
Title: Re: [Quickfort] Version 1.09 released
Post by: joelpt on April 05, 2010, 10:00:17 pm
Just did a quick test with the Linux version of 40d19, and no-go for me. But then, maybe I expect too much from WINE. It keeps telling me to go to the active DF window, while I'm playing.
I'll try QF in WINE in the near future and see if the issues can be squared away. QF's complaining about being in the DF window is just to make sure it doesn't send keys to some other window in Windows; it could be turned off easily. And I suspect at least one of AutoHotKey's key-sending methods may work within the WINE environment.
Title: Re: [Quickfort] Version 1.10 released
Post by: Venatius on April 12, 2010, 02:10:16 am
The file linked in the new version announcement post doesn't seem to include the .exe. The one at the Quickfort website does, though. Just wanted to point this out!
Title: Re: [Quickfort] Version 1.10 released
Post by: Petr Ga on April 12, 2010, 07:01:14 am
Hi,
I try to use quickfort, but output is messy - design is different from what i expect, looks like random click

for this:
#dig Basic 5x5 dig test,,,,,
d,d,d,d,d,#
d,d,d,d,d,#
d,d,d,d,d,#
d,d,d,d,d,#
d,d,d,d,d,#
#,#,#,#,#,#


I get this debug:
Before keystroke optimizations: d{Enter}%{R}{R}{R}{R}{Enter}%{R}{L}{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{R}{L}{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{R}{L}{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{R}{L}{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{R}{L}{L}{L}{L}{L}{D}{D}{U}{U}{U}{U}{U}{U}

Before keystroke transformations: d{Enter}%{R}{R}{R}{R}{Enter}%{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{L}{L}{L}{L}{D}d{Enter}%{R}{R}{R}{R}{Enter}%{L}{L}{L}{L}{U}{U}{U}{U}

Final output: d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%7777



ANY TIPS? THANKS!
Title: Re: [Quickfort] Version 1.10 released
Post by: joelpt on April 12, 2010, 10:29:34 am
Hi,
I try to use quickfort, but output is messy - design is different from what i expect, looks like random click

Final output: d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%7777

Strange; I ran your sample .csv and it worked for me; it also produced identical final output as what you included in your post.

What OS & DF version are you running?

Try this:
1. Try typing the sequence of keys in "Final output" manually into DF (ignoring % chars and hitting Enter for {Enter}) -- does it dig properly?
2. Assuming #1 worked, try editing your options.txt:
    (a) Set DelayMultiplier=10, KeyPressDuration=10; save and retest
    (b) Additionally set SendMode=SendPlay;save and retest
    (c) Set SendMode to each of the other options (Send, SendEvent, SendInput); save and retest

Most likely one of those options changes should make things work for you.
Title: Re: [Quickfort] Version 1.09 released
Post by: joelpt on April 12, 2010, 11:34:15 am
Just did a quick test with the Linux version of 40d19, and no-go for me. But then, maybe I expect too much from WINE. It keeps telling me to go to the active DF window, while I'm playing.
I'll try QF in WINE in the near future and see if the issues can be squared away. QF's complaining about being in the DF window is just to make sure it doesn't send keys to some other window in Windows; it could be turned off easily. And I suspect at least one of AutoHotKey's key-sending methods may work within the WINE environment.
I've just come across IronAHK (http://www.autohotkey.com/forum/topic54494.html) which promises to bring AHK scripts to Linux under Mono/.NET. IronAHK doesn't support all of QF's used functions yet, but once this list (http://www.ironahk.net/docs/developing/status/) goes mostly green, QF should be able to run under Linux natively.
Title: Re: [Quickfort] Version 1.11 released
Post by: joelpt on April 15, 2010, 10:11:48 pm
Quickfort 1.11 has been released.

Download here (http://sun2design.com/quickfort/Quickfort_1.11.zip)

1.11 (2010 April 15)

Title: Re: [Quickfort] Version 1.10 released
Post by: Petr Ga on April 16, 2010, 07:43:33 am
Hi,
I try to use quickfort, but output is messy - design is different from what i expect, looks like random click

Final output: d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%7777

Strange; I ran your sample .csv and it worked for me; it also produced identical final output as what you included in your post.

What OS & DF version are you running?

Try this:
1. Try typing the sequence of keys in "Final output" manually into DF (ignoring % chars and hitting Enter for {Enter}) -- does it dig properly?
2. Assuming #1 worked, try editing your options.txt:
    (a) Set DelayMultiplier=10, KeyPressDuration=10; save and retest
    (b) Additionally set SendMode=SendPlay;save and retest
    (c) Set SendMode to each of the other options (Send, SendEvent, SendInput); save and retest

Most likely one of those options changes should make things work for you.
output looks like this - all moves are like with shift (5 line 41 square in length, 10 square in distance):
(http://img69.imageshack.us/img69/6878/bugkd.png)

i tried all options. I have default interface.txdst except for secondary scroll - i use alt+2,4,6,8 (laptop here)
Title: Re: [Quickfort] Version 1.11 released
Post by: joelpt on April 16, 2010, 06:50:42 pm
Interesting. I'm thinking your Alt+Num assignments may actually be the cause, since you have to press Alt+D to start QF playback. It may be thinking that the Alt key is being held down for the duration of playback (DF seeing the Alt-keydown event but not the Alt-keyup).

Try temporarily disabling those Alt+Num assignments in your interface.txt and see if the problem goes away. If it does, I think I probably have a solution that I could implement within QF which would allow using Alt+Num to work without issue.
Title: Re: [Quickfort] Version 1.11 released
Post by: Petr Ga on April 17, 2010, 02:16:05 pm
sorry, no luck with standard plus minus divide keys, output is still the same.

i ran vanilla df 31.03 and vanilla quickfort. also with tips for options.txt, no success.

see here:
http://mkv25.net/dfma/movie-2127-quickfort111incorrectbehaviour
Title: Re: [Quickfort] Version 1.11 released
Post by: joelpt on April 19, 2010, 09:22:31 pm
sorry, no luck with standard plus minus divide keys, output is still the same.

i ran vanilla df 31.03 and vanilla quickfort. also with tips for options.txt, no success.

see here:
http://mkv25.net/dfma/movie-2127-quickfort111incorrectbehaviour

Very strange. Well, I'll keep thinking about what else could be involved. I'll try running with Czech locale here and see if I can reproduce the problem.  It is definitely acting like the shift key is being held down with the movement keys.

One more thing you could try is changing the KeyLeft, KeyRight, etc. settings in options.txt to use the arrow keys, for example 'KeyRight={Right}'. And set UseDiagonalMoveKeys=0. Maybe that'll circumvent the problem, maybe not.
Title: Re: [Quickfort] Version 1.11 released
Post by: Petr Ga on April 21, 2010, 08:23:36 am
sorry, no luck with standard plus minus divide keys, output is still the same.

i ran vanilla df 31.03 and vanilla quickfort. also with tips for options.txt, no success.

see here:
http://mkv25.net/dfma/movie-2127-quickfort111incorrectbehaviour

Very strange. Well, I'll keep thinking about what else could be involved. I'll try running with Czech locale here and see if I can reproduce the problem.  It is definitely acting like the shift key is being held down with the movement keys.

One more thing you could try is changing the KeyLeft, KeyRight, etc. settings in options.txt to use the arrow keys, for example 'KeyRight={Right}'. And set UseDiagonalMoveKeys=0. Maybe that'll circumvent the problem, maybe not.

Haleluja!
I can confirm it works!

Modifications:
vanilla quickfort 1.11 folder
open options.txt
change

KeyLeft = 4
KeyRight = 6
KeyUp = 8
KeyDown = 2

UseDiagonalMoveKeys = 1

for

KeyLeft = {Left}
KeyRight = {Right}
KeyUp = {Up}
KeyDown = {Down}

UseDiagonalMoveKeys = 0


now, what are equivalent for 7 9 1 3? {LeftUp} etc?

it is rather slow, but - IT WORKS!!
Title: Re: [Quickfort] Version 1.11 released
Post by: joelpt on May 05, 2010, 10:26:03 pm
Haleluja!
I can confirm it works!

now, what are equivalent for 7 9 1 3? {LeftUp} etc?
I don't think there are any alternatives. Maybe you could set those up in interface.txt to match something that works on your system.
Title: Re: [Quickfort] Version 1.11 released
Post by: joelpt on May 05, 2010, 10:35:54 pm
I've been working on a rewrite of the core designation algorithm for Quickfort and am nearing release for Quickfort 2.00.

The new version uses a new core algorithm written in Python, and continues to use AutoHotKey for the GUI/hotkey aspects.

Here's a comparison video showing the performance difference between QF 1.11 and 2.00-pre.

Quickfort 1.11 vs 2.00-pre performance (http://www.youtube.com/watch?v=gjohyKpf2Dg)


Left to implement: build modes other than "dig"; multilayer support; keystroke transformation (for use with DF macros later); repeat mode; and a few loose ends.
Title: Re: [Quickfort] Version 1.11 released
Post by: Draco18s on May 05, 2010, 11:23:47 pm
That's awesome, and I was about to ask the stupid question of, "have you finally made it so it does the even lines in reverse?"

(eg:

step 1:
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ->

step 2:
<-xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

rather than doing a carriage return line feed)
Title: Re: [Quickfort] Version 1.11 released
Post by: tastypaste on May 06, 2010, 01:00:13 am
Wow, QF 2.0 looks great.
Title: Re: [Quickfort] Version 1.11 released
Post by: Gabriel A. Zorrilla on June 16, 2010, 09:25:52 pm
Linux version?
Title: Re: [Quickfort] Version 1.11 released
Post by: Ratbert_CP on June 17, 2010, 08:34:42 am
Linux version?

I don't know about QF itself being ported, but you'll need something like IronAHK (http://www.autohotkey.com/forum/topic54494.html) running on Mono (http://www.mono-project.com/) to actually process the resulting scripts.
Title: Re: [Quickfort] Version 1.11 released
Post by: Sulphuratum on June 17, 2010, 10:00:05 am
a little question before i download it: how to control the material from which are the constructed walls made?
uhh 2nd one:and do constructed floors work?

it would help my aboveground forts, designating is exhausting as hell
Title: Re: [Quickfort] Version 1.11 released
Post by: palsch on June 17, 2010, 05:05:17 pm
Because the materials are in an arbitrary order (distance from the point) each time you assign something, there is no way to consistently automatically pick the same material. Instead it just uses the first one in the list every time.

You can game it by forbidding all other materials in the stock menu or by making sure a sizeable stockpile of the required material is always closest to your build site. Other than that... nope.
Title: Re: [Quickfort] Version 1.11 released
Post by: Heavenfall on June 20, 2010, 07:19:19 am
Thanks for making this, helps so much with some very tedious tasks.

Also, looking forward to 2.0  ;D
Title: Re: [Quickfort] Version 1.11 released
Post by: Aklyon on July 01, 2010, 02:09:12 pm
Does this work with .31.08?
Title: Re: [Quickfort] Version 1.11 released
Post by: Draco18s on July 01, 2010, 02:16:15 pm
Does this work with .31.08?

Yes, because it's not memory hacking.
Title: Re: [Quickfort] Version 1.11 released
Post by: jfsh on July 19, 2010, 03:11:31 am
I had some ideas to make Quickfort even more awesome.

Basically, the idea is to allow a single, mixed use blueprint to be applied on the fly.  There are all sorts of fancy GUI things, but I like to just use Excel with conditional formatting fills for each designation.  It makes it easy to visualize the whole project, but I then have to break it into many smaller pieces to use in Quickfort.  If I need to change something small, it can require tediously re-saving multiple files each time.  By focusing on flexibility at time of use, I think we could resolve the problem.

There are four ideas, although they are interrelated:

1)  Segmentation.  Break the .csv file into four equal parts (or n parts).  For example, NW, NE, SW, SE.  Allow the user to quickly toggle any one of the four areas off before the script runs.  This allows you to: (a) recover more gracefully after a script fails part-way through, (b) prioritize certain parts by designating only them, and (c) more fully account for DF's FIFO mentality with constructions (because nearby sections are constructed more closely in time to each other, dwarves will move around less and build more efficiently in some circumstances).  It also combines well with #2.

2)  Labels.  Instead of just "Cx|Cx|Cx" you could have "Cx Inner stairs|Cx Inner Stairs|Cx Inner stairs."  Quickfort could read anything after the space as a label, and then when you select a .csv file, just turn on or off whatever labels you don't need.  So, instead of having 3 different Construction blueprints with stairs, floors, and walls, I could just have one and turn off "Outer floors" or "Fortress walls" or whatever else someone can think of.  This really would be amazing for large projects.

3) Mutation.  Some designs are the same across multiple designation types.  For example, a floorplan that rises above ground and also goes below, or a tower with a central staircase that extends through the whole fort, sometimes dug out, and sometimes built.  Users could use the "?" character, with a label, to allow these to be designated at execution time.  In conjunction with #2, certain digging designations could be redesignated as their constructed counterpart (and vice-versa).  Stairs <-> Constructed stairs, Dug area <-> Floor... there may be more.  So, stairs could be labeled as "dug," "constructed," or "off."

This would be an interesting way to allow multi-z-level blueprints to work - changing certain labels' states in a pattern when repeating.  It would probably require each cell to have at least two labels, though.

4)  Browser.   This one is probably a bit more difficult than the others, but essentially let the user pop up a mini-display window with a starting location and the nearby designations.  Here's an example:
Code: [Select]
. . . . . . .
. S X X X . .
. . x x x . .
. . x x x . .
. . . . . . .
As you'd move around, the S would change position.  This would make it a lot easier to figure out where to start the cursor!  I don't know how hard something like this is to do with AutoHotKey, but it sure would be convenient.



Hope these suggestions are helpful.  I've been building a very large megaproject recently (with Quickfort, of course), so it's been on my mind.
Title: Re: [Quickfort] Version 1.11 released
Post by: d4nte on July 19, 2010, 03:24:43 am
I 2nd suggestion 4. One of the biggest drawbacks (for me) of using quickfort is that I have to guestimate the starting point.

Some kind of "preview" or overlay of the design would be perfection, but then I have no idea of the mechanics involved in making this work, or even if it is possible.......
Title: Re: [Quickfort] Version 1.11 released
Post by: Aklyon on July 19, 2010, 08:02:14 am
thirded.
Title: Re: [Quickfort] Version 1.11 released
Post by: tastypaste on July 19, 2010, 08:23:32 am
Any news on QuickFort 2.0? It's one of my most eagerly anticipated utility releases, just wondering if you're still working on it.
Title: Re: [Quickfort] Version 1.11 released
Post by: Erulisse on July 27, 2010, 08:36:39 am
I concur with all the other people wanting a Linux version.
Title: Quickfort 2.00pre2 release
Post by: joelpt on July 31, 2010, 04:32:23 pm
Well, I've been sitting on QF2.0 for a while now in a nearly releasable state. So I'm just going to release it for your testing today as version "2.00pre2", with your kind understanding that the documentation hasn't been updated, and a few features from QF1.x are missing.

Download Quickfort 2.00pre3 (http://code.google.com/p/quickfort/downloads)
Browse source code repository (http://code.google.com/p/quickfort/source/browse/) or issue tracker (http://code.google.com/p/quickfort/issues)

What's New in v2.00pre3:
Code: [Select]
#build QF1.x style    #build QF2.x style
-- -- --              wt wt wt
-- wt --              wt wt wt
-- -- --              wt wt wt

Similarly, objects such as bridges can now be constructed by populating all desired contiguous cells. The two blueprints below produce the same 3x3 bridge when run in QF2.0.
Code: [Select]
#build QF1.x style    #build QF2.x style
ga(3x3)-              ga ga ga
-- -- --              ga ga ga
-- -- --              ga ga ga
This can make it a lot easier to visualize the final outcome in your spreadsheet editor. QF1.x style mechanisms will continue to work.


What's Missing:


This is excerpted from readme.txt which is sorely out of date, but will get you running things ASAP:
Code: [Select]
*** Quick use guide for 2.00pre2:
***
*** All users:     I highly recommend setting [MACRO_MS:0] in your data/init/init.txt
***                for best DF macro playback performance.
*** Windows users: Run Quickfort.exe for the GUI interface
***                Run qfconvert.exe for the command line conversion tool
*** Linux users:   Run the command line conversion tool via python:
***                > cd src/qfconvert
***                > python ./qfconvert.py
***                or chmod +x qfconvert.py and run it like a shell script.
*** Example qfconvert command line (Linux):
***   > python ./qfconvert.py myblueprint.xls <DF folder>/data/init/macros/myblueprint.mak
***   ... then play your macro in DF with Ctrl+L, <select macro>, Ctrl+P.
***

Let me know how it works for you.

- joelpt

Edit: updated the 2.00pre2 .zip with a quick minor bugfix (3x3 furnace designations not auto-expanding properly). Not bumping the version # for this fix.
Edit: updated post to 2.00pre3, which includes only a quick bugfix causing qfconvert to fail on Linux.
Title: Re: [Quickfort] Version 1.11 released
Post by: joelpt on July 31, 2010, 05:10:54 pm
1)  Segmentation.  Break the .csv file into four equal parts (or n parts).  For example, NW, NE, SW, SE.  Allow the user to quickly toggle any one of the four areas off before the script runs.
An interesting idea. QF 2.0 supports Excel sheets which should help with blueprint 'stack' organization. As for DF's FIFO mentality, I've written to Toady asking if he could add support for selecting link targets via cursor selection instead of (or in addition to) the FIFO-ordered menu; haven't heard back yet.

I'll consider the possibility of being able to select multiple sheets in a single Excel file and "merging" them into a single blueprint run. Not sure it's worth the added UI complexity though. The Alt+E key in QF2.0 makes it fairly easy to play a series of sheets in succession.

Quote
2)  Labels.  Instead of just "Cx|Cx|Cx" you could have "Cx Inner stairs|Cx Inner Stairs|Cx Inner stairs."  Quickfort could read anything after the space as a label, and then when you select a .csv file, just turn on or off whatever labels you don't need.
I'll give this some consideration. Now that Excel files are supported in QF2.0, it might be cool to use Excel's cell coloring ability to act as the labels. This would be much nicer to work with than text-labelling cells.

Quote
3) Mutation.
I've been pondering a substitution style syntax for the Alt+R transformation function in QF2.0 -- something like s/Ts/Tc to turn stonefall traps into cage traps on a blueprint for instance. I suppose that syntax could also be used for your idea -- s/?/> for example. I'd like to include a regex syntax option here also.

Quote
4)  Browser.   This one is probably a bit more difficult than the others, but essentially let the user pop up a mini-display window with a starting location and the nearby designations.
Three things:
1. The Alt+V hotkey can be helpful in estimating the placement and dimensions of your blueprint in the DF window.
2. The syntax #dig start(5;5;start pos comment) can be useful in specifying the starting tile in the blueprint.
3. I'll be adding a "blueprint preview" in the blueprint/sheet info window in QF2.0, and I'll see if I can have it indicate the cursor starting position.

To have a preview that actually follows your DF cursor around as you move it is a cool idea but would take some doing to make it really work right.

I should mention that this would not involve any reading of DF's current map to show adjacent existing designations. That can only really be accomplished by pixel-reading or DF memory hacks, which I don't really want to get into (too breakable by DF updates).

Thanks for the ideas.
Title: Re: [Quickfort] Version 2.00pre2 released
Post by: joelpt on August 01, 2010, 10:37:06 am
Updated main post with notice of 2.00pre2 release.
Title: Re: [Quickfort] Version 2.00pre2 released
Post by: jfsh on August 02, 2010, 06:05:57 pm
This looks awesome, going to try it out now.  I think you're right that the ability to use .xls files will alleviate most of the pain...
Title: Re: [Quickfort] Version 2.00pre2 released
Post by: Battlecat on August 03, 2010, 11:37:10 am
I've been looking forward to this.  I'll test it out as soon as possible. 
Title: Re: Quickfort 2.00pre2 release
Post by: Daetrin on August 03, 2010, 03:37:14 pm

Repeat with transform: The blueprint repetition functionality has been improved. A few transformations are now supported -- rotcw, rotccw, fliph, flipv. Read the embedded help when pressing Alt+R in QF GUI, or just experiment.

You are my hero.
Title: Re: [Quickfort] Version 2.00pre2 released
Post by: Erulisse on August 04, 2010, 01:59:55 pm
When I run qfconvert on linux i get this.
Code: [Select]
Traceback (most recent call last):
  File "/home/rain/.apps/quickfort/src/qfconvert/qfconvert.py", line 83, in run
    output = blueprint.process_blueprint_file(infile, options)
  File "/home/rain/.apps/quickfort/src/qfconvert/blueprint.py", line 90, in process_blueprint_file
    output = convert_keys(keys, options.mode, options.title)
  File "/home/rain/.apps/quickfort/src/qfconvert/keystroker.py", line 360, in convert_keys
    return '\n'.join(convert_to_macro(keys, title)) + '\n'
  File "/home/rain/.apps/quickfort/src/qfconvert/keystroker.py", line 393, in convert_to_macro
    "Key '%s' not bound in interface.txt" % key
Exception: Key '0:3' not bound in interface.txt

Note this is from running a simple #dig file with two squares marked nothing else.
Title: Re: [Quickfort] Version 2.00pre2 released
Post by: Battlecat on August 04, 2010, 02:08:41 pm
Well the new version certainly is much much faster.  I have several blueprints that use well over 1000 commands and they are plotted out in less than 1/4 of the time when compared with the previous release.  I'm hoping to test out the transformation functions in the next few days. 
Title: Re: [Quickfort] Version 2.00pre2 released
Post by: joelpt on August 04, 2010, 08:30:05 pm
When I run qfconvert on linux i get this.
Code: [Select]
Exception: Key '0:3' not bound in interface.txt
Found the problem. It was an issue with Windows line-endings in the included interface.txt; Python treated them differently on Linux than on Windows.

Now fixed and released in Quickfort 2.00pre3 (http://code.google.com/p/quickfort/downloads/detail?name=Quickfort_2.00pre3.zip&can=2&q=).

This is the only change from pre2 to pre3. This change won't affect Windows users at all.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Neyvn on August 12, 2010, 04:21:42 am
Just used it for the first time today...
EPIC no more of those annoying Spiral Ramp Cramps...

Though I want to do a 'full' circle in the CVS file. so that means 4 z worth of stuff. How do I make it repeat the 4z on the NEXT 4z, last time I did it, it went back to the top and went one down, thus going over the second layer of my circle...


EDIT: And THATS Why I couldn't find it myself. Its in General Discussion, not modding...
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on August 12, 2010, 12:13:07 pm
joelpt, the build walls part of the surface.xls in /Modular is set to dig mode, not build mode. doesn't do anything but spew walls randomly all over the place.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Viscen on August 15, 2010, 10:01:06 am
The new stockpile settings don't really work with the QuickFortress blueprints. It would be appreciated if you could fix this.

EDIT'd for clarity.
EDIT'd yet again, Toady fixed the refuse stockpiles, but it might be worth taking a look at again.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: jaked122 on September 02, 2010, 10:00:08 am
sorry bout this necro, but I thought it might be geniunly usefull if it could have a undo thing, read the blueprint, go to the buildings and or designations and just send the delete.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on September 02, 2010, 10:11:39 am
I'll take a look at the stuff mentioned above this weekend. The Z-level problem Nevyn mentioned sounds like a possible bug in QF2. I'll also get aliases.txt support in, which I believe is what Viscen is looking for. I'll also fix up the blueprint mistake mentioned by Aklyon.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Nether on September 06, 2010, 11:48:46 am
I'll just drop this here...

http://www.irritablegourmet.com/dwarf/index.htm
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Dr. Hieronymous Alloy on September 06, 2010, 10:32:15 pm
hrm. I'm having some problems figuring out the syntax for the rotate command, etc. I have a blueprint with a designated start point in the *center* of the pattern. Is there a way to make it print the pattern four times, in rotation around that starting point?

Seems to get some errors saying it isn't a square plan >_<
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Tranq on October 12, 2010, 08:48:41 pm
joelpt,
I'm not really using Quickfort, yet I've got interested to check another tool ... and it works really sluggy.

Spoiler (click to show/hide)

I think you got the idea...
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Cypherwulfe on October 18, 2010, 03:31:39 am
A note to people using this Mod. I noticed that stockpiles were not setting properly. If you look in the alias.txt file, the counts are off on a couple of the settings. For instance, to set it to seeds only, the alias file says to go down 7, and in the menu now, its down 8.

I have included here the text from the changes I made to correct this.
Spoiler (click to show/hide)


Just replace what is in your aliases.txt
If you made any changes or additions yourself, then just replace the food section.
I have not figured out the corpse and bone only section yet.
If anyone else can properly explain it to me, I will fix that too.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Nabobalis on October 18, 2010, 08:53:24 am
IS there more blue prints?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Cypherwulfe on October 22, 2010, 02:30:29 am
The blue prints I have been using are the ones for the example fort in the download. Most of the bedroom types that are on the wiki have been loaded by others.

I have noticed another issue, and I am not a programmer so I dont know what it might be. Even if I use the example blueprints, nothing that is 2z levels in the csv digs our right when repeated. Such as the plumbing-1dig. It will dig the first level, then go down a level. Once it digs that second level, it starts digging the first again without dropping a zlevel. and if I try to create my own multilevel blueprint, it completely craps out. Is there a setting I have to check to fix this?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Draco18s on October 22, 2010, 10:26:29 am
Try adding a third, blank, level.  That'll force it to drop another Z before repeating.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Cypherwulfe on October 22, 2010, 11:17:05 am
Actually, I started using the 2 pre release, and it works wonderfully.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: drailgre on November 05, 2010, 04:56:10 pm
I LOVE THIS!
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on November 12, 2010, 12:36:19 pm
I'm not really using Quickfort, yet I've got interested to check another tool ... and it works really sluggy.
The main idea is to flood DF with the keystrokes and then let some time for DF to process all the keys at one time.
Interesting approach. In my earlier testing if I sent certain keys too fast DF would miss them. For example, in QF 1.x there is an extra delay added between {Enter} keys because DF would miss keys while working on displaying a menu with a lot of stuff (e.g. a list of all your stone).

QF 2.x's use of DF's builtin macros makes things much faster and more reliable than keystroke based sends, at the obvious expense of increased code complexity.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on November 12, 2010, 12:41:30 pm
sorry bout this necro, but I thought it might be geniunly usefull if it could have a undo thing, read the blueprint, go to the buildings and or designations and just send the delete.
Cool idea. I'll think about adding this.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on November 12, 2010, 12:44:02 pm
I'll just drop this here...

http://www.irritablegourmet.com/dwarf/index.htm
This is pretty cool. Took me a few to work out exactly how it works. It'd be helpful to have the keystrokes associated with the different designation types shown next to the designations. Also, click-and-drag to do large rectangular areas :)
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Akjosch on November 18, 2010, 07:41:31 am
FYI: The drop.io service - where a few templates were hosted, at http://drop.io/quickfort - will shut down in less than a month. Better download those works of art from other people before it's too late.

Wouldn't the wiki be a better place for those files anyway? They aren't that big.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on November 18, 2010, 02:42:05 pm
I've got most of them on Wuala, does that help?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Greendogo on November 19, 2010, 03:57:04 am
Does somebody have ALL of them?  I agree, the wiki would be a much better place for them.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on November 22, 2010, 05:05:30 pm
I've downloaded them all from drop.io just now.

I tried to create a place for them on the DF Wiki at df.magmawiki.com and upon uploading, received this error: ".csv" is not a permitted file type. Permitted file types are png, gif, jpg, jpeg, svg.

So unless they can loosen the upload restrictions to allow .csv and .zip (and .xls/x), the Wiki solution won't work. I'm not really finding a contact address on the DF Wiki site and/or don't know where I should be asking about this. Anybody connected into the Wiki admins?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: jaked122 on November 23, 2010, 04:40:03 pm
I've downloaded them all from drop.io just now.

I tried to create a place for them on the DF Wiki at df.magmawiki.com and upon uploading, received this error: ".csv" is not a permitted file type. Permitted file types are png, gif, jpg, jpeg, svg.

So unless they can loosen the upload restrictions to allow .csv and .zip (and .xls/x), the Wiki solution won't work. I'm not really finding a contact address on the DF Wiki site and/or don't know where I should be asking about this. Anybody connected into the Wiki admins?
put it in the page itself, preferably inside a folding area.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Axecleaver on November 25, 2010, 08:09:59 pm
I do hope that users of QuickFort and related CSV tools get in the habit of compressing the .csv with thumbnails and/or readme.txt inside ZIP/RAR/7z. How can anyone tell what it's supposed to be used for or, more importantly, what the finished hall should look like without a picture or at least a readme? The file names may hint at what it's used for, but hints only go so far. The CSV itself does usually contain a brief description. But I find that description is often less than a sentence long.

Anyway, including a readme gives the author/architect an excuse to give himself credit where credit is due. (For most CSV I downloaded, I have no clue who designed them.) And I, for one, would not object to, say, a request by the author to name one of my dwarves after the author in their honor.

That said, I also hope that more DF fans start using QuickFort and get in the habit of sharing CSV blueprints. It's fun to share and (at least in theory) taking some of the tedium out of building should make DF even more fun for everyone.

I tried to create a place for them on the DF Wiki at df.magmawiki.com and upon uploading, received this error: ".csv" is not a permitted file type. Permitted file types are png, gif, jpg, jpeg, svg.

So unless they can loosen the upload restrictions to allow .csv and .zip (and .xls/x), the Wiki solution won't work. I'm not really finding a contact address on the DF Wiki site and/or don't know where I should be asking about this. Anybody connected into the Wiki admins?
May I make a suggestion?
Some time ago I scoured the Net looking for a free file host that does not even mention the possibility of deleting your files. After a lot of searching, I could only find one:

Host-A.net (http://www.host-a.net/ref/bsperan)

The site promises not to delete your files unless you tell them to (or if you violate their terms of service). It seems a good place to share small files as I've never had a file deleted there. The only caveats are a few small, unobtrusive ads and the fact that a free membership only allows 50 MB total storage. Getting more requires a small fee. (Although, such fees are cheap and one time - the storage increase is permanent.)

BTW: I see that QuickFort 2.00pre3 was uploaded August 04, 2010. Are there any compatibility issues with using this in 31.18? And if that's the case, will there be a QuickFort 2.00final released soon?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: db48x on November 27, 2010, 02:09:03 am
Let's stick them up on the wiki. Then anyone can add screenshots, notes, directions, comments and so on. Plus, it'll be easy to revamp the ones that don't actually work, like the circle pack. (add #dig to the top, then they'll work)
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: db48x on November 28, 2010, 11:58:28 am
http://df.magmawiki.com/index.php/Quickfort_Community_Blueprints
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on November 28, 2010, 12:10:45 pm
http://www.mediafire.com/file/8adij03kfv50tc9/Blueprints.rar

All the packs I had in one .rar
Is it missing any?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: BigD145 on December 14, 2010, 06:43:57 pm
Just a little bump with content. Would someone with an account add this to the community blueprints?

Modified Windmill Villas (http://df.magmawiki.com/index.php/Bedroom_design)
28 rooms
Code: [Select]
#dig start(11;11)
,,,,,,d,,,,,,d,,,,,,,,,
,,,,,,d,,,,,,d,,,,,,,,,
,,,,d,,d,,d,,d,,d,,d,,,,,,,
,,,,d,,d,,d,,d,,d,,d,,,,,,,
,,,,d,d,d,d,d,,d,d,d,,d,,d,d,d,,,
,,,,,,d,,,,,,d,d,,,d,,,,,
,,d,d,d,,d,,d,d,d,,d,d,d,d,d,d,d,d,d,
,,,,,d,d,,,,d,,d,,,,d,,,,,
d,d,d,d,d,d,d,d,d,d,d,d,d,,d,,d,d,d,,,
,,,,d,,,,d,d,d,d,d,,d,,,,,,,
,,d,d,d,,d,d,d,d,i,d,d,d,d,,d,d,d,,,
,,,,,,d,,d,d,d,d,d,,,,d,,,,,
,,d,d,d,,d,,d,d,d,d,d,d,d,d,d,d,d,d,d,
,,,,d,,,,d,,d,,,,d,d,,,,,,
d,d,d,d,d,d,d,d,d,,d,d,d,,d,,d,d,d,,,
,,,,d,,,d,d,,,,,,d,,,,,,,
,,d,d,d,,d,,d,d,d,,d,d,d,d,d,,,,,
,,,,,,d,,d,,d,,d,,d,,d,,,,,
,,,,,,d,,d,,d,,d,,d,,d,,,,,
,,,,,,,,d,,,,,,d,,,,,,,
,,,,,,,,d,,,,,,d,,,,,,,

This has a central single up/down stair tile that has room for a 3x3 shaft. I don't usually do 3x3.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Tryntu on December 24, 2010, 10:53:18 am
mediafire doesnt like me. =/ it keeps refreshing and fails to start the download. what happen?! my mind is full of <magma> i dont even

but yeah, in any event i just switched to a new hard drive and realised just now that i forgot to grab my quickfort file with all the .csv's. little bitter 'bout that. thanks for keeping them alive!
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: azazel on December 24, 2010, 03:26:10 pm
Quickfort 2.00pre3 works fine in 31.18; but I've not tested everything it has to offer.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on December 24, 2010, 06:17:57 pm
mediafire doesnt like me. =/ it keeps refreshing and fails to start the download. what happen?! my mind is full of <magma> i dont even
Hmm. its not working for me, either.
Heres the .rar uploaded to Wuala instead: http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints.rar (http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints.rar)

That fix it, Tryntu?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Justin In Oz on December 29, 2010, 10:58:30 pm
G'Day,
I have been mucking around a bit. Here is what I have come up with.
I have tried to create a spherical fort, 21 squares in diameter. The bedrooms are all on the "surface" of the sphere. There are 152 of them. I figure that by the time you get to that number a lot of the dwarfs will be shacking up, so you won't need 200 bedrooms. I was inspired by a description of an ultimate efficiency fort that was a hypersphere. The poster said that this was impossible so he built in a cylinder form. After finding another link to a web page that created sphere plans for lego block and the like, I thought why not have a grack at creating the sphere. I have done it in two phases. The first is carving out a few of the levels and all of the staircases. The second is everything.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I am keen to get comment and criticism. I have the whole thing in an excel spreadsheet, but I don't seem to be able to attach it. The spreaddy has a macro that converts selected areas that are filled in red but dont have anything in them to be a d for dig. It is useful in playing around and then converting to quickfort code.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: taodih on December 30, 2010, 07:48:04 pm
Hi , as above poster I also made a simple ramp staircase.
It is a 3x3 4z (1 full spiral) , I also added an dug out area arround the staircase so it's 5x5.
Always start a zlevel down from where you want to start (ramps are upwards thus you need to dig from a zlevel higher)
I'll post both
the 3x3
Spoiler (click to show/hide)
the 5x5 grid (also center start)
Spoiler (click to show/hide)
7x7 (starts at center) it's a combination of + & x formation
Spoiler (click to show/hide)
Later on I'l look into a more compact and usefull ramp staircase
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on December 30, 2010, 07:48:44 pm
Whats a ramp staircase for?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: taodih on December 30, 2010, 08:04:40 pm
Whats a ramp staircase for?

seems regular stairs take alot more fps then ramps , thats is the main reason.
This have been actually helped my fps (at speed:0 dorfs).

If I mass dump items my dwarf's give a sudden decrease to my fps
(not worth noting though it is a good 10 fps with regular stairs)

and with ramps it has yet to pass the 1 fps decrease
this is all when starting out a fort ofcource.

and it is still hitting max fps (150 with me) and hardly any decrease with 40 dwarfs ^^
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: rynait on January 02, 2011, 07:25:11 pm
Hello,

been making alias for gem stone (value sorting to plots),  is there list of acceptable commands

such as...

funkysort,{down}(#sort){enter} ...

can i place comment inside the command string, and what is used for page up/page down? i assume {pgu}{pgd}?

plan do same thing with wood (ya know there are expensive wood, why  waste money to burn it into charcoal or ash?)
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: rynait on January 02, 2011, 11:24:37 pm
Hello,

window 7 pro 64 bit. quad core processor AMD.

unable to access Alt-T to enter command from aliases.txt.

is there something for me to fix-correct?  (Alt-d, Alt-F works fine)

Rynait
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: rynait on January 09, 2011, 10:10:21 pm
Hello,

edit to above, turns out there are problems with version 2.x not able to run the alt+t commands nor able to access/using aliases.txt file called in .csv file. I switched to older quickfort version  (version 1.11) had no problems with alt+t or aliases.txt access. 

R
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on January 09, 2011, 10:23:02 pm
dude, edit button's right there. I understand you're asking a question, but theres not really any need to triple post. Try PMing joelpt.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: rynait on January 10, 2011, 10:04:37 pm
Hello...

triple post?!  aren't you reading.

R
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: timothy taco on January 12, 2011, 03:13:58 pm
Never mind, google is your friend.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Starfox on February 03, 2011, 11:48:43 pm
Win7 64
Is macro meant to be faster? Because "macro" execution takes forever compared to "key" with 2.00pre3 :c
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: BigD145 on February 04, 2011, 12:22:18 pm
Win7 64
Is macro meant to be faster? Because "macro" execution takes forever compared to "key" with 2.00pre3 :c

The macro keystroke can be altered in either init or d_init in DF. I forget which file.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Thundercraft on February 16, 2011, 06:14:05 am
Whats a ramp staircase for?

seems regular stairs take alot more fps then ramps , thats is the main reason.
This have been actually helped my fps...

...it is a good 10 fps [decrease] with regular stairs...
and with ramps it has yet to pass the 1 fps decrease
this is all when starting out a fort of course.

and it is still hitting max fps (150 with me) and hardly any decrease with 40 dwarfs ^^

I've heard several claim that using ramps instead of stairs and sticking with 3-tile-wide corridors everywhere (except maybe 2-tile-wide in low traffic areas like isolated bedrooms) both make a significant savings in FPS. And I'm going to be using that in my new fort.

However, I'm surprised and rather disappointed that (albeit, while they are gorgeous works of art) the vast majority of .CSV Quickfort templates available stick with using 1-tile-wide corridors and stairs. I'm looking forward to trying out taodih's ramp staircases, but hasn't anyone else thought of releasing new templates with these FPS-friendly features?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Meeker on February 21, 2011, 05:18:31 pm
Some blueprints I made up, the designs are NOT mine... I merely imported them into a CVS file for my use.   To be honest, I cribbed the designs from the wiki.   but I do find the designs useful for building blocks.  Use as you like

Tenements
Spoiler (click to show/hide)

Apartments
Spoiler (click to show/hide)

And finally Workshops
Spoiler (click to show/hide)

Some retouched pump stacks, one going NS and one going WE
Spoiler (click to show/hide)

Spoiler (click to show/hide)



Finally one of my own designs, which is just a simple double helix staircase with ramps.
3x3 spaced, perfect as you'll note for that block of 3x3 squares I left in the middle of all the other BP's I tossed up.

Spoiler (click to show/hide)
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: seussghost on March 15, 2011, 08:37:17 am
Has anyone updated the aliases file for the new versions of DF?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on March 19, 2011, 06:57:35 pm
Hi all,

A status update for you. I haven't worked on QF 2.0 much in the past several months due to work demands. I now have some more time coming up, and I should be able to wrap 2.0 and get a release candidate out soon.

Frankly I didn't think anybody really used Alt+T and aliases.txt, though I use them pretty heavily myself. I'll make sure these features are brought back into 2.0 before release (and will update the default aliases.txt to work with the latest DF version's menus).

I also have a fix in for 2.0pre's issues with transforms involving rotation not handling non-square blueprints/transform chains well. In short you can now do something like "rotcw valign=top 2e" to a non-square blueprint, controlling the horizontal/vertical alignment when non-square blueprints are repeated in some direction. I'll be posting full documentation and a short youtube tutorial on 2.0's new transformation system near release.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on March 19, 2011, 07:03:02 pm
Win7 64
Is macro meant to be faster? Because "macro" execution takes forever compared to "key" with 2.00pre3 :c

The macro keystroke can be altered in either init or d_init in DF. I forget which file.

This is correct. Set [MACRO_MS:0] in init.txt to maximize QF2's macro playback speed.

By default it's set to [MACRO_MS:150] for reasons unknown.

EDIT: In .31.21 it is now set to [MACRO_MS:15] by default, which is probably still faster than QF1's keysending rate but not as fast as full speed [MACRO_MS:0]. Interesting tidbit: in earlier versions of .31.x the macro function actually suspended DF screen updates while the macro was executing -- resulting in speeds several times faster than even [MACRO_MS:0] now provides, though you didn't get to watch.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on March 20, 2011, 10:05:58 pm
Alt+T functionality is back in my development build and now also supports multiline commands, e.g. Alt+T [dig d,d#d,d] digs a 2x2 square.

Aliases are up next, then we'll have another pre release.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on March 20, 2011, 10:13:48 pm
If any of you want to try running my latest development build, you can download the source and run it:

http://code.google.com/p/quickfort/

Note you will need Python 2.6 and AutoHotKey installed to run everything. Just check out the entire source folder with hg (TortoiseHg for Windows users) and run quickfort/Quickfort.ahk or qfconvert/qfconvert.py. Since it's all scripting language based, it should not be necessary to compile anything to binary, though the make*.bat files are available to do so. I'm pretty good about only checking code into the repository when it's fully working, so running this version should be a relatively stable experience.


You're also welcome to track or submit issues here:

http://code.google.com/p/quickfort/issues/list

This is what I'm using for internal issue tracking for QF2.0.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Jorjon on March 27, 2011, 01:59:00 am
Hi, I made a very tiny utility to help generate the *.csv. You can get it here (http://www.bay12forums.com/smf/index.php?topic=80666.0).
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Petr Ga on March 30, 2011, 01:16:48 pm
Hi,
as drop.io is down, do you have another repository of user blueprints?

thanks!
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on March 30, 2011, 01:41:22 pm
Hi,
as drop.io is down, do you have another repository of user blueprints?

thanks!
My Blueprints folder in .rar form. Hopefully not missing too much. (http://www.mediafire.com/file/8adij03kfv50tc9/Blueprints.rar)
Same file, but on Wuala instead (http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints.rar)

There you go.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Petr Ga on April 01, 2011, 11:38:58 am
Hi,
as drop.io is down, do you have another repository of user blueprints?

thanks!
My Blueprints folder in .rar form. Hopefully not missing too much. (http://www.mediafire.com/file/8adij03kfv50tc9/Blueprints.rar)
Same file, but on Wuala instead (http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints.rar)

There you go.

Thanks!
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Tanelorn on April 01, 2011, 03:14:35 pm
Does quickfort support v0.31.25? I can't get .csv files to work with the lastest DF version (either modded or vanilla)?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on April 02, 2011, 08:43:01 am
Does quickfort support v0.31.25? I can't get .csv files to work with the lastest DF version (either modded or vanilla)?
I'm running QF 2.00pre3 and 0.31.25 and it is working here. Which version of Quickfort are you using?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: K.I.L.E.R on April 24, 2011, 09:00:35 am
As a newbie I will say that this is one of the greatest and most helpful mods I have used. The mere fact that this saves me an incredible amount of key strokes, time, and wrist pain, makes this by far the most useful utility.

Thank you joelpt.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: BigD145 on April 24, 2011, 10:07:15 am
Does quickfort support v0.31.25? I can't get .csv files to work with the lastest DF version (either modded or vanilla)?

Quickfort runs as an independent program and does not require any specific version of DF. Quickfort just presses keys on your keyboard.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Immacolata on May 08, 2011, 11:26:25 pm
Lovin' QF 2 pre3 and have a question:

I've yet to mess around with a pump stack. In my current embark the lava is something like. I dunno. 50 z-levels below my fortress. Feels like forever at least. Constructing a pump stack seems to be quite a task, not to mention providing the power required for it to work.

Has anyone used Quickfort to mass-designate one? Can you even use construction commands while quickforting?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on May 12, 2011, 12:46:08 am
Lovin' QF 2 pre3 and have a question:

I've yet to mess around with a pump stack. In my current embark the lava is something like. I dunno. 50 z-levels below my fortress. Feels like forever at least. Constructing a pump stack seems to be quite a task, not to mention providing the power required for it to work.

Has anyone used Quickfort to mass-designate one? Can you even use construction commands while quickforting?

Check out screw-pump-tower-dig.csv and screw-pump-tower-build.csv in the Blueprints/Examples folder that comes with QF. Read the blueprints' comments carefully to understand how this works. I've built several towers using these blueprints and it works a treat. Nothing 50 z-levels deep, though!

QF works in dig, build (construction), place, and query modes, just make sure you follow QF's instructions to enter the corresponding designation mode in DF beforehand.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Doughboi on May 31, 2011, 03:16:09 pm
I was making a few custom dig scripts for bed rooms and workshops and decided I wanted to make some build scripts to go along with them. I'm running in to problems though with the build scripts placing other objects than what I designated for it to place. For example; it will place a door where I had a statue designated in the excel sheet. Here is a build script for the bed room design: http://dl.dropbox.com/u/12780033/Bedrooms-1-dig.csv <---Dig http://dl.dropbox.com/u/12780033/Bedrooms-1-build.csv <---Build

I've also noticed it will sometimes use thrones than tables. Anyone got some tips on what is causing it I'm all ears.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Fredd on June 01, 2011, 09:35:39 pm
You could have run out of items designated for tasks. QF goes completely whacky then. The suspend command is good to just build certain items in area, when it is working. If you just quit, and try it again(Alt D) it will go bonkers. #build I found out needs C(whatever constructed stuff) in the cell, while furniture just needs it designation, d for door, s for statue, same as commands in DF. Are you using lower case letters? These comments are just a stab in the dark, since I am new, but statues and doors still are getting placed. Love this utility, and chromofort is a good addition
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on June 02, 2011, 08:28:29 am
I was making a few custom dig scripts for bed rooms and workshops and decided I wanted to make some build scripts to go along with them. I'm running in to problems though with the build scripts placing other objects than what I designated for it to place. For example; it will place a door where I had a statue designated in the excel sheet. Here is a build script for the bed room design: http://dl.dropbox.com/u/12780033/Bedrooms-1-dig.csv <---Dig http://dl.dropbox.com/u/12780033/Bedrooms-1-build.csv <---Build

I've also noticed it will sometimes use thrones than tables. Anyone got some tips on what is causing it I'm all ears.
I haven't run your blueprints, but I did notice on your #build blueprint you have "i" commands (presumably left over from the #dig blueprint). These could very well be the cause, since 'i' in build mode opens the ballista/catapult build menu, after which point QF will probably have gotten itself stuck in that menu at the wrong time and subsequently gone "off the rails".

If that doesn't fix the issue post back and let us know what version of QF you're using. It might also be useful to extract just one bedroom into a new pair of blueprints and see if that works correctly, then expand to half the original blueprints, etc.

As Fredd said, you might also be running out of the necessary mats. The spurious "i" commands seem most likely to be the issue though.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Fredd on June 03, 2011, 11:53:36 am
I have just finished laying out the interior /exterior walls, and flooring for the first floor of a modest keep. Figured out the accursed 99 problem, after 2 failed efforts, lol.
 The question is if I make up a blueprint to add furnishings on the identical second floor, will I have problems with building furniture over constructed flooring? Thanks
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Brambled on June 07, 2011, 07:49:42 pm
So is there any other program out there that is more up to date for the game?
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Aklyon on June 07, 2011, 07:58:53 pm
So is there any other program out there that is more up to date for the game?
Quickfort doesn't require updating for new versions of DF like Therapist or Foreman, it should work fine in 31.25.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on June 08, 2011, 05:44:46 pm
So is there any other program out there that is more up to date for the game?
Quickfort doesn't require updating for new versions of DF like Therapist or Foreman, it should work fine in 31.25.
This is correct, though the aliases.txt in QF1.x won't work right in 31.25.

I have a fixed aliases.txt in QF2.00pre4 which I have not yet released, but will soon. I've got about 2-3 weeks left before I will have time to do that release, and the "non pre" release version should follow quickly afterwards. FINALLY.  ;D
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: Thundercraft on June 11, 2011, 09:00:00 pm
...the aliases.txt in QF1.x won't work right in 31.25.

I have a fixed aliases.txt in QF2.00pre4 which I have not yet released, but will soon. I've got about 2-3 weeks left before I will have time to do that release, and the "non pre" release version should follow quickly afterwards. FINALLY.  ;D

Sounds great!  8) Looking forward to that.  :D

However, if aliases.txt is broken for 31.25, I'm wondering why you decided not to release your fixed aliases.txt as a temporary solution until you're ready to release the next version? After all, updated aliases.txt files have been released in this thread before. And running or compiling AutoHotkey scripts is easy, even for those without much programming experience. Myself, I don't normally compile or program code, but I have managed to do some AutoHotkey stuff.

Sharing code is easy with sites such as  bitbucket (http://bitbucket.org), pastebin.com (http://pastebin.com/), gist.github.com (https://gist.github.com/) and Google's code playground (http://code.google.com/apis/ajax/playground/). And since aliases.txt is so short, it could have been inserted into {spoiler}{code}{/code}{/spoiler} tags and pasted into a forum post.
Title: Re: [Quickfort] Version 2.00pre3 released
Post by: joelpt on June 13, 2011, 10:32:18 am
However, if aliases.txt is broken for 31.25, I'm wondering why you decided not to release your fixed aliases.txt as a temporary solution until you're ready to release the next version?
The main reason is that 2.00pre3 doesn't handle aliases.txt at all. In 2.00pre4 this support has been added, along with handling some keystroke codes used a lot in aliases.txt, e.g. {Down 5}. QF2.x also supports a few new keystroke commands/shortcuts that weren't in QF1.x.

EDIT: To be more clear, the underlying reason why I never released an updated aliases.txt for QF1.x was because I thought hardly anybody was using it. Turns out it's one of the most used features of QF -- which led to adding aliases.txt support into QF2.00pre4.

So, the following aliases.txt probably won't work right as-is in QF1.x without modification, though if you do a bit of search-and-replace (e.g. '&' -> '{Enter}') it should work just dandy.
Spoiler (click to show/hide)
Title: Re: [Quickfort] Version 2.00pre4 released
Post by: joelpt on June 17, 2011, 11:52:16 pm
Hi folks, after a long delay here is Quickfort 2.00pre4 (http://code.google.com/p/quickfort/downloads/detail?name=Quickfort_2.00pre4.zip).

New in 2.00pre4:

At this point, I think 2.00pre4 has feature parity with 1.11. The main tasks left before release are updating the documentation (especially w.r.t. Alt+R's syntax) and constructing at least one complete fort with the blueprints/TheQuickFortress pack including the waterfall system. That should suss out any remaining bugs.

I have scrapped my plans to include a blueprints/Modular pack for the 2.0 release. I couldn't decide on a standardized size and staircase layout that suited my goal of being able to Alt+R rotate-and-repeat any Modular blueprint in multiple directions and have it "just work", like TheQuickFortress does (sans rotation).

The issue tracker (http://code.google.com/p/quickfort/issues/list) for QF2 is public; feel free to submit any bugs or feature requests you might have.
Title: Re: [Quickfort] Version 2.00pre4 released
Post by: Dr. Hieronymous Alloy on June 18, 2011, 06:40:31 pm
Is there any way to *rotate* a quickfort blueprint? Either with a command or by some sort of copy/paste on the original CSV?
Title: Re: [Quickfort] Version 2.00pre4 released
Post by: joelpt on June 19, 2011, 09:39:15 am
Is there any way to *rotate* a quickfort blueprint? Either with a command or by some sort of copy/paste on the original CSV?
Yes, in Quickfort 2.00pre4 after loading up your CSV, hit Alt+R and enter: rotcw
Other transformation commands are also available (rotccw, fliph, flipv) and can work in conjunction with the 2e 2s style repetition commands (still need to document this, use Alt+R, ? for some more).
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: joelpt on June 19, 2011, 01:00:16 pm
Hi folks, after a very short delay here is Quickfort 2.00pre5 (http://code.google.com/p/quickfort/downloads/detail?name=Quickfort_2.00pre5.zip).

This was mainly a cleanup/bugfix/optimization pass. The most significant change is that repeated Alt+D use is now much faster: blueprint conversion only happens once when needed, instead of with every Alt+D.

New in 2.00pre5:

All known bugs are now resolved; barring any new bugs found during testing this version should be 2.00 release-ready (still needs updated documentation).

The issue tracker (http://code.google.com/p/quickfort/issues/list) for QF2 is public; feel free to submit any bugs or feature requests you might have.
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Dr. Hieronymous Alloy on June 19, 2011, 03:23:24 pm
Thanks for all the work that goes into maintaining this utility -- it's probably my favorite Df utility to date. I would say it's saved me untold hours of time, but frankly it's just enabled me to spend untold hours "perfecting" my fortress layouts in successive and near-constant re-drafts.

Speaking of which, is it just me, or is the old quickfort .csv repository now down? I've got a fairly standardized fort layout I usually use (largely based on the fractal patterns in the wiki, modified for useability and efficiency etc.)  and I'd like to upload it, but I'm not sure where to upload it to.
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Thundercraft on June 19, 2011, 06:09:45 pm
Speaking of which, is it just me, or is the old quickfort .csv repository now down? I've got a fairly standardized fort layout I usually use (largely based on the fractal patterns in the wiki, modified for useability and efficiency etc.)  and I'd like to upload it, but I'm not sure where to upload it to.
The old .CSV Repository is gone now. But there are still sources available (http://www.bay12forums.com/smf/index.php?topic=35931.msg2131315#msg2131315) for the blueprints that were stored there.

Please do share your standardized fort layout. There are not very many complete fort layouts floating around (mostly bits & pieces) and I'd love to look at your design.

As for where to upload them now? For small-ish blueprints and .CSV files, you could insert the code inside {spoiler]{code]{/spoiler]{/code] tags (replacing the "{" with "["). Like this:
Hi , as above poster I also made a simple ramp staircase.
It is a 3x3 4z (1 full spiral) , I also added an dug out area arround the staircase so it's 5x5.
Always start a zlevel down from where you want to start (ramps are upwards thus you need to dig from a zlevel higher)
I'll post both
the 3x3
Spoiler (click to show/hide)
the 5x5 grid (also center start)
Spoiler (click to show/hide)
7x7 (starts at center) it's a combination of + & x formation
Spoiler (click to show/hide)
Later on I'l look into a more compact and usefull ramp staircase

Otherwise, you could paste the code on a code-sharing site such as bitbucket (http://bitbucket.org), pastebin.com (http://pastebin.com/), gist.github.com (https://gist.github.com/), or dropbox.com (https://www.dropbox.com/). And, of course, you could pack them into a .zip or .rar and upload to one of any number of free file hosts, such as megaupload.com (http://megaupload.com/), mediafire.com (http://www.mediafire.com/), and wuala.com (http://www.wuala.com/). (Personally, I'm partial to host-a.net (http://www.host-a.net/). They only give 50 Mb of space for free, but the account is for life and they promise not to delete your files. Most free file hosts will eventually delete your files due to a lack of downloading... and usually without notice.)
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Dr. Hieronymous Alloy on June 19, 2011, 09:00:10 pm

Please do share your standardized fort layout. There are not very many complete fort layouts floating around (mostly bits & pieces) and I'd love to look at your design.


What I think I'll do is get this draft of my standard fort finished out, make sure I've corrected the last few typos, add some explanatory notes to each .csv,  put the whole package together in a .zip file, and then post it here in the thread together with a link to the fort on the map archive. It's not exactly a revolutionary design -- basically, I took all the fractal designs on the wiki, regularized them so they were made up entirely of 3x3 workshop-sized rooms, and arranged them around a central  double-helix spiral ramp staircase. There's a storage level I designed to snap on top of the workshop fractal without connecting to the central stairs, and then I used caramel's circular bedroom plan for my bedrooms level (to force dwarves to take the central stair to eat/sleep).

The general shape of the fort is the same every time, but I vary it depending on the site and the plumbing (water, magma, etc.) My plan this time is to run a waterfall right down the center of the spiral staircase, so every dwarf gets a wash on a regular basis. The only real downside to the setup is that it takes up a 3 x 3 block of map tiles and really ends up with more room than any fortress not running on a supercomputer could ever need, but the extra space is necessary for aesthetics :P
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Aklyon on June 19, 2011, 09:48:16 pm
If you guys are going to be adding more blueprints, I'll try to keep my folder updated in Wuala, since these don't take much space and I've got a goodly amount left.

Anyone want me to split the .rar into a general folder so you can be more specific, or is it fine as is? (also tell me whats its missing with links if you can)
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Root Infinity on June 20, 2011, 06:02:00 am
Is there any way to be able to minimise DF while Quickfort is running? Macro mode seems to stop as soon as I move the mouse...
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Dr. Hieronymous Alloy on June 20, 2011, 08:25:34 am
Re: quickfort depository --

what about setting up a public-access Google Documents spreadsheet archive?
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: joelpt on June 20, 2011, 08:52:28 am
If you guys are going to be adding more blueprints, I'll try to keep my folder updated in Wuala, since these don't take much space and I've got a goodly amount left.

Anyone want me to split the .rar into a general folder so you can be more specific, or is it fine as is? (also tell me whats its missing with links if you can)
Having it in a general folder would certainly be nice; would it be a pain to have it both ways?

Re: quickfort depository --

what about setting up a public-access Google Documents spreadsheet archive?

That's not a bad idea.


I've thought about adding a built-in 'community blueprints browser' in a future Quickfort. Basically something that's at least as simple as the Windows file browser, but browses through some folders on a public ftp site or website and shows blueprint previews.

If we go down this path, I'd eventually like to see stuff like descriptions, ratings and comments on the blueprints. And though there are probably some free/cheap third party services that would support all this, I generally don't like the idea of writing code against a service that might cease business in future (see: drop.io).

I would consider abusing something like Google Docs to pull it off, though its UI is not really set up to handle descriptions/rating/comments. A mashup using Google App Engine and Google Docs might do the trick though.
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Aklyon on June 20, 2011, 09:46:18 am
If you guys are going to be adding more blueprints, I'll try to keep my folder updated in Wuala, since these don't take much space and I've got a goodly amount left.

Anyone want me to split the .rar into a general folder so you can be more specific, or is it fine as is? (also tell me whats its missing with links if you can)
Having it in a general folder would certainly be nice; would it be a pain to have it both ways?
Not at all.
http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints.rar/
http://www.wuala.com/Aklyon/Public%20Stuff/Blueprints/
There you go.
Title: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: joelpt on June 21, 2011, 02:48:47 pm
(http://code.google.com/p/quickfort/logo?cct=1308578530)Quickfort 2.00 has been released!

> Quickfort 2.00 "final" download & user manual (http://sun2design.com/quickfort)


Quickfort 2.0 is a major rewrite of Quickfort 1.11.

The new blueprint conversion engine 'qfconvert' has been rewritten in cross- platform Python, enabling non-Windows users
to utilize the app via the command line. More importantly, the use of Python made possible a much more advanced
implementation of how Quickfort does its job.

The new conversion engine is much smarter about how it designates your blueprints. Instead of using the "typewriter"
(line-by-line) approach of QF1.x, QF2 now tries to minimize the total number  of commands/keystrokes sent to Dwarf
Fortress. It does this by designating the largest contiguous areas/"chunks" possible while minimizing the distance
travelled between areas whilst designating.

QF2 is smarter about designating objects of various sizes. For example, workshops can now be designated by filling a 3x3
area of a blueprint with 'wc' instead of just a single 'wc' in the center of a 3x3 area. This makes some kinds of
blueprints easier to create and read.

The new engine also has a reworked blueprint transformation framework which supports things like blueprint rotation and
tesselation.

Lastly, QF2 supports outputting and executing DF macros instead of sending keystrokes to the DF window  (QF1.x style).
This results in blueprint playbacks that are faster and more reliable vs. keysending. Since DF macros are native to DF,
they can be used on any OS that runs Dwarf Fortress. Keysending is still used by the Windows-only Quickfort GUI for
certain operations, i.e. Alt+V "visualize".

Quickfort's minimalist Windows-only "GUI" is a partial rewrite of the AutoHotKey script that was Quickfort 1.x. It has
seen a number of significant improvements, such as blueprint previews and the ability to choose a worksheet from a
multisheet XLS/XLSX file. It is now a "thin" GUI implementation, providing only the mousetip-based GUI and DF-keysending
functionality, and relying on qfconvert for all blueprint processing and manipulation.

A list of the shiny new bits:
This new codebase for Quickfort 2.0 will enable lots of interesting new features and experiments in future releases.
Features such as '#all' blueprints, '#meta' blueprints, and an Undo mode are all on the 2.x release schedule.

I encourage you to use the issue tracker (http://code.google.com/p/quickfort/issues/list) for any bugs or feature requests you'd like to submit.

Enjoy!

Changelog since 1.11:

### 2.00 (2011 June 21) ###
### 2.00pre5 (2011 June 19) ###
### 2.00pre4 (2011 June 17) ###
### 2.00pre3 (2010 July 31) ###
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Root Infinity on June 21, 2011, 03:25:29 pm

[Neat stuff]

  • Smart designation: ~400% fewer DF commands required versus QF1.x for the same tasks

[rant]400% less would mean that now it uses a negative number of commands. Now that's something I'd like to see... Try "75% less", or "one quarter of the"[/rant]

  • The /Modular project: I've created a new subfolder in blueprints titled Modular. The blueprints in this folder are built from a common template (__template.xls) and are designed to be easily connected to adjacent Modular blueprints in a fortress. The intent is to build up a library of blueprints of various types that conform to this template. To that end, I am looking for contributions if anyone would like to help populate this folder for future QF releases. Check out blueprints/Modular for more details. *NOTE: /Modular was later shelved for Quickfort 2.0's release; it will be back.*
If you upload the template at least I'd be more than happy to start making modules for it...
Why was it shelved anyways?

Looks great by the way!

EDIT: Can you put in a function to just export the macro to DF, with a custom name?
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Thundercraft on June 21, 2011, 07:19:17 pm
Nice!  8)

One thing I noticed, however, was how the list of FEATURES in the OP seems to be missing some features that were stated in older versions. Specifically, I could not find:

* Simple "command line" entry
* Minimalist (and optional) GUI
* Keystroke (construction speed) optimizations

The "Minimalist (and optional) GUI" was replaced with "Windows minimalist GUI with built-in command prompt". From this users might assume that the GUI is no longer optional. (But examining the options.txt file seems to indicate that it can still be turned off.)

The "Keystroke (construction speed) optimizations" or something similar should definitely be mentioned because this 2.00 release has a lot of speed optimization.

QF2 is smarter about designating objects of various sizes. For example, workshops can now be designated by filling a 3x3 area of a blueprint with 'wc' instead of just a single 'wc' in the center of a 3x3 area. This makes some kinds of blueprints easier to create and read.
I take it, then, that some of us will be creating blueprints that take advantage of these new features, but which will not work properly if used in an older version of Quickfort?

From this and other changes in the way blueprints are created, I suggest that we agree on some method to differentiate blueprints created for the new Quickfort 2.00 and old Quickfort versions. I'm thinking it would help avoid confusion if, from now on, we all agree to mention "4QF2" (for QuickFort 2.00) at the very beginning of blueprint descriptions. (This should be mentioned in "blueprints/Modular".) That abbreviation would be mostly self-explanatory while still saving space.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: joelpt on June 21, 2011, 08:48:55 pm
[rant]400% less would mean that now it uses a negative number of commands. Now that's something I'd like to see... Try "75% less", or "one quarter of the"[/rant]
Yeah I had trouble figuring out how to word that. Will revise.

Quote
If you upload the template at least I'd be more than happy to start making modules for it...
Why was it shelved anyways?
Couldn't decide on a template! :D

A little background on where this project stands:

I'll release the Modular pack soon (probably with next version of QF2). Just need to decide on a template and crack out the first half dozen or so fully working, all-phases blueprints.

The basic idea is to develop a full set of all-build-phases blueprints which can be rotated and repeated in any direction and still adjoin/connect to any adjacent Modular blueprint nicely.

The key issues with choosing the template I've been wrestling with:

ISSUE 1: What should the dimensions be? It must be perfectly square for easy rotation & repetition. I've experimented with 15x15, 20x20, 30x30, and 40x40 sizes. Currently tending towards 20x20 due to its not being too small or too big, and it's evenly divisible by 10 which makes Shift+<movement key> work well in DF. 30x30 gives notably more freedom in how blueprints are laid out, but may be too large for some uses -- and the whole idea of the "Modular" set is that you repeat smaller modular blueprints as often as needed.

For reference, here is how many bedrooms and the bedroom densities I was able to obtain at different blueprint sizes, using 4 cells per bedroom:
Code: [Select]
dimx dimy rooms area rooms/sqft rooms/edgelen
20 20 28 400 0.07         1.4
15 15 16 225 0.071111111 1.066666667
20 30 39 600 0.065         1.95
30 30 64 900 0.071111111 2.133333333

ISSUE 2: How should the stairs be arranged? Three basic possibilities:
   a - 2x2 staircase in the center of the blueprint
   b - 1x1 staircase in each corner of the blueprint
   c - 1x1 staircase at the midpoint of each edge of the blueprint

I'm tending towards option b currently, because it leads naturally to a template design where the outer edges of every blueprint are 1-wide hallways with stairs at each corner-intersection. When such a blueprint is repeated 2e, the 1-wide hallways on each blueprint combine to form a 2-wide hallway between them. Repeating 2e 2s, we get a 2x2 staircase in the center. This helps the fortress hallways/stairways scale up the main thoroughfares as the fort increases in size.

The main downside of this option is what to do when you get to the surface level. Now you've got 4 1x1 staircases emerging at the surface. This makes surface blueprint design rather tricky and/or you try to funnel those 4 1x1 staircases into a centralized 2x2+ staircase on the first sub-surface z level. Either way seems like a bit of a hack and may stymie efficient dwarf movement from surface to underground.

So that's where I am with Modular right now ... committing to a specific template and doing the first batch of working blueprints. Tending towards a 20x20 base size with 1x1 stairs in each corner and hallways along the blueprint edges.

Quote
EDIT: Can you put in a function to just export the macro to DF, with a custom name?
Added to the issue tracker. http://code.google.com/p/quickfort/issues/detail?id=41
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: joelpt on June 21, 2011, 09:01:34 pm
One thing I noticed, however, was how the list of FEATURES in the OP seems to be missing some features that were stated in older versions. Specifically, I could not find:

* Simple "command line" entry
* Minimalist (and optional) GUI
* Keystroke (construction speed) optimizations
You're right, these bullet points were wrapped into other bullet points.

Quote
The "Minimalist (and optional) GUI" was replaced with "Windows minimalist GUI with built-in command prompt". From this users might assume that the GUI is no longer optional. (But examining the options.txt file seems to indicate that it can still be turned off.)
You can turn off the mousetip with Alt+H while Quickfort.exe is running. QF's Alt+T "command prompt" hotkey will still work.

You could also use qfconvert.exe directly at the Windows command line.

Quote
The "Keystroke (construction speed) optimizations" or something similar should definitely be mentioned because this 2.00 release has a lot of speed optimization.
I'll come back through and re-add/accentuate the bullet points you noted soon or at next release.

Quote
QF2 is smarter about designating objects of various sizes. For example, workshops can now be designated by filling a 3x3 area of a blueprint with 'wc' instead of just a single 'wc' in the center of a 3x3 area. This makes some kinds of blueprints easier to create and read.
I take it, then, that some of us will be creating blueprints that take advantage of these new features, but which will not work properly if used in an older version of Quickfort?
Yes - and definitely in the case of the 'automatic area expansion' you mention. QF1.x would freak out just thinking about it.

Quote
From this and other changes in the way blueprints are created, I suggest that we agree on some method to differentiate blueprints created for the new Quickfort 2.00 and old Quickfort versions. I'm thinking it would help avoid confusion if, from now on, we all agree to mention "4QF2" (for QuickFort 2.00) at the very beginning of blueprint descriptions. (This should be mentioned in "blueprints/Modular".) That abbreviation would be mostly self-explanatory while still saving space.
A fair idea. I'll consider tagging all the Modular blueprints as you suggest. However, with the addition of XLS/XLSX file and multi-worksheet support in QF 2.00, I'm hoping more people move towards using those formats. Any blueprints in XLS/XLSX form will probably be impicitly understood as being QF2-only.

The Modular series will very probably be released as XLS or XLSX.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Aklyon on June 21, 2011, 09:12:20 pm
XLS please. XLSX will just cause compatibility hoopla.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Thundercraft on June 21, 2011, 10:19:38 pm
ISSUE 1: What should the dimensions be? It must be perfectly square for easy rotation & repetition. I've experimented with 15x15, 20x20, 30x30, and 40x40 sizes. Currently tending towards 20x20 due to its not being too small or too big, and it's evenly divisible by 10 which makes Shift+<movement key> work well in DF. 30x30 gives notably more freedom in how blueprints are laid out, but may be too large for some uses -- and the whole idea of the "Modular" set is that you repeat smaller modular blueprints as often as needed.

This has a lot to do with personal preferences. Some players like to build vertically, so they'd prefer something like 10x10 or 15x15. But some players want room to expand horizontally or prefer to see a lot on the same level instead of changing levels constantly. They might prefer something like 20x20 or 30x30. Personally, I feel that 15x15 is too small, while I find 20x20 or 30x30 more appropriate. However, I don't always play the same and sometimes I go for small layouts.

That said, there are a number players (including myself) who feel strongly that most hallways should be at least 3 tiles wide. If they're anything less, then any areas with traffic will cause dwarves to run into each other and re-path constantly, causing a significant drop in FPS. (The only exception being low traffic areas, such as seldom-used corridors to isolated bedrooms.) But 3-tile wide corridors naturally suggests a cross pattern (North-South and East-West corridors) and that results in an odd number of tiles for dimensions. So instead of 20x20 or 30x30, it'd be more like 19x19 or 29x29. Some of us absolutely refuse to consider blueprints with corridors 1 or 2 tiles wide.

I'm just saying there are a number of players who are much more concerned about maintaining good FPS and having their dwarves finish hauling jobs and get to their destinations faster than worry about making Shift+<movement key> work well. Consider that FPS death is still a leading cause of fortress failure (for older, established forts) and that each new release of DF is larger and with more features (theoretically making FPS worse). Many of us cannot afford to buy a new computer every other year and ToadyOne is not likely to address these FPS issues for a long time yet, either.

For reference, here is how many bedrooms and the bedroom densities I was able to obtain at different blueprint sizes, using 4 cells per bedroom:
Spoiler (click to show/hide)
I think a lot of players still use the old 1x3 style (3 cell) bedrooms for peasants, reserving anything larger for nobles and the like. (Or would that make 4 cells with a door?) But, again, this has to do with tastes, preferences and play style.
BTW: I see nothing wrong with having, say, 30x30 or 40x40 size sleeping levels and smaller levels (such as 20x20) for all other levels... Well, except that any stairs near the corners would not line up with other floors, making a large central stairway important.

ISSUE 2: How should the stairs be arranged? Three basic possibilities:
   a - 2x2 staircase in the center of the blueprint
   b - 1x1 staircase in each corner of the blueprint
   c - 1x1 staircase at the midpoint of each edge of the blueprint

I'm tending towards option b currently, because it leads naturally to a template design where the outer edges of every blueprint are 1-wide hallways with stairs at each corner-intersection. When such a blueprint is repeated 2e, the 1-wide hallways on each blueprint combine to form a 2-wide hallway between them. Repeating 2e 2s, we get a 2x2 staircase in the center. This helps the fortress hallways/stairways scale up the main thoroughfares as the fort increases in size.
If 20x20 or larger size levels were considered, then having at least 1 staircase near the corners seems the way to go, rather than a large central staircase. However, if the level is large enough, I could see having both a central staircase and some staircases near the corners.

Anyway, it sounds like you did not even consider 3x3 staircases (to go with 3-tile wide corridors). I've looked at a lot of fortress maps, DF YouTube videos, and fort designs and a surprising number of them use a 3x3 central staircase. At least with recent DF versions, they seem more common than a 2x2 central staircase design.

...The main downside of this option is what to do when you get to the surface level. Now you've got 4 1x1 staircases emerging at the surface. This makes surface blueprint design rather tricky and/or you try to funnel those 4 1x1 staircases into a centralized 2x2+ staircase on the first sub-surface z level. Either way seems like a bit of a hack and may stymie efficient dwarf movement from surface to underground.
Yes, having 1x1 staircases in each corner would cause a problem for the z-1 level. Most players only want 1 main entrance to their fort for security reasons, at least to begin with. (However, 2 or more entrances are doable later, esp. for experienced players.) As you said, one solution would be to have the z-1 level with 1x1 down staircases in the corners and only have a centralized staircase (or side entrance) to breach the surface.

As you said, the problem would be funneling that traffic through a 2x2 stairway to the surface. But this is less likely to be an issue with a 3x3 central staircase going all the way from the surface to the bottom. Even if it has 1x1 staircases in the corners, the 3x3 central staircase should be able to handle the traffic volume to and from the surface.

Another solution might be to have a completely enclosed (with roof) surface level with one or more bridges as the entrance(s). Depending on the design, the corner staircases could be functional as there might be a need to go to the roof, such as for marksdwarves to reach the fortifications in order to patrol them.

(BTW: Personally, I like the idea of using the central tile of a 3x3 staircase to build an automated waterfall system to keep dwarves happy.)

Edit: Oh, and another reason why I prefer odd-numbered dimensions (such as 19x19 or 29x29) in blueprints is it makes it easy to center it. For example, I like to use something like:
Code: [Select]
#dig start(4; 4; Center tile of a 7-tile square)
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Root Infinity on June 22, 2011, 06:23:53 am
[rant]400% less would mean that now it uses a negative number of commands. Now that's something I'd like to see... Try "75% less", or "one quarter of the"[/rant]
Yeah I had trouble figuring out how to word that. Will revise.
Thanks

Quote
If you upload the template at least I'd be more than happy to start making modules for it...
Why was it shelved anyways?
Couldn't decide on a template! :D

A little background on where this project stands:

I'll release the Modular pack soon (probably with next version of QF2). Just need to decide on a template and crack out the first half dozen or so fully working, all-phases blueprints.

The basic idea is to develop a full set of all-build-phases blueprints which can be rotated and repeated in any direction and still adjoin/connect to any adjacent Modular blueprint nicely.

The key issues with choosing the template I've been wrestling with:

ISSUE 1: What should the dimensions be? It must be perfectly square for easy rotation & repetition. I've experimented with 15x15, 20x20, 30x30, and 40x40 sizes. Currently tending towards 20x20 due to its not being too small or too big, and it's evenly divisible by 10 which makes Shift+<movement key> work well in DF. 30x30 gives notably more freedom in how blueprints are laid out, but may be too large for some uses -- and the whole idea of the "Modular" set is that you repeat smaller modular blueprints as often as needed.

For reference, here is how many bedrooms and the bedroom densities I was able to obtain at different blueprint sizes, using 4 cells per bedroom:
Code: [Select]
dimx dimy rooms area rooms/sqft rooms/edgelen
20 20 28 400 0.07         1.4
15 15 16 225 0.071111111 1.066666667
20 30 39 600 0.065         1.95
30 30 64 900 0.071111111 2.133333333

ISSUE 2: How should the stairs be arranged? Three basic possibilities:
   a - 2x2 staircase in the center of the blueprint
   b - 1x1 staircase in each corner of the blueprint
   c - 1x1 staircase at the midpoint of each edge of the blueprint

I'm tending towards option b currently, because it leads naturally to a template design where the outer edges of every blueprint are 1-wide hallways with stairs at each corner-intersection. When such a blueprint is repeated 2e, the 1-wide hallways on each blueprint combine to form a 2-wide hallway between them. Repeating 2e 2s, we get a 2x2 staircase in the center. This helps the fortress hallways/stairways scale up the main thoroughfares as the fort increases in size.

The main downside of this option is what to do when you get to the surface level. Now you've got 4 1x1 staircases emerging at the surface. This makes surface blueprint design rather tricky and/or you try to funnel those 4 1x1 staircases into a centralized 2x2+ staircase on the first sub-surface z level. Either way seems like a bit of a hack and may stymie efficient dwarf movement from surface to underground.

So that's where I am with Modular right now ... committing to a specific template and doing the first batch of working blueprints. Tending towards a 20x20 base size with 1x1 stairs in each corner and hallways along the blueprint edges.
I'd personally say do a 20x20 design - it is easy for those people who want to expand the design to 3x3 corridors to simply align them on a 21x21 grid and add the extra row/column of corridors manually. (Or actually, could you add a function to only print a specific region of a blueprint?)

FAKEEDIT:
Why don't you do a 21x21 grid? That way you can simply overlap blueprints if you want to get 2x2 corridors (as one can assume that all edges are only corridors with stairs at the corners anyways)

Also, regarding the "funneling" problem - this is not so much of a problem if you do a ~4x4 grid of the 20x20s, with one central 3x3 staircase with the others being only 2x2 or 2x3/3x2.

Quote
EDIT: Can you put in a function to just export the macro to DF, with a custom name?
Added to the issue tracker. http://code.google.com/p/quickfort/issues/detail?id=41
Thanks again!
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Dr. Hieronymous Alloy on June 22, 2011, 06:47:12 am
For modular blueprints, I've found that a 11x11 grid works best, i.e.,


Code: [Select]

X.........XX.........X
.#########..#########.
.#...#...#..#...#...#.
.#...#...#..#...#...#.
.#...#...#..#...#...#.
.#########..#########.
.#...#...#..#...#...#.
.#...#...#..#...#...#.
.#...#...#..#...#...#.
.#########..#########.
X.........XX.........X

It's a perfectly modular design, it's incredibly space-efficient, it has double-width corridors and lots of up down stairs for movement, and each 9x9 block can be subdivided however you want, whether into 3x3 workshop rooms, the center carved out for a 5x5 shop or kennel or whatever, or cut into parallel line sections for bedrooms. I don't use this design myself any more because it's boring, but it's the best overall modular design I'm aware of.

The relevant "Base Unit" of dwarf fortress isn't the ten spaces because of the shift key -- it's the basic 3x3 workshop block. Everything else builds off of that.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Thundercraft on June 22, 2011, 01:15:01 pm
For modular blueprints, I've found that a 11x11 grid works best, i.e.,

Spoiler (click to show/hide)
Now I understand what was meant by "modular".  :D

Interesting... I could envision a variation of designs like this with 2-tile wide corridors that would allow users to overlap them into either 2-tile wide, 3-tile wide, or 4-tile wide corridors, depending on preference. Still, the corridors along the periphery would remain 2-tile wide unless manually dug out further.

The relevant "Base Unit" of dwarf fortress isn't the ten spaces because of the shift key -- it's the basic 3x3 workshop block. Everything else builds off of that.

I have problems with using 3x3 as a basic workshop block. While it's true that most workshops are 3x3, that fails to leave any space for a stockpile or two. If one does not have at least one or two stockpiles next to a workshop, then it can take longer for haulers to haul stuff from/to workshop and said workshop could get cluttered. And cluttered workshops do not produce nearly as fast.

Of course, one may (also) have a storage level immediately above or below a workshop level. But wouldn't having workshops rely entirely on stockpiles in the storage level be less efficient? And it's much more difficult to control access to specific raw materials that way. It's nice to be able to create stockpiles specific for each workshop that exclude certain materials you do not want them to use.

Also, it's not necessary to have every workshop completely walled off. Mostly, it's important for workshops that are moodable:
Oh, and I'm partial to the idea of having moodable workshops "ventilated". This means having fortifications so marksdwarves can easily shoot insane dwarves who failed their mood.

To be specific: I think non-moodable workshops might be better off with either a 4x4 or 5x5 space and no walls to leave room for stockpiles, rather than a 3x3 space with walls. And moodable workshops might be better off with either 4x4 or 5x5 space and walls.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Cyntrox on June 22, 2011, 02:31:15 pm
I always use 5x5 rooms for my workshops, and have a up/down staircase next to the workshop that leads to stockpiles specific to that workshop. That way you get all the advantages. Like so:


Spoiler (click to show/hide)
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Root Infinity on June 22, 2011, 05:52:20 pm
For modular blueprints, I've found that a 11x11 grid works best, i.e.,

Spoiler (click to show/hide)
The relevant "Base Unit" of dwarf fortress isn't the ten spaces because of the shift key -- it's the basic 3x3 workshop block. Everything else builds off of that.

I have problems with using 3x3 as a basic workshop block. While it's true that most workshops are 3x3, that fails to leave any space for a stockpile or two. If one does not have at least one or two stockpiles next to a workshop, then it can take longer for haulers to haul stuff from/to workshop and said workshop could get cluttered. And cluttered workshops do not produce nearly as fast.

Of course, one may (also) have a storage level immediately above or below a workshop level. But wouldn't having workshops rely entirely on stockpiles in the storage level be less efficient? And it's much more difficult to control access to specific raw materials that way. It's nice to be able to create stockpiles specific for each workshop that exclude certain materials you do not want them to use.

Also, it's not necessary to have every workshop completely walled off. Mostly, it's important for workshops that are moodable:
Oh, and I'm partial to the idea of having moodable workshops "ventilated". This means having fortifications so marksdwarves can easily shoot insane dwarves who failed their mood.

To be specific: I think non-moodable workshops might be better off with either a 4x4 or 5x5 space and no walls to leave room for stockpiles, rather than a 3x3 space with walls. And moodable workshops might be better off with either 4x4 or 5x5 space and walls.


You can in fact work with an 11x11 block with space for individual stockpiles. Just do this:
Spoiler: Z (click to show/hide)
Spoiler: Z+1 (click to show/hide)
Spoiler: Legend (click to show/hide)

EDIT:

Spoiler: Some quick examples (click to show/hide)
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Thundercraft on June 22, 2011, 07:25:54 pm
You can in fact work with an 11x11 block with space for individual stockpiles. Just do this:
Spoiler: Z (click to show/hide)
Spoiler: Z+1 (click to show/hide)
Spoiler: Legend (click to show/hide)

EDIT:

Spoiler: Some quick examples (click to show/hide)
Yes, that could work for non-moodable workshops. But for moodable workshops, if you want to both surround each workshop on all sides with walls and provide immediate access to either stockpiles or a ramp/stairway to another level, it does not seem possible to stick with 11x11 blocks.

Anyway, I was thinking about 12x12 blocks, like this:
Spoiler: Z (click to show/hide)
It's just like your design above, except the corridors have been expanded to 2-tiles wide. This allows them to be combined and/or overlapped as either 2-tile wide, 3-tile wide, or 4-tile wide corridors, like this:
Spoiler: Z (click to show/hide)

If you guys are going to be adding more blueprints, I'll try to keep my folder updated in Wuala, since these don't take much space and I've got a goodly amount left.

Anyone want me to split the .rar into a general folder so you can be more specific, or is it fine as is? (also tell me whats its missing with links if you can)

Well, I see right away that your /Tests/ folder is missing 18 files that are found in Quickfort_2.00.zip (in the \blueprints\Tests\ folder). I can see leaving out empty.csv as it's rather pointless, and a lot of those files are just much larger .xlxs versions of the .csv. Some are pretty useless. Were they left out on purpose? But if that was the reason, why was quote-test.csv included? (Again, rather pointless aside from demonstrating that it's possible to use quotes.) And for some reason you have a dig-5x5.csv.xls duplicate of dig-5x5.csv, while you're missing dig-15x15.csv.

Also, you seem to have an exact duplicate: homage.csv is located both in your root folder ( /Blueprints/ ) and in /Tests/. It might be better to delete the one in the root folder because, again, inside the Quickfort .zip/installation it is located in the \Tests\ folder.

Further, I see that the entire contents of the /WikiBedrooms/toconvert/ folder are duplicated in /templates/, the difference being that /WikiBedrooms/toconvert/ contains 28 files, while /templates/ contains 40 files. This difference is because /templates/ contains all of /WikiBedrooms/toconvert/, plus additional files. The only file that /templates/ is missing is the readme.txt, which just explains that those designs came from the wiki.

In addition, I suggest that you rename your "General" folder to "Examples". Reason? The contents of "General" are identical to the "Examples" folder in Quickfort_2.00.zip and using a different folder name is confusing.

JOELPT: I see that there is a mistake in the \blueprints\Tests\ folder in Quickfort_2.00.zip. Specifically, the dig-10x10.csv blueprint is actually a duplicate of the dig-15x15.csv blueprint! It's merely named "dig-10x10.csv".

(Note: I used the free Duplicate Cleaner (http://www.digitalvolcano.co.uk/content/duplicate-cleaner) software to quickly find duplicate blueprint files.)

Finally, I have quite a few blueprints that you don't have, including some of my own.  Here are all the files you are missing (minus my own designs):
https://rapidshare.com/files/2828568370/MoreBlueprints.zip (https://rapidshare.com/files/2828568370/MoreBlueprints.zip)
However, I want to proofread and test my own designs a bit before sharing those. I'll try to share them soon.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Aklyon on June 22, 2011, 07:45:27 pm
Thanks for pointing out all of that, thundercraft. Does that include the QF2 files, or should I get that myself? (been busy, haven't had time for quickfort)
joelpt, would you mind adding a link to the rar as well? (I know people can just click on Parent directory, but not everyone would know that)

Edit:
Quote
Well, I see right away that your /Tests/ folder is missing 18 files that are found in Quickfort_2.00.zip (in the \blueprints\Tests\ folder). I can see leaving out empty.csv as it's rather pointless, and a lot of those files are just much larger .xlxs versions of the .csv. Some are pretty useless. Were they left out on purpose? But if that was the reason, why was quote-test.csv included? (Again, rather pointless aside from demonstrating that it's possible to use quotes.) And for some reason you have a dig-5x5.csv.xls duplicate of dig-5x5.csv, while you're missing dig-15x15.csv.
Honestly, I don't know why i had it like that Possibly was deleted by mistake, or I copied the wrong things from my old DF folder.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Root Infinity on June 22, 2011, 07:56:25 pm
You can in fact work with an 11x11 block with space for individual stockpiles. Just do this:
Spoiler: Z (click to show/hide)
Spoiler: Z+1 (click to show/hide)
Spoiler: Legend (click to show/hide)

EDIT:

Spoiler: Some quick examples (click to show/hide)
Yes, that could work for non-moodable workshops. But for moodable workshops, if you want to both surround each workshop on all sides with walls and provide immediate access to either stockpiles or a ramp/stairway to another level, it does not seem possible to stick with 11x11 blocks.

Anyway, I was thinking about 12x12 blocks, like this:
Spoiler: Z (click to show/hide)
It's just like your design above, except the corridors have been expanded to 2-tiles wide. This allows them to be combined and/or overlapped as either 2-tile wide, 3-tile wide, or 4-tile wide corridors, like this:
Spoiler: Z (click to show/hide)

Hmm. Nice modification - and that way for moodable workshops you could do this and sacrifice part of the corridor for walls:
Spoiler: Z (click to show/hide)

Any particular reason for the X pattern of staircases beyond asthetics?


EDIT2:
EDIT: Your blocks are 13x13 not 12x12  :o
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Aklyon on June 22, 2011, 08:43:21 pm
Folder and rar cleaned/updated/added to. QF2 and thunder's stuff added.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: [NO_THOUGHT] on June 25, 2011, 09:16:13 am
Does anyone know what happened to the community blueprints page? It says that I can't access the folder because it is private (or doesn't exist)...
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Aklyon on June 25, 2011, 10:51:53 am
...Crap. the new folder is all lowercase.

It should work now :-\
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: joelpt on June 27, 2011, 11:16:39 am
Anyway, I was thinking about 12x12 blocks, like this:
Spoiler: Z (click to show/hide)
Nice modification [....] Any particular reason for the X pattern of staircases beyond asthetics?
I kind of like the 12x12 idea also, but 4-wide hallways by default (e.g. using Alt+R -> 2e 2s) seem a bit excessive. If we use 2x2 staircases in each corner, too ... well you tell me:


Spoiler: After Alt+R -> 2e 2s (click to show/hide)

Is this excessive? I imagine it would minimize FPS loss due to pathfinding around traffic very well, but the rooms:hallways ratio seems pretty low.

Perhaps an 11x11 design would make more sense, relying on the user to incorporate wider hallways and/or a fort-central staircase as they deem fit.

This would make 4 moodable workshops basically impossible to fit, though we could possibly fit 3:





I'm also considering the idea of including some 'double size' blueprints in /Modular. Say we do an 11x11 series of /Modular blueprints, it might be nice to have a 22x22 folder of blueprints that mesh appropriately with the 11x11 template. This would allow for grander designs like all-in-one industry blueprints, banquet halls with built-in kitchen, etc.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Root Infinity on June 27, 2011, 11:38:20 am
Anyway, I was thinking about 12x12 blocks, like this:
Spoiler: Z (click to show/hide)
Nice modification [....] Any particular reason for the X pattern of staircases beyond asthetics?
I kind of like the 12x12 idea also, but 4-wide hallways by default (e.g. using Alt+R -> 2e 2s) seem a bit excessive. If we use 2x2 staircases in each corner, too ... well you tell me:


Spoiler: After Alt+R -> 2e 2s (click to show/hide)

Is this excessive? I imagine it would minimize FPS loss due to pathfinding around traffic very well, but the rooms:hallways ratio seems pretty low.

Perhaps an 11x11 design would make more sense, relying on the user to incorporate wider hallways and/or a fort-central staircase as they deem fit.

This would make 4 moodable workshops basically impossible to fit, though we could possibly fit 3:





I'm also considering the idea of including some 'double size' blueprints in /Modular. Say we do an 11x11 series of /Modular blueprints, it might be nice to have a 22x22 folder of blueprints that mesh appropriately with the 11x11 template. This would allow for grander designs like all-in-one industry blueprints, banquet halls with built-in kitchen, etc.
I like your 3 moodable workshops idea, and the 11x11 (I like odd numbers for these for some reason). The idea of a 22x22 series also works well. Oh, and I noticed that a DWR fits nicely in a 11x11 space:

Spoiler (click to show/hide)
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: joelpt on June 27, 2011, 11:49:06 am
I've also been considering adding an Alt+R transform command to add on-the-fly borders to blueprints. This might accommodate the addition of wider hallways pretty nicely.

The syntax I have in mind would have two forms:

border[corner;edge] // compact syntax
border[nw;n;ne;e;se;s;sw;w] // full syntax

For example, to border an 11x11 blueprint with edge hallways (d) and corner stairs (j), per the above syntax examples, you might do something like:

border[j;d]  // compact assumes we want edges to be repeated d's here
border[j;d(11x1);j;d(1x11);j;d(11x1);j;d(1x11)]  // edges must be fully specified in full syntax

Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Draco18s on June 27, 2011, 11:50:50 am
I use a this design:


########
#WWWWWW#
#WWWWWW#
#WWWWWW#
#WWW===#
#WWW===#
#WWW===#
########


With a hallway on one side and a single door.

If there are 3 workshops that are "generally related" such as a butchery, tannery, and leatherworks.  Other non-related workshops get their own 6x6 space with the empty area as stockpile (for materials); essentially inverting the W and = in the above schematic.  Forges, etc. get a much larger space with magma underneath (if available) powering as many as possible in the most space efficient way possible.
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: Root Infinity on June 27, 2011, 12:36:40 pm
I've also been considering adding an Alt+R transform command to add on-the-fly borders to blueprints. This might accommodate the addition of wider hallways pretty nicely.

The syntax I have in mind would have two forms:

border[corner;edge] // compact syntax
border[nw;n;ne;e;se;s;sw;w] // full syntax

For example, to border an 11x11 blueprint with edge hallways (d) and corner stairs (j), per the above syntax examples, you might do something like:

border[j;d]  // compact assumes we want edges to be repeated d's here
border[j;d(11x1);j;d(1x11);j;d(11x1);j;d(1x11)]  // edges must be fully specified in full syntax

I likey
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: gregorah on June 28, 2011, 10:30:38 pm
Cloned onto github, for anyone who wants to play around with the source but hates mercurial as much as I do.

http://github.com/bakergo/quickfort (http://github.com/bakergo/quickfort)
Title: Re: [Quickfort] Version 2.00 released! DF 31.25 compatible
Post by: joelpt on July 02, 2011, 01:54:01 pm
Cloned onto github, for anyone who wants to play around with the source but hates mercurial as much as I do.

http://github.com/bakergo/quickfort (http://github.com/bakergo/quickfort)
Thanks for this. Here's the most recent document (http://code.google.com/p/support/wiki/DVCSAnalysis) I could find addressing Google Code's lack of git support.


FWIW, I welcome anybody to work on the QF2 codebase. Check the issue tracker (http://code.google.com/p/quickfort/issues/list) for open tasks, or make a new issue for something else you'd like to implement. No contribution is too small.

Aside from the above github repository, you can work on the code via the Google Code QF2 HG repository by cloning the repo (http://code.google.com/p/quickfort/source/clones). Quality contributions will be pulled into the main repository and folded into future QF2 releases.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 04, 2011, 07:16:41 pm
Hi folks, here's the next release of Quickfort.

This version has incorporated many suggestions received since 2.00 release, as well as some optimization and polish work.

(http://code.google.com/p/quickfort/logo?cct=1308578530)Download Quickfort 2.01 (http://code.google.com/p/quickfort/downloads)
Online user manual (http://sun2design.com/quickfort)
Issue tracker (http://code.google.com/p/quickfort/issues)

What's New in v2.01:
I'll probably take a short break from QF coding here. The 2.02 release has two main tasks slated for it: the Modular blueprints and doing some Youtube tutorial/documentation videos for QF2, especially covering some of the newer stuff e.g. advanced transforms. 

I think I'll probably start on the Modular blueprints in the next week and I'll probably post the first few blueprints I put together for you folks to review, prior to 2.02 release.

2.03 has some interesting features (http://code.google.com/p/quickfort/issues/list?can=2&q=Milestone%3D2.03-Dojo+&colspec=ID+Type+Status+Priority+Milestone+Owner+Summary&cells=tiles) slated for it. Some of these may end up on the cutting room floor, but we'll see. I may post a forum poll to see what new features QF users are most interested in seeing.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Dr. Hieronymous Alloy on July 07, 2011, 09:36:06 am
Any special tricks on adapting this for use with large scale constructions, rather than digs? I want to build a spiral-staircase tower out of ice, but designating each floor could be a real pain.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 07, 2011, 12:17:48 pm
Any special tricks on adapting this for use with large scale constructions, rather than digs? I want to build a spiral-staircase tower out of ice, but designating each floor could be a real pain.
I don't think there's a whole lot we can do at this point, because of how DF only lets you designate a construction when there's something on the z-level below.

Really, the best fix would be for DF to actually permit construction designation when there's only a *designation* of wall/stairs on the z-level below, rather than requiring something be already built by dwarves below. This would enable us to designate entire towers (or at least scaffolding) bottom-up.

Failing that, conceivably we could write some AHK script to perform a "designate a tower z-level; unpause for a fixed amount of time to let dwarves build; designate next z-level" loop for you. But since unpausing requires exiting the designate menu, we would lose our DF cursor position. This could be accommodated for by first requiring the user to move the cursor to the top-left corner of the map, then monitoring the movement keys they use to position the cursor to their desired start point. Those cursor movements could then be replicated before each designation step.

Which is a rather ugly solution IMHO, though it would work.


Perhaps I should lobby Toady for getting a few changes to DF for the benefit of DF macroing tools, such as the aforementioned "permit predesignation" idea for towers. Another would be to allow lever/pressureplate target-selection to be done via cursor movement & map selection, rather than choosing from an unpredictably-ordered side menu.

These two changes alone would dramatically increase the possibilities of what could be blueprinted in QF. A fully functional boolean calculator in the shape of a pyramid? Yes!
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 07, 2011, 12:34:30 pm
What do you guys think about this post embark workshop blueprint? It is 11x11 ("Modular" size), but makes no accommodation for walls/edges, assuming that this will be deployed on the surface just after embark as a temporary base of operations, until your actual fort entrance is ready.

Code: [Select]
"#build Post-embark surface workshops: 3 mason's, 2 mechanic's, 2 carpenter's, 1 craftsdwarf's, and 1 bowyer.",,,,,,,,,,,
wm,wm,wm,``,wm,wm,wm,``,wm,wm,wm,#
wm,wm,wm,``,wm,wm,wm,``,wm,wm,wm,#
wm,wm,wm,``,wm,wm,wm,``,wm,wm,wm,#
``,``,``,``,``,``,``,``,``,``,``,#
wt,wt,wt,``,wr,wr,wr,``,wt,wt,wt,#
wt,wt,wt,``,wr,wr,wr,``,wt,wt,wt,#
wt,wt,wt,``,wr,wr,wr,``,wt,wt,wt,#
``,``,``,``,``,``,``,``,``,``,``,#
wc,wc,wc,``,wb,wb,wb,``,wc,wc,wc,#
wc,wc,wc,``,wb,wb,wb,``,wc,wc,wc,#
wc,wc,wc,``,wb,wb,wb,``,wc,wc,wc,#
#,#,#,#,#,#,#,#,#,#,#,#

Code: [Select]
#place Small stockpiles of wood and stone to feed your post-embark workshops.,,,,,,,,,,,
`,`,`,s,`,`,`,s,`,`,`,#
`,`,`,s,`,`,`,s,`,`,`,#
`,`,`,s,`,`,`,s,`,`,`,#
s,s,s,s,s,s,s,s,s,s,s,#
`,`,`,s,`,`,`,s,`,`,`,#
`,`,`,s,`,`,`,s,`,`,`,#
`,`,`,s,`,`,`,s,`,`,`,#
w,w,w,w,w,w,w,w,w,w,w,#
`,`,`,w,`,`,`,w,`,`,`,#
`,`,`,w,`,`,`,w,`,`,`,#
`,`,`,w,`,`,`,w,`,`,`,#
#,#,#,#,#,#,#,#,#,#,#,#
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 10, 2011, 09:04:32 pm
I've been working on the 11x11 Modular blueprints. In doing so I'm finding out just how little I know about DF! ;)

Are doors important? I often try to create rooms with defined walls and doors, but other than for specific uses (moodable workshops, fluid containment, etc.) is it worth the space (and doors) used?

If doors/walls aren't really worth using in the general sense, I think many of the Modular 11x11 blueprints will end up with a #dig layer that's completely dug out:

Code: [Select]
>.........>
...........
...........
...........
...........
...........
...........
...........
...........
...........
>.........>

Even something like a 3x3-bedrooms-grid layout could be done without any walls or doors.

How would having a large, many-z-level fort that is almost entirely dug-out affect FPS?
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: jfsh on July 11, 2011, 03:42:26 pm
Any special tricks on adapting this for use with large scale constructions, rather than digs? I want to build a spiral-staircase tower out of ice, but designating each floor could be a real pain.
I don't think there's a whole lot we can do at this point, because of how DF only lets you designate a construction when there's something on the z-level below.

Really, the best fix would be for DF to actually permit construction designation when there's only a *designation* of wall/stairs on the z-level below, rather than requiring something be already built by dwarves below. This would enable us to designate entire towers (or at least scaffolding) bottom-up.

Failing that, conceivably we could write some AHK script to perform a "designate a tower z-level; unpause for a fixed amount of time to let dwarves build; designate next z-level" loop for you. But since unpausing requires exiting the designate menu, we would lose our DF cursor position. This could be accommodated for by first requiring the user to move the cursor to the top-left corner of the map, then monitoring the movement keys they use to position the cursor to their desired start point. Those cursor movements could then be replicated before each designation step.

Which is a rather ugly solution IMHO, though it would work.


Perhaps I should lobby Toady for getting a few changes to DF for the benefit of DF macroing tools, such as the aforementioned "permit predesignation" idea for towers. Another would be to allow lever/pressureplate target-selection to be done via cursor movement & map selection, rather than choosing from an unpredictably-ordered side menu.

These two changes alone would dramatically increase the possibilities of what could be blueprinted in QF. A fully functional boolean calculator in the shape of a pyramid? Yes!

One more I would add: "use last material" or something similar.  Would allow you to build all your constructions out of one material easily - pretty much my dream.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 11, 2011, 04:13:45 pm
One more I would add: "use last material" or something similar.  Would allow you to build all your constructions out of one material easily - pretty much my dream.

Great idea.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Draco18s on July 11, 2011, 04:38:49 pm
One more I would add: "use last material" or something similar.  Would allow you to build all your constructions out of one material easily - pretty much my dream.

Great idea.

That's tricky to do for a macro program, as it has to do OCR on the materials list and find the "last one" you used.

There was a program (...DFWall?) that did that, though.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: jfsh on July 11, 2011, 04:53:57 pm
One more I would add: "use last material" or something similar.  Would allow you to build all your constructions out of one material easily - pretty much my dream.

Great idea.

That's tricky to do for a macro program, as it has to do OCR on the materials list and find the "last one" you used.

There was a program (...DFWall?) that did that, though.



This would be on Toady's end, e.g. hit "m" (or whatever) on the construction screen to use the last material selected.  So, if you wanted to build a tower made of ice, you would just build a wall somewhere with ice, and then Quickfort would just hit "m" each time to pick ice.  Frankly, it would be incredibly helpful even for constructing by hand.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 12, 2011, 12:49:02 pm
One more I would add: "use last material" or something similar.  Would allow you to build all your constructions out of one material easily - pretty much my dream.

Great idea.

That's tricky to do for a macro program, as it has to do OCR on the materials list and find the "last one" you used.

There was a program (...DFWall?) that did that, though.

Well, I've just written a proof-of-concept prototype of this functionality in AHK, and it works! Windows only of course. jfsh's suggestion finally crystallized my idea of how this could/should be tackled in Quickfort.

Draco is right, it requires some kind of screen reading to work. The approach I took works like this:

The first time we enter a material selection menu, memorize the user's choice of material:
1. User uses +-/* keys to highlight the desired material in DF
2. User clicks on the highlighted item's *background* in DF (which is a unique color compared to the unhighlighted items)
3. From the user's click, QF searches UPWARDS onscreen for contiguous pixels of the same color, to the top edge of the highlight-background
4. DF then repeats the pixel-search process to locate the top-left, top-right, and bottom-right corners of the highlight-background
5. At this point we know the four corners of the user's highlighted mat selection
6. Take a screen clipping of the highlighted mat-selection, call it matclip.bmp

Now, when QF needs to select mats again later in the same blueprint, it will:
1. Use AHK's ImageSearch function to try and locate the matclip.bmp image in the DF window
2. If found, it means the correct material is currently highlighted, so build with it
3. If not found, send the + key to DF to highlight the next material in the list and repeat the ImageSearch (loop back to step 1), probably up to 20 times or so
4. If still not found, we could prompt the user with a yes/no box: "Cannot find material. Select a different material or cancel playback?" and act accordingly.

That's the basic operation. While it's a little klunky to require the user to both keyboard-select AND (carefully) click on their desired material, the benefit is that this method should work with any DF version, using any tileset, using any color scheme, at (nearly) any zoom level. Without the user's mat-mouse-click to go on, it becomes a much trickier task.

I haven't wired any of this up to actual QF2 code yet, but my prototype for memorizing and later selecting for a specific material does work.


I'm considering a blueprint syntax that looks like this:

Code: [Select]
#build U-shaped
Cw:1,Cw:2,Cw:1,#
Cw:1,Cw:2,Cw:1,#
Cw:1,Cw:1,Cw:1,#

The Cw:1, Cw:2 syntax would tell QF we want to use manual material selection during playback, and support multiple material-selections per blueprint. QF would ask the user to highlight their desired material when it first encounters a unique :# code, and will then use that chosen material for all subsequent cells with the same :# code.

I'll probably just let the user specify anything they like after the : as a label -- Cw:A, Cw:outer, Cw:microcline, etc. QF will present the user with this label when it comes time to do the manual mat selection.

One problem with this approach is that existing blueprints without : syntax won't utilize manual mat-selection, and it would be a pain to retrofit a large number of blueprints with it. My idea for addressing this is to support a regex search-and-replace function in the Alt+R transformation syntax, e.g. Alt+R -> s/Cw/Cw:1/


Also, may I just say AHK is kinda awesome at what it does. Implementing all of the above prototype functionality took about 4 hours and 50 lines of AHK script. :o  8)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Draco18s on July 12, 2011, 12:58:43 pm
Seems a little expensive.  You should replace that background color with black and then match.  That way if it's visible you have a location and can approximate where in the list it is1 (hit + to the expected location, run a match again: if it fails, the right item is selected).  If no match is found, hit * to do a page-down and run the match again.

Takes significantly fewer bitmap matches to do, so it should run more quickly than the player could do it themselves.

1(Match y - Top of List y2 ) / Height of the saved clip
2should be able to figure this out, blanking at the moment.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: jfsh on July 12, 2011, 01:14:27 pm
Holy crap, that's amazing.  Since I'm currently replacing the hallways of my fort with glass, which is INCREDIBLY PAINFUL when you have a 3 second lag to generate the material list each time, followed by 30 seconds of paging slowly through the list trying to find the right material... gimme!  :P
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 12, 2011, 02:55:43 pm
Seems a little expensive.  You should replace that background color with black and then match.  That way if it's visible you have a location and can approximate where in the list it is1 (hit + to the expected location, run a match again: if it fails, the right item is selected).  If no match is found, hit * to do a page-down and run the match again.

Takes significantly fewer bitmap matches to do, so it should run more quickly than the player could do it themselves.

1(Match y - Top of List y2 ) / Height of the saved clip
2should be able to figure this out, blanking at the moment.
That's an interesting idea. The color-replacement stuff would be a little tricky though; consider that we have both foreground and background colors to contend with as well as antialiasing around the edges of the letters.

The current approach, while a bit expensive, is acceptably fast. I made a video showing it in action: http://youtu.be/l5dzw6tDgXc
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 12, 2011, 03:07:47 pm
Holy crap, that's amazing.  Since I'm currently replacing the hallways of my fort with glass, which is INCREDIBLY PAINFUL when you have a 3 second lag to generate the material list each time, followed by 30 seconds of paging slowly through the list trying to find the right material... gimme!  :P

Thanks for that note. I will have to compensate for that menu-loading initial lag somehow.

How many pages of materials do you typically see in your large, mature forts' materials list?
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Draco18s on July 12, 2011, 03:21:06 pm
That's an interesting idea. The color-replacement stuff would be a little tricky though; consider that we have both foreground and background colors to contend with as well as antialiasing around the edges of the letters.

The current approach, while a bit expensive, is acceptably fast. I made a video showing it in action: http://youtu.be/l5dzw6tDgXc

Oh neat.  There are some constraints on the image search, that's good.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: jfsh on July 12, 2011, 04:15:34 pm
Thanks for that note. I will have to compensate for that menu-loading initial lag somehow.

How many pages of materials do you typically see in your large, mature forts' materials list?

Rimslaughters currently has 10 pages of materials.  Others might have more, but probably not a lot more.  The material I want can frequently be on the first page in one location, and nearly on the last very close by, depending on where I am building in relation to my block and bar stockpiles.  It is also more like 5 seconds to build the materials list, which starts from the moment you pick the construction type (e.g. "floor").
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: jfsh on July 12, 2011, 04:41:26 pm
Just realized one problem: my graphics pack doesn't use the background highlights.  See:

(http://dl.dropbox.com/u/261199/Rimslaughters/highlighted%20object.png)

Obviously I could always change graphics packs, but just an FYI.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 12, 2011, 05:17:10 pm
Just realized one problem: my graphics pack doesn't use the background highlights.  See:

(http://dl.dropbox.com/u/261199/Rimslaughters/highlighted%20object.png)

Obviously I could always change graphics packs, but just an FYI.

Crap.

Probably time to rethink things a bit. Thanks for pointing that out.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 13, 2011, 11:17:11 am
Just realized one problem: my graphics pack doesn't use the background highlights.  See:

(snip)

Obviously I could always change graphics packs, but just an FYI.

Crap.

Probably time to rethink things a bit. Thanks for pointing that out.

Well, it takes another mouse click, but I think this approach would work:

Memorization:
1. User ensures desired mat is highlighted
2. User clicks first letter of mat ('g' in 'gold bars')
3. User clicks last letter of mat ('s' in 'gold bars')
4. Take a few-pixel-tall screen clipping of the region between the two mouse clicks - call it matclip.bmp. It is a 'fingerprint' of what the un-highlighted mat item looks like.

Then we could proceed the same way as before (send + key, do image search, repeat until we find it).
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 13, 2011, 11:41:43 am
To also implement Draco's 'page-at-a-time' search idea we could, during memorization, additionally ask the user to UN-highlight the mat item and then re-clip the (now unhighlighted) mat item from the same screen region that we used for the highlighted clipping. Later, we could search the mats page-by-page, looking for either the highlighted OR unhighlighted version and then selecting accordingly.

But I think there's a catch here. Sometimes, during memorization, the desired mat might be all by itself on a page in the mats list -- so it would be impossible to see an unhighlighted version of the desired mat item; unhighlighting the mat would also have to switch pages.

If this is the case, then the user prompting would probably need to look something like this (after memorizing the highlighted item):

Code: [Select]
Now, UN-highlight the current material with + or - key, but keep it visible on-screen (if possible).

  Press Y if the UN-highlighted material is now visible on-screen.
  Press N if the UN-highlighted material can't be shown (i.e. it's all by itself on a mats list page).

Not sure I like this, for a couple reasons. One, it's a little confusing (at least the way it is presented here) and may be non-obvious why QF is asking for this. Two, it's more work for the user: now we have a highlighting step, 2 mouse clicks, an UNhighlighting step, and a Y or N keypress.

Considering that the desired mat for a construction will most often appear within the first 2 pages of the mats list, I'm tending towards just implementing the more naive 'item-at-a-time' approach for now, and thus minimizing the required user interactions.


I've thought about doing memorization in such a way that a previous memorization can be reused on subsequent blueprints/Alt+D's (remembering the chosen mat for reuse). DFWall took a similar approach, requiring you to 'memorize' mats before starting the designation routine. While this would be nice for doing a lot of smaller blueprints with the same mat, it won't work if the user changes their UI zoom level, because those remembered matclip.bmp's would no longer match anything on-screen. So I think at least initially the user will just be required to freshly memorize the desired mat(s) every time Alt+D is used.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Draco18s on July 13, 2011, 11:50:36 am
I remember that DFWall had to memorize the spritesheet used by the player before it could attempt to look for selected materials.

In any case, if you want to go with 1-click solutions, simply:

"Click highlighted material.  If no background highlight, click ON the letter."

Then just run as normal.  Find the top edge of the indicated color, if it's a letter, this will be slightly below the desired region.  Go up one pixel, note color.  Scan left and right to find where this color ends.  From click-location, scan down to edge of color, extend 1 pixel, note height.  Make clip from UL to UR+Height.

In the case of clicking the dot in the i, you'll end up with a very skinny scan region, but 99% of the time you'll still only find one match (if you don't: it's the user's fault for being dumb).

Edit:

Crap, forgot about the numbers on the right.  One moment.

Bugger.  I made a few mistakes in my assumptions.  This might not be as easy as I thought (damn anti-aliasing).

Hmm.  You could ask the user to drag-select the desired material, and use that as your clip region.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 13, 2011, 07:28:49 pm
I remember that DFWall had to memorize the spritesheet used by the player before it could attempt to look for selected materials.

Yeah that's what I was hoping to avoid. Also, you can zoom the whole DF GUI in/out now, which breaks image searches versus images such as the spritesheet which aren't at that exact same zoom level.

Quote
In any case, if you want to go with 1-click solutions, simply:
"Click highlighted material.  If no background highlight, click ON the letter."
(snip)

Yeah that's the approach I started considering too, but it gets very hard to determine where the edge-boundaries really are. I started thinking about things like having the user calibrate where the menu is by clicking on the "Item" header and "v: View Item" text in the menu, and then ... well, then it started getting complicated. ;)

Quote
Hmm.  You could ask the user to drag-select the desired material, and use that as your clip region.

This is basically what I've ended up with in my latest prototype, though it's done as two mouse clicks rather than a drag operation. It then screenclips the rectangle formed by the two click-points.

I am currently coercing the clip to be at least 3px tall so there's enough to uniquely distinguish the screenclipped 'fingerprint' from any other mat-item we might encounter. I also instruct the user to "Click center of FIRST letter" and "Click center of LAST letter" to help avoid accidentally capturing an adjacent mat-item in the screenclip.

Here's an example of such a 'fingerprint':

(http://www.sun2design.com/quickfort/images/matclip.bmp)

You can probably figure out what this mat was just from looking at this clip. For QF, this will *hopefully* be 100% unique amongst a list of 100s of mats. Users can actually click closer to the top-left and lower-right corners of the highlighted mat selection to get a taller screenclip, which should be even more distinguishable should there be problems with mis-identification. I doubt this is going to be a problem though -- that fingerprint up there seems like it will be pretty darn distinct.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 13, 2011, 07:37:55 pm
More "fingerprint" examples from latest prototype:

(http://www.sun2design.com/quickfort/images/matclip.bmp)

(http://www.sun2design.com/quickfort/images/matclip2.bmp)

(http://www.sun2design.com/quickfort/images/matclip3.bmp)

(http://www.sun2design.com/quickfort/images/matclip4.bmp)

(http://www.sun2design.com/quickfort/images/matclip5.bmp)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: danielout on July 25, 2011, 02:44:05 am
I'm an die-hard quickfort user. I cannot express how much time it has saved me. A friend of mine wasn't as convinced. So I tried to think of a way to entice him; this is the result:
http://youtu.be/czrCvZqIMEc

ed note:  I realize it is far longer than it needs to be; I don't imagine many people will watch until the end. Also, for some reason youtube really likes to screw up the video for the first 15 seconds. Fine on my local machine, but no amount of reuploads seems to fix it after youtube does its conversion magic.

Nothing super helpful, but I figured it illustrated the utility of QF and gave a great example of why it is worth the download while being (slightly? maybe?) funny.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 25, 2011, 09:52:11 am
I'm an die-hard quickfort user. I cannot express how much time it has saved me. A friend of mine wasn't as convinced. So I tried to think of a way to entice him; this is the result:
http://youtu.be/czrCvZqIMEc

ed note:  I realize it is far longer than it needs to be; I don't imagine many people will watch until the end.

Haha nice one. Especially the "reaction" webcam in the corner ;)

Your DF macro playback looks like it's going quite slow: you may need to set [MACRO_MS:0] in your DF data/init/init.txt.

I should probably just code a check for this init setting into QF; I bet it's catching up more than a few QF2 users.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 25, 2011, 07:01:18 pm
The basics of the manual material selection feature are now in.

Here's a short video (http://youtu.be/TNszvKWT4YQ) showing it in action. The video has no audio, but I am currently using an audio cue (playing a .wav file) when user input is required for the material memorization phase. Just need to find the right non-intrusive "attention please" sound effect :)

The cell syntax is "cmd:label", e.g. Cf:1, Cw:outer, ...

For instance, a constructed checkerboard floor can now be done with something like:
Spoiler: checkerboard pattern (click to show/hide)

Alt+T -> build Cf:1,Cf:2#Cf:2,Cf:1
Alt+R -> 10e 10s

This feature will probably appear in QF 2.02, though likely marked as "experimental". I imagine it will take a few releases before all the kinks are ironed out (particularly with respect to non wall/floor constructions).
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 25, 2011, 07:04:49 pm
Anybody got a mature 0.31.25 fort save file they'd like to send me? I need a midsize fort I can conduct experiments in, but I'm too lazy to actually PLAY DF long enough to get one :D

I downloaded Rimslaughters but just unpausing it makes my PC cry uncle.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: wrajjt on July 25, 2011, 07:06:13 pm
Hey all. I just downloaded this excellent utility app in hopes of finding something that would make the creation of my borehole fortress easier (inspired by http://www.bay12forums.com/smf/index.php?topic=59656.0) but I did not find a finished blueprint, and I have no ways of creating one myself. What I need is a 41 units wide circle of up-ramps, and the "ramp-area" needs to be two units wide. Could someone put one together for me, or point me towards a way of doing so when you've got nothing that can open or create excel spreadsheets?
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Aklyon on July 25, 2011, 07:13:02 pm
D'you have OpenOffice/LibreOffice? They work just as well for saving .csv, and usually as well with .xls as well.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: wrajjt on July 25, 2011, 08:36:11 pm
None of those, and googledocs dont seem to be able to create an xml with 41 columns :/
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Aklyon on July 25, 2011, 08:41:02 pm
Here's a link, then. (http://www.libreoffice.org/download/) Free to use, any computer OS.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: wrajjt on July 25, 2011, 08:49:31 pm
Cheers
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: danielout on July 26, 2011, 02:16:50 am
I'm an die-hard quickfort user. I cannot express how much time it has saved me. A friend of mine wasn't as convinced. So I tried to think of a way to entice him; this is the result:
http://youtu.be/czrCvZqIMEc

ed note:  I realize it is far longer than it needs to be; I don't imagine many people will watch until the end.

Haha nice one. Especially the "reaction" webcam in the corner ;)

Your DF macro playback looks like it's going quite slow: you may need to set [MACRO_MS:0] in your DF data/init/init.txt.

I should probably just code a check for this init setting into QF; I bet it's catching up more than a few QF2 users.

It typically doesn't run that slow. I suspect the capture program was bringing the processor to a halt; I should have made sure QF and DF had their own core, and the capture program had one to its self as well. Ah, hindsight.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 26, 2011, 11:38:14 am
It typically doesn't run that slow. I suspect the capture program was bringing the processor to a halt; I should have made sure QF and DF had their own core, and the capture program had one to its self as well. Ah, hindsight.
Haha I see. Well at least it gave you adequate time for mugging at the webcam ;)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: jfsh on July 26, 2011, 09:19:21 pm
Anybody got a mature 0.31.25 fort save file they'd like to send me? I need a midsize fort I can conduct experiments in, but I'm too lazy to actually PLAY DF long enough to get one :D

I downloaded Rimslaughters but just unpausing it makes my PC cry uncle.

Oops, yeah, the save that was up there was made right before a massive temperature recalculation was needed, if I recall correctly.  Here's (http://dl.dropbox.com/u/261199/Rimslaughters/Rimslaughters.zip) an updated one if it helps.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on July 27, 2011, 12:36:09 pm
Anybody got a mature 0.31.25 fort save file they'd like to send me? I need a midsize fort I can conduct experiments in, but I'm too lazy to actually PLAY DF long enough to get one :D

I downloaded Rimslaughters but just unpausing it makes my PC cry uncle.

Oops, yeah, the save that was up there was made right before a massive temperature recalculation was needed, if I recall correctly.  Here's (http://dl.dropbox.com/u/261199/Rimslaughters/Rimslaughters.zip) an updated one if it helps.

Thanks, I'll give it a spin!
Title: Re: [Quickfort] Version 2.00pre5 released
Post by: Dr. Hieronymous Alloy on July 29, 2011, 09:35:33 pm

Please do share your standardized fort layout. There are not very many complete fort layouts floating around (mostly bits & pieces) and I'd love to look at your design.

Here you go!

http://mkv25.net/dfma/map-10611-acefortress

Most of this design is stuff I'd done "drafts" of in earlier versions of DF, but it took me a little while to get a full fort "finished" in the current version and work out some of the details of the plumbing (though I still managed to mess one or two things up :P) . Basically, I took a bunch of fairly standard designs from the wiki and edited them a bit to fit together with each other and around a central spiral staircase, then a I dropped a waterfall down the center tile. For the storage levels I played around a bit till I got something I was satisfied with aesthetically; one was designed to fit on top of the workshops without connecting to the center tile (for workshop materials), the other fits directly onto the center (for food, so dwarves have to go through the waterfall to eat). The bedroom/dining room level has wells in each corner, which then drop down/connect to the water howevermany z-levels below.

Quickfort plans for this fort here: http://tinyurl.com/3ryu5dm
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: CarrKnight on August 02, 2011, 04:27:37 am
I hope this is the right place to ask. I am on linux and trying to follow the guide to run qfconvert, but something is off. 

Code: [Select]
$ python ./qfconvert.py bedroom-build.csv foo.mak
  File "./qfconvert.py", line 65
    raise Exception, \
                   ^
SyntaxError: invalid syntax

I did update python2 so I don't think that's the problem. It seems like my python finds an error in the syntax of the source code, I also think that's impossible (I never used python, I wouldn't know)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: peterix on August 02, 2011, 08:09:20 am
I hope this is the right place to ask. I am on linux and trying to follow the guide to run qfconvert, but something is off. 

Code: [Select]
$ python ./qfconvert.py bedroom-build.csv foo.mak
  File "./qfconvert.py", line 65
    raise Exception, \
                   ^
SyntaxError: invalid syntax

I did update python2 so I don't think that's the problem. It seems like my python finds an error in the syntax of the source code, I also think that's impossible (I never used python, I wouldn't know)
Try using 'python2' instead of 'python'.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: CarrKnight on August 05, 2011, 09:30:42 am
Thank you so much, that fixed it.

(sorry if that was a newbye question)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on August 09, 2011, 03:00:35 pm
Thank you so much, that fixed it.

(sorry if that was a newbye question)
Sounds like maybe something that I should update in QF's readme.txt though.

Will 'python2' work reliably on any Linux/OSX install with Python 2.x installed?
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: peterix on August 09, 2011, 03:22:22 pm
Will 'python2' work reliably on any Linux/OSX install with Python 2.x installed?
Yes, it should. See this: http://www.python.org/dev/peps/pep-0394/
It really depends on the distro release though. Ancient linux installs might have only 'python'.

Ideally, quickfort would work with both python 2 and python 3 and none of this would be an issue.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on August 09, 2011, 07:05:02 pm
Will 'python2' work reliably on any Linux/OSX install with Python 2.x installed?
Yes, it should. See this: http://www.python.org/dev/peps/pep-0394/
It really depends on the distro release though. Ancient linux installs might have only 'python'.
Thanks. I'm guessing older installs probably wouldn't have a current enough Python 2 install to work with Quickfort anyway, so I will probably update readme.txt to use python2 instead.

Quote
Ideally, quickfort would work with both python 2 and python 3 and none of this would be an issue.
Python 3 compatibility should happen fairly soon (next release or two). The main holdup has been finding 3rd party libs that would work with Python 3. That has just recently been rectified.

My understanding is that it is possible to write code that is simultaneously compatible with both Python 2 and 3. I'd like to use a few of the new Python-3-only features, but I'm not ready to lose Python 2 compatibility yet.

I haven't tested it recently, but I think the latest QF release is still compatible with Win98! ;)
Title: Bug in multi-level-build/stockpiles?
Post by: GoingTharn on August 17, 2011, 01:43:01 pm
For some reason, multi-level stockpiles and builds seem to bug out on me pretty badly.
The Quickfort's surface-build, surface-stockpile specifically do not work when I attempt to use them.
If I split them into separate sheets and call them individually by floor it's fine, but when combined it seems to reset the start position to the last known Corner (alt + QWAS), rather than respecting the Start position.

Seems to work fine for Dig, however.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Bone White on August 18, 2011, 08:10:50 pm
As a newcomer to Quickfort, I've been using it to dig, however now I wish to use the #build feature I'm having trouble.

Sometimes when "outlining" the template, it displays correctly, other times it goes crazy.  Every time I try to run the template, it goes absoloutely beserk and takes 500 times longer than it should, resulting in accessing the Esc menu, going into the burrows menu, flitting all over my map etc.  I was wondering if you could tell me what's wrong.

I should note in build mode it always reads in the tooltip: "TYPE b o (build road)" I think this shouldn't be the case."

Ah I just solved my own problem, I was required to already be in build road for the macro to work correctly.  ???
Title: Re: Bug in multi-level-build/stockpiles?
Post by: joelpt on August 18, 2011, 11:37:35 pm
For some reason, multi-level stockpiles and builds seem to bug out on me pretty badly.
The Quickfort's surface-build, surface-stockpile specifically do not work when I attempt to use them.
If I split them into separate sheets and call them individually by floor it's fine, but when combined it seems to reset the start position to the last known Corner (alt + QWAS), rather than respecting the Start position.

Seems to work fine for Dig, however.

Verified as a problem in QF 2.01. Will be fixed in 2.02.

Thanks for the report.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Nil Eyeglazed on September 07, 2011, 03:31:05 pm
I've just now discovered quickfort-- planning on digging out huge areas with specific, planned shapes, in multiple, and I thought, "Hey, I really ought to figure out one of those auto-designation programs."

Was pleasantly surprised at how easy and versatile it was.

I've been using a text editor to plan, and conversion from text to a quickfort-readable format is a breeze.  I just do a find replace on each character.  '#' (wall) becomes '`,' and '.' (floor) becomes 'd,'.  For some reason, I was scared off by having to figure out a spreadsheet program to use quickfort, but it turns out that even that's not necessary.

One thing that would just blow me away would be if quickfort could designate linkages (from lever or pressure plate to building).  I realize that such functionality would require that quickfort know where in the build queue every single door or hatch (or whatever) was, meaning that all linkable buildings would have to be placed by quickfort, but for doing some crazy logic things involving thousands of mechanisms, such functionality just couldn't be beat.  With large circuits, manual linkage creates a huge headache that means that I have to build my doors and hatches in a specific order, just so that I can find them on the link list.

Nor would it only solve headaches-- it would mean that blueprints for logic circuits could easily be shared.

Is it possible to use quickfort to place pressure plates?  It kind of looks like it wouldn't be.

Thank you very much for the wonderful program.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Aklyon on September 07, 2011, 04:11:23 pm
If you make anything you'd like to share Nil, send me it and I'll update the Wuala folder.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Nil Eyeglazed on September 08, 2011, 04:03:46 am
If you make anything you'd like to share Nil, send me it and I'll update the Wuala folder.

Well, what I've got to dig out are 512 creature logic circuits, each precisely shaped and aligned with each other.  It's something that Quickfort is perfect for, but it's hardly relevant to general audiences :)  If I had to do it by hand, I'd make tons of mistakes.

Code: [Select]
 
          ###
        ###d##         
       ##^hh^##     
  ######h#d##h#
 ## d#hX####hX#
 # ##^###hd^####       
 # # ### ###d  ##
 # # h## ###### #
 # # h # ###hX# #
 # # h # hh^### #     
 # # h # ###d   #
 # ##h # ###### #
 #h#d ## ###hX# #
 ##^##d# dd^### #     
 #h#h#d# ###d   #
 #X# #d# ###### #
 # #d#d# ###hX# #
 # #^##d#dh^### #   
 ##h#h######d  ##
  ####       ###
     #########

256 of those (each is really two separate circuits).  So you can see what I mean-- Quickfort is a godsend, but it's not exactly something that belongs in the blueprints folder :)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on September 09, 2011, 07:20:34 pm
One thing that would just blow me away would be if quickfort could designate linkages (from lever or pressure plate to building).  I realize that such functionality would require that quickfort know where in the build queue every single door or hatch (or whatever) was, meaning that all linkable buildings would have to be placed by quickfort, but for doing some crazy logic things involving thousands of mechanisms, such functionality just couldn't be beat.  With large circuits, manual linkage creates a huge headache that means that I have to build my doors and hatches in a specific order, just so that I can find them on the link list.

I wrote to Toady about a year ago, asking him to allow cursor-based selection of link targets instead of via the unpredictably-ordered side menu. He replied at the time and said, "it may be possible". If DF supported this, we would be golden and QF could support some sort of handy linking syntax.

Without DF's support, alas, it all gets quite tricky. I'm open to suggestions but so far I haven't come up with a very good methodology for how it could be done.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Nil Eyeglazed on September 09, 2011, 09:51:09 pm
There's only three ways that I can see it working the way DF is now, and they're all tricky, and ugly in various ways.

a) Allow linkage through QF with the understanding that a single multi-stage blueprint has to be used, and that any furniture built elsewhere in the fortress (before linkages are designated by QF) will screw up the blueprint.

b) Build a snapshot of the number of possible linkages every time QF designates a linkable building.  That way, QF knows where (in the link queue) the buildings that it designates exist.  This could get ugly for typical uses of QF, but I suppose that QF could only bother to build the link list when it's building from a blueprint involving links.

c) Intercept keystrokes to keep track of linkable buildings (uggh).

This is all assuming that DF generates the link queue based on designation time rather than actual build time-- otherwise, none of these would work.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: gabandre on September 09, 2011, 10:17:57 pm
can someone make sheets for these: http://www.bay12forums.com/smf/index.php?topic=92779.0 (http://www.bay12forums.com/smf/index.php?topic=92779.0)
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on September 27, 2011, 11:04:09 am
This is all assuming that DF generates the link queue based on designation time rather than actual build time-- otherwise, none of these would work.

It is indeed based on actual build time, or more specifically, the moment a dwarf gets to the build site with a building material.

I've considered arcane plans like staging dwarves to be released from "waiting rooms" in sequence to each build an item, thereby dictating the resultant link order. Another idea is making one long twisty passage and trapping a single dwarf in it in such a way that they (hopefully) designate things in the right order. Contemplating such plans are what led me to just email Toady on the issue and shelve it for now.

If you can work out a way that this could work, possibly with some modification to Quickfort, do tell. It would be a most useful feature.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Pseudo on September 28, 2011, 04:40:48 am
I wonder if someone at DFHack/DFFusion could help...
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: HungryHobo on September 28, 2011, 07:14:39 am
Can DF hack pull the current cursor position when setting linkages? it would massively simplify the problem. instead of trying to keep track of everything it only needs to know the x,y,z in relation to a specific point and could link from there running down the list until it finds the right x,y,z.it'd be slow but still orders of magnitude faster than any human doing the same task.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Pseudo on September 28, 2011, 07:19:24 pm
Can DF hack pull the current cursor position when setting linkages? it would massively simplify the problem. instead of trying to keep track of everything it only needs to know the x,y,z in relation to a specific point and could link from there running down the list until it finds the right x,y,z.it'd be slow but still orders of magnitude faster than any human doing the same task.

Looking at Memory.xml:
Quote
<Group name="Position">
                <Address name="cursor_xyz"
So I would assume so.

Also, the position (https://github.com/peterix/dfhack/blob/master/tools/supported/position.cpp) tool picks up global co-ordinates.

It might still be good to ask the people at DFHack to write a plugin to add a command to create a link job for the lever directly.

That would require adding some info to Memory.xml though.

EDIT: Yep - Gui::getViewCoords

EDIT2: I made a proof of concept! It's severely hacky and slow though, as currently the only way to pass the co-ordinates on to another program is by creating a temporary file. Get it here (http://dffd.wimbli.com/file.php?id=4992). Now someone just needs to come up with a version of Quickfort that would work with it...

Also, this could be massively sped up by adding some sort of IPC, be it through pipes, a loopback network connection, or whatever. Files are simply... simpler to deal with, at least for a proof-of-concept like this.

I'd imagine the process would go something like this:
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on September 30, 2011, 01:26:56 pm
EDIT2: I made a proof of concept! It's severely hacky and slow though, as currently the only way to pass the co-ordinates on to another program is by creating a temporary file. Get it here (http://dffd.wimbli.com/file.php?id=4992). Now someone just needs to come up with a version of Quickfort that would work with it...

Sweet! I'll definitely look at integrating this into Quickfort 2 in the next version or two. This could be a game-changer for certain types of DF projects.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Aklyon on October 03, 2011, 11:41:26 am
Since Wuala went and basically killed themselves by removing the trade storage function, switch the community blueprints link to here: http://www.mediafire.com/?42eaaru4ldy3v11

Its the .rar only.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Pseudo on October 04, 2011, 03:37:52 pm
EDIT2: I made a proof of concept! It's severely hacky and slow though, as currently the only way to pass the co-ordinates on to another program is by creating a temporary file. Get it here (http://dffd.wimbli.com/file.php?id=4992). Now someone just needs to come up with a version of Quickfort that would work with it...

Sweet! I'll definitely look at integrating this into Quickfort 2 in the next version or two. This could be a game-changer for certain types of DF projects.
Yay! No more designating 1000+ linkages by hand! (Don't ask - I'm experimenting with computing).
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: DwarfRaiden on October 07, 2011, 01:12:20 am
Hello,

is it possible to use this tool to designate separate low value, (2-10), mid (15-20), high (25-30) and rare (40-60) stockpiles on separate places with a blueprint? I hate to always set up these stockpiles myself to see what my dorfs found in the deeps. If so, can you tip me about the script?
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on October 07, 2011, 05:24:32 am
is it possible to use this tool to designate separate low value, (2-10), mid (15-20), high (25-30) and rare (40-60) stockpiles on separate places with a blueprint? I hate to always set up these stockpiles myself to see what my dorfs found in the deeps. If so, can you tip me about the script?

This is possible using QF's aliases.txt and a #query blueprint. Look at the included aliases.txt aliases 'artifacts', 'noartifacts', and 'junkgoods' to get an idea of how you do this. Also look at the Blueprints/TheQuickFortress/basic-*.csv blueprints to see an example of placing stockpiles in one blueprint and adjusting them in another.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: DwarfRaiden on October 07, 2011, 12:24:49 pm
is it possible to use this tool to designate separate low value, (2-10), mid (15-20), high (25-30) and rare (40-60) stockpiles on separate places with a blueprint? I hate to always set up these stockpiles myself to see what my dorfs found in the deeps. If so, can you tip me about the script?

This is possible using QF's aliases.txt and a #query blueprint. Look at the included aliases.txt aliases 'artifacts', 'noartifacts', and 'junkgoods' to get an idea of how you do this. Also look at the Blueprints/TheQuickFortress/basic-*.csv blueprints to see an example of placing stockpiles in one blueprint and adjusting them in another.

THanks, that sounds easy enough, Ill take a look!
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Pseudo on October 08, 2011, 11:07:53 pm
...[F]or some reason youtube really likes to screw up the video for the first 15 seconds. Fine on my local machine, but no amount of reuploads seems to fix it after youtube does its conversion magic.
...

The video looks at first glance to be missing the first keyframe (http://en.wikipedia.org/wiki/Key_frame#Video_compression)... Yep - looking around Youtube apperently has issues (https://www.xsplit.com/forum/viewtopic.php?f=8&t=2186) with (http://www.google.com/support/forum/p/youtube/thread?tid=7a1341b63309e310&hl=en) B-frames (http://www.google.com/support/forum/p/youtube/thread?tid=33d1cf29da811e45&hl=en).
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: rosareven on October 11, 2011, 08:18:07 pm
For people like me who can't remember all the keys and don't want to go through the menu in game to make the CSV, Wilfrey has made a key chart so that you can see all options in a glance while you make the CSV:

http://www.bay12forums.com/smf/index.php?topic=61850.0

Also, thank you so much for this awesome tool. I can pretend I'm playing DF on Excel!!
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: OasiS on November 03, 2011, 10:03:23 pm
Hi, just for the people interested, I decided to go completely overboard with the raynard fractal bedroom design :)
Here is the download link: http://www.mediafire.com/?ztmkvvf263n5c96 (http://www.mediafire.com/?ztmkvvf263n5c96)

In case you are wondering if this has been done before: this one has not.
I expanded the standard design to a 324 bedroom design. Of course I will never need that many bedrooms, but nobles can use multiple, and this way I only have to have one z-level for my bedrooms.

*Warning* the thing is huge, almost as big as a 4x4 map.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Aklyon on November 04, 2011, 02:26:38 pm
Does this link work?
http://www.mediafire.com/?oujvalbb0sggp

It should open to a folder with the Quickfort.rar and OasiS' .xls file in it.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on November 05, 2011, 11:12:12 pm
Hi, just for the people interested, I decided to go completely overboard with the raynard fractal bedroom design :)

That's pretty.

Any plans to write a #build blueprint to go with this? :D

Does this link work?
Worked for me.

Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on November 05, 2011, 11:39:55 pm
Hi all,

Just a quick update here on the next Quickfort version. It should be out in a few days. 

The main new feature is manual material selection, which works great though it's definitely still "experimental". 8)

Also new are the Alt+R transform commands "phase=..." (overrides the blueprint's #phase) and "s/pattern/replacement/" (search and replace in cells). These have some nifty synergies with the manual material selection stuff as well.

On a less bright note, I've decided to drop the Modular blueprint set from this upcoming release - again. I've developed about 20 functional 11x11 Modular blueprints that all work. However, what I've found is that working with Quickfort and these 11x11 sized blueprints tends to get very tedious.

Because 11x11 is quite small, I find myself spending a lot more time manipulating QF to pick-and-play these blueprints than I ever did with (for instance) TheQuickFortress blueprints. Those blueprints were around 30x20 in size -- meaning it takes about six 11x11 Modular blueprint designations to accomplish the same effect as one TheQuickFortress blueprint designation. Multiply that by the multiple phases per blueprint (dig/build/place/query) which you have to continually switch between, and you start to see the problem.

So, while the Modular stuff won't be part of the release, I will probably just package up the Modular blueprints I've completed so far and release them as a separate .zip file for those who are interested in contributing or just using.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: OasiS on November 06, 2011, 08:48:48 am
Hi, just for the people interested, I decided to go completely overboard with the raynard fractal bedroom design :)

That's pretty.

Any plans to write a #build blueprint to go with this? :D

As of now, it isn't looking like I will, sorry, maybe someone else can make that.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: moisesjns on December 10, 2011, 10:30:35 pm
question how do you exactly use up down stairs? a lot of the blueprints have these placed as x's and yet i never can build them myself.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Aklyon on December 10, 2011, 10:39:00 pm
question how do you exactly use up down stairs? a lot of the blueprints have these placed as x's and yet i never can build them myself.
Up/down stairs are in the same build menu in DF as the plain up and plain down stairs.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: joelpt on December 12, 2011, 07:22:19 pm
question how do you exactly use up down stairs? a lot of the blueprints have these placed as x's and yet i never can build them myself.

Up/down stairs are built with the "i" command in the designate menu.

They're a bit odd as they cannot be built on the surface level; you can only build them underground where you have "non built wall" tiles (not yet dug out). As a result you have to build down-stairs on the surface level, and then you can build any number of up/down stairs below that to make a stairway to the surface.

http://df.magmawiki.com/index.php/40d:Stairs#Creating_up.2Fdown_stairs
Title: Re: [Quickfort] Version 2.02 released
Post by: joelpt on December 12, 2011, 10:05:00 pm
Hi folks, here's the next release of Quickfort.

This version's main new feature is manual material selection (still considered an experimental feature). See below for more details.

(http://code.google.com/p/quickfort/logo?cct=1308578530)Download Quickfort 2.02 (http://code.google.com/p/quickfort/downloads)
Online user manual (http://sun2design.com/quickfort)
Issue tracker (http://code.google.com/p/quickfort/issues)

What's New in v2.02:

See the next post for the Modular blueprints set.

Please give the manual materials feature a spin and let me know if you experience any issues.
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: joelpt on December 12, 2011, 10:18:15 pm
For those of you who are interested, I have packaged up my work-in-progress on the Modular blueprints for download.

Download Modular blueprint set (2011-12-12 edition) (http://sun2design.com/quickfort/Modular_2011_12_12.zip)

The 11x11 size has the most blueprints, comprising perhaps 60% of the blueprints one might need to build a complete functioning fortress. The 15x15 and 30x30 sizes just have a few blueprints each.

While I am very open to anybody continuing this work or adapting it, I'll refer you to my earlier decision not to include the 11x11 size Modular blueprints as part of the main QF distribution (quoted below).

That being said, if we ever manage to get a complete working set (at any given dimensions) I would definitely include as part of future QF releases.

On a less bright note, I've decided to drop the Modular blueprint set from this upcoming release - again. I've developed about 20 functional 11x11 Modular blueprints that all work. However, what I've found is that working with Quickfort and these 11x11 sized blueprints tends to get very tedious.

Because 11x11 is quite small, I find myself spending a lot more time manipulating QF to pick-and-play these blueprints than I ever did with (for instance) TheQuickFortress blueprints. Those blueprints were around 30x20 in size -- meaning it takes about six 11x11 Modular blueprint designations to accomplish the same effect as one TheQuickFortress blueprint designation. Multiply that by the multiple phases per blueprint (dig/build/place/query) which you have to continually switch between, and you start to see the problem.
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: Pletske on December 18, 2011, 05:38:12 am
Some feedback on the material selector ... it doens't work with me...
It manages to select the right materials, but de building plans are torn to pieces and get scattered all over the map. Even the starting position gets moved.
If it doesn't reach the end of the map or other constructions it often says it runs out of the specific building material, while there is more than enough available on the map. It offers you to select another material but the error returns no matter what material I selected.

I also used "/manual-bullseye.csv", so it shouldn't be a mistake in my .csv file.

Good luck fixing it, im looking forward to use it!

Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: joelpt on December 21, 2011, 09:51:32 pm
Some feedback on the material selector ... it doens't work with me...
Hmm. Would you be willing to zip up your DF installation and savegame that you are experiencing the problem with and ship it to me at qfmat@joelpt.net? This will probably be the easiest way for me to identify what's going awry.
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: Jon-Ace on December 26, 2011, 11:46:45 pm
I'm having trouble with a query blueprint. I've set it to set beds in a particular design as bedrooms (ie: r where beds are). The footprint is correct, but when I play it, it goes out of whack with the views going all over the place and then ending a little northwest of the original cursor placement.

I've triple checked the blueprint. No errors on my part.
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: joelpt on December 27, 2011, 12:38:08 am
I'm having trouble with a query blueprint. I've set it to set beds in a particular design as bedrooms (ie: r where beds are). The footprint is correct, but when I play it, it goes out of whack with the views going all over the place and then ending a little northwest of the original cursor placement.

I've triple checked the blueprint. No errors on my part.
I'll take a look. Please post the blueprint that's giving you trouble if you can. Thanks!
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: Jon-Ace on December 27, 2011, 02:35:10 pm
I'm having trouble with a query blueprint. I've set it to set beds in a particular design as bedrooms (ie: r where beds are). The footprint is correct, but when I play it, it goes out of whack with the views going all over the place and then ending a little northwest of the original cursor placement.

I've triple checked the blueprint. No errors on my part.
I'll take a look. Please post the blueprint that's giving you trouble if you can. Thanks!

Google docs:
http://bit.ly/vXZiUL

Thank you!
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: Blailus on January 08, 2012, 11:17:01 am
I'm having the same problem. My old blueprints that had

Code: [Select]
#query
r+`r+`r+

used to work fine, and now it seems like it never sends the enter key to the macro to finish designating the first room.
Title: Re: [Quickfort] 2.02 released -- now with material selection! [DF 31.25]
Post by: joelpt on January 10, 2012, 11:50:03 am
I'm having trouble with a query blueprint. I've set it to set beds in a particular design as bedrooms (ie: r where beds are). The footprint is correct, but when I play it, it goes out of whack with the views going all over the place and then ending a little northwest of the original cursor placement.

I've triple checked the blueprint. No errors on my part.
OK, found the problem and fixed it. Will post an updated Quickfort.zip shortly with the fix in place.

If you don't want to download a whole new zip you can alternately just make this change:

In config/buildconfig.json, change line 141 from
Code: [Select]
        "designate": ["moveto", "cmd", "setsize"],
to
Code: [Select]
        "designate": ["moveto", "cmd", "setsize", "&"],
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on January 10, 2012, 11:54:14 am
Just a bugfix release of Quickfort here.

(http://code.google.com/p/quickfort/logo?cct=1308578530)Download Quickfort 2.03 (http://code.google.com/p/quickfort/downloads)
Online user manual (http://sun2design.com/quickfort)
Issue tracker (http://code.google.com/p/quickfort/issues)

What's New in v2.03:

There may still be an issue with the new material-selection stuff, but so far I have not been able to reproduce the problem reported above by Pletske.
Title: Re: [Quickfort] Version 2.01 released -- DF 31.25 compatible
Post by: Draco18s on January 13, 2012, 08:44:46 am
They're a bit odd as they cannot be built on the surface level; you can only build them underground where you have "non built wall" tiles (not yet dug out).

You can build them (the constructed version) in Open Space, FYI.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Taeraresh on January 16, 2012, 09:34:08 am
I've been playing with Quickfort for a few days now, and I'm finding it really useful, but I'm having some trouble getting everything to work.
My digging blueprints are working fine, though I haven't tried anything really complicated yet, but my building prints just refuse to work.
I've tried using both .csv and .xls files as sources (both generated by OpenOffice), but that didn't seem to change anything. Every time I run the build blueprint, it places the first bedroom's furniture correctly, then seemingly just spews the rest of the furniture all over the map.

My dig and (very cut-down for testing) build .xls files are at http://dffd.wimbli.com/file.php?id=5370 (http://dffd.wimbli.com/file.php?id=5370). I know they can be different sheets in the same file, but I was trying to eliminate that as a cause of the problems I'm having. I'm running qfconvert.py directly from the command line, on MacOS 10.6.

If anyone has any ideas, I'd be very appreciative. It's probably just me getting something very simple completely wrong.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on January 16, 2012, 01:56:16 pm
I've been playing with Quickfort for a few days now, and I'm finding it really useful, but I'm having some trouble getting everything to work.
My digging blueprints are working fine, though I haven't tried anything really complicated yet, but my building prints just refuse to work.
I've tried using both .csv and .xls files as sources (both generated by OpenOffice), but that didn't seem to change anything. Every time I run the build blueprint, it places the first bedroom's furniture correctly, then seemingly just spews the rest of the furniture all over the map.

My dig and (very cut-down for testing) build .xls files are at http://dffd.wimbli.com/file.php?id=5370 (http://dffd.wimbli.com/file.php?id=5370). I know they can be different sheets in the same file, but I was trying to eliminate that as a cause of the problems I'm having. I'm running qfconvert.py directly from the command line, on MacOS 10.6.

If anyone has any ideas, I'd be very appreciative. It's probably just me getting something very simple completely wrong.
I just ran your blueprints here and was able to run your 4-room #build blueprint successfully on the latest QF version 2.03.

Are you using QF version 2.03? Are you using DF version 0.31.25? Are you using DF's default interface.txt unmodified? Are you sure you have adequate constructables available (f:8, c:4, b:4, d:4, t:4)?

If yes to all of the above, can you PM me the .mak file that is generated when you run "qfconvert.py bedrooms-build.xls > test.mak"? I'll compare it with what my qfconvert is outputting here and see if there is any difference.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Taeraresh on January 16, 2012, 05:11:32 pm
I've been playing with Quickfort for a few days now, and I'm finding it really useful, but I'm having some trouble getting everything to work.
My digging blueprints are working fine, though I haven't tried anything really complicated yet, but my building prints just refuse to work.
I've tried using both .csv and .xls files as sources (both generated by OpenOffice), but that didn't seem to change anything. Every time I run the build blueprint, it places the first bedroom's furniture correctly, then seemingly just spews the rest of the furniture all over the map.

My dig and (very cut-down for testing) build .xls files are at http://dffd.wimbli.com/file.php?id=5370 (http://dffd.wimbli.com/file.php?id=5370). I know they can be different sheets in the same file, but I was trying to eliminate that as a cause of the problems I'm having. I'm running qfconvert.py directly from the command line, on MacOS 10.6.

If anyone has any ideas, I'd be very appreciative. It's probably just me getting something very simple completely wrong.
I just ran your blueprints here and was able to run your 4-room #build blueprint successfully on the latest QF version 2.03.

Are you using QF version 2.03? Are you using DF version 0.31.25? Are you using DF's default interface.txt unmodified? Are you sure you have adequate constructables available (f:8, c:4, b:4, d:4, t:4)?

If yes to all of the above, can you PM me the .mak file that is generated when you run "qfconvert.py bedrooms-build.xls > test.mak"? I'll compare it with what my qfconvert is outputting here and see if there is any difference.

I am using QF 2.03, DF 0.31.25, and I have more than enough of the furniture available. I haven't modified interface.txt to the best of my knowledge.
I normally use Mayday, but testing shows that the blueprints work fine in a 'vanilla' DF install, and using the Phoebus graphics set. It must be something odd with either Mayday, or my installation of it. Any ideas for other stuff to check? I copied the vanilla interface.txt to my Mayday install, just in case, but that didn't fix the problem.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on January 17, 2012, 12:29:38 pm
I am using QF 2.03, DF 0.31.25, and I have more than enough of the furniture available. I haven't modified interface.txt to the best of my knowledge.
I normally use Mayday, but testing shows that the blueprints work fine in a 'vanilla' DF install, and using the Phoebus graphics set. It must be something odd with either Mayday, or my installation of it. Any ideas for other stuff to check? I copied the vanilla interface.txt to my Mayday install, just in case, but that didn't fix the problem.

Hmm, very strange. I would really have thought interface.txt could be the only thing that would cause them to behave differently.

Can you do a directory-to-directory comparison to see what files differ between the two installs? That may nail down exactly what the cause is.

I'm not too familiar with how to accomplish this on a Mac, but these two links seem promising:
http://www.deltopia.com/compare-merge-sync/macosx/
http://hints.macworld.com/article.php?story=20070408062023352
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Tecknojock on January 19, 2012, 11:52:31 pm
I'm having trouble getting the material selector working properly. My design will build if I don't designate a material, but when I do, it always stops with this message: "Error:Quickfort timed out waiting for DF menu. Aborting playback."
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on January 20, 2012, 11:22:25 am
I'm having trouble getting the material selector working properly. My design will build if I don't designate a material, but when I do, it always stops with this message: "Error:Quickfort timed out waiting for DF menu. Aborting playback."
Are you going through the "click to the left / click to the right" mat-picking process before you get this error?

Can you send me the CSV file you are using? Also if possible, can you take a screenshot of your Dwarf Fortress window when the error happens or just before? That may show me what's going off the rails.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Tecknojock on January 20, 2012, 11:49:24 am
Yep it happens after the first wall is placed after i selected the material. I'll frap it when I get home and throw it on YouTube.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Tecknojock on January 20, 2012, 08:05:17 pm
Allright, its up on youtube now.

With material selection enabled: http://youtu.be/MYAqKGQccH4

With material selection disabled: http://youtu.be/H2iWKxwiMHw

My cvs file: https://skydrive.live.com/redir.aspx?cid=862bf2423ae41ca6&resid=862BF2423AE41CA6!339&parid=862BF2423AE41CA6!150&authkey=!AKfQM5ol-O1_LdQ
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on January 23, 2012, 12:34:19 am
Yep it happens after the first wall is placed after i selected the material. I'll frap it when I get home and throw it on YouTube.
Awesome, thanks.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on February 02, 2012, 05:01:57 pm
With material selection enabled: http://youtu.be/MYAqKGQccH4

Still thinking about this fyi.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on February 02, 2012, 05:08:00 pm
Here is a nice blueprint submitted by user yarbelk. It is a nice 11x11 multilevel spiral staircase that can have some nifty effects in concert with Alt+R repeat & rotate functions. http://dl.dropbox.com/u/3731935/quickfort/spiral%20ramp.csv
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on February 02, 2012, 05:14:17 pm
Added it to the folder. You still need to update the link in the first post to the Mediafire one instead of Wuala, joelpt.
http://www.mediafire.com/?oujvalbb0sggp
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on February 02, 2012, 05:28:18 pm
Here's a really nice blueprint-set put together by user Liquidated.

This is a complete dig-build-query blueprint set based on Raynard's whirlpool housing layout (http://df.magmawiki.com/index.php/File:Raynard_whirlpool_housing.png) found on the DF Wiki.

Excel version (all in one): download xls (http://dl.dropbox.com/u/3731935/quickfort/Raynard_whirlpool_housing.xls)
CSV versions: dig (http://dl.dropbox.com/u/3731935/quickfort/Raynard_whirlpool_housing%20-%20Dig.csv) |dig-centered (http://dl.dropbox.com/u/3731935/quickfort/Raynard_whirlpool_housing%20-%20Centered%20Dig.csv) | build (http://dl.dropbox.com/u/3731935/quickfort/Raynard_whirlpool_housing%20-%20Build.csv) | query (http://dl.dropbox.com/u/3731935/quickfort/Raynard_whirlpool_housing%20-%20Query.csv)

Really nice work on this one by Liquidated. This is what it looks like all designated in-game:

(http://dl.dropbox.com/u/3731935/quickfort/DF%20raynardwhirl%20the_nightlife%20phobus%20.png)

Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on February 02, 2012, 05:33:39 pm
Added it to the folder. You still need to update the link in the first post to the Mediafire one instead of Wuala, joelpt.

Oops, fixed. Also added this as a link in the "main links" at the top of the first post.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on February 02, 2012, 05:45:03 pm
All in, I'll update the .rar later, for now they're just in a folder.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Rushock on February 14, 2012, 05:55:24 am
I learned to use this simply because building a huge amount of bedrooms is very tedious. This simple programs has cut down on most of the boring, time-consuming parts. All I really have to do is assign the beds. The rest has been taken care of. Thanks!
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: NeedsDF2GetThruWorkingDay on February 16, 2012, 10:41:35 am
Does anyone know what's going on here?

(http://i.imgur.com/Uj8OT.jpg)

I'm using Windows 7 with a clean copy of Lazy Newb Pack V9.3 with Dwarf Fortress 0.31.25 - I have not manually updated anything.

Changing the mode to "key" works for now, thanks for the great utility. :)
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on February 16, 2012, 02:49:27 pm
Have you tried updating to 2.03?
Also, make sure none of your df folder is read-only. Can't add to it if its read-only, but the df folder shouldn't be by default.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: NeedsDF2GetThruWorkingDay on February 17, 2012, 06:47:51 pm
Have you tried updating to 2.03?
Also, make sure none of your df folder is read-only. Can't add to it if its read-only, but the df folder shouldn't be by default.
Hmm, tried both of those, but it's still doing it when I try macro mode.

*shrug* Key mode works okay.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: artfulpirate on February 21, 2012, 03:59:03 pm
when i try to load any blueprint in game through GUI using ALT+F i'm getting this kind of error :

(http://i39.tinypic.com/344s9kx.png)

does anybody known where the problem is ?
i'm using win 7 x64 and game version 34.02

edit..

Issue seams to appear in GetWinPath function only when running on 64 bit system ( DllCall("CreateRemoteThread"... to be exact).
I'm to lazy to learn how it work, so i copy/past similar function from google, and it's working quite well for me :P

here is patch for Mercurial project: 

Spoiler (click to show/hide)
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Mr. Palau on February 22, 2012, 08:18:51 pm
Will this utility work for version 34.02?
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on March 01, 2012, 12:39:07 pm
when i try to load any blueprint in game through GUI using ALT+F i'm getting this kind of error :
...
Issue seams to appear in GetWinPath function only when running on 64 bit system ( DllCall("CreateRemoteThread"... to be exact).
I'm to lazy to learn how it work, so i copy/past similar function from google, and it's working quite well for me :P

here is patch for Mercurial project: 
...
Thanks for this, I'll incorporate this into the next version.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on March 01, 2012, 12:39:42 pm
Will this utility work for version 34.02?
Have not tried it yet, though I'd be surprised if it didn't.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on March 01, 2012, 12:40:39 pm
FYI, Quickfort's domain/URL has changed from http://sun2design.com/quickfort to http://joelpt.net/quickfort (http://joelpt.net/quickfort).
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Teh Zip File on March 10, 2012, 02:45:46 pm
I've tried it in the new version, so far I haven't had any problems at all.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: mrhanman on March 11, 2012, 07:19:48 pm
With DF 0.34.05, Quickfort 2.03 crashes when you press Alt-V.  Other than that, it seems to work fine.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Teh Zip File on March 13, 2012, 02:49:55 pm
I'm using 2.02 on DF 0.34.05 and alt-v works just fine, no crashes.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: 23kulpamens on March 21, 2012, 12:19:26 pm
Is it my operating system or is it other error. I can't load any quickfort blue print. Even those from official site.
Here is my example blueprint:
Code: [Select]
#dig,,,,,,,,,,,
,,,,d,d,d,,,,,#
,,,,d,d,d,,,,,#
,,,,d,d,d,,,,,#
,,,,,d,,,,,,#
d,d,d,,,d,,,d,d,d,#
d,d,d,d,d,i,d,d,d,d,d,#
d,d,d,,,d,,,d,d,d,#
,,,,,d,,,,,,#
,,,,d,d,d,,,,,#
,,,,d,d,d,,,,,#
,,,,d,d,d,,,,,#
#,#,#,#,#,#,#,#,#,#,#,#


And this is error that I got from quickfort:

Code: [Select]
---------------------------
Quickfort.exe
---------------------------
Error reading blueprint information from qfconvert.py output file D:\games\LazyNewbPack last\LNP\Utilities\2-Advanced\Quickfort\Quickfort 2.03\~qf120321181850.tmp
---------------------------
OK   
---------------------------
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Nibble on March 22, 2012, 03:12:47 am
I'm getting the exact same error! What could have caused this?
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on March 29, 2012, 09:55:08 am
Alright, the blueprints.rar is now up to date as far as I can tell, the items previously in the mediafire folder outside of the rar are now inside it.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: LucasUP on March 31, 2012, 06:26:40 pm
Just a note: on your website the download link links HERE (http://code.google.com/p/quickfort/downloads/detail?name=Quickfort_2.00.zip) which shows v2.00 It requires a bit of snooping to find 2.03.
Might be better to link to http://code.google.com/p/quickfort/downloads/list instead?
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Robik on April 05, 2012, 05:48:27 am
And this is error that I got from quickfort:

Code: [Select]
---------------------------
Quickfort.exe
---------------------------
Error reading blueprint information from qfconvert.py output file D:\games\LazyNewbPack last\LNP\Utilities\2-Advanced\Quickfort\Quickfort 2.03\~qf120321181850.tmp
---------------------------
OK   
---------------------------

I have same error in new version of Quickfort. Version 2.01 work fine though.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: crazyjoe on April 24, 2012, 09:40:42 pm
Is there anyone who can help me figure out how to power the screw pumps for the waterfall system? I am at a loss as to how to go about it. the only way I can think of getting water to flow it to dig a tunnel to the river near my fortress and let the water flow into the caverns under my fort. But after a while the caverns start to fill up. I have tried to use the blue prints in quickfort but they seem to mess up or put things where they should not be.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on April 25, 2012, 02:35:09 am
Sorry for the delays in addressing the bugs reported here in the last couple months. I apparently haven't been getting my email notifications and just now saw these.

I actually have some fixes checked in now but I am going to give all the functions a thorough test against the latest DF version before I release 2.04. That will take a couple of days.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: lewtz on May 01, 2012, 03:34:07 pm
Having an odd issue:

Using Masterwork Dwarf Fortress

When I go and Press Alt+D to start the macro.. no matter what blueprint i pick.. it seems to open the DF macro listing, pick the beginner 200 safe stair.. and do that. 
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: VenomIreland on May 05, 2012, 01:48:09 pm
Having the following issue when trying to load blueprints from the community blueprints download.

Error in qfconvert: No valid blueprints found in '*blueprint location*'


All the blueprints supplied with Quickfort seem to work fine though.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on May 05, 2012, 01:49:15 pm
Did you extract them from the archive first?
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: VenomIreland on May 05, 2012, 01:51:51 pm
Did you extract them from the archive first?

Yes, the CSV files are sitting in their own folders in my Downloads folder.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on May 05, 2012, 01:54:06 pm
Did you extract them from the archive first?

Yes, the CSV files are sitting in their own folders in my Downloads folder.
What is the exact *blueprint location* that is reported in the error?

I'm wondering if this is some oddness with how Windows aliases the My Downloads/My Documents folders.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: VenomIreland on May 05, 2012, 01:56:58 pm

What is the exact *blueprint location* that is reported in the error?

I'm wondering if this is some oddness with how Windows aliases the My Downloads/My Documents folders.
Most recent one I tried is:
U:\Users\Sean\Downloads\blueprints\blueprints\Circle Pack\circle21.csv
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on May 05, 2012, 02:26:00 pm
Try taking out one of the \blueprints\ folders.
So you have U:\Users\Sean\Downloads\blueprints\Circle Pack\circle21.csv
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: VenomIreland on May 05, 2012, 02:28:51 pm
Try taking out one of the \blueprints\ folders.
So you have U:\Users\Sean\Downloads\blueprints\Circle Pack\circle21.csv

Didn't work, I also tried renaming "Circle Pack" to "Circle_Pack", moving it to the root of my U drive and then moving it to the root of my C drive, but neither worked.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: VenomIreland on May 06, 2012, 07:21:16 am
Okay, I did a check on a few blueprints in each folder in the community blueprints collection.

It seems the ones in Circle Pack, Jurph's Fractal and Modular Expansion Pack, Large Diagonal Hallways and templates do not work correctly, all giving the same error indicated in my previous posts.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on May 17, 2012, 04:03:19 pm
Okay, I did a check on a few blueprints in each folder in the community blueprints collection.

It seems the ones in Circle Pack, Jurph's Fractal and Modular Expansion Pack, Large Diagonal Hallways and templates do not work correctly, all giving the same error indicated in my previous posts.
Thanks for investigating that. This should make it much easier to track down what's gone awry.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on May 17, 2012, 04:08:26 pm
Apologies for the delayed release of the next version of Quickfort. All my coding time has been consumed by another project (the coolest Chrome extension you may ever see  8)) and I haven't made any time for Quickfort.

Fortunately, a new DF version was released in the meantime with minecarts and tracks (!!!). So I will make sure the next QF release supports those properly.


BTW, if you'd be interested in being an alpha/beta tester of my completely unrelated Chrome extension in about 3 weeks, send me a PM. It's basically a page-tree sidebar in the spirit of Firefox's Tree Style Tabs, but with some really nifty extra functionality.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Aklyon on May 17, 2012, 04:23:44 pm
2 DF updates, joelpt :)
Also, PM me if I need to change anything in the blueprints pack (or just grab it and do it yourself and throw it at me, either way works)
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: Robik on May 28, 2012, 11:23:36 am
And this is error that I got from quickfort:

Code: [Select]
---------------------------
Quickfort.exe
---------------------------
Error reading blueprint information from qfconvert.py output file D:\games\LazyNewbPack last\LNP\Utilities\2-Advanced\Quickfort\Quickfort 2.03\~qf120321181850.tmp
---------------------------
OK   
---------------------------

I have same error in new version of Quickfort. Version 2.01 work fine though.

I solved this issue for me by changing the delimiter character in parse loop in function GetBlueprintInfo in blueprints.ahk, original "crossed c" somehow ended like regular c while the program was running and this broke whole parsing.

I can share new Quickfort.exe somewhere if anyone is interested. Just download original 2.03 and replace the file.
Title: Re: [Quickfort] 2.03 released -- now with material selection! [DF 31.25]
Post by: joelpt on May 28, 2012, 12:08:10 pm
And this is error that I got from quickfort:

Code: [Select]
---------------------------
Quickfort.exe
---------------------------
Error reading blueprint information from qfconvert.py output file D:\games\LazyNewbPack last\LNP\Utilities\2-Advanced\Quickfort\Quickfort 2.03\~qf120321181850.tmp
---------------------------
OK   
---------------------------

I have same error in new version of Quickfort. Version 2.01 work fine though.

I solved this issue for me by changing the delimiter character in parse loop in function GetBlueprintInfo in blueprints.ahk, original "crossed c" somehow ended like regular c while the program was running and this broke whole parsing.

I can share new Quickfort.exe somewhere if anyone is interested. Just download original 2.03 and replace the file.
Nice find! I will change that (and/or find a better solution than using a weird char there) in next version.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on May 29, 2012, 01:33:03 pm
Quickfort 2.04 is released -- DF 0.34.10 compatible!

The main new feature is compatibility with DF 0.34.10, and minecart track support. Some new aliases have been created which will greatly simplify the process of putting together tracks in blueprints; see the the section about minecart tracks (http://www.joelpt.net/quickfort/#minecart-tracks) in the user manual for details.

This release also fixes a number of issues reported in this thread. VenomIreland's problem with some community blueprints not working is fixed; the problem turned out to be that these blueprints didn't have a first line like "#dig". If Quickfort doesn't find such a first line it will now just assume that #dig is desired. Robik's discovery of the "cent symbol" problem should also be fixed for good.

Lastly, the performance of qfconvert has been greatly improved. The conversion process is now 10-20x faster, maybe more; this is the "Thinking..." phase seen after you hit Alt+D in Quickfort on Windows. Especially if you use large blueprints, you'll see an obvious speed increase. This change actually accounts for the majority of work done this release, and brought with it a number of bug fixes, optimizations, and generally cleaner Python code.

I have also tested material-selection in this version and it continues to work flawlessly for me. I have been unable to reproduce Pletske's problem.

Starting with this release, I have migrated the Quickfort source code repository and issue tracker over to Github. The old Google Code project will be deleted soon, after I migrate all the issues in its tracker over to Github. Please use the new Github issue tracker for any new issues going forward.

(http://joelpt.net/quickfort/images/hammer48.png)Download Quickfort 2.04 (https://github.com/downloads/joelpt/quickfort/Quickfort_2.04.zip)
Online user manual (http://sun2design.com/quickfort)
Issue tracker (https://github.com/joelpt/quickfort/issues?direction=desc&page=1&sort=created&state=open)

What's New in v2.04 (2012 May 29):

Have fun, and as always, let me know of any problems!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: MOK on May 31, 2012, 11:45:35 pm
Hm... When I hit the mediafire community blueprints, I don't see anything in there.  My end, or a mediafire problem?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 01, 2012, 05:21:47 am
THere should be a 'blueprints.rar' downloadable.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: junkcheese on June 01, 2012, 09:39:51 am
What is the correct way to represent

Hives alt-h
Stone slabs alt-s
Floor bars alt-b

into build blueprints
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: MOK on June 02, 2012, 02:51:05 am
THere should be a 'blueprints.rar' downloadable.
Nothing shows on my end.  =/  But youve verified it's there and visible?  Not sure how that's even possible...
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 02, 2012, 07:57:40 am
Yes, I have. The folder itself is public, the file is public, and the download link (http://www.mediafire.com/?1bnv2qfedwfb768) for the file works if you click on it.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: MOK on June 02, 2012, 01:42:20 pm
I used the link on the first page.  That goes to a mediafire location, but gives me nothing.
Your link, however, gave me the .rar.  Thanks!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 02, 2012, 02:22:01 pm
Seems like its a mediafire problem, then. Joelpt, can you use the direct link to the file instead?
The folder apparently appears as empty to everyone but me.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 04, 2012, 07:49:37 pm
Seems like its a mediafire problem, then. Joelpt, can you use the direct link to the file instead?
The folder apparently appears as empty to everyone but me.
Changed in this thread's original post. I'll change it in the readme for the next release.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 04, 2012, 08:10:06 pm
What is the correct way to represent

Hives alt-h
Stone slabs alt-s
Floor bars alt-b

into build blueprints

Oops. I thought I had accounted for these but evidently I didn't.

Until the next QF release, you can add the 3 keycodes you mentioned yourself ... edit your quickfort/config/keys.json and insert 3 new lines at line 74 for those keycodes.

Before:
Code: [Select]
        "<": "<",
        ">": ">"
    },
    "key": {

After:
Code: [Select]
        "<": "<",
        ">": ">",
        "{alt b}": "4:b",
        "{alt s}": "4:s",
        "{alt h}": "4:h"
    },
    "key": {

Then, in your blueprints, put {alt b} in cells where you want to place floor bars, {alt s} for slabs, {alt h} for hives. Case is irrelevant; you can use e.g. {Alt B} if you prefer.

I'll add generic support for {alt X} style keycodes in the next release, so that if Toady adds new alt-codes in the future it won't require modifying keys.json.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: chewie on June 13, 2012, 04:51:53 am
Hello

I've got a question about track support in the current version. Is it right that we can only designate built tracks and not carve them atm? And shouldn't there be more possibilities with roller, i.e. NS, SN, EW and WE?

(Mind you, I haven't actually tried this, I only read the manual and it gave me the impression that there's stuff missing.)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Flavio on June 15, 2012, 06:47:04 pm
I'm having problems using .xls and .xlsx files with the new version.
When I try to load a file this error appears:
(http://s17.postimage.org/5l0grbyvz/Sem_t_tulo.jpg)

So far I'm using 2.03, this one works fine with those files.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 19, 2012, 08:29:08 am
I found that those

Quickfort.exe
---------------------------
Error reading blueprint information from qfconvert.py output file D:\games\LazyNewbPack last\LNP\Utilities\2-Advanced\Quickfort\Quickfort 2.03\~qf120321181850.tmp
---------------------------
OK   

Errors are only errors to display the file. If you open the .tmp file with notepad you will see the resume that quick fortress shows you how many times this or that command is used, the start position and the commentary (if any). Regardless of the error, you can still press alt+d and the blueprint will be executed flawlessly (if you previously opened another blueprint, any blueprint, more on this next*), so it's more a annoying bug than a fatal one. My guess is that is related to the size, I'm executing a huge arse blueprint with more than 20 levels (it's an entire fortress made to be easy on the eye, not taking into account much efficiency), but I could be wrong.

*If you open Quickfortress and the first thing you try is to load a faulty blueprint the program will show the error and you won't be able to use the blueprint. That is, if you press alt+d nothing will happen.

Ok, how to make those blueprints that turns out in the error work?
Easy, load any working blueprint first, then load the offending blueprint, get the error, press accept and then simply press alt+d. The blueprint will execute just fine. This is working, at least for me.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 19, 2012, 09:39:09 am
So its not as much an error in the formatting as it is your file is dang huge compared to what QF is expecting.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 19, 2012, 10:32:13 am
Oh yes... it's demential! Although I reduced the deep to 15 levels to reduce a little the risk of running into a cavern. It's about 100 x 100, with 15 levels... of course a lot of the levels are merely stairs. However the thing goes crazy when I try to put the furniture for the:
- 256 small rooms for poor dwarfs and the twelve dorms with space for 108 of the most needed souls.
- 128 medium rooms for the middle class dwarfs, with more space and value
- 18 noble rooms, with their own office each
- 24 jail cells, 3x3 bed, chair and table made from a central chain and food and booze stockpiles to prevent dwarfs from dying thanks to an stupid noble, but also preventing said noble from trowing tantrums.
- 28 hospital beds with 10 operation tables and 10 traction benches.

Total: 510 dwarfs of installed capacity.

In the process I made an aliases to designate dormitories (dorm) and prisons from chains, making them a room then assigning them to the justice system.

I bought 8 gigas of ram only for DF and Shogun 2 to run better on my machine :P

P.D. the main dinning hall has 136 seats... it's just ridiculous... I know it's not the biggest thing out there there should be bigger fortress, but still I'm thinking in reducing the whole dam thing about in half (the dinning hall, hospital and prison should remain the same although).
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Barrow on June 19, 2012, 11:57:32 am
I'm not sure if this is an error anyone else is having with sending by "Key" rather than "Macro", so I thought I'd double-check here first before I delve too deeply into the source-code:
https://www.youtube.com/watch?v=vHx1VGdkFyM
Can anyone else replicate this issue?

Even if I fully wipe the folder and replace it, I still get the issue (though SendInput was working perfectly for the majority of yesterday, until this started to occur). I do have other AHK scripts running, which I'm assuming is partially responsible if it's just me; I'm manually dumped the output of qfconvert to a text file and it would appear that it's an issue on the QuickFort side of things. More details to follow, if anyone can confirm it's not just my problem.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 12:11:12 pm
I'm having problems using .xls and .xlsx files with the new version.
When I try to load a file this error appears:
(http://s17.postimage.org/5l0grbyvz/Sem_t_tulo.jpg)

So far I'm using 2.03, this one works fine with those files.
(edited)
Upon investigation this doesn't seem to be xlsx-specific, but I'm not sure just what the problem is yet... Blueprints/Tests/excel-test2.xlsx fails but Blueprints/Tests/obama.xlsx works fine.

Guess it's time to implement some proper unit tests for QF ... ;)

Would you be willing to post your monstrous blueprint or send it to me at quickfort@joelpt.net? I'd like to test against it before releasing 2.05 just to make sure it can load and run properly after this bug is fixed.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 19, 2012, 12:14:22 pm
.xls is a better format for compatibility anyway, The only thing I know that specifically uses .xlsx is Office 2007 or newer.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 12:22:12 pm
.xls is a better format for compatibility anyway, The only thing I know that specifically uses .xlsx is Office 2007 or newer.
Sorry I misspoke in my earlier post (now edited); Aklyon is referring to a suggestion I made and then removed of saving .xlsx as .xls as a quick-fix -- which I have now found doesn't actually fix the bug we're seeing here.

Investigation in progress...
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 12:53:08 pm
I'm not sure if this is an error anyone else is having with sending by "Key" rather than "Macro", so I thought I'd double-check here first before I delve too deeply into the source-code:
https://www.youtube.com/watch?v=vHx1VGdkFyM
Can anyone else replicate this issue?

Even if I fully wipe the folder and replace it, I still get the issue (though SendInput was working perfectly for the majority of yesterday, until this started to occur). I do have other AHK scripts running, which I'm assuming is partially responsible if it's just me; I'm manually dumped the output of qfconvert to a text file and it would appear that it's an issue on the QuickFort side of things. More details to follow, if anyone can confirm it's not just my problem.

I think I found the issue here: SendInput does not obey SetKeyDelay (http://www.autohotkey.com/docs/commands/SetKeyDelay.htm). As a result when using SendMode=SendInput in QF 2.04, QF just goes as fast as possible playing the keys back, and DF can't cope.

For a quick fix, I think setting SendMode=Send will probably make things work right for keys mode. For QF 2.05, when SendMode=SendInput, I'll have QF insert an artificial delay between keystrokes so that DelayMultiplier has the proper expected effect there.

I also found that when SendMode=SendInput, my other "system macros" AHK script caused QF to behave worse than it did after I killed said AHK script. However, with the aforementioned artificial delay in place, I didn't see any problems exhibited, so I am guessing the other AHK script only caused problems in conjunction with the "let's play keys back as fast as possible" situation.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Tzu on June 19, 2012, 01:09:37 pm
Are there plans, that you add support for designating minecart tracks or am I missing something?

The following Code for digging and designating a spiral track does not work. The problem is, that Quickfort does not designate the overlap on the turns. It is possible to record the overlap in a macro. Quickfort only needs a way to recognize them.
Code: [Select]
#dig,,,
`,`,d,
`,i,d,
`,h,d
#>,,,
d,h,`,
d,i,`,
d,`,`,

#dig,,,
`,T,T,
`,`,T,
`,T,T,
#>,,,
T,T,`,
T,`,`,
T,T,`,
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: moisesjns on June 19, 2012, 01:14:43 pm
i was loving this utility. but i cant seem to use it anymore.  yesterday it worked just fine i didint mess around with it or anything. but now when i load up quickfort and press alt+f nothing happens i dont get the choose blueprint option and neither does alt+t. any help?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 01:31:16 pm
I've got a question about track support in the current version. Is it right that we can only designate built tracks and not carve them atm? And shouldn't there be more possibilities with roller, i.e. NS, SN, EW and WE?

I didn't even realize DF supported carving tracks. Very cool.

Well I will have to give track carving some thought. The problem (as Tzu just noted) is that in order to carve a track with a bend in it, you have to carve the first straight segment of track, then carve a second straight segment *on top of* the first segment. That makes DF connect the track segments up. If you just designate the second segment adjacent to the first segment, the two tracks will not be connected.

The difficulty, then, is that currently QF doesn't have any kind of proper support for designating something "on top of" something else in the same blueprint. It currently assumes there will only ever be one thing to designate in each grid cell of a given blueprint, which AFAIK is fine for everything else you can designate in DF.

A related issue is how a blueprint author should tell QF that a particular set of adjacent track carvings are meant to be connected in this way versus just being disconnected adjacent/parallel tracks. It seems to me that a user would *usually* want such carvings to be connected within a single blueprint, but perhaps not always.

So, full-fledged support for track carvings would probably entail including some kind of "track identifier" in the cells so QF knows which segments connect to which, e.g. "T@foo,T@foo,T@bar" ... something like that. Though I may just opt to have QF assume that all adjacent track carvings in a single blueprint ought to be joined together, and require blueprint authors to use multiple blueprints if they really want to designate disconnected but adjacent/parallel track carvings. On the balance, I wager this second approach is probably no more complex for a blueprint author than inserting track carving IDs ... and would arguably make separate tracks easier to differentiate between during blueprint editing.

For the present, a blueprint author could just make two blueprints; for example, one to carve out all the horizontal track segments, and a second to do the vertical segments "on top of" the horizontal segments. Or do all the straight segments in one blueprint, then go back over the corners to join things up in a second blueprint. That is the immediate workaround, but I would definitely like to get "real" track carving support in. Probably no sooner than 2.06 though as this will require some new behaviors on the part of QF.

Regarding rollers: I like your idea of having rollerNS, rollerSN, etc. aliases. I'll add these to the next version in addition to rollerH/rollerV. For the present, it is possible to get a "rollerSN" for example by using "rollerVss" in a cell; the new rollerXX aliases will just send the appropriate number of extra s's to choose the correct orientation/direction. But I agree having the specific orientation/direction combos as aliases would be beneficial.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 01:33:42 pm
Are there plans, that you add support for designating minecart tracks or am I missing something?

The following Code for digging and designating a spiral track does not work. The problem is, that Quickfort does not designate the overlap on the turns. It is possible to record the overlap in a macro. Quickfort only needs a way to recognize them.

See previous post about this.

Regarding tracks that span multiple Z-levels: do you have to overlap carved tracks from the upper z-level to the lower z-level in order for the tracks on the two z-levels to be connected?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 01:34:33 pm
i was loving this utility. but i cant seem to use it anymore.  yesterday it worked just fine i didint mess around with it or anything. but now when i load up quickfort and press alt+f nothing happens i dont get the choose blueprint option and neither does alt+t. any help?
Are you seeing the Quickfort "mouse tip" when you switch to DF?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: moisesjns on June 19, 2012, 01:40:10 pm
fixed my problem thank you.  i forgot i started dwarf fortress on administrative.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Tzu on June 19, 2012, 02:55:54 pm
[...]
Regarding tracks that span multiple Z-levels: do you have to overlap carved tracks from the upper z-level to the lower z-level in order for the tracks on the two z-levels to be connected?

Overlapping on both z-Levels seem to work. Though the ramp is only marked with one direction, e.g. Downramp(E), at least guided Carts can be pushed in both directions. I haven't fully understand this eigther.

As for implementing the designation: Maybe we could use the same aliases as for building tracks and teach quickfort to interpret these accordingly. Also quickfort could do the splitting in horizontal and vertical track parts and than designate them. This shouldn't be to hard to implement, as you could just check every row and column if there is a successor.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Barrow on June 19, 2012, 02:59:53 pm
I think I found the issue here: SendInput does not obey SetKeyDelay (http://www.autohotkey.com/docs/commands/SetKeyDelay.htm). As a result when using SendMode=SendInput in QF 2.04, QF just goes as fast as possible playing the keys back, and DF can't cope.

Sorry for the delayed response; at work at the moment. Unfortunately, it isn't related to which Send method is used (even ControlSend exhibits this issue); additionally, SendInput and such worked perfectly yesterday, which implies that something was written outside of the folder that is impacting the behavior of the script (I checked %temp% for the .tmp that is generated, but I'm not seeing any left-over, nor is OutFile present in A_ScriptFolder after exiting).

I believe the issue started when I tried to do multiple Z-level iterations (alt-R -> d5), but I don't exactly recall.

I do have a bit of experience with AHK, so I'm going to dig through the code a bit to see if I can find what's going wrong, however I was mainly curious if it was exhibiting this behavior for anyone else so that I could narrow it down where the code or the machine was the culprit. If/when I find anything, I'll let you know.


I apologize, you were correct; a manually injected Sleep into the loop in the df_interact code resolved the issue even for SendInput. Now the only real question is why it only worked periodically to begin with... As long as it works, I suppose it's a non-issue. :)

And by the way, a belated thank you for this awesome script; it makes megaconstructs a breeze.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: chewie on June 19, 2012, 04:51:58 pm
Regarding tracks that span multiple Z-levels: do you have to overlap carved tracks from the upper z-level to the lower z-level in order for the tracks on the two z-levels to be connected?

Quick summary on multi z-level tracks and the designation of carved tracks:

I've done quite a bit of track carving in one of my latest fort to get a ramp spiral built and I think, it basically works like the constructed tracks, i.e. two tiles are connected if they have a "direction link" even if one is on a ramp on a lower level (given the upper tile can actually be accessed via the ramp, i.e. has a wall underneath).

So if you have a TRACK_RAMP_SE tile with XYZ coordinates {0;0;0} and a TRACK_N tile with the coordinates {0;-1;1} (a level up and one tile south) OR a TRACK_W tile with the coordinates {1;0;1} (a level up and one tile east) they should connect over the z-levels.
Illustration:

---------------------------

About designation of carved tracks: You can carve every tile that you can construct, e.g. TRACK_N (╨), TRACK_S (╥), TRACK_SW (╗), TRACK_NSEW (╬) and so on. Designating these with the d->T menu works like this:

If you want to get the TRACK_N(╨) tile, you press {Enter} while the cursor is on the tile, move the cursor one north and press enter again.

However, the northern tile (the one your cursor is on atm) will be designated as a TRACK_S tile and if you don't want that, you'll have to {x}{Enter}{Enter}.

Now, back at the TRACK_N(╨) tile, you might want to make a connection to the east then, making the tile a TRACK_NE(╚) tile. So you switch back to carving {T}racks, move the cursor to the tile, press {Enter}, move the cursor to the right and press {Enter} again. The TRACK_N(╨) tile is now a TRACK_NE(╚) tile.

However the eastern tile (the one your cursor is on atm) will now be a TRACK_W(╡) tile. So {x}{Enter}{Enter} again.

I guess from a workflow perspective it's way more clever to designate all the directions you want linked in a tile and THEN start removing the designations around that you don't want, so you don't have to switch between {T} and {x} mode all the time.

But usually you want the tracks in the adjacent tiles (why would you make the connection if you don't), and if not, then mostly because there is wall/open space/downward ramp there, at which point the game won't designate anything anyway.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 05:53:52 pm
.xls is a better format for compatibility anyway, The only thing I know that specifically uses .xlsx is Office 2007 or newer.
Sorry I misspoke in my earlier post (now edited); Aklyon is referring to a suggestion I made and then removed of saving .xlsx as .xls as a quick-fix -- which I have now found doesn't actually fix the bug we're seeing here.

Investigation in progress...

Found the issue!

Turns out the cause of this problem was blank worksheets. If there was a blank worksheet in an xls/xlsx file, QF was blowing up when trying to get the info for it (though this didn't specifically affect Alt+D, which only processes a single, non-blank sheet). Since Excel creates 3 blank worksheets by default in any new workbook, this bug probably affects the vast majority of xls/xlsx blueprints  :P

So, pre-2.05, you should just be able to delete any blank worksheets to fix the issue. In QF 2.05 I'll just ignore any blank sheets.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 19, 2012, 05:55:10 pm
Regarding tracks that span multiple Z-levels: do you have to overlap carved tracks from the upper z-level to the lower z-level in order for the tracks on the two z-levels to be connected?

Quick summary on multi z-level tracks and the designation of carved tracks:

Thank you for this detailed explanation. I will take this behavior into account when designing QF's track carving support.

At the moment, I am thinking of having QF join adjacent track-lengths in two passes. The first pass would designate all 'T' track-carving cells just like a normal blueprint. Then we would do a second pass where we look for any 'T' cells which have adjacent 'T' cells to the north or south AND adjacent 'T' cells to the east or west. For these cells we would move the cursor to the central 'T' cell, hit Enter, move the cursor north/south/east/west onto each adjacent 'T', and hit Enter again. I believe that should join up any track "corners" or "intersections".

Does that sound right? I think this would do the trick, though I have observed that tracks are always restricted to being 1-wide, so some additional checks may be needed to ensure we don't try to adjoin two adjacent parallel tracks at every neighboring cell (which is possible in DF, but probably useless). This would probably entail making sure certain diagonal-neighbor cells do NOT contain a 'T' as well.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: chewie on June 19, 2012, 07:15:01 pm
PSEUDO-EDIT: Do you mean "'T'-cells" like in T-intersection or as in the designation command d->T? I assumed the latter and just spent maybe 15 minutes writing the following:

The first pass would designate all 'T' track-carving cells just like a normal blueprint.
You mean like moving the cursor on a cell and press Enter twice? Because that won't actually result in any designation (actually logical, a track needs a direction and you don't provide that by just pressing enter twice).
I'd suggest to let QF look for straight sections of the track (e.g. ╞═══╡) and designate them in one turn (in this example {Enter}{right}{right}{right}{right}{Enter}). Now if there's a curve like in the situation below, you could just continue as before by pressing {Enter}{down}{down}{down}{Enter}.
Code: [Select]
.......
.╞═══╗.
.....║.
.....║.
.....║.
.....╨.

Things like that seem quite simple to implement. It's the tiles that lead nowhere/don't connect to a track that make problems (i guess, I don't know much about programming...). For example how do you do the following:
Code: [Select]
.123456
A......
B╞═══╡.
C....║.
D....║.
E....╨.
how to make C5 connect to B5 without the upper cell also getting a south link? You'd have to designate E5 to B5, remove B5' designation and B1 to B5 then. Now QF must of course be able to realize that it needs to do these stepts in that order to get the result pictured.

I think I'm overcomplicating things here heavily, and again where do you need a track like the second one. The stuff that seems really hard to implement in QF seems also to be the things that are the most useless, but again, I don't know anything about programming and stuff.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Tzu on June 20, 2012, 03:43:42 am
I thought I provide my blueprints for anyone, who is searching for minecart blueprints. I have yet to test powering the the whole thing.


Spoiler (click to show/hide)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 20, 2012, 08:37:00 am
If you get around to powering the whole thing and it works, PM me the .xls file and I'll throw it in the blueprints pack.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 20, 2012, 08:56:47 pm
PSEUDO-EDIT: Do you mean "'T'-cells" like in T-intersection or as in the designation command d->T? I assumed the latter and just spent maybe 15 minutes writing the following:
Correct I meant the latter.

Quote
The first pass would designate all 'T' track-carving cells just like a normal blueprint.
You mean like moving the cursor on a cell and press Enter twice? Because that won't actually result in any designation (actually logical, a track needs a direction and you don't provide that by just pressing enter twice).

Not quite. If you have something like this:

Code: [Select]
T T T
. . T
. . T

My idea is to first, have QF plot all the T's like it normally does with no overlap-logic in effect.

Then during a second pass, have QF identify the "intersection points" .. in this case the top-right corner T, identifiable as an intersection point because it has a T to its west and also to its south.

During this pass QF would move the cursor to the top-right corner cell, hit Enter, move left, hit Enter again. Then repeat for the south connection: cursor to the top-right corner, Enter, move down, Enter.

In effect the key sequence would look like

Code: [Select]
(position cursor at intersection point cell)
{Enter}{Left}{Enter}{Right}{Enter}{Down}{Enter}{Up}

If I understand correctly, that sequence of keystrokes would join up the two straight track segments.

You are correct that "on paper", just doing a bendy track in series as you describe is a pretty obvious approach. The difficulty mainly comes in with how QF does its normal plotting, which up until now has assumed that it will never have to "plot the same cell twice". As it goes along it marks off cells as "plotted" so that it doesn't try to plot them a second time. It's a pretty fundamental aspect of its plotting strategy and it could get rather tricky making it "replot" certain cells in the correct way.

Also, consider this theoretical track layout:

Code: [Select]
. . . . . . T . . . . . .
T T T T T T T T T T T T T
T . . T . . T . . T . . T
T T T T T T T T T T T T T
. . . . . . T . . . . . .

In this example, we've got 2-, 3- and 4-way intersections, so just going along the track "end to end" doesn't really work out. You could instead go through and plot all continuous vertical straight segments first, then go back and do the horizontal segments overtop second, but this approach would basically constitute a two-pass solution anyway.

So if we do a second pass as I described, just jumping to each intersection-point and (possibly redundantly) joining any adjacent T's up to the N/S/E/W, I think we will get the desired result without having to rework QF's existing plotting strategy. It would entail a few extra keystrokes to do it this way, but I don't think anybody's gonna notice.

Regarding your last example of two adjacent but disconnected straight track segments: yes this is a problem, and it will be a problem just because there's no way (with just putting T's in cells) that QF is going to know whether you mean to have those adjacent track segments be connected or disconnected.

I'm currently leaning towards just not supporting disconnected-but-adjacent-track-carvings in a single blueprint at all ... just have QF assume that if they're adjacent, they should be connected up. If a blueprint author really wants adjacent disconnected tracks, they can use two blueprints, one for each separate track. In my opinion doing such a layout in two separate blueprints would probably be easier to read and layout for the blueprint author anyway (versus using special "track ids" in cells, e.g. T@track1,T@track1,T@track2,T@track2).

Or of course, they could just keep their tracks from being adjacent in the single blueprint :P  In any case, I don't think the adjacent-and-disconnected tracks scenario is gonna be something that users actually want to do very often, so I'm OK with requiring two blueprints for this odd use-case.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: chewie on June 21, 2012, 04:01:13 am
I have yet to test powering the the whole thing.

Been there, done that. (http://www.bay12forums.com/smf/index.php?topic=109460.msg3361523#msg3361523) Solution is gear assemblies in the central tile.

Some notes to prevent future raging:
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 22, 2012, 02:50:18 pm
Hi there joelpt. Let me start by saying the tool you have created is really great. Along with dwarf therapist makes the game more enjoyable to a wider population!

Now, the issue at hand. I already post it on github.com but I'm not sure how frequently you check there.. well. In either case here is the problem I found.

After successfully using the manual material function for a few times now I get this weir error every time I use the tool, even with the following error appears:

Quickfort.exe

Error: Out of memory. The current thread will exit.
 Line#
 ---> 2162: sz:= VarSetCapacity(bits,w*h*4,0)

When you click on accept it appears again and then quickfort says that the time waiting for the menu as run out.

At first I believed it was the blueprints. But I tried the example ones and I get the same error. I tried rebooting the pc and also deleting and using a fresh quickfort copy but to no avail. The only solution I find is to use a fresh copy of both quickfort and dwarf fortress (if you only replace one or the other the manual selection will present the same error) and after a while it goes back to not work again.

I wonder what could it be. I tried looking at the code but there's no singe part of it with that many lines besides interface.txt which I doubt has something to do with this problem.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 22, 2012, 06:48:24 pm
Hi there joelpt. Let me start by saying the tool you have created is really great. Along with dwarf therapist makes the game more enjoyable to a wider population!

Now, the issue at hand. I already post it on github.com but I'm not sure how frequently you check there.. well. In either case here is the problem I found.

After successfully using the manual material function for a few times now I get this weir error every time I use the tool, even with the following error appears:

Quickfort.exe

Error: Out of memory. The current thread will exit.
 Line#
 ---> 2162: sz:= VarSetCapacity(bits,w*h*4,0)

When you click on accept it appears again and then quickfort says that the time waiting for the menu as run out.

At first I believed it was the blueprints. But I tried the example ones and I get the same error. I tried rebooting the pc and also deleting and using a fresh quickfort copy but to no avail. The only solution I find is to use a fresh copy of both quickfort and dwarf fortress (if you only replace one or the other the manual selection will present the same error) and after a while it goes back to not work again.

I wonder what could it be. I tried looking at the code but there's no singe part of it with that many lines besides interface.txt which I doubt has something to do with this problem.

Oh man that's a freaky one. That's the code that is responsible for waiting for the mats menu to appear in DF, which it does by repeatedly taking a small screenshot and waiting until the screenshot changes.

About how many cells using manual mat selection does QF complete before you start seeing the error? I'm thinking it must be leaking memory and eventually it hits a limit and gives you that error.

If you are able to run quickfort/src/quickfort/quickfort.ahk directly using AHK_L, try adding the following line to quickfort/src/quickfort/lib/screenclipper.ahk at line 60:


Code: (before edit) [Select]
      DllCall("DeleteObject", "Uint", hBM)
      current := CRC32(bits, sz)
   }

   return true
}


Code: (after edit) [Select]
      DllCall("DeleteObject", "Uint", hBM)
      current := CRC32(bits, sz)
   }
   bits := ""
   return true
}

I have a suspicion that the addition of that [bits := ""] line will prevent the apparent memory leak.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 22, 2012, 08:14:58 pm
Well there seems to be no hard number. But this afternoon I saw that the error is hastened if the blueprints receive errors. That's it, if you the building placement is interrupted by another building, a three or other obstacles in the map. Still, there's a randomness in it.

I'm adding the code you suggested right now and will try to reproduce the error and test it over the weekend.

Thanks a lot for the quick response!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: westamastaflash on June 24, 2012, 04:22:50 pm
I created an alias for Magma-Safe stone, it might be useful to include in the readme or the default aliases.txt file.

Code: [Select]

# Magma Safe Stone
# Only Non-Economic (and no Adamantine)
# Other Stone: Sandstone, Chert, Gabbro, Basalt, Obsidian, Quartzite, Talc, Periclase, Ilmenite, Rutile, Chromite, Pitchblende, Bauxite, Olivine, Mica, Orthoclase, Anhydrite, Alunite
magmasafe: s{Down 5}deb{Right}{Down 2}{Right}&{Down 7}&{Down 3}&{Down 2}&{Down 3}&{Down 1}&{Down 7}&{Down 3}&{Down 10}&{Down 1}&{Down 1}&{Down 1}&{Down 2}&{Down 1}&{Down 2}&{Down 3}&{Down 2}&{Down 2}&{Down 1}&^

# All Magma Safe Stones
# Economic: Dolomite, Kaolinite, Calcite
# Other Stone: Sandstone, Chert, Gabbro, Basalt, Obsidian, Quartzite, Talc, Periclase, Ilmenite, Rutile, Chromite, Pitchblende, Bauxite, Olivine, Mica, Orthoclase, Anhydrite, Alunite, Raw Adamantine
magmasafe_all: s{Down 5}deb{Right}{Down 1}{Right}{Down 1}&{Down 6}&{Down 1}&{Left}{Down 1}{Right}&{Down 7}&{Down 3}&{Down 2}&{Down 3}&{Down 1}&{Down 7}&{Down 3}&{Down 10}&{Down 1}&{Down 1}&{Down 1}&{Down 2}&{Down 1}&{Down 2}&{Down 3}&{Down 2}&{Down 2}&{Down 1}&{Down 1}&^

I've tested this with 0.34.11, it seems to work.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 25, 2012, 11:08:31 am
I created an alias for Magma-Safe stone, it might be useful to include in the readme or the default aliases.txt file.

Code: [Select]

# Magma Safe Stone
# Only Non-Economic (and no Adamantine)
# Other Stone: Sandstone, Chert, Gabbro, Basalt, Obsidian, Quartzite, Talc, Periclase, Ilmenite, Rutile, Chromite, Pitchblende, Bauxite, Olivine, Mica, Orthoclase, Anhydrite, Alunite
magmasafe: s{Down 5}deb{Right}{Down 2}{Right}&{Down 7}&{Down 3}&{Down 2}&{Down 3}&{Down 1}&{Down 7}&{Down 3}&{Down 10}&{Down 1}&{Down 1}&{Down 1}&{Down 2}&{Down 1}&{Down 2}&{Down 3}&{Down 2}&{Down 2}&{Down 1}&^

# All Magma Safe Stones
# Economic: Dolomite, Kaolinite, Calcite
# Other Stone: Sandstone, Chert, Gabbro, Basalt, Obsidian, Quartzite, Talc, Periclase, Ilmenite, Rutile, Chromite, Pitchblende, Bauxite, Olivine, Mica, Orthoclase, Anhydrite, Alunite, Raw Adamantine
magmasafe_all: s{Down 5}deb{Right}{Down 1}{Right}{Down 1}&{Down 6}&{Down 1}&{Left}{Down 1}{Right}&{Down 7}&{Down 3}&{Down 2}&{Down 3}&{Down 1}&{Down 7}&{Down 3}&{Down 10}&{Down 1}&{Down 1}&{Down 1}&{Down 2}&{Down 1}&{Down 2}&{Down 3}&{Down 2}&{Down 2}&{Down 1}&{Down 1}&^

I've tested this with 0.34.11, it seems to work.

Nice! I'll test and slap it into the next version.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 27, 2012, 10:16:42 am
Nope. I made the change and it's not working. Curiouser and curiouser this only happens on the machine here at work. My pc (in my apartment) has not this issue, I tried there to make the error surface but to no avail. Here at work I can't use the thing but a few times before getting the error.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 27, 2012, 01:24:23 pm
Nope. I made the change and it's not working. Curiouser and curiouser this only happens on the machine here at work. My pc (in my apartment) has not this issue, I tried there to make the error surface but to no avail. Here at work I can't use the thing but a few times before getting the error.

Can you give a few details on the two machines? RAM, Windows OS version, 32/64bit. Also, for each machine, whether you're using quickfort.exe or running quickfort.ahk directly; if the latter, which version of AHK or AHK_L is installed.

I know I had some issues with one of the AHK_L versions; from memory, I believe I am using the AHK_L x86-ANSI version here. You might try installing the different AHK_L versions on the problem machine and see if one of them resolves the problem. http://l.autohotkey.net/
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 27, 2012, 01:47:42 pm
Okay.
My pc has Windows 7 ultimate 64 bits, with 8 gigas of ram.
The work pc has Windows 7 pro 32 bits, with 3 gigas of ram.

I'm using the quickfort.exe.  :-[ And of course the solution wont work because you gave me one for AHK... what shamefur dispray... let me try with AHK to see.

Ok, now AHK gives me an error at line 115 of df_manualmats.ahk, it says
Error at line 115 in #include file "route of the file"

Line Text: {}
Error: the leftmost character above is illegal in an expression.

The program will exit.

It's something about MemorizedMats := {} I don't know much of this script language, but could it be that this variable has to be initialized somewhere else or it is because the use of {} instead or () or []?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 27, 2012, 03:59:55 pm
Ok, now AHK gives me an error at line 115 of df_manualmats.ahk, it says
<snip>

Well, if you're getting the error with using quickfort.exe, I don't think using a particular version of AHK/AHK_L is likely to cure the issue. If you want to try though,
download http://l.autohotkey.net/AutoHotkey_L_Install.exe and install with the "ANSI (32-bit)" option chosen in the install wizard. Then restart quickfort.ahk and see what happens.

The much lower RAM in your work PC would seem to correlate with getting an "out of memory" error (or at least, seeing it sooner) ... though in any case there must be a memory leak somewhere and that is Not Good. I will keep investigating and see if I can track the issue down.

When using quickfort.exe and you get the out of memory error, look in Windows Task Manager->Processes. How much Memory does it report quickfort.exe as using?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 27, 2012, 04:21:09 pm
Doing it. Ok, using the autohotkey you gave made quickfort ran fine. I'm proving now the building blueprint with the    bits := "" in the code as per your instructions.

Oh carp... using ahk, this happens every time I try to select a blue print. Any blue print.
(http://img703.imageshack.us/img703/8351/errorcw.png)

Ok, I'm using the .exe qf uses about 12 mb and df uses around 1gb (its a big map, 6x6 or 7x7 can't remember). I select a regular blueprint to clear out of threes and bushes the surface and it works. The amount of memory don't change.
Next I select the blueprint for building a perimeter wall with four archer towers and bang, the error. But the memory of both df and qf remains the nominal though.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 27, 2012, 05:54:59 pm
Could you translate the Specifically: part, for reference?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: wrajjt on June 28, 2012, 03:30:56 am
Apologies if this has already been asked/answered before, but is it possible to have Qfort start drawing a blueprint from the middle, so to speak? I am thinking of circles centered around my cursor.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 28, 2012, 12:05:34 pm
Yes, you can. Read the manual, of if you are really lazy read this:

Specifying a starting position
------------------------------

You can optionally specify a cursor starting position for a particular
blueprint, simplifying the task of blueprint alignment. This can be helpful
for blueprints that are based on a central staircase, for example.

To specify a cursor starting position, use the following modified format
for the header line of your blueprint:

    #mode start(X;Y;STARTCOMMENT) comment

where X and Y specify the starting cursor position (1;1 is the top left cell)
and STARTCOMMENT (optional) is a description displayed to the QF user of
where to position their cursor. This description appears in the pre-playback
mouse tooltip.

A couple examples:

    #dig start(3; 3; Center tile of a 5-tile square) Regular blueprint comment
    #build start(10;15)

When a start() parameter is found in a CSV file, the normal Alt+Q/W/A/S
keys will override (ignore) said parameter. Alt+Z will un-ignore the start()
parameter.

See Blueprints/Tests/starting-position.csv for a simple example.
The Blueprints/TheQuickFortress/*.csv examples all utilize start().
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: wrajjt on June 28, 2012, 01:27:09 pm
Yes, you can. Read the manual, of if you are really lazy read this:

Specifying a starting position
------------------------------

You can optionally specify a cursor starting position for a particular
blueprint, simplifying the task of blueprint alignment. This can be helpful
for blueprints that are based on a central staircase, for example.

To specify a cursor starting position, use the following modified format
for the header line of your blueprint:

    #mode start(X;Y;STARTCOMMENT) comment

where X and Y specify the starting cursor position (1;1 is the top left cell)
and STARTCOMMENT (optional) is a description displayed to the QF user of
where to position their cursor. This description appears in the pre-playback
mouse tooltip.

A couple examples:

    #dig start(3; 3; Center tile of a 5-tile square) Regular blueprint comment
    #build start(10;15)

When a start() parameter is found in a CSV file, the normal Alt+Q/W/A/S
keys will override (ignore) said parameter. Alt+Z will un-ignore the start()
parameter.

See Blueprints/Tests/starting-position.csv for a simple example.
The Blueprints/TheQuickFortress/*.csv examples all utilize start().

Thank you. I was simply hoping there was a less convulated way of doing it, considering I have 16 blueprints of different sizes to modify.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 28, 2012, 01:47:53 pm
Oh carp... using ahk, this happens every time I try to select a blue print. Any blue print.

Oh carp. I forgot that if you use quickfort.ahk it expects you to have Python installed.

Well, if you still want to keep going down this road, you can install Python from http://www.python.org/ftp/python/2.7.3/python-2.7.3.msi ... you *might* have to restart your box afterwards so that your system PATH variable picks up the path to python.exe, though just restarting quickfort.ahk may be sufficient.

I have a growing suspicion that you're gonna wind up with the same error anyway though.

Quote
Ok, I'm using the .exe qf uses about 12 mb and df uses around 1gb (its a big map, 6x6 or 7x7 can't remember). I select a regular blueprint to clear out of threes and bushes the surface and it works. The amount of memory don't change.
Next I select the blueprint for building a perimeter wall with four archer towers and bang, the error. But the memory of both df and qf remains the nominal though.

OK, well I suppose that's a good sign.

At this point I'm going to need to spend some time digging into the problematic code and tracking down what the cause may be. Unfortunately I am not all that familiar with exactly how this chunk of code works; it was pretty much a copy-and-paste-and-tweak job to get that screen-clipping function in there. On the plus side I have a few ideas for things to try, and a forum of hardcore AHKers to harass for help as well.

If you're willing, when I get some of those potential fixes in, I would like to send you a special build of quickfort.exe for you to test on the box that is giving the errors, to see if the fixes took.

Also, are you playing DF at work?!!  :P

Quote from: Aklyon
Could you translate the Specifically: part, for reference?

"The system cannot find the file specified."
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on June 28, 2012, 01:53:36 pm
Thank you. I was simply hoping there was a less convulated way of doing it, considering I have 16 blueprints of different sizes to modify.

I previously considered allowing you to specify percentages to the start() parameter, i.e. #dig start(50%;50%), but I decided not to because for blueprints with an even number of rows or cols, where 50% is would be indeterminate; is the center column of a 10-wide blueprint column 5 or column 6?

For the same reason I have not added a hotkey like Alt+QWAS for setting a "center cell" start position on the fly.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: wrajjt on June 29, 2012, 06:54:27 am
Thank you. I was simply hoping there was a less convulated way of doing it, considering I have 16 blueprints of different sizes to modify.

I previously considered allowing you to specify percentages to the start() parameter, i.e. #dig start(50%;50%), but I decided not to because for blueprints with an even number of rows or cols, where 50% is would be indeterminate; is the center column of a 10-wide blueprint column 5 or column 6?

For the same reason I have not added a hotkey like Alt+QWAS for setting a "center cell" start position on the fly.

Next I pondered using PaintFortress to create new circular blueprints (PF allows you to simply click a tile/pixel and have the blueprint center around it) but I keep getting error messages when trying to use those blueprints in QF, so screw it :P No circular stalagmites/tites for me.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on June 29, 2012, 11:19:19 am
Ok, now I can use the AHK, I'll try to reproduce the error with it.

And sure, no problem. I can help you to test it no problemo!

And yeap, I play DF everywhere I can! :P
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Laggy on July 24, 2012, 02:15:02 am
Maybe not the right place to ask, but are there any better ways of making blueprints outside of spreadsheets?

I don't have excel, but using Open Office I just can't get the "feel" for how my design looks just from the designation letters on a grid.

I basically want to set up a multi-layer workshop area (-1 z level = raw material stockpiles, 0 z-level = workshops, +1 z-level = finished goods), but its hard to get the visualization.

Also, random question that I could answer by testing, but since it's time for sleep, maybe someone will be kind enough to answer for me: for multiple z-level designs in a single blue-print, ie the simple spiral staircase
Code: [Select]
#dig
ju#
uj#
#>#
uj#
ju#
###

I assume it works downwards, correct?  Meaning that the first set of designations goes on the highest floor, and each successive set goes 1 z-level down?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: CLA on July 24, 2012, 10:48:53 am
Are there any better ways of making blueprints outside of spreadsheets?
Do you know of Chromafort, Webfort, Paintfort and DFHelper (that one is quite new I believe)? Google and the forum search function should help you find them.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: ralphile on July 30, 2012, 08:29:07 am
I've just recently started using Quickfort and have immediately run into a problem:  I can place my blueprint (Alt + D) but once it's finished my [Esc] key no longer works, and neither to the + and - keys, so I can't back out of the designate menu and get on with the game, or even save it and restart.  I've tried suspending and quitting Quickfort but it makes no difference. 

Am I missing something obvious, or has anyone else had this problem?  I'm using the latest version of DF and QF, and the Phoebus tileset.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on July 30, 2012, 08:30:01 am
Laptop or normal keyboard?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: ralphile on July 30, 2012, 08:33:19 am
Normal QWERTY keyboard.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on July 30, 2012, 07:19:13 pm
I've just recently started using Quickfort and have immediately run into a problem:  I can place my blueprint (Alt + D) but once it's finished my [Esc] key no longer works, and neither to the + and - keys, so I can't back out of the designate menu and get on with the game, or even save it and restart.  I've tried suspending and quitting Quickfort but it makes no difference. 

Am I missing something obvious, or has anyone else had this problem?  I'm using the latest version of DF and QF, and the Phoebus tileset.
* After it finishes try tapping each of the Alt, Shift, and Ctrl keys once each (I mean tap each of the 2 Alt keys once, etc.). Do the keys start working after that?
* Try toggling QF over to 'keys' mode by pressing Alt+K then do your designation(s). Does that fix the problem?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: ralphile on July 31, 2012, 09:25:48 am
The problem seems to have resolved itself... not sure why, but today after I loaded up a blueprint all the keys worked fine.  Thanks for your help anyway - I'll have something to try if it ever happens again.  Quickfort is brilliant, by the way!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on August 07, 2012, 03:45:37 pm
Shameless self-promotion: I've just released my big Google Chrome extension that I have been working on for over 2 years now. Thought some of you might like to check it out.

Sidewise - a proper Tree Style Tabs sidebar for Google Chrome (https://chrome.google.com/webstore/detail/biiammgklaefagjclmnlialkmaemifgo)
Project homepage (http://www.sidewise.info)

In a nutshell, it's a dockable sidebar for Chrome featuring Tree Style Tabs and 'tab hibernation' plus a bunch of other goodies. Check it out! :)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: kalamus on October 29, 2012, 04:38:15 pm
I started working on a visual designer for QuickFort yesterday for just the basic dig tools. I've got it to a point I'm happy with now and figured I'd toss it out there for anyone that wanted to use it. It only does dig, channel, upstair, downstair, updownstair, and upramp options because that was all I needed to get my fortress base layout down. It's as is right now and I might add more to it later but I want to get back to gaming  :) .

Sadly this will probably only work on Windows because it's will need .Net 4.0 as well as XNA 4.0 runtime libraries (google them) to run. Sorry.

Image: https://dl.dropbox.com/u/8339371/qfd.png (https://dl.dropbox.com/u/8339371/qfd.png)

Download: https://dl.dropbox.com/u/8339371/QFD.zip (https://dl.dropbox.com/u/8339371/QFD.zip)
Source: https://dl.dropbox.com/u/8339371/QFD_Source.zip (https://dl.dropbox.com/u/8339371/QFD_Source.zip)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on October 29, 2012, 05:07:34 pm
Does it work if you stick it in WINE? If it does it'll technically also work on Linux.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: kalamus on October 29, 2012, 05:11:49 pm
Does it work if you stick it in WINE? If it does it'll technically also work on Linux.

No clue, I'm a Linux noob. I think .Net will work on Wine but don't think XNA will.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Otherwise on November 08, 2012, 06:55:54 pm
I'm having some trouble getting Quickfort to work for me.  When I hit Alt f I get an error message:  qfconvert did not return any results.  I have python 2.7.3 installed and have Windows Vista.  Any ideas?  Thanks.  :)

EDIT:  I am trying to use some of the test blueprints that come with quickfort.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Otherwise on November 15, 2012, 07:55:17 am
Update:  I've gotten around the above issue by creating my blueprints in quickfort and then loading them into DF Designator and using that to run them in DF.  So far it's working well.  :)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Thormgrim on November 16, 2012, 11:33:04 am
I can't get QF to load my blueprints either.  I haven't really played DF in around a year or so, but IIRC this is pretty much how I used to make my blueprints...

I'd upload my blueprint, but i'm not sure how.  I'll post the errors later on tonight.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Thormgrim on November 16, 2012, 11:19:04 pm
The error it gives me is "Error in qfconvert: 'NoneType' object has no attribute 'group'

which isn't very informative to me... :(
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LtGreeneyes on November 19, 2012, 01:37:34 pm
I'm having an issue and I'm not sure if its chromafort or QF, but I redid the 61x61 housing plan in the wiki http://dwarffortresswiki.org/index.php/DF2012:Bedroom_design in paint, in black and white, then used chroma to export as excel and finally accessed with QF.  The problem is that QF is reading it and printing it onto DF all weird. :/  Is there some restriction on blueprint size, or am I missing something? lol.

Also, does anyone else have a spreadsheet for that particular design, or something similar, with 3 tile wide hallways, a 3x3 staircase, and high density rooms? (the rooms should be just about as small as possible... I'm looking for high efficiency here. :D )
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Thormgrim on November 19, 2012, 04:44:53 pm
if anybody is interested, i figure out my problem... I had done a find/replace for d/h and had #hig in the upper left corner instead of #dig.  That's the error you get...
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Arano-kai on December 23, 2012, 10:01:22 pm
I just put it here, just in case...
Spoiler (click to show/hide)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: rynait on January 16, 2013, 06:14:25 pm
Hello Joelpt

decided to try making an Automatic Quantum Stockpile (AQS) blueprint with a 3x4 cell (previously dug in a fortress blueprint),

realized threw fit on hauling command ( i used #h at beginning to represent pressing h, to configure routes),  since this is dependent on track stop, is there a way to configure a route? in particular configure the stock retention screen.

Is there a workaround for that?

also a question, could i stack "in one worksheet",  #build, #place and #query?

R
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Thundercraft on February 15, 2013, 04:07:42 pm
Woah! :o

joelpt, I've been away from DF for a while and I'm glad to see this updated. 8) I really am.

However, this version is huge! Uncompressed, it is nearly 21 MB (or 8.9 MB in a .ZIP). Compare that to Quickfort 2.0 at a mere 8.26 MB or even Quickfort v2.00pre3 at merely 6.84 MB (uncompressed). That's an increase of over 300% since 2.00pre3! This makes including Quickfort in DF mods like Lazy Newb Pack (http://www.bay12forums.com/smf/index.php?topic=59026.0) problematic as most do not want a download that big. (It seems Lazy Newb Pack has regular and "advanced" packs now to save space.)

I suspect a significant part of this program bloat comes from trying to make it completely platform independent. You say it "works on Windows and Linux/OSX/(anything that runs Python)". But you also say:
Quote
AutoHotkey/Python need not be installed for Windows users. Non-Windows users need to have Python installed.

If you made a version of the 2.04 release that is dependent on Python and/or AutoHotkey, it would probably require much less space. A lot of us Windows users already have Python installed, anyway, as a lot of other programs require it. (I also keep AutoHotkey installed. It's small and quite handy. And there are other useful DF macros and AutoHotkey scripts.)

Oh, and since the download includes the source code, that's another 732 KB that most Quickfort users don't need.

On modern computers, many DF fans might scoff at 21 MB. But some of us are on laptops with small drives crammed full and we realize ever bit adds up. For me, it's enough that I'd consider an old version, if it wasn't for the fact that I'd probably use some of the new features like designating mine tracks...

With that it mind, would you consider looking into the size issue for the next release? Maybe you could upload a "compact" python dependent version - without the source code - to DFFD (http://dffd.wimbli.com/)? (It's where a lot of DF fans search for new releases.) And also the source code as a separate download?

Edit:
Hmm... I forgot that Quickfort was built in AutoHotkey. The source code is useful in that I could just install that instead of the "compiled version". AutoHotkey is about 7.6 MB and the Quickfort code is about 0.7 MB.

When I first tried to run Quickfort.ahk it stopped with an error message. But then I updated AutoHotkey to the latest and it worked fine.

Then I tried compiling Quickfort.ahk to an .exe. As long as I included the contents of the config subdirectory, it works fine and it's only 860 KB total. :o And one does not even need AutoHotkey after compiling. This saves about 20 MB (a savings of over 2400%)! Even keeping the "blueprints" and Chromafort directories, that's still only about 1157 KB (saving about 2000%).

It runs, but I haven't tested it fully. The only downside I see is that it would be Windows-only. Is the AHK version missing some features? Perhaps it has less config options?

Edit of Edit:
I found out about the free MPRESS (http://www.matcode.com/mpress.htm) .exe compressor. Using that with AutoHotkey's Ahk2Exe tool compiled Quickfort.ahk to a mere 319 KB (compared to the usual 711 KB) and it still works. Combining that with the config subdirectory and the "blueprints" and Chromafort directories would be only about 765 KB in total!  ???

Ah, but that still leaves the qfconvert tool. :( I did manage to use MPRESS to compress the .exe from 2959 KB to 2376 KB by using the "preserve EOF data" switch and it still works. (It won't run if the EOF data is not preserved.) But that's not much savings when one considers all the large .pyd and .dll file dependencies...
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: mordrax on March 29, 2013, 07:17:13 am
Hum... thought I should just mention my install experience on linux

followed instructions on wiki to install on linux, specifically ubuntu 12.10
getting python 2.6.4 was a major pain because you can't just install it along side 2.7.3
so installed pythonbrew,
tried to run qfconvert, needed numpy,
couldn't install numpy because of a http connection issue when running pip install numpy
googled and found you need libssl-dev, installed that
re compiled 2.6.4, install numpy, ran qfconvert, worked, yayay
so this was a couple hours later

then just out of curiosity i switched to 2.7.3, and qfconvert worked on that too :/

moral of the story, try running it on what you got first hehe, although it was a good experience, do we really need 2.6.4?

itching to apply it to my next fort, will report back if errors
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on March 29, 2013, 10:51:27 am
decided to try making an Automatic Quantum Stockpile (AQS) blueprint with a 3x4 cell (previously dug in a fortress blueprint),

realized threw fit on hauling command ( i used #h at beginning to represent pressing h, to configure routes),  since this is dependent on track stop, is there a way to configure a route? in particular configure the stock retention screen.

Is there a workaround for that?

I don't think this is possible at present with Quickfort. I'm adding this to the list of possible todos for the next version. I suspect it will be a pretty trivial thing to add.


Quote
also a question, could i stack "in one worksheet",  #build, #place and #query?

Not at present, though I have considered supporting some sort of "all in one" blueprint, where you could for example use something like "d;b;;r" in a single cell to perform Dig; build Bed; (place no stockpile); make a Room. Of course due to how DF works, each phase would still have to be executed in a separate pass manually, once the dorfs actually finished the prior phase(s).

I think this style of blueprint could definitely be useful in some cases, though I imagine it could also be a nuisance in other cases; for example it may sometimes complicate modifying existing detailed blueprints.

Nonetheless, if the blueprint designer gave due consideration to the tradeoffs of using such a "#all" blueprint, I think it could prove quite useful. Also, QF is a power tool for power users, so I'm of a mind to give QF users as much power as possible, and let them deal intelligently with the possible downsides of that added flexibility.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on March 29, 2013, 11:09:43 am
However, this version is huge!

Haha, yes indeed the size increased rather significantly in the current release. Thank you for your research into compression and size-reduction options. I'll look into utilizing some or all of your suggestions in the next release.

As you noticed, the qfconvert stuff accounts for a lot of the size increase. A big part of that is the transition to using the numpy library within qfconvert, which makes the conversion routine run 10x-100x faster compared to older versions. Which entails the inclusion of the whole numpy library in the packaged build.

I do like the idea of releasing a "compact" version in parallel with the standard version, and if the size difference is significant enough, I will do just that. Of course for Lazy Newb Pack, including the prebuilt Python binaries would probably be a must-have, or else it would not be a simple "one click install" for many users.

I'll see what I can do :D
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on March 29, 2013, 11:20:37 am
Hum... thought I should just mention my install experience on linux

then just out of curiosity i switched to 2.7.3, and qfconvert worked on that too :/

moral of the story, try running it on what you got first hehe, although it was a good experience, do we really need 2.6.4?

Thanks for your notes on the Linux install process. I will look into streamlining the Linux install process/instructions for the next release; your notes give me a good starting point.

In particular I would like to see if it is possible to utilize pythonbrew and/or virtualenv to create a simple installation Python or bash script that performs all the necessary steps to get QF running on a "bare" Linux system that has nothing more than Python installed (or perhaps even installs Python if it's not already). I haven't got much experience with using these tools yet so I'm not sure how feasible this is, but it seems doable from what I have read.

Also, I agree there is no reason that QF should be dependent on a specific Python version, and indeed I would like to make it work on any version of Python from 2.6.4 up through the latest 3.x versions without complaint.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Nokao on April 02, 2013, 06:24:32 pm
Hi there !

I'm trying to create a Mega-Project for quickfort, first file is a 91 tile wide and deep designation. I nearly finished that.

But when the MultiLevel csv file grows bigger than 15~ levels I get this error: quickfort "error reading blueprint information from qfconvert.py output file bla bla bla .tmp"
making it a xls file seems to grow up this limit to 25~ levels. All of this levels are a centered-matrix of 91-wide tiles.

I ask you if it's a known limitation, and if there is any hope to remove it somehow.
I CHECKED and with smaller hxw size it works with more than 20-30 levels, so actually the problem is my total lenght (91x91x91)=753571
but also making something like 200 levels of 10x10 takes to the same result.

ATM, I resolved splitting it into 3 files, but 3 files for digging, 3 files for building .... 3 files for query ... it will became too much hard, expecially because I also want to make some special files for the beginning, so it actually became a replicable mega-project indipendent (as much as possible) from the world generation.

So I kindly ask you for a solution ! or either advices on making a special version for me with bigger indexes.

p.s.
i'm windows 7 64 bit with 6 Gb RAM (4 free). I'm trying now to understand if it's a QuickFort limit or if it's free-ram-related or if it's related to OS's push-pop paging.
in this last case is it possible to use the actual python script from windows command line ? will it be better ?

p.p.s.
my guess as a programmer is just that QuickFort while doing it's endless while cycle reading my file, goes into a state of "index overflow", a possible easy solution would be to change that index to a bigger vartype, but I don't know nothing of python and neither I'm sure of my diagnosis.
Another idea is .... why instead of going down in "vertical scroll" you don't use "excel tabs"? So that instead of scrolling down you do change tab to change level. This idea of course is also usable for another great task "first tab is always dig" "second tab is always build" "third tab is always query" etc
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on April 03, 2013, 10:16:45 am
But when the MultiLevel csv file grows bigger than 15~ levels I get this error: quickfort "error reading blueprint information from qfconvert.py output file bla bla bla .tmp"
making it a xls file seems to grow up this limit to 25~ levels. All of this levels are a centered-matrix of 91-wide tiles.

Can you send me one of your error-causing 15+ level blueprints to quickfort@joelpt.net? I'll take a look.

I'm not aware of any practical reason why QF should be limited in this way so it definitely sounds like a bug of some sort.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: turabeasel on April 04, 2013, 11:27:10 am
Are there any plans to build a gui similar to windows for osx? I like how in windows you can center the blueprint instead of working from the upper left corner, or is that possible on on osx? Thanks!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: joelpt on April 04, 2013, 12:16:29 pm
Are there any plans to build a gui similar to windows for osx? I like how in windows you can center the blueprint instead of working from the upper left corner, or is that possible on on osx? Thanks!

You can set start-position from the command line with qfconvert, e.g.

Code: [Select]
python qfconvert.py --position=nw ..\Blueprints\Tests\dig-10x10.csv output.mak
python qfconvert.py -p se ..\Blueprints\Tests\dig-10x10.csv blueprint.csv output.mak
python qfconvert.py -p (5,5) ..\Blueprints\Tests\dig-10x10.csv blueprint.csv output.mak

Everything that the Windows QF GUI does as far as converting blueprint files to keys/macrocode, it does via the qfconvert command line parameters.

I'd love to see a GUI for Mac/Linux. Unfortunately AutoHotkey doesn't (yet) run on those platforms so it would entail a total rewrite of the GUI part of Quickfort. And as this GUI utilizes global hotkeys and a "mouse anchored tooltip" as the UI mechanism, this may require unique code for each platform (or a break from this UI paradigm).

One thing you might want to check out for Mac is Mac Fortress (https://github.com/fidgetfu/Mac-Fortress), which includes QF2. While it's not fully equivalent to a QF GUI for Mac, it is a nice starting point.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: turabeasel on April 04, 2013, 12:47:20 pm
Hmm...so following those three lines of code would allow me to start the macro in the center or would it be different depending on each blueprint (i.e. the actual center point depending on the size). That was really my biggest concern, if I could use them "centered" say on my main staircase not having a cool GUI isn't so bad.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Nokao on April 06, 2013, 02:25:33 pm
But when the MultiLevel csv file grows bigger than 15~ levels I get this error: quickfort "error reading blueprint information from qfconvert.py output file bla bla bla .tmp"
making it a xls file seems to grow up this limit to 25~ levels. All of this levels are a centered-matrix of 91-wide tiles.

Can you send me one of your error-causing 15+ level blueprints to quickfort@joelpt.net? I'll take a look.

I'm not aware of any practical reason why QF should be limited in this way so it definitely sounds like a bug of some sort.

Sent !
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Nokao on April 17, 2013, 03:01:22 am
News about the error ?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: kjbrona on May 06, 2013, 06:27:34 pm
Just started playing DF 2 weeks ago and I am now to the point where I want to cut down on my setup time so I want to use QuickFort. I have the latest version of Quickfort and I am also using the latest version of MasterWork.
The #dig and #query xls sheets work just fine. When I use the #build sheet it does all kinds of crazy stuff. Like place the wrong items in the wrong places, completely skip items, change quality of planned items, etc. I am making sure I am in the "b" "o" menu and that I am centered where I need to be.
I tried using the examples and got the same issues. I tried turning off "planning" and produced all the items needed before running the build and it still didn't work right. Some items got placed correctly but most didn't.
Is there something I need to turn off, or maybe another plugin I need to disable?
Thanks for any help!

Edit: Well it seems like the problem has something to do with dfhack. Now I need to just figure out what plugin is causing the issue.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: BigD145 on May 08, 2013, 10:40:37 pm
It sounds like keys are being used by multiple things or the keys go to things you aren't expecting. Masterwork changes many things and dfhack has changed immensely since quickfort 2.04 was released. Plugins didn't even exist, if I remember correctly.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: fricy on May 09, 2013, 12:12:03 am
Hi everyone!

I'm trying to automate building a 100+z level deep minecart double-helix and I've run into some problems with quickfort:

Is there a way to carve two-way ramps? I tried designating the walls behind the ramps in the quickfort template, but it wouldn't work the way it should have (like when doing it by hand...) Building them works, but I'd rather just carve them into designated ramps. Am I missing something, or should I do it manually? :(

Can't find the build commands for gears and axles. Is there such a thing? With directions? (/me crosses fingers) Also: rollers can have 2 directions in quickfort, but 4 in DF. How do I get it to push in the direction I want?

Thx,
f.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: bezment78 on May 26, 2013, 04:16:14 am
Is there a blueprint for a full fort not just bedrooms or other rooms ?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on May 26, 2013, 09:09:54 am
Well, if you use several of the blueprints, you should be able to compose most of a fort if I'm remembering right.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on May 26, 2013, 02:17:08 pm
I actually made one, one actually more big than necessary. If you want it I could pass it to you.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Jon-Ace on June 03, 2013, 11:27:08 pm
Quickfort with dfhack's planning mode (with the quickfort mode enabled as well), leads to build and query sheets becoming a big mess when activated.

Any fix?

I'm using "Expanded and Updated LNP Advanced r13".
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on June 04, 2013, 06:23:59 am
You need to activate 'quickfort mode' for all the furniture you're going to place; more details HERE (http://www.bay12forums.com/smf/index.php?topic=121858.msg4126088#msg4126088). 

Basically, it's an issue with the plugin rather than quickfort - you mighr be best asking questions about the pack over on the dedicated thread where I'm more likely to see them.  Hope that helped!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Arumba on June 16, 2013, 09:31:54 am
I am getting an error while trying to use 2.04:

http://imgur.com/WgmSsbs (http://imgur.com/WgmSsbs)

Any idea what is causing this?

Edit:  I figured it out, my macros folder wasn't present so it wasn't able to put quickfort's macros in the folder.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Gukag on June 23, 2013, 09:39:02 am
Some people went through the work of converting Moria (aka Khazad-Dum) of LOTR fame into a Quickfort format, definitely worth adding to the list.

http://www.bay12forums.com/smf/index.php?topic=127599.0
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on June 23, 2013, 11:36:22 am
That is awesome. :D

Feel free to pm me if theres anything else to add to the community blueprints thing.
Edit: Should I add it to the blueprints.rar as well, or leave it as a seperate thing by itself?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on June 24, 2013, 10:14:57 pm
Do whatever you want with them.

On a related note:  the lower levels of the full plan (z2, z3) do not execute properly.  The plans are fine, conversion goes fine, and then the output does not match the plan - mostly east-west mistakes near the east gate on z2.  I tried designating just that level, but had the same problem.  Anyone know what might be going wrong?

And there's an experimental 'magic shovel', to carry out the designations here. (http://www.bay12forums.com/smf/index.php?topic=91166.msg4346566#msg4346566)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: cdombroski on July 10, 2013, 08:36:21 am
Maybe I'm just missing something, but the flip transformations don't seem to work as explained in the manual.
The manual states that "rotcw 2e fliph flipv 2s" is the way to rotate a corner into a square. However when I do that I get this from the show transform argument:
AB
^^
rotcw
^>
2e
^>^>
fliph
<^<^
flipv
<v<v
2s
<v
<v
<v
<v
Apparently flips affect both buckets, not just B as stated in the manual. Replacing each flip with a rotcw properly rotates bucket B into <v without affecting bucket A causing the final pattern to come out correctly:
^>
<v
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Snaake on July 11, 2013, 03:52:48 pm
I'm trying to get something like (the actual end result is larger, just putting enough to get the idea) this:

Code: [Select]
  d 
 iii 
diiid
 iii
  d 

by using
Code: [Select]
iid
ii

and rotating/flipping this. To me, this just makes a lot more sense than to me than the example given in the quickfort manual, which uses
Code: [Select]
  d
 ii
dii
and rotates that, since with "my" version I can just set the cursor in the middle of the central staircase at the start. Instead of having to count out from the staircase every time I want to designate something, or marking a tile in one of the corners to be the "start tile" (with fixed location relative to the 3x3 central staircase) throughout all the z-levels in the embark.

I've figured out how to get this effect by using 4 separate commands and changing which corner it starts at in between (NW corner + no transform, NE rotcw, SE fliph flipv, SW rotccw), but it would be nicer to get 1 command to do the whole thing. The closest I've managed (with a command I didn't mark down at the time, and can't seem to find again) was the equivalent of
Code: [Select]
diiiid
 iiii
  dd 
...which adds an extra tile of width.

so I'm starting to lose hope that quickfort even can do this sort of thing. Admittedly, the 1-tile wide overlap along the central axes every time does make the 3x3 staircase somewhat inefficient, and a 2x2 or 4x4 would be better in that sense, and probably easier to manage with quickfort as well. I could probably modify my design to have a 4x4 staircase fairly easily - modifying the rest of my fort for that, "neatly", might be another matter though. However, I'm still stumped on how to do the center-focused transforms, even if I did switch to an even-numbered central stair.

Searching this thread returned a couple of other queries from people also wanting to do center-focused rotations, but I didn't notice any solutions within a page or two of said posts.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: cdombroski on July 11, 2013, 06:38:42 pm
You should be able to use "rotcw 2w rotcw rotcw 2n" to get all 4 quads at once.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Snaake on July 22, 2013, 01:00:53 pm
Yup, this works. But needs them to be quadrants, can't do a 3x3-staircase-centric design. Oh well, I'll just have to rethink the blueprints for/if I want to use the quadrant method...
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: sir_schwick on August 27, 2013, 04:47:39 pm
I play with Masterworks and would like to be able to use build blueprints for the additional buildings.  How do I tell Quickfort in keypress mode to combine {Alt} with what is being pressed?  Also is there any way to add these as macros into the interface.txt?  Is there any support for manual material selection for buildings that require more than one type of material?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Garloth on October 10, 2013, 01:19:07 pm
Is there a source for it anywhere?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on October 16, 2013, 07:13:11 pm
A quick bump - the plans for the Mines of Moria have had some more work done, and now designate without a hitch (also fixing some issues with impassable ramps).  They're over here (http://www.bay12forums.com/smf/index.php?topic=127599).

I have re-encountered an issue raised earlier this year (http://www.bay12forums.com/smf/index.php?topic=35931.msg4149088#msg4149088), where QF can't process a file with enough rows to execute the whole blueprint in one go (about 1000 rows, which is admittedly a large file even with z-levels).  This means that Moria has to be laid out in two stages, which is obviously less convenient and opens up new frontiers for frustration if they get misaligned or something.  Is there any way of increasing this limit or removing it altogther? 
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: boot101 on October 21, 2013, 03:14:18 am
Hey everyone!  I'm trying to designate my stockpile area in Quickfort 2.04 and I keep getting this error:

(http://abload.de/img/quickforterror0ks8j.jpg)

Here is the associated blueprint:

http://www.mediafire.com/download/65oxkuwu4785t9j/Quantum_Stockpiles.xlsx (http://www.mediafire.com/download/65oxkuwu4785t9j/Quantum_Stockpiles.xlsx)

As far as I can tell I have designated everything correctly, it's just a simple dig blueprint, but maybe I'm missing something.  I'm a DF veteran, but not a QF one.

I'm on Windows 7 64 bit, if it makes a difference.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on October 21, 2013, 05:15:51 am
Looking at the manual (http://www.joelpt.net/quickfort/#editing-blueprints), you need to use a #place stage instead of a #dig stage for stockpiles.  Other tags are #build and #query, which covers all four stages you might want to use. 
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: boot101 on October 21, 2013, 05:54:21 am
This is just the dig designation for my stockpile area.  I have a separate file for the actual placing of the stockpiles.  All I am trying to do in this case is designate the area to be dug out.

I've read the manual and watched several youtube tutorials, and as far as I can tell I am doing this right.  Google is no help, there is one guy in this thread who had the same problem, but he had #hig instead of #dig at the head of his file, so it was an easy fix.  Mine doesn't seem so simple...
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on October 21, 2013, 06:43:54 am
Misunderstanding, sorry.

I can't see anything blatantly wrong with it. You could try adding a row of # symbols along the bottom, and then maybe save it as a .csv file to strip out any potentially problematic formatting? Worth checking for an invisible ' character before #dig? I'm grasping at straws here because as far as I can tell it should work. Do other blueprints work ok?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: boot101 on October 21, 2013, 06:59:15 am
My other blueprints work.  I've put # around the plan in the appropriate places and still get the error.  I tried it as a straight CSV file and get the same error.  There's no extra characters at teh beginning of #dig either. It's really frustrating as this is one of my designations that takes the longest to get up and running. 
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on October 21, 2013, 08:44:07 am
Where is the csv from? I wouldn't be surprised if a newer version of msoffice is breaking things.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: boot101 on October 21, 2013, 08:48:18 am
That could be.  I am using Excel 2013.  I'll try an online office program here in a bit and see if it makes a difference.

Edit:  I used Google Docs to make this same layout and then downloaded it as a .csv file and it still gave me the same error message.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: fricy on October 21, 2013, 03:14:07 pm
Hey everyone!  I'm trying to designate my stockpile area in Quickfort 2.04 and I keep getting this error:

(http://abload.de/img/quickforterror0ks8j.jpg)

Here is the associated blueprint:

http://www.mediafire.com/download/65oxkuwu4785t9j/Quantum_Stockpiles.xlsx (http://www.mediafire.com/download/65oxkuwu4785t9j/Quantum_Stockpiles.xlsx)

As far as I can tell I have designated everything correctly, it's just a simple dig blueprint, but maybe I'm missing something.  I'm a DF veteran, but not a QF one.

I'm on Windows 7 64 bit, if it makes a difference.

Found it: delete # from BD1.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: boot101 on October 21, 2013, 04:47:55 pm
You, sir, are a gentle-dwarf and a scholar!  Problem solved!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Epigene on November 04, 2013, 03:16:18 pm
Been using the tool with much success, though the #build function is quirky for me and the outline function keeps moving across several z-levels, but that aside..
I'd like to submit some modular blueprints for a fortress workshop, dining and sleeping quarters based on a symmetric windmill pattern, how do I do that?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on November 04, 2013, 08:30:06 pm
Stick any blueprints up on DFFD (http://dffd.wimbli.com/index.php), and PM Aklyon (http://www.bay12forums.com/smf/index.php?action=profile;u=19000) to get them added to the community blueprints archive (http://www.mediafire.com/df_qfcommunity). 
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Aklyon on November 04, 2013, 08:46:50 pm
You could stick them anywhere reasonable really, but the DFFD is the most relevant to here :)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Thundercraft on December 02, 2013, 10:45:33 pm
However, this version is huge!

Haha, yes indeed the size increased rather significantly in the current release. Thank you for your research into compression and size-reduction options. I'll look into utilizing some or all of your suggestions in the next release.

As you noticed, the qfconvert stuff accounts for a lot of the size increase. A big part of that is the transition to using the numpy library within qfconvert, which makes the conversion routine run 10x-100x faster compared to older versions. Which entails the inclusion of the whole numpy library in the packaged build.

Q: Is it absolutely necessary to include the entire numpy library in your build? If nothing else, wouldn't it be possible to create and use a custom version of the numpy library that only contains the code qfconvert actually uses?

I do like the idea of releasing a "compact" version in parallel with the standard version, and if the size difference is significant enough, I will do just that. Of course for Lazy Newb Pack, including the prebuilt Python binaries would probably be a must-have, or else it would not be a simple "one click install" for many users.

I'll see what I can do :D

You have a point about how LNP users would not want install Python or figure out why it won't work if they don't already have it installed. This is a good reason to keep the Python binaries. Still... Maybe offer separate packages; one compiled and one python-dependent?

I'd love to see a GUI for Mac/Linux. Unfortunately AutoHotkey doesn't (yet) run on those platforms so it would entail a total rewrite of the GUI part of Quickfort. And as this GUI utilizes global hotkeys and a "mouse anchored tooltip" as the UI mechanism, this may require unique code for each platform (or a break from this UI paradigm).

It should be possible to make a version of your AHK (AutoHotkey) GUI scripts work for Mac/Linux with very little fuss or effort. Have you heard of IronAHK (http://www.ironahk.net/)? It's a multi-platform rewrite of AHK. Most of your code should work without changes.

I was going to suggest that you release separate OS versions: one for Windows and one for Linux / Mac - leaving out qfconvert entirely from the Windows version. However, it seems you split up the old Quickfort 1.x AutoHotKey code, making it rely on qfconvert to function:

Quote
Quickfort's minimalist Windows-only "GUI" is a partial rewrite of the AutoHotKey script that was Quickfort 1.x. It has seen a number of significant improvements, such as blueprint previews and the ability to choose a worksheet from a multisheet XLS/XLSX file. It is now a "thin" GUI implementation, providing only the mousetip-based GUI and DF-keysending functionality, and relying on qfconvert for all blueprint processing and manipulation.

Perhaps, if it is as simple to convert to IronAHK (http://www.ironahk.net/) as I think, you might consider merging the qfconvert functionality back into the AHK code? That's one way to save disk space. (Python is notorious for huge binaries and numerous large file dependencies.) Also, wouldn't it be easier to update just IronAHK code, rather than updating stuff in both AutoHotKey and Python code - worrying about all the libraries, dependencies, etc? Might it make future updates less tedious?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: ciffer on December 21, 2013, 02:11:59 pm
I made this account so I can ask this one question. Anyone has any idea why QF gives me these results?
(http://img577.imageshack.us/img577/4462/ycdx.png)
No matter if I use macro mode or key mode. It happened on several different Build blueprints. Dig and Adjust works ok.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Finndibaenn on January 13, 2014, 02:58:51 pm
I had this issue, and I found that this is likely caused by an azerty keyboard.
Switching input keyoard to qwerty  solved this.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: kehlder on January 17, 2014, 01:41:02 am
Could you explain better how to fix this issue? I have no idea how to "change my keyboard." From what I've observed on my end, it seems like the program tries to go far too fast for itself to keep up. When I put it in keyboard mode instead of macro mode, it sometimes just skips over the locations I want my built items. Not that it doesn't stop there, it just doesn't place anything when it does stop there.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: iofhua on January 19, 2014, 12:51:52 pm
It's not working for me. I start Quickfort.exe, I get an icon in my system tray that has a pop-up that says "Quickfort Version 2.04", and then nothing happens.

My PC is a Windows XP 64-Bit machine with a 2,0ghz dual-core and 4gb of RAM. I have an anti-virus but I set the anti-virus to allow quickfort.exe so it's not being blocked. Though the anti-virus did  complain about Quickfort using a "global hook".
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: fricy on January 19, 2014, 01:06:29 pm
It's not working for me. I start Quickfort.exe, I get an icon in my system tray that has a pop-up that says "Quickfort Version 2.04", and then nothing happens.

That's exactly what should be happening. Then you have to press Alt-F to load a blueprint. The readme is your friend.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: iofhua on January 19, 2014, 01:16:56 pm
Alright I'm sorry. I read "Quickfort 2.x is a utility for Dwarf Fortress, built with Python and AutoHotKey, that helps you build fortresses" and thought it was an app that would let me build fortresses. Now that I know it's useless I can un-install it. Thanks for your time.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: fricy on January 19, 2014, 01:23:27 pm
Alright I'm sorry. I read "Quickfort 2.x is a utility for Dwarf Fortress, built with Python and AutoHotKey, that helps you build fortresses" and thought it was an app that would let me build fortresses. Now that I know it's useless I can un-install it. Thanks for your time.

Well, it does help you build fortresses IF you have a blueprint prepared... :D
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: BigD145 on January 19, 2014, 03:57:40 pm
Alright I'm sorry. I read "Quickfort 2.x is a utility for Dwarf Fortress, built with Python and AutoHotKey, that helps you build fortresses" and thought it was an app that would let me build fortresses. Now that I know it's useless I can un-install it. Thanks for your time.

Useless? HAH! Anything but. What did you really expect it to do, play the game for you?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Draco18s on January 20, 2014, 08:20:14 am
As much wizardry as Quickfort has built into it, it's not magic.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: AxilX on July 11, 2014, 08:04:37 pm
I made this account so I can ask this one question. Anyone has any idea why QF gives me these results?
(http://img577.imageshack.us/img577/4462/ycdx.png)
No matter if I use macro mode or key mode. It happened on several different Build blueprints. Dig and Adjust works ok.

Any word on this?  I also get this issue.  I am using a qwerty keyboard.  I have increased some of the delays in the ini but it didn't help.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: GreyPowerVan on July 12, 2014, 04:45:18 am
How do I set quickfort to build things with a custom hotkey, such as alt+z
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: slay_mithos on August 03, 2014, 06:50:42 am
Just a quick post to say thanks for this tool.

It took me a bit to make my blueprints, but now it saves me a lot of time to setup farms, workshops, storage piles, bedrooms...

When you know what you want and how to do it, it's even faster to put together a xlsx than to designate it by hand even only once.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: jwhite.df on August 07, 2014, 01:00:52 am
Any tips on how people integrate different designs together? For example, I've laid out the QuickFort waterfall and am thinking about integrating the Meeker workshops cribbed from Workshop Design (http://dwarffortresswiki.org/index.php/DF2014:Workshop_design).
However, one is based on 3x3 central stair while the other is 2x2. Oh, and I'm thinking about how to cut out the waterfall section in the lower right. Any tips?

Oh, and is there a place to upload resulting files for community examination?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on August 07, 2014, 01:03:17 am
http://dffd.wimbli.com/about.php
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: jwhite.df on August 07, 2014, 01:48:52 am
http://dffd.wimbli.com/about.php

Thanks!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: jwhite.df on August 07, 2014, 01:50:37 am
Has anyone done a dining hall based on the surface build with waterfall cutout?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: jwhite.df on August 08, 2014, 04:27:57 am
Here's my translation of Al-Pharazon's Organics Processing (http://dwarffortresswiki.org/index.php/File:Organics_processing_complex.png). I thought it would be either directly connected to a dining hall or below one so I didn't create that. I personally had the finished food storage (large middle center room) z-1 from the edge of the main dining area and connected it with staircases.

Code: [Select]
#dig start(16;19; bottom-center bottom-middle large room for finished food),,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,,d,d,d,,,,
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,,d,d,d,,,,
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,,d,d,d,,,,
d,d,d,d,d,d,d,,,,,,d,d,d,d,d,d,d,,,,,,,,,,,,,,,,
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,,,,,d,d,d,d,d,d,d,,,,
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d
d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d,,d,d,d,d,d,d,d,,d,d,d

To look like:
Code: [Select]
d d d d d d d  d d d  d d d d d d d  d d d  d d d  d d d   
d d d d d d d  d d d  d d d d d d d  d d d  d d d  d d d   
d d d d d d d  d d d  d d d d d d d  d d d  d d d  d d d   
d d d d d d d         d d d d d d d               
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
                                 
d d d  d d d  d d d  d d d  d d d  d d d  d d d d d d d  d d d
d d d  d d d  d d d  d d d  d d d  d d d  d d d d d d d  d d d
d d d  d d d  d d d  d d d  d d d  d d d  d d d d d d d  d d d
                                 
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d         d d d d d d d   
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
d d d d d d d  d d d  d d d d d d d  d d d  d d d d d d d  d d d
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: jwhite.df on September 06, 2014, 08:44:16 pm
Anyone having issues with Beds/Tables/Chairs placed in planning mode which don't get placed once they're manufactured? I'm using Ordinary/*any as filters (default) in from the 40_10 Starter Pack r4.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: jwhite.df on September 07, 2014, 09:05:07 pm
Anyone having issues with Beds/Tables/Chairs placed in planning mode which don't get placed once they're manufactured? I'm using Ordinary/*any as filters (default) in from the 40_10 Starter Pack r4.

Found this issue in a Planning Mode thread:

http://www.bay12forums.com/smf/index.php?topic=121858.msg4156612#msg4156612

Probably not related to Quickfort.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: SpoCk0nd0pe on September 07, 2014, 11:03:33 pm
Hi,

I'm a newb to this game, but after one week of severe addiction I think I got the hang of the basics and most industries. Since setting up basic stockpiles, optimize hurling and designing a new fortress all over again lowers the dwarf fortress specific fun for me, I started to have a look at Quickfort. More specifically at the Buketgeshud templates. But for some reason the "setup stockpiles" does not work for me. The farms and seed stockpiles get set up, but after that it seems to miss something. Maybe I'm missing something or things changed in the new version of DF? I would be grateful for any help on that matter.

Since the first few inside layers of each fortress could look the same (except for farm placement depending on soil) it makes me wonder if other people have created similar templates to speed up the basic setup.

Regards,

Spock
Title: Re: [Quickfort] 2.04 released -- Transformer oddities
Post by: deepholedwarf on September 21, 2014, 11:26:30 pm
First, let me thank you for writing such a useful tool.

I have noticed an inconsistency in the documentation at http://www.joelpt.net/quickfort/#advanced-transformations (http://www.joelpt.net/quickfort/#advanced-transformations). It states that flipv should not make any changes to bucket A, but I find that it does.

Spoiler (click to show/hide)

What is stranger is that "rotcw rotccw", which should be a no-op, causes the following flipv to behave as described.

Spoiler (click to show/hide)

Am I missing something, or is this a bug?

Thanks,
Josh
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: rmblr on December 04, 2014, 09:25:05 am
Are there any images showing what the Quickfort Fortress looks like?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: DoX on January 11, 2015, 01:45:44 pm
Something I've always wanted to know, and sorry if this is stupid/already answered.

Say I've designed something in dwarf fortress, like a bedroom design. It hasn't been dug out, just designated. Is there any way to export that design into an excel document, so I can replicate it/share it? Or does everything have to be done in excel, then imported.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: cdombroski on January 11, 2015, 02:39:04 pm
There's a dfhack plugin (https://github.com/DFHack/dfhack/issues/479) in progress to export the current state of part of your fortress to quickfort csv files. It doesn't look at designations though, just current tile state. It might be good to add a comment to that issue so we can see if there's enough interest to make adding designation reading an option.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: DoX on January 11, 2015, 03:00:22 pm
There's a dfhack plugin (https://github.com/DFHack/dfhack/issues/479) in progress to export the current state of part of your fortress to quickfort csv files. It doesn't look at designations though, just current tile state. It might be good to add a comment to that issue so we can see if there's enough interest to make adding designation reading an option.

This looks fantastic. Really, all I'm looking for is being able to copy floor layouts and use them in future fortresses. I hope this builds some steam!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Timbatim on January 16, 2015, 06:07:55 am
Hello,

I am relatively new to Dwarf Fortress and had 5 Fortresses of Fun in the last weeks.
Now I wanted to speed up some processes building even more fun, but I can't get own .csv files to work.

I use Excel 2007 and get these error messages: "Error in qfconvert: 'NoneType' object has no attribute 'group'

Yesterday, 2.5 hours were spend to find a solution. 2.5 hours which I rather spend with werebeasts :)

Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: fartron on February 04, 2015, 08:58:10 pm
Tried building Buketgeshud for some pics, but the stockpile adjust files didn't work for me. Could be LNP related?

Here's a big gif of surface-4-adjust.csv not working:
Spoiler (click to show/hide)

It's not hard to look through the file and set the stockpiles manually, which is what I did. I started with an extra refuse pile outside but I didn't adjust anything else.

Spoiler (click to show/hide)

Seems like a good, compact design, but not quite suitable for a first fort, I think. The wall defenses are no longer sufficient as attackers can climb and jump. The bedrooms take a long time to get running if you follow the instructions. A dormitory would serve the early fort better than fully stocked rooms or letting the dwarves sleep on the ground. Lastly the instructions call for designating several z-levels of stairs/halls at once. Doing this causes the whole project to take significantly longer as the miners keep pathing to stone on z-levels above or below them and walking back to whichever stairs are done yet to get there.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: fricy on February 05, 2015, 03:53:38 am
Tried building Buketgeshud for some pics, but the stockpile adjust files didn't work for me. Could be LNP related?
It's not hard to look through the file and set the stockpiles manually, which is what I did.
Possibly. To tell the truth I never managed to get anything working besides digging blueprints.
For a workaround take a look at the new save/load stockpile menu in dfhack. (q over any stockpile)

Quote
Lastly the instructions call for designating several z-levels of stairs/halls at once. Doing this causes the whole project to take significantly longer as the miners keep pathing to stone on z-levels above or below them and walking back to whichever stairs are done yet to get there.
That's a new bug introduced by 40.20+.  (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8784)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Kestrel on February 16, 2015, 07:35:05 pm
Possibly. To tell the truth I never managed to get anything working besides digging blueprints.
For a workaround take a look at the new save/load stockpile menu in dfhack. (q over any stockpile)
I can get build prints to work, but manual material selection is totally spotty.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Brienne on April 04, 2015, 08:35:31 am
Hey everyone!  I'm trying to designate my stockpile area in Quickfort 2.04 and I keep getting this error:

(http://abload.de/img/quickforterror0ks8j.jpg)

Here is the associated blueprint:

http://www.mediafire.com/download/65oxkuwu4785t9j/Quantum_Stockpiles.xlsx (http://www.mediafire.com/download/65oxkuwu4785t9j/Quantum_Stockpiles.xlsx)

As far as I can tell I have designated everything correctly, it's just a simple dig blueprint, but maybe I'm missing something.  I'm a DF veteran, but not a QF one.

I'm on Windows 7 64 bit, if it makes a difference.

Found it: delete # from BD1.

Same pbl here. What does means BD1 plz?
I used to make above ground buildings with QF, but can't make it again :/
I tried this https://code.google.com/p/quickfort/source/browse/Blueprints/TheQuickFortress/surface-5-build-walls.csv?name=c34658a217&r=da82374b11ec6670ef6ad02e7cfda633fb3e80dc (https://code.google.com/p/quickfort/source/browse/Blueprints/TheQuickFortress/surface-5-build-walls.csv?name=c34658a217&r=da82374b11ec6670ef6ad02e7cfda633fb3e80dc). I can see design with Alt+V. And whan i typ Alt+D, it opens DF "Moving records" page :/
What did I miss ?

Thanks for your help.
PS: got azerty keybord, I switch to qwerty with Win+Space, activate CAPS.
PS2: same question on reddit http://www.reddit.com/r/dwarffortress/comments/31956f/biweekly_df_questions_thread/cq0y2xp (http://www.reddit.com/r/dwarffortress/comments/31956f/biweekly_df_questions_thread/cq0y2xp)
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: GreyPowerVan on May 03, 2015, 11:21:51 pm
I'm having trouble with the building part of QF.  I don't have planning mode enabled on any items, so I don't know why it's not working.  I have the 'windmill villa modified' blueprint and took it and copied it to a new sheet and replaced it with build designations for door cabinet chest bed instead.  I've used quickfort in the past and it has worked with this blueprint before, but its not working this time.  The blueprint loads up just fine, then I hit alt+d and it starts placing things... but wrongly.  Some of the rooms have a door where a cabinet should be, some of the cabinets are built off to the side.  I know the blueprint has everything in the proper place because I copied it over from the dig blueprints and also have double checked it.  What could cause this?

EDIT: Discovered the issue.  I was using a weird program that had capitalized letters that were in the first row.  I fixed those and now it works.  Cheers.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Grant4455 on July 07, 2015, 07:54:40 am
I give up quickfort. You've defeated me. Okay so I've been fighting with quickfort for the past... 3 hours. A little context, I've never used it before, this is my first attempt at it, and it's going poorly. When I first tried, I tried to use DwarfMockup, which is packaged with the LNP. No points for guessing how that turned out.  Digging worked juuust fine, but the programme insisted that

Quote
#dig start(12;8;) - Bottom Level - DwarfMockup(107;115;0)
´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,#
´,,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,#
´,´,´,´,s,´,s,´,´,´,s,´,s,´,´,´,s,´,s,´,´,´,´,#
´,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
´,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
´,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
´,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
,´,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,s,´,´,#
´,´,´,´,s,´,s,´,´,´,s,´,s,´,´,´,s,´,s,´,´,´,´,#
´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,#
,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,´,##,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#,#

Would be read as;

Quote
Bedroom Bottom With Furniture-dig_alt.csv

#dig



Command usage frequencies:
s:183, ´:155, #dig start(12;8;) - Bottom Level - DwarfMockup(107;115;0):1, ##:1

Dimensions: 24w x 16h

  123456789012345678901234
 +------------------------+
1|ï.......................|
2|ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ.|
3|Â.ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ.|
4|ÂÂÂÂsÂsÂÂÂsÂsÂÂÂsÂsÂÂÂÂ.|
5|ÂÂsssssssssssssssssssÂÂ.|
6|.ÂsssssssssssssssssssÂÂ.|
7|.ÂsssssssssssssssssssÂÂ.|
8|ÂÂsssssssssssssssssssÂÂ.|
9|.ÂsssssssssssssssssssÂÂ.|
0|.ÂsssssssssssssssssssÂÂ.|
1|ÂÂsssssssssssssssssssÂÂ.|
2|ÂÂsssssssssssssssssssÂÂ.|
3|.ÂsssssssssssssssssssÂÂ.|
4|ÂÂÂÂsÂsÂÂÂsÂsÂÂÂsÂsÂÂÂÂ.|
5|ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ.|
6|.ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ#|
 +------------------------+

Don't ask me why. I have no idea, but the game insisted it also had nothing bound to "Â", which didn't surprise me. I chalked it up to Dwarf Mockup, afterall, it hasn't been updated in a year, perhaps a new update broke it? Still, it spat out something functional for digging, and only shat out for smoothing, building, or querying. So, I turned to google spreadsheets, optimistic and with a keyboard that had not-yet been made a projectile in sheer, puerile frustration.

https://docs.google.com/spreadsheets/d/1pMxuqxWBoh4kYGb3Yh5mtUfR9X-pUWa6EaK6AvPar5Q/edit?usp=sharing

That was the result. Smaller, and more basic, I still thought it looked pretty. So I downloaded it as a .xlsx, and was immediately met with "Error in qfconvert:'NoneType' object has no attribute group."

Same if I tried to download it an another format and open it one layer at a time. Any help would be dearly appreciated.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: PeridexisErrant on July 07, 2015, 09:34:01 am
I'd manually check the syntax of the first line, and maybe also try ending lines with a comma. You could also try instantiating the blueprint with the fortplan plugin, and test that Quickfort is working with a known blueprint file from the community pack.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Grant4455 on July 07, 2015, 09:50:23 am
I'd manually check the syntax of the first line, and maybe also try ending lines with a comma. You could also try instantiating the blueprint with the fortplan plugin, and test that Quickfort is working with a known blueprint file from the community pack.

Thank you, I did both, and got a re-download after fixing the syntax. It's working now. Most appreciated for your speedy reply!
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Immortal-D on October 18, 2015, 07:46:54 pm
I did make a point of searching this thread before inquiring, so apologies if this is a repeat.  Has anyone experienced a case of doors being used in place of beds?  It seems to happen at random, and I'm rather at a loss as to how I can address the problem.  I have also occasionally had cabinets designated as a room in addition to the bed.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: okmujnyhb on December 06, 2015, 09:16:44 am
Whenever I try to start playback with Alt-D, I keep getting this error in a popup window:

Error: Could not move macro file
From:
C:\Users\Adam\AppData\Local\Temp\~qf151206140856-dig-16-4-Shaft_
Bedroom_Design..mak
To: C:\Users\Adam\Desktop\DWARFF~2\DWARFF~2\Dwarf Fortress
0.4.0.24\data\int\macros\~qf151206140856-dig-16-4-Shaft_Bedroom_Des
ign..mak

I am using the r20 version of the Lazy Newb Pack, and this still occurs if I use a separately downloaded version of Quickfort as well. Alt-V works fine though, so it is still loading the .csv file in some way.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Brocktoon on December 07, 2015, 02:25:06 pm
I've been having the exact same thing happen. In fact, I registered just to post a confirmation that it's not just you.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Incantatar on December 09, 2015, 10:34:53 am
Yes, same problem. You can circumvent the error with ALT-K (Keys mode).
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: SpudGunMcGee on January 01, 2016, 06:28:47 am
Also same issue

(http://i.imgur.com/nC6YB7s.png)

Any ideas? I did notice that \DWARFF~1\ seemed a bit out of place since that's not the right directory
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: kayach on January 03, 2016, 12:04:42 am
Create \macros folder and it will work.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on July 14, 2016, 08:41:54 am
Dunno if has been asked before, but you do think about implementing designation priorities at some point? It would help a great deal.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Encrtia on July 29, 2016, 07:11:52 pm
How do walls work?

I typed in each cell "Cw" as per the sketchy manual I found at joelpt, but all it does is select the wall - then proceed to max it out to the 10x10 square without building anything.

So it follows the plan, but unable to place any walls. What am I missing?
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: LordBaal on July 29, 2016, 08:25:29 pm
How do walls work?

I typed in each cell "Cw" as per the sketchy manual I found at joelpt, but all it does is select the wall - then proceed to max it out to the 10x10 square without building anything.

So it follows the plan, but unable to place any walls. What am I missing?
You need to select the materials I think.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Encrtia on July 29, 2016, 08:40:13 pm
But... how?

Edit: I think I know the problem. It worked fine when there was no existing walls, but I'm trying to build it over already existing walls - ergo, it's stalling on those. Was trying to use it as an "auto-fill" for underground rooms that were partially destroyed from mining ores/gems.. *sighs* Doesn't work that way.
Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Zwaryczuk on November 05, 2017, 03:19:24 pm
Been playing DF for a while. Finally decided to automate some of my constructions. Downloaded quickfort and it works just fine for small builds but consistently misses designations or puts segments in the wrong place. My PC's power is not the problem as it was built with DF performance in mind and runs any game I've tried. Can anyone help please?

Title: Re: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]
Post by: Cthulhu Inc on October 31, 2018, 12:22:26 pm
I am trying to use a #build template and encountered two errors.

Firstly, when using a multi-sheet xlsx file, it could not read it ("Error in qfconvert: could not read xlsx file")

I then exported each sheet to a .csv file. However, it thinks they are #dig templates, when I have #build in the first cell.
(https://i.imgur.com/9zo1t5G.png)