Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: falconne on April 30, 2013, 04:59:44 am

Title: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on April 30, 2013, 04:59:44 am
Download (http://dffd.wimbli.com/file.php?id=7248) (Windows, Linux and OS X)
Link contains download archive with all my plugins (http://www.bay12forums.com/smf/index.php?topic=119575.0).
Only works on the latest DFHack r3 (see the dfhack thread). Follow the instructions in the included readme for installation. The relevant file for just this plugin is mousequery.plug.*

Mouse Plugin
I've made several improvements to my mouse plugin that should hopefully make it more useful. This plugin didn't use to have its own thread, but I felt it has enough functionality now to warrant one. Please see the subsequent sections for new functionality.

Smart Query
Left clicking on items, creatures, buildings, etc will make the game open the appropriate query menu for it, in a somewhat context sensitive fashion. For example clicking a workshop will open the building (q)uery menu with the cursor placed on the workshop (it simulates you pressing "q" then moving the cursor to the workshop). Clicking on a dwarf or creature will open the (v)iew menu with the cursor placed on the unit. Clicking an item or empty floor will open the loo(k) menu on that item.

Clicking on one location multiple times will cycle through the 4 "query" menus that DF uses: (q)uery building, (v)iew units, loo(k), view i(t)ems, with the cursor placed at that location.

Right mouse button cancels the query mode.

Live View
If you have the menu panel open, then hovering your mouse over a tile will display a list, telling you what's on that tile. It's similar to what you would see if your were to loo(k) at that tile. The following screenshot is an example of what happens when I hover over the seed bag circled in yellow:

(http://i.imgur.com/7u44l0k.png)

Point & Click Support
If you left click on a tile while the ingame cursor is active, this will simulate moving the cursor to that location and pressing Enter. Furthermore, when in the material selection menu for building, left licking simulates pressing Shift-Enter (see below for how you can make the mouse wheel scroll this menu). This should allow you to do more actions with the mouse, such as clicking two corners to designate.

If you use my automaterial (Construction Helper) (http://www.bay12forums.com/smf/index.php?topic=119369) plugin, then you can enable box mode for construction placement, which will let you use this plugin to designate walls, floors etc by simply clicking the two corners. Using "auto type select" and "auto material select" will make construction placement with the mouse even faster. There are a couple of bugfixes to automaterial included in this updated to help it work together with this plugin, so please update automaterial.plug.* as well.

If you use my Building Plan plugin (http://www.bay12forums.com/smf/index.php?topic=121858.0), then you can turn on planning mode for furniture, which will let you place buildings fairly quickly with the mouse.

Map Scrolling
Unfortunately it's not possible to allow clicking and dragging the map, because it doesn't look like dfhack can detect "mouse key up" events. I've made it so that in default mode if you right click towards the edge of the map that causes it to scroll in that direction. Note that if "cursor tracking" is enabled (see next section), the game will automatically cause the map to scroll when the cursor is enabled (because moving the ingame cursor to the edge of the map causes it to scroll anyway).

You can also enable "edge scrolling", where the map scrolls automatically if you move the mouse to the edge of the screen, which is probably more convenient once you get used to it. To enable this add the following to dfhack.init:
Code: [Select]
mousequery edge enable
When edge scrolling is enabled it also turns on "cursor tracking".

Cursor Tracking
By default moving the mouse while the ingame cursor is active doesn't move the cursor itself, you will just see a yellow X "ghost cursor" under the mouse. Left clicking a tile automatically moves the cursor there and sends an "ENTER" keypress. If you want the cursor to move with the mouse, add this command to your dfhack.init:
Code: [Select]
mousequery track enable
I don't have it turned on by default, because some people might not like the edge scrolling side effect this has: when the cursor is moved to about 5 tiles from the edge of the screen, the game automatically causes the map to scroll. On its own this could be annoying if using the mouse, because it can cause the map to zip across screen. I've reduced the effect of this by adding a short delay to cursor movement when the mouse is at the edges. This allows you to use the mouse when you want to edge scroll the cursor, but enough time to react and stop it when you move to the edge accidentally.

Extra Details
If you type "mousequery" into dfhack, you'll get the full commandline help for a couple more functions. You can now disable the right mouse button handling entirely if you want to use the plugin in conjunction with Mouse Fortress. You can also enable edge scrolling in default mode and adjust edge scroll delay.

Keybindings
Changing some Df keybindings will make using the mouse more convenient. I've remapped my scrollwheel to change z-levels instead of zooming, as well as enable it to scroll secondary menus, such as the material selection menu. With the support in this plugin for left clicking to pass a "select all" to the materials menu, using the scrollwheel to select items makes more sense.

You can change DF keybindings by escaping to the main menu, choose keybindings->General. Find the "Zoom in/out" entries and the "Move view/cursor up/down (z), aux" entries, then swap the keybindings of these. You can delete existing keybindings with backspace and add new ones. This will let you change z levels with the wheel and zoom with Ctrl+5/Shift+5.

Next find the "Move secondary selector up/down" entries and add additional keybindings to use the mouse wheel for these, leaving the existing +- bindings, so you can use both keys and wheel to scroll. It's ok to have two bindings for the wheel, because the two actions are used in different modes.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Aerval on April 30, 2013, 01:56:59 pm
wtf...


I said it once and say it again: "My next firstborn dwarf will be named falconne"
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Itnetlolor on April 30, 2013, 07:17:38 pm
As usual, awesome stuff.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on April 30, 2013, 09:13:44 pm
I tried using this with mouse fortress, and it was both amazing and kinda clashy (as expected) - mostly just awesome.  The clashy bit is just minor jitter when the mouse stops and two programs are moving the cursor - it settles in about half a second. 

Live view is kinda like dwarf monitor:  once you get used to having that overlay, you can never go back. 

How difficult would it be to show the potential area when digging / tree cutting / etc?  It seems like essentially the same function as the 'x' to show area in construction helper?  I've just been attempting to lay out some long tunnels, and I keep getting the width wrong  :-)

Editing the keybindings was also rather painful, but I assume that getting the same results without that would be rather more difficult - and luckily its a one-time thing. 

10/10, would  will use mouse again.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Meph on April 30, 2013, 10:16:57 pm
I actually did remove mouse fortress from my utilities once mousequery came out. If this is even better, or can be combines, I would be happy to include both in the next update. :)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on May 04, 2013, 04:18:02 pm
I wouldn't say it's "combinable" at the moment, as PeridexisErrant said it would be kind of clashy.

I could add a "compatibility" mode you can enable in dfhack.init, where this plugin doesn't move the cursor in designation/build mode and doesn't handle right click, so it won't interfere with MF.

I'll also look at a "preview selection" box for designation mode, as suggested.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Graf Zeppelin on May 04, 2013, 07:29:49 pm
Hello there. I am new to DF and use the lazy newb pack. So If I follow the instructions and copy the plugin into the folder I get an error message at launch in that DFhack screen which says cant load -name of plugin-

I would really love to play DF with some mouse usage and maybe someone can help me here.

Thanks in advance.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Meph on May 04, 2013, 08:37:14 pm
LNP packs an outdated dfhack. You need to get dfhack r3
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Graf Zeppelin on May 04, 2013, 09:28:36 pm
LNP packs an outdated dfhack. You need to get dfhack r3

That promptly solved my problem. thanks alot.

*grabs the pickaxe*

Ah thanks alot also to the maker of this amazing mod.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 05, 2013, 12:29:54 am
I actually uploaded  my expanded LNP pack (http://dffd.wimbli.com/file.php?id=7622) recently because explaining to friends the setup required to play was a deterrent to picking it up.   It basically updates everything in the advanced lazy newb pack and includes a few extra utilities.   

Kinda clashy is still plenty usable and a net benefit;  I just noticed a little cursor jitter when moving and two behaviors when right clicking - it opens the mouse mouse fortress menu and then a second right click returns to the un paused game 

Regarding the combination, compatibility mode would be awesome a total waste of time - it's at least usable anyway.  To be honest, once this provides some kind of scroll method and cursor visibility mouse fortress will be obsolete, since those are now the only reason to use it and only just worth the jitter (mostly the scrolling so I can avoid using arrow keys). 


EDIT:  Having actually fiddled with it again, trying to work out a compatibility mode is going to be more trouble than it's worth - the clashes are really minor, and any energy going into improving the plugin would be better spent increasing functionality so that only one is necessary.  As above, the two that would do that for me are scrolling - either right-click-drag, or hover-near-edge - and the visible cursor which you're apparently already working on.  Brilliant. 

edited for link formatting
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Meph on May 10, 2013, 06:47:59 pm
Is added to the newest masterwork update. No mouse fortress though, I had no time to test both together.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on May 18, 2013, 05:49:28 am
I've just uploaded a new version adding a few extra functions. Unfortunately it's not possible to allow clicking and dragging the map, because it doesn't look like dfhack can detect "mouse key up" events. The best I could do for scrolling with the mouse in default mode is making it so that if you right click towards the edge of the map that causes it to scroll in that direction. The active area is about a third of the way from each edge. This isn't exactly a great way to scroll... what would be best is to keep using Mouse Fortress for "click and drag" to scroll and possibly try and add a "compatibility" mode to MF to deal with conflicts.

I've also added functionality to move the cursor with the mouse in build and designation mode. To enable it add the following command into your dfhack.init file:
Code: [Select]
mousequery track enable

I don't have it turned on by default, both because I don't want to add further incompatibility with MF but also because some people might not like the edge scrolling side effect this has: when the cursor is moved to about 5 tiles from the edge of the screen, the game automatically causes the map to scroll. This can be annoying when using the mouse, because it can cause the map to zip across screen. I've tried to reduce the effect of this by adding a short delay to cursor movement when the mouse is at the edges. This allows you to use the mouse when you want to edge scroll in build/designation mode, but enough time to react and stop it when you move to the edge accidentally.

Even with tracking disabled, you will now see a yellow "X" under the mouse, a sort of "ghost cursor", that tells you what tile will be affected if you left click.

If you type "mousequery" into dfhack, you'll get the full commandline help for a couple more functions. You can now disable the right mouse button handling entirely if you want to use the plugin in conjunction with Mouse Fortress. You can also adjust the edge scroll delay in build/designation modes.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 19, 2013, 12:50:27 am
I love it - edge scrolling is brilliant, and far more stable than for mouse fortress (where track delay also limits cursor movement speed).  Seeing the ghost cursor is also a nice touch. 

My last two wishlist items are: 
1) include in the help text the default and current tracking delay to make tweaking it less painful
2) an option to enable cursor movement (and thus edge scrolling) for all contexts with a cursor, not just b/d.  If I'm placing stockpiles, querying, looking, etc I've got a small laptop so edge scrolling is awesome. 

As always, I love all your plugins, but this one wins.  (1) is a truly minor quibble but I assume correspondingly easy to fix.  I now sometimes play without Mouse Fortress, and (2) above would be enough to delete it entirely - apart from the right-click menus which are more trouble than they're worth, this is the only feature advantage. 

Edit: build-mode scrolling appears not to work, though it's fine in designation mode.
Edit #2: does work if placing a specific building, but not generally.   Is this the intended behaviour?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on May 19, 2013, 06:04:54 am
My last two wishlist items are: 
1) include in the help text the default and current tracking delay to make tweaking it less painful
2) an option to enable cursor movement (and thus edge scrolling) for all contexts with a cursor, not just b/d.  If I'm placing stockpiles, querying, looking, etc I've got a small laptop so edge scrolling is awesome. 

Ok just uploaded a new version that. Now omitting the delay amount (i.e. the command "mousequery delay") will show the current delay.

Tracking is now also possible in query, look and view mode as suggested. You have to add this to dfhack.init:
Code: [Select]
mousequery track enable
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 19, 2013, 06:40:57 pm
Beautiful.  Mouse fortress is now dead to me. 

2b) edge scrolling in all contexts with a cursor, such as building before choosing what to build, placing stockpiles, zones, burrows, etc. 

The aim is to never use the keyboard to move the cursor again (except when unpaused, because I assume that would be way more difficult to implement) - its getting closer, but not quite there yet. 

OTOH, mousequery is already the definitive best mouse utility there is.  :-)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on May 20, 2013, 05:10:44 am
Getting there bit by bit :)

Just uploaded a new version that should now move the cursor in Zones, Stockpiles, Burrows, Squads, Points and Routes mode. I think that covers nearly every case, though I've probably missed a couple. They are enabled with the "etrack" command too.

What did you mean by "building before choosing what to build"?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 20, 2013, 06:07:49 am
The journey is glorious, and the destination legendary. 

If I hit 'b' and nothing else, the cursor is not tracked - hit something else (say 'b' again to place a bed) and the mouse starts moving the cursor.  Just odd if for example you're placing bedrooms and stop placing beds, then can't edge-scroll until you start placing cabinets. 

I've also had inconsistent behaviour with the edge-scrolling - it works in d/b/k/q/t/v and also in N/s/i - but not w for burrows.  This made me think that maybe the commands could be tweaked, so that 'track' enabled cursor movement, and 'etrack' seperately enabled edge-scrolling - some people might just want one (HFS, I'd try it out for a while - edge-scrolling can overshoot after all). 

My only complaint is that my internet at home is so crappy that it is literally impossible to finish the upload of a new LNP version with this included - I did one at uni today, and the next will be tomorrow.  First world problems ;-)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on May 21, 2013, 04:40:03 am
If I hit 'b' and nothing else, the cursor is not tracked - hit something else (say 'b' again to place a bed) and the mouse starts moving the cursor.  Just odd if for example you're placing bedrooms and stop placing beds, then can't edge-scroll until you start placing cabinets. 
Ah, well before you select a building the cursor is not active ingame. Even if I force it to display a cursor in that mode, moving it won't scroll the map. In that mode you have to right click on the map edges to scroll, just like in default view.

If you think automatic edge scrolling with the mouse even when a cursor is not active would be useful, I could add a special mode for that. Initially I felt that would be a bit annoying, because I have the habit of automatically moving the mouse "out of the way" when I'm done and that would cause accidental scrolling. I suppose people wouldn't do that when playing fullscreen.

I've also had inconsistent behaviour with the edge-scrolling - it works in d/b/k/q/t/v and also in N/s/i - but not w for burrows.  This made me think that maybe the commands could be tweaked, so that 'track' enabled cursor movement, and 'etrack' seperately enabled edge-scrolling - some people might just want one (HFS, I'd try it out for a while - edge-scrolling can overshoot after all). 
The burrows cursor was a bug... it actually shouldn't have been displaying a cursor until you go into burrow designation mode. I've just uploaded a version with this fixed. It was the exact situation I described above, where the plugin forced a cursor to be displayed when the game didn't expect it, which is why it wouldn't scroll. Now the cursor only shows up in burrow designations.

I've also got rid of the extra "etrack" command, now cursor tracking is enabled in all modes with "mousequery track enable".

Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 21, 2013, 09:26:57 pm
before you select a building the cursor is not active ingame. Even if I force it to display a cursor in that mode, moving it won't scroll the map. In that mode you have to right click on the map edges to scroll, just like in default view.  ... The burrows shouldn't have been displaying a cursor until you go into burrow designation mode.
Derp.  I don't even know where this came from, mouse fortress behaves in exactly the same way.  /facepalm

I've also got rid of the extra "etrack" command, now cursor tracking is enabled in all modes with "mousequery track enable".
Nice - this does make a little more sense. 


I'd call this feature-complete now, on the basis that it gives the same degree of mouse support as mouse fortress (more stable, more informative, less menus) - but if you're still taking feature requests I'm happy to make suggestions.  OTOH, do whatever you want and I'll be just as happy. 

1) Edge-scrolling without a cursor could be pretty cool, and a separate mode for this to avoid potentially annoying behavior would be useful. 

2) If live view could be made to work when unpaused, that would be awesome - I kinda miss it when I'm watching all the dorfs scurrying around. 
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on June 03, 2013, 06:29:22 am
Ok, finally got around to uploading a new version that adds those functions.

"mousequery edge enable": Turns on edge scrolling in default view.
"mousequery live enable": Turns on query view while unpaused.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on June 03, 2013, 07:04:41 pm
It's perfect.  Live-live view is awesome, and makes watching life go by so much smoother - and edge scrolling at the same time is so nice. 

I did find one odd behaviour though - while toggling everything to check it before uploading PE-LNP r13, the order in which things are toggled affects the results - specifically, if while track is enabled I toggle edge on/off, track stops edge scrolling.  If track is toggled off/on, it starts again.  Is it meant to do this?  Having edge enabled without track also does not scroll when a cursor is present, which could potentially be frustrate someone who like scrolling but not tracking (not me!).  Of course, none of this is a problem for me, since I just keep it all enabled.  :-)

Thanks!
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on June 04, 2013, 05:22:07 am
Ah yes, I forgot about that. I meant to make the plugin force tracking on if you enable active edge scrolling and turn the latter off if you disable tracking. Otherwise there are too many combinations to manage.

Just uploaded a new version that should fix that. Let me know if you see any more oddities.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on June 04, 2013, 07:36:25 am
Awesome.  It's not an exaggeration at all to say that this version of mousequery makes it like playing a different game (particularly with the keybinding changes) - I always have one hand on the mouse and one one the keyboard. 

One oddity is that most of this thread looks like a private conversation, when there should be millions of people praising the ultimate plugin ;-P   
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on June 05, 2013, 04:55:20 am
Haha well I guess veteran DF players have no use for a mouse and new players probably aren't browsing the modding forum anyway.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: BBrutal on June 05, 2013, 08:13:04 am
Hello everybody!  I'm a new player and a new forumer.  I was nervous to try DF at first like most people I'm sure, but now I'm hooked.  So I'm also an avid mod user for all my games, and your mouse mod seemed right up my alley. 

Well it's mostly working like gangbusters but I'm having a strange problem.  It seems that the cursor wont follow my mouse on the lower half of the screen.  What I mean is that, if you were to draw an imaginary line from just below the "Space: Resume   .: One-Step" portion of the menu; everything below that doesn't register.  The only solution, it seems, is to resize the window until it is too narrow horizontally for my preference.

Of course, I also have the LNP and DFHack r3.

Despite this one glitch, I am grateful for the work that you've put into this and the other plugins.  They are immensely helpful.

Edit: It seems that the zoom level plays a role, as it won't even register anywhere if I am sufficiently zoomed out with my tiny window.
Last edit: Guess who's a dummy? This guy. It's not you, it's me. In my zeal to have the most custom game around, I decided to attempt to double the tile size with GIMP and it totally threw off the playable game area or something. So thanks for this perfectly operable plugin!
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: nug on June 24, 2013, 08:02:48 pm
hello, thank you for your awesome mod
do you think it is possible to have a mousequery enable all command for dfhack?
EDIT: Also, is it possible that you could show what a dwarf is currently doing on mouse hover?
thanks
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Meph on June 25, 2013, 09:56:31 am
Quote
Haha well I guess veteran DF players have no use for a mouse and new players probably aren't browsing the modding forum anyway.

So true. I really tried using the mouse more, but if you already know all the hotkeys, the mouse just slows you down. But I know people like it, from the feedback I have gotten from the modpack, especially the workflow upgrade and the dwarfmonitor/happiness counter, and the searches.

Yeah, well, so almost everything is praised highly. :)

I was wondering: Can you add an info-overlay over items? It always bugged me that a creature has a description that a modder can change, but items do not. Players always see: "This is a superior iron short sword", but they never know any data/values of it. Especially for custom items it would be amazing to have some sort of ingame-info, for example:

Weapon skill used.
Eged or Blunt attack.
Weapon Size.
Minimum Size.
Minimum Size to use one-handed.
What types of ammo it uses.
Ranged/Ammo skill used.
And maybe a general info: This weapon is a 8 on a scale from 1-10. ;)

I think especially new players, or mod-users would benefit from this. So here you go, one free idea to maybe work on. Just in case that you ran out of those by now. ;)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: silentdeth on June 25, 2013, 06:24:42 pm
Quote
Haha well I guess veteran DF players have no use for a mouse and new players probably aren't browsing the modding forum anyway.
I was wondering: Can you add an info-overlay over items? It always bugged me that a creature has a description that a modder can change, but items do not. Players always see: "This is a superior iron short sword", but they never know any data/values of it. Especially for custom items it would be amazing to have some sort of ingame-info, for example:

Weapon skill used.
Eged or Blunt attack.
Weapon Size.
Minimum Size.
Minimum Size to use one-handed.
What types of ammo it uses.
Ranged/Ammo skill used.
And maybe a general info: This weapon is a 8 on a scale from 1-10. ;)

I think especially new players, or mod-users would benefit from this. So here you go, one free idea to maybe work on. Just in case that you ran out of those by now. ;)

This is a dwarven baby, all craftsdwarfship is by unskilled labor.

Melee skill: Warhammer
Melee Damage Type: Blunt
Weapon Size: 10 cm^3
Minimum Size: 50 cm^3
Minimum Size (2h): 90 cm^3
Ammo: Ethanol 
Ranged skill: Throwing
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Deon on June 26, 2013, 12:51:18 am
Ranged skill: Throwing up.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on July 04, 2013, 06:21:58 am
I've just uploaded a new version with a minor modification. I noticed some people wondering why the mouse painting wasn't working in designation mode when they used the Expanded LNP and they got box selection instead. In this version, the plugin's effects are disabled by default in the designation menu (so the vanilla painting action will work) with an option shown to enable box selection if you want it:

(http://i.imgur.com/ziwPzDk.png)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on July 04, 2013, 07:38:09 am
Thanks! I'll update the pack when I get to a computer tomorrow. 

How persistent is this option? Per world / per session / per menu?

Edit: I should mention that the updated LNP includes a keybinding file with the changes you recommend, based on the usual LNP keys. Just makes it a bit easier to change back and forth.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on July 05, 2013, 01:30:27 am
It only persists per session and applies to all designation items. It could be smarter and apply only to the specific designation types that use mouse painting (since for the others it doesn't matter if the plugin takes over or not) and I'll do that when I next have time to look at this. For now I just wanted to do the quickest and safest change to make sure people who weren't aware of mousequery don't get unexpected behaviour.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on July 05, 2013, 05:49:58 am
Cool - if you're looking at improving this option, creating an option that can go (commented out) in dfhack.init to eg default to box/paint would be handy.

I'm also getting errors when I try to extract or open the folder, but I suspect that's just the xx(ADSL)xx connection I'm on this weekend. 
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: lightrow on July 22, 2013, 11:26:44 am
cursor tracking seems to be bugged, it stops working after few actions and then, sometimes, it suddenly starts working again.

**looks like for cursor tracking to work, you have to first pause the game and only then go to designation menu or whatelse. If you do not pause manually, the cursor tracking will not work.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on July 23, 2013, 07:35:33 am
Thanks for the report, I just uploaded a new version with that fixed.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Makbeth on August 02, 2013, 01:15:29 am
Hi Falconne,

Love the plugin, except for one thing:  I actually prefer being able to paint designations a tile at a time for certain windy passages or when multiple single-tile designations are needed.  Since right-clicking with the default mouse behavior does almost the same thing as left-clicking with your plugin (except it doesn't press enter), I'd like to be able to use all the features of the plugin except the right and left click behavior during designation.  Would it be possible to add an option to disable these and allow vanilla designation/scrolling behavior?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on August 02, 2013, 04:38:17 am
The last version of the plugin already had an ingame toggle option to disable the plugin's functionality in designation mode (it starts off disabled), but I hadn't made it ignore the right mouse button too.

I've just uploaded a new version that also takes care of disabling the RMB in designation mode. If you download the latest bundle you should get exactly the functionality you want by default.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: eccentric on August 02, 2013, 01:25:28 pm
I've been attempting too play DF off-and-on for a few years. Your UI plugins make the game enjoyable to play and I'm have more 'fun!' Thanks falconne!!
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on August 02, 2013, 05:41:50 pm
Thanks :) Glad I could help.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Noobshock on August 29, 2013, 06:08:29 am
Any chance we'd be able to click on text menu items in the right hand bar with the mouse?
Say, click on "building" to access the building menu?
Then the right hand menu would just need a little larger font/"buttons" and you would officially win the internet.

Edit: also,
Quote
when the cursor is moved to about 5 tiles from the edge of the screen, the game automatically causes the map to scroll.

Any way to let us modify this number? I'd much rather like 3 or 2 than 5.
5 tiles feels way too easy to start scrolling when you don't really want to.


Other than that, congratulations on this exceptionally awesome plugin.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Noobshock on August 29, 2013, 06:26:39 am
I mean just imagine full mouse navigation in DF. What would other sandbox games even do to stand a chance anymore?  :D
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: ElenaRoan on August 31, 2013, 08:42:06 am
I figured this would be the best place to ask.  I play the Masterwork mod and absolutely adore being able to use the mouse.  The ability to click for me stops about 2/3rds of the way down the screen.  After doing some zooming in and out I've figured out that it's in part because I prefer to play zoomed out, I've tried disabling and re-enabling the plugin to see if that would change anything as the furthest zoom the cursor goes all the way to the bottom is the one the game opens on.  I was wondering if there was anything I could do to get it to go all the way to the bottom on my favourite zoom? I can live with it if there's nothing that can be done about it...just have to revert to the keyboard to select anything in the bottom third.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PF4Public on September 01, 2013, 12:57:27 pm
I've got a problem. Not sure if it's because of Mouse plugin, but seems to be so.
First time game crashed after 10 (or so) continuous hours of gameplay when I tried to designate fishing and water activity zone over a river.
Obviously nothing saved so I started again. Several hours later, trying to designate a food stockpile I couldn't do that. Tried different place - got a stockpile, but not in desired place. Next I did was a try to remove a stockpile and it worked! But that's not all. After I've removed ghost stockpile I found food bins are already there. So, I'm designating that stockpile again and everything disappeared again. Also so did every single bin, every item on that level. Moreover designated nearby walls to dig and saw how they're mined by also invisible dwarves. Last thing I did is that I started designating another stockpile adjacent and after the first corner game crashed.

Did anyone encounter such behaviour?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on September 03, 2013, 05:51:51 am
Any chance we'd be able to click on text menu items in the right hand bar with the mouse?
Say, click on "building" to access the building menu?
Then the right hand menu would just need a little larger font/"buttons" and you would officially win the internet.

Edit: also,
Quote
when the cursor is moved to about 5 tiles from the edge of the screen, the game automatically causes the map to scroll.

Any way to let us modify this number? I'd much rather like 3 or 2 than 5.
5 tiles feels way too easy to start scrolling when you don't really want to.

When I have time I'll look into the feasibility of clicking the menu items. I've thought about it but I'm not sure if that's going to be doable, since the location of text changes based on tilesets and TrueType selection.

I'll make the edge scroll buffer configurable in the next update.

I've got a problem. Not sure if it's because of Mouse plugin, but seems to be so.
First time game crashed after 10 (or so) continuous hours of gameplay when I tried to designate fishing and water activity zone over a river.
Obviously nothing saved so I started again. Several hours later, trying to designate a food stockpile I couldn't do that. Tried different place - got a stockpile, but not in desired place. Next I did was a try to remove a stockpile and it worked! But that's not all. After I've removed ghost stockpile I found food bins are already there. So, I'm designating that stockpile again and everything disappeared again. Also so did every single bin, every item on that level. Moreover designated nearby walls to dig and saw how they're mined by also invisible dwarves. Last thing I did is that I started designating another stockpile adjacent and after the first corner game crashed.
That's very strange... I can't imagine how the plugin can cause that. Are you playing a modded game? It sounds like all kinds of things are going wrong there. I'd need a save file from you where some of that can be reproduced to investigate further though.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Noobshock on September 03, 2013, 07:08:50 am
Crashed the game when using the mouse to designate a zone (i) larger than the max size.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on September 03, 2013, 02:40:38 pm
Crashed the game when using the mouse to designate a zone (i) larger than the max size.

Ah right, thanks, should be able to fix that. Can you reproduce any of the other issues, like the stockpile weirdness?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Noobshock on September 03, 2013, 03:32:07 pm
I want this game to be easier to play so believe me if I have any relevant information that can help with your work I will share.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PF4Public on September 03, 2013, 03:36:52 pm
Crashed the game when using the mouse to designate a zone (i) larger than the max size.

Ah right, thanks, should be able to fix that. Can you reproduce any of the other issues, like the stockpile weirdness?

Not sure if Noobshock had the same issue as I had, but I'll try to figure out if I had designated zone to be too big.
Also I'll try to reproduce the issue with stockpile.
Title: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PF4Public on September 05, 2013, 03:38:55 pm
Indeed designating a stockpile or activity zone way too big crashes the game.
I could not recreate that stockpile weirdness. But since game didn't crash I believe it is a side effect in place of crash.

My DF has only your UI plugins and DFHack with default settings. I found DF easier to manage with mouse plugin and that is all I was missing since discovering DF. Thank you.

It would be great if you fix that.
TIA :)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on September 21, 2013, 08:17:17 am
In the latest update I've fixed the issue of the plugin letting you designate zones and stockpiles too big for the game. The cursor now also changes colour when you're selecting the second corner, so should be a bit less confusing.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Pho on October 05, 2013, 01:21:08 pm
I don't know if this is a linux-issue only but the mouse will only be recognized on the upper and middlepart of the screen. When I zoom out the recognition zone gets even smaller so I cant scroll down with the mouse or designate anything on the lower part of the screen.

I don't know if this happens on windows.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on October 05, 2013, 05:12:53 pm
I believe that happens on Windows too... if you're too zoomed out dfhack can't align the mouseclicks to map tiles. On my Linux machine the active area for the mouse seems fine at default zoom. What tileset do you use?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on October 05, 2013, 09:39:52 pm
I believe that happens on Windows too...

It does.  I can zoom out ~2 steps, then it stops working properly.  Of course, on my screen it also gets illegible at about the same time...
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Pho on October 06, 2013, 06:10:51 am
What tileset do you use?
I use Phoebus and Ironhand with the Accelerated DF settings. And for me even the lowest(default) zoom level cuts off the mouse so that it never scrolls down with edge and track enabled.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: tenshi99 on October 28, 2013, 06:59:05 am
awesome plugin

i have 2 requests:
1) make optional box mode in "d-b"/"d-o". i like vanilla painting there
2) in live view to more detail to description. eg: "Rough-hewn Obsidian Wall"(just "Obsidian Wall" will be better) instead of "stone wall"
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: lazynewbie on November 03, 2013, 06:02:03 am
Hello, great plugin.

Came accross a problem when i tried to assign a lever. When edge-scrolling is enabled the game will not jump to the building i want to link. Instead it chooses something useless nearby. When edge-scrolling is disabled all works fine.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on November 03, 2013, 01:41:42 pm
This would be a side effect of tracking being enabled, the cursor is locked to the mouse position. Something I need to fix when I have time. If you move the mouse off the game area, either into the menu area or out of the window, it will work.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: lazynewbie on November 03, 2013, 02:52:19 pm
This would be a side effect of tracking being enabled, the cursor is locked to the mouse position. Something I need to fix when I have time. If you move the mouse off the game area, either into the menu area or out of the window, it will work.

Yes that works! Thanks.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Gilith on November 21, 2013, 12:43:49 pm
Is there a version of mousequery that works with DFHack R4? There's something in the dfhack repo, but it seems to be outdated (look on hover and designating rectangles doesn't work)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on November 21, 2013, 02:29:30 pm
The code should if it's merged into an updated branch and compiled.

I haven't been around lately to follow what's been going on... I don't see an official r4, what's the story with that? Was it built off Peterix's repo? What I normally do is wait for an official release, merge in Peterix's repo and update my plugins.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Gilith on November 22, 2013, 06:13:18 am
Well, I mean this:
http://www.bay12forums.com/smf/index.php?topic=91166.msg4720997#msg4720997
Not sure how official this release is, but mousequery seems to be outdated.

Basically, some guys are trying to use r4 with Masterwork mod; here's a thread:
http://www.bay12forums.com/smf/index.php?topic=133174.0
There are some issues with some of the plugins, mousequery and a few other, so I though I'd ask :)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on December 03, 2013, 04:18:41 am
I've just uploaded a new version that adds a few small features:

(http://i.imgur.com/kXvYYRR.png)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Kjat on January 31, 2014, 09:59:25 am
What tileset do you use?
I use Phoebus and Ironhand with the Accelerated DF settings. And for me even the lowest(default) zoom level cuts off the mouse so that it never scrolls down with edge and track enabled.
I'm having this problem as well, is there anything I can do to remedy it? Even when zoomed at default, it ignores the bottom and right side of the map. Also mouse box select, when trying to toggle it on and off, seems to just randomly ignore my input at times. I'm really not sure why.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 24, 2014, 08:12:32 pm
I came accross a problem when i tried to assign a lever. When edge-scrolling is enabled the game will not jump to the building i want to link. Instead it chooses something useless nearby. When edge-scrolling is disabled all works fine.
This would be a side effect of tracking being enabled, the cursor is locked to the mouse position. Something I need to fix when I have time. If you move the mouse off the game area, either into the menu area or out of the window, it will work.

I've seen a few similar reports (eg here (http://en.reddit.com/r/dwarffortress/comments/26e5bw/is_it_just_me_or_linking_levers_to_things_is/)), and had issues with it myself.  While sticking the mouse over the menu is a very easy workaround once you know of it, it looks like some newbies are still getting frustrated. 

How hard would it be to temporarily disable tracking when linking levers? 
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on May 24, 2014, 08:57:01 pm
I'll look into this.

I assume this only happens if tracking is enabled... I believe tracking is disabled by default in the Starter Pack right? That feature probably still has a few bugs.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 24, 2014, 09:40:11 pm
Yeah, it's disabled by default - but I do note that it's easy to enable, so a lot of people presumably do.  Disabling tracking does fix it. 

Beyond that though it's still better to fix than workaround, if it's not to hard to put the exception in. 

Edit:  here's (http://en.reddit.com/r/dwarffortress/comments/26hctz/weekly_df_questions_thread_20140526/chtgpwv) another report of linking problems.  Leaving tracking disabled by default doesn't seem to be working all that well. :/
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on May 27, 2014, 01:27:54 am
A quick thought - another valuable point to disable mouse tracking would be during macro playback, where it usually screws up native macros and also Quickfort playback which is otherwise much enhanced by your plugins. 
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on June 04, 2014, 01:47:59 pm
The latest update has mouse tracking disabled when linking levers.

As for macro playback and QuickFort, unfortunately I don't think I can do much about that, since DFHack can't tell if keystrokes are automated or manual. It might be a good idea to add an extra comment line in the dfhack.init of the Starter Pack explaining that if tracking is enabled the cursor may be unexpectedly moved under certain conditions.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: PeridexisErrant on June 04, 2014, 05:48:20 pm
Awesome!  I've added that as a note, good idea. 
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: mifki on July 17, 2014, 12:41:57 am
> Unfortunately it's not possible to allow clicking and dragging the map, because it doesn't look like dfhack can detect "mouse key up" events.

What's the problem with this? Click&drag seems to be possible to me.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on July 17, 2014, 01:23:52 am
It could be the renderer's been fixed now. Back when I wrote this plugin mouse up events weren't registering and I didn't bother investigating any further.

Edit: If someone has the time to implement middle click and drag or right click and drag to scroll in mousequery that would be appreciated... I won't have time to do so any time soon.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: mifki on July 17, 2014, 02:01:09 am
It could be the renderer's been fixed now. Back when I wrote this plugin mouse up events weren't registering and I didn't bother investigating any further.

Edit: If someone has the time to implement middle click and drag or right click and drag to scroll in mousequery that would be appreciated... I won't have time to do so any time soon.

But you don't need mouseup events for this.
Anyway, I've already done it. I need to publish a special version of mousequery to work with twbt anyway, but this particular functionality can be included into main code.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on July 17, 2014, 02:11:50 am
Sweet, thanks. If you have a fork on Github let me know when you've done it and I can merge those changes into mine.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: mifki on July 17, 2014, 04:58:45 am
Sweet, thanks. If you have a fork on Github let me know when you've done it and I can merge those changes into mine.

Ok.
Just realised that we live in one small city.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on July 17, 2014, 05:24:41 am
Hah! You're in Auckland too? Small world.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: shaver on August 10, 2014, 02:47:30 pm
I'm having a bug with mousequery in Masterwork V6 (34.11 + r4), and Meph referred me here:
If I mousequery track enable then I get weird bugs where the placement preview Xs are offset from the cursor, and hitting ESC to get out of placement or designation mode warps me to the center of the map at Z -4.

Without mousequery-track, of course, life is hateful.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on August 10, 2014, 03:18:56 pm
Hmm... I wasn't able to reproduce that. I tried with the default tileset at different zoom levels.

Which OS are you on and have you changed any MW or DF settings that would affect display or input capture?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: shaver on August 10, 2014, 08:12:58 pm
Hmm... I wasn't able to reproduce that. I tried with the default tileset at different zoom levels.

Which OS are you on and have you changed any MW or DF settings that would affect display or input capture?

Windows 8.1, Phoebus color and tileset, 10 Z-levels visible. Interestingly, I can't reproduce it in my 5.10 install. Weird.

Ah ha! It was setting it to 10 Z-levels. If I do 15 it works. I'll report that to mfiki I guess.
Nope, that wasn't it. Hmm.

While I'm here: the help text says
Code: [Select]
mousequery [plugin|rbutton|track|edge|live] [enabled|disabled]but it should be enable|disable, without the trailing "d". That confused me a little when I was first setting it up.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: shaver on August 10, 2014, 08:41:22 pm
OK, possibly relevant, I don't know.


I could put my world up, if that helps.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: falconne on August 10, 2014, 10:00:19 pm
but it should be enable|disable, without the trailing "d". That confused me a little when I was first setting it up.

Ah thanks.

I could put my world up, if that helps.

Yes that might help. Although I suspect this is just some weirdness with SDL and DFHack on your particular environment. Upload your save anyway so I can check.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: shaver on August 13, 2014, 06:56:52 pm
I could put my world up, if that helps.

Yes that might help. Although I suspect this is just some weirdness with SDL and DFHack on your particular environment. Upload your save anyway so I can check.

OK, my world is zipped at https://www.dropbox.com/s/2bjiavtfh13ry6j/mousequery-track-bug.zip

Load the world, press b-D and move the mouse. You'll see the depot preview there, but it'll be red even if you put it in a legal spot (like the big dug room). The status window will show "Hidden". Press ESC and you'll be warped to Z-4.

F1 to go back to the main area, then b to build a bed; you'll be instantly warped back to the same spot.

It works OK with Masterwork 5.10, which has SDL.dll and dfhack-client.dll of exactly the same size and timestamp at least.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: YAHG on August 13, 2014, 06:59:54 pm
Your program is amazing!!!! Its the main reason I still play 34.11 .  My hands start to hurt if I do too much cursor stuff in 40.X. This is what I really want the next df-hack for :))
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: shaver on August 17, 2014, 12:31:55 am
Boo, I'm seeing the same thing now in 40.08. I wonder how to debug this, since it does seem to be something about my local machine.

Edit: rebooted to finish a software install, and now it's fine. Yay, I guess?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Arumba on August 27, 2014, 10:07:58 pm
Hey Falconne, long time no see ;)

I'm playing DF again and have settled in for the short term on 40_08r3 with DFhack 40_08r2.  I used Text Will Be Text and some modified graphics that Meph made for vanilla, and everything is working great now except for ONE minor bug/thing.  TWBT came with a replacement mousequery.dll file to fix what appeared to be broken functionality without it, but now when using this version of mousequery I cannot 'designate-dig' and then click and drag to designate tiles.  The plugin still works if box mode is enabled, and two clicks are used, but the point and click once and/or point and drag functionality appears to be broken. 

If I had any idea how to modify .dll files I would just do a winmerge compare of the two and figure it out myself, but I can't seem to open the .dll in any format that I can understand.

Hope this makes sense!

*edit* It also seems that clicking on an area multiple times does not work when it comes to cycling through the different viewing methods. 

-Arumba
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: mifki on August 28, 2014, 05:33:15 pm
I'm playing DF again and have settled in for the short term on 40_08r3 with DFhack 40_08r2.  I used Text Will Be Text and some modified graphics that Meph made for vanilla, and everything is working great now except for ONE minor bug/thing.  TWBT came with a replacement mousequery.dll file to fix what appeared to be broken functionality without it, but now when using this version of mousequery I cannot 'designate-dig' and then click and drag to designate tiles.  The plugin still works if box mode is enabled, and two clicks are used, but the point and click once and/or point and drag functionality appears to be broken. 

Mousequery that comes with TWBT has an additional feature of dragging the map with mouse (enabled with mousequery drag left|right). So it seems this broke some things. Unfortunately no people provided any feedback so far, so I didn't know, but now I'll take a look.
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: ThoonHulk on August 29, 2014, 08:36:33 am
Is this part of DFHack 40.10 r1 by default?  If not, will it work with that version of DFHack at all?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: lethosor on August 29, 2014, 10:10:16 am
A version of mousequery is included with DFHack 0.40.10-r1 - I'm not sure if it includes all of Falconne's changes, but it should work. You'll need to enable it in dfhack.init, though ("enable mousequery").
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: ThoonHulk on August 29, 2014, 10:15:54 am
Hrm, ok, thanks.

I am using the start pack, and added DF, but it didn't seem to have mousequery working.  I didn't have a DFHack init file though - just tried to turn it on manually through the console.  Thanks!
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: kendo on October 10, 2014, 08:32:20 am
I am using df 34.11 with LNP  r50 and this works perfectly, but for some reason when I use it in the bundled LNP r67 (I wanted to try the updated Dfhack) it is broken completely, thinks my cursor is somewhere else constantly, even the wrong z level - or my cursor wont appear at all. Any ideas why this is?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: lethosor on October 10, 2014, 01:48:49 pm
Are you using TwbT? If so, does the problem still occur if you disable it?
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: kendo on October 10, 2014, 05:34:47 pm
Are you using TwbT? If so, does the problem still occur if you disable it?
I disabled it, it seems to be working fine without Twbt.

Though using twbt was the main reason I wanted to update :)
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: Kaiji on October 16, 2014, 05:19:24 pm
Hey, thanks for this great addon.

Is there a way to remap the Box Select keybind from "m" to another key? I've googled around for a while and can't find a solution.  ???
Title: Re: Mouse plugin, now with live "Look on hover" mode + more point & click support
Post by: lethosor on October 16, 2014, 05:48:11 pm
No, why? Does it conflict with another keybinding?
Edit: You could rebind "Custom M" to another key, but that would affect all custom keybindings that use "m".