Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: Adeon on March 07, 2010, 07:56:40 am

Title: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on March 07, 2010, 07:56:40 am
Note: Dfterm2 has ceased development. The information below is/will be historical.

You can still get the code from gitorious:  https://gitorious.org/dfterm2 (https://gitorious.org/dfterm2)

Links in the post won't work.

(http://img814.imageshack.us/img814/8466/dfterm2valmis.png)

Hello. I shall now present you with a tool called dfterm2.

Dfterm2 allows you to play Dwarf Fortress remotely with a terminal emulator and a telnet program. It's selling point is that many people can see the same game, chat or take turns to play the game. Dfterm2 works on Windows, Linux and FreeBSD.

The game can be played using a Telnet client in a vt102 compliant terminal emulator with colors, almost all platforms have one.

Compared to streaming video services, Dfterm2 consumes very little bandwidth.

Here's a feature sheet of Dfterm2

If you are having issues, scroll down for Known issues to see if it's known already.

Screenshots on various systems:

Windows 7
Spoiler (click to show/hide)
Windows XP
Spoiler (click to show/hide)
Nokia N900
Spoiler (click to show/hide)
Linux
Spoiler (click to show/hide)

There are some outdated screenshots from old dfterm2 versions here. (http://genodeen.net/files/dfterm2/screenshots)

You can contact me of bugs, issues or questions by posting in this thread or finding me from IRC, Freenode or Quakenet (#dwarffortress) network with the nickname Adeon. I also have an e-mail, go check here (http://genodeen.net/index.clua?contact).

Dfterm2 Windows binary package is here. Current version is 0.16, which was released 2012-02-27.
Download Dfterm2 0.16 (http://genodeen.net/files/dfterm2/Dfterm2-installer-0.16.exe)


Due to amount of confusion regarding slot profile settings on paths, I suggest you read this.
You need to use % character to escape space characters when setting Dwarf Fortress path in a slot profile.
This means you need to put % before any space character. See example below.

This is wrong:
Code: [Select]
c:\johns_files\great games\df_31_13_win\dwarf fortress.exe
This is correct:
Code: [Select]
c:\johns_files\great% games\df_31_13_win\dwarf% fortress.exe
The reason for this is parameter support and special meaning of some %X combinations (where X is some character). See the manual if you are interested.

Outstanding known notable bugs:


- Sometimes dfterm2 can misidentify screen size from DF. Maybe be related to scroll wheel. Happens when DF screen is very large. Won't fix unless someone complains loudly.
- On Linux with slot sizes greater than 80x25, the DF still only uses 80x25 of the space. This is a bug in DF (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4793). Workaround is to turn off intro in DF.
- Logger output to Windows console or Linux/FreeBSD terminal isn't sanitized. This can cause issues with, for example bell characters or control characters that make the terminal emulator or cmd.exe go apeshit do unwanted things. Fixed in source in fix will be in Dfterm2 0.17



The package includes a manual.pdf, which has installation instructions with many helpful screenshots. The manual is also available online.
PDF Manual of dfterm2 (http://genodeen.net/files/dfterm2/manual.pdf).

Linux and FreeBSD users: compile the source yourselves. There's build_instructions.txt inside that may or may not be up to date. I can't guarantee the code always compiles or that there are no temporary showstoppers in the code.
Code: [Select]
$ git clone git://genodeen.net/dfterm2
$ cd dfterm2
$ cmake -DCMAKE_BUILD_TYPE=Release .
$ make

Then look at this for instructions on how to add an administrator user.
$ ./dfterm2_configure --help
Dfterm2 also has parameters you can use:
$ ./dfterm2 --help

If you are only interested in remote play on Linux through ssh or telnet, all you need is PRINT_MODE:TEXT in DFs configuration and ssh server and client. No dfterm2 is needed. You can use dfterm2 if you want to use it for its other features.

Changelog:

Spoiler (click to show/hide)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Calculus on March 07, 2010, 08:04:13 am
Is there a public server we can log into?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 07, 2010, 08:09:12 am
Is there a public server we can log into?

Well there's one we've been using for testing but I have not got an answer yet from the hoster if it's okay to link to it here.

edit: k4os.dyndns.org at port 8000.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Dabi on March 07, 2010, 09:27:30 am
How much is uploaded/downloaded?

PS: Looks awesome
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 07, 2010, 09:38:50 am
How much is uploaded/downloaded?

Assuming you mean bandwidth usage, server needs to send data averaging at about 5-10 kilobytes per second per player for normal playing. It varies a lot depending on how much stuff is happening on the screen and how big the screen is (and how many players connected). The server only receives data for keypresses which is not much at all, unless you are from 1990.

The server tries to save bandwidth a bit if it detects some client is not getting data quite fast enough by discarding packets that are "out of date".

Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Dabi on March 07, 2010, 11:42:43 am
Alright, was just seeing if its miminal, I mean if you had say a small amount - thats fine...but it all adds up when it comes to more and more etc...not that i want to do that.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Scarpa on March 07, 2010, 02:37:42 pm
Does this have the potential to host a playable tutorial?

Something like a dual pane interface with the tutorial data in one that reacts to events from a DF game running in the other pane?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 07, 2010, 10:31:51 pm
There was something like this previously where people used Hamachi to access the private server. Seeing as how it means nothing to bandwidth, then I might be able to host it. I just don't know if Windows Home Server likes Hamachi...
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 07, 2010, 11:00:50 pm
I get no display of the game on a stock 19.2 install. I copied over the sdl like the readme says, and ran putty with UTF-8 and changed no other options.

I can chat just fine.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Cariyaga on March 07, 2010, 11:38:01 pm
...I have no clue what this is, but I think I might be interested if someone could explain it in layman's terms. :x
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 08, 2010, 01:17:29 am
I get no display of the game on a stock 19.2 install. I copied over the sdl like the readme says, and ran putty with UTF-8 and changed no other options.

I can chat just fine.

There's probably a memory configuration error that I thought wouldn't happen after we tested this on 3 different computers and under Wine. Once I get access to the code again later today I'll try to make it a little more robust on finding the necessary addresses.

In the meantime you might want to test this configuration (http://genodeen.net/files/dfterm/memoryconf_40d19.2.alt.txt) (this one causes flickering). Copy the contents to the main configuration file, as described in the manual.

Edit: it looks like I broke the entire thing just before I released it here. I'll fix it later today after I can access the code again.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 08, 2010, 01:20:37 am
...I have no clue what this is, but I think I might be interested if someone could explain it in layman's terms. :x

Probably its most obvious use for now is to get practical remote playing possible on Windows platforms. Start the server, connect to it from outside, play.

Advanced users might be interested in the chatting ability or even scripts.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: JohnLukeG on March 08, 2010, 05:46:50 am
So, if I understand this correctly, you can use this to spectate someone playing DF and talk to them?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 08, 2010, 05:56:39 am
So, if I understand this correctly, you can use this to spectate someone playing DF and talk to them?

Yes.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Firehound on March 08, 2010, 07:46:33 am
It will also allow you to laugh when they spawn on a volcano+bottomless pit that floods the map.

Or when their fortress floods because no one wants to install the single window to block up the wall.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Kayla on March 08, 2010, 07:50:15 am
The biggest potential I see is if a person has two computers, one being a laptop.

Let's say you have Uber-Powerful Desktop at your home, but you want to play Dwarf Fortress on the go, maybe on your laptop. By using this, you could consume the processing power of your Uber-Powerful Desktop, and be able to play Dwarf Fortress on your not so massive laptop.

Or something like that.

- Kayla
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: ILikePie on March 08, 2010, 08:08:42 am
Yes! Someone has finally done this. Not only can you do what Kayla said, you can play df on your cell phone, psp, ds, or anything with telnet.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Armok on March 08, 2010, 08:45:56 am
Once the new version comes out so I start playing DF again, I will deficiently use this to play on my phone. This is great!
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Toksyuryel on March 08, 2010, 09:47:16 am
Have you thought about integrating with dgamelaunch?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 08, 2010, 10:31:54 am
Have you thought about integrating with dgamelaunch?

It came to my mind that the Linux version is similiar to dgl and that my plans are dangerously close to reinventing dgl. However, I do no see a reason to do the hard work and somehow integrate with dgamelaunch as of now.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Hellzon on March 08, 2010, 11:27:42 am
Am right in assuming this would be awesome for Succession Games? You'd need a reliable host, of course.

Running "living" worlds in general too, but only one player can play at once (I assume) and eventually some griefer decides to extinct the elves...
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Firehound on March 08, 2010, 12:24:49 pm
Am right in assuming this would be awesome for Succession Games? You'd need a reliable host, of course.

Running "living" worlds in general too, but only one player can play at once (I assume) and eventually some griefer decides to extinct the elves...

Hopefully if it is a living world, they allow some method of playing as other races just to defeat that.

Remember, in DF, http://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingTryingToKillYou (http://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingTryingToKillYou)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 08, 2010, 04:51:00 pm
Still fails to show the game, with any memory setting. I am going to try disabling UAC to see if that helps, because running as administrator did not.

Windows7 64-bit
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Fooj on March 08, 2010, 04:55:42 pm
So can you port this to portable devices like the iPhone, or will it just be for laptops? This sounds really cool.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 08, 2010, 06:04:19 pm
Still fails to show the game, with any memory setting. I am going to try disabling UAC to see if that helps, because running as administrator did not.

Windows7 64-bit

I've uploaded the new 0.1.1 version that has some more methods to get memory reading working correctly. None of my test computers had Windows 7 and none of them were 64-bit, but I think those shouldn't matter. Upgrade DF to 40d19.2, then try it first without configuration with the new dfterm version, and if memory searching fails (black screen/crash), copy memoryconf_40d19.2.txt to dwarf_fortress_term_conf.txt.

If that doesn't work either, then I might throw a little tantrum. But don't worry, I have no military skills.


So can you port this to portable devices like the iPhone, or will it just be for laptops? This sounds really cool.

Any device with a terminal, telnet and UTF-8 support will work. I'm 99.99% sure iPhone has such software.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: fxfighter on March 08, 2010, 06:47:29 pm
Still fails to show the game, with any memory setting. I am going to try disabling UAC to see if that helps, because running as administrator did not.

Windows7 64-bit

I've uploaded the new 0.1.1 version that has some more methods to get memory reading working correctly. None of my test computers had Windows 7 and none of them were 64-bit, but I think those shouldn't matter. Upgrade DF to 40d19.2, then try it first without configuration with the new dfterm version, and if memory searching fails (black screen/crash), copy memoryconf_40d19.2.txt to dwarf_fortress_term_conf.txt.

If that doesn't work either, then I might throw a little tantrum. But don't worry, I have no military skills

That worked for me on Windows 7 x64.

Very nice work!

Seems to work fine with mayday tileset on the host too. Would it be possible to implement tileset display for the terminal connections? (First thing that came to mind was some sort of font set that could be used by the terminal client perhaps?)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Retro on March 08, 2010, 07:01:26 pm
I think if anyone was watching me play they'd just tell me to stop being so OCD about designations and get on with it already. But this is still pretty awesome. If anyone ever starts maintaining a dedicated server or something I would for sure watch some people play.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 09, 2010, 02:00:53 am
Seems to work fine with mayday tileset on the host too. Would it be possible to implement tileset display for the terminal connections? (First thing that came to mind was some sort of font set that could be used by the terminal client perhaps?)

Sure, you can use any terminal client that supports custom fonts and make a custom font with some graphics. There would be some restrictions, such as every character can only be of one color. Most likely a specialized client (or a very good "normal" terminal client) would be needed for true tileset support, and I'm not personally very interested in researching that approach yet.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: fxfighter on March 09, 2010, 02:44:29 am
Seems to work fine with mayday tileset on the host too. Would it be possible to implement tileset display for the terminal connections? (First thing that came to mind was some sort of font set that could be used by the terminal client perhaps?)

Sure, you can use any terminal client that supports custom fonts and make a custom font with some graphics. There would be some restrictions, such as every character can only be of one color. Most likely a specialized client (or a very good "normal" terminal client) would be needed for true tileset support, and I'm not personally very interested in researching that approach yet.

I agree, I would think that could possibly be considered as a "far? future" goal perhaps. What you've done with this so far seems to work very well and smoothly!
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Armok on March 09, 2010, 07:34:06 am
Hmm, there shuld really be a list with recommended client apps for various OS, with links to download.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Tahin on March 10, 2010, 01:52:37 am
Oh holy shit is is amazing. Someone else come play around with it with me. It's awfully lonely.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: JohnLukeG on March 10, 2010, 03:47:51 am
Hmm, I'm not very good with technical stuff and this looks a little complicated, I think I'll put off setting this up for myself.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Lapsus on March 10, 2010, 05:19:49 pm
Well, it's easy as can be to set up on windows, but I'm having a hell of a time finding all the right libraries and such to get it to compile on linux.

If I do eventually get it to work on linux, I'll have to see how it compares speed-wise to the windows version.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: gamegreen33 on March 10, 2010, 11:36:17 pm
If I set up a server, how can I allow someone to connect remotely (e.g. from a separate network)? As in what PuTTY settings would the person I am trying to remotely connect need? What settings do I need to alter on dfterm? Thanks
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Anticipation on March 11, 2010, 02:43:59 am
Almost almost got it working on ubuntu. The only thing missing was the dwarves =P

I could see everything else fine though.

UPDATE: For some reason I could only see the dwarves when I changed the font to the recommended. But it was fine then =P
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Elvang on March 11, 2010, 03:32:28 am
When I log in I get "Terminal too small (80x25/100x30)", but I can see everything (going by the screenshots). Using the settings listed in the first post, except the font is at 10pt.

Speaking of fonts... anyone know of some software that'll let me quickly make a font file for a tileset? Similar to how cooz made one of a 16x16 tileset (http://www.bay12games.com/forum/index.php?topic=44829.msg1025562#msg1025562)? Tried using fontcreator, ended up at a loss as to what to do.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: immibis on March 11, 2010, 03:38:29 am
Yes! Someone has finally done this. Not only can you do what Kayla said, you can play df on your cell phone, psp, ds, or anything with telnet.
You have a telnet client for DS?

Also, for "Terminal too small", the first size is your terminal size and the second is the required size.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: kotekzot on March 11, 2010, 03:48:14 am
If anybody has a supercomputer they are not using I would be interested in playing DF on it.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: fxfighter on March 11, 2010, 03:53:33 am
Speaking of fonts... anyone know of some software that'll let me quickly make a font file for a tileset? Similar to how cooz made one of a 16x16 tileset (http://www.bay12games.com/forum/index.php?topic=44829.msg1025562#msg1025562)? Tried using fontcreator, ended up at a loss as to what to do.
...

Just installed that font you linked and it works really nicely straight off the bat. Thanks for the link!
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Symbiode on March 11, 2010, 04:05:55 am
First of all, thank you for making this! I'm attempting to set it up on my new Ubuntu server, but it's not quite working. I'm sure I'm doing something wrong... I just don't know what.

DF launches with text mode if I execute the df executable directly, I have the configuration file set to point to the correct file, yet when I try to run dfterm it spams "Restarting Dwarf Fortress." as fast as the lines will print.

Any ideas? I can provide more info if you tell me what you need.

Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 11, 2010, 04:08:40 am
Well, it's easy as can be to set up on windows, but I'm having a hell of a time finding all the right libraries and such to get it to compile on linux.

If I do eventually get it to work on linux, I'll have to see how it compares speed-wise to the windows version.

I've been targetting mostly just Windows because I did not think there would be interested Linux users (because of DF's native text mode and all). For the current source code, I'm not even sure it compiles on Linux. I'll probably release 0.1.2 at some point in the weekend that should make building a little less painful.

The source code at the moment needs development libraries for pthread, libutil, lua 5.1 and libpcre. I've been compiling it on Debian testing distribution.

I'll be updating the list of things for 0.1.2 shortly, mostly changes that make it easier to set up and use, with minor bug fixes.

Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 11, 2010, 04:20:00 am
First of all, thank you for making this! I'm attempting to set it up on my new Ubuntu server, but it's not quite working. I'm sure I'm doing something wrong... I just don't know what.

DF launches with text mode if I execute the df executable directly, I have the configuration file set to point to the correct file, yet when I try to run dfterm it spams "Restarting Dwarf Fortress." as fast as the lines will print.

Any ideas? I can provide more info if you tell me what you need.



The Linux version might be broken actually at the moment. It could also be that you have not entered the paths correctly to the configuration file. Sample lines:

DFPATH: /home/adeon/df19/df
DFWORK: /home/adeon/df19

/home/adeon/df19/df points directly to the DF executable, and working directory is where it can find its files.

You could try some other configuration e.g.:

DFPATH: /bin/bash

(doesn't need working directory). Should work just as well as DF. I'll check this out for 0.1.2, if Linux version is indeed broken.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Anticipation on March 11, 2010, 05:02:11 am
Well I just connected to a server using terminal as is.

It was.. different...

Text seemed to be whimsicality highlighted in white. I think I'll stick to putty for the moment.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: pugi on March 11, 2010, 10:46:07 am
Okay, i redid my tutorial, you can see it here:
http://i44.tinypic.com/141oci.png
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 11, 2010, 02:38:15 pm
I've released version 0.1.2 (http://genodeen.net/files/dfterm/dfterm-0.1.2.zip). This brings some bug fixes and automatic DF version detection. There's also built-in memory configurations for d18, d19 and d19.2. This should remove hassling with configuration files for now.

EDIT: Also added quick tutorial for dummies for Windows users on top of the forum post.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: gamegreen33 on March 12, 2010, 10:36:45 pm
Every time someone tries to connect to my server they get just a simple terminal screen. I could post a screenshot but I doubt it would help...it is simply a flashing green bar against a black background.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: x2yzh9 on March 12, 2010, 10:41:09 pm
Every time someone tries to connect to my server they get just a simple terminal screen. I could post a screenshot but I doubt it would help...it is simply a flashing green bar against a black background.

This
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 13, 2010, 02:28:16 am
Every time someone tries to connect to my server they get just a simple terminal screen. I could post a screenshot but I doubt it would help...it is simply a flashing green bar against a black background.


It is work in progress and things may simply not work. But let's go through the usual check list.

Is this the Windows or Linux version? Are you running DF 40d18, 40d19 or 40d19.2? What is in the console window? If this is the Windows version there should be some indicator dfterm autodetected DF version from the console? Are there any error messages there? Can you go to chat mode (CTRL+A, type nickname, then chat)? Are using dfterm 0.1.2a? Are you using some sort of custom configuration in dwarf_fortress_term_conf.txt? Autolaunching Dwarf Fortress makes dfterm sit and do nothing for about 20 seconds before it will start sending data to clients.

Edit: And more, what is the program you are connecting with? Does it work when you connect on the same computer to localhost? (127.0.0.1 port 8000 presumably)

Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 13, 2010, 04:17:05 pm
Currently hosting a game. dfterm.servegame.org:43722

This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 13, 2010, 04:59:06 pm
Error encountered. This is running on my WindowsHomeServer

(http://i44.tinypic.com/k00med.png)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: immibis on March 13, 2010, 05:00:28 pm
Currently hosting a game. dfterm.servegame.org:43722

This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
I just get "connection timed out"...
Edit: Saw your error message. I assume that's why I can't conect.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 13, 2010, 05:01:32 pm
Currently hosting a game. dfterm.servegame.org:43722

This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
I just get "connection timed out"...
Edit: Saw your error message. I assume that's why I can't conect.
Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: gamegreen33 on March 13, 2010, 05:25:07 pm
Every time someone tries to connect to my server they get just a simple terminal screen. I could post a screenshot but I doubt it would help...it is simply a flashing green bar against a black background.


It is work in progress and things may simply not work. But let's go through the usual check list.

Is this the Windows or Linux version? Are you running DF 40d18, 40d19 or 40d19.2? What is in the console window? If this is the Windows version there should be some indicator dfterm autodetected DF version from the console? Are there any error messages there? Can you go to chat mode (CTRL+A, type nickname, then chat)? Are using dfterm 0.1.2a? Are you using some sort of custom configuration in dwarf_fortress_term_conf.txt? Autolaunching Dwarf Fortress makes dfterm sit and do nothing for about 20 seconds before it will start sending data to clients.

Edit: And more, what is the program you are connecting with? Does it work when you connect on the same computer to localhost? (127.0.0.1 port 8000 presumably)


Windows Vista
40d19.2
Everything works. I can connect to it from my the host computer and it works fine, as well as my laptop. My laptop is on the same network.
No error messages in the console window, it doesn't even see someone trying to connect.
I can connect through 127.0.0.1 and my internal IP address on my host computer.
I am using 0.1.1 because 0.1.2 crashes on start for me. I am using a custom configuration. Basically the only thing I changed is the frame rate and the path for DF.
I'm using PuTTY and so is everyone trying to connect.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 14, 2010, 06:45:42 am
Currently hosting a game. dfterm.servegame.org:43722

This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
I just get "connection timed out"...
Edit: Saw your error message. I assume that's why I can't conect.
Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.

I was not able to reproduce the error you gave me (Lua script error). However, I have received the same error report from an entirely different user. I'm guessing this is because some versions of Windows or some locale settings are causing the script engine not to read the script file correctly (BOM for UTF-8 from a faulty text editor?). I've uploaded a new version (0.1.2b) that has the script file in a plainer format which may, or may not help. You can try loading the file in a text editor and saving it in different formats. Other than that, everything on the console seems correct.





Every time someone tries to connect to my server they get just a simple terminal screen. I could post a screenshot but I doubt it would help...it is simply a flashing green bar against a black background.


It is work in progress and things may simply not work. But let's go through the usual check list.

Is this the Windows or Linux version? Are you running DF 40d18, 40d19 or 40d19.2? What is in the console window? If this is the Windows version there should be some indicator dfterm autodetected DF version from the console? Are there any error messages there? Can you go to chat mode (CTRL+A, type nickname, then chat)? Are using dfterm 0.1.2a? Are you using some sort of custom configuration in dwarf_fortress_term_conf.txt? Autolaunching Dwarf Fortress makes dfterm sit and do nothing for about 20 seconds before it will start sending data to clients.

Edit: And more, what is the program you are connecting with? Does it work when you connect on the same computer to localhost? (127.0.0.1 port 8000 presumably)


Windows Vista
40d19.2
Everything works. I can connect to it from my the host computer and it works fine, as well as my laptop. My laptop is on the same network.
No error messages in the console window, it doesn't even see someone trying to connect.
I can connect through 127.0.0.1 and my internal IP address on my host computer.
I am using 0.1.1 because 0.1.2 crashes on start for me. I am using a custom configuration. Basically the only thing I changed is the frame rate and the path for DF.
I'm using PuTTY and so is everyone trying to connect.

Sounds like some network failure to me. Check your firewall or try different ports (such as 22, 23). As for the 0.1.2 crash I'm probably going to need some more information, as what I can't reproduce I find hard to fix. It might be because Vista works little differently from XP I have here. A log of console window which shows at which point the crash happens might help.


Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 14, 2010, 11:31:15 am
Currently hosting a game. dfterm.servegame.org:43722

This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
I just get "connection timed out"...
Edit: Saw your error message. I assume that's why I can't conect.
Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.
I was not able to reproduce the error you gave me (Lua script error). However, I have received the same error report from an entirely different user. I'm guessing this is because some versions of Windows or some locale settings are causing the script engine not to read the script file correctly (BOM for UTF-8 from a faulty text editor?). I've uploaded a new version (0.1.2b) that has the script file in a plainer format which may, or may not help. You can try loading the file in a text editor and saving it in different formats. Other than that, everything on the console seems correct.
Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.

My server is now up, and I welcome anybody to join in and try it out. I am admin, and automatic restart is running.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Quatch on March 14, 2010, 02:02:40 pm
Anyone using this on the mac, and able to share the how to connect?

trying $ telnet dfterm.servegame.org:43722 and getting
Trying 8.15.7.107...
Connected to dfterm.servegame.org:43722.
Escape character is '^]'.
Host/Domain name is invalid
Connection closed by foreign host.

edit: the terminal window is set to UTF-8 and vt102 emulation.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Elvang on March 14, 2010, 04:01:03 pm
I didn't really like playing with Courier New, and the 16x16 font earlier posted stretched the window too much, so I recreated the default 8x12 tileset DF comes with as a font.

DF_Curses_8x12.ttf (http://dffd.wimbli.com/file.php?id=1922)
Spoiler: Font + Natural Colors (click to show/hide)

I'll start converting the other tilesets to font format later, this first one took way too long to do.

EDIT: In case you didn't know, you can change fonts/colors in PuTTY without having to reconnect by clicking on its icon and going to Change Settings... Its like being able to try out different tilesets without having to restart DF!

Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.

My server is now up, and I welcome anybody to join in and try it out. I am admin, and automatic restart is running.

I'm unable to connect as well, are you behind a router/blocker/firewall?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 14, 2010, 05:19:32 pm
Anyone using this on the mac, and able to share the how to connect?

trying $ telnet dfterm.servegame.org:43722 and getting
Trying 8.15.7.107...
Connected to dfterm.servegame.org:43722.
Escape character is '^]'.
Host/Domain name is invalid
Connection closed by foreign host.

edit: the terminal window is set to UTF-8 and vt102 emulation.
Try the IP of 99.13.40.36 which may or may not have updated in the DNS records yet... It should have, but it might not have.

Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.

My server is now up, and I welcome anybody to join in and try it out. I am admin, and automatic restart is running.
I'm unable to connect as well, are you behind a router/blocker/firewall?
The server is now up, and I have put the proper rules in the firewall. I was able to ping the port from an external proxy.

Any more issues, be sure to let me know.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 14, 2010, 05:31:33 pm
Would it be possible to have it send a terminal bell command whenever someone connects to the server? I tried to edit the file, but it did not like when i put ^G into the line where you have 'CTRL+A' when the client connects.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: MrWiggles on March 14, 2010, 05:37:56 pm
Currently hosting a game. dfterm.servegame.org:43722

This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
I just get "connection timed out"...
Edit: Saw your error message. I assume that's why I can't conect.
Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.
I was not able to reproduce the error you gave me (Lua script error). However, I have received the same error report from an entirely different user. I'm guessing this is because some versions of Windows or some locale settings are causing the script engine not to read the script file correctly (BOM for UTF-8 from a faulty text editor?). I've uploaded a new version (0.1.2b) that has the script file in a plainer format which may, or may not help. You can try loading the file in a text editor and saving it in different formats. Other than that, everything on the console seems correct.
Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.

My server is now up, and I welcome anybody to join in and try it out. I am admin, and automatic restart is running.

I'm connected to your game through a teletype client called Atlantis. Its made to handle Mu*s, but that shouldn't be affecting anything to heavily.

I can see the game, though I have no idea how to chat or anything. Its updating the lines crappy fashion. I may try through the terminal. (On a mac.)

I don't think its displaying correctly. If I can get an image of the top layer, I'll know for sure.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Quatch on March 14, 2010, 06:33:13 pm
conected to the server, looks good to me (used terminal on mac, configured, and with one of the fonts from posts above).

edit: $ telnet 99.13.40.36 -43722
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: immibis on March 14, 2010, 10:29:01 pm
The server is now up, and I have put the proper rules in the firewall. I was able to ping the port from an external proxy.

Any more issues, be sure to let me know.
You can't ping a port.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 14, 2010, 10:32:27 pm
The server is now up, and I have put the proper rules in the firewall. I was able to ping the port from an external proxy.

Any more issues, be sure to let me know.
You can't ping a port.
You can however try and connect and see if you get a proper TCP handshake between a host and the client... Which is what I did.

I used http://www.canyouseeme.org/ as my external proxy.

Thanks for making me clear that up for you. :P
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 15, 2010, 04:53:45 am
Would it be possible to have it send a terminal bell command whenever someone connects to the server? I tried to edit the file, but it did not like when i put ^G into the line where you have 'CTRL+A' when the client connects.

That would bell the connecting client and I think it should accept ^G if you write it as "\007" (without quotes). It's possible to make the server play a sound if you download some sound library that has lua bindings and modify the script file...but I think I'll make it easier for everyone and add that feature in 0.2.

I'm happy to hear stories about working servers for a change.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Elvang on March 15, 2010, 06:37:04 am
Not sure if the problem lies with dfterm, but I noticed while working on the font that 4 characters are sending incorrect (but similar) characters for their tiles. The server was running on Windows XP, no idea if it happens on a linux server too.

Tile listing (http://df.magmawiki.com/index.php/40d:Tilesets#What_tiles_are_used_for_what)
TileCorrectSending
07/•U+2022/Alt+7U+25CF
09/○U+25CB/Alt+9U+25E6
15/☼U+263C/Alt+15U+00A4
22/▬U+25AC/Alt+22U+2017
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 15, 2010, 08:54:54 am
Not sure if the problem lies with dfterm, but I noticed while working on the font that 4 characters are sending incorrect (but similar) characters for their tiles. The server was running on Windows XP, no idea if it happens on a linux server too.

Tile listing (http://df.magmawiki.com/index.php/40d:Tilesets#What_tiles_are_used_for_what)
TileCorrectSending
07/•U+2022/Alt+7U+25CF
09/○U+25CB/Alt+9U+25E6
15/☼U+263C/Alt+15U+00A4
22/▬U+25AC/Alt+22U+2017

That's because for the characters below 32 (space), I merely checked from the unicode tables for similiar looking characters. For the characters above ASCII range (>= 128) I used a table. I'll do a little update and release 0.1.2c which sends the correct symbols when I have time later today.

Should not happen with the Linux version.

EDIT: 0.1.2c is ready and can be downloaded from <a href="http://genodeen.net/files/dfterm/dfterm-0.1.2c.zip>here.[/url]
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Mason11987 on March 15, 2010, 09:44:19 am
I'm going to be setting this up to run on my super-desktop today.  If anyone is interested in playing off of it send me a PM.  I don't remember the specs exactly I've played 200+ DF games with it with acceptable framerates.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Quatch on March 15, 2010, 09:58:06 am
Feature request: Time in control counter by the active player name.

Then we can have rotating command every 15min or so, for a very fast succession game :)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Elvang on March 15, 2010, 10:10:03 am
Just wanted to toss this idea out there, no idea how feasible it is. Since DF is a single core game, perhaps an option to specify the number of DF instances for a single server? Then the ability to switch which instance you're watching with a chat command, that way everyone is connected to the same server/chat but there could be 1-4 forts going on. Add instance indicator next to name when they have game input(ex: Joe Smith (1)). Will flesh it out later when I get back to see how feasible it is.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 15, 2010, 10:51:54 am
Just wanted to toss this idea out there, no idea how feasible it is. Since DF is a single core game, perhaps an option to specify the number of DF instances for a single server? Then the ability to switch which instance you're watching with a chat command, that way everyone is connected to the same server/chat but there could be 1-4 forts going on. Add instance indicator next to name when they have game input(ex: Joe Smith (1)). Will flesh it out later when I get back to see how feasible it is.

Multiple forts at a time is a feature I've planned for dfterm 0.2. The indicator as to who is playing is currently indicated by colouring of the nickname (red means the player is having input, white is chatting, green is admin). It's feasible enough for me to implement it, I'm also planning things like user registration possibilities (optional for server admins, if or not they want to use it for their servers) and some way to control server "clouds", with multiple computers.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Elvang on March 15, 2010, 02:10:23 pm
By indication, I meant of which instance of DF the player is controlling. For example, let's say I had a server running two instances of DF and there are currently three players connected, two of whom currently have game input but to different instances. If I wanted to watch Player B, I'd have to ask him which instance he's currently controlling as both players with control (albeit to different instances) would be colored red.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 15, 2010, 03:45:23 pm
Features I think would be handy:

Send a bell to all terminals (or at least the administrator) whenever a new client connects and authenticates.
Have a 'chat hotkey' that you press when you want to chat when you have control, without giving up control. (when there are timers for control, this will be important.)
Showing the bandwidth usage/stats under where the client names are.
Instead of color, could we put standard IRC symbols for OP/Admin Voice and just regular users? that would make more sense to most people I would think.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: darius on March 16, 2010, 07:42:46 am
Also what would be nice:

also @spokehedz:
couldn't connect to your game. I don't know why... Are you sure it's 24/7?
edit2: dfterm.servergame.org  you seem to have 'r' missing.
edit3: ok so 'r' is not needed my mistake :D (all is working ok)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 16, 2010, 03:30:31 pm
i have noticed with putty that you have to select 'terminal' instead of SSH otherwise you spend your saturday looking for reasons why it won't connect. this is not a bug, this is an 1D-10T error. :D
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Helix Marine on March 16, 2010, 10:36:45 pm
I tried hosting my game and it just crashes- I  run DFterm and it runs DF then automaticlly exits after starting DF.
Using DF version df_28_181_40d19_2_win

I'm using Vista with 64bit operating system. (http://filesmelt.com/dl/blah3.jpg)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: AxisKiller on March 16, 2010, 10:51:47 pm
Mine is doing the same thing. Any help? I'm on Vista 64-bit, too.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 16, 2010, 10:56:04 pm
Run DF by itself and then exit. Try opening DFTerm and see if that works.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: AxisKiller on March 16, 2010, 11:00:04 pm
Run DF by itself and then exit. Try opening DFTerm and see if that works.

Nope, no go.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Helix Marine on March 16, 2010, 11:07:37 pm
I tried having DFterm open DF using the config but after it opens it it just closes (previous post updated)
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 16, 2010, 11:08:52 pm
I think it has something to do with the fact that 64bit puts all 32bit programs into a special memory mode so that it can run them. I don't think it will be possible to run it unless both DF and dfterm get recoded for 64bit
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Helix Marine on March 16, 2010, 11:10:32 pm
well that's a bummer, I knew getting a 64bit PC was a bad idea.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: AxisKiller on March 16, 2010, 11:11:03 pm
I think it has something to do with the fact that 64bit puts all 32bit programs into a special memory mode so that it can run them. I don't think it will be possible to run it unless both DF and dfterm get recoded for 64bit

Darn, looks like I'll have to run it from my other computer then. Thanks anyway, I hope there's a fix for 64-bit sometime soon, though.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 16, 2010, 11:11:44 pm
well that's a bummer, I knew getting a 64bit PC was a bad idea.
Considering that this is the only thing I have been unable to do so far with my 64bit computer... That is a bit hasty.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Helix Marine on March 16, 2010, 11:12:39 pm
Ive had other problems with it as-well as this.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 16, 2010, 11:15:16 pm
Ive had other problems with it as-well as this.
Well, you can try it out by using my server which is in my sig.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Helix Marine on March 16, 2010, 11:18:37 pm
I was on earlier which is the main reason i wanted to host one.
Sending the info to host n back far away causes a slow response time for me and wanted to show my own cities n such.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 17, 2010, 02:24:24 am
Mine is doing the same thing. Any help? I'm on Vista 64-bit, too.
well that's a bummer, I knew getting a 64bit PC was a bad idea.

There's at least one post confirming it works on 64-bit Windows 7. On the other hand, I don't know any reports of it working properly on Vista (someone could kindly post one). The console window indicates that it fails to calculate the checksum correctly for some reason. You can disable automatic DF version detecting by using a manual configuration. Grab <a href="http://genodeen.net/files/dfterm/memoryconf_40d19.2.txt>this[/url] and copy it's contents to dwarf_fortress_term_conf.txt in the same directory as dfterm (create that file if it doesn't exist). If it still doesn't work after that, you need to wait until I can get my hands on a computer that fails in the same way.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Helix Marine on March 17, 2010, 08:51:06 am
I still get the same error with Unknown checksum and std length error.

After installing a completely new folder of df and dfterm I get this error on versions 19 and 18
It just keeps repeating the window size.
(http://filesmelt.com/dl/new.jpg)

also gamegreen33 on page 4 uses vista.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Elvang on March 17, 2010, 11:23:16 am
For those of you that don't like playing with DF's default tileset or Courier New, this (http://dffd.wimbli.com/file.php?id=1922) now contains several different fonts, including the default that comes with DFG22/Mayday. More are being added as well (just going down the wiki list). The links in the description are to screenshots of the font in use (some are cut off as I'm stuck at 1024x768).

EDIT: Added a couple tiny fonts as well as a ASCII font with smoothed walls.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Quatch on March 17, 2010, 02:48:37 pm
For those of you that don't like playing with DF's default tileset or Courier New, this (http://dffd.wimbli.com/file.php?id=1922) now contains several different fonts, including the default that comes with DFG22/Mayday. More are being added as well (just going down the wiki list). The links in the description are to screenshots of the font in use (some are cut off as I'm stuck at 1024x768).

Sweet. Thank you.

Adeon, is it possible to render the different creatures (g=goblin, g=gibbon) as different characters (not conflicting with the ones used in the current tilesets?) when sent over telnet so that a custom font could be made to include the graphics packs?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 18, 2010, 02:29:04 am
For those of you that don't like playing with DF's default tileset or Courier New, this (http://dffd.wimbli.com/file.php?id=1922) now contains several different fonts, including the default that comes with DFG22/Mayday. More are being added as well (just going down the wiki list). The links in the description are to screenshots of the font in use (some are cut off as I'm stuck at 1024x768).

Sweet. Thank you.

Adeon, is it possible to render the different creatures (g=goblin, g=gibbon) as different characters (not conflicting with the ones used in the current tilesets?) when sent over telnet so that a custom font could be made to include the graphics packs?

I have not researched yet how DF uses tilesets and how they affect symbols and attributes in memory (I've always played with the standard text graphics, graphics are for wussies!). However, I can make it configurable how dfterm maps symbols to unicode. You could map every DF symbol to something not normally used in unicode and then have the font use them for graphical stuff, while the "normal" symbols can be used in chat screen and other stuff without conflicts.

E.g. I observed that the chat messages that are in the form "<Nickname> blaa blaa blaa" conflict with stair symbols (< and >). DF stair symbols could be mapped to something totally different from dfterm so that they don't conflict with normal < and > symbols. That would require every client to use a custom font though.

I'll be researching tileset possibilities, as I still want to investigate how to get practical browser DF playing work (and have tilesets). For the moment I've been busy having multiple DF instances work properly.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: spokehedz on March 18, 2010, 06:20:54 pm
My server blew up in the middle of the night apparently... So now we have some quite unhappy dorfs on the server. XD

It is back up and running now.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Ranzear on March 18, 2010, 11:57:53 pm
BUG REPORT:

I noticed you overlaid the chat on the view screen, which is a nice change besides blocking a line now and then. If you scroll back the chat log with PageUp, you now won't see any new chat messages until you scroll all the way back to the end, not even your own.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: lokis on March 19, 2010, 12:16:06 am
i'm having some problems, i logged into my server, everything seems ok, i can chat, but... the commands to the game does not work, simply nothing happens when i input something to the game, but the chat works normal...

anyone has any idea what the problem could be?
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: immibis on March 19, 2010, 01:22:24 am
i'm having some problems, i logged into my server, everything seems ok, i can chat, but... the commands to the game does not work, simply nothing happens when i input something to the game, but the chat works normal...

anyone has any idea what the problem could be?
Press Ctrl-A to switch between chatting and playing.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 19, 2010, 08:32:10 am
BUG REPORT:

I noticed you overlaid the chat on the view screen, which is a nice change besides blocking a line now and then. If you scroll back the chat log with PageUp, you now won't see any new chat messages until you scroll all the way back to the end, not even your own.

Not actually a bug (it was purposefully programmed that way). I've seen the same behaviour with some IRC clients and decided to mimic it. I guess I could make it so that it jumps back to down when you write something yourself or have some other way to see if there are new messages.

The chat window only goes over the game screen when the terminal is not big enough. If you resize your terminal, it goes to below the game screen.

i'm having some problems, i logged into my server, everything seems ok, i can chat, but... the commands to the game does not work, simply nothing happens when i input something to the game, but the chat works normal...

anyone has any idea what the problem could be?

When you resize the terminal and see your nick to the right, does it turn red when you press CTRL+A? Means you have input.

And in case this does happen but you still get no input...

Take your configuration file (see manual) and write "VERBOSITY: 1" there. It will make any keypresses from clients to be outputted to the server console. See if the keypresses go through (almost certainly will...but I guess it could be double-checked). I've heard about this bug(?) once before, but at the moment I have no idea what could be causing it or if it's really dfterm related. Also check if input works on the same machine where you run dfterm and in DF window itself. If nothing works, I could take your information on what software you have (Operating system/DF version and dfterm version at least) for future reference if this comes up again.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Quatch on March 20, 2010, 09:38:58 pm
Feature requests:

1) Welcome message (set by hotkey in game?)

2) Fort name (read from game, or set by host) displayed at top of screen
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Calhoun on March 21, 2010, 04:21:28 pm
Feature requests:

1) Welcome message (set by hotkey in game?)

2) Fort name (read from game, or set by host) displayed at top of screen


Why #2? Displayed where at the top of the screen?
Also you can change the display message (when you first connect) in the Lua Script.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Petr Ga on March 23, 2010, 08:15:13 am
Got it.

To see DF running on my Nokia E66 was avesome feeling. Although unplayable due to  a little smaller term than needed (on dfterm.servegame.org:43722)

thanks, anyone. df in browser is also great addition.

I cant wait for WebGL to come
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 24, 2010, 04:13:01 am
I've released 0.1.3. This one supports multiple DF instances. It also has a new way to detect DF version and memory locations and I've tested it working on Windows XP 32-bit and Windows 7 64-bit. See the first post.

For people who previously had crashes and non-working versions should try this. I'd like to see if any of my changes helped. They did help me.

And for people who it does work...I apologize for the taste of some of the waiting screens currently in dfterm when DF is not running. They'll be more dwarf themed in a later version, promise!
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: fxfighter on March 24, 2010, 04:34:02 am
For those of you that don't like playing with DF's default tileset or Courier New, this (http://dffd.wimbli.com/file.php?id=1922) now contains several different fonts, including the default that comes with DFG22/Mayday. More are being added as well (just going down the wiki list). The links in the description are to screenshots of the font in use (some are cut off as I'm stuck at 1024x768).

EDIT: Added a couple tiny fonts as well as a ASCII font with smoothed walls.

Thanks heaps, was hoping someone would manage to get this done!
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: GuyonBroadway on March 24, 2010, 12:14:45 pm
I've released 0.1.3. This one supports multiple DF instances. It also has a new way to detect DF version and memory locations and I've tested it working on Windows XP 32-bit and Windows 7 64-bit. See the first post.

For people who previously had crashes and non-working versions should try this. I'd like to see if any of my changes helped. They did help me.

And for people who it does work...I apologize for the taste of some of the waiting screens currently in dfterm when DF is not running. They'll be more dwarf themed in a later version, promise!

I used to have several issues. Now it works just fine.

but why WHY DID YOU PUT MR.COOLFACE IN THE IDLE SCREEN!
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Habblatic on March 24, 2010, 12:48:30 pm
Really nice work on this tool. Seems to work flawlessly for me under Windows 7 32-bit.
I came across that mr.coolface too, it was pretty disturbing.  :P
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Adeon on March 24, 2010, 01:14:16 pm
I've released 0.1.3. This one supports multiple DF instances. It also has a new way to detect DF version and memory locations and I've tested it working on Windows XP 32-bit and Windows 7 64-bit. See the first post.

For people who previously had crashes and non-working versions should try this. I'd like to see if any of my changes helped. They did help me.

And for people who it does work...I apologize for the taste of some of the waiting screens currently in dfterm when DF is not running. They'll be more dwarf themed in a later version, promise!

I used to have several issues. Now it works just fine.

but why WHY DID YOU PUT MR.COOLFACE IN THE IDLE SCREEN!

Sorry :-(((( It was late in night and my head wasn't clear! And I did apologize!

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Helix Marine on March 24, 2010, 04:55:04 pm
Alright I tested the new version and its working for vista 64 bit although it take a minute to find the dwarf fortress window.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Elvang on March 25, 2010, 01:16:52 am
If you type /slot it'll list the number of available slots as (current slot/number of slots + 1 [index starts at 0]). For example, on a 2 instance server /slot will show (0/2) when in position 0, and let you switch to slot 2 and show (2/2) while telling you its an invalid slot at the top where it normally says /launchdf.

Also, UI suggestions to make it easier to distinguish which slot a person is talking about. Messages from a different slot are a different color, with system messages as white. When you switch slots the chat colors switch accordingly.
Spoiler: 2 instance server (click to show/hide)
Spoiler: 3+ instance server (click to show/hide)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Adeon on March 25, 2010, 03:53:19 am
If you type /slot it'll list the number of available slots as (current slot/number of slots + 1 [index starts at 0]). For example, on a 2 instance server /slot will show (0/2) when in position 0, and let you switch to slot 2 and show (2/2) while telling you its an invalid slot at the top where it normally says /launchdf.

Also, UI suggestions to make it easier to distinguish which slot a person is talking about. Messages from a different slot are a different color, with system messages as white. When you switch slots the chat colors switch accordingly.
Spoiler: 2 instance server (click to show/hide)
Spoiler: 3+ instance server (click to show/hide)

Fixed the slot bug and implemented a similiar color system than in your 3+ instance server. They will appear in next version.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Petr Ga on March 25, 2010, 03:14:52 pm
hi,
something is wrong.

i run 40d19.2 and dfterm. dfterm ends with:
"A running DF instance can be attached to slot 0."

putty on localhost 8000 opens and closes immediately afterward
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Adeon on March 25, 2010, 04:28:18 pm
hi,
something is wrong.

i run 40d19.2 and dfterm. dfterm ends with:
"A running DF instance can be attached to slot 0."

putty on localhost 8000 opens and closes immediately afterward

That happens when dfterm can't find its files. Check your dfterm installation and that dfterm can find the script file (dwarf_fortress_term.lua) it needs.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Petr Ga on March 25, 2010, 04:37:11 pm
hi,
something is wrong.

i run 40d19.2 and dfterm. dfterm ends with:
"A running DF instance can be attached to slot 0."

putty on localhost 8000 opens and closes immediately afterward

That happens when dfterm can't find its files. Check your dfterm installation and that dfterm can find the script file (dwarf_fortress_term.lua) it needs.


Hi, thank you for fast answer!
does "installation" means something else than "unzip"?

I created .dfterm directory in dwarf fortress folder and unzipped dfterm there, then started
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Petr Ga on March 25, 2010, 04:40:04 pm
...output is like this...


C:\Program Files\df.40d19.2\.dfterm>dfterm.exe
Dwarf Fortress-to-Terminal server program version Mar 24 2010 10:21:26
Server FPS is 30
Server port is 8000
Server hosting address is 0.0.0.0
Will try to autodetect DF version and memory configuration.
Checking if lua script dwarf_fortress_term.lua is available.
Successfully ran through the script. Checking if it defined event().
It did. Scripting enabled.
Now listening on 0.0.0.0:8000
Using path  for slot 0
Using working directory  for slot 0
A running DF instance can be attached to slot 0.


putty starts and dies
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Elvang on March 25, 2010, 04:56:54 pm
It looks like you didn't define a path for it to find DF. Add a DFWORK: and DFPATH: line to your dwarf_fortress_term_conf.txt. DFWORK should point to the folder the DF executable is in, while DFPATH points to the actual DF executable.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Petr Ga on March 25, 2010, 05:09:25 pm
great! works like a charm

please include these params in config in next version, for future dfterm newbie :)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Adeon on March 26, 2010, 04:04:42 am
great! works like a charm

please include these params in config in next version, for future dfterm newbie :)

Good thing you got it to work. I'm still a bit puzzled about the putty disconnecting part, because it should allow you to connect and see the chat and waiting screen even if DF is not even installed. But if it works I guess there's nothing to complain about.  :)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: GuyonBroadway on March 27, 2010, 07:53:40 am
Being the telnet illiterate i am, I'm having trouble getting others to connect to the server.

I follow your quick tutorial for dummies yet i do not know hot to allow others to join.

I asked them to join via my IP address and someone using windows 7 telnet.  I'm not sure if they were connecting via port 8000, but after mentioning that they though it was a port problem (and me saying that you needed to connect via port 8000) they said, "nope still not"

There is probably something silly and fundamental going on here but any help would be most appreciated, thanks.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Elvang on March 27, 2010, 11:42:41 am
With dfterm running, try using this (http://www.seemyport.com/). If it can't connect then the problem is probably on your end somewhere.

If you're behind a router you'll likely need to port forward (http://www.portforward.com). Firewalls might need exceptions depending on how you installed them. If you use a block list of some kind (programs such as Peer Guardian and Peer Block on windows) check the log and make sure their ip isn't being blocked.

Another possibility is your isp blocks traffic on certain ports to prevent the spread of malware and such. Try a much lower port ( <1024) or a completely random one.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: daysanew on March 28, 2010, 03:26:49 pm
I'm having a problem using version v0.1.3. It won't find my game in memory. When I load it up it just says

Dwarf Fortress-to-Terminal server program version Mar 24 2010 10:21:26
Server FPS is 30
Server port is 8000
Server hosting address is 0.0.0.0
Will try to autodetect DF version and memory configuration.
Checking if lua script dwarf_fortress_term.lua is available.
Successfully ran through the script. Checking if it defined event().
It did. Scripting enabled.
Now listening on 0.0.0.0:8000
Using path E:\df19\dwarfort.exe for slot 0
Using working directory E:\df19\ for slot 0
A running DF instance can be attached to slot 0.



As you can see I set the directory and exe path, and I've tried adding quotes, making lowercase e: (my drive is e not c), took the \ from the work directory etc, but it still won't find it.
But I grab a copy of 0.1.2c and it finds it just fine and everything seems to work.
Not sure whats up, I just XP home.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Adeon on March 28, 2010, 03:51:21 pm
I'm having a problem using version v0.1.3. It won't find my game in memory. When I load it up it just says

Dwarf Fortress-to-Terminal server program version Mar 24 2010 10:21:26
Server FPS is 30
Server port is 8000
Server hosting address is 0.0.0.0
Will try to autodetect DF version and memory configuration.
Checking if lua script dwarf_fortress_term.lua is available.
Successfully ran through the script. Checking if it defined event().
It did. Scripting enabled.
Now listening on 0.0.0.0:8000
Using path E:\df19\dwarfort.exe for slot 0
Using working directory E:\df19\ for slot 0
A running DF instance can be attached to slot 0.



As you can see I set the directory and exe path, and I've tried adding quotes, making lowercase e: (my drive is e not c), took the \ from the work directory etc, but it still won't find it.
But I grab a copy of 0.1.2c and it finds it just fine and everything seems to work.
Not sure whats up, I just XP home.

Starting from 0.1.3, DF is not started or attached to immediately. You need to connect to dfterm first and write /launchdf from chat. If DF is running, it will attach to DF at that point or launch it, depends on how you configured it. The reasoning behind this is to spare the resources of the server when there's no game going on, dfterm can run and people can connect and chat even when DF is not running.



Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: daysanew on March 28, 2010, 06:12:01 pm
Ok thanks, though when trying this out it did seems to catch DF when I started the game after Dfterm was launched.

The only suggestion I really have is updating and improving that manual and tutorials. I didn't see in any of them that I had to start the game from Dfterm itself, or even then the need to have the config file pointing the dir and exe, though the manual did mention how. I believe the most important of the two is updating the tutorial. This isn't a complaint, just a suggestion. I really like where this is going and how this works. I haven't had time to really look at all the details, but if there isn't a way for an admin to control who has, well control at the time, then that would be something worth implementing too.
Either way, good job, really enjoy it.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Adeon on March 29, 2010, 09:26:40 am
Ok thanks, though when trying this out it did seems to catch DF when I started the game after Dfterm was launched.

The only suggestion I really have is updating and improving that manual and tutorials. I didn't see in any of them that I had to start the game from Dfterm itself, or even then the need to have the config file pointing the dir and exe, though the manual did mention how. I believe the most important of the two is updating the tutorial. This isn't a complaint, just a suggestion. I really like where this is going and how this works. I haven't had time to really look at all the details, but if there isn't a way for an admin to control who has, well control at the time, then that would be something worth implementing too.
Either way, good job, really enjoy it.

Thank you. I'm planning more fine grained user control in later versions (user registering and stuff, if a server admin wants that). Writing the initial documentation was very...painful to say the least. The dummy guide in the post is for 0.1.2, I probably should update that too (when I can be bothered...ehehehe...)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: gamegreen33 on April 01, 2010, 09:07:32 pm
What's the status on DFterm for DF2010?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3 - 24/3/2010)
Post by: Adeon on April 02, 2010, 05:10:52 am
What's the status on DFterm for DF2010?

Released 0.1.3a that supports v0.31.01 (aka DF2010). Only tested on Windows 7 64-bit and because I had to devise a new way to fix input problems, I'm not sure at all my solution is portable between different Windows versions. It might also not work well with graphics. Test it plz.

Don't turn partial print on, it seems to mess up dfterm screen.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: daoist on April 02, 2010, 08:44:30 am
Holy crap that was quick! awesome, thank you!
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: FriedFish on April 02, 2010, 10:14:52 am
Tried it out on Vista 64 bit and XP 32 bit. When a client takes control, some keys aren't sent to df v0.31.01. I've noticed numpad +,- and < > so far.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Adeon on April 02, 2010, 10:18:45 am
Tried it out on Vista 64 bit and XP 32 bit. When a client takes control, some keys aren't sent to df v0.31.01. I've noticed numpad +,- and < > so far.



There's dfterm_injection_glue.dll now you must copy to DF directory, if you are playing DF2010. Without it, capital keys don't work properly. DF without the interface merges also have some input problems in itself and I can't fix them from dfterm.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: FriedFish on April 02, 2010, 11:09:21 am
Tried it out on Vista 64 bit and XP 32 bit. When a client takes control, some keys aren't sent to df v0.31.01. I've noticed numpad +,- and < > so far.



There's dfterm_injection_glue.dll now you must copy to DF directory, if you are playing DF2010. Without it, capital keys don't work properly. DF without the interface merges also have some input problems in itself and I can't fix them from dfterm.


Thanks, I tried this and it got the <> keys to work. Still can't get DF2010 to respond to numpad + and -.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Adeon on April 02, 2010, 11:29:37 am
Tried it out on Vista 64 bit and XP 32 bit. When a client takes control, some keys aren't sent to df v0.31.01. I've noticed numpad +,- and < > so far.



There's dfterm_injection_glue.dll now you must copy to DF directory, if you are playing DF2010. Without it, capital keys don't work properly. DF without the interface merges also have some input problems in itself and I can't fix them from dfterm.


Thanks, I tried this and it got the <> keys to work. Still can't get DF2010 to respond to numpad + and -.

Well, out of box they don't work even without dfterm for some layouts. Just go to keybindings menu and bind + and - to correct keys.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Luffles on April 03, 2010, 02:03:35 pm
This owns. You own.  Please continue to update this as we progress.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Luffles on April 03, 2010, 02:03:55 pm
Let me just reiterate. You. Own.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Urist McCyrilin on April 04, 2010, 12:44:13 pm
Edit: All problems fixed. Damn I'm stupid. Also, I have to report: This is sadly incompatible with the Dwarf Accelerator Utility by Baughn. It would be lovely if you could fix that.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: spokehedz on April 04, 2010, 04:02:04 pm
While the DF Accelerator is nice, it will soon be rendered obsolete. THANK ARMOK.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Adeon on April 04, 2010, 04:19:01 pm
Edit: All problems fixed. Damn I'm stupid. Also, I have to report: This is sadly incompatible with the Dwarf Accelerator Utility by Baughn. It would be lovely if you could fix that.

I could fix it. However, I do not believe it's worth the sweat and pain to change the method of getting the screen data from DF in a compatible way with the accelerator. Let us wait patiently for the interface merges.
Title: Re: Dfterm, Dwarf Fortress in a terminal
Post by: Zyrjello on April 05, 2010, 08:32:05 pm
i'm having some problems, i logged into my server, everything seems ok, i can chat, but... the commands to the game does not work, simply nothing happens when i input something to the game, but the chat works normal...

anyone has any idea what the problem could be?

When you resize the terminal and see your nick to the right, does it turn red when you press CTRL+A? Means you have input.

And in case this does happen but you still get no input...

Take your configuration file (see manual) and write "VERBOSITY: 1" there. It will make any keypresses from clients to be outputted to the server console. See if the keypresses go through (almost certainly will...but I guess it could be double-checked). I've heard about this bug(?) once before, but at the moment I have no idea what could be causing it or if it's really dfterm related. Also check if input works on the same machine where you run dfterm and in DF window itself. If nothing works, I could take your information on what software you have (Operating system/DF version and dfterm version at least) for future reference if this comes up again.

I am also having this problem, so here's my info.

Server side:
Dwarf Fortress 0.31.01
DFTerm 0.1.3a
Operating System: Windows 7 64-bit

Client side:
Ubuntu 9.10 64-bit
Running telnet in gnome-terminal
I also tried running it from the server machine via PuTTY with the same result.

I turned VERBOSITY up to 1 and verified that the server is indeed receiving the keypresses. Like lokis, I can use the chat interface, but when I hit Ctrl-A, my name goes red and I can't do anything.

I have tried both starting DF before launching DFTerm and launching from DFTerm. The game starts just fine and I can see the menu, but I can't interact with it.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: spokehedz on April 05, 2010, 09:18:30 pm
i'm having some problems, i logged into my server, everything seems ok, i can chat, but... the commands to the game does not work, simply nothing happens when i input something to the game, but the chat works normal...

anyone has any idea what the problem could be?

When you resize the terminal and see your nick to the right, does it turn red when you press CTRL+A? Means you have input.

And in case this does happen but you still get no input...

Take your configuration file (see manual) and write "VERBOSITY: 1" there. It will make any keypresses from clients to be outputted to the server console. See if the keypresses go through (almost certainly will...but I guess it could be double-checked). I've heard about this bug(?) once before, but at the moment I have no idea what could be causing it or if it's really dfterm related. Also check if input works on the same machine where you run dfterm and in DF window itself. If nothing works, I could take your information on what software you have (Operating system/DF version and dfterm version at least) for future reference if this comes up again.

I am also having this problem, so here's my info.

Server side:
Dwarf Fortress 0.31.01
DFTerm 0.1.3a
Operating System: Windows 7 64-bit

Client side:
Ubuntu 9.10 64-bit
Running telnet in gnome-terminal
I also tried running it from the server machine via PuTTY with the same result.

I turned VERBOSITY up to 1 and verified that the server is indeed receiving the keypresses. Like lokis, I can use the chat interface, but when I hit Ctrl-A, my name goes red and I can't do anything.

I have tried both starting DF before launching DFTerm and launching from DFTerm. The game starts just fine and I can see the menu, but I can't interact with it.
When you upgrade to the latest version of the DFTerm, you must include the new 'glue' DLL and read the instructions.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Zyrjello on April 05, 2010, 09:51:23 pm
spokehedz: This is a fresh installation. I've never used DFTerm in the past, so there's no upgrading. The glue dll is present in the Dwarf Fortress directory.

EDIT:
Odd thing. I tried again a few hours later. Didn't modify anything, but it works now.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Adeon on April 06, 2010, 12:49:59 am
i'm having some problems, i logged into my server, everything seems ok, i can chat, but... the commands to the game does not work, simply nothing happens when i input something to the game, but the chat works normal...

anyone has any idea what the problem could be?

When you resize the terminal and see your nick to the right, does it turn red when you press CTRL+A? Means you have input.

And in case this does happen but you still get no input...

Take your configuration file (see manual) and write "VERBOSITY: 1" there. It will make any keypresses from clients to be outputted to the server console. See if the keypresses go through (almost certainly will...but I guess it could be double-checked). I've heard about this bug(?) once before, but at the moment I have no idea what could be causing it or if it's really dfterm related. Also check if input works on the same machine where you run dfterm and in DF window itself. If nothing works, I could take your information on what software you have (Operating system/DF version and dfterm version at least) for future reference if this comes up again.

I am also having this problem, so here's my info.

Server side:
Dwarf Fortress 0.31.01
DFTerm 0.1.3a
Operating System: Windows 7 64-bit

Client side:
Ubuntu 9.10 64-bit
Running telnet in gnome-terminal
I also tried running it from the server machine via PuTTY with the same result.

I turned VERBOSITY up to 1 and verified that the server is indeed receiving the keypresses. Like lokis, I can use the chat interface, but when I hit Ctrl-A, my name goes red and I can't do anything.

I have tried both starting DF before launching DFTerm and launching from DFTerm. The game starts just fine and I can see the menu, but I can't interact with it.
When you upgrade to the latest version of the DFTerm, you must include the new 'glue' DLL and read the instructions.

spokehedz: This is a fresh installation. I've never used DFTerm in the past, so there's no upgrading. The glue dll is present in the Dwarf Fortress directory.

EDIT:
Odd thing. I tried again a few hours later. Didn't modify anything, but it works now.

You are the third one to have this input problem. The other two had the same problem and also for them it just spontaneously started working.

I'm not sure what is causing this. I believe it might be because dfterm takes the wrong window to interact with and doesn't send keypresses to correct one. This can happen, for example, in startup when DF asks if you want fullscreen or windowed mode. If dfterm is attached at this point, it may take the window of the dialog instead of the main window. Or then it might be something completely different...
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: kurokikaze on April 06, 2010, 11:52:44 am
Whoa, you rock. I was thinking of doing this sort of thing myself, but in-browser instead of terminal. I ever tested some output variants (http://kuroikaze85.wordpress.com/2010/03/01/colored-console-in-javascript/ (http://kuroikaze85.wordpress.com/2010/03/01/colored-console-in-javascript/)), but never got to finish it. You inspired me to give it another try :)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Adeon on April 06, 2010, 01:53:37 pm
Whoa, you rock. I was thinking of doing this sort of thing myself, but in-browser instead of terminal. I ever tested some output variants (http://kuroikaze85.wordpress.com/2010/03/01/colored-console-in-javascript/ (http://kuroikaze85.wordpress.com/2010/03/01/colored-console-in-javascript/)), but never got to finish it. You inspired me to give it another try :)

Ooh! Browser DF is still in my todo-list. I tried to make it work with a software called shellinabox with dfterm but the thing was horribly slow and unplayable and unwatchable (http://83.150.74.15/files/dfterm/screenshots/df_in_a_browser.png), while otherwise working just like I wanted it to. Making my own version just for dfterm has been hard, because I have almost 0 experience in JavaScript or AJAX stuff. Also tried anyterm but that one didn't display dfterm correctly and included some unnecessary elements on the browser side. Not to mention all the input problems...

Anyway, good luck to you :) I'd be interested in any terminal-in-a-browser software that can be used to show dfterm. I have not found anything that can handle dfterm.




Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: kurokikaze on April 06, 2010, 01:56:51 pm
Also, how do you handle interactions with DF in windows? Entirely with DFhack?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Adeon on April 06, 2010, 02:26:03 pm
Also, how do you handle interactions with DF in windows? Entirely with DFhack?

For the moment, I read DF's memory (without DFHack). Earlier versions of dfterm did it in a kind of lazy and unportable way so people had problems. As of v0.1.3a, no one as reported that they can't see DF screen anymore (except for DF2010's partial print stuff, but that's not because dfterm is not working correctly).

Input system had some problems. For example, I discovered fooling other program to think shift has been pressed down can be a huge problem depending on the program. DF happens to be one of those pesky little programs. Before DF2010, I supplied a modified SDL.dll to catch window messages. DF2010 doesn't use SDL.dll anymore so I turned into DLL injection instead and inline API hooked GetKeyState() and DefWindowProc(). Dfterm sends WM_USER messages to DF and the injected DLL is supposed to catch them from DefWindowProc. Using the catched data, I return my own stuff when asked about VK_SHIFT from GetKeyState(). And everything works and no one complains...

Edit: Oh, and input to DF is given by standard PostMessage(df_window, WM_KEYDOWN, wparam, lparam); PostMessage(df_window, WM_KEYUP, wparam, lparam);
Might need to change the method later...
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3a - 2/4/2010)
Post by: Calhoun on April 07, 2010, 12:54:25 pm
With the new version, the control key may need to be changed, as it conflicts with the Return to Arena key in arena mode.

You can rebind the key in DF however, so it's not 100% necessary.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Adeon on April 08, 2010, 11:28:41 am
Released dfterm 0.1.3b to support Dwarf Fortress v0.31.02. There are no other changes.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: ILikePie on April 10, 2010, 12:39:21 pm
I've been messing with this all afternoon. It's well documented, but still have a few questions.

How do I attach running instances to my slots? When I run dfterm I get "A running DF instance can be attached to slot #." I have more than one DF running.

How did you create the yukkuris, you didn't just type them up into the code did you?

And finally, how much of a pain would it be to make this work with the old 2D 23a version? I'm sure many people, including myself, would appreciate it.

This is full of awesome, if I had another rig I would definitely host a server.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Calhoun on April 10, 2010, 01:16:43 pm
How do I attach running instances to my slots? When I run dfterm I get "A running DF instance can be attached to slot #." I have more than one DF running.

If DF is already running, the /launchDF command will attach it'self to the already running copy,
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: ILikePie on April 10, 2010, 01:29:24 pm
Yes, but for some reason it doesn't do that. I have two instances of df running, and when using /launchdf both slot one and slot two attach themselves to the first instance.

side note: I also did play around with the config file and set it so I have two valid slots.
Spoiler (click to show/hide)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Adeon on April 10, 2010, 02:29:40 pm
Yes, but for some reason it doesn't do that. I have two instances of df running, and when using /launchdf both slot one and slot two attach themselves to the first instance.

side note: I also did play around with the config file and set it so I have two valid slots.
Spoiler (click to show/hide)

Dfterm will attach to *any* running DF process. This includes DF processes running in other slots. What you want is to host a server that only has one slot that can attach running slots or have dfterm launch all DF processes by itself.

Fixes coming up in next version where it will not attach to DF processes already in other slots. Also, the old 23a version is probably going to be easy to add support. There's also probably going to be a generic Windows console program support (someone requested DoomRL support for dfterm on Windows) later.


Oh, and the yukkuris (as I call them), were created using a special little tool that spat out some lua code from 80x25 images. The process of adding yukkuris is very unfriendly to users so I didn't include it in the package. Do you *really* want to add some images? Or maybe have some complaints about the present ones?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: ILikePie on April 10, 2010, 02:54:09 pm
Dfterm will attach to *any* running DF process. This includes DF processes running in other slots. What you want is to host a server that only has one slot that can attach running slots or have dfterm launch all DF processes by itself.

Oh, I get it now, Thanks.

Edit: I changed windowed prompt to yes, when running normally I don't get a prompt, but when using dfterm I do. It seems I also need to extract dfterm to the dwarf fortress's folder for it to work, is this normal?

Quote from: Adeon link=topic=50643.msg1154285#msg1154285  date=1270927780
Fixes coming up in next version where it will not attach to DF processes already in other slots. Also, the old 23a version is probably going to be easy to add support. There's also probably going to be a generic Windows console program support (someone requested DoomRL support for dfterm on Windows) later.
23a and console support would be great, I'd love to host a server with some roguelikes to play remotely, and dgamelaunch is confusing.

Quote from: Adeon link=topic=50643.msg1154285#msg1154285  date=1270927780
Oh, and the yukkuris (as I call them), were created using a special little tool that spat out some lua code from 80x25 images. The process of adding yukkuris is very unfriendly to users so I didn't include it in the package. Do you *really* want to add some images? Or maybe have some complaints about the present ones?
Complaints? No. I'd just love add a few of my own, to further customize it. Maybe a pie or something.

Now to further mess around with that lua code you have there...

'nighty night all
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: daoist on April 10, 2010, 03:44:49 pm
Some problems we've had:

1. colors. In putty need to change the color of black bold to be brighter. Not really an issue though.
2. the numpad isn't sent properly. I remapped the secondary up and down to [ and ] so that works.
3. F-keys don't send right at all. dfterm doesn't recognize the esc-sequence the terminal sends.
4. shift+arrow and shift+enter don't work.

Any tips?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: daoist on April 10, 2010, 04:54:17 pm
Not really sure what I changed, if anything, but the F-keys seem to work.

Did some playing around, and it seems that Putty doesn't send some chordic special keys, e.g. shift+"left arrow" sends just "left arrow", so not sure what can be done about that. shift or ctrl + enter send just enter. alt+enter sends a null byte.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: SolarShado on April 10, 2010, 10:07:29 pm
Just poping in to say that this is a very cool program. If it weren't for the fact that my laptop's an awesome gaming rig, I'd probably use it a LOT. As is, i might see about getting some friends at school to try DF via this...
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Adeon on April 11, 2010, 04:21:24 am
Not really sure what I changed, if anything, but the F-keys seem to work.

Did some playing around, and it seems that Putty doesn't send some chordic special keys, e.g. shift+"left arrow" sends just "left arrow", so not sure what can be done about that. shift or ctrl + enter send just enter. alt+enter sends a null byte.

Yep. I've tried with various clients to see if there's a way to get them to send something different on shift+arrow keys. Currently dfterm doesn't handle ctrl or alt -key combinations but they can be made to work for many of the keys (earlier shift key had this problem with all keys! that was pretty bad). Perhaps bind ctrl+arrow keys to shift+arrow keys when I release a next version? (unless they are used for something else, can't remember myself).

Update: I'm not making a formal release out of this yet but a version with more ctrl/alt-key combinations working (notably alt+arrow keys for adventure mode) http://83.150.74.15/files/dfterm/dfterm-experimental.zip (http://83.150.74.15/files/dfterm/dfterm-experimental.zip). The file can change abruptly and be broken at times...
For shift+arrow problem I suggest binding them from DF to ctrl+arrow keys instead, they work with that experimental dfterm version.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: ILikePie on April 11, 2010, 07:05:50 am
iirc if the byte for a key is say, 0x0.4, then ctrl + the key would be \x4 or \c4 or something.

About my problem, when using DFPATH dwarf fortress treats dfterm's folder as its root folder. So dwarf fortress starts looking for its libraries and the data and raw folders in c:\dfterm and c:\dwarfort. Is this any normal?

If you ever add support for other text based games, have you thought of replacing the df.launchdf(slot) command with something like launch(path,slot)?
Maybe allow adding and removing slots in real time too?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Adeon on April 11, 2010, 10:37:58 am
iirc if the byte for a key is say, 0x0.4, then ctrl + the key would be \x4 or \c4 or something.

About my problem, when using DFPATH dwarf fortress treats dfterm's folder as its root folder. So dwarf fortress starts looking for its libraries and the data and raw folders in c:\dfterm and c:\dwarfort. Is this any normal?

If ever add support for other text based games, have you thought of replacing the df.launchdf(slot) command with something launch(path,slot)?
Maybe allow adding and removing slots in real time too?

There's also a setting called DFWORK. You need to set both DFPATH and DFWORK to make DF find its files. Check the manual.

I won't allow non-admin users to decide what to launch in a slot. The number of slots should be thought as the maximum number of slots the server hoster wants to allow. An user allocates a slot for themselves by selecting an empty slot. I can add a feature to add and remove slots in real time but only for admins (and only if there's more demand for that).

I'm not trying to reinvent dgamelaunch. I really just wanted to play Dwarf Fortress remotely. It is called dfterm, right? I can add support for other games but they are not a priority.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: daoist on April 13, 2010, 12:25:28 am
after experimenting with the interface file, here's some changes I think work well:

Code: [Select]
Find:

[DISPLAY_STRING:KEYC0:Key C0]
[DISPLAY_STRING:SHIFT+KEYC0:Shift + Key C0]

Replace with:

[DISPLAY_STRING:KEYC0:Tilde]
[DISPLAY_STRING:SHIFT+KEYC0:Shift + Tilde]

Find: (there should be a few of them)

[SEC_SELECT:SHIFT+ENTER]

Replace with:

[SEC_SELECT:SHIFT+KEYC0]

Find:

[SECONDSCROLL_UP:SUBTRACT]
[SECONDSCROLL_DOWN:ADD]
[SECONDSCROLL_PAGEUP:DIVIDE]
[SECONDSCROLL_PAGEDOWN:MULTIPLY]

Replace with:

[SECONDSCROLL_UP:KEYDB]
[SECONDSCROLL_DOWN:KEYDD]
[SECONDSCROLL_PAGEUP:MINUS]
[SECONDSCROLL_PAGEDOWN:PLUS]

Find:

[CURSOR_UP_FAST:SHIFT+8]
[CURSOR_DOWN_FAST:SHIFT+2]
[CURSOR_LEFT_FAST:SHIFT+4]
[CURSOR_RIGHT_FAST:SHIFT+6]

Replace with:

[CURSOR_UP_FAST:SHIFT+W]
[CURSOR_DOWN_FAST:SHIFT+S]
[CURSOR_LEFT_FAST:SHIFT+A]
[CURSOR_RIGHT_FAST:SHIFT+D]

Find:

[D_MILITARY_ALERTS_SET_RETAIN:SHIFT+ENTER]

Replace with:

[D_MILITARY_ALERTS_SET_RETAIN:SHIFT+KEYC0]


Instead of shift+enter, use shift+tilde (the ` and ~ key)
Instead of shift+arrows, use shift+WASD
Instead of numpad +/- etc use []-= (the ones by your backspace key)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on April 13, 2010, 10:36:45 am
Released dfterm v0.1.3c to work with DF v0.31.03. This also includes some keyboard fixes (aformentioned in earlier posts with ctrl/alt stuff).

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: daoist on April 13, 2010, 12:53:58 pm
You forgot to update the download link in the first post :)

http://83.150.74.15/files/dfterm/dfterm-0.1.3c.zip
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: PhoenicIan on April 14, 2010, 04:02:27 am
So how do I get this to work if I just want to watch other servers? And is there a list of ones that are up pretty consistently/constantly? I've tried a couple addresses and ports and every time all I get is a blank screen, and typing anything just makes it show up as if I was in notepad.

I'm running Vista somethin-or-other, if that's any sorta issue, using PuTTY. I selected the Telnet connection style, UTF-8, and "vt100+" when I found them, and nothing changed...
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on April 14, 2010, 05:17:32 am
So how do I get this to work if I just want to watch other servers? And is there a list of ones that are up pretty consistently/constantly? I've tried a couple addresses and ports and every time all I get is a blank screen, and typing anything just makes it show up as if I was in notepad.

I'm running Vista somethin-or-other, if that's any sorta issue, using PuTTY. I selected the Telnet connection style, UTF-8, and "vt100+" when I found them, and nothing changed...

I am aware of some servers that are constantly running, but I have no idea if they want to be public, except k4os.dyndns.org, port 8000 (which is getting less use now because we are using a server with better hardware elsewhere but it's not in my control so...).

Your PuTTY settings seem totally correct. I'm guessing you are simply not connecting to an active server and can't get a connection.

It'd be great if there was a central server that I could use to link other servers to one place, but it can require a lot of bandwidth and I just don't think there are many people willing to spare that much. Alternatively I'd keep up a list of servers somewhere but there are not many I know of.


Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: PhoenicIan on April 14, 2010, 03:12:07 pm
That kinda stinks, cause I really like the idea of being able to watch folks play and see what they're doing, especially if they can explain it to me at the same time.

As far as public servers, heck, someone had one listed in their forum signature. I imagine that's fairly public.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Guvante on April 16, 2010, 09:28:46 pm
A friend and I played around with this today for several hours and it worked great! However after stopping for a while I also ran into the can't control anything bug. It pestered me after enabling the VERBOSITY setting (I wanted a list of the keypad control codes)

After some testing here is what happened when I was having issues:
Spoiler (click to show/hide)

Seems the only way I could get it to load was by not doing anything until the main screen was up, which was odd since I loaded a few times via the console before. Additionally it did not help to have the second console follow the right rules if the first did not.

I will look into it more and see if I see any patterns. BTW here is the result of my looking into Numpad in Application Mode

Spoiler (click to show/hide)

The code is untested since it seems to be non-trivial to compile the program, especially on Windows. All the codes were taken via VERBOSITY: 1, although they may not be 100% accurate due to the continuous nature of the log.

Keep up the good work, although I will say a simple Dwarf Therapist style assignment mode would be the only thing it appears to lack, but of course that would require a CLII rewrite from what I can tell since no one makes CLIs anymore it seems :).
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on April 16, 2010, 09:54:16 pm
the real trick isn't making a "text-based GUI", but making something like that work over a standard telnet connection.

One could always write a custom client/server and use a purpose-built communication protocol, but that would be quite a bit of work.

If I could utilize a memory-reading library (like DFHack maybe) in Java, I'd be tempted to try my hand at a project like that...
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Guvante on April 16, 2010, 10:09:59 pm
I have been looking at it more and it seems like outside of interfacing with DF this could be handled entirely on the LUA side by defining a new state of locking (and associated flags), and a full screen overlay.

Here is what I was thinking:

Code: [Select]
        M|C C W|M S A A H T S|
        i|a r o|a t n n u r m|
        n|r o o|s o i i n a a|
        i|p s d|o n m m t p l|
        n|e s C|n e a a i p l|
        g|n s u|o D l l n i A|
         |t s t|r e T C g n n|
         |r M t|y t r a   g i|
         |y a t|  a a r     m|
 Dorf1  0|0 0 0|* * * 0 0 0 0
 Dorf2  *|* * 0|0 0 0 0 0 * *
 Dorf3  0|* 0 *|* * 0 0 0 0 *
 Dorf4  *|0 0 0|0 0 0 0 0 0 0

With actual shortening of the names, you could probably fit nearly 20 dwarves, how many disciplines would depend on how much room is left for dwarf names, assuming 13 that leaves enough room for 33 per page, which fits into 2 pages worth I think.

A selection icon similar to used in the game with a semifamilar paging method (either umhk or shift, or whatever) would make is usable in my opinion, and still significantly faster for a lot of the simple tasks than the in game UI.

Obviously the binary would need to provide the data and consume updates for this to work, but it is by no means impossible.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: corhen on April 16, 2010, 11:56:08 pm
Ipod Touch

http://picasaweb.google.com/sfjetland/DropBox?authkey=Gv1sRgCJ2_19uO8JXg2gE&pli=1&gsessionid=2LI04bJ-qCpkDoX1OZ4o2g#5460964625214047570

dont work so well, need a differnt client on my end
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Guvante on April 17, 2010, 02:17:31 am
Well that was interesting, if involving, still have to look into getting the data, but here is a mock up I built

Spoiler (click to show/hide)

I don't know if it would be readable with a different font (I am using 16x16 Mayday here), but I didn't need to pad at this resolution, having 5 letters for names is pretty harsh though.

Also didn't figure out a good way to mark things yet, just didn't get to it and having difficulty finding good characters (Need to just play around with the command prompt or something)

Odd, mildly amused by playing the game then extremely intrigued with modifying it :P
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: immibis on April 17, 2010, 05:16:04 am
What format were the screen contents in for 40d?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on April 17, 2010, 06:15:20 am
I have been looking at it more and it seems like outside of interfacing with DF this could be handled entirely on the LUA side by defining a new state of locking (and associated flags), and a full screen overlay.

Here is what I was thinking:

Code: [Select]
        M|C C W|M S A A H T S|
        i|a r o|a t n n u r m|
        n|r o o|s o i i n a a|
        i|p s d|o n m m t p l|
        n|e s C|n e a a i p l|
        g|n s u|o D l l n i A|
         |t s t|r e T C g n n|
         |r M t|y t r a   g i|
         |y a t|  a a r     m|
 Dorf1  0|0 0 0|* * * 0 0 0 0
 Dorf2  *|* * 0|0 0 0 0 0 * *
 Dorf3  0|* 0 *|* * 0 0 0 0 *
 Dorf4  *|0 0 0|0 0 0 0 0 0 0

With actual shortening of the names, you could probably fit nearly 20 dwarves, how many disciplines would depend on how much room is left for dwarf names, assuming 13 that leaves enough room for 33 per page, which fits into 2 pages worth I think.

A selection icon similar to used in the game with a semifamilar paging method (either umhk or shift, or whatever) would make is usable in my opinion, and still significantly faster for a lot of the simple tasks than the in game UI.

Obviously the binary would need to provide the data and consume updates for this to work, but it is by no means impossible.

A Dwarf Therapist -like UI screen has been on my TODO-list but so far I haven't bothered with it yet. I've also been thinking of DFHack integration but because I reinvented the wheel and memory hacking part itself seems to work pretty reliably now, I probably won't bother with that yet.

Keep up the good work, although I will say a simple Dwarf Therapist style assignment mode would be the only thing it appears to lack, but of course that would require a GUI rewrite from what I can tell since no one makes text based GUIs anymore it seems :).

Text is best. Graphics for losers! Boooo.

I'm thinking of making some bindings to DFHack if I'll expose some memory hacking functions to the lua script. But I haven't even checked if DFHack can handle multiple DF sessions at once, which is a must-have at the moment. I could always modify it though, if that's easily done.

Failing that, I can always do some more duplicate work...

I've been doing Windows compiling of the program on a Debian Linux with mingw32 installed. The building system is a card house and some libraries (modified SDL for some versions (there's the file that's been modified, but I'm going to phase out modified SDL for DLL injection), pdf manual (there's a tex file), some other DLL files) are not included in the git repository.

For the input problems I'm considering changing the way input is sent to DF. I have not been able to reproduce input problems. Currently it sends them to DF window with standard Windows messaging (PostMessage with some DLL injection to handle some key states) but now that I've seen some reports of input failures, I probably should change the method (perhaps with inline API hooking some functions from inside DF).

I've been collecting <a href="http://genodeen.net/index.clua?df_stuff>here[/url] some stuff I want to implement. Things may proceed slowly because current dfterm code is a mess (I never expected it to grow beyond a simple one-day experiment) and because I'm lazy.

What format were the screen contents in for 40d?

For 40d and v0.31.03, dfterm uses a memory region, that has different buffers for each of attributes, symbol, red, green, blue, background red, background green, background blue, as 32-bit floating point values laid out by column, always at size 200x200.

There are several places for screen contents in many of the 40d16+ (dfterm started when 40d16 was out) series. The place dfterm uses has a format "S F B I", where each of the letter is one byte. S is symbol, F is foreground color, B is background color and I is intensity or boldness. So each tile in the screen is 4 bytes, or 32 bits. Symbol is a CP437 character code, F and B are DF colors (in range 0-9, if I recall correctly), I determines if foreground color is bright.

The tiles are laid out by column. In some earlier 40dXX series the buffer was always 256x256, in some version it changed to be the size of DF screen.
I think the code is available for the structures dfterm is reading from.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Guvante on April 17, 2010, 03:50:42 pm
Sorry I have the bad habit of using GUI for anything, including command line interfaces ><.

May eventually poke around your code some more, will just have to figure out how to compile it first :).

In either case a very cool tool.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: DrJonez on April 17, 2010, 05:05:37 pm
Using putty, and I can connect and SEE the game, but I can't actually control anything. I hit control-A, my name turns red, but none of my keyboard input is recognized. I've read the manual, not sure what else I can try :(

Ran through the tutorial linked earlier in the thread, and all of my putty settings seem correct. Running on Windows 7 if that matters.

Help! I wanna make this happen so I can play DF from work! ;)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Guvante on April 17, 2010, 06:33:27 pm
Using putty, and I can connect and SEE the game, but I can't actually control anything. I hit control-A, my name turns red, but none of my keyboard input is recognized. I've read the manual, not sure what else I can try :(

Ran through the tutorial linked earlier in the thread, and all of my putty settings seem correct. Running on Windows 7 if that matters.

Help! I wanna make this happen so I can play DF from work! ;)

Here is the workaround I used, it requires starting DF from the machine but not too bad.


It seems that the bug is averted by not gaining control until the game is fully running (aka not any title screen), you could leave the game paused, and you can even disconnect without causing any problems. Should work as a temporary solution until a fix is found.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: MooCow13 on April 20, 2010, 12:36:26 am
Right now, you use PuTTY as your client, but wouldn't it be a good idea to make your own client that would be optimized to run DF, or at least one that would properly display the symbols and has access to all the DF keyboard commands.

Also an interesting idea... if you set up the server to be able remember the menus and XYZ position of the screen and the cursor, you could set it up so multiple people can play the same fortress at the same time. all of them looking and working on different things. You would just need the server to connect people on alternating frames switching every frame from one persons state to the next and only sending the client what he would see on his specific frames. The host would just see a bunch of cycling shit all over the screen, but the clients would only see what they were working on. I guess you would need to work something out for pausing the game, but it would be an interesting experiment.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on April 20, 2010, 02:21:29 am
Right now, you use PuTTY as your client, but wouldn't it be a good idea to make your own client that would be optimized to run DF, or at least one that would properly display the symbols and has access to all the DF keyboard commands.

Also an interesting idea... if you set up the server to be able remember the menus and XYZ position of the screen and the cursor, you could set it up so multiple people can play the same fortress at the same time. all of them looking and working on different things. You would just need the server to connect people on alternating frames switching every frame from one persons state to the next and only sending the client what he would see on his specific frames. The host would just see a bunch of cycling shit all over the screen, but the clients would only see what they were working on. I guess you would need to work something out for pausing the game, but it would be an interesting experiment.



One of the main points in dfterm is that it works with any terminal client. Therefore, there will be no specialized client programs. At least not by me. Browser DF (if I ever get that ready) may extend that to browsers.

Your multiplayer idea has also already been discussed elsewhere. I concluded that it'll be too much of a hassle to get anything practical working, so it's not worth the effort.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Silencer on April 20, 2010, 03:08:11 am
Right now, you use PuTTY as your client, but wouldn't it be a good idea to make your own client that would be optimized to run DF, or at least one that would properly display the symbols and has access to all the DF keyboard commands.

Also an interesting idea... if you set up the server to be able remember the menus and XYZ position of the screen and the cursor, you could set it up so multiple people can play the same fortress at the same time. all of them looking and working on different things. You would just need the server to connect people on alternating frames switching every frame from one persons state to the next and only sending the client what he would see on his specific frames. The host would just see a bunch of cycling shit all over the screen, but the clients would only see what they were working on. I guess you would need to work something out for pausing the game, but it would be an interesting experiment.



One of the main points in dfterm is that it works with any terminal client. Therefore, there will be no specialized client programs. At least not by me. Browser DF (if I ever get that ready) may extend that to browsers.

Your multiplayer idea has also already been discussed elsewhere. I concluded that it'll be too much of a hassle to get anything practical working, so it's not worth the effort.



I think this is a pretty cool thing you've got here, connected to the test server just fine, and managed to start up my own (and get it working!) on Win7 x64. In light of these "multiplayer" suggestions, I think it'd be interesting if multiple people could work in one world at the same time, in seperate forts. I know that this isn't probably the right place to toss it out, but I think it'd be an interesting idea in future versions of DF.

D:
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Beeff on April 23, 2010, 05:36:17 am
dfterm is awesome, Adeon.  I use it to play df on my macbook.  It took a bit of fiddling with the fonts, but it looks nearly perfect now.

The only 2 bugs being a pain in the ass are the shift+ keys not registering and the way you have to manually launch the game.  But these can be worked around.

Thanks for this!
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Rhenaya on April 27, 2010, 03:02:06 am
my colors in putty are off, it only recognizes red everything else is dark or light gray :( black&white df anyone? :x

EDIT: problem solved, dfterm doesnt like modified colors in the init file :x
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Lap on April 27, 2010, 05:32:52 am
It'd be nice to have a list of active games listed on the forums or something. Even better would be if you could have an option for the host to check that would automatically advertise their broadcast on some central server. Then we could load up that server and browse through all the different worlds.

It might also be worth trying to make this a sticky in the succession games subforum.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: DeMasked on April 27, 2010, 01:58:31 pm
TIP: if all you're looking for is a way to remotely play Dorf Fort, VNC is perfect. However, this is an impressive project.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Lap on April 27, 2010, 03:31:01 pm
How's the speed and responsiveness of VNC compared to TeamViewer, if you've ever used that.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Beeff on April 28, 2010, 07:27:29 am
VNC or remote desktop caused either df or the connection to slow down way too much.  So far dfterm has given me the best responsiveness.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Calhoun on April 28, 2010, 11:27:03 am
dfterm also has the obvious benefit of allowing someone on the remote machine to keep doing things, and allowing multiple players. It also uses far less bandwidth.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: flowsnake on April 29, 2010, 05:27:19 pm
I'm using the linux version, and dfterm never attaches to an already-running dwarfort process.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Guvante on April 29, 2010, 05:37:48 pm
I'm using the linux version, and dfterm never attaches to an already-running dwarfort process.

DFTerm cannot attach to linux processes. It works by redirecting text input and output on Linux. This can only be done to a newly spawned process.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: flowsnake on April 29, 2010, 09:32:41 pm
oh. thanks.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Petr Ga on May 12, 2010, 04:49:10 pm
in terminal, i dont see ingame characters, just color squares. if some text is blinking, like legendary dwarf in "u" list, then I see text from time to time as it highlites. Most time I dont see anything other than colors. like in dffd map when you switch to background colors

if I move on map, I see game for a bit of second, then it turns to black

i see other characters around game canvas in putty, like my name, chat etc

any idea? I set putty as on image tutorial
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Bacu on May 12, 2010, 05:31:09 pm
Heavy radicalawesome.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 13, 2010, 01:43:54 am
in terminal, i dont see ingame characters, just color squares. if some text is blinking, like legendary dwarf in "u" list, then I see text from time to time as it highlites. Most time I dont see anything other than colors. like in dffd map when you switch to background colors

if I move on map, I see game for a bit of second, then it turns to black

i see other characters around game canvas in putty, like my name, chat etc

any idea? I set putty as on image tutorial

Is PARTIAL_PRINT off? Without the interface merges dfterm is a bit more dependent on graphics settings. It also does not play nicely with tilesets before merges.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 17, 2010, 12:35:33 pm
A (partially broken) dfterm is at http://genodeen.net/files/dfterm/dfterm-experimental.zip (http://genodeen.net/files/dfterm/dfterm-experimental.zip). It supports 0.31.04 but is one frame behind, and may flicker (both symptoms highly annoying). I'll try getting it work properly a bit later; I have serious keyboard problems that make coding and writing painful.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: armrha on May 17, 2010, 03:34:32 pm
A (partially broken) dfterm is at http://genodeen.net/files/dfterm/dfterm-experimental.zip (http://genodeen.net/files/dfterm/dfterm-experimental.zip). It supports 0.31.04 but is one frame behind, and may flicker (both symptoms highly annoying). I'll try getting it work properly a bit later; I have serious keyboard problems that make coding and writing painful.

Can we git clone the source to compile on linux? git clone git://genodeen.net/files/experimental or something?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: daoist on May 17, 2010, 04:14:18 pm
Can you consider opening this up? I'd love to help!

So far I've hacked together a web frontend for dfterm. It's kinda slow but I'd like to be able to get it all together into a single package people can deploy, and also work on speed.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 18, 2010, 02:07:06 am
Can you consider opening this up? I'd love to help!

So far I've hacked together a web frontend for dfterm. It's kinda slow but I'd like to be able to get it all together into a single package people can deploy, and also work on speed.

It is opened up.

The git repository holds the source code and I push there regularly. Although it may be non-trivial to compile the source code because of card-house building system. I build both Linux and Windows versions on Linux, using mingw to cross-compile.
The repository is always at git://genodeen.net/dfterm or you can download a generated source package from http://genodeen.net/git/?p=dfterm/.git;a=summary

If you are not familiar with git, google it!

I do must say that I'm focusing on dfterm2 now (which is not open at the moment, but I'll open it up later today, but it does not have the features of dfterm yet). I've repeated this a hundred times but the old dfterm code is a total mess due to greatly favoring fast development over maintainability.


Anyway, if you have patches, packages, etc. you can e-mail them to me (find contact info from genodeen.net) or contact me from IRC, nickname Adeon, network Freenode and some others.

A (partially broken) dfterm is at http://genodeen.net/files/dfterm/dfterm-experimental.zip (http://genodeen.net/files/dfterm/dfterm-experimental.zip). It supports 0.31.04 but is one frame behind, and may flicker (both symptoms highly annoying). I'll try getting it work properly a bit later; I have serious keyboard problems that make coding and writing painful.



Can we git clone the source to compile on linux? git clone git://genodeen.net/files/experimental or something?

The git has been pushed to what is in that particular package.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: ILikePie on May 19, 2010, 12:51:03 pm
God bless you for this. This toy is probably the best little third party application around.
I finally got my self a big Apple, and... well... I've proven all you sceptics wrong [evil laughter goes here] !
Spoiler (click to show/hide)
It lives! I shall call it "iDwarf!"

Anyway, enough of all that Frankenstein melodrama. If you didn't get it yet, those are pictures of dwarf fortress running in my new third generation iPod touch using iSSH. Hope I'm too late for the party.

Also dfterm2? Sounds interesting, what will we get with this version?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 19, 2010, 02:30:22 pm
Also dfterm2? Sounds interesting, what will we get with this version?

Dfterm2 won't have much new features for players compared to dfterm. Mostly it's better for admins, better user control, better bandwidth control, server linking etc. and hopefully the cleaner codebase makes it easier to write different backends than just telnet (think built-in SSH, AJAX). Dfterm2 is also configured from inside, unless someone whines loudly and demands traditional configuration files.

It has a different look and feel (http://genodeen.net/kuvat/dfterm2-3.png).

As of writing of this, dfterm2 is capable of grabbing a running DF instance and you can play through it. But no slots or any password control or other user authentication. Well, at least it supports IPv6 whereas old dfterm does not.

EDIT: Dfterm2 is on public git://genodeen.net/dfterm2. Unfortunately I have not written any build instructions, but for now I just say I've been using mingw on Windows with CMake. Dfterm2 also has a submodule, so do "git submodule init" and "git submodule update" on source tree when you clone. Web interface with Atom/RSS (http://genodeen.net/git/?p=dfterm2;a=summary)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: bongotastic on May 20, 2010, 06:37:34 am
Hi I didn't read all 13 pages of the thread, but searched with no results. My question is: What can you do with the LUA scripting feature? If this has already been answered, can someone point me to the right place?

Thanks,
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 20, 2010, 05:10:15 pm
Hi I didn't read all 13 pages of the thread, but searched with no results. My question is: What can you do with the LUA scripting feature? If this has already been answered, can someone point me to the right place?

Thanks,

Mainly you can modify the interface. The chat system is written as a Lua script. Scripting is covered in the manual with all API functions documented. I guess you could do things like automatic responses to certain strings that appear in DF screen or macros.


Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Petr Ga on May 21, 2010, 06:27:03 am
Hi I didn't read all 13 pages of the thread, but searched with no results. My question is: What can you do with the LUA scripting feature? If this has already been answered, can someone point me to the right place?

Thanks,

Mainly you can modify the interface. The chat system is written as a Lua script. Scripting is covered in the manual with all API functions documented. I guess you could do things like automatic responses to certain strings that appear in DF screen or macros.

Has it (lua scriupting in dfterm) similar strength as dfhack? I am trying to get something from pydfhack, so i could try lua, too
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 21, 2010, 07:31:15 am
Hi I didn't read all 13 pages of the thread, but searched with no results. My question is: What can you do with the LUA scripting feature? If this has already been answered, can someone point me to the right place?

Thanks,

Mainly you can modify the interface. The chat system is written as a Lua script. Scripting is covered in the manual with all API functions documented. I guess you could do things like automatic responses to certain strings that appear in DF screen or macros.

Has it (lua scriupting in dfterm) similar strength as dfhack? I am trying to get something from pydfhack, so i could try lua, too

The scripts won't let you do memory hacking on DF sessions. They can influence what users can see on the screen, what slots they can watch, launch and close DF sessions, load arbitrary lua modules, disconnect people and simulate input (and maybe something I forgot to mention) but they can't do memory hacking. When I want memory hacking, I'll probably use dfhack. But I've heard dfhack doesn't cope with multiple DF instances so well yet.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Petr Ga on May 21, 2010, 07:40:26 am

The [dfterm lua] scripts won't let you do memory hacking on DF sessions. They can influence what users can see on the screen, what slots they can watch, launch and close DF sessions, load arbitrary lua modules, disconnect people and simulate input (and maybe something I forgot to mention) but they can't do memory hacking. When I want memory hacking, I'll probably use dfhack. But I've heard dfhack doesn't cope with multiple DF instances so well yet.

ok, i thought i saw something like DT via lua, but i may be wrong

but, I can for example make menu, which lets user select units and then issue command 'u' on behalf of user for df? great!
and what about this: "show forgotten beast" -> lua issues "u" and scrolls down untill it finds uninvited guest and issues 'c' on it. Can I make it?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 21, 2010, 09:59:58 am

The [dfterm lua] scripts won't let you do memory hacking on DF sessions. They can influence what users can see on the screen, what slots they can watch, launch and close DF sessions, load arbitrary lua modules, disconnect people and simulate input (and maybe something I forgot to mention) but they can't do memory hacking. When I want memory hacking, I'll probably use dfhack. But I've heard dfhack doesn't cope with multiple DF instances so well yet.

ok, i thought i saw something like DT via lua, but i may be wrong

but, I can for example make menu, which lets user select units and then issue command 'u' on behalf of user for df? great!
and what about this: "show forgotten beast" -> lua issues "u" and scrolls down untill it finds uninvited guest and issues 'c' on it. Can I make it?

The scripts can fully read the DF screen and simulate input. So yes. But you need to know Lua, and need to read the manual for the documented API. And understand them. The API includes some helper functions for regular expressions and terminal emulator handling.

Dfterm reads dwarf_fortress_term.lua so you need to make some modifications to that file. I have not written any plugin-like system, but it could be implemented with Lua to that file.

Note that dfterm2 might have a completely different scripting API. Some parts will be the same, at least terminal emulator functions and regex. I might also support other languages than Lua.


Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Petr Ga on May 21, 2010, 10:10:07 am
I might also support other languages than Lua.

what about Czech language... ok, a flat joke

anyway, i give it a try!
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Mogmiester on May 21, 2010, 12:47:20 pm
I'm having trouble compiling dfterm2. When I run cmake . I get the following error:
Spoiler (click to show/hide)

Is there any chance I could either get a pre-compiled version or help fixing it? libicu and libicu-dev are installed, I think it's a problem with trankesbel not finding them.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: bongotastic on May 21, 2010, 12:58:41 pm
Hi I didn't read all 13 pages of the thread, but searched with no results. My question is: What can you do with the LUA scripting feature? If this has already been answered, can someone point me to the right place?

Thanks,

Mainly you can modify the interface. The chat system is written as a Lua script. Scripting is covered in the manual with all API functions documented. I guess you could do things like automatic responses to certain strings that appear in DF screen or macros.

Has it (lua scriupting in dfterm) similar strength as dfhack? I am trying to get something from pydfhack, so i could try lua, too

I'm thinking along the same lines, I would love to access the DF through Python, but I'd deal with LUA if it could. A scripting API to DF would open up so much madness in DF! Writing c++ code with dfhack is a bit heavy handed just to read/write to memory.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: daoist on May 21, 2010, 01:18:46 pm
I'm having trouble compiling dfterm2. When I run cmake . I get the following error:
Spoiler (click to show/hide)

Is there any chance I could either get a pre-compiled version or help fixing it? libicu and libicu-dev are installed, I think it's a problem with trankesbel not finding them.

try this:
Code: [Select]
cmake -D ICU_LIBRARIES_PATH = /wherever/those/happen/to/be/installed


I haven't tried compiling it myself, but that just looks like it needs that variable defined.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 21, 2010, 04:18:55 pm
I'm having trouble compiling dfterm2. When I run cmake . I get the following error:
Spoiler (click to show/hide)

Is there any chance I could either get a pre-compiled version or help fixing it? libicu and libicu-dev are installed, I think it's a problem with trankesbel not finding them.

I guess I could provide Linux binaries...but at the moment dfterm2 for Linux is just a crappy chat program. Windows binaries might actually be useful for something. If I remember and care, I'll put up something tomorrow.

If you know CMake (I don't!), you could also check if I did something wrong in my CMake modules...entirely possible.

EDIT: I noticed FindICU.cmake does not work at all with static libraries (a stupid extra line broke it). It went unnoticed because this Fedora distribution did not include static ICU libraries. Fixed and pushed, so you can pull again for a fix that hopefully fixes the problem.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Mogmiester on May 21, 2010, 06:19:27 pm
Brilliant, thankyou very much.

A couple of questions: What do you mean that it doesn't work on linux atm? And is only a chat program? Does this mean that you can't use it like dfterm 1?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 21, 2010, 11:04:53 pm
Brilliant, thankyou very much.

A couple of questions: What do you mean that it doesn't work on linux atm? And is only a chat program? Does this mean that you can't use it like dfterm 1?

You can't use it like dfterm 1. It's incomplete and work in progress. You can't really use it on Windows either. That's why it's not the main download in the first forum post. The source code is provided for those who like to track development.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Ledi on May 24, 2010, 04:37:24 am
I'm having issues like those that have been mentioned already - I've hooked everything up, and can link into DF through the terminal, but although I can CTRL-A to try and gain input nothing moves (I checked with verbosity and it's receiving the input). I can chat but not control the game. Other people can also connect in from other computers over the 'net but also can only chat, hitting CTRL-A for them highlights their name in red as per normal but they can't change anything either.

Intel Quad-Core Q6600
4 Gig RAM
Windows Vista Business 64

DFTerm .0.1.3c
DF 0.31.03
Putty
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on May 24, 2010, 09:22:47 am
I'm having issues like those that have been mentioned already - I've hooked everything up, and can link into DF through the terminal, but although I can CTRL-A to try and gain input nothing moves (I checked with verbosity and it's receiving the input). I can chat but not control the game. Other people can also connect in from other computers over the 'net but also can only chat, hitting CTRL-A for them highlights their name in red as per normal but they can't change anything either.

Intel Quad-Core Q6600
4 Gig RAM
Windows Vista Business 64

DFTerm .0.1.3c
DF 0.31.03
Putty

A known problem. And I still don't know exactly what causes it, how to reproduce it, or how to fix it. Others have reported the input just spontaneously started working later.

My best guess for now is that dfterm somehow takes the wrong window to send input to. Do you have [WINDOWED:PROMPT] on (in init.txt)? Set it as [WINDOWED:YES] or [WINDOWED:NO].

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Ledi on May 24, 2010, 09:33:09 am
I'm having issues like those that have been mentioned already - I've hooked everything up, and can link into DF through the terminal, but although I can CTRL-A to try and gain input nothing moves (I checked with verbosity and it's receiving the input). I can chat but not control the game. Other people can also connect in from other computers over the 'net but also can only chat, hitting CTRL-A for them highlights their name in red as per normal but they can't change anything either.

Intel Quad-Core Q6600
4 Gig RAM
Windows Vista Business 64

DFTerm .0.1.3c
DF 0.31.03
Putty

A known problem. And I still don't know exactly what causes it, how to reproduce it, or how to fix it. Others have reported the input just spontaneously started working later.

My best guess for now is that dfterm somehow takes the wrong window to send input to. Do you have [WINDOWED:PROMPT] on (in init.txt)? Set it as [WINDOWED:YES] or [WINDOWED:NO].

It's set to Windowed:no. I'm using the exact same ini as a friend's fort, and we've been using his dfterm successfully, but it just doesn't seem to like me XD I figured I'd mention it here to help with data gathering and then hope that it fixes itself like it did for others.

We originally decided to try it on my machine since I have the quadcore, also since we found out that if we have the shared fort open with him hosting, and he starts another copy of DF up to work on a personal fort, it steals key control and won't let me move anything on the shared version (discovered after 2 minutes of mashing my keyboard and then the question of "Are you working on that other fort? The program seems to believe I'm constantly hitting shift and won't let me hit enter") I'm not complaining about that btw, I just find it amusing. ^^
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: JockthePilot on June 04, 2010, 04:14:22 pm
Hey, I just wanted to ask: Is there is a windows version of dfterm2 up yet?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 06, 2010, 02:46:41 am
Hey, I just wanted to ask: Is there is a windows version of dfterm2 up yet?

For the moment, if you want Windows version, you are going to have to compile it yourself. Dfterm2 is not ready for playing yet, but I'm actively developing it. I will announce it very clearly when it's ready.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: JockthePilot on June 07, 2010, 10:40:32 am
Hey, I just wanted to ask: Is there is a windows version of dfterm2 up yet?

For the moment, if you want Windows version, you are going to have to compile it yourself. Dfterm2 is not ready for playing yet, but I'm actively developing it. I will announce it very clearly when it's ready.

You know, considering the one issue I'm having with DFTerm1 that I'm having, I might give it a shot.

My issue is that my android phone does not seem to want to send 'ctrl-a' at the beginning for some reason. I think it has to do with how this particular telnet program works; I'm trying to find solutions at both ends of my connection, but if I can just get past authentication I wouldn't necessarily need ctrl keys
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 07, 2010, 11:55:18 am
Hey, I just wanted to ask: Is there is a windows version of dfterm2 up yet?

For the moment, if you want Windows version, you are going to have to compile it yourself. Dfterm2 is not ready for playing yet, but I'm actively developing it. I will announce it very clearly when it's ready.

You know, considering the one issue I'm having with DFTerm1 that I'm having, I might give it a shot.

My issue is that my android phone does not seem to want to send 'ctrl-a' at the beginning for some reason. I think it has to do with how this particular telnet program works; I'm trying to find solutions at both ends of my connection, but if I can just get past authentication I wouldn't necessarily need ctrl keys

It is possible to change the key easily, it's just not...clean.

Go to file dwarf_fortress_term.lua to line 353. It looks like this:

Code: [Select]
    if (character == string.char(1)) then -- ctrl+A

The number 1 there is ctrl+A. You can change it to, say, letter b by replacing it with this:

Code: [Select]
    if (character == "b") then

...or any letter you like. Because of the way it works, there are some restrictions what you can put there, e.g. alt+key is multiple characters (usually escape character 27 and then the key or key sequence that was pressed after that). CTRL+some key is usually between character codes 1-31. Of course if you know Lua, you can change the behaviour or customize chat entirely.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 07, 2010, 05:45:33 pm
This looks amazing. Does this mean I could open up my game, open up this, then other people with this downloaded could join in?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 08, 2010, 02:29:36 am
This looks amazing. Does this mean I could open up my game, open up this, then other people with this downloaded could join in?

Yes. Note that the latest DF that's properly supported at the moment is v0.31.03.

EDIT: oops. Other people who play don't need this program. They need a telnet client and a terminal that supports ANSI/VT102 and UTF-8. For Windows, I recommend PuTTY.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 08, 2010, 07:24:32 am
So, I download this.
Friends download Putty.
They can watch me, chat with me, and play?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 08, 2010, 08:25:16 am
So, I download this.
Friends download Putty.
They can watch me, chat with me, and play?

Yes.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 08, 2010, 04:19:49 pm
How restricted are they to playing?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 09, 2010, 03:35:34 am
How restricted are they to playing?

By default, everyone can play and watch. You can restrict who can play or chat by tuning configuration (by setting a password). Detailed instructions are in the manual included with the dfterm package.

Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 09, 2010, 07:08:14 am
Downloaded it. I'll try it out probably today.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: JockthePilot on June 09, 2010, 10:24:42 am
Hey, one more quick question: Will this need to be updated for 31.06 or should it work independent of version?

edit: On a side note I was having difficulty compiling dfterm2 last night. I had to build PDCurses, not the default linux curses library, as it lacks some macros like setcchar(), and it's still throwing cmake errors about boost in the transkebel(sp?) submodule.  I dont expect you to be supporting a unofficially released bit of source code, I just wanted to let you know.

double edit: The issue I'm having is not the control key. I think the android telnet client is waiting for something to finish happening on screen before it sends or something like that. If I force it to send the log in command at connection (in my case the "A" key) it will get to auth but then no matter what I press it won't recieve. This is probably an issue with the client I'm using but I thought I'd give you a heads up; it works fine everywhere else I've tried it including a home nethack server.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 10, 2010, 06:04:23 am
Hey, one more quick question: Will this need to be updated for 31.06 or should it work independent of version?

edit: On a side note I was having difficulty compiling dfterm2 last night. I had to build PDCurses, not the default linux curses library, as it lacks some macros like setcchar(), and it's still throwing cmake errors about boost in the transkebel(sp?) submodule.  I dont expect you to be supporting a unofficially released bit of source code, I just wanted to let you know.

double edit: The issue I'm having is not the control key. I think the android telnet client is waiting for something to finish happening on screen before it sends or something like that. If I force it to send the log in command at connection (in my case the "A" key) it will get to auth but then no matter what I press it won't recieve. This is probably an issue with the client I'm using but I thought I'd give you a heads up; it works fine everywhere else I've tried it including a home nethack server.

Dfterm won't work with any DF version it was not updated to. The latest that works properly is v0.31.03. Dfterm2 has *almost* all the features dfterm has (missing slot work and saving their configuration to database), and I will do a sort of preview-release with it soonish (...hopefully, I won't promise or guarantee anything).

Dfterm2 doesn't actually need or use curses. The curses errors come from optional feature that's not in use. You can define compiler macro NO_CURSES to turn it off (unless it's broken, I don't have build test suites).

As for boost, you need a fairly recent version. Boost threads have recently had changes and I use them. I'm not sure which one exactly but the one with Debian Lenny is too old. I guess this might be the case for ncurses too, for the program could not compile on my Debian box and complained about setcchar. (I'm using Fedora 13 on my development machine). I should probably fix CMake files to check that you have recent enough versions...


Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 10, 2010, 06:32:50 am
When I open it with a fortress running it says a running DF can be attached to slot one. How do I do that, I can't type anything in the CMD, and I didn't see any faq packaged with it.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 10, 2010, 09:17:51 am
When I open it with a fortress running it says a running DF can be attached to slot one. How do I do that, I can't type anything in the CMD, and I didn't see any faq packaged with it.

Quick guide:

1. Start dfterm
2. Grab a telnet client. You need this also on the machine where you start dfterm. This is probably PuTTY for you.
3. Telnet to 127.0.0.1, port 8000 (you can replace 127.0.0.1 with your IP address, other players need that)
4. You should see something already. Press CTRL+A and then type in your nickname and press enter.
5. You are now in chat. You can type your message here and press enter.
6. You can attach the DF process to the screen by typing "/launchdf" to chat. Again, check for supported DF version. Launch DF before doing this step.
7. You can start playing by pressing CTRL+A while in chat and CTRL+A again to return to chat.

Ports and addresses can be tuned. More slots can be created, if you are into that. The detailed manual is in a file called manual.pdf



Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 10, 2010, 09:32:53 am
Stupid PDF's. I appearently don't have its reader. But anyway thanks for the guide, I'll try it out when I get home.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: JockthePilot on June 10, 2010, 09:37:24 am
Hey, one more quick question: Will this need to be updated for 31.06 or should it work independent of version?

edit: On a side note I was having difficulty compiling dfterm2 last night. I had to build PDCurses, not the default linux curses library, as it lacks some macros like setcchar(), and it's still throwing cmake errors about boost in the transkebel(sp?) submodule.  I dont expect you to be supporting a unofficially released bit of source code, I just wanted to let you know.

double edit: The issue I'm having is not the control key. I think the android telnet client is waiting for something to finish happening on screen before it sends or something like that. If I force it to send the log in command at connection (in my case the "A" key) it will get to auth but then no matter what I press it won't recieve. This is probably an issue with the client I'm using but I thought I'd give you a heads up; it works fine everywhere else I've tried it including a home nethack server.

Dfterm won't work with any DF version it was not updated to. The latest that works properly is v0.31.03. Dfterm2 has *almost* all the features dfterm has (missing slot work and saving their configuration to database), and I will do a sort of preview-release with it soonish (...hopefully, I won't promise or guarantee anything).

Dfterm2 doesn't actually need or use curses. The curses errors come from optional feature that's not in use. You can define compiler macro NO_CURSES to turn it off (unless it's broken, I don't have build test suites).

As for boost, you need a fairly recent version. Boost threads have recently had changes and I use them. I'm not sure which one exactly but the one with Debian Lenny is too old. I guess this might be the case for ncurses too, for the program could not compile on my Debian box and complained about setcchar. (I'm using Fedora 13 on my development machine). I should probably fix CMake files to check that you have recent enough versions...

From what I can tell, setcchar and company only come from PDCurses/Xcurses which are essentially the same thing, a port for curses to windows, DOS, and whatever else (xcurses being the X11 version that works with linux).  setcchar only appears, as far as I can tell, in the xcurses man pages:http://www.opengroup.org/onlinepubs/007908799/cursesix.html but if I use that version of curses it throws a lot of errors anyway.

Where exactly can I define compiler macros? I'm new w/regards to compiling stuff, this is basically a lets learn linux experiment for me. If it's super involved, don't sweat it, I'll figure it out.
E: just adding a #define, ha.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 10, 2010, 12:40:29 pm
I think the preferred way to do that would be with a command-line switch to the compiler, rather than editing the source files...

On the other hand, that probably involves editing the makefile...

never mind me, I know next to nothing about compiling C/C++ code
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 11, 2010, 02:26:48 pm
so i got everything up. DF .03, Putty, and Term.
Then in putty i switch it to Telnet, then put in my IP address, then port 8000 instead of the standard 23.
Then I click launch and it shows a box with a green square, beeps and closes.

Ok so the 127. one works, but My ip doesnt. My port is closed isnt it?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 11, 2010, 02:48:51 pm
i'd say, suspect your firewall.

crazy idea: do you have more than one active network connection? (e.g.: wifi and ethernet)
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 11, 2010, 04:03:19 pm
No idea.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 11, 2010, 04:55:04 pm
laptop or desktop?

have you ever tinkered with virtualizaton (Virtual Box, VMware, etc.) on this machine?

the reason I ask, is that i've had trouble with programs (not this one, something of my own creation) listening to connections on the wrong NIC.

I have no idea if this program would be susceptible to this bug; I'm not entirely sure what causes it.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 11, 2010, 06:11:47 pm
Desktop.
One of two remaining desktops.
Is not directly connected to router.
I can no longer mess with internet settings.
I have no idea what vitural box is.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 11, 2010, 06:14:31 pm
Desktop and no virtualization... no, probably just one net adapter, there goes that idea.

look at your firewall settings.

it sounds like you've got more than one computer on a network, try connecting from the other machine?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 11, 2010, 06:20:59 pm
Will not and cannot connect from other machine.
Parents.

Firewall eh? How would I check that? My dad downloaded like 40.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 11, 2010, 06:45:15 pm
Firewall eh? How would I check that? My dad downloaded like 40.

O_O

Okay, is this your personal machine, or a family computer?

If it's yours, start un-installing. Figure out what you've got (look through the start menu, add/remove programs list, system tray, etc.), do a little research and figure out the best of the bunch. Ditch the rest.

If it's not, carefully explain to your parents/whoever that you need no more than one active firewall, and that more than one can actually interfere and cause headaches. Then, see above.

Once you're down to one firewall, you'll probably have some across it's settings dialog or whatever.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 11, 2010, 06:49:51 pm
There probably only two or 3 working firewalls.
Its all microsoft bullshit.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 11, 2010, 07:04:24 pm
At any rate, make sure there's only one running. If it's a decent one, it shoud've given you a prompt of some sort the first time you ran DFterm.

McAfee's is something like "program blocked, click here to change."

The one in Win7 give you a pair of check-boxes to allow access on public/private networks.

Those are the only ones I'm really familiar with, but I imagine others would act similarly.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 11, 2010, 07:12:14 pm
It did tyhat for DFterm. but not for Putty.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: SolarShado on June 11, 2010, 07:29:51 pm
outbound traffic usually isn't restricted... still, figure out which firewall(s) are active and dig around in the settings. post the names/versions if you have trouble
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 15, 2010, 04:54:20 pm
When I open it with a fortress running it says a running DF can be attached to slot one. How do I do that, I can't type anything in the CMD, and I didn't see any faq packaged with it.

Quick guide:

1. Start dfterm
2. Grab a telnet client. You need this also on the machine where you start dfterm. This is probably PuTTY for you.
3. Telnet to 127.0.0.1, port 8000 (you can replace 127.0.0.1 with your IP address, other players need that)
4. You should see something already. Press CTRL+A and then type in your nickname and press enter.
5. You are now in chat. You can type your message here and press enter.
6. You can attach the DF process to the screen by typing "/launchdf" to chat. Again, check for supported DF version. Launch DF before doing this step.
7. You can start playing by pressing CTRL+A while in chat and CTRL+A again to return to chat.

Ports and addresses can be tuned. More slots can be created, if you are into that. The detailed manual is in a file called manual.pdf





Ok so I got my friend to join. I put in 127.0.0.1
He put in my IP address. But when he typed something it closed.
What do I do?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Adeon on June 16, 2010, 02:03:20 am
When I open it with a fortress running it says a running DF can be attached to slot one. How do I do that, I can't type anything in the CMD, and I didn't see any faq packaged with it.

Quick guide:

1. Start dfterm
2. Grab a telnet client. You need this also on the machine where you start dfterm. This is probably PuTTY for you.
3. Telnet to 127.0.0.1, port 8000 (you can replace 127.0.0.1 with your IP address, other players need that)
4. You should see something already. Press CTRL+A and then type in your nickname and press enter.
5. You are now in chat. You can type your message here and press enter.
6. You can attach the DF process to the screen by typing "/launchdf" to chat. Again, check for supported DF version. Launch DF before doing this step.
7. You can start playing by pressing CTRL+A while in chat and CTRL+A again to return to chat.

Ports and addresses can be tuned. More slots can be created, if you are into that. The detailed manual is in a file called manual.pdf





Ok so I got my friend to join. I put in 127.0.0.1
He put in my IP address. But when he typed something it closed.
What do I do?

I think its unlikely this is a dfterm issue. Maybe your network has not been set up correctly. Go to http://www.canyouseeme.org/ (http://www.canyouseeme.org/) to check if your port is open.

Did your friend see anything when he connected? Or was it just black screen and then it disappeared.


Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3c - 13/4/2010)
Post by: Hippoman on June 16, 2010, 12:57:51 pm
When I open it with a fortress running it says a running DF can be attached to slot one. How do I do that, I can't type anything in the CMD, and I didn't see any faq packaged with it.

Quick guide:

1. Start dfterm
2. Grab a telnet client. You need this also on the machine where you start dfterm. This is probably PuTTY for you.
3. Telnet to 127.0.0.1, port 8000 (you can replace 127.0.0.1 with your IP address, other players need that)
4. You should see something already. Press CTRL+A and then type in your nickname and press enter.
5. You are now in chat. You can type your message here and press enter.
6. You can attach the DF process to the screen by typing "/launchdf" to chat. Again, check for supported DF version. Launch DF before doing this step.
7. You can start playing by pressing CTRL+A while in chat and CTRL+A again to return to chat.

Ports and addresses can be tuned. More slots can be created, if you are into that. The detailed manual is in a file called manual.pdf





Ok so I got my friend to join. I put in 127.0.0.1
He put in my IP address. But when he typed something it closed.
What do I do?

I think its unlikely this is a dfterm issue. Maybe your network has not been set up correctly. Go to http://www.canyouseeme.org/ (http://www.canyouseeme.org/) to check if your port is open.

Did your friend see anything when he connected? Or was it just black screen and then it disappeared.




It was black unless he typed something. it looked like cmd.
Port 8000 is closed for me. Damn super firewall thing.
My dad set it up so we need to add in mac addresses from computers in order for them to connect to our network.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 17, 2010, 05:36:59 am
I have uploaded the first experimental version of dfterm2.

See the first post for quick guide.

I'm expecting it not to work for many people, but you can always try it.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Hippoman on June 17, 2010, 12:04:16 pm
Looks cool but I know it wont work for me.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Star Weaver on June 17, 2010, 12:44:06 pm
Hey, if anyone's having trouble with dfterm2 and 31.06 where you can't see anything but input works (e.g. I could start the game, then hit up-enter to quit it, blind); I found I had to set DF to PRINT_MODE:STANDARD in init.txt to see anything.

Also, finally, not maintaining games in different versions and trying to remember what the bug differences are, since a good chunk but not all of my playtime comes via ssh. :D

Only wish for the new version: a way to hide everything behind the game window so I can use minimal term dimensions, and/or an 'only' mode that just shows the game window with no trim.

(Hm. I wonder what it would take to support the new dynamic resizing in .06 inside the term box... O_O.)
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 17, 2010, 01:02:10 pm
Hey, if anyone's having trouble with dfterm2 and 31.06 where you can't see anything but input works (e.g. I could start the game, then hit up-enter to quit it, blind); I found I had to set DF to PRINT_MODE:STANDARD in init.txt to see anything.

Also, finally, not maintaining games in different versions and trying to remember what the bug differences are, since a good chunk but not all of my playtime comes via ssh. :D

Only wish for the new version: a way to hide everything behind the game window so I can use minimal term dimensions, and/or an 'only' mode that just shows the game window with no trim.

(Hm. I wonder what it would take to support the new dynamic resizing in .06 inside the term box... O_O.)

The TODO-list I maintain inside my brain has an alt+key combination, that will take the currently focused window and enlarge it to entire screen and hides everything else.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: ILikePie on June 17, 2010, 01:29:04 pm
I'm not trying to reinvent dgamelaunch. I really just wanted to play Dwarf Fortress remotely. It is called dfterm, right? I can add support for other games but they are not a priority.
I think you just have :D. This new dfterm is awesome! I'm loving the new interface, so clean and intuitive. A bug I've found is that it doesn't show the main menu screen at all, dwarf fortress does receive input, but nothing shows. Except for that though, it works perfectly.

What does dfterm_configure do? Running it just says its using the database.sqlite3 file. Are we supposed to run it, or does dfterm do so when needed? Never mind, I missed that little tutorial you posted on the first post.

I'm not very familiar with git, so I haven't had a chance to take a peek at the source code. Hopefully you don't mind me asking this question. You say that when using windows it takes the characters from dwarf fortress' memory and displays them on screen. How do you do this? I've been poking around my df folder but didn't find any file having to do with memory or output. Could you please point to this file, or if it isn't a file, what do you do to get the characters?

I love the way the new dfterm is looking, I'm considering running a server of my own with it once its done.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Adeon on June 17, 2010, 01:49:07 pm
I'm not trying to reinvent dgamelaunch. I really just wanted to play Dwarf Fortress remotely. It is called dfterm, right? I can add support for other games but they are not a priority.
I think you just have :D. This new dfterm is awesome! I'm loving the new interface, so clean and intuitive. The whole thing kinda broken at the moment, but it looks incredible, looking forward to a working version.

What does dfterm_configure do? Running it just says its using the database.sqlite3 file. Are we supposed to run it, or does dfterm do so when needed? Never mind, I missed that little tutorial you posted on the first post.

I'm not very familiar with git, so I haven't had a chance to take a peek at the source code. Hopefully you don't mind me asking this question. You say that when using windows it takes the characters from dwarf fortress' memory and displays them on screen. How do you do this? I've been poking around my df folder but didn't find any file having to do with memory or output. Could you please point to this file, or if it isn't a file, what do you do to get the characters?

I love the way the new dfterm is looking, I'm considering running a server of own with it once its done.

I use a debugger and check Baughn's interface code to check how DF versions handle textual data inside memory, and then use memory hacking from dfterm2 to get the symbols. I also inject a DLL to Dwarf Fortress that does some preprocessing and overwrite some Windows API functions while DF is running. It's not simple. If you want to check from source code, the relevant files are slot_dfglue.cc (dfterm2 side handling) and dfterm_injection_glue.cc (injected DLL source code). You can see them from your browser through my gitweb interface here (http://genodeen.net/git/?p=dfterm2). Click on "tree" and you'll get the files.

I have plans on using DFHack later, but at the moment it does not offer the power to do everything I need to get dfterm2 working.

Some features of dfterm2 overlap with dgamelaunch, but my goals are a bit different. I want dfterm2 to be usable by your average user, you download the package and click on the file that has ".exe" on it and then it just works. Dgamelaunch only works on UNIX-like systems and setting it up is not trivial. Also, while dgl handles low-resource games such as NetHack and DCSS, dfterm2 is designed to handle Dwarf Fortress, which needs a lot more resources, and servers are likely to only allow 2 or 3 games at a time. Most DF players are Windows users and things like community participation while gaming are higher priority, and thus, the chat.
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: ILikePie on June 17, 2010, 02:03:37 pm
I use a debugger and check Baughn's interface code to check how DF versions handle textual data inside memory, and then use memory hacking from dfterm2 to get the symbols. I also inject a DLL to Dwarf Fortress that does some preprocessing and overwrite some Windows API functions while DF is running. It's not simple. If you want to check from source code, the relevant files are slot_dfglue.cc (dfterm2 side handling) and dfterm_injection_glue.cc (injected DLL source code). You can see them from your browser through my gitweb interface here (http://genodeen.net/git/?p=dfterm2). Click on "tree" and you'll get the files.

That's impressive, and way beyond my understanding of C.
This git stuff is also cool, I thought I had to download the files to view them, like you do with subversion.

I've never tried using dgamelaunch, as I don't use Linux, but I heard its a pain to set up and maintain. Your interface also looks much cleaner than dgl's. Do you by any chance happen to be using curses for that?
Title: Re: Dfterm, Dwarf Fortress in a terminal (v0.1.3b - 8/4/2010)
Post by: Adeon on June 17, 2010, 02:11:37 pm
I use a debugger and check Baughn's interface code to check how DF versions handle textual data inside memory, and then use memory hacking from dfterm2 to get the symbols. I also inject a DLL to Dwarf Fortress that does some preprocessing and overwrite some Windows API functions while DF is running. It's not simple. If you want to check from source code, the relevant files are slot_dfglue.cc (dfterm2 side handling) and dfterm_injection_glue.cc (injected DLL source code). You can see them from your browser through my gitweb interface here (http://genodeen.net/git/?p=dfterm2). Click on "tree" and you'll get the files.

That's impressive, and way beyond my understanding of C.
This git stuff is also cool, I thought I had to download the files to view them, like you do with subversion.

I've never tried using dgamelaunch, as I don't use Linux, but I heard its a pain to set up and maintain. Your interface also looks much cleaner than dgl's. Do you by any chance happen to be using curses for that?

I don't use curses for dfterm2. Reason being that I don't know how to set up curses as a self-contained specificially ANSI/vt102 library. I use a small terminal emulator library I wrote myself. There's support in the code for curses output in UI code but it's meaningless for dfterm2.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 17, 2010, 03:24:27 pm
Uploaded a slightly updated version. I might update it daily or even several times a day so I won't announce them after this.

Made a little window fix, that may fix blank screens and input problems.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Insidious611 on June 17, 2010, 06:14:50 pm
Code as of current won't compile with GCC 4.4 (Standard on debian unstable, soon to be standard on squeeze) due to missing #include <cstdio> and #include <cstring> in logger.cc


Just a heads up, its an easy fix to me but to someone who wants to compile it on linux and doesn't get the internals of the language, it may be a headscratcher.


EDIT: And a question. Is the bit about it not working on linux in build_instructions current? Because if so that seems a little backwards to me considering theres LESS work involved in getting linux support working, the text output is already there.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 18, 2010, 02:33:33 am
Code as of current won't compile with GCC 4.4 (Standard on debian unstable, soon to be standard on squeeze) due to missing #include <cstdio> and #include <cstring> in logger.cc


Just a heads up, its an easy fix to me but to someone who wants to compile it on linux and doesn't get the internals of the language, it may be a headscratcher.


EDIT: And a question. Is the bit about it not working on linux in build_instructions current? Because if so that seems a little backwards to me considering theres LESS work involved in getting linux support working, the text output is already there.

Fixed that and updated build_instructions.txt.

It does work on Linux. Right at the moment logging on Linux is broken but it's something I'm fixing today.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 18, 2010, 05:16:44 am
There's now a "semi-official" server provided by Remmon at IP address 195.240.20.117, port 8000.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Mason11987 on June 18, 2010, 11:43:15 am
Edit - Got it working, see edit at bottom.

Hey, never used Putty/dfterm.

Just setup dfterm2 on my desktop upstairs, connected to the port using my laptop downstairs (connected using local ip address 192.168.1.8 ), the right port. I can log in and get to the screen that has the "Game" window, the chat window, the main menu window, and the local players window.  But if I use the main menu do "launch a new game" it won't do anything.  Doing select game to join has "Back to main menu" and "None", clicking none... freezes it? I guess.

What exactly do I have to do on the server after running the config file and starting up the dfterm2 process?  I assume I fire up DF (.31.06) itself, do I need to actually embark first?

Thanks for this and I see it ALMOST working for me.  I've been using Team viewer to play off my desktop (really fast imo) and if I can get this going I'd set it up as public so others can have a decent machine to play with since I never use that machine really and it's pretty reliable.

Thanks!


Edit - I joined Remmon's server and got help from Adeon about this.

Things I did wrong.

Hope that helps!

Anyone can also join my open server now at  174.96.253.84 on port 8000.  It's a pretty fast system so if you've only played DF on a slow computer give it a shot and see if it's better. Running badly, trying to fix.

Thanks guys!
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Star Weaver on June 18, 2010, 03:55:18 pm
Re-downloaded windows version last night after you announced the update.

Only real problem is that the keybinding screen is about two keys late in updating, so you have to spam useless keys to see what you've actually selected.

All print modes work now, but only STANDARD seems to work particuarly well; the others all felt sluggish.

Two tiny feature requests: clear or mark the game window when the game is disconnected (or bring back the yukkuri-whatsits), and make the main menu return to its prior position or always start at the top since I want to launch much more often than config slots.

(Oh, and a kill df process button would be golden.)
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Hippoman on June 18, 2010, 07:54:22 pm
There's now a "semi-official" server provided by Remmon at IP address 195.240.20.117, port 8000.


Would friends be able to connect to that and play with me?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Lightning4 on June 19, 2010, 05:51:47 am
Sadly doesn't seem to work for me. "Error: SLOT/DFGlue: CreateProcess() failed with GetLastError() == 5"

If it helps, running Vista 64. Tried against 31.06, 31.03, and 40d12.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 19, 2010, 06:56:06 am
Sadly doesn't seem to work for me. "Error: SLOT/DFGlue: CreateProcess() failed with GetLastError() == 5"

If it helps, running Vista 64. Tried against 31.06, 31.03, and 40d12.

Checked from MSDN documentation:
ERROR_ACCESS_DENIED
5 (0x5)

For some reason Windows denies dfterm2 to launch the process. Unfortunately I don't know any better.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Star Weaver on June 21, 2010, 07:25:04 am
Download appears to have been updated to support 31.08. Just in time for the weekdays :).
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Hippoman on June 21, 2010, 06:20:23 pm
There's now a "semi-official" server provided by Remmon at IP address 195.240.20.117, port 8000.


Would friends be able to connect to that and play with me?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 22, 2010, 02:18:49 am
There's now a "semi-official" server provided by Remmon at IP address 195.240.20.117, port 8000.


Would friends be able to connect to that and play with me?

Yes.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Hippoman on June 22, 2010, 12:11:04 pm
And theres no need for me to host? So despite having closed ports. I could open up a game for them to play with me on?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 22, 2010, 12:20:35 pm
And theres no need for me to host? So despite having closed ports. I could open up a game for them to play with me on?

Yes.

That server has been set to have at most 2 Dwarf Fortress games at a time.

Note that this is a test server, so we might perform some tests or update the server software at any time. You'll know beforehand if you are playing though.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Hippoman on June 22, 2010, 12:47:18 pm
Woooooo! And this works with .07 or .08?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 22, 2010, 01:05:03 pm
Woooooo! And this works with .07 or .08?

The server has .06 at the moment but it'll be upgraded to .08 at some point.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Hippoman on June 22, 2010, 08:40:45 pm
Oh ok, I'm good with that.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Poojawa on June 27, 2010, 12:38:27 pm
So, I've been attempting to get this all set up, however, it seems that I'm missing MSVCP100.dll

Trying to fiddle with this with .08, have putty installed, etc. but can't do anything without this file.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 27, 2010, 12:59:44 pm
So, I've been attempting to get this all set up, however, it seems that I'm missing MSVCP100.dll

Trying to fiddle with this with .08, have putty installed, etc. but can't do anything without this file.

I recently changed from MinGW to MSVC++ to compile dfterm2 binaries for Windows. I forgot to include redistributable DLLs for the package. I'll include them in next experimental version.

Meanwhile, download this and it should start working:
MSVC++ redistributables (http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en)
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: cribolouf on June 27, 2010, 03:53:34 pm
Hello, just wanted to say, this is an amazing concept, I first heard of it 2 nights ago. I installed it, everything worked fine except for one thing. (I became aware of the need for the VC++ libraries early on and installed them.) Anyways, after installing and configuring everything, I got the game to link to the terminal so that it could be controlled remotely, however everything showed up as black. In otherwords...if I kept my game window open I could actually see my commands having an effect, but on the terminal side, there was no visual. I've heard a number of possible reasons for this, mostly memory issues. If it helps any, I'm running windows vista 64 bit version. Any advice would be appreciated, thank you.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 27, 2010, 04:34:44 pm
Hello, just wanted to say, this is an amazing concept, I first heard of it 2 nights ago. I installed it, everything worked fine except for one thing. (I became aware of the need for the VC++ libraries early on and installed them.) Anyways, after installing and configuring everything, I got the game to link to the terminal so that it could be controlled remotely, however everything showed up as black. In otherwords...if I kept my game window open I could actually see my commands having an effect, but on the terminal side, there was no visual. I've heard a number of possible reasons for this, mostly memory issues. If it helps any, I'm running windows vista 64 bit version. Any advice would be appreciated, thank you.

Download the newest experimental. I update it often and unannounced.

Check that you use a supported DF version. If checksum doesn't match to something dfterm2 knows about, you will always get black screen

Try different print modes. Remember to copy the dfterm_injection_glue.dll to the Dwarf Fortress directory and also keep that up to date. You will not see anything without it. I guess you did that, because without it you should not be able to give input either.

You can also try resizing DF window. This doesn't get you visual but if the size also changes inside dfterm2, it means at least some memory hacking is working (and dfterm2 recognizes DF version).

I've observed occasionally the terminal is black, it seems to depend on random factors. But it happens rarely.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: cribolouf on June 27, 2010, 06:28:19 pm
Download the newest experimental. I update it often and unannounced.

Check that you use a supported DF version. If checksum doesn't match to something dfterm2 knows about, you will always get black screen

Try different print modes. Remember to copy the dfterm_injection_glue.dll to the Dwarf Fortress directory and also keep that up to date. You will not see anything without it. I guess you did that, because without it you should not be able to give input either.

You can also try resizing DF window. This doesn't get you visual but if the size also changes inside dfterm2, it means at least some memory hacking is working (and dfterm2 recognizes DF version).

I've observed occasionally the terminal is black, it seems to depend on random factors. But it happens rarely.


I already have the newest release, been keeping up on the file repository at http://genodeen.net/files/dfterm2/ the checksum checks out, and yes, the glue file was installed as you guessed. I did try resizing the window, it didn't change in dfterm, however, changing the windowsize also didn't change the resolution of the window, just the size of it. I've been experimenting with print_modes, but none of them seem to have any effect.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 28, 2010, 02:08:22 am
Download the newest experimental. I update it often and unannounced.

Check that you use a supported DF version. If checksum doesn't match to something dfterm2 knows about, you will always get black screen

Try different print modes. Remember to copy the dfterm_injection_glue.dll to the Dwarf Fortress directory and also keep that up to date. You will not see anything without it. I guess you did that, because without it you should not be able to give input either.

You can also try resizing DF window. This doesn't get you visual but if the size also changes inside dfterm2, it means at least some memory hacking is working (and dfterm2 recognizes DF version).

I've observed occasionally the terminal is black, it seems to depend on random factors. But it happens rarely.


I already have the newest release, been keeping up on the file repository at http://genodeen.net/files/dfterm2/ the checksum checks out, and yes, the glue file was installed as you guessed. I did try resizing the window, it didn't change in dfterm, however, changing the windowsize also didn't change the resolution of the window, just the size of it. I've been experimenting with print_modes, but none of them seem to have any effect.

I'll add more diagnostics (more detailed log messages) to the next update, which I'll probably put out today at some point.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Poojawa on June 28, 2010, 03:06:49 pm
So I've had it running for a little bit, able to resize DF, able to show folks what all is going on.

But so far the new and only problem I'll have is the fact that if someone disconnects it'll be anywhere from 10-45 seconds later that the dfterm2 application will crash with the useless 'unexpected error and needs to close' window prompt.

I have little clue in programming, but it crashes after it's 'pruned an inactive connection'
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 28, 2010, 04:54:48 pm
So I've had it running for a little bit, able to resize DF, able to show folks what all is going on.

But so far the new and only problem I'll have is the fact that if someone disconnects it'll be anywhere from 10-45 seconds later that the dfterm2 application will crash with the useless 'unexpected error and needs to close' window prompt.

I have little clue in programming, but it crashes after it's 'pruned an inactive connection'

There was a bug in earlier experimental version that had that but I fixed it. Dfterm2 periodically frees memory from clients that have disconnected so there's a small delay (the crash was in this memory freeing procedure). Download the latest package.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: keda on June 30, 2010, 07:31:50 am
Nice work Adeon. The only problem I have is when I want to play with a large window and the chat window overlaps the game window. Could you make a feature so you could bring a window to the top?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on June 30, 2010, 09:11:54 am
Nice work Adeon. The only problem I have is when I want to play with a large window and the chat window overlaps the game window. Could you make a feature so you could bring a window to the top?

I was thinking of doing it in easy way, and introduce some alt+key combination (maybe alt+c), that just hides or shows the chat entirely. It's in my TODO-list.

Oh, and another feature, that takes the currently focused window and enlarges it to take all of available area. (maybe alt+f).
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: ILikePie on June 30, 2010, 01:36:30 pm
That would be great for people using smaller terminals, like myself.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: keda on June 30, 2010, 05:37:51 pm
I'm having problems getting this working on laptop. When I try to launch a new game, an error message pops up with:

dwarf fortress.exe - Unable to Locate Component
This application has failed to start because MSVCR100D.dll was not found. Re-installing the application may fix this problem.

df runs as normal after closing this error mesage but putty shows gibberish in the game window. The error message only appears when I launch it using dfterm, running df directly gives no errors. The weird thing is this file does not even exist on the other machine I installed dfterm and df 31.08 where it worked flawlessly.


Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: PTTG?? on June 30, 2010, 06:46:38 pm
Huh... I'll have to take a look at this.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Star Weaver on July 01, 2010, 11:06:35 am
Hm, I seem to have discovered an issue where looking at items in the trade or bring-to-trade screen can cause DF to crash when run through DFTERM2 but not when done through a normally runnin DF.

"2010-07-01 12:01:55 Note: Game process has closed with exit code 3221225477 in slot 31.08 - wvr:1"

Can't find any other useful evidence of what causes the crash written to file.

I have a save copied; I need to test when I get home again that it definatly dosen't crash when looking at the same item, and that I didn't just get lucky dodging a corrupted mug there :).

Edit .... HMM, the crash actually seems to happen whenever you view any item that has quality, at least the qualities of "-" and "masterpiece"... even K+enter can kill it.

Edit2 ... AHA, rolling back to http://genodeen.net/files/dfterm2/dfterm2-HIGHLY-EXPERIMENTAL-2010-6-22.zip fixes the problem. That's right before you did a big change, right? New libs, different injection dll name, single-line borders on the windows... ^_^

Edit3 ... Ah, and I did test every intermediate version. Don't have anything better to do at the moment :)
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on July 03, 2010, 06:27:13 am
Hm, I seem to have discovered an issue where looking at items in the trade or bring-to-trade screen can cause DF to crash when run through DFTERM2 but not when done through a normally runnin DF.

"2010-07-01 12:01:55 Note: Game process has closed with exit code 3221225477 in slot 31.08 - wvr:1"

Can't find any other useful evidence of what causes the crash written to file.

I have a save copied; I need to test when I get home again that it definatly dosen't crash when looking at the same item, and that I didn't just get lucky dodging a corrupted mug there :).

Edit .... HMM, the crash actually seems to happen whenever you view any item that has quality, at least the qualities of "-" and "masterpiece"... even K+enter can kill it.

Edit2 ... AHA, rolling back to http://genodeen.net/files/dfterm2/dfterm2-HIGHLY-EXPERIMENTAL-2010-6-22.zip fixes the problem. That's right before you did a big change, right? New libs, different injection dll name, single-line borders on the windows... ^_^

Edit3 ... Ah, and I did test every intermediate version. Don't have anything better to do at the moment :)

I believe it crashes because of a very dirty way of injecting some code in the middle of DF while its running. It messes up the title because the code doesn't properly reset all registers to what DF code is expecting them to be. I did not manage to get it crash though, so I thought I'd just package and ship it. The big change here is switching from MinGW to MSVC++, which probably generate slightly different code that's being injected.

Fixing fixing, when I have time...


I'm having problems getting this working on laptop. When I try to launch a new game, an error message pops up with:

dwarf fortress.exe - Unable to Locate Component
This application has failed to start because MSVCR100D.dll was not found. Re-installing the application may fix this problem.

df runs as normal after closing this error mesage but putty shows gibberish in the game window. The error message only appears when I launch it using dfterm, running df directly gives no errors. The weird thing is this file does not even exist on the other machine I installed dfterm and df 31.08 where it worked flawlessly.




MSVCRD100D.dll is a debug version of Microsoft Visual C++ 10 runtime libraries. I honestly don't have any idea why would it ask for it. I have not packaged any version of dfterm2 with debugging on.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Nelson on July 08, 2010, 08:15:13 pm
I have to say thanks for this great program, I use it a lot.

Is there any way I could get a copy where something else is used to switch between windows instead of alt+1, alt+2, and alt+3? I'm trying to play on my android phone but can't find a keyboard that can send those keypresses.

I've been trying to compile it on my own so I could reprogram the bindings but I'm having some trouble getting it to compile, mostly because I don't know what I'm doing.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Adeon on July 09, 2010, 03:09:36 pm
I have to say thanks for this great program, I use it a lot.

Is there any way I could get a copy where something else is used to switch between windows instead of alt+1, alt+2, and alt+3? I'm trying to play on my android phone but can't find a keyboard that can send those keypresses.

I've been trying to compile it on my own so I could reprogram the bindings but I'm having some trouble getting it to compile, mostly because I don't know what I'm doing.

At the moment the bindings are hard-coded and it's some work to make it configurable. Alternative to pressing alt+something is pressing esc+something, but that doesn't work on dfterm2 at the moment because it doesn't wait after receiving character 27 to see if something else was pressed.

I'll put this on my TODO-list.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: cribolouf on July 11, 2010, 02:05:47 am
Alright, I feel stupid...after over a week trying to figure out what the problem was...here it is:

Under the executable location in the config...I used dwarff~1.exe (the standard 8x3 parsing of dwarf fortress.exe). Apparently the process is called in two different manners by the code, so although it launches AND responds to input properly with that process name, it will not show graphics.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (17/6/2010)
Post by: Lightman on July 11, 2010, 02:20:22 am
Thanks, Adeon. This program looks great!
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: cribolouf on July 11, 2010, 01:18:54 pm
Ok, after getting 0.31.08 running beautifully on the old version, I tried to get 0.31.10 running on the version you released today. I'm getting this error:

2010-07-11 14:15:04 Note: Dwarf Fortress executable checksum calculated to DB942094 (Unknown, can't show the screen)

I looked through the code in the git, and it seems to be set to recognize the db942094 checksum, so not sure what's going on.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Adeon on July 11, 2010, 04:35:31 pm
Ok, after getting 0.31.08 running beautifully on the old version, I tried to get 0.31.10 running on the version you released today. I'm getting this error:

2010-07-11 14:15:04 Note: Dwarf Fortress executable checksum calculated to DB942094 (Unknown, can't show the screen)

I looked through the code in the git, and it seems to be set to recognize the db942094 checksum, so not sure what's going on.

The package and git repository are not always in sync. I usually only update it when a significant feature or bug fix has been made. What you downloaded was not the version that was in git. I just updated the binary package that works with DF 0.31.10.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: cribolouf on July 11, 2010, 07:57:16 pm
Oh thanks :D
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Star Weaver on July 12, 2010, 01:57:01 pm
I did the same dumb thing. Redownloading, thanks :D

(Maybe you could throw a copy of your git log or a file with the number of the current revision or something in the zip real quick so it's easier to tell where in the repo it came from? If it would be trivial :D)
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Star Weaver on July 13, 2010, 03:16:22 pm
New version with the not crashing on item view and the working top line display and the alt-f thing is awesome.

Only other bug i've run into is that the screen size thing dosen't seem to work. E.G. I set DF WINDOWEDX (which is the one it's using) to 81, and the slot profile to 81 width, and I get a 81 width window that shows blank or garbage in the rightmost column. :\

(81 because it's exactly how much you need to see an entire 1xfoo embark site and the command window at once :))
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Adeon on July 14, 2010, 05:03:43 am
New version with the not crashing on item view and the working top line display and the alt-f thing is awesome.

Only other bug i've run into is that the screen size thing dosen't seem to work. E.G. I set DF WINDOWEDX (which is the one it's using) to 81, and the slot profile to 81 width, and I get a 81 width window that shows blank or garbage in the rightmost column. :\

(81 because it's exactly how much you need to see an entire 1xfoo embark site and the command window at once :))

On Windows, the settings in slot profile for width and height are completely ignored. The size comes from DF. However, if it does show garbage, there is maybe something wrong. I know the full screen feature does not work without glitches, if that's what you are using.


Oh yeah, and I'll include the git revision for each binary package from now on. The revision will be in a text file called version.txt in the binary package. Subsequent packages will be named according to their revisions, with a link from dfterm2-HIGHLY-EXPERIMENTAL.zip pointing to the latest package.


More edits:
Oops. Looks like for screen size detecting is broken (I probably broke it with at some point...). Fixety fix in next experimental release.

And even more:
Fixed that up and uploaded new package. There's a lot of new admin stuff in this experimental package.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Star Weaver on July 14, 2010, 11:11:49 am
Oh hey. Cygwin SSH WGET power ... or something.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: SolarShado on July 15, 2010, 08:26:59 pm
Oh hey. Cygwin SSH WGET power ... or something.

... what?

Sure bash(1) > (10)cmd.exe, but... why would you use wget and ssh in conjunction?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: RadGH on July 17, 2010, 12:58:27 am
My friend was just wanting to play dwarf fortress multiplayer, and we thought of using teamviewer so we could watch the other person but that isn't very fun. But this program is neat. I got a server running once, but we couldn't interact with it (though I could just play it and it looked fine). Tried changing some settings and it caused it to crash. Now it crashes every time I start a server, even after deleting everything and doing a fresh install of it all. Not sure what happened, it draws the first screen on the telnet client then the game crashes.

But I'll ignore that for now. It will probably be fixed when I restart or something.

As for the program, I connected to remmon's server and played around a bit. Although it's a bit laggy, it works well.

Spoiler (click to show/hide)

If anyone is doing this on Windows using PuTTY... BE SURE TO CHECK "Telnet", NOT SSH, that just gives you a green box that you can't interact with lol.

Also, the default settings make it look broken and have artifacts in the game field (On windows seven 64bit anyway, my friend confirmed this). To fix it, change PuTTY's font to Fixedsys (10pt is good). You should also change the character set to UTF-8 as mentioned on the first post.

Also, I was going to have him try and host because mine started crashing. He of course went AFK, so I wrote him a tutorial so I didn't have to walk him through it. The orange text on the first post wasn't very clear, it was enough to get me started though. Until I messed something up  :-\

This might help people who haven't used PuTTY before (I have never used PuTTY before now either).

Code: [Select]
HOW TO START A SERVER

Step 1: Download v0.31.03
[ http://www.bay12games.com/dwarves/df_31_02.zip ]

Step 2: Download PuTTY for Windows on 'Intel x86'
[ http://the.earth.li/~sgtatham/putty/latest/x86/putty.exe ]

Step 3: Download DFTerm2 (v0.1.3c)
[ http://genodeen.net/files/dfterm2/dfterm2-HIGHLY-EXPERIMENTAL.zip ]

Step 4: Extract all files to the same folder, preferably in an easy
location such as C:\DF\. Make sure the contents of the DFTerm
folder are moved into the same folder as the Dwarf Fortress
installation (Not DF\dfterm2), so you should have C:\DF\dfterm2.exe

Step 5: Open CMD and do the following:
cd C:\df\
dfterm2_configure --adduser MYUSERNAME MYPASSWORD admin
dfterm2 --port 2440 --address 192.168.2.7

Note: Change MYUSERNAME, MYPASSWORD, and 192.168.2.7 (use your
local IP if behind a router). You may change the port if needed.
Leave command prompt running, this is now the telnet server.

Step 6: Run PuTTY. Host name/port as mentioned above. Be sure to
check "Telnet" on the main screen. I suggest saving the session.

Connect, if the screen has a blue input box everything is OK.

Proceed to log in.

Step 7: Press Alt+3 and select "Configure Slots". Add a new slot
profile, give it a name like "Rads Default Profile". Change game
executable to C:\df\dwarfort.exe and change the working directory
to C:\df\. Suggest changing maximum slots (I'll use 3). Save this

profile, return to main menu.
Step 8: Launch a new game, select your profile. Skip cinematics and
popups, then wait 20 seconds until it hooks.
You should see the game screen.


To start server easier:
Either make a shortcut to dfterm2, or a .bat file pointing to it.
Add the parameters (to target box if using a shortcut) --host
and --address as mentioned above.

To make client pretty:
On PuTTY Configuration, load your profile, do not start connection yet.
Go to Window -> Appearance, change font to Fixedsys 10pt.
Go to Window -> Translation, change character set to UTF-8
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Adeon on July 17, 2010, 06:31:31 am
My friend was just wanting to play dwarf fortress multiplayer, and we thought of using teamviewer so we could watch the other person but that isn't very fun. But this program is neat. I got a server running once, but we couldn't interact with it (though I could just play it and it looked fine). Tried changing some settings and it caused it to crash. Now it crashes every time I start a server, even after deleting everything and doing a fresh install of it all. Not sure what happened, it draws the first screen on the telnet client then the game crashes.

But I'll ignore that for now. It will probably be fixed when I restart or something.

Always crashes? While the program is not mature yet I've usually tried to be careful not to make dfterm2 crash or behave in unexpected ways even when faced with buggy DF versions or other weird stuff. Is it the DF that crashes or dfterm2 itself? If dfterm2 itself crashes, I'm very interested.

Use recent DF versions, and always use the latest dfterm_injection_glue.dll. The injection part potentially crashes DF, there was an issue with it in the last experimental version but I fixed it in the most recent version I released two days ago. Or at least it doesn't crash for me. Would you mind telling me what's written inside version.txt in your package?

I think it's possible dfterm2 itself crashes on older versions of Windows, and in this case Windows XP might be too old (when I still had one, logging was broken on XP, to say the least).

Also, you seem to have confused dfterm2 and dfterm. Dfterm2 fully supports DF version 0.31.10. Dfterm2 also doesn't have version numbers yet, being unfinished software.

Dfterm is an abandoned piece of software, and it's latest version is 0.1.3c, and it only supports DF up to version 0.31.03. I'll make this a little more clear in the first post, that these are two different pieces of software.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: nuker w on July 17, 2010, 07:24:18 am
Quote
This might help people who haven't used PuTTY before (I have never used PuTTY before now either).

Code: [Select]
HOW TO START A SERVER

Step 1: Download v0.31.03
[ http://www.bay12games.com/dwarves/df_31_02.zip ]

Step 2: Download PuTTY for Windows on 'Intel x86'
[ http://the.earth.li/~sgtatham/putty/latest/x86/putty.exe ]

Step 3: Download DFTerm2 (v0.1.3c)
[ http://genodeen.net/files/dfterm2/dfterm2-HIGHLY-EXPERIMENTAL.zip ]

Step 4: Extract all files to the same folder, preferably in an easy
location such as C:\DF\. Make sure the contents of the DFTerm
folder are moved into the same folder as the Dwarf Fortress
installation (Not DF\dfterm2), so you should have C:\DF\dfterm2.exe

Step 5: Open CMD and do the following:
cd C:\df\
dfterm2_configure --adduser MYUSERNAME MYPASSWORD admin
dfterm2 --port 2440 --address 192.168.2.7

Note: Change MYUSERNAME, MYPASSWORD, and 192.168.2.7 (use your
local IP if behind a router). You may change the port if needed.
Leave command prompt running, this is now the telnet server.

Step 6: Run PuTTY. Host name/port as mentioned above. Be sure to
check "Telnet" on the main screen. I suggest saving the session.

Connect, if the screen has a blue input box everything is OK.

Proceed to log in.

Step 7: Press Alt+3 and select "Configure Slots". Add a new slot
profile, give it a name like "Rads Default Profile". Change game
executable to C:\df\dwarfort.exe and change the working directory
to C:\df\. Suggest changing maximum slots (I'll use 3). Save this

profile, return to main menu.
Step 8: Launch a new game, select your profile. Skip cinematics and
popups, then wait 20 seconds until it hooks.
You should see the game screen.


To start server easier:
Either make a shortcut to dfterm2, or a .bat file pointing to it.
Add the parameters (to target box if using a shortcut) --host
and --address as mentioned above.

To make client pretty:
On PuTTY Configuration, load your profile, do not start connection yet.
Go to Window -> Appearance, change font to Fixedsys 10pt.
Go to Window -> Translation, change character set to UTF-8

That helped ALOT. How ever, when I go to log on, it wont let me put my password in.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Adeon on July 17, 2010, 07:29:30 am
Quote
This might help people who haven't used PuTTY before (I have never used PuTTY before now either).

Code: [Select]
HOW TO START A SERVER

Step 1: Download v0.31.03
[ http://www.bay12games.com/dwarves/df_31_02.zip ]

Step 2: Download PuTTY for Windows on 'Intel x86'
[ http://the.earth.li/~sgtatham/putty/latest/x86/putty.exe ]

Step 3: Download DFTerm2 (v0.1.3c)
[ http://genodeen.net/files/dfterm2/dfterm2-HIGHLY-EXPERIMENTAL.zip ]

Step 4: Extract all files to the same folder, preferably in an easy
location such as C:\DF\. Make sure the contents of the DFTerm
folder are moved into the same folder as the Dwarf Fortress
installation (Not DF\dfterm2), so you should have C:\DF\dfterm2.exe

Step 5: Open CMD and do the following:
cd C:\df\
dfterm2_configure --adduser MYUSERNAME MYPASSWORD admin
dfterm2 --port 2440 --address 192.168.2.7

Note: Change MYUSERNAME, MYPASSWORD, and 192.168.2.7 (use your
local IP if behind a router). You may change the port if needed.
Leave command prompt running, this is now the telnet server.

Step 6: Run PuTTY. Host name/port as mentioned above. Be sure to
check "Telnet" on the main screen. I suggest saving the session.

Connect, if the screen has a blue input box everything is OK.

Proceed to log in.

Step 7: Press Alt+3 and select "Configure Slots". Add a new slot
profile, give it a name like "Rads Default Profile". Change game
executable to C:\df\dwarfort.exe and change the working directory
to C:\df\. Suggest changing maximum slots (I'll use 3). Save this

profile, return to main menu.
Step 8: Launch a new game, select your profile. Skip cinematics and
popups, then wait 20 seconds until it hooks.
You should see the game screen.


To start server easier:
Either make a shortcut to dfterm2, or a .bat file pointing to it.
Add the parameters (to target box if using a shortcut) --host
and --address as mentioned above.

To make client pretty:
On PuTTY Configuration, load your profile, do not start connection yet.
Go to Window -> Appearance, change font to Fixedsys 10pt.
Go to Window -> Translation, change character set to UTF-8

That helped ALOT. How ever, when I go to log on, it wont let me put my password in.

Probably means you wrote your password wrong. Don't use spaces in your username or password unless you quote them.

To confirm, if you press enter after writing your password and then it just disappears without going away from password screen, you are using the wrong password.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: nuker w on July 17, 2010, 07:31:09 am
No, I mean I type my user name in, press enter, then it asks for my password and it wont let me type.

IMPORTANT EDIT: I'm using .10, will that make a difference?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Adeon on July 17, 2010, 07:43:48 am
No, I mean I type my user name in, press enter, then it asks for my password and it wont let me type.

I thought hard but couldn't come up why it would do that. I downloaded the latest version and tested it.

You are
Using PuTTY [ ]
Using Telnet from it [ ]
Using UTF-8 [ ]
The password box is a blue one, that looks like this [ ]
Code: [Select]
╔Existing user - Password (Alt+1)══════════════════════════════════════════════╗
║ Password: password goes here                                                 ║
╚══════════════════════════════════════════════════════════════════════════════╝

Title: Re: Dfterm2, text Dwarf Fortress on remote servers
Post by: Adeon on July 17, 2010, 08:43:12 am
I've managed to get somewhat playable DF on a browser using a flash program. There are screenshots linked from the first post.

There are some issues with browser DF, mainly considering input. Alt+any key combination don't work, you need to use Esc instead of alt. Also, dfterm2 doesn't support it natively, you need some external programs. I'll build a minimal HTTP and flashpolicy server inside dfterm2 so setting browser DF up should be easy for less technical users later.

I'll try to look into a demo server that would run DF in a browser for testing, I'll be posting results later.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: nuker w on July 17, 2010, 09:30:49 am
Awsome. Also, I wasint getting the blue box, I was getting a green one. Which wasint working.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Lightning4 on July 17, 2010, 12:58:20 pm
Can dfterm2 grab a running process? Only asking since I noticed that part was removed from the "known issues".

That seems to be the only way I can host on Vista, since Vista's dumb permissions stuff is preventing anything from launching DF.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 17, 2010, 01:10:29 pm
Can dfterm2 grab a running process? Only asking since I noticed that part was removed from the "known issues".

That seems to be the only way I can host on Vista, since Vista's dumb permissions stuff is preventing anything from launching DF.

It can't. I removed it because I thought nobody really wants that feature. I'll put it back.

The code to grab a running process is there, but the interface just doesn't have the button to enable it.

Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Lightning4 on July 17, 2010, 01:29:39 pm
Sweet, thanks.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 17, 2010, 03:57:48 pm
Sweet, thanks.

The feature (grabbing a running DF process) is in latest experimental package.



I have to say thanks for this great program, I use it a lot.

Is there any way I could get a copy where something else is used to switch between windows instead of alt+1, alt+2, and alt+3? I'm trying to play on my android phone but can't find a keyboard that can send those keypresses.

I've been trying to compile it on my own so I could reprogram the bindings but I'm having some trouble getting it to compile, mostly because I don't know what I'm doing.

Dfterm2 now handles so-called partial waiting on incomplete sequences. This means instead of alt+some key you can use esc+some key instead. I don't know if this will help android users though.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Star Weaver on July 23, 2010, 11:21:47 am
I guess editing the top post causes no bump? Here I was trying to remember how to get to thet web version of the repo so I could see if there was changelog about .11, end up on your website with a copy of the top post that mentions .11, come back here and see the same thing.

In other news, .11 support before I've unzipped .11. Wootcakes.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Zyrjello on July 23, 2010, 07:07:40 pm
I've noticed that the Escape key became a lot less responsive between versions of DFTerm. Before 0.31.11, I was using a version I downloaded a couple of weeks ago. When 0.31.11 was released, I upgraded DFTerm and found that hitting escape takes a second or two to respond, and sometimes it doesn't work at all. Meanwhile, on the server machine, the game is perfectly responsive.

The server machine is running Windows 7 64-bit and the client is connecting with PuTTY on Ubuntu 10.04. Is anyone else having this issue?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Lightman on July 23, 2010, 08:00:49 pm
Code: [Select]
-- Found OpenSSL: /usr/lib/libssl.so;/usr/lib/libcrypto.so
CMake Error at /usr/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:70 (MESSAGE):
  Could NOT find Threads (missing: Threads_FOUND)
Call Stack (most recent call first):
  /usr/share/cmake/Modules/FindThreads.cmake:155 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  trankesbel/CMakeLists.txt:51 (FIND_PACKAGE)

I'm trying to compile DFTerm2 under Fedora... I've installed a bunch of packages (everything I could gather from the cmake errors, which has been quite a few!) but I can't figure out what this error indicates. Anyone able to help? HandleStandardArgs??
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 24, 2010, 01:39:39 am
I've noticed that the Escape key became a lot less responsive between versions of DFTerm. Before 0.31.11, I was using a version I downloaded a couple of weeks ago. When 0.31.11 was released, I upgraded DFTerm and found that hitting escape takes a second or two to respond, and sometimes it doesn't work at all. Meanwhile, on the server machine, the game is perfectly responsive.

The server machine is running Windows 7 64-bit and the client is connecting with PuTTY on Ubuntu 10.04. Is anyone else having this issue?

This is a result of waiting for escape sequences longer than in previous versions of dfterm2. Here's a description of problem:

In a terminal, when you press non-character keys, such as arrow keys or function keys, your terminal client sends an escape sequence instead. For example, for up arrow key this is typically:

Code: [Select]
(ESC) [ A

(note ESC character vs ESC key. When I say ESC key, I refer to the key on the keyboard, and ESC char as a byte of value 27)

When dfterm2 finds escape sequences such as this, it interprets it as up arrow key.

Now, it's not guaranteed that the client who sends this escape sequence is going to send it all at once. It's possible it just sends the ESC character, then some time passes, and then it sends the rest.

Earlier versions of dfterm2 did not wait at all, and if the characters were not sent at once (happens with flash interface and bad connections) it will be like you pressed the ESC key, then pressed [ and then pressed A.

After introducing the web interface, I implemented a 100 millisecond wait for partially sent escape sequence such as this. For 0.31.11 DF release and dfterm2, I increased that time to 500 milliseconds. This means that if dfterm2 receives ESC character, it will wait for 500 milliseconds before interpreting that as pressing the actual ESC key.

For terminal programs it's bad practice to use the ESC key on keyboard for any single function for this reason. Ncurses waits for 1 second, for example. DF wasn't made with that in mind.

I increased the time, because the soiled flash interface to dfterm2 works weirdly and sends the keys one at a time, which means almost all escape sequences would be broken with old implementation.

The time isn't configurable, unfortunately as of yet. This seems to be a problem so I'll come up with something for next experimental update.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 24, 2010, 01:45:54 am
Code: [Select]
-- Found OpenSSL: /usr/lib/libssl.so;/usr/lib/libcrypto.so
CMake Error at /usr/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:70 (MESSAGE):
  Could NOT find Threads (missing: Threads_FOUND)
Call Stack (most recent call first):
  /usr/share/cmake/Modules/FindThreads.cmake:155 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  trankesbel/CMakeLists.txt:51 (FIND_PACKAGE)

I'm trying to compile DFTerm2 under Fedora... I've installed a bunch of packages (everything I could gather from the cmake errors, which has been quite a few!) but I can't figure out what this error indicates. Anyone able to help? HandleStandardArgs??

Try removing CMakeCache.txt and then calling cmake again. IIRC, this error means you lack pthread headers or any other thread libraries or headers.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Lightman on July 24, 2010, 02:30:23 am
Thanks! That did it. I had tried installing threading packages (including pthreads) but that didn't work.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 24, 2010, 03:44:44 am
Thanks! That did it. I had tried installing threading packages (including pthreads) but that didn't work.

Have you installed boost development libraries?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Lightman on July 24, 2010, 05:15:39 am
Have you installed boost development libraries?

Yes. Boost is installed.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Alehkhs on July 24, 2010, 04:44:42 pm
Sooo... is there a list of servers where I can judge observe people playing?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Star Weaver on July 25, 2010, 01:48:01 am
When I saw the new ESC mechanism, I said "Oh hey, this is annoying just like VIM," and promptly added a keybind to "general/exit screen" of "by letter: `" and started using that instead. ^_^
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 25, 2010, 03:31:47 am
Sooo... is there a list of servers where I can judge observe people playing?

Not really. There's the test server mentioned in the first post but most of the time no one is playing.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: SolarShado on July 25, 2010, 02:29:11 pm
When I saw the new ESC mechanism, I said "Oh hey, this is annoying just like VIM," and promptly added a keybind to "general/exit screen" of "by letter: `" and started using that instead. ^_^

good idea, using "`"... doesn't interfere with text entry and isn't quite the stretch esc is

Adeon, how stable is the test server? As in crashing and how often is it up?
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 26, 2010, 02:10:45 am
When I saw the new ESC mechanism, I said "Oh hey, this is annoying just like VIM," and promptly added a keybind to "general/exit screen" of "by letter: `" and started using that instead. ^_^

good idea, using "`"... doesn't interfere with text entry and isn't quite the stretch esc is

Adeon, how stable is the test server? As in crashing and how often is it up?

It's up almost always (that I've seen). Sometimes it may go down for a while (like right now I just tested). I'm not the one who hosts it or has access to it. If it crashes, then we've found a major bug that I fix ASAP.

I use the server to test that there are no bugs that only manifest themselves when the server has run for a long time.
Title: Re: Dfterm2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: liquidhot on July 27, 2010, 08:36:28 am
I'm not able to get Dfterm2 to run with 31.12, but I was running fine with 31.08. Just wanted to give you the heads up if you hadn't tried the new version yet.
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 28, 2010, 12:45:20 pm
I've lowered dfterm2 from HIGHLY EXPERIMENTAL status to be merely experimental. Versioning has now also been started and 0.1 was just released.

There's a PDF manual with many screenshots on how to set it up. There's also an installer, which handles unpacking and setting administrator accounts up for you.

If you want to move your old settings and user accounts to new version, move dfterm2_database.sqlite3 to your %APPDATA%\dfterm2 directory with name "dfterm2.database". %APPDATA% is usually a hidden AppData directory in your home directory. You can check what it is by launching cmd.exe and typing "set AppData" in there.

In git repository, I'll start tagging releases now, so Linux users can use tags to get a specific version of dfterm2 source code. It could be useful in cases where the source repository is broken temporarily.

And onto other changes:
You no longer need to copy dfterm_injection_glue.dll to your Dwarf Fortress directory. If you do, the DLL in the directory is ignored.

And also:
If you only see a black screen in dfterm2, but can see from the log that dfterm2 correctly recognized DF version, try closing DF and attaching again.
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ILikePie on July 28, 2010, 01:44:50 pm
I forgot how much love this. If only I had a spare machine, I'd set some server up.

Just random thought, would this work a Mac, or any other unix system? I'd check, but that'd require a iso image of some sort, and I seem to misplaced my old berkeley iso.
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on July 28, 2010, 02:10:21 pm
I forgot how much love this. If only I had a spare machine, I'd set some server up.

Just random thought, would this work a Mac, or any other unix system? I'd check, but that'd require a iso image of some sort, and I seem to misplaced my old berkeley iso.

No. Dfterm2 for Linux has at least one part that's strictly Linux -specific (socket events system that's based on epoll() call). It would not be hard to make a port to whatever though, but I can't be bothered to install any BSD and I don't have a Mac.
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ILikePie on July 28, 2010, 03:00:32 pm
*Googles epoll*

I see, I guess it's just minor inconvenience, as the mac users are a minority. It says here both BSD and Solaris have epoll equivalents (I'm sure Darwin has one as well), so if someone really wanted an awesome roguelike server on their unix, they could easily port it to their system.
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: yarr on August 01, 2010, 10:59:20 am
edit: fixed!
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: keda on August 02, 2010, 05:29:32 pm
compiling dfterm2 i noticed that
#include <vector>
is missing from sockets.hpp
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: yarr on August 03, 2010, 10:40:05 am
ok I have been playing coop dwarf fortress with a friend all day using dfterm2 and it's great. thank you for this!!!
Title: Re: Dfterm2 0.1, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 04, 2010, 10:34:31 am
compiling dfterm2 i noticed that
#include <vector>
is missing from sockets.hpp

Fixed.

ok I have been playing coop dwarf fortress with a friend all day using dfterm2 and it's great. thank you for this!!!

You are welcome.



Dfterm 0.2 has been released. It has a bug fix for black screens and a minor feature addition (CTRL+R to remove window borders).

If you have experienced black screens all the time with dfterm2, this may fix it.
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: starbane on August 09, 2010, 01:53:10 pm
When compiling on Linux, I get this:
server.com:~/dfterm2# make
[ 34%] Built target trankesbel
Linking CXX executable dfterm2
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc5f): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc7a): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc99): undefined reference to `icudt44_dat'
collect2: ld returned 1 exit status
make[2]: *** [dfterm2] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error 2
make: *** [all] Error 2
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 10, 2010, 12:24:20 am
When compiling on Linux, I get this:
server.com:~/dfterm2# make
[ 34%] Built target trankesbel
Linking CXX executable dfterm2
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc5f): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc7a): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc99): undefined reference to `icudt44_dat'
collect2: ld returned 1 exit status
make[2]: *** [dfterm2] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error
 2
make: *** [all] Error 2

It may be that for some reason not all libraries get linked.

Try linking dynamically to ICU. I don't know your exact system configuration or environment, but this may do it:
Code: [Select]
$ rm CMakeCache.txt
$ cmake -DICU_LIBRARIES=/usr/lib/libicuuc.so\;/usr/lib/libicudata.so .
$ make
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: starbane on August 10, 2010, 02:12:28 pm
Quote
It may be that for some reason not all libraries get linked.

Try linking dynamically to ICU. I don't know your exact system configuration or environment, but this may do it:
Code: [Select]
$ rm CMakeCache.txt
$ cmake -DICU_LIBRARIES=/usr/lib/libicuuc.so\;/usr/lib/libicudata.so .
$ make

That worked, it built and ran, and you're awesome. :)
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: DalGren on August 10, 2010, 07:30:51 pm
Is there any server online to connect to? I always wanted to watch a DF game "live" without the bandwidth requirements of a video stream...
Maybe using something like http://noway.ratry.ru/jsn/termcast/ to make a DF "TV" channel? That can be awesome and possible with this, I think.
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 11, 2010, 12:58:49 am
Is there any server online to connect to? I always wanted to watch a DF game "live" without the bandwidth requirements of a video stream...
Maybe using something like http://noway.ratry.ru/jsn/termcast/ to make a DF "TV" channel? That can be awesome and possible with this, I think.

Only known public server is the test server mentioned in the first post. Because of the resource demands, not many can host public servers.

This is also the reason I'm trying to make dfterm2 easier to set up by anyone, so that people would be able to quickly put up servers on-demand. These people don't want to build public servers, they just want to play DF from work or play cooperative forts with their friends.

Termcasting DF games with this is trivial (if you have UNIX-like environment). With the ttrtail utility from termcast site, you can redirect telnet to termcast from any server. I've done this before for demoing purposes. However, what should be known about termcasting DF is:

- While bandwidth is much lower than using VNC or similiar solutions, it's still usually much more than what you get from NetHack or DCSS.
- DF screen sizes are often large. At least I find playing with 80x25 size uncomfortable. Again, for traditional roguelikes this is not a problem. But termcast watchers might find this inconvenient.

With CTRL+R and CTRL+F tuning, you can make dfterm2 only show you the DF screen (no UI or borders), which is good for termcasting. For now I don't have plans to make DwarfTV or anything.

Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Gorjo MacGrymm on August 11, 2010, 07:15:45 pm
I have never sucessfully connected to the test server mentioned in the first post.  Given up.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: DalGren on August 11, 2010, 08:03:11 pm
I was, but never happened to find anyone playing... are you doing "telnet (IP) 8000"? Works for me in linux.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 12, 2010, 12:09:34 am
I have never sucessfully connected to the test server mentioned in the first post.  Given up.

The server is sometimes down but right now it has been up for 2 weeks+. It is definitely running, with many users reporting ok. I suspect you have a networking issue on your side, or are using wrong software or configuration to connect.

The server does not get updates in time (currently running pre-0.1 dfterm2 version), currently the worst bug there is the black screen bug. Force closing and then opening the game usually fixes it, as it occurs randomly. It has been fixed in the newest version but the person who hosts the server has not been able to update the server for a while.

Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ShadowDrake on August 13, 2010, 01:53:36 am
Doesn't seem to be a super easy way to search this thread so I apologize if this has been asked...

Tried to get this up and running on windows 7 x64 tonight. DFterm itself runs fine, and I am able to connect remotely. I set up the DF executable path and working directory. Set up a slot. Everything seemed great. Started it and asked it to launch a new process for DF.

It launches DF, but then I get a dll error - MSVCP100.dll (though it -may- be MSVCR100.dll). DFTerm then reports that the slot closed.

I've tried registering the DLL (it says it's for a different version of windows), as well as copying it to both my DF folder and windows\system32.

If I set dfterm to hook an existing copy of DF, when launching the slot I still get the same DLL error.

I feel like I'm missing something simple because I've got everything else working great. Suggestion?
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 13, 2010, 04:54:01 am
Doesn't seem to be a super easy way to search this thread so I apologize if this has been asked...

Tried to get this up and running on windows 7 x64 tonight. DFterm itself runs fine, and I am able to connect remotely. I set up the DF executable path and working directory. Set up a slot. Everything seemed great. Started it and asked it to launch a new process for DF.

It launches DF, but then I get a dll error - MSVCP100.dll (though it -may- be MSVCR100.dll). DFTerm then reports that the slot closed.

I've tried registering the DLL (it says it's for a different version of windows), as well as copying it to both my DF folder and windows\system32.

If I set dfterm to hook an existing copy of DF, when launching the slot I still get the same DLL error.

I feel like I'm missing something simple because I've got everything else working great. Suggestion?

MSVCP100.DLL and MSVCR100.DLL are Microsoft Visual C++ 2010 redistributable DLL files. On my tests, it was enough that the DLLs were sitting in the dfterm2 directory.

Have you tried copying the MSVCP100.DLL and MSVCR100.DLL that came with dfterm2 to DF directory or install them from internet? If you download them from the internet, only download from Microsoft's site (http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en). The DLLs you find from other sites are often incompatible and incorrect.

Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ShadowDrake on August 15, 2010, 07:32:41 pm
MSVCP100.DLL and MSVCR100.DLL are Microsoft Visual C++ 2010 redistributable DLL files. On my tests, it was enough that the DLLs were sitting in the dfterm2 directory.

Have you tried copying the MSVCP100.DLL and MSVCR100.DLL that came with dfterm2 to DF directory or install them from internet? If you download them from the internet, only download from Microsoft's site (http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en). The DLLs you find from other sites are often incompatible and incorrect.

Seems to have worked. Got it up and running beautifully. Thanks :)
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Gorjo MacGrymm on August 16, 2010, 01:44:28 pm
I have never sucessfully connected to the test server mentioned in the first post.  Given up.

The server is sometimes down but right now it has been up for 2 weeks+. It is definitely running, with many users reporting ok. I suspect you have a networking issue on your side, or are using wrong software or configuration to connect.

The server does not get updates in time (currently running pre-0.1 dfterm2 version), currently the worst bug there is the black screen bug. Force closing and then opening the game usually fixes it, as it occurs randomly. It has been fixed in the newest version but the person who hosts the server has not been able to update the server for a while.

I can connect between my two computers from multiple places, but anytime I goto your outside host, it just sits.  There is nothing there.

NM im just stupid, of course........
all good now
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Quarterblue on August 17, 2010, 06:14:28 am
Maybe we should make a list of available public servers, I'm sure there are plenty of people willing to host their games (well, me at least... :P)
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 17, 2010, 09:28:44 am
Maybe we should make a list of available public servers, I'm sure there are plenty of people willing to host their games (well, me at least... :P)

Sure, if anyone is going to host a 24/7 server, just drop a note. I'll gladly advertise on the first post. And if you decide you don't want anymore, drop another note and I'll remove it. I'll add this note to the first post.


May not be directly related but at least somewhat:

I'm going to build a feature to dfterm2, that will allow linking separate dfterm2 servers together, so that games on both can be watched on either.

With that, a cluster of computers can be used to host a server that looks like a single one.

Some scenarios where I think it might be useful:
1. LAN of computers on which lots of DF are running. Let's say computers A, B, C, D and E. Only A is directly connected to the internet. You can run dfterm2 on all of those computers, and computer A then acts as a lobby for them.

2. Two friendly admins are both hosting dfterm2 servers. Then they decide they want to link them together. They link each other's slots on themselves, and then players who connect can play on either, and chat with users on both servers. Playing might be harder because of an added source of lag, but for watching it should not be a problem.

edit: anoying speling fixses
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Quarterblue on August 17, 2010, 12:46:58 pm
If I understand well, I just need to run dfterm2 and anyone with PuTTY will be able to connect to me through my IP adress or dyndns name?
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 17, 2010, 01:04:44 pm
If I understand well, I just need to run dfterm2 and anyone with PuTTY will be able to connect to me through my IP adress or dyndns name?

Yes. The manual has detailed instructions, but installing is pretty straightforward.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Quarterblue on August 17, 2010, 02:08:00 pm
Ok, so a host is up at dwarfort.dyndns.org
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: SolarShado on August 17, 2010, 02:38:09 pm
I'm going to build a feature to dfterm2, that will allow linking separate dfterm2 servers together, so that games on both can be watched on either.

With that, a cluster of computers can be used to host a server that looks like a single one.

Some scenarios where I think it might be useful:
1. LAN of computers on which lots of DF are running. Let's say computers A, B, C, D and E. Only A is directly connected to the internet. You can run dfterm2 on all of those computers, and computer A then acts as a lobby for them.

2. Two friendly admins are both hosting dfterm2 servers. Then they decide they want to link them together. They link each other's slots on themselves, and then players who connect can play on either, and chat with users on both servers. Playing might be harder because of an added source of lag, but for watching it should not be a problem.

edit: anoying speling fixses

That sounds pretty freakin' awesome... but I'm skeptical as to how much it'd actually be used... Sounds like it'll be a bitch to code too...
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Quietust on August 17, 2010, 02:52:12 pm
Using PuTTY, it seems to require an ANSI font with the right characters - if I try to use an OEM/DOS font such as Terminal (or this (http://www.qmtpro.com/~quietust/MSDOS.FON) font I created a few years back, upon which this (http://df.magmawiki.com/index.php/File:VGA9x16.png) tileset was based), none of the extended characters render properly even if I force it to treat incoming data as UTF-8 (from Window -> Translation).

If it's not too difficult, an option for raw CP437 output would be nice (and it would probably also reduce bandwidth usage slightly since each character will only be 1 byte, not including color information).
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 17, 2010, 02:58:28 pm
I'm going to build a feature to dfterm2, that will allow linking separate dfterm2 servers together, so that games on both can be watched on either.

With that, a cluster of computers can be used to host a server that looks like a single one.

Some scenarios where I think it might be useful:
1. LAN of computers on which lots of DF are running. Let's say computers A, B, C, D and E. Only A is directly connected to the internet. You can run dfterm2 on all of those computers, and computer A then acts as a lobby for them.

2. Two friendly admins are both hosting dfterm2 servers. Then they decide they want to link them together. They link each other's slots on themselves, and then players who connect can play on either, and chat with users on both servers. Playing might be harder because of an added source of lag, but for watching it should not be a problem.

edit: anoying speling fixses

That sounds pretty freakin' awesome... but I'm skeptical as to how much it'd actually be used... Sounds like it'll be a bitch to code too...

The way dfterm2 is coded, it's not that hard to implement. It'd work by a special slot type.

Currently I have these slot types:
- Grab a running DF slot (win32)
- Launch a new DF process (win32)
- Launch a new process in a pty (linux)
- Grab a running DF slot and use DFHack (win32, developer version, still buggy)

I will add another special slot type:
- Linked slot

In this slot type, you have an additional setting to set remote server address and slot ID number. The dfterm2 server in the remote machine will get a notification, where the admin can then either accept or reject the linkage. The linked slot will be linked to another slot on a remote server.

After that, the server where the linked slot is automatically connects to the remote server when needed. In case the other server is down, it refuses to launch.

The feature is very doable. It does need some work but not incredibly. Personally I think the feature is interesting, even if nobody would use it.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: SolarShado on August 17, 2010, 03:11:46 pm
Wow... even more awesome... I figured it'd be a massive undertaking, involving a lot of changes, but if it's so straight-forward... cool :)
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: alficles on August 21, 2010, 01:03:50 am
(I've read through a fair portion of the thread, but I don't see the issue I'm having. I hope I'm not duplicating...)

I can't seem to get Shift+Arrow (really, Shift+Key) working. Capital letters work as expected but the fast move and the few places that use Shift+Enter don't work for me.

I'm using DF 31.12 with DFTerm2 version 0.3 (according to version.txt) running on Windows Vista 64-bit. I'm using PuTTY on Linux (Ubuntu 32-bit, fully updated), but its not impossible that I set something up wrong on the PuTTY side. Any ideas?
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on August 21, 2010, 02:48:22 am
(I've read through a fair portion of the thread, but I don't see the issue I'm having. I hope I'm not duplicating...)

I can't seem to get Shift+Arrow (really, Shift+Key) working. Capital letters work as expected but the fast move and the few places that use Shift+Enter don't work for me.

I'm using DF 31.12 with DFTerm2 version 0.3 (according to version.txt) running on Windows Vista 64-bit. I'm using PuTTY on Linux (Ubuntu 32-bit, fully updated), but its not impossible that I set something up wrong on the PuTTY side. Any ideas?

Short answer: It's impossible to get shift+arrow and many other shift+combination keys working.

Technical answer: This is because in vt102 there are no escape sequences for shift+arrow keys, and some others. Dfterm2 has no way to distinguish these keys from their non-shifted counterparts.

You can work around it by rebinding some keys in DF. For example, you can bind ctrl+arrow keys for fast movement.

Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: kaolbrec on August 31, 2010, 11:36:26 am
Code: [Select]
kaolbrec@iProstitute:~$ git clone git://genodeen.net/dfterm2
Initialized empty Git repository in /home/kaolbrec/dfterm2/.git/
remote: Counting objects: 1402, done.
remote: Compressing objects: 100% (636/636), done.
remote: Total 1402 (delta 958), reused 1100 (delta 765)
Receiving objects: 100% (1402/1402), 2.50 MiB | 292 KiB/s, done.
Resolving deltas: 100% (958/958), done.

kaolbrec@iProstitute:~$ cd dfterm2/

kaolbrec@iProstitute:~/dfterm2$ git submodule init
Submodule 'dfhack' (git://genodeen.net/adeon_dfhack) registered for path 'dfhack'
Submodule 'trankesbel' (git://genodeen.net/trankesbel2) registered for path 'trankesbel'
kaolbrec@iProstitute:~/dfterm2$ git submodule update

Initialized empty Git repository in /home/kaolbrec/dfterm2/dfhack/.git/
remote: Counting objects: 7175, done.
remote: Compressing objects: 100% (1598/1598), done.
remote: Total 7175 (delta 5521), reused 7136 (delta 5499)
Receiving objects: 100% (7175/7175), 1.85 MiB | 291 KiB/s, done.
Resolving deltas: 100% (5521/5521), done.
fatal: reference is not a tree: 3a33e64acc4da7270eef30ef595fc6f82eb72efc
Unable to checkout '3a33e64acc4da7270eef30ef595fc6f82eb72efc' in submodule path 'dfhack'


Trying to build this on 64-bit Debian... any help would be much appreciated. Judging by google, what it's looking for doesn't exist on the server?
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 01, 2010, 03:14:30 am
Code: [Select]
kaolbrec@iProstitute:~$ git clone git://genodeen.net/dfterm2
Initialized empty Git repository in /home/kaolbrec/dfterm2/.git/
remote: Counting objects: 1402, done.
remote: Compressing objects: 100% (636/636), done.
remote: Total 1402 (delta 958), reused 1100 (delta 765)
Receiving objects: 100% (1402/1402), 2.50 MiB | 292 KiB/s, done.
Resolving deltas: 100% (958/958), done.

kaolbrec@iProstitute:~$ cd dfterm2/

kaolbrec@iProstitute:~/dfterm2$ git submodule init
Submodule 'dfhack' (git://genodeen.net/adeon_dfhack) registered for path 'dfhack'
Submodule 'trankesbel' (git://genodeen.net/trankesbel2) registered for path 'trankesbel'
kaolbrec@iProstitute:~/dfterm2$ git submodule update

Initialized empty Git repository in /home/kaolbrec/dfterm2/dfhack/.git/
remote: Counting objects: 7175, done.
remote: Compressing objects: 100% (1598/1598), done.
remote: Total 7175 (delta 5521), reused 7136 (delta 5499)
Receiving objects: 100% (7175/7175), 1.85 MiB | 291 KiB/s, done.
Resolving deltas: 100% (5521/5521), done.
fatal: reference is not a tree: 3a33e64acc4da7270eef30ef595fc6f82eb72efc
Unable to checkout '3a33e64acc4da7270eef30ef595fc6f82eb72efc' in submodule path 'dfhack'


Trying to build this on 64-bit Debian... any help would be much appreciated. Judging by google, what it's looking for doesn't exist on the server?

I probably forgot to push the latest revision of trankesbel library to the server.

You can use 0.3 source tree that should work for now. I'll fix things when I can.

Code: [Select]
$ git checkout 0.3
$ git submodule update

EDIT: Should be fixed now. Also, I really meant dfhack library.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: liquidhot on September 08, 2010, 02:51:17 pm
I just wanted to say thank you and dfterm2 is really great.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: kaolbrec on September 08, 2010, 02:55:38 pm
Thanks. It builds just fine now. Only problem is getting DF to run in text mode... it just won't >:( (Library hell)
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: gamegreen33 on September 09, 2010, 07:18:00 pm
I keep getting an error when I launch DFTerm. I'm on XP and using the latest versions of DFTerm and DF. The error reads as follows:

"The application failed to initialize properly (0xc0150002). Click on OK to terminate the application." Thoughts?
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ShadowDrake on September 11, 2010, 02:27:08 pm
I've got a suggestion for a couple of features...

Would it be possible to adjust the number of lines that the chat box displays by default? Or disable it on server alltogether? I often connect to my friend's copy of DF/DFTerm running on his PC/laptop and he doesn't run the same screen resolution I do. I'm primarily playing from a netbook (1366x768) so it doesn't leave me with much vertical screen real estate. When my friend plays with his window sized up a little bit, it explodes my display via DFTerm. I can sneak by by lowering the font size in putty, but we still need a little compromise.

We never chat using the built-in chat... we just use AIM/ventrilo instead. If we could remove that chat box all together (because it takes up a valuable 10 rows even with the borders turned off) that would be fantastic.
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 12, 2010, 09:32:54 am
I've got a suggestion for a couple of features...

Would it be possible to adjust the number of lines that the chat box displays by default? Or disable it on server alltogether? I often connect to my friend's copy of DF/DFTerm running on his PC/laptop and he doesn't run the same screen resolution I do. I'm primarily playing from a netbook (1366x768) so it doesn't leave me with much vertical screen real estate. When my friend plays with his window sized up a little bit, it explodes my display via DFTerm. I can sneak by by lowering the font size in putty, but we still need a little compromise.

We never chat using the built-in chat... we just use AIM/ventrilo instead. If we could remove that chat box all together (because it takes up a valuable 10 rows even with the borders turned off) that would be fantastic.

At the moment you can't disable it. The best you can do is use CTRL+F, and then CTRL+R on DF window to make it take all available space.

Something I can easily implement is CTRL+H (or some other key), that hides the currently focused window. What do you think?

I keep getting an error when I launch DFTerm. I'm on XP and using the latest versions of DFTerm and DF. The error reads as follows:

"The application failed to initialize properly (0xc0150002). Click on OK to terminate the application." Thoughts?

I have no idea. Quick googling says something may be up with DLL files and service packs.

EDIT: I tested in a Windows XP virtual machine to check that dfterm2 isn't broken on this OS. No problems observed. I'm afraid you are on your own.

EDIT2: Since it was so easy, I have implemented hiding windows in the current source tree and the feature will appear in next release. It will be on CTRL+X (CTRL+H conflicted with a very useful key).
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ShadowDrake on September 13, 2010, 09:28:53 pm
I've got a suggestion for a couple of features...

Would it be possible to adjust the number of lines that the chat box displays by default? Or disable it on server alltogether? I often connect to my friend's copy of DF/DFTerm running on his PC/laptop and he doesn't run the same screen resolution I do. I'm primarily playing from a netbook (1366x768) so it doesn't leave me with much vertical screen real estate. When my friend plays with his window sized up a little bit, it explodes my display via DFTerm. I can sneak by by lowering the font size in putty, but we still need a little compromise.

We never chat using the built-in chat... we just use AIM/ventrilo instead. If we could remove that chat box all together (because it takes up a valuable 10 rows even with the borders turned off) that would be fantastic.

At the moment you can't disable it. The best you can do is use CTRL+F, and then CTRL+R on DF window to make it take all available space.

Something I can easily implement is CTRL+H (or some other key), that hides the currently focused window. What do you think?

I keep getting an error when I launch DFTerm. I'm on XP and using the latest versions of DFTerm and DF. The error reads as follows:

"The application failed to initialize properly (0xc0150002). Click on OK to terminate the application." Thoughts?

I have no idea. Quick googling says something may be up with DLL files and service packs.

EDIT: I tested in a Windows XP virtual machine to check that dfterm2 isn't broken on this OS. No problems observed. I'm afraid you are on your own.

EDIT2: Since it was so easy, I have implemented hiding windows in the current source tree and the feature will appear in next release. It will be on CTRL+X (CTRL+H conflicted with a very useful key).

Sweet! I didn't know about ctrl+f, but it's pretty helpful. Glad to see this added :)
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 15, 2010, 02:26:46 pm
I've released dfterm2 0.4 with Windows DF 0.31.13 support.

You can read the changelog from first post. There are not many visible changes in this release, except for new CTRL+X key combination for hiding and unhiding windows.

I've worked on a p2p feature (related to the networked linked slots) but because the time I've spent working on dfterm2 has decreased a lot lately, I did not get it ready by the time DF 0.31.13 was out. I'll probably get it ready at some point.

There has also been work on dfhack backend but for the moment it's too buggy for use. It is not enabled in the release.

I've also removed public server list, because the servers were much less up than I hoped.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 19, 2010, 05:09:35 pm
This is awesome... although i might not be able to use it until there's SSH since i think my university network dislikes telnet :( They say there's a port open for external access to servers, but i still can't seem to access my DFterm server unless i'm using the internal subnet IP.

EDIT: Actually this gets stranger since i did a canyousee me and the port check sites says they can see the service on the external IP and that port, but no telnet client can successfully connect to it...


Also : could we have it give ****'s when entering passwords? If i can get my server to ever play nice i might be using it in public which means i'd like people not seeing my password (even though sniffing telnet is easy lets not make it easier...
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: spokehedz on September 19, 2010, 08:00:08 pm
I'm going to build a feature to dfterm2, that will allow linking separate dfterm2 servers together, so that games on both can be watched on either.

With that, a cluster of computers can be used to host a server that looks like a single one.

Some scenarios where I think it might be useful:
1. LAN of computers on which lots of DF are running. Let's say computers A, B, C, D and E. Only A is directly connected to the internet. You can run dfterm2 on all of those computers, and computer A then acts as a lobby for them.

2. Two friendly admins are both hosting dfterm2 servers. Then they decide they want to link them together. They link each other's slots on themselves, and then players who connect can play on either, and chat with users on both servers. Playing might be harder because of an added source of lag, but for watching it should not be a problem.

edit: anoying speling fixses

That sounds pretty freakin' awesome... but I'm skeptical as to how much it'd actually be used... Sounds like it'll be a bitch to code too...

The way dfterm2 is coded, it's not that hard to implement. It'd work by a special slot type.

Currently I have these slot types:
- Grab a running DF slot (win32)
- Launch a new DF process (win32)
- Launch a new process in a pty (linux)
- Grab a running DF slot and use DFHack (win32, developer version, still buggy)

I will add another special slot type:
- Linked slot

In this slot type, you have an additional setting to set remote server address and slot ID number. The dfterm2 server in the remote machine will get a notification, where the admin can then either accept or reject the linkage. The linked slot will be linked to another slot on a remote server.

After that, the server where the linked slot is automatically connects to the remote server when needed. In case the other server is down, it refuses to launch.

The feature is very doable. It does need some work but not incredibly. Personally I think the feature is interesting, even if nobody would use it.

Now all you have to do is make a centralized server (or decentralized using a P2P protocol or whatever) and you would have quite an awesome product indeed.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 20, 2010, 01:08:44 am
One last noob question. Is there a font, or certain settings for colors i can do in putty so that designations still highlight on black squares? In the couple of tests (LAN tests) I've done that's been really bothering me.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 20, 2010, 06:08:23 am
One last noob question. Is there a font, or certain settings for colors i can do in putty so that designations still highlight on black squares? In the couple of tests (LAN tests) I've done that's been really bothering me.

What?

I don't understand. Do designations not show or something? That would be a bug.

Could you give me a screenshot?

Also, I'll put stars to passwords in next version.

Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 20, 2010, 11:36:34 am
I'll try and grab a screenshot later today, but I mean on the 'hidden' squares the designations don't show. If I try and designate a straight line through a rock wall, it'll only highlight the border.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 20, 2010, 04:06:00 pm
http://www11.speedyshare.com/files/24340930/download/designation%20screenie.PNG
Here it is. I designated a straight line across there but it only shows the edges.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: SolarShado on September 20, 2010, 07:05:43 pm
Spoiler (click to show/hide)
Here it is. I designated a straight line across there but it only shows the edges.

pic not showing up.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: JanusTwoface on September 20, 2010, 07:08:59 pm
Spoiler (click to show/hide)
Here it is. I designated a straight line across there but it only shows the edges.

pic not showing up.

You can see it if you get the link directly from the img tags:
http://www11.speedyshare.com/files/24340930/download/designation%20screenie.PNG (http://www11.speedyshare.com/files/24340930/download/designation%20screenie.PNG)
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 21, 2010, 04:05:02 am
Spoiler (click to show/hide)
Here it is. I designated a straight line across there but it only shows the edges.

pic not showing up.

You can see it if you get the link directly from the img tags:
http://www11.speedyshare.com/files/24340930/download/designation%20screenie.PNG (http://www11.speedyshare.com/files/24340930/download/designation%20screenie.PNG)

Fixed.

This was a Linux-only bug, that was caused by dfterm2 not handling inversed characters. Baughn's curses code in DF has a special case for CP437 block character (█) to use an inversed space instead on some cases (these cases include mining designations).

The fix has been pushed to the git repository to the master branch.
Title: Re: Dfterm2 0.4, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 21, 2010, 11:35:29 am
Awesome, thanks :)

Now I just have to harass OIT today on why outsiders can access my server but I can't over campus wireless...
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 22, 2010, 07:37:17 am
I've released dfterm2 0.5. Read on.

I discovered a rather severe bug with CTRL+X I added to 0.4. Suffice to say, it was pretty easy to crash the server using it.

While I was patching that up, I discovered another perfomance bug that affects Linux systems. If dfterm2 felt laggy for you on Linux, this release might speed up that a bit.

Finally I fixed two small memory leaks.

If you are using 0.4 you probably should update to 0.5 to patch the crash bug. 0.3 does not have the bug.
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 22, 2010, 11:30:46 am
Neat new version!... however we may have some problems :(

Bugs and concerns (all are linux) :
-while configuring my first slot (setting the allowed launchers) i got dfterm to crash throwing error
".../trankesbel/interface_ncurses.cc::2662: bool trankesbel::AbstractWindow::getHidden() const: Assertion 'false' failed."
          -this seems to happen whenever setting those privledges. So the game is effectively borked :(
-still no stars when entering in password
-I can't easily reconfirm this anymore until the version is working (why i deleted my working 0.4 i'll never know) : but i believe setting maximum slots running never perserved the changes if i wanted to set it from 30 to 2

EDIT : if i look at that line it just has an call "assert(false);" -_- is this a goof?
http://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=101644&SiteID=210 apparently there's a bug related to that call too. Can't tell if it's the same. I have to head out in 5 minutes so i was skimming.

for now i just commented out the assert and recompiled :D
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 22, 2010, 11:56:09 am
Neat new version!... however we may have some problems :(

Bugs and concerns (all are linux) :
-while configuring my first slot (setting the allowed launchers) i got dfterm to crash throwing error
".../trankesbel/interface_ncurses.cc::2662: bool trankesbel::AbstractWindow::getHidden() const: Assertion 'false' failed."
          -this seems to happen whenever setting those privledges. So the game is effectively borked :(
-still no stars when entering in password
-I can't easily reconfirm this anymore until the version is working (why i deleted my working 0.4 i'll never know) : but i believe setting maximum slots running never perserved the changes if i wanted to set it from 30 to 2

EDIT : if i look at that line it just has an call "assert(false);" -_- is this a goof?
http://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=101644&SiteID=210 apparently there's a bug related to that call too. Can't tell if it's the same. I have to head out in 5 minutes so i was skimming.

for now i just commented out the assert and recompiled :D

I put assert(false) at times to code that's supposed to be unreachable. On Windows releases they are ignored, on default Linux builds they are effective.

I just made a proper fix and pushed it that makes the code in question really unreachable. Hopefully.

The password stars thing didn't get there yet, because I thought getting the bug fixed was much more urgent.


I wish it was easy to write automated tests for an UI like this.

EDIT: Also implemented stars in password fields and it's also in git master now.
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 22, 2010, 03:02:55 pm
Weee, thanks! This is great to get all these fixes/additions in so fast.

Oh, this might just be it realizing it didn't initially have a conf file but when i first ran the server it threw : "Could not open configuration file dfterm2.conf, errno 2."
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 22, 2010, 03:07:16 pm
Weee, thanks! This is great to get all these fixes/additions in so fast.

Oh, this might just be it realizing it didn't initially have a conf file but when i first ran the server it threw : "Could not open configuration file dfterm2.conf, errno 2."

I added that feature half an hour ago. It's not complete. I discovered yet another bug in installer that made it break and corrupt databases on Windows when APPDATA environment variable contains spaces (Windows XP, in Windows 7 it often does not have any). To solve this, I added a configuration file. Lua will now be a dependency, and I'll probably release 0.6 within an hour or so.

The message is harmless and dfterm2 will run just fine. Lack of configuration file just means it will use defaults.
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 22, 2010, 03:11:28 pm
Ahh. I hope you don't mind i'm just going to kinda list bugs as i find them :D In lieu of automated UI tests I guess you can have me spamming this post...

-It doesn't cause a crash, but attempting to join slot 'None' can spam some interesting things to console
-Joining a game in linux doesn't resize the game window to any intelligible size. This might be a fault of linux's telnet client though.

I'm more used to cvs than git, how do i update everything? I've ashamedly up till now just been deleting the folder and cloning anew -_-
Title: Re: Dfterm2 0.5, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 22, 2010, 03:30:54 pm
Ahh. I hope you don't mind i'm just going to kinda list bugs as i find them :D In lieu of automated UI tests I guess you can have me spamming this post...

-It doesn't cause a crash, but attempting to join slot 'None' can spam some interesting things to console
-Joining a game in linux doesn't resize the game window to any intelligible size. This might be a fault of linux's telnet client though.

I'm more used to cvs than git, how do i update everything? I've ashamedly up till now just been deleting the folder and cloning anew -_-

To update dfterm2 in git:
Code: [Select]
git pull
git submodule update

To see latest changes:
Code: [Select]
git log

I also have a web interface http://genodeen.net/git/ (http://genodeen.net/git/) here, relevant projects are dfterm2 and trankesbel2. Trankesbel is the networking and UI library, and dfterm2 is almost everything else.


The message from joining "None" slot is harmless.
The joining game window thing is a bug, fixed.

EDIT: 0.6 released. This time I hopefully didn't introduce any more new bugs. There's a rather severe bug in Windows version installer when you have international characters in your paths, but I need to fix that some time later.
Title: Re: Dfterm2 0.6, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 22, 2010, 08:09:32 pm
0.6 is looking functional! I haven't run into any new problems yet.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 23, 2010, 01:05:07 pm
Added DF 0.31.14 support to dfterm2 0.8. I think I've released 3 versions in less than 24 hours. Maybe my record.

Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 23, 2010, 02:05:13 pm
Added DF 0.31.14 support to dfterm2 0.8. I think I've released 3 versions in less than 24 hours. Maybe my record.

It really is quite impressive
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Tagert on September 24, 2010, 03:53:52 am
Hmm. Can't seem to figure it out. Running 0.8, 0.31.14 on a Linux server. Print mode is text. Is there something I need to do to be able to get colours working? (Using Putty to telnet in, UTF-8, allows colour encoding, courier font.) Also I'm assuming colour works because of the screenshot. >.>
Edit: Picture added by way of explanation.
Spoiler (click to show/hide)
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 24, 2010, 07:17:57 am
Hmm. Can't seem to figure it out. Running 0.8, 0.31.14 on a Linux server. Print mode is text. Is there something I need to do to be able to get colours working? (Using Putty to telnet in, UTF-8, allows colour encoding, courier font.) Also I'm assuming colour works because of the screenshot. >.>
Edit: Picture added by way of explanation.
Spoiler (click to show/hide)

It looks like TERM environment variable is wrong. Ncurses in DF does not use colors if this variable is not correct.

On the machine where you run dfterm2, set TERM=xterm.

E.g.
Code: [Select]
export TERM=xterm
./dfterm2

I think you can also add that to the df script in DF installation.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Tagert on September 24, 2010, 05:56:01 pm
It looks like TERM environment variable is wrong. Ncurses in DF does not use colors if this variable is not correct.

On the machine where you run dfterm2, set TERM=xterm.

E.g.
Code: [Select]
export TERM=xterm
./dfterm2

I think you can also add that to the df script in DF installation.

Excellent. Added it to the df script and it runs fine, though it still looks a bit off. (Appear to be missing the up/down slope icons) What font are you using in that screenshot?
Edit: 'nother screenshot.
Spoiler (click to show/hide)
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 24, 2010, 06:34:20 pm
It looks like TERM environment variable is wrong. Ncurses in DF does not use colors if this variable is not correct.

On the machine where you run dfterm2, set TERM=xterm.

E.g.
Code: [Select]
export TERM=xterm
./dfterm2

I think you can also add that to the df script in DF installation.

Excellent. Added it to the df script and it runs fine, though it still looks a bit off. (Appear to be missing the up/down slope icons) What font are you using in that screenshot?
Edit: 'nother screenshot.
Spoiler (click to show/hide)

This time it looks like your locale settings for DF are not correct. If you look carefully, you notice only standard ASCII symbols are shown. Use an UTF-8 locale by setting an environment variable.

Check what locales you have by writing "locale -a" in a terminal. You need a locale that has UTF-8 in it (locales called "C" and "POSIX" are not good). Then, in the DF launch script, add this:
Code: [Select]
export LC_ALL=en_US.utf8
Replace en_US with what you had in locales. On my Linux system, I have a Finnish locale which is called fi_FI.utf8.

If you don't have any UTF-8 locales (I think almost all modern distributions have them by default), you need to set them up.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Tagert on September 24, 2010, 06:39:27 pm
Much better. Set it to en_US.utf8

Thanks for the assist!

And if anyone wants to give it a shot, see: http://www.bay12forums.com/smf/index.php?topic=66823.0

There's some connection instructions in there too.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: kaolbrec on September 25, 2010, 05:05:57 pm
This might bear putting into the OP, for future reference. Came from either facepunch or somethingawful, I think. Can't remember. Very helpful though.

http://i.imgur.com/wvucu.png - Putty settings in screenshots.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 26, 2010, 03:16:53 am
Little guide for Linux users, in case dfterm2 crashes:

You can compile a version with debug symbols in it by writing:
Code: [Select]
$ cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo .
$ make

The build will be optimized but will also have debug symbols in it.


Then, you can enable core dumps and if dfterm2 crashes, a core dump file is created. Usually you enable them by setting a core dump file size limit with ulimit. The limit is usually zero by default, meaning no dumps will be created.

E.g.
Code: [Select]
Set maximum size for core dumps to be 512000000 bytes.
$ ulimit -c 1000000

Note that that setting is bound only to the current process and it's children and root is usually needed (so you may have to put the line somewhere deep in /etc init scripts or something). Your distribution may also have some other methods of enabling core dumps (also man core has information). In any case, I'll be able to debug much better with core dump files, because then I'll get to know exactly what the program's state was when it crashed. I'll also need the binary file (dfterm2 executable). Note that passwords and/or other information you may not want to make available may be present inside the core file (if they were in the program's memory at the time).

Linking this post from first post.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Deon on September 28, 2010, 09:36:15 am
Thanks for this, I am going to try it now.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: PTTG?? on September 28, 2010, 04:32:43 pm
OK, here's a thought:

you could have multiple people logged into the same game simultaniously, if a bit sticky, in this way:

The server saves the camera position, cursor location, and any other relevant info, for each player. Let's say there are three, Players A, B, and C.

First, it moves the camera and cursor to A's saved location. You'd probably need memory hacking to do this fast enough. It sees what's there, and sends that info to A's client. A's client sends any new commands at this point, such as changing a dwarf's jobs, designating tiles, and of course moving the view.

At this point, it moves on to B's Client. Meanwhile, A's client still can recieve orders; it queues them up for later sending. While B's client is working, C is still waiting for it to be it's turn.

Hopefully, each client update, from moving the camera and cursor to openeing and selecting the right point in any menus, to transferring the commands and screen data, and finally finishing the update, would take only the equivalent of one in-game frame.

Of course, full-screen menus would automatically pause the cycle and give one player control.

Sound plausible?
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Deon on September 28, 2010, 04:38:28 pm
We already play with a few people. Or do you mean something else?
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: JanusTwoface on September 28, 2010, 04:49:04 pm
I think he's looking for truly simultaneous control / true multiplayer.  Basically faking it by make the server track the game state for each player and switch between each of them when sending the frame to the clients.

My opinion: It's a great idea in theory.  It will explode horribly in practice. 

Basically, you're splitting the frames so you only get 1/n of whatever framerate you were getting earlier.  In addition, you have to keep track of a lot more information and update the game with that information each frame which will require one or more frames (to move the cursor, etc) which will cut into that even more.  So even if it works (and stays in sync), the framerates are going to be amazingly poor.

That's not saying that it's impossible, of course.  Just difficult.  And Adeon's done some rather impressive work so far, particularly with how flexible the slot system seems to be.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 29, 2010, 01:52:35 am
The exactly same idea of multiplayer has been discussed before, I think twice. It'd be cool sure, but too much work to get right. So you won't see me trying to do this :-)

Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 29, 2010, 10:06:04 pm
Hey Adeon I got a server crash due to the assert(false) in interface_ncurses.cc:2679 again. Circumstances unknown really, I was away. The last thing in the log indicates someone was trying to connect via their phone.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on September 30, 2010, 03:16:01 am
Hey Adeon I got a server crash due to the assert(false) in interface_ncurses.cc:2679 again. Circumstances unknown really, I was away. The last thing in the log indicates someone was trying to connect via their phone.

I commented that assert out. Your version is not the newest one though, the asserts are on different lines in my version. Not quite the correct way to fix it, asserts are meant to test conditions that should never occur, but I can't be bothered to debug what's the real problem right now. The way it works, this shouldn't cause any weird behavior though.

It's also possible to disable all asserts by using a compiler macro, but I fixed it this way for now.
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Vigilant on September 30, 2010, 09:19:17 am
Huh. i thought i had updated. I'll go do that :)
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Deon on October 04, 2010, 03:30:02 pm
How do I make it to work with .16? Are there some offset tweaks I can configure or should I wait?
Title: Re: Dfterm2 0.8, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on October 05, 2010, 03:13:26 am
How do I make it to work with .16? Are there some offset tweaks I can configure or should I wait?

The way it works, only way to make it work is for me to release a version that supports it. I've been busy doing all sorts of other RL stuff.

Once DFHack stuff gets stable enough, users should be able to configure for new versions themselves.

I'll release a version today.

EDIT: Dfterm2 0.9 is up with DF 0.31.16 support.
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: head on October 05, 2010, 09:16:34 am
When trying to compile on linux.
Spoiler (click to show/hide)
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on October 05, 2010, 09:37:10 am
When trying to compile on linux.
Spoiler (click to show/hide)

Are your headers old?

This is not something I'll fix, but you can work around it by modifying the sources just a bit.

Change this (in socketevents.cc, line 46)
Code: [Select]
   ee.events = EPOLLIN | EPOLLOUT | EPOLLRDHUP | EPOLLET;
To this:
Code: [Select]
   ee.events = EPOLLIN | EPOLLOUT | EPOLLET;

This should not have grave consequences. In epoll() event system, RDHUP is generated on some special conditions when client shuts down connection in a certain way.
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ventuz on October 09, 2010, 03:57:22 pm
Is there way to get me and friend both behind router, able to play or watch on dfterm?

I tried give ip address to my friend, I could see my own game with putty but he could not connect to me, he said putty close command screen immediately.

We tried over hamachi (with my hamachi ip), he said screen open a bit while, then still closes later.

By the way, we could play Diablo 2 fine together with hamachi. I just wondering is putty or DFterm working with hamachi or no? any other way?
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: kaolbrec on October 09, 2010, 04:08:07 pm
I have used dfterm2 over Hamachi, a number of times, so I can confirm it works for me.

The first thing that makes me think of is that Putty auto-selects the Telnet port, and dfterm2 uses port 8000, which is not the default. Try that first.
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ventuz on October 09, 2010, 06:10:41 pm
That's what we tried, it's not working, he followed instruction

fill in IP (my ip), fill in port 8000, change to TELNET,change character set to UTF-8
that only close window immediately for him.

we both boot up hamachi, i'm in same room with him in hamachi
he fill in my hamachi ip, port 8000, Telnet, UTF-8
this time, it opens putty screen for a few seconds, then close.

my DFterm didn't say if there's new connection or anything like that, just my own connection.
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ShadowDrake on October 09, 2010, 09:44:34 pm
That's what we tried, it's not working, he followed instruction

fill in IP (my ip), fill in port 8000, change to TELNET,change character set to UTF-8
that only close window immediately for him.

we both boot up hamachi, i'm in same room with him in hamachi
he fill in my hamachi ip, port 8000, Telnet, UTF-8
this time, it opens putty screen for a few seconds, then close.

my DFterm didn't say if there's new connection or anything like that, just my own connection.

Turn off firewalls. Be sure you guys can connect with other things first. Can you two ping each other? This isn't really a dfterm problem but a general connection problem instead
Title: Re: Dfterm2 0.3, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: ShadowDrake on October 11, 2010, 05:41:34 pm
I keep getting an error when I launch DFTerm. I'm on XP and using the latest versions of DFTerm and DF. The error reads as follows:

"The application failed to initialize properly (0xc0150002). Click on OK to terminate the application." Thoughts?

Found a solution to this one finally. Tried to run the server on a fresh install of windows server 2008 and it wouldn't run - I was getting this crashing error. Tried a bunch of different things but ended up reformatting it back to XP.

Still got the same error though.

The final solution ended up being installing a combination of Lua 5.1, Java, MSVC++ 2005 SP1/2008, DirectX and .net framework 3.5 (which required windows installer 3.1).

That covered just about all of the bases and the game runs now. It was either Java or Lua 5.1 which finally got the game running as it was still crashing with the others. Dependency Walker was great in helping me track down what was missing (and even after everything was installed, it still says there's a java .dll missing - but the server runs, so....)

Hope this helps.
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: sinoth on October 17, 2010, 04:10:26 pm
Wonderful utility!  I'm using it to play DF from my weak netbook while being hosted on my beefy gaming rig :)  I do have a question about the flash interface though -- is there an explanation anywhere on how to get that working?  Looks like dfterm doesn't start up any sort of internal web server right now by default.  Are we supposed to run a web server of our own and host the stuff in the /soiled directory?
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on October 17, 2010, 04:28:58 pm
Wonderful utility!  I'm using it to play DF from my weak netbook while being hosted on my beefy gaming rig :)  I do have a question about the flash interface though -- is there an explanation anywhere on how to get that working?  Looks like dfterm doesn't start up any sort of internal web server right now by default.  Are we supposed to run a web server of our own and host the stuff in the /soiled directory?

The flash interface is a little wonky, I have not documented it and flash programs have issues with input (some keys not working, some keys producing something different than usual, etc.). You certainly can play with it though.

Dfterm2 has a built-in minimal HTTP server just for this purpose. It's just not turned on by default.

The flash interface is enabled by tuning parameters given to dfterm2.exe. If you are on windows, you can modify the link in the start menu to pass the additional parameters. For example:

Code: [Select]
dfterm2.exe --http --httpport 8001 --httpconnectaddress 1.2.3.4 --flashpolicyport 8002
(I'd give you a screenshot if I wasn't on Linux at the moment)

This will start HTTP service on port 8001. Flash policy port is used by flash to fetch policy information to where it can connect (no need to care or know about it). Replace 1.2.3.4 with your IP address as it is seen from outside world. In this case, you could then play by browsing to http://1.2.3.4:8001/

ALT key doesn't work in flash programs so use Escape key instead.

You can confirm the HTTP server is running if dfterm2 console shows something like this:
Code: [Select]
2010-10-18 00:22:17 Note: Starting up dfterm2.
2010-10-18 00:22:17 Note: Maximum number of slots is 4294967295
2010-10-18 00:22:17 Note: Using database dfterm2_database.sqlite3
2010-10-18 00:22:17 Note: Telnet service started on address 0.0.0.0:8000
2010-10-18 00:22:17 Note: HTTP service started on address 0.0.0.0:8929
2010-10-18 00:22:17 Note: flashpolicy.xml service started on address 0.0.0.0:8930

I hope this helps.
Title: Re: Dfterm2 0.9, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: sinoth on October 17, 2010, 05:26:22 pm
I hope this helps.

Many thanks, got it working :)  As you said there are some oddities but it's an incredible proof-of-concept.  I'll give it a more thorough test later and report any weirdness.
Title: Re: Dfterm2 0.10, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on November 12, 2010, 05:37:47 pm
I've released dfterm2 0.10 with DF 0.31.17 support.

There are minor changes, but in the spotlight is the ability to remap keys related to the interface. If you can't use Alt+1, Alt+2, Ctrl+L, etc. for some reason, now you can change them.

Now, I don't spend much time on dfterm2, having moved on to other projects, so I decided to make this feature quickly. Because of this, there is no nice interface to map the keys. You have to modify a configuration file. The windows installer installs a file called interface_keymappings.conf to the place where dfterm2 is installed where the key settings are. Instructions on modifying the file is in the file itself, you can modify it using the Windows notepad. Linux users should have the file in the same directory where they run dfterm2.

Also note that changes affect all users who connect to the server, and that the "Alt+1", "Alt+2", "Alt+3" etc. names in window titles don't change, even though the keys to change focus may have been remapped.

I've heard people have had trouble using Alt+combinations on their mobile devices and this was the motivation behind including this feature.

Other minor change is reducing the time spent waiting after an escape key. This should make esc more responsive.


Report any bugs or anomalies.
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: danaris on November 18, 2010, 11:23:34 am
Not sure if this is a good place to post this, so apologies if I'm out of line.

I've been trying to get dfterm2 working on Debian Squeeze, and while it seems to run just fine, Dwarf Fortress in TEXT mode segfaults on me at launch.  This is true of .17 and .18 (haven't tried any versions older than that yet).

Does anyone else have this problem? Or does anyone know of a really dumb mistake I'm almost certainly making?
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: Adeon on November 18, 2010, 01:04:55 pm
Not sure if this is a good place to post this, so apologies if I'm out of line.

I've been trying to get dfterm2 working on Debian Squeeze, and while it seems to run just fine, Dwarf Fortress in TEXT mode segfaults on me at launch.  This is true of .17 and .18 (haven't tried any versions older than that yet).

Does anyone else have this problem? Or does anyone know of a really dumb mistake I'm almost certainly making?

Does Dwarf Fortress work in TEXT mode without using dfterm2?

If it doesn't, then this isn't the thread you are looking for.

Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: Carp Slayer on November 18, 2010, 01:10:40 pm
um spo basically this is an ALMOST multiplayer???? ???
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: Adeon on November 18, 2010, 01:26:11 pm
um spo basically this is an ALMOST multiplayer???? ???

I'd say it is the closest you can get to multiplayer.

It allows more than one person to watch the same game in real time, and take turns playing it. Because it's all text, it doesn't use much bandwidth.

But it's not what people would call "true" multiplayer.
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: Carp Slayer on November 18, 2010, 02:08:57 pm
... that's called turnbased multiplayer HOLY STEEL ITS ACTUAL MUTLIPLAYER (turnbased mutliplayer is still multiplayer) YOU SIR DESERVE TO BE IMMORTALIZED! IN AN ENGRAVING OF YOU EATING CHEESE!!!!
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: danaris on November 18, 2010, 07:37:27 pm
Not sure if this is a good place to post this, so apologies if I'm out of line.

I've been trying to get dfterm2 working on Debian Squeeze, and while it seems to run just fine, Dwarf Fortress in TEXT mode segfaults on me at launch.  This is true of .17 and .18 (haven't tried any versions older than that yet).

Does anyone else have this problem? Or does anyone know of a really dumb mistake I'm almost certainly making?

Does Dwarf Fortress work in TEXT mode without using dfterm2?

If it doesn't, then this isn't the thread you are looking for.

In that case, I apologize, and will seek a more suitable venue.  :)
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: sinoth on November 30, 2010, 07:17:07 pm
Is there not an easy way to make this work with 31.18?  I was hoping to find a memory.xml or something similar, but I don't see any file in the install directory that defines version offsets...
Title: Re: Dfterm2 0.10, server software for playing Dwarf Fortress remotely
Post by: Adeon on December 09, 2010, 06:30:09 pm
Is there not an easy way to make this work with 31.18?  I was hoping to find a memory.xml or something similar, but I don't see any file in the install directory that defines version offsets...

(sorry for late response)

No. The offsets are hardcoded. If you want to do it yourself, you need to modify the code and compile it. Usually I do updates myself rapidly after a DF release but I've been busy doing a lot of other stuff.

(In case someone is actually up to doing that, the relevant code for detecting DF version and setting offsets can be found in file slot_dfglue.cc and dfterm_injection_glue.cc)

It's not (relatively speaking) trivial to add support for configurable memory offsets. Before I was thinking of solving the problem with DFHack and the codebase already has some support for DFHack backend but it doesn't support input and has strange lock-up issues and flickering.

I'm thinking of hacking together a memory configuration script that can be used to configure memory reading from DF in dfterm2, most likely it will be in Lua language. I think it would be the fastest way for me to make it configurable, which would also free me from doing any more updates. (Yeah, I'm not working on dfterm2 anymore, having moved on...)

Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: Adeon on December 09, 2010, 08:14:25 pm
Incidentally, I've released dfterm2 0.11 with DF 0.31.18 support. No other changes. Enjoy.
Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: sinoth on December 09, 2010, 08:46:01 pm
Incidentally, I've released dfterm2 0.11 with DF 0.31.18 support. No other changes. Enjoy.

Thanks!  Also, I understand about having to maintain a hobby project you've moved on from >_>  Since you've open sourced it (and told us where to change the memory values!) it should be easy to maintain.  I appreciate the effort you've put into it... the project is pretty incredible.  I recently used it to teach someone how to play from afar... had them run dfterm so I could snoop on what they're doing and offer tips.  Very handy :)

Maybe some day (ha ha) we'll get native support in DF for remote sessions ;)  Ah well, a fool can dream.
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Junk on January 07, 2011, 03:08:49 pm
When compiling on Linux, I get this:
server.com:~/dfterm2# make
[ 34%] Built target trankesbel
Linking CXX executable dfterm2
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc5f): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc7a): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc99): undefined reference to `icudt44_dat'
collect2: ld returned 1 exit status
make[2]: *** [dfterm2] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error 2
make: *** [all] Error 2

Obviously the chicken count is OK  8)

Regarding this link issue, it can be done with static libraries if only you enclose the library list between the start-group/end-group statement like this:

ld --start-group libicuuc.a myotherstaticlib.a --end-group -o myapp
or
gcc -Xlinker --start-group libicuuc.a myotherstaticlib.a -Xlinker --end-group -o myapp

bye ;)
Title: Re: Dfterm2 0.2, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Adeon on January 07, 2011, 04:27:38 pm
When compiling on Linux, I get this:
server.com:~/dfterm2# make
[ 34%] Built target trankesbel
Linking CXX executable dfterm2
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc5f): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc7a): undefined reference to `icudt44_dat'
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../lib/libicuuc.a(udata.ao): In function `openCommonData':
(.text+0xc99): undefined reference to `icudt44_dat'
collect2: ld returned 1 exit status
make[2]: *** [dfterm2] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error 2
make: *** [all] Error 2

Obviously the chicken count is OK  8)

Regarding this link issue, it can be done with static libraries if only you enclose the library list between the start-group/end-group statement like this:

ld --start-group libicuuc.a myotherstaticlib.a --end-group -o myapp
or
gcc -Xlinker --start-group libicuuc.a myotherstaticlib.a -Xlinker --end-group -o myapp

bye ;)

I think I made dfterm2 default to using dynamic libraries many versions ago, killing the linker errors.
Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: bdog on February 14, 2011, 10:15:30 pm
Hmm... so there's no 'git://genodeen.net/adeon_dfhack' atm right? (just checked by webgit and the name wasn't changed)

Should I wait, get older version or clone it from other source?
The last option would be fastest but I'm not sure if you didn't make some changes and if it would work that way.
Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 15, 2011, 06:37:04 am
Hmm... so there's no 'git://genodeen.net/adeon_dfhack' atm right? (just checked by webgit and the name wasn't changed)

Should I wait, get older version or clone it from other source?
The last option would be fastest but I'm not sure if you didn't make some changes and if it would work that way.

Oops. I removed that repository at a cleanup check.

Dfterm2 repository has been updated to not try to clone from that non-existent repository. This doesn't affect functionality (there was experimental work on dfhack backend, but it doesn't work properly and is disabled by default).

You may want to clone git://genodeen.net/dfterm2 again to a fresh directory to reset settings on submodules.

Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: raalph on February 16, 2011, 10:46:11 am
There is any public server running actually?
Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 16, 2011, 12:10:13 pm
Dfterm2 0.12 released. It has DF 0.31.19 support.


There is any public server running actually?

There may be somewhere. Search forums. I don't list them on the first page anymore because I can't track when they come up and go.
Title: Re: Dfterm2 0.11, server software for playing Dwarf Fortress remotely
Post by: Quarterblue on February 18, 2011, 02:55:10 am
There is any public server running actually?

Well I'm hosting one: quarterfortress.dyndns.org in port 8000.
Title: Re: Dfterm2 0.12, server software for playing Dwarf Fortress remotely
Post by: Lothiack Drake on March 14, 2011, 09:56:29 pm
Any 0.31.21 updates?  :D
Title: Re: Dfterm2 0.12, server software for playing Dwarf Fortress remotely
Post by: reeboy on March 25, 2011, 07:09:43 pm
Okay hello first time posting on a forum actually. (sorry for bad spelling/grammer) So I have tried to set up a sever downloaded the thingys and followed the user manual and I try to run launch a game but it doesnt work. May someone be able to help me? Also can it run tileset verisons of dwarf fortress? and how would i say get my friend to join my sever? Sorry these are really noob things to say but I am only a year eight kid so Im not that skilled on a computer yet. Thanks :)
Title: Re: Dfterm2 0.12, server software for playing Dwarf Fortress remotely
Post by: PTTG?? on March 31, 2011, 12:21:11 pm
Hey Reeboy;

We'll try to help you, but you may want to see if you can find someone you can talk to directly and go through the manual one more time.
Title: Re: Dfterm2 0.12, server software for playing Dwarf Fortress remotely
Post by: reeboy on April 01, 2011, 01:46:54 am
Thanks for that :) good point i should probly give it a go again but i sorta gave up and when im feeling bored i might come bak to trying it out again Thanks again for your help :)
Title: Re: Dfterm2 0.12, server software for playing Dwarf Fortress remotely
Post by: space76m on April 04, 2011, 04:24:40 am
Hy,
i have a little question. Can i play nethack and dungeon crawler with dfterm2?
I play df supported versions an it works fine, but all other crawler versions doesen`t work...the game window locks black and dfterm close the slot...
Thanks for reply
Regards
Space
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on April 07, 2011, 07:34:36 pm
Released dfterm2 0.13. This brings support for DF 0.31.25.

Versions in range 0.31.20 - 0.31.24 are not supported.

I've been away and busy, but I'll update the software now and then.

Hy,
i have a little question. Can i play nethack and dungeon crawler with dfterm2?
I play df supported versions an it works fine, but all other crawler versions doesen`t work...the game window locks black and dfterm close the slot...
Thanks for reply
Regards
Space

On Linux, any terminal program will at least launch and you should see something. I think at least NetHack works properly. DCSS used to work but I think dfterm2 may have issues with interpreting it's output nowadays. I don't really test anything but DF. On Windows, only Dwarf Fortress works.

Okay hello first time posting on a forum actually. (sorry for bad spelling/grammer) So I have tried to set up a sever downloaded the thingys and followed the user manual and I try to run launch a game but it doesnt work. May someone be able to help me? Also can it run tileset verisons of dwarf fortress? and how would i say get my friend to join my sever? Sorry these are really noob things to say but I am only a year eight kid so Im not that skilled on a computer yet. Thanks :)

In general if one is having problems like this, check the console and ask about it (here) if you don't understand it. The most common mistake is to use spaces in path names when configuring slot profiles (you need to escape them with %, e.g. "C:\df\Dwarf Fortress.exe" is wrong, "C:\df\Dwarf% Fortress.exe" is correct. I have this on the front page because it's confusing enough.). The console may show a cryptic error message but usually it can be interpreted to figure out what might be wrong.

Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: LordMogra on April 25, 2011, 05:10:01 pm
For those interested, I have created a TTF of the curses_800x600.png tileset using df2term (http://kmkeen.com/df2ttf/). If you install it as a font you can set your terminal (in my case, PuTTY) to that font and it feels like running the game natively.

Download Here (http://ompldr.org/vOGY1dg)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Hippoman on April 26, 2011, 06:07:41 am
Yay! Thanks man!

Now if only we could get it to run Ironhand...
Title: Re: Dfterm2 0.10, text Dwarf Fortress on remote servers (Telnet or web browser)
Post by: Nelson on May 13, 2011, 01:16:00 pm
I've released dfterm2 0.10 with DF 0.31.17 support.

There are minor changes, but in the spotlight is the ability to remap keys related to the interface. If you can't use Alt+1, Alt+2, Ctrl+L, etc. for some reason, now you can change them.

Now, I don't spend much time on dfterm2, having moved on to other projects, so I decided to make this feature quickly. Because of this, there is no nice interface to map the keys. You have to modify a configuration file. The windows installer installs a file called interface_keymappings.conf to the place where dfterm2 is installed where the key settings are. Instructions on modifying the file is in the file itself, you can modify it using the Windows notepad. Linux users should have the file in the same directory where they run dfterm2.

Also note that changes affect all users who connect to the server, and that the "Alt+1", "Alt+2", "Alt+3" etc. names in window titles don't change, even though the keys to change focus may have been remapped.

I've heard people have had trouble using Alt+combinations on their mobile devices and this was the motivation behind including this feature.

Other minor change is reducing the time spent waiting after an escape key. This should make esc more responsive.


Report any bugs or anomalies.

Wow! I missed this. Thanks a lot, I was the one that requested this initially. I'm going to try it out this weekend. Dwarf fortress on my phone will be amazing.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Vinic on May 16, 2011, 06:27:33 pm
What environmental variables do I need to change when running DF in ncurses mode on a Linux VPS in order to get characters to display properly? With LC_ALL=POSIX (apparently ubuntu's default), I get missing characters in any terminal, doesn't matter what language that terminal is set to. Other than that it looks fine. When I set LC_ALL=en_US.UTF-8 things got much worse; extra newlines and other very odd spacing issues which makes the game definitively unplayable. Ironically it gets even worse when running PuTTY set to UTF-8.

Edit: With LC_ALL=en_US.UTF-8, I'm getting the game to display perfectly when ssh'd in through a terminal running on Linux. This points to a problem with PuTTY's configuration. But I have no idea what.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on May 16, 2011, 07:55:12 pm
What environmental variables do I need to change when running DF in ncurses mode on a Linux VPS in order to get characters to display properly? With LC_ALL=POSIX (apparently ubuntu's default), I get missing characters in any terminal, doesn't matter what language that terminal is set to. Other than that it looks fine. When I set LC_ALL=en_US.UTF-8 things got much worse; extra newlines and other very odd spacing issues which makes the game definitively unplayable. Ironically it gets even worse when running PuTTY set to UTF-8.

Edit: With LC_ALL=en_US.UTF-8, I'm getting the game to display perfectly when ssh'd in through a terminal running on Linux. This points to a problem with PuTTY's configuration. But I have no idea what.

Running DF under any xx_XX.UTF-8 should work (and in fact, only those).

Dfterm2 always assumes and sends UTF-8 (regardless of any locale settings). It should still be run under a UTF-8 locale, because launched DF instances inherit the environment and locale settings (and DF chooses encoding based on locale).
Dfterm2 expects DF to give it UTF-8.

Therefore, the terminal program should always be UTF-8 (be it PuTTY or any terminal on Linux).

Check that you can run DF in a UTF-8 locale without dfterm2 in between. Some systems have ncurses that can't use wide characters and assume 8-bit encodings (I think? I'm not 100% about the details, on Debian ncursesw has to be installed manually.). If that works, try launching a /bin/bash in a dfterm2 slot and check locale and then run DF in there.

I've heard from another person who also had mysterious problems with encodings, even though everything seemed to be set correctly (everything set to UTF-8). There may be an unknown issue here.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Dutchling on June 10, 2011, 12:25:18 pm
I tried running this but after following the tutorial linked to in the first post I don't get it working. When I try to open connection with putty it either gives me a screen with just one little box in it that doesn't enable me to do anything or it simply disappears :? Is there something very obvious I am missing that is not in the tutorial, or does it work differently with hamachi?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on June 10, 2011, 02:40:52 pm
I tried running this but after following the tutorial linked to in the first post I don't get it working. When I try to open connection with putty it either gives me a screen with just one little box in it that doesn't enable me to do anything or it simply disappears :? Is there something very obvious I am missing that is not in the tutorial, or does it work differently with hamachi?

If you get a blue box inside the putty window, then connection is working. It should ask for a username first so you type it in with your keyboard.

If you don't get anything, you probably weren't able to connect. PuTTY typically closes the window when connection is cut so it disappears. Check that the port on which dfterm2 listens on can be reached. Even with hamachi, you may have to allow it to be a server from your firewall.


Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: QuakeIV on June 10, 2011, 02:58:04 pm
Apologies if this was covered earlier, Im running out of time so I cant search the entire thread.

I can get everything working except dfterm2_configure.

Like most console applications it closes immediately after running several lines of text.

I have totally forgotten how to keep the programs from closing by running them in Command Prompt after I learned how to use QT Creator.

Im using Windows 7 64-bit.

EDIT:
New difficulty;
The chat section is chopping off the game section, that cant last or i wont be able to play.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on June 10, 2011, 04:34:17 pm
Apologies if this was covered earlier, Im running out of time so I cant search the entire thread.

I can get everything working except dfterm2_configure.

Like most console applications it closes immediately after running several lines of text.

I have totally forgotten how to keep the programs from closing by running them in Command Prompt after I learned how to use QT Creator.

Im using Windows 7 64-bit.

EDIT:
New difficulty;
The chat section is chopping off the game section, that cant last or i wont be able to play.

dfterm2_configure is supposed to be run from the command line. Launch cmd.exe and then run it from inside that. That tool is normally not needed unless you have to do something special (like if you forgot to add an admin user or want to wipe the database). Available options can be found by writing --help as the parameter.

You can hide any window by focusing on it and pressing CTRL+X. CTRL+R makes borders go away that also saves space.

And finally, CTRL+F enlarges any window to take all the space or shrinks it back.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: QuakeIV on June 11, 2011, 12:35:12 am
Oh sweet, thanks!

That is worth some testing right there.

EDIT: Also, I know I need to run it in command line, its just I forgot how to do that, and after about an hour I decided to give up on searching google for an answer.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: optimumtact on June 11, 2011, 06:59:30 am
Oh sweet, thanks!

That is worth some testing right there.

EDIT: Also, I know I need to run it in command line, its just I forgot how to do that, and after about an hour I decided to give up on searching google for an answer.
type cmd.exe into the windows seven start menu search box and it should be the first link, click it and it will open the command line, then you'll need to browse to wherever you saved the program with the cd command and then execute it by typing it into the command line.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: QuakeIV on June 11, 2011, 11:41:26 am
Alright, thanks for the help guys.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: QuakeIV on June 11, 2011, 04:39:22 pm
So, is there any interest here in me trying to distribute a PuTTY like application that reads a .png tileset and displays that?

I plan on making one for myself, but I could make it remotely usable for other people.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: yamamushi on June 11, 2011, 05:28:55 pm
So, is there any interest here in me trying to distribute a PuTTY like application that reads a .png tileset and displays that?

I plan on making one for myself, but I could make it remotely usable for other people.

You have my interest :-)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: SolarShado on June 12, 2011, 02:37:16 pm
So, is there any interest here in me trying to distribute a PuTTY like application that reads a .png tileset and displays that?

I plan on making one for myself, but I could make it remotely usable for other people.

sounds interesting

think you could do it as a patch against PuTTY? it is open-source (link (http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html)). i imagine it'd save you a lot of work.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Rohain on June 18, 2011, 04:15:04 pm
Me and a buddy got it running, but all he sees are various forms of A's instead of the usual DF tileset, anybody know what's going on?

Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Duane on June 19, 2011, 03:40:52 am
So, could this:
Be used to do a succession fort in which two users swap back and forth?
If the above is true, can the host be one of the players, or would he have to take DFTerm offline and play offline?
If both of the above are true, could you give me a brief summary of how to set it up?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Ruirize on June 19, 2011, 12:09:51 pm
Both true.

In the server, set the game up normally, and allow only you and and your friend to play. Easy enough, you could probably work the rest out yourself.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Aklyon on June 19, 2011, 11:06:07 pm
This is pretty cool.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Neth Shady on June 23, 2011, 01:36:46 pm
I just installed all the relevant libraries and tried building dfterm2 from source, but when using make, it throws tons of errors, ending with
Code: [Select]
types.cc:(.text+0x33b): undefined reference to `icu_48::UnicodeString::~UnicodeString()'
types.cc:(.text+0x352): undefined reference to `icu_48::UnicodeString::~UnicodeString()'
collect2: ld returned 1 exit status
make[2]: *** [dfterm2] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error 2
make: *** [all] Error 2
From a cursory glance, all the errors are related to icu_48, but I am sure I installed ICU correctly, icu-config works, for example.

Any ideas what I am doing wrong? (I'm using Debian)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on June 26, 2011, 02:27:04 pm
I just installed libicu42 and libicu42-dev.  Did you install the dev components?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Neth Shady on June 27, 2011, 09:44:24 am
Thank you for the idea, but I had already installed the dev components. However, the package I installed was libicu-dev, not libicu42-dev. The latter one isn't in my package sources.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on June 27, 2011, 02:26:32 pm
Are you using ubuntu? i think libicu42-dev won't show up in the software center.  You have to install it via System->Administration->Synaptic Package Manager
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Neth Shady on June 28, 2011, 01:08:36 am
As I said, I am using Debian.

I now installed the packages from the .deb files, and it worked.

Thank you very much.

EDIT: Link to the .deb-files I used: http://maemo.org/packages/view/libicu42-dev/ (http://maemo.org/packages/view/libicu42-dev/)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: TurnpikeLad on June 28, 2011, 02:58:50 pm
So is there any active DFTerm server right now?  Remote dwarfing sounds fun.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on June 28, 2011, 04:09:19 pm
So is there any active DFTerm server right now?  Remote dwarfing sounds fun.
Yeah, we've got two running now.  http://steamcommunity.com/groups/Dwarf_Fortress

The first one started on Sunday afternoon, 48 hrs later the fortress had been going non-stop all through the night and day.  It's about done now.. they pulled the adamant sword and well.. it was brutal.  The fort is 6-7 years old i think?

Here is the original thread: http://www.bay12forums.com/smf/index.php?topic=87683.0

EDIT:
Actually, if anyone else has a public dfterm server up, can you post the info?  We can add it to the steam group.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Arkaniad on July 06, 2011, 07:20:10 pm
Argh. I am running Gentoo and I have all of the libraries installed (Boost 1.42 and ICU and all the others.)

I get this:

http://pastebin.com/59HtmS1G (http://pastebin.com/59HtmS1G)

Any ideas? Is there a way i can make it find the thread library?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on July 07, 2011, 04:06:04 am
Hi.

You do seem to have Boost headers, but do you also have Boost libraries compiled? On Gentoo, I'd assume they get compiled by default but maybe it needs some USE flags (Boost is commonly used without compiling some of its libraries). Can you check that you have the compiled thread library (such as /usr/lib/libboost_thread.so.1.42.1) installed?

You also get some error messages I have never seen before...but my initial thought is that your Boost installation is in some way not satisfactory for dfterm2. The internal error for not being able to access version.h may be because the file may not actually exist or is a symbolic link to somewhere that does not exist.


Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Austupaio on July 11, 2011, 05:00:19 pm
I love you.

At the risk of mimicking many posters before me, I hope this gets tile-set support eventually.

Good work and good luck, Adeon.

Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on July 19, 2011, 02:47:43 pm
At the risk of mimicking many posters before me, I hope this gets tile-set support eventually.
The tilesets work, they are fonts basically that the terminal uses.
Here is where i got the tilesets from: http://dffd.wimbli.com/file.php?id=1922
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Walter Sullivan on July 29, 2011, 08:09:17 pm
So, is there any interest here in me trying to distribute a PuTTY like application that reads a .png tileset and displays that?

I plan on making one for myself, but I could make it remotely usable for other people.

Please do it man. It would be so awesome to be able to use the Ironhand Tiles to play with this.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Zaerosz on July 30, 2011, 04:33:52 am
Okay, so I've got an issue with the PuTTY client - every time I try to run it I get a "Network error: Connection refused" message. I don't know why, and I don't know what I can do to fix it. Win7 64bit.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on July 30, 2011, 06:43:14 am
Okay, so I've got an issue with the PuTTY client - every time I try to run it I get a "Network error: Connection refused" message. I don't know why, and I don't know what I can do to fix it. Win7 64bit.

This means the computer you are trying to connect to is actively refusing the access as if there is no program listening on the port you are trying to connect to.

It may be a firewall, wrong computer you are connecting to or maybe you just aren't connecting to the correct port.

This issue has nothing to do with dfterm2.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: eurekafag on August 01, 2011, 07:52:51 am
Thanks for this great piece of software. However, I ran into a problem with restarting dfterm2 on Linux — it can't listen on the same port until all connections are dropped from TIME_WAIT state (about 1 minute). It's a common problem and also there is a well known option SO_REUSEADDR. So I wrote a little patch for trankesbel submodule to deal with it: http://pastebin.com/fD6e9UFi
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on August 01, 2011, 04:06:32 pm
Thanks for this great piece of software. However, I ran into a problem with restarting dfterm2 on Linux — it can't listen on the same port until all connections are dropped from TIME_WAIT state (about 1 minute). It's a common problem and also there is a well known option SO_REUSEADDR. So I wrote a little patch for trankesbel submodule to deal with it: http://pastebin.com/fD6e9UFi

Applied that. The fix is in the repo and will appear in the next release.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: kubetz on August 02, 2011, 02:18:18 pm
Thanks for wonderful job. Lovin' it! :)

I'm also an owner of Nokia N900, but I'm such a newbie. Can you please tell me what did you use for connecting (standard telnet?) and how to configure it to show everything properly?

Thank you very much!
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: tyrspawn on August 10, 2011, 12:11:11 am
1. is it possible to play this with tilesets?
2. If you make an action, will it be the same for everyone's screen?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on August 11, 2011, 03:43:14 am
As part of a community i'm helping to host, i made a DFTerm2 Server status page: http://cityofminds.info:800/dfmp/registry.php
If anyone has a server they would like to add, please PM me the info and i'll get it added for you.  When it's done, people can add servers themselves.  I'm also going to add a list of who is online and several other things.  The url will likely change in a few months as it needs to be hosted someplace more stable than my house.

tyrspawn, Yes, you can play with tilesets if you set them up on your client. Here is an example Mayday tileset:
Spoiler (click to show/hide)
Our steam community has links to windows and linux packages with some tilesets included.  Take a look: http://steamcommunity.com/groups/Dwarf_Fortress
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: b0b on August 12, 2011, 09:50:25 am
i have a question.... In dfterm i got a server working and a game running bt my friend saw everything i did and i saw everything he did is that what this is supposed to do?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on August 12, 2011, 03:49:28 pm
i have a question.... In dfterm i got a server working and a game running bt my friend saw everything i did and i saw everything he did is that what this is supposed to do?
Yes, you both play the same game.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Gigabot on August 14, 2011, 12:44:55 pm
I'm having an issue running dfterm2_configure. It fails in every way I try to run it. I do know that if need to be run with command prompt but it either doesn't stay open for longer than 2 seconds or it fails to recognize it all together.

[Windows 7 Pro 64-bit]
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on August 14, 2011, 11:35:51 pm
if you run it within the command prompt, you should be able to capture the error.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: b0b on August 16, 2011, 11:53:07 am
that didnt answer my question i wanted to know if i see what he does and he see what i do as in he move to the right i move to the right also. Is that what the multiplayer should be like?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: PringleMan05 on August 16, 2011, 11:18:30 pm
Hey all,

I am having an issue with client-side custom sprite packs. The server is happy to run a custom texture set, but whenever I have the client connect to the server it defaults to the plain ascii. I have a couple of players who like to use the mayday pack and I cannot figure out what is going wrong.

I have set the launch path to the C:\DwarfFortress (where I had them place their DF folder) and it is launching fine, but it just refuses to have custom texture packs

edit: Also since I am here, can anyone throw ideas at me as to why the "grab running game" feature is not working properly? I tried that as a solution but the slot just closes every time no matter what I try.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: SolarShado on August 17, 2011, 12:37:44 am
I think the "grab running game" feature only works on Linux (or Windows? I forget, but I don't think it worked everywhere.)

As for the client-side tilesets, that'll have to be set up client-side. Not sure if full spritesets work or if it's limited to simple tilesets.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on August 17, 2011, 03:30:15 am
I am having an issue with client-side custom sprite packs. The server is happy to run a custom texture set, but whenever I have the client connect to the server it defaults to the plain ascii. I have a couple of players who like to use the mayday pack and I cannot figure out what is going wrong.

This is the cool part.  They don't even need Dwarf Fortress at all to play :)
Use these tileset/fonts: http://dffd.wimbli.com/file.php?id=1922
Just install the font and select it within putty (or whatever client you are using).  If you need more help configuring it, give a shout.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: PringleMan05 on August 17, 2011, 10:09:43 am
Downloaded that pack and as a test installed the Mayday fonts, but Putty wont find it as a valid font. I made sure to tick the allow use of variable pitch fonts but still not showing up. Double checked that it did in fact install and WordPad at least saw it was there so I am definitely going to have to take you up on that config help!
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: PringleMan05 on August 17, 2011, 04:05:03 pm
Scratch that, figured it out. Awesome!
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: frostyfrog on August 18, 2011, 05:39:53 pm
Quote from: dfWiki
ICU development libraries
Boost development libraries (at least version 1.42)
OpenSSL development libraries
CMake
PCRE development libraries
g++ and usual development tools
lua
git
hmmm... only packages that I could easily spot were: git, lua, openssl, and cmake. I have no idea what the package names for the other ones are. Anyways...
Spoiler: Errors (click to show/hide)
Spoiler: System Specs (click to show/hide)
Could I please get some help with this? I don't usually compile from source (unless it's from the AUR, but those don't usually throw errors at me).
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: SolarShado on August 18, 2011, 11:51:56 pm
Quote from: dfWiki
ICU development libraries
Boost development libraries (at least version 1.42)
OpenSSL development libraries
CMake
PCRE development libraries
g++ and usual development tools
lua
git
hmmm... only packages that I could easily spot were: git, lua, openssl, and cmake. I have no idea what the package names for the other ones are. Anyways...
Spoiler: Errors (click to show/hide)
Spoiler: System Specs (click to show/hide)
Could I please get some help with this? I don't usually compile from source (unless it's from the AUR, but those don't usually throw errors at me).

Looks like all you're missing is boost. It's odd: the only Arch library package I've come across that's split. Try 'pacman -S boost'. According to my 'pacman -Qs boost', that's the dev package.

Nice ASCII art btw ;)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: frostyfrog on August 19, 2011, 07:08:59 pm
Thanks for the help, it's compiling now. :) Anyways, the ascii-art is from a package in the aur called archey2.

Anyways... new problem :(

After trying to run it in terminal (so that my WM keybindings wouldn't get in the way), I get the following results. I don't know why it didn't correctly translate the lines when writing the terminal to a file, it just did.
Code: [Select]
ÉChat (Alt+2)ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º 17:13:33  frostyfrog has connected to the server.                                                                            º
º                                                                                                                              º
º Chat>                                                                                                                        º
º                                                                                                                              º
º                                                                                                                              º
º                                                                                                                              º
º                                                                                                                              º
º                                                                                                                              º
º                                                                                                                              º
º                                                                                                                              º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
º                              Object Testing Arena                              ºÉMain menu (Alt+3)ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º                                    About DF                                    ºº Launch a new game              º
º                                      Quit                                      ºº Join a running game            º
º                                                                                ºº Configure slots                º
º                                                                                ºº Set MotD                       º
º                                                                                ºº Manage users                   º
º                 Press Enter to select an option.  8293 scroll.                 ºº Manage connection restrictions º
º           Press ESC at any time for options, including key bindings.           ºº Force close running slot       º
º                      Press ? at any time for the manual.                       ºº Change your password           º
º                                                                                ºº Disconnect                     º
º                                                                                ºº Shutdown server                º
º        Programmed by Tarn Adams                   Visit Bay 12 Games           ºÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
º    Designed by Tarn and Zach Adams                www.bay12games.com           º
º                                                                        v0.31.25º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
ÉLocal player»
º frostyfrog º
ÈÍÍÍÍÍÍÍÍÍÍÍͼ
echo $TERM: linux
tput columns: 128
tput lines: 37

Thanks again for the help :)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Dragon on August 19, 2011, 09:03:51 pm
If some1 could help me with using a tileset(font) with puTTY/Dfterm it would be much appreciated...i have it installed but it dosn't show up as an option...help would be appreciated.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: SolarShado on August 20, 2011, 03:26:45 am
Thanks for the help, it's compiling now. :) Anyways, the ascii-art is from a package in the aur called archey2.

Anyways... new problem :(

After trying to run it in terminal (so that my WM keybindings wouldn't get in the way), I get the following results. I don't know why it didn't correctly translate the lines when writing the terminal to a file, it just did.
>snip<
echo $TERM: linux
tput columns: 128
tput lines: 37

Thanks again for the help :)

Looks a bit messy, but not exactly wrong...
(I'll admit I'm not sure just what it's supposed to look like, I follow this thread because it's an interesting project, but I've actually used it only once or twice.)

You might try tweaking your WM keybindings (I like to use the windows key for a lot of mine since nothing else uses it by default) and try running it in a terminal window.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on August 21, 2011, 08:15:42 pm
Frostyfrog, Mego has had a good experience setting it up in linux.  He even uses the TrueTypeFont tilesets.  You could try asking him for a quick howto?

http://www.bay12forums.com/smf/index.php?action=profile;u=49308
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on August 27, 2011, 12:15:40 pm
Adeon, i think i have run into a problem while using your software.  After a period of time the server won't accept passwords anymore.. as in, anyone can login with no password required.  The admin account isn't recognized and logs in as a normal user.  I did my homework before coming here first though. 

It is more than possible i'm running up against the hardcoded 50 registered user limit.  Would that cause this type of behavior?  I'm going to try expanding the limit and see what happens.

People are really enjoying the game and i can only see it getting better.  There are some features i would like to request from you though to improve the gameplay.  Vote ban and Vote nohands.  Vote ban of course being they can never login again.  Vote nohands means they cannot take control of the game, but may watch & chat.  Vote nohands can have a time limit of a few hours.. it would be extremely useful in situations where someone is playing the "Dwarven Drinking Game" and drinks a bit too much.  The only other changes that i think would be useful is a general streamlining of the join process.  Many people upon connecting try to launch a new game because it's not obvious there is already one going.  So either the "launch new game" option can be removed when max slots are reached, or allow the admin to automatically shove new joiners directly into a slot (if it is running).

Currently my solution to the "no password needed" thing is delete dfterm2_database.sqlite3 and replace it with a backup (already configured but very few accounts on it).  However this requires a server restart and i have to login and tell everyone to save and bugger off for a bit.

Thanks for all your work!  It is getting some good use.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on September 06, 2011, 09:45:28 am
Adeon, i think i have run into a problem while using your software.  After a period of time the server won't accept passwords anymore.. as in, anyone can login with no password required.  The admin account isn't recognized and logs in as a normal user.  I did my homework before coming here first though. 

It is more than possible i'm running up against the hardcoded 50 registered user limit.  Would that cause this type of behavior?  I'm going to try expanding the limit and see what happens.

People are really enjoying the game and i can only see it getting better.  There are some features i would like to request from you though to improve the gameplay.  Vote ban and Vote nohands.  Vote ban of course being they can never login again.  Vote nohands means they cannot take control of the game, but may watch & chat.  Vote nohands can have a time limit of a few hours.. it would be extremely useful in situations where someone is playing the "Dwarven Drinking Game" and drinks a bit too much.  The only other changes that i think would be useful is a general streamlining of the join process.  Many people upon connecting try to launch a new game because it's not obvious there is already one going.  So either the "launch new game" option can be removed when max slots are reached, or allow the admin to automatically shove new joiners directly into a slot (if it is running).

Currently my solution to the "no password needed" thing is delete dfterm2_database.sqlite3 and replace it with a backup (already configured but very few accounts on it).  However this requires a server restart and i have to login and tell everyone to save and bugger off for a bit.

Thanks for all your work!  It is getting some good use.

Hi. Sorry for late response.

It's possible that the limits are buggy because I have not tested them properly. I never thought the software would get enough users to hit the limits I set.

I haven't worked on dfterm2 codebase for a while now and it's kind of starting to rot. I'd prefer not to add any features but if I have time, I'll do something about that at next release (which would be when next DF version comes out). Auto-joining and password behaviour changing shouldn't take too much work but the voting system could take some time.

The no password required-thing probably means it won't recognize the user as the user from the database (possibly because of the limits) and instead treats them as one-time users, just with the same name as the user in the database. So while it may be confusing, at least they don't get more privileges than they should.

I've wanted to substantially change the login process, delegating the connection handling to ssh and improving terminal emulator support on linux.

I'll be back.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Carnes on September 06, 2011, 11:15:03 pm
Glad to hear it!  Sounds like you have some plans rolling around in the back of your mind.

So far the increased limits are working.  The only changes were: MAX_REGISTERED_USERS = 500 and CONFIGURATION_FILE_MAX_SIZE = 1000000

My experiences so far are good.  We'll get around 10-12 people during events and a few people throughout the week.  I really prefer only having one fort up to force people to play on the "community fort" instead of just gen+embark+disconnect.  The web client was neat but the common complaint was lag.  Actually, the only complaints i've ever heard (in order of amount) is lag, controls, and small viewing area.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Lawlcat on September 20, 2011, 10:00:23 am
I'm having an issue with "bleeding" tiles, tiles shifted over, and movement/selection not working properly (goes the wrong way!)

Here's an example of the bleeding at the menu screen: http://i.imgur.com/A9n00.png (http://i.imgur.com/A9n00.png)
You can also see that Start Playing is on there twice. The tiles are all shifted down once as well after being originally displayed.

If I try to, say, press d to start designating an area and I move the cursor left, the cursor actually goes right and sometimes up/down.

This is how it looks at the embark screen: http://i.imgur.com/v9MHZ.png (http://i.imgur.com/v9MHZ.png) which makes it pretty much a crapshoot if I get a good embark or not.

dfterm2 is running on my ubuntu server and df is running the latest 31.25 build. 

It does this either in telnet straight on the box to itself, putty from any of my other 2 machines or even on the http/flash client if I enable it. Playing DF stand-alone on the client works fine, just not through dfterm

It also seems to just inject random keypresses. If I try to just move up and down in the view screen, it seems to hit Escape as well. When I try to type into the profile box, it adds random ^D] or ^F] characters into the typing area that I have to delete and try again.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on September 20, 2011, 04:39:41 pm
I'm having an issue with "bleeding" tiles, tiles shifted over, and movement/selection not working properly (goes the wrong way!)

Here's an example of the bleeding at the menu screen: http://i.imgur.com/A9n00.png (http://i.imgur.com/A9n00.png)
You can also see that Start Playing is on there twice. The tiles are all shifted down once as well after being originally displayed.

If I try to, say, press d to start designating an area and I move the cursor left, the cursor actually goes right and sometimes up/down.

This is how it looks at the embark screen: http://i.imgur.com/v9MHZ.png (http://i.imgur.com/v9MHZ.png) which makes it pretty much a crapshoot if I get a good embark or not.

dfterm2 is running on my ubuntu server and df is running the latest 31.25 build. 

It does this either in telnet straight on the box to itself, putty from any of my other 2 machines or even on the http/flash client if I enable it. Playing DF stand-alone on the client works fine, just not through dfterm

It also seems to just inject random keypresses. If I try to just move up and down in the view screen, it seems to hit Escape as well. When I try to type into the profile box, it adds random ^D] or ^F] characters into the typing area that I have to delete and try again.

Check that you have UTF-8 turned on everywhere. Dfterm2 doesn't respect locale settings (it would be a good practice if it did but at this point I'm too lazy to fix it, since most people use UTF-8). Based on those screenshots, it looks like PuTTY is not in UTF-8 mode. Dfterm2 always sends UTF-8 regardless of current locale it was run in.

I thought the flash interface would at least would work which sounds a little puzzling.

The shifting occurs because PuTTY and Dfterm2+DF don't agree how to represent some characters or how much space they take.

Playing directly on the server works because Dfterm2 isn't there assuming PuTTY is in UTF-8 mode.

Let me know if this was any help.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Lawlcat on September 20, 2011, 07:04:42 pm
I'm having an issue with "bleeding" tiles, tiles shifted over, and movement/selection not working properly (goes the wrong way!)

Here's an example of the bleeding at the menu screen: http://i.imgur.com/A9n00.png (http://i.imgur.com/A9n00.png)
You can also see that Start Playing is on there twice. The tiles are all shifted down once as well after being originally displayed.

If I try to, say, press d to start designating an area and I move the cursor left, the cursor actually goes right and sometimes up/down.

This is how it looks at the embark screen: http://i.imgur.com/v9MHZ.png (http://i.imgur.com/v9MHZ.png) which makes it pretty much a crapshoot if I get a good embark or not.

dfterm2 is running on my ubuntu server and df is running the latest 31.25 build. 

It does this either in telnet straight on the box to itself, putty from any of my other 2 machines or even on the http/flash client if I enable it. Playing DF stand-alone on the client works fine, just not through dfterm

It also seems to just inject random keypresses. If I try to just move up and down in the view screen, it seems to hit Escape as well. When I try to type into the profile box, it adds random ^D] or ^F] characters into the typing area that I have to delete and try again.

Check that you have UTF-8 turned on everywhere. Dfterm2 doesn't respect locale settings (it would be a good practice if it did but at this point I'm too lazy to fix it, since most people use UTF-8). Based on those screenshots, it looks like PuTTY is not in UTF-8 mode. Dfterm2 always sends UTF-8 regardless of current locale it was run in.

I thought the flash interface would at least would work which sounds a little puzzling.

The shifting occurs because PuTTY and Dfterm2+DF don't agree how to represent some characters or how much space they take.

Playing directly on the server works because Dfterm2 isn't there assuming PuTTY is in UTF-8 mode.

Let me know if this was any help.

I've set PuTTY to translate to UTF-8 and it seemed to help a hair, like the menu doesn't duplicate, but in-game it's still goofy when pressing arrow keys to move and some of the screen on the right gets shifted to the left hand sometimes...

Tried with the Windows 7 telnet client and that was just a complete mess lol, I get the feeling I've either got some setting wrong on my server or dwarf fort isn't installed/setup properly
A friend tried from his machine using Cygwin and UTF-8 and he's getting the tearing as well
Title: Re: Dfterm2 0.13, Errors compiling FreeBSD
Post by: wasurerarenai on October 02, 2011, 03:18:19 am
Installed and configured on FreeBSD 8.1. Still having issues with compiling. Any hints for changes that could help?

Noting necessary change to allow lua51 FreeBSD locations to be found:
Code: [Select]
vim dfterm2/trankesbel/FindLua.cmake

FIND_PATH(LUA_INCLUDE_PATH lua.h
/usr/local/include/lua51

FIND_LIBRARY(LUA_LIBRARIES NAMES ${LUA_SEARCH_LIBRARIES}
/usr/local/lib/lua51

Error Compiling:
Code: [Select]
[ /usr/local/dfterm2]# make
[  1%] Building CXX object trankesbel/CMakeFiles/trankesbel.dir/interface_ncurses.cc.o
...
[ 11%] Building CXX object trankesbel/CMakeFiles/trankesbel.dir/sockets.cc.o
/usr/local/dfterm2/trankesbel/sockets.cc: In function 'std::string getErrorStringSocketsError(int)':
/usr/local/dfterm2/trankesbel/sockets.cc:313: error: invalid conversion from 'int' to 'const char*'
/usr/local/dfterm2/trankesbel/sockets.cc:313: error:   initializing argument 1 of 'std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const _CharT*, const _Alloc&) [with _CharT = char, _Traits = std::char_traits<char>, _Alloc = std::allocator<char>]'
/usr/local/dfterm2/trankesbel/sockets.cc: In function 'std::string getErrorStringEAI(int)':
/usr/local/dfterm2/trankesbel/sockets.cc:349: error: invalid conversion from 'int' to 'const char*'
/usr/local/dfterm2/trankesbel/sockets.cc:349: error:   initializing argument 1 of 'std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const _CharT*, const _Alloc&) [with _CharT = char, _Traits = std::char_traits<char>, _Alloc = std::allocator<char>]'
*** Error code 1

Stop in /usr/local/dfterm2.
*** Error code 1

Stop in /usr/local/dfterm2.
*** Error code 1

Stop in /usr/local/dfterm2.

Mike
Title: Re: Dfterm2 0.13, Errors compiling FreeBSD
Post by: Adeon on October 04, 2011, 11:29:03 am
Installed and configured on FreeBSD 8.1. Still having issues with compiling. Any hints for changes that could help?

Noting necessary change to allow lua51 FreeBSD locations to be found:
Code: [Select]
vim dfterm2/trankesbel/FindLua.cmake

FIND_PATH(LUA_INCLUDE_PATH lua.h
/usr/local/include/lua51

FIND_LIBRARY(LUA_LIBRARIES NAMES ${LUA_SEARCH_LIBRARIES}
/usr/local/lib/lua51

Error Compiling:
Code: [Select]
[ /usr/local/dfterm2]# make
[  1%] Building CXX object trankesbel/CMakeFiles/trankesbel.dir/interface_ncurses.cc.o
...
[ 11%] Building CXX object trankesbel/CMakeFiles/trankesbel.dir/sockets.cc.o
/usr/local/dfterm2/trankesbel/sockets.cc: In function 'std::string getErrorStringSocketsError(int)':
/usr/local/dfterm2/trankesbel/sockets.cc:313: error: invalid conversion from 'int' to 'const char*'
/usr/local/dfterm2/trankesbel/sockets.cc:313: error:   initializing argument 1 of 'std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const _CharT*, const _Alloc&) [with _CharT = char, _Traits = std::char_traits<char>, _Alloc = std::allocator<char>]'
/usr/local/dfterm2/trankesbel/sockets.cc: In function 'std::string getErrorStringEAI(int)':
/usr/local/dfterm2/trankesbel/sockets.cc:349: error: invalid conversion from 'int' to 'const char*'
/usr/local/dfterm2/trankesbel/sockets.cc:349: error:   initializing argument 1 of 'std::basic_string<_CharT, _Traits, _Alloc>::basic_string(const _CharT*, const _Alloc&) [with _CharT = char, _Traits = std::char_traits<char>, _Alloc = std::allocator<char>]'
*** Error code 1

Stop in /usr/local/dfterm2.
*** Error code 1

Stop in /usr/local/dfterm2.
*** Error code 1

Stop in /usr/local/dfterm2.

Mike

Dfterm2 cannot be compiled on any BSDs. Event poller code for them has not been written. Linux uses epoll(), Windows uses its own object waiting system and FreeBSD has kqueue().

That particular error seems to occur because BSD doesn't use the GNU-type strerror_r. It is easy to fix by adding a macro flag (_XOPEN_SOURCE=600) and changing the code at all places in Dfterm2 where strerror_r is used to use the XSI-compliant strerror_r, but you still need to know your way around in the code.

I'm not fixing this because then I probably should also go all the way and make a port to FreeBSD. I'm working on a major upgrade where I may address this, if it gets ready some day.

Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: wasurerarenai on October 07, 2011, 04:17:08 pm
Thanks for the explanation. I may try your suggestion. If I do I'll report my otherwise best wishes on your major upgrade.

Mike
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Mikael134 on October 24, 2011, 11:42:40 am
I wonder if its to much hassle for you to add a port config, would make it a lot simpler for me and others to change ports, thanks
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on October 24, 2011, 05:08:11 pm
I wonder if its to much hassle for you to add a port config, would make it a lot simpler for me and others to change ports, thanks

Use --port command line parameter. For example, dfterm2 --port 1234 to listen on port 1234.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: DarkDecaydence on October 24, 2011, 07:36:04 pm
Would future versions be able to support graphics sets?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on October 25, 2011, 04:39:03 pm
Would future versions be able to support graphics sets?

No.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Difference on November 13, 2011, 08:37:27 pm
When I start up dfterm2 I get this error message:

Code: [Select]
2011-11-14 02:12:05 Error: Listening as telnet service at address 0.0.0.0:8000 f
ailed. bind() failure. Only one usage of each socket address (protocol/network a
ddress/port) is normally permitted.

Could not add a telnet service.

Anyone has an idea what's causing it?

I'm using windows 7 64bit and just did a fresh install of dfterm 0.13.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on November 14, 2011, 04:27:39 pm
When I start up dfterm2 I get this error message:

Code: [Select]
2011-11-14 02:12:05 Error: Listening as telnet service at address 0.0.0.0:8000 f
ailed. bind() failure. Only one usage of each socket address (protocol/network a
ddress/port) is normally permitted.

Could not add a telnet service.

Anyone has an idea what's causing it?

I'm using windows 7 64bit and just did a fresh install of dfterm 0.13.

Some other program is hogging the port 8000. Find out what's the program that does that or use --port command line switch to change the port dfterm2 uses.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Difference on November 15, 2011, 04:59:09 pm
hmm, I thought i checked port 8000, I didn't have any programs using it.

But changing the port worked... So can't complain.

Thx! :)
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Megaman3321 on November 21, 2011, 09:42:38 am
Would it be possible to create an iPhone version of this?

Or is a Nokia N9000 not a phone?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: SolarShado on November 21, 2011, 10:42:18 pm
Would it be possible to create an iPhone version of this?

Or is a Nokia N9000 not a phone?

Dfterm is a server, what you'd want on your phone'd be a client. IIRC someone posted about an android client many pages back. I'm sure there's a client available for iOS. No idea about a Nokia N9000...
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on November 22, 2011, 06:26:02 am
Would it be possible to create an iPhone version of this?

Or is a Nokia N9000 not a phone?

You need a telnet client. If I recall correctly, iSSH is one that can do it. I don't remember if it's free though.

Also, playing on a phone may not be as fun as you'd initially think.

Nokia N900 is a smartphone with which I am also writing this reply.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adellus on December 02, 2011, 01:22:27 pm
nvm, i didnt read the instructions fully x.x
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Ghosy on December 17, 2011, 08:32:22 pm
Some people may have been having the an issue with compiling, but I was able to resolve this for myself by doing the following. I checked every package 2 times after that I thought the installing guide might be missing a package and I checked the FindLua.cmake and to my great relief I was correct. I found that the FindLua included LuaJit which I didn't find to be mentioned anywhere else. After installing LuJit, I am now able to successfully compile the program. libluajit-5.1-dev was the package that I used for my copy of Ubuntu 10.10 and it worked like a charm. It would be nice if a note that LuaJit is one of the possible things that a user may be lacking if they are experiencing issues.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on December 18, 2011, 06:45:45 am
Some people may have been having the an issue with compiling, but I was able to resolve this for myself by doing the following. I checked every package 2 times after that I thought the installing guide might be missing a package and I checked the FindLua.cmake and to my great relief I was correct. I found that the FindLua included LuaJit which I didn't find to be mentioned anywhere else. After installing LuJit, I am now able to successfully compile the program. libluajit-5.1-dev was the package that I used for my copy of Ubuntu 10.10 and it worked like a charm. It would be nice if a note that LuaJit is one of the possible things that a user may be lacking if they are experiencing issues.

LuaJIT is optional. The listings in the cmake file only mean it tries to find that first and if it fails, it falls back to vanilla Lua. For some reason the fallback didn't work in your case though.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: kingfisher1112 on January 14, 2012, 06:15:59 am
Can I have help with android phones. I want mah DF.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Sarganto on January 18, 2012, 07:40:12 am
Can I have help with android phones. I want mah DF.
This.

Is there anyone playing with an android phone right now? I have an HTC with hardware keyboard and I would LOOOOOVE to play DF on this thing.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Dragonfire6000 on January 18, 2012, 04:29:20 pm
Having a problem with launching a World. i make the slot everything is fine until right after i lauch it imediatly closes the slot anyone else gettin this problem?
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on January 18, 2012, 07:26:21 pm
Having a problem with launching a World. i make the slot everything is fine until right after i lauch it imediatly closes the slot anyone else gettin this problem?

This usually means you put the executable path wrong. The console should have an error message regarding that.

One pitfall is that you need to use the % character to escape spaces in the path when configuring the slot profile, see the example below.
Code: [Select]
Suppose your DF executable is "c:\hello world\df_31_25\Dwarf Fortress.exe"

THIS IS WRONG:
c:\hello world\df_31_25\Dwarf Fortress.exe

THIS IS CORRECT:
c:\hello% world\df_31_25\Dwarf% Fortress.exe


Also remember to set the working path correctly to the same directory where DF executable is.


If the DF is actually working fine until embarking or world generation (I'm not completely sure from your description where exactly your problem happens), the DF crashes or shuts down for some reason. It would be unlikely this is a dfterm2 problem.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Sarganto on January 19, 2012, 12:52:38 pm
Can I have help with android phones. I want mah DF.
This.

Is there anyone playing with an android phone right now? I have an HTC with hardware keyboard and I would LOOOOOVE to play DF on this thing.
No answer to this?

Can someone explain what I really need, for example what app, what settings I need to use etc.
I want it to run on a Win7 desktop and be able to play with my Android Phone.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: SolarShado on January 19, 2012, 06:18:20 pm
You need an SSH client, I'm pretty sure someone back up the thread somewhere mentioned one for 'droid devices.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Adeon on January 19, 2012, 08:45:03 pm
Can I have help with android phones. I want mah DF.
This.

Is there anyone playing with an android phone right now? I have an HTC with hardware keyboard and I would LOOOOOVE to play DF on this thing.
No answer to this?

Can someone explain what I really need, for example what app, what settings I need to use etc.
I want it to run on a Win7 desktop and be able to play with my Android Phone.

I don't have any experience with Android devices so I can't answer. The general tip is that you need an application that offers Telnet and terminal emulation.

If someone knows a suitable program, what caveats there are, any incompatibilities, tips or suggestions etc. regarding Android and dfterm2, I can link to that from the first post.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Neyvn on January 31, 2012, 10:45:52 am
This can act as a Multiplayer DF right? I am trying to introduce a friend to DF and he is one of those...

"IS IT MULTIPLAYER!!! MUST HAVE MULTIPLAYER!!! BLLLAAAAAGGGGHHHH!!! NO MULTIPLAYER MEANS ITS SHIT!!!! BLAGH!!!"
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: klingon13524 on January 31, 2012, 11:44:04 am
Uh, wrong... Only Toady could put multiplayer in, and it would take years of work to get it to work well. This is for being able to DF without killing your computer.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Neyvn on January 31, 2012, 03:42:20 pm
Uh, wrong... Only Toady could put multiplayer in, and it would take years of work to get it to work well. This is for being able to DF without killing your computer.
Act as... Key Words there...
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Ghills on January 31, 2012, 06:27:29 pm
You can use this to allow different people to take over different forts without having to deal with save games. The watchers can even take over whenever they want, I think.  You might try checking in the DF Multiplayer thread, they set up a couple of shared servers and can talk about how that worked.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Neyvn on January 31, 2012, 06:38:07 pm
You can use this to allow different people to take over different forts without having to deal with save games. The watchers can even take over whenever they want, I think.  You might try checking in the DF Multiplayer thread, they set up a couple of shared servers and can talk about how that worked.
There is a Multiplayer Thread??? Whats it called, haven't seen it in the Search...
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Ghills on February 01, 2012, 10:07:59 pm
Dwarf Fortress: Multi-Player Edition
http://www.bay12forums.com/smf/index.php?topic=87683.0
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Terminutter on February 16, 2012, 08:44:41 am
Do you plan on updating this for the new version? (I'm not demanding, just curious.)
It seems like a really neat program.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: toboo123 on February 20, 2012, 04:24:53 am
This is cool, but i don't get on the point of this it seems everyone on the server controls the same cursor, so wouldn't you be better off using RDP or just plugging a second keyboard into your MLG gaming desktop, unless I did something wrong and everyone is exposed to control something separably please tell me if that is the case.
Title: Re: Dfterm2 0.13, server software for playing Dwarf Fortress remotely (up to v31.25)
Post by: Quatch on February 21, 2012, 12:12:07 am
There is only one cursor in the game to control. See the first post/manual for additional game management features?
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 21, 2012, 12:40:46 am
I've released Dfterm2 0.14. This supports DF 34.2.

Also, I've fixed a few things and added FreeBSD support. It's also now possible to add configurations for new DF versions without having to recompile. This means you don't need to wait for me to release a new Dfterm2 version when next DF version comes out. I'll post a document on how to do that when I have time. For now I'll just say you need to modify dfterm2.conf in the installation directory.

I believe I might have finally fixed the black screen bug.

The changelog is longer this time.

0.13 --> 0.14
- FreeBSD support
- DF 0.34.2 (SDL) support
- Configurable addresses so that future DF versions don't need a new Dfterm2 release
- Fixed screen not cleared when connecting
- Fixed screen sometimes being black when on Windows
- Fix bogus error message when a user stops watching slots
- Dfterm2 now respects locales for the server side. Clients still only use UTF-8.
- Limits on how many connections and slots there can be have been increased.
- Refreshing rate has been increased from 30fps to 60fps when on Linux or FreeBSD
- Dfterm2 warns if you are not using UTF-8 locale on the server.
- Dfterm2 no longer uses the trankesbel submodule
- Sqlite3 has been updated to 3.7.10
- Esc delay has been reduced from 50ms to 10ms
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Hippoman on February 21, 2012, 07:08:52 am
Is it possible to make DFTerm use Ironhand's graphic set?
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Calhoun on February 21, 2012, 08:59:11 am
Adeon, thank you yet again. You're the best, man.
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Quatch on February 21, 2012, 04:20:37 pm
Thanks for updating! Your work is outstanding and appreciated.
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Norgg on February 22, 2012, 11:10:03 am
Okay, this is awesome.  Just got it running on a server, had to add a #include <string.h> to utf8.cpp in the current git version though.

I've seen mention that this supports http connections through flash, but I've not been able to figure out where to configure that and the manual is broken at the moment, anyone had experience setting this up?

For the people asking about getting this going with Android, if you run the server on a desktop/server and get the connectbot app and connect through telnet from that to your desktop, eg: 192.168.1.5:8000 (with correct IP/domain name/port) it should work.  You'll need either a hardware keyboard or a software keyboard with support for cursor keys though I think.
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Norgg on February 22, 2012, 11:41:12 am
I've seen mention that this supports http connections through flash, but I've not been able to figure out where to configure that and the manual is broken at the moment, anyone had experience setting this up?

Ah, found the post explaining the set-up for this earlier in the thread, conceptually very cool, I can see why you don't document it yet though.
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 22, 2012, 12:24:39 pm
I setup a server on apcguy.dnsd.me port 8000 (ensure you set window - translation to utf 8 in putty).

Questions:

Anyone recommend a good freeware windows remote application tool so I can share out Dwarf Therapist?

Also, how would I go about password protecting the game if I wanted to start a player registry?
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 22, 2012, 03:43:52 pm
Dfterm2 0.15 released. This fixed some bugs introduced by 0.14 release.

Backspace no longer sends shift+backspace.

I've purged the flash interface from the codebase now completely.

Also, how would I go about password protecting the game if I wanted to start a player registry?

You can't password protect games. You can, however, manually add and remove players who can play or watch.
I've seen mention that this supports http connections through flash, but I've not been able to figure out where to configure that and the manual is broken at the moment, anyone had experience setting this up?
Ah, found the post explaining the set-up for this earlier in the thread, conceptually very cool, I can see why you don't document it yet though.
I've seen mention that this supports http connections through flash, but I've not been able to figure out where to configure that and the manual is broken at the moment, anyone had experience setting this up?

Because the flash interface, quite frankly, sucks. I believe the game is almost unplayable with it. It was a gimmick and I've removed the feature just recently because I don't want to maintain it.

It's possible to get a flash interface anyway but you just have to use external software instead of relying on Dfterm2.
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 22, 2012, 04:39:44 pm
It's also now possible to add configurations for new DF versions without having to recompile. This means you don't need to wait for me to release a new Dfterm2 version when next DF version comes out. I'll post a document on how to do that when I have time.

Here's a quick guide on how to add new addresses when a new DF version comes out.

The addresses are listed in dfterm2.conf (it is read as a Lua script) which is in the installation directory of Dfterm2. This file has entries in this form:

Code: [Select]
addresses = {                                                                   
  { name               = "DF 31.25",                                           
    size_address       = 0x0073507C,                                           
    screendata_address = 0x00734D1C,                                           
    checksum           = 0xFBFF0FC9,                                           
    method             = "PackedVarying" }                                     
}                                                                             

Here, you could add a new DF version, let's say DF 34.2 for example.

Code: [Select]

addresses = {                                                                   
  { name               = "DF 31.25",                                           
    size_address       = 0x0073507C,                                           
    screendata_address = 0x00734D1C,                                           
    checksum           = 0xFBFF0FC9,                                           
    method             = "PackedVarying" },
  { name               = "DF 34.02",                                           
    size_address       = 0x008100F4,                                           
    screendata_address = 0x0080FD94,                                           
    checksum           = 0xD635560F,                                           
    method             = "PackedVarying" }                                     
}                                                                             

You should change the name, the size address, screen data address and checksum for each new version. "PackedVarying" refers to the format in which the screendata is in the memory and it has been the same for all SDL versions since 40d times.

The addresses are relative to the base address of Dwarf Fortress.exe when it's loaded in memory. In older Windows versions that don't have ASLR (http://en.wikipedia.org/wiki/Address_space_layout_randomization), the base address is always 0x00400000. Any self-respecting memory inspection tool can give you the base addresses for loaded modules.

In the address specified by size_address, there are two consecutive 32-bit values that tell the width and height of the DF screen. Using search features of a memory inspection tool, this address should be easy to find.

In the address specified by screendata_address, there's another address that points to the screen data. If double buffering is being used, it alternates between the buffers. You can find this address by first finding the actual screen data buffer. What I do is go to the Arena mode, search for + (the arena has a lot of smooth floor), then go to the unit or reports menu and find the letter that used to be occupied by the +.

Then, I view the memory around the address I find and check where the screen data buffer begins. Then, I use a search to find an address that points to that buffer. This should give the address what goes into the screendata_address (just remember to take relative address instead of absolute).

The screen data buffer uses 4 bytes per square. The first one is CP437 code point to the character being used and the other bytes are used for color information.

I've noticed that usually the addresses slightly increase between minor DF versions and more between major releases.

As for the checksum, you can get it by configuring Dfterm2 to load the new DF version (even though it doesn't recognize it). Dfterm2 attempts to load it, notices it doesn't recognize it, and then give you the checksum in its log.

Once you add a new entry to the dfterm2.conf, you need to restart Dfterm2 to get it load the new settings.

Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 22, 2012, 08:41:18 pm
Now all we need is dwarf therapist working
.  As a side note. If I set the db file to read only will that let me prevent new users?
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 22, 2012, 10:54:23 pm
Now all we need is dwarf therapist working
.  As a side note. If I set the db file to read only will that let me prevent new users?

As Dfterm2 needs write access to the database and user data is stored there, it would. It would also prevent you from making any configuration changes. However, the UI doesn't know how to express that so it might act as if changes are being made when in fact no new users or configuration changes can happen.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 23, 2012, 12:40:18 am
I found the option I needed in slot profile.  Thanks
Title: Re: Dfterm2 0.14, server software for playing Dwarf Fortress remotely
Post by: yarr on February 23, 2012, 05:32:45 am
Epic tut

Thanks for that Adeon. Can you recommend a windows tool for finding the adresses?
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 23, 2012, 09:24:03 am
I was able to setup dwarf therapist using tightvnc 1.3.  I had to disable windows remote desktop.  I was able to get full desktop sharing using tightnvc 2.  So 1.3 was for just the dt window and 2.0 is for desktop (diferrent port #s of course).
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: red_29A on February 23, 2012, 08:08:47 pm
Will this work over LAN? Sorry if this has been answered before. It would be nice if my room-mate could spectate from his room with out making mine stink from his cheap mexican weed. Or i could take my laptop in the can! Also, i know someone with an Android phone with a hardware keyboard and i really want to check this out. If i could play DF on it during my lunch break that would be amazing. And totally worth the cost of all the monthly bills. Also i need a job.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 24, 2012, 07:26:51 am
yes, it will work over lan.

Anyone know of a good "graphical" ttf, preferrably 12x12 (not 16x16) or a little bit smaller that works well.  I'm meddling with df2ttf right now, but I was wondering if anything was made from the groundup.  I'm using Maus right now.  I found some 12x12 mayday, I'm going to try and convert that.  Any ideas are greatly appreciated.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 24, 2012, 10:41:43 am
yes, it will work over lan.

Anyone know of a good "graphical" ttf, preferrably 12x12 (not 16x16) or a little bit smaller that works well.  I'm meddling with df2ttf right now, but I was wondering if anything was made from the groundup.  I'm using Maus right now.  I found some 12x12 mayday, I'm going to try and convert that.  Any ideas are greatly appreciated.

http://dffd.wimbli.com/file.php?id=1922 (http://dffd.wimbli.com/file.php?id=1922)
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 24, 2012, 11:44:27 am
yeah, I've been using that and df2ttf.  Best I saw was mayday, but I was hoping I could find one that was built from the groundup to represent graphics as much as possible but was specifically for terminals.  The others seem to be converted, and don't look that great.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: Quarterblue on February 24, 2012, 07:07:06 pm
I'm currently hosting a server at quarterdorf.dnsd.me, port 8000 if you want to join.

We should keep track of every public server, I think there are at least two more up.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 25, 2012, 05:57:57 am
good idea, maybe he can put it on the 1st page?  I'm hosting one as well apcguy.dnsd.me port 8000 (a succession style game, single game only), I'm using Maus 9x9 ttf at size 11 on a 1280x1024.

Anyways, big problem.  Can't use shift + other keys, not a big deal, but it is when trying to assign squad schedules.  Is there a workaround?

Update:

Done through keybindings within dwarf fortress (escape menu, general settings)
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: Jeremy on February 25, 2012, 07:55:06 am
It would probably be better to start a separate thread and manage it independently. Adeon used to keep a list, but no longer wishes to do so.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: Carnes on February 25, 2012, 08:02:27 pm
I made a script that connects to each dfterm2 server to determine if it is online or otherwise.
http://cityofminds.info/dfmp/registry.php

I added the servers that you guys listed here.  If you have some recommendations for improvements, give a shout.
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: PoodleIncident on February 25, 2012, 09:17:14 pm
So here's a mission for you awesome people making this: use this to 'port' to Android. A telnet client is doable on a phone, right?
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: SolarShado on February 25, 2012, 10:11:15 pm
So here's a mission for you awesome people making this: use this to 'port' to Android. A telnet client is doable on a phone, right?

There're several telnet/SSH clients for Android.

Personally, though, I've yet to find a decent keyboard for use with any remote games (haven't tried DF, but a couple rougelikes)
Title: Re: Dfterm2 0.15, server software for playing Dwarf Fortress remotely
Post by: thistleknot on February 26, 2012, 12:09:19 am
good luck with that.  I do have a bluetooth kb that works with an hp touchpad (that can run android), but some keys don't map quite right.  Such as esc.  If you had a big enough screen, maybe it would work well with key remappings.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on February 26, 2012, 08:08:52 pm
0.16 released.

This fixes capital H letter not working. I broke it in 0.15 with some terribly thought out backspace hacks.

Also the time it takes to inject to DF has been reduced from 20 seconds to 5 seconds.

Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on February 27, 2012, 04:40:16 am
Glad you keep working on it, Adeon!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Dez on February 27, 2012, 12:43:56 pm
Would anyone care to host another instance of this server somewhere?

http://noway.ratry.ru/jsn/termcast/

I'd use their server but port 31337 is blackholed by my ISP. I've got a local copy of it running, it's pretty easy to install if you've ever used perl and cpan before, just need to snag a few libraries, Log::Agent and POE::Session::Attribute should satisfy it. Then edit ./lib/RWS/TermCast.pm lines 28 and 33 to change the consumer/provider ports to something less innocuous than the port BackOrifice and who knows what else uses to do their business, then fire up termcastd.pl.


Edit: Solved with a ssh/socks tunnel.


You can use their service with just netcat/script. Create a file with the contents "hello yourusername yourpassword" and save it to ~/.ratry_login. Then run this command:

script -f -q >( cat ~/.ratry_login - | nc -q5 noway.ratry.ru 31337 > /dev/null ) "$@"

Voila, anything your terminal displays shows up on their server.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Shakal on February 29, 2012, 05:30:25 am
Can anybody explain how to connect n900 to local server?

Thank you.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Dez on February 29, 2012, 11:54:34 am
34.04 settings:

Code: [Select]
{ name               = "DF 34.04",
     size_address       = 0x008090F4,
     screendata_address = 0x00808D94,
     checksum           = 0x5685E1E9,
     method             = "PackedVarying" }

Remember to put a comma after the block before this one when you insert it. And thanks to Adeon for his mini tutorial (http://www.bay12forums.com/smf/index.php?topic=50643.msg3021953;topicseen#msg3021953) on how to find the offsets.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: thistleknot on March 02, 2012, 10:49:07 pm
I made this for dfterm2

http://dffd.wimbli.com/file.php?id=5758

Update
http://dffd.wimbli.com/file.php?id=5774
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: groove on March 04, 2012, 07:01:18 am
Hello, nice program, but i'm getting an error when compiling.

Code: [Select]
$ sudo make
[  2%] Building CXX object CMakeFiles/dfterm2.dir/utf8.cc.o
/home/public/dfterm2/dfterm2/utf8.cc: In function ‘void checkForUTF8Locale()’:
/home/public/dfterm2/dfterm2/utf8.cc:14: error: ‘strcmp’ was not declared in this scope
make[2]: *** [CMakeFiles/dfterm2.dir/utf8.cc.o] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error 2
make: *** [all] Error 2
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on March 04, 2012, 10:27:44 am
Hello, nice program, but i'm getting an error when compiling.

Code: [Select]
$ sudo make
[  2%] Building CXX object CMakeFiles/dfterm2.dir/utf8.cc.o
/home/public/dfterm2/dfterm2/utf8.cc: In function ‘void checkForUTF8Locale()’:
/home/public/dfterm2/dfterm2/utf8.cc:14: error: ‘strcmp’ was not declared in this scope
make[2]: *** [CMakeFiles/dfterm2.dir/utf8.cc.o] Error 1
make[1]: *** [CMakeFiles/dfterm2.dir/all] Error 2
make: *** [all] Error 2

Should work now if you update your sources.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Huygens on March 06, 2012, 11:51:24 am
{ name = "DF 0.34.05", size_address = 0x0080A0F4, screendata_address = 0x00809D94, checksum = 0xEC10895F, method = "PackedVarying" }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: wierd on March 13, 2012, 12:09:16 am
I did some quick and dirty calculations, after having some connected players complain about sluggish performance, despite the dwarves on my local terminal going warpspeed at over 100fps...


PuTTY by default limits the connection speed to 38400 bytes per second. (Roughly equal to a 33.6k modem).  I did some back of the envelope calculations...

A 25x80 viewport can only draw at maximum 18.7 fps at this rate. This means that my players are missing approximately 8 out of 10 frame updates.

In order to update the client at the full 100fps, the client has to pull data at a rate of. 205000 bytes per second.  That is 200k/sec. This is outside the bounds of a consumer highspeed connection for upload. This means that unless you pay for professional hosting, the server won't be able to push the bits down the wire fast enough. (Remember, this is per client!)

Is there any chance to update dfterm to support ssh style connections with data compression? The pure ascii nature of the datastream would lend itself very well to live feed compression, and would allow much more data to be delivered to the client for rendering than a straight uncompressed feed.

(Either that, or do something with persistence and single char updates only when a glyph changes between frames, to cull the total bandwidth used.)

Sorry for necroing the thread, but I thought I would request this feature.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on March 13, 2012, 07:07:14 am
I did some quick and dirty calculations, after having some connected players complain about sluggish performance, despite the dwarves on my local terminal going warpspeed at over 100fps...


PuTTY by default limits the connection speed to 38400 bytes per second. (Roughly equal to a 33.6k modem).  I did some back of the envelope calculations...

A 25x80 viewport can only draw at maximum 18.7 fps at this rate. This means that my players are missing approximately 8 out of 10 frame updates.

In order to update the client at the full 100fps, the client has to pull data at a rate of. 205000 bytes per second.  That is 200k/sec. This is outside the bounds of a consumer highspeed connection for upload. This means that unless you pay for professional hosting, the server won't be able to push the bits down the wire fast enough. (Remember, this is per client!)

Is there any chance to update dfterm to support ssh style connections with data compression? The pure ascii nature of the datastream would lend itself very well to live feed compression, and would allow much more data to be delivered to the client for rendering than a straight uncompressed feed.

Technically supporting SSH is possible but I can't be arsed. It could be done for Linux/FreeBSD systems with some code and changes to the interface system in dfterm2.

Quote
(Either that, or do something with persistence and single char updates only when a glyph changes between frames, to cull the total bandwidth used.)

Sorry for necroing the thread, but I thought I would request this feature.

Dfterm2 only sends what has changed on the view to the clients so your calculations are off unless everything on screens change at every frame. Did you actually check with a traffic monitor?

Dfterm2 also throttles and discards updates in a way that doesn't cause glitches if it detects the peer isn't receiving data fast enough. This way there won't ever be a stale "buffer" that is waiting to be sent.

As you can see, this has been thought out already. I highly doubt this is a Dfterm2 problem.

Also, Dfterm2 already limits FPS to somewhere between 30-60 (depends on system) so you can't get 100 frames per second ever with current versions.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: wierd on March 13, 2012, 12:47:39 pm
No, I didn't check with a wire monitor. (Is bad...:( )

I just know that most consumer ISPs limit the upload pipe, in favor of the download pipe. Most consumers have a hard time pushing bits faster than 20k/sec for total upload capacity. In reality, it is usually closer to 5k/sec, to 15k/sec, with throttling.

My users claim to have noticed an improvement after telling putty to connect at 115200, instead of 38400, but due to total upload speed on my end I am loath to have them connect faster than that.  Due to it being a live stream, I suppose it could be a QoS related problem.. (where the isp thinks it is ordinary dumb data that can arrive out of order\throttled, and so it gets demoted in favor of VoIP, and other high priority packets.)

I will need to do some remote site testing with wireshark (or similar) to find out.

I was just hoping for data compression, because it would help with the "tiny pipe" problem.

I suppose that since my host *is* linux, I could be brazen and tell my clients to connect using a remote ssh shell under the limited user I created for dfterm, and then have them run the "local" telnet, connect to the loopback to talk to dfterm, and use the ssh daemon to deal with all the over-the-wire traffic.

Loopback is not physically constrained for how fast it can deliver bits, so that kludge should give me the compression I want with little else going on. However, I don't know if dfterm can handle multiple connections from the "same host" like that.  (Eg, user A and user B are both using compressed ssh sessions, and appear to dfterm as being the localhost. How does dfterm know which is which?)

Testing is necessary...

I just wish american ISPs would be more friendly about people running a server, since that is how the internet was actually designed. As-is, they think running a server is "srs business!" And that consumers should only ever download.  It sucks.


Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 13, 2012, 01:39:51 pm
Wierd, i think that is a decent solution for you.  Putty can execute a command upon connecting (Connection->SSH->Remote command) like "telnet localhost:8000; exit".  You can also bypass an ssh login by distributing the account's private key with putty.  So all a user would have to do it run a .bat or open putty and open a session.  The connection would be encrypted and compressed. 

You can connect multiple times to DFTerm2 from localhost as well.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: wierd on March 13, 2012, 04:03:16 pm
Hey Carnes,

Could I get you to test for me?  I can ssh to the system remotely already.

I will PM you the ssh details if you are willing to see how compression interacts with things.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 13, 2012, 04:32:05 pm
Yeah, np.  Moving to private PMs until we have something tangible to report.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on March 13, 2012, 04:36:57 pm
Wierd, i think that is a decent solution for you.  Putty can execute a command upon connecting (Connection->SSH->Remote command) like "telnet localhost:8000; exit".  You can also bypass an ssh login by distributing the account's private key with putty.  So all a user would have to do it run a .bat or open putty and open a session.  The connection would be encrypted and compressed. 

You can connect multiple times to DFTerm2 from localhost as well.

If you do this, make sure your telnet is safe. For example, with default parameters, the telnet on Linux lets anyone to escape to telnet command prompt with ^] which in turn lets them to access a shell. Which is probably not what is intended. There may be other safety issues there but I would not be aware of them.

Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: wierd on March 13, 2012, 04:50:14 pm
The big one is making sure they can't change fs security, can't add execute bits on created files with chmod and chown, and can't invoke sudo.

I haven't completely hardened that user in that way yet, so no public displays of credentials.

Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: PhantomXD on March 14, 2012, 01:27:24 am
Hey there awesome project you got going here. I had this problem for a few days now i noticed on a server i connected to that they were using phobuses graphics pack. So me and a friend could play i decided to give it a go all is working fine but i cant for the life of me work out how to install a graphics pack for my server or find the directory of DF that the game is running from unless i have completely misunderstood. thoughts?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 14, 2012, 05:57:48 pm
Hey there awesome project you got going here. I had this problem for a few days now i noticed on a server i connected to that they were using phobuses graphics pack. So me and a friend could play i decided to give it a go all is working fine but i cant for the life of me work out how to install a graphics pack for my server or find the directory of DF that the game is running from unless i have completely misunderstood. thoughts?

The graphics is actually done on the client side rather than the server side.  It is just a TrueType Font of the graphics tileset.  For a good starting setup, you can download this: https://sourceforge.net/projects/dfmp/files/Windows/DFMP.zip/download
The readme will explain how to install fonts and so on.  You can change one of the built in servers to your own dfterm address.  Will your server be permanent and public?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: PhantomXD on March 14, 2012, 06:27:41 pm
That's perfect thanks guys  :)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FuriKuri on March 14, 2012, 09:08:28 pm
This looks sick! I cant wait to try it out! But I've run into a problem...
For some reason dfterm2 wont launch any slots. I double checked the paths and everything should be fine.
I'm running dfterm2 on a Ubuntu server and i'm using DF 31.25.
Thanks in advance
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 14, 2012, 09:26:24 pm
This looks sick! I cant wait to try it out! But I've run into a problem...
For some reason dfterm2 wont launch any slots. I double checked the paths and everything should be fine.
I'm running dfterm2 on a Ubuntu server and i'm using DF 31.25.
Thanks in advance

Anything showing up in the dfterm2.log?  You can also run DF in text mode outside of dfterm2?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FuriKuri on March 14, 2012, 10:39:16 pm
Anything showing up in the dfterm2.log?  You can also run DF in text mode outside of dfterm2?
Yes. DF works fine outside dfterm2. Do you know where log is located? I cant seem to find it.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kraggh on March 15, 2012, 04:14:55 am
Hi! Can I play in LAN?

 :D

Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on March 15, 2012, 09:23:01 am
Anything showing up in the dfterm2.log?  You can also run DF in text mode outside of dfterm2?
Yes. DF works fine outside dfterm2. Do you know where log is located? I cant seem to find it.

The log file will be in the same directory as dfterm2 executable unless configured differently. All it contains is a copy of what goes to stdout as well.

To use dfterm2 on Linux, make sure:
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FuriKuri on March 15, 2012, 03:13:28 pm

The log file will be in the same directory as dfterm2 executable unless configured differently. All it contains is a copy of what goes to stdout as well.

To use dfterm2 on Linux, make sure:
  • You don't have space characters in the path name. (escape them with a % as described in the first post if you do)
  • The DF working directory is the same as where the DF launch script is.
  • DF is using [PRINT_MODE:TEXT]
Yep everything checks out. here's the log whenever I try to launch DF in dfterm2:
And then it just dumps me back to the main menu. Any idea what I'm doing wrong?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 15, 2012, 03:33:58 pm
I haven't had dfterm2 setup since dfvd came out.  But that was what happened in the log when the game was quit.  I have the feeling that DF isn't launching or dfterm2 can't attach to it (and then closes it).  Since i can't help much without a working copy myself, i'll try to get a server up this weekend. 

What version of DF and date of DFTerm2 build are you using?  running "/home/user/df/df_linux/df" inside a console gets you an ascii/text only version of the game within the terminal?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: wierd on March 15, 2012, 04:42:28 pm
I had some more obscure problems.

Xubuntu's default xterm-alike does not play well with dfterm2.  I had to pull gnome-terminal, and invoke dfterm from that.  If I don't, then dfterm launches df, but can't get graphic data out for some unknown and unexplained reason.  It just launches df in the gui, instead of hidden.

The "closes slot instantly" problem was almost always a boneheaded path issue, like a capital letter instead of lowercase, or vise versa.

**
Also, make sure the user you are invoking dfterm with has the appropriate filesystem credentials to work with that path.

Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FuriKuri on March 15, 2012, 05:06:25 pm
Also, make sure the user you are invoking dfterm with has the appropriate filesystem credentials to work with that path.
GRAAAAAH I feel like an idiot. All I had to do was use sudo.....
But now I have a new problem, DF wont generate a new world. It just dumps back into the main menu as if nothing happened.

Here's the log but there's really nothing new here.

EDIT: I ran DF without DFterm2 and it still won't generate. Oddly the words Segmentation Fault appear onscreen and it just sits there. I dont even start to generate anything it just freezes on the first screen. Here's a pic http://imgur.com/QJo6B (http://imgur.com/QJo6B)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: wierd on March 15, 2012, 05:35:24 pm
Running with sudo isn't a bright idea....

Instead, chown the /df folder with -Rv (needs run with sudo). This will make the folder owned by that limited user, which should clear that mess up.

Basically:

sudo chown -Rv $nameofuser $pathtopwn

This will make $nameofuser the owner of that folder, and all files inside it. It then won't need sudo to deal with it anymore.

As for the segfault....  dunno. Is the folder healthy? Corrupt raws?

Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FuriKuri on March 15, 2012, 06:49:11 pm
Running with sudo isn't a bright idea....
Instead, chown the /df folder with -Rv (needs run with sudo). This will make the folder owned by that limited user, which should clear that mess up.
Thanks for the tip!
It works! I guess the DF folder got corrupted somehow because after I downloaded a fresh copy it magically worked.
Thanks for the help everyone!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Huygens on March 23, 2012, 04:39:14 pm
Code: [Select]
{ name = "DF 0.34.06", size_address = 0x008560F4, screendata_address = 0x00855D94, checksum = 0x3D0D62E7, method = "PackedVarying" }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 23, 2012, 06:17:40 pm
Thank you Huygens :)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Ape on March 27, 2012, 01:09:32 pm
I am trying to run dfterm2 on a Linux server. I can get dfterm2 running and I can launch the actual game. However, the output is badly corrupted [1]. When I connect to other servers with the same client everything works just fine. The game works nicely on my server when I just use it directly with SSH without dfterm2.

Any ideas for fixing this?

I have the latest dfterm2 from git and DF 0.34.06.

[1] http://x.ape3000.com/games/dwarffortress/dfterm2.png
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Quatch on March 27, 2012, 01:15:15 pm
not so much corrupted as wrapped. As a guess, did you check to see if you had sufficient screen size in all the available places? (eg in client settings)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Ape on March 27, 2012, 01:20:56 pm
not so much corrupted as wrapped. As a guess, did you check to see if you had sufficient screen size in all the available places? (eg in client settings)

What do you mean by client settings? At least my terminal is big enough.


*EDIT*

I tried various df slot sizes and using ctrl + F to make the window fullscreen. That didn't help.

Here is a screenshot with really big terminal, ctrl + F, and 80x25 slot size: [1]. As you can see it also corrupts the menu screen. Or at least it didn't redraw everything.

[1] http://x.ape3000.com/games/dwarffortress/dfterm2_2.png
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Quatch on March 27, 2012, 01:32:51 pm
This is just from my experience, not from a good understanding, but:

I run my dfterm server on windows. Sometimes I play on the server directly, resizing the window. When I connect with a client, I have sufficient columns, but insufficient rows, so that the display is cutoff on the bottom. It looks like you might have the opposite problem: more columns in the server than the client can display (try changing things like your client font size down, or #columns up if you can force it).
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Ape on March 27, 2012, 03:06:45 pm
My problems were caused because I ran the server in screen. If I run it without it, everything works.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Quatch on March 27, 2012, 10:40:30 pm
Heh nice.

I think there is a ssh flag nohup that'll leave things running, if that's what you were looking to do, but that's even deeper water for me
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 27, 2012, 11:52:51 pm
Can you "nohup ./dfterm2 &" then "tail -f dfterm2.log" ?  I don't remember the server being interactive so backgrounding should be ok.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: geeman883 on March 28, 2012, 02:35:18 pm
I'm not into these advanced commands. But everytime I use "telnet localhost 5556" on my android device it just says connection refused. I saw some forums showing how to fix it, but it was too advanced. Can anyone tell me how to fix it in a more basic manner?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on March 28, 2012, 02:59:55 pm
localhost would be your phone.  I'm guessing you are trying to connect to dfterm2 running elsewhere like your home computer?  So you need to "telnet dfterm.com 8000" instead.  dfterm.com being your server or ip. 

If you are on wifi on the same network as the server, you can use the lan ip.  To get that in windows, goto start, type cmd.  type ipconfig.  You are looking for your ipv4 address.  Telnet to that address to connect.  Also, unless you changed the port manually, it should be port 8000 by default.

If you are connecting from outside your lan, you need to get your external ip and foward the port to your server. To get your external ip, you can use moanmyip.com (http://moanmyip.com)(or whatever tool you find more appropriate, lol).  To forward the port 8000 from your router to your computer you need to log into the router.  To get your router address use the same procedure as above to get your ipv4 address but instead get the default gateway.  Type that into your browser.  The default username & password should be written on a sticker on your router.  Look for a port forward option.  Set it to foward tcp 8000 from the router to the ipv4 address of your dfterm2 server.  Now you have a public server!  Telnet to your external ip like "telnet xxx.xxx.xxx.xxx 8000" from your android.  You won't be able to connect to that external ip if you are inside the network.

If you are still having problems or my initial assumption of what you were trying to do was wrong, send a pm and i'll try to help as best as possible.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: geeman883 on March 28, 2012, 03:16:16 pm
Thanks, I'll try that tommorow because I'm feeling very sleepy right now. But I tried doing port forwarding before. Says I need a static IP for it...  But I'm not planning on playing it outside of the wi-fi zone, for now.

EDIT: I got it to connect, but now i have another problem... My Android doesn't have a hard keyboard. So I somehow need to switch windows to the menu one. Can I remap the keys to make a "Ctrl +" or "Fn +" combination to trigger the alt key?
Title: Connection Restrictions
Post by: Steendor on March 29, 2012, 10:19:27 pm
I've played with Dfterm a bit. For a while it was the best way for me to play, so thank you for that. :) I was taking a break from DF, but I've been thinking about picking it up again.

Anyway, I fired up Dfterm and found that I couldn't connect. Nothing has changed on my network since the last time I used it, but it was refusing connections when it had accepted them before.  After playing around a bit, I found that when it loaded my old config, it read my IP restriction as 255.168.x.x instead of 192.168.x.x. I downloaded the 0.16 version and got the same result. Here's what I did:

Being the adventurous type, I grabbed my [t]rusty ax and wandered into the source code to see what I could find. I did find a typo in the hex_to_bytes function in hash.cc:
Code: [Select]
else if (c2 >= 'A' && c1 <= 'F')
Should be:
Code: [Select]
else if (c2 >= 'A' && c2 <= 'F')
However, that doesn't explain how "C0" became 255. ???
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: SolarShado on March 30, 2012, 11:08:54 am
But I tried doing port forwarding before. Says I need a static IP for it...

Or a dynamic DNS account...
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Huygens on March 30, 2012, 12:49:29 pm
Code: [Select]
{ name = "DF 0.34.07", size_address = 0x0085B0F4, screendata_address = 0x0085AD94, checksum = 0x2B33031D, method = "PackedVarying" }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Quatch on March 30, 2012, 01:05:39 pm
Thanks :)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on April 08, 2012, 09:10:50 pm
Hey guys, two things.

What is the best way to get the memory addresses for the linux version?  Also, i updated the registry to auto-expire offline servers after two weeks.  http://cityofminds.info/dfmp/registry.php
In about a week there will only be one public server left (that i know of).
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Pizza on April 10, 2012, 08:05:29 am
Hello. Me and my friend, have been trying to host our own small DF multiplayer server. However, we are able to connect to the server, log in, but when we try to launch a game it closes immediately.

This is a pic of what the program says when we start it:
(http://i.imgur.com/oRJCW.png)

This is what the console says:
(http://i.imgur.com/0z0HO.png)

Note: I restarted the game quite a few times, wich is why the console said the same error quite a few times.

Does someone know a fix or solution?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on April 10, 2012, 07:09:38 pm
Does someone know a fix or solution?

Is the game running in text mode?  You can run the game outside of dfterm2?  Also, can you c&p your working and executable locations?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Pizza on April 11, 2012, 10:36:19 am

Is the game running in text mode? 
I am not sure what you mean by this. Could you maybe explain what you mean by "text mode"?

You can run the game outside of dfterm2? 

Yes, i can.

Also, can you c&p your working and executable locations?

C:\df_31_25_win\Dwarf%Fortress.exe
C:\df_31_25_win\

Thanks for your time!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: TheCoolSideofthePIllow on April 11, 2012, 10:44:03 am
If this had a iOS/Android app it would be the best thing ever. Play DF literally anywhere. :D
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FriedFish on April 11, 2012, 10:49:10 am

Is the game running in text mode? 
I am not sure what you mean by this. Could you maybe explain what you mean by "text mode"?

You can run the game outside of dfterm2? 

Yes, i can.

Also, can you c&p your working and executable locations?

C:\df_31_25_win\Dwarf%Fortress.exe
C:\df_31_25_win\

Thanks for your time!
try this for executable location
C:\df_31_25_win\Dwarf% Fortress.exe

note the space after the %.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: SolarShado on April 12, 2012, 09:08:33 pm
If this had a iOS/Android app it would be the best thing ever. Play DF literally anywhere. :D

All you need client-side (i.e. on the phone) is a telnet client. I believe popular choice on Android is ConnectBot; not sure of specifics on iOS, but I know they exist.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: kleril on April 12, 2012, 09:44:35 pm
If this had a iOS/Android app it would be the best thing ever. Play DF literally anywhere. :D

A while back I actually managed to get this working with iSSH (iOS app). iSSH comes with a fully customizable virtual keyboard, and provided you have the patience to set it up to work well with DF, it could be a very painless experience.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Pizza on April 13, 2012, 08:49:00 am

Is the game running in text mode? 
I am not sure what you mean by this. Could you maybe explain what you mean by "text mode"?

You can run the game outside of dfterm2? 

Yes, i can.

Also, can you c&p your working and executable locations?

C:\df_31_25_win\Dwarf%Fortress.exe
C:\df_31_25_win\

Thanks for your time!
try this for executable location
C:\df_31_25_win\Dwarf% Fortress.exe

note the space after the %.

We already did this before, but it didn't work. It is very weird, but this time it did work! Big thanks!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: frostyfrog on May 01, 2012, 11:46:50 pm
Anyone else having issues with the screen clearing on linux server? I'm getting garbled text when I'm trying to switch screens =(. (I'm currently on the main menu...)

http://imgur.com/8YXKf (http://imgur.com/8YXKf)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on May 02, 2012, 04:06:57 am
Anyone else having issues with the screen clearing on linux server? I'm getting garbled text when I'm trying to switch screens =(. (I'm currently on the main menu...)

http://imgur.com/8YXKf (http://imgur.com/8YXKf)

Do you have environment variable TERM=xterm for Dfterm2 (and by extension to DF inside it)?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: frostyfrog on May 02, 2012, 07:05:22 am
Anyone else having issues with the screen clearing on linux server? I'm getting garbled text when I'm trying to switch screens =(. (I'm currently on the main menu...)

http://imgur.com/8YXKf (http://imgur.com/8YXKf)

Do you have environment variable TERM=xterm for Dfterm2 (and by extension to DF inside it)?
Huh, adding 'export TERM=xterm' to /opt/df_linux/df did the trick.
Thanks =D

I just wish there was an FAQ somewhere (maybe on the wiki?) that could help solve simple problems like this one. Anyways, things are working perfectly fine now (other than how the grey menu items are now black, but I'm just dealing with it) =D
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kav on May 10, 2012, 01:44:29 pm
When I launch a new game, the slot opens on the server, I can see the game start running, then it dies and the server closes the slot. DF runs fine without dfterm2.

I know I had this working before on an older version. I am running the latest server 0.16, and the latest DF 0.34.07. The server is running Windows7x64. I don't see a log file :(

Edit: The server console says Error: Can't launch slot because of unknown version.

Is DFterm2 too old and not updated? Say it ain't so...
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: venim1103 on May 12, 2012, 10:32:01 pm
The server is in linux. Everything else works just fine but the game itself looks like the rows are not aligned (even the main cursor is sometimes not in the middle) and the game doesn't update the screen properly. Both the dfterm2 and DF are running on xterm (TERM=xterm) and the game runs properly on its own (no errors in the dfterm.log file either). The server itself works ok and all the other panels work just as intended, only in the game window the game itself looks like it's deformed.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Any suggestions on how to get it work better as now the game is almost not playable.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: mintyways on May 13, 2012, 06:40:21 am
Could someone get the checksum and memory values for 34.07? I tried doing that myself, but finding a "self-respecting memory tool" and doing all the stuff stated here (http://www.bay12forums.com/smf/index.php?topic=50643.msg3021953#msg3021953) is kind of difficult.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FriedFish on May 13, 2012, 09:18:52 am
Could someone get the checksum and memory values for 34.07? I tried doing that myself, but finding a "self-respecting memory tool" and doing all the stuff stated here (http://www.bay12forums.com/smf/index.php?topic=50643.msg3021953#msg3021953) is kind of difficult.

Huygens already got the checksums, http://www.bay12forums.com/smf/index.php?topic=50643.msg3144607#msg3144607
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: mintyways on May 13, 2012, 10:13:18 am
Ah, I must have missed that. Thanks!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: superstepa on May 18, 2012, 07:49:09 pm
Can anyone please tell the checksums for the latest update?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Freddex on May 22, 2012, 11:50:37 am
Hm, I did my best about trying to understand the guide on how to port Dfterm to a new DF version, but it's really a tough task for me. Could anyone name one of those 'memory inspection tools' that could be use to find out that size_address and screendata_address thing? I'm totally lost on this, a step-by-step recipe would be neat, if someone's such a grateful person. :)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: FriedFish on June 04, 2012, 08:52:49 pm
Code: [Select]
   { name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, method = "PackedVarying" }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: creodor on June 04, 2012, 09:59:16 pm
Obviously a little bit late, but it took some learning to figure this out. Maybe someone will want it anyways. Note this is for .10

Code: [Select]
{ name = "DF 0.34.10",
size_address = 0x008980F4,
  screendata_address  = 0x00897D94,
checksum = 0x53552B55,
method = "PackedVarying", }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Hessuu on June 05, 2012, 10:09:19 am
Did you figure out a method to use for all versions?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Huygens on June 10, 2012, 05:33:51 am
Sorry, I've been on vacation for a month. Server at 83.223.1.151 is back up.
Code: [Select]
{ name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, method = "PackedVarying" }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: cjmwid on June 13, 2012, 10:34:37 pm
Anyone have the 0.34.11??
Sharing that would be nice :)


Ty Huygens
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Klitri on June 18, 2012, 08:17:29 pm
Dwarf fortress online? I can show people my noble torture chambers I spent hours on?
Or mabye the wonderful baby daycare room!
You good sir, are  8) Armoks second child.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Klitri on June 18, 2012, 08:41:36 pm
Im looking fer a server now, got it all running but again, no servers  :-\
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Klitri on June 18, 2012, 08:50:42 pm
Nevermind I am running a server I think on that guy Huygens address..Join I guess? ;p
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on June 29, 2012, 02:38:04 pm
Public service announcement!

I will never touch Dfterm2 codebase again. That is, there will not be any more updates (there haven't been any in any case for a month or two). I expect it to work for quite some time though as long as you configure new offsets for it.

Just so that you know.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Xangi on July 12, 2012, 10:38:46 pm
Sorry, I've been on vacation for a month. Server at 83.223.1.151 is back up.
Code: [Select]
{ name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, method = "PackedVarying" }

Code: [Select]
2012-07-12 20:44:36 Note: Dwarf Fortress executable checksum calculated to D09EF
39B (Unknown, can't show the screen)

So, what did I do wrong?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: tsinglett on July 26, 2012, 06:27:09 pm
Hey, I would like to try setting up DfTerm on my new nexus 7 (with a BT keyboard of course) but I cant find a download link for DfTerm any later than dfterm-0.1.3c. Could someone please post a link to a working download for Dfterm2 0.16? Thanks
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: greatesthits on July 30, 2012, 09:47:42 pm
The DL link is dead.  Could anyone please provide a working link?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on July 31, 2012, 01:14:54 pm
The DL link is dead.  Could anyone please provide a working link?

The server on which the repository and files were was involved in a horrible truck accident and will not be coming back.

The code is on gitorious, see the first post for link. I don't have the Windows installers anymore.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: greatesthits on July 31, 2012, 04:29:28 pm
Thank you for the link to the source.

Unfortunately, I don't have the expertise to do anything with it.

If anyone out there, or the talented author, could create and provide a compiled version, you would have my eternal gratitude.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: fu-fu on July 31, 2012, 06:35:31 pm
I have the installers, and will upload them in a torrent as soon as I can get Deluged to work properly, I will edit this post once it is available. (I will seed it until something horrible happens to my computer and I lose it.) It will also include the source folder, as to allow everything to be consolidated into 1 torrent. Hopefully Deluge will start working soon.

Edit: See http://code.google.com/p/dfterm/
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Smashingzwan on August 01, 2012, 11:51:29 pm
I'd also be very interested in an updated download link/location.

Thanks in advance to anyone who is able to provide.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Smashingzwan on August 05, 2012, 12:30:30 pm
Did you ever get around to uploading the installer fu-fu?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: fu-fu on August 05, 2012, 04:24:25 pm
Due to my torrenting application randomly deciding to die, I am uploading the installers to: http://code.google.com/p/dfterm/
Along with the source code (once I figure out how).
Sorry for the delay there guys.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: The Cool on August 10, 2012, 02:39:05 am
Having downloaded and installed dfterm2 and Putty, and having gotten a server started...

In addition, having opened a command line on an iPhone, with SSH enabled...

What exactly do I type into the command line to use my iPhone to connect to the server?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: reeboy on August 27, 2012, 04:47:15 am
Hello everyone looking to get some help setting up a server. My friend and I managed to get it mostly running except when we try to start a slot it automatically closes and states slot ____ server - ____: 1 has closed. I know the software is no longer supported but if we can get some help that would be awesome because my friend and I would love to be able to play DF in multiplayer.
Thanks again :)

Edit: No worries guys just got it working messed up the file directory and stuff
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: TheCoolSideofthePIllow on August 30, 2012, 01:16:34 am
Could you upload it to something like Mediafire in the meantime? ;)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on September 21, 2012, 06:30:55 am
Are there any servers up, or a list of them I can try to connect to!? I'm excited about this, but don't have anything to try it out on...
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on September 24, 2012, 08:00:18 pm
I've got a server up and running, ip: 71.230.42.211:8000 Anyone can go for it. I'm assuming no harm can be done...

BTW here is a link to a zip file of all the fonts, you can download them and install so you can still use them in your telnet client.

http://dffd.wimbli.com/file.php?id=1922
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Carnes on September 24, 2012, 08:22:30 pm
I've got a server up and running, ip: 71.230.42.211:8000

Cool : ) I added your server to the old registry: http://cityofminds.info/dfmp/registry.php
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on September 24, 2012, 08:26:58 pm
I've got a server up and running, ip: 71.230.42.211:8000

Cool : ) I added your server to the old registry: http://cityofminds.info/dfmp/registry.php

Awesome! Thanks.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: vidyabro on October 16, 2012, 09:48:37 am
as far as i know, you cannot use shift combos through a telnet terminal and nobody has updated an older workaround post about editting your interface.txt, so i had a big explanation written for some new keybinds but lost it so ill just c + v everything here

this affects interface.txt in your df's init folder
(these flags already exist you just have to alter them)

it replaces shift + enter with shift + a for selecting materials
and replaces shift + arrow keys with shift + wasd for selecting large designations/loo[k]ing around

Code: [Select]
[BIND:SELECT_ALL:REPEAT_NOT]
[SYM:1:a]


[BIND:CURSOR_UP_FAST:REPEAT_FAST]
[SYM:1:w]
[SYM:1:8]
[SYM:1:Numpad 8]
[SYM:1:Up]
[BIND:CURSOR_DOWN_FAST:REPEAT_FAST]
[SYM:1:s]
[SYM:1:2]
[SYM:1:Numpad 2]
[SYM:1:Down]
[BIND:CURSOR_LEFT_FAST:REPEAT_FAST]
[SYM:1:a]
[SYM:1:4]
[SYM:1:Numpad 4]
[SYM:1:Left]
[BIND:CURSOR_RIGHT_FAST:REPEAT_FAST]
[SYM:1:d]
[SYM:1:6]
[SYM:1:Numpad 6]
[SYM:1:Right]

[BIND:D_MILITARY_ALERTS_SET_RETAIN:REPEAT_NOT]
[SYM:1:a]


this second portion is if you use a tenkeyless keyboard or cba to use the function numpad on a laptop

it makes
- page up
[ page down
and
= scroll up one
] scroll down one
Code: [Select]
[BIND:SECONDSCROLL_UP:REPEAT_SLOW]
 [KEY:=]
 [BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
 [KEY:]]
 [BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]
 [KEY:-]
 [BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]
 [KEY:[]
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on October 16, 2012, 10:35:07 am
If you are only interested in remote play on Linux through ssh or telnet, all you need is PRINT_MODE:TEXT in DFs configuration and ssh server and client. No dfterm2 is needed. You can use dfterm2 if you want to use it for its other features.

Does this mean just to use telnet to log in and basically remote play DF? Couldn't you just remote desktop into a PC to do the same thing?

Also, has anyone gotten DFTerm2 to run on Ubuntu 11.04 12.04 32-bit? I'm having problems installing all the dependencies and libraries.. I would really like to get this set-up so I could run this full time. Right now it's being run on my laptop I keep at home, and gets taken down when I go out places and such.

Edit: Oops meant 12.04 :)

ARGH!

I can't seem to figure out how to make DFTerm2 find my libraries. Does anyone know the file I need to change to point to the places I've installed them? Also, I've just used sudo apt-get install to install, so I figured they'd be in a normal, default place. But I still keep getting this error:

Code: [Select]
-- Could NOT find LUA (missing:  LUA_LIBRARIES LUA_INCLUDE_PATH)
CMake Error at /usr/share/cmake-2.8/Modules/FindBoost.cmake:1202 (message):
  Unable to find the requested Boost libraries.

  Boost version: 1.46.1

  Boost include path: /usr/include

  The following Boost libraries could not be found:

          boost_thread

  No Boost libraries were found.  You may need to set BOOST_LIBRARYDIR to the
  directory containing Boost libraries or BOOST_ROOT to the location of
  Boost.
Call Stack (most recent call first):
  CMakeLists.txt:8 (FIND_PACKAGE)


CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:91 (MESSAGE):
  Could NOT find PCRE (missing: PCRE_LIBRARIES PCRE_INCLUDE_PATH)
Call Stack (most recent call first):
  /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:252 (_FPHSA_FAILURE_MESSAGE)
  FindPCRE.cmake:28 (find_package_handle_standard_args)
  CMakeLists.txt:14 (FIND_PACKAGE)


-- Configuring incomplete, errors occurred!

Any help would be so much appreciated! I'd even write up a tutorial on how to set a server like this up on Linux, since I can't seem to find one myself! :)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 25, 2012, 07:29:34 am
I submit the following questions int he hopes of definitive answers:

Does dfterm2 work as intended, and is there software beyond dfterm and df I will need?

Does dfterm2 work with the present version of DF, or will I have to roll back?

Has anybody actually used this successfully with an Android?
(Specifically, a Galaxy S II)

I'm getting a 'Droid soon (waiting for it to be all mailed up onto me), and saw on the intertrons breifly a couple weeks ago people doing craaaazy shit like playing df on an iphone. This would make my life into ☼Life☼, as then I would Dwarf at work when it's so slow I want to kill myself. Up until now I've been running DF off a flashdrive on the work computers, but this can get me in trouble. Bossess don't generally take kindly to dicking around in general, especially not with their computing devices.

Anyway, thanks to anybody who wants to help me get this happening.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on October 28, 2012, 06:41:42 am
I submit the following questions int he hopes of definitive answers:

Does dfterm2 work as intended, and is there software beyond dfterm and df I will need?

It is fairly stable; I have not heard of any crash reports for quite some time. You need an application that can talk to Telnet servers and implements a terminal emulator. (often these two features are in the same application but not always). I recommend PuTTY if you want to play on Windows.

Quote
Does dfterm2 work with the present version of DF, or will I have to roll back?

It will not work out of box. You need to update a configuration file with new offsets (scroll back this thread to see other people who have kindly submitted new offset values for the configuration file). The process is just a simple text file edit.

Quote
Has anybody actually used this successfully with an Android?
(Specifically, a Galaxy S II)

There is no reason it wouldn't work. Like I mentioned above, you need an appropriate application that can Telnet. However, I cannot promise keybindings will be pleasant for smartphone usage. It is possible the game is so tedious to play on a smartphone that you may consider it unplayable (I lack substantial feedback on mobile device usage). You might want to install alternative input methods to make the experience more enjoyable.

Quote
Anyway, thanks to anybody who wants to help me get this happening.

You are welcome. I'm sorry I'm not working on this project anymore.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on October 29, 2012, 07:16:57 am
Has anybody actually used this successfully with an Android?
(Specifically, a Galaxy S II)

I just got a Galaxy S3, and I run ConnectBot(ssh-agent-patch) to SSH into my linux server to run DF. I haven't gotten DFTerm2 to work on Linux yet (see my post above). Like others will say, it is pretty clunky to play on a phone, especially one with a virtual keyboard. But I have plans to rebind the keys to make it much nice to play. I'll tell you what though, it's pretty awesome!

Spoiler (click to show/hide)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 29, 2012, 07:52:00 am
Some of that went a little over my head, but I got the gist of what you said

"it works, but can be frustrating, especially to play"

And this, my friend, is fine. As the majority of my playing-df-on-the-phone'ing will be at work. I would much rather be able to play with more difficulty on my phone (so as I can hide from the boss), than play easier at the work computer (where people will go "wtf are you doing?")

Thank you, Adeon and RCM, for your input. As soon as sprint gives me my fukkin phone, I'll get to work on getting this working.
I should have it by now, but apparently they couldn't verify that I'm me, and cancelled my order pending me going into the store and showing like two or three forms of ID -__-

On a side note:
I left DF running on the front computer at work and went to go check on some of my customers (I work in a restaurant) and one of my cooks came out of the back to get some pop, saw DF on the screen, and was immediately convinced we had some sort of ubervirus.
The look on her face, was priceless.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on October 29, 2012, 08:37:17 am
On a side note:
I left DF running on the front computer at work and went to go check on some of my customers (I work in a restaurant) and one of my cooks came out of the back to get some pop, saw DF on the screen, and was immediately convinced we had some sort of ubervirus.
The look on her face, was priceless.

THAT is hilarious haha.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 30, 2012, 06:12:19 am
Okay, maybe I'm stupid, but most of this is new to me so bear with me here.

 I'm not getting what I do to actually acquire dfterm2, much less operate it. That first line st accompanying the red text I. The first post lead to a befuddling website. I see no download links.

I actually, finally, have my smartphone now, so I'm excited to try to make this happen.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Miuramir on October 30, 2012, 01:11:56 pm
I'm not getting what I do to actually acquire dfterm2, much less operate it.

I'm early in the process of looking at getting mine set up, so I'm not certain this is complete or accurate.  Corrections appreciated.  We should probably work on improving the instructions at http://dwarffortresswiki.org/index.php/Dfterm  and on providing instruction for Windows, Mac, etc. as well.  Note that all comments here are provided as-is and carry no guarantee or warranty; you are required to perform your own due diligence and be aware of all legal and license restrictions you might be under, and to research what costs you might incur.  Possible risks may include, but are not limited to, being charged extremely high amounts by your ISP for "business service", having your network access cut off, being (mistakenly, but with no recourse) banned from completely other games for being a "cheater", or in some repressive regimes criminal charges or perhaps beheading. 

Things you need or want ahead of time:

If you are using a friend's server or have found a public one, you will need to know the IP address of the server, and possibly how they have set up the ports. 

If you are setting up your own server (likely):
* A computer that can run DF; this will be referred to as the "server".  It actually does all the hard work, and your frame rate (etc.) will be mostly limited by its capability; you need this to be a heavy-duty computer up to the demands of DF, not just a Raspberry Pi or something.  You will likely need root / administrator privileges on the server.  It will be *at least* as busy as if you were running DF locally. 
* This server should not be running software that either prevents processes from accessing other processes's memory space (Security Enhanced Linux prevents this as I understand it, for instance), or be running "anti-cheat" software that could do bad things to your other accounts because they detect DFterm as a "cheat" because it's doing weird things to another program's memory.  For instance, I'd strongly suggest not running DFterm on a computer that's running Steam in the background, as the Valve Anti-Cheat might mistakenly ban you.  Some MMOs (particularly Asian ones) have similar software, etc. 
* For simplicity, DF should be installed in a directory chain that has no spaces or strange characters.  For example, on Windows, having it as \users\public\games\df\df.exe would be better than in "Program Files" due to the space.  On Windows Vista and more recent, there are other weird reasons it's easier to not put it into Program Files or into a directory under your own user directory (like your My Documents), as these are handled specially by Windows. 
* DF running properly, locally on the server.  If it doesn't run locally, it's not going to work remotely. 
* Network access both *from* the server (to download software, this is usually easy)...
* and network access *to* the server from the outside world, or at least wherever you want to dial in from. 

Many home computer setups do not qualify by default, and there may be legal or technical restrictions preventing you from using a particular computer or network connection from the outside.  Some ISPs have policies strictly forbidding any use of a server; some charge a little extra, possibly along with a charge for a static IP (if this is your situation, it's probably worth doing); some require that you upgrade to a "business" grade connection at a tremendous increase in price. 

In general, you need a way to route packets on specific ports from the outside-visible IP address to your server (this frequently requires adjusting settings on your router / firewall / cable modem / etc.); for testing or in an emergency, you can try setting your server in a "DMZ" zone from your router, but this is a really bad idea to leave up for long. 

You also need to know what your outside-visible IP address is; on most home networks and some others, this will be randomly reassigned by your ISP.  Some people have addresses that are stable for months at a time, only changing when the power goes out or whatever; in these cases, just manually keeping track of it is probably OK.  If you're on a more common situation where it changes more rapidly, you'll either want to find a way to get a static IP (some ISPs still sell this service for an extra few dollars a month, but it's getting much less common), or you will need to make arrangements to use an online service that lets your server "call out" to a 3rd party to let them know what its IP address is, which you then contact as a middle-man to get updates (DynDNS used to the the obvious way to do this, but they may not be as free or easy these days; search around such as the list at http://dnslookup.me/dynamic-dns/ ). 

Once you've got the above sorted out, you will need to download and install a version of the software "git", as that is how DFterm is distributed.  Then, using git, download the appropriate version for your server; it looks like there's a precompiled version for Windows, but you may need to compile it yourself for Linux.  Compile, install, etc. DFterm, and configure it as appropriate. 

You will probably need to find (usually in this thread) the proper "checksums" to adapt DFterm to the current version of DF (or whichever version you're using).  As the original developer has stopped contributing, these need to be figured out by the community. 

* For the client side, you need a fully featured SSH client for your chosen device(s).  ConnectBot is probably the most common on Android.  Some basic clients may not support all the features that DFterm requires. 

* Then you set up your SSH client on your device, to connect to your server based on the IP address and port information you've gathered or set up above. 
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 30, 2012, 04:35:16 pm
Uh. Wow.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 31, 2012, 07:35:50 am
Assume I am able to always have both my phone and dfterm operating within the same LAN.

Would this make my life easier?

I assume it would, as I wouldn't have to try to reach over the internets to get to my telnet server, nor rely on an external ip, which in most cases (or so I understand) are not static.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on October 31, 2012, 09:12:25 am
Assume I am able to always have both my phone and dfterm operating within the same LAN.

Would this make my life easier?

I assume it would, as I wouldn't have to try to reach over the internets to get to my telnet server, nor rely on an external ip, which in most cases (or so I understand) are not static.

You can log into your router and make devices claim a specifc IP address (static routes or something like that). Make your pc have a static route like 192.168.1.15. Then, open the 8000 TCP port for that IP address (port forwarding). Now, if you ask google what your IP address is (you'll get your external IP), you can connect to that IP on that port with your ssh telnet client WHEREVER you are. Now I haven't connected to DFTerm through ssh telnet ever, just played it normally, so idk how your keybindings are going to hold up. Usually ctrl, alt, shift are all hard to work with on mobile devices.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 31, 2012, 11:10:25 am
Right nolw I'm having trouble even loading DF through the putty console. I have dfterm together and putty connected, but cannot start a game, at least not one that does immediately c rash
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on October 31, 2012, 01:39:39 pm
Right nolw I'm having trouble even loading DF through the putty console. I have dfterm together and putty connected, but cannot start a game, at least not one that does immediately c rash

Did you edit the one config file with the new version's checksums? I'm also assuming you can run DF normally without problems.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 31, 2012, 06:50:49 pm
Yes and yes
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on October 31, 2012, 10:08:56 pm
I'm getting the following in the dfterm2 console

ERROR: SLOT/DFGlue: CreateProcess() failed with GetLastError() -- 267

DF is set to run in text mode. The checksums are updated. Dfterm2 is let through the firewall. The slot points at the correct directory and executable.

What am I doing wrong???

I'm about ready to cry of frustration!!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on November 01, 2012, 07:21:14 am
I'm getting the following in the dfterm2 console

ERROR: SLOT/DFGlue: CreateProcess() failed with GetLastError() -- 267

DF is set to run in text mode. The checksums are updated. Dfterm2 is let through the firewall. The slot points at the correct directory and executable.

What am I doing wrong???

I'm about ready to cry of frustration!!

This is just a shot in the dark but maybe try to run as administrator?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 01, 2012, 07:27:10 am
That is so hilarious, I literally just tried that, then checked to see if I had new replies. Just now.

Unfortunately, no. This did not fix the problem, it is still returning GLE 267
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kav on November 01, 2012, 11:25:34 am
Post a screenshot of your configured slots and an explorer window of where your Dwarf Fortress.exe resides.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 01, 2012, 11:32:17 am
Can't do that till I'm back at my computer in about four hours.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kav on November 01, 2012, 11:36:17 am
I'm guessing remote in software doesn't work on you kids' new age phones yet?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 01, 2012, 12:07:52 pm
Not as far as I know
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 01, 2012, 02:51:42 pm
(http://i49.tinypic.com/2py3iu1.jpg)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 01, 2012, 02:53:04 pm
Holy shit, I think I just spotted my problem, why did it take posting a screen to find this?

D:\dwarfortress

should be

D:\dwarffortress

I don't know whether to laugh or cry if this was the only thing necessary to fix this
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 01, 2012, 02:58:35 pm
New problem! It seems I can't get dfterm2 to keep hold of a instance of DF, because windows does not want to play nice with DF's text mode!

That, is confusing!
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kav on November 01, 2012, 03:46:12 pm
Holy shit, I think I just spotted my problem, why did it take posting a screen to find this?

D:\dwarfortress

should be

D:\dwarffortress

I don't know whether to laugh or cry if this was the only thing necessary to fix this

I suspected a fundamental disconnect somewhere, that's why I had you post it. That's also also why I asked you to include the directory it was in but it seems you found it on your own.

What option are you referring to? Print mode? Mine is at the default 2d. I think text is only for linux and mac consoles.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: katwithk on November 14, 2012, 09:26:53 am
I seem to be having trouble getting dfterm2 to start in WinXP. Is there something I need in order for it to run on xp? I had no problems on 7.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Person on November 16, 2012, 06:47:03 pm
So, is anyone running a server for this?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: LtGreeneyes on November 16, 2012, 07:57:32 pm
So, is anyone running a server for this?
I would also very much like to know! :D
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kav on November 18, 2012, 02:35:37 pm
I made a custom font using my favorite 16x16 tileset for use in putty using this script http://kmkeen.com/df2ttf/ (http://kmkeen.com/df2ttf/) (thanks keenerd). When you use it with dfterm2 it makes the putty connection look 90% exactly like playing dwarf fortress locally. It's freaking awesome. To make it look 100% the same the colors in putty need to be adjusted. If anyone knows what needs to be set to what or where to find out that would be much appreciated.

You just drop this into C:/windows/fonts and set putty to use it when you connect to dfterm2 at size 12. It is basically the Marble Dice tileset with some modifications I made for engraved walls and floors and a small fix where rivers didn't match up perfectly.

http://www.mediafire.com/?hv66gu5vsqy60lq (http://www.mediafire.com/?hv66gu5vsqy60lq)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: rcmgames on November 21, 2012, 10:07:49 am
So, is anyone running a server for this?
I would also very much like to know! :D

There is this site: http://cityofminds.info/dfmp/registry.php

but of course there are none up now. I had one running, but I tried to move it to a Linux Server (with no luck...)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Matoro on March 11, 2013, 09:38:37 am
Is there any way to make this run with 0.34.11?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Kav on March 14, 2013, 10:40:25 am
Paste this in your dfterm2.conf in the "addresses = { "section and it works great.

{ name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, method = "PackedVarying" }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Ritsusohma on March 15, 2013, 09:22:12 pm
And how do I add that to the .conf File?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: thistleknot on April 10, 2013, 09:00:34 pm
wow... his doc really sets you up for error here

Quote
This should point directly to the Dwarf Fortress executable file. OnWindows, it could be something like "C:\df_31_12_win\Dwarf%
Fortress.exe" and on Linux it could be "/home/mikko/df_linux/df"
% character is used as an escape character for certain patterns. To include a space bar in the executable name, use "% " (like in
the Windows example in previous paragraph). Otherwise a space character is a separator for executable name and argument list.

note

"% "
vs
"%"

the return carriage threw me off in the pdf

had to re-read a few times to see the space

no quotes btw
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: thistleknot on April 10, 2013, 09:02:36 pm
I get dfterm2 to start up a new game, but it immediately closes (dwarf fortress does, not the terminal app)

FIXED:

Problem was I added this

{ name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, method = "PackedVarying" }

OUTSIDE of the last curly brace vs INSIDE.  I didn't notice there were 2 definitions already within the outer curly braces, and I needed to add a 3rd.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: awesomeface79 on April 29, 2013, 05:51:43 pm
y did u stop developing this?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: awesomeface79 on April 29, 2013, 07:33:09 pm
how do i download?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: thistleknot on April 30, 2013, 09:24:39 pm
link
http://www.mediafire.com/download.php?d1bc81pt5h0crjv
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: awesomeface79 on May 01, 2013, 12:03:19 am
how do i open the db file?!?!?!?!?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: awesomeface79 on May 01, 2013, 08:35:39 pm
i think i have a server up and running guys but i need to know if its possible to make a local server so only peeps using my internet can join?
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: DizzyFoxkit on May 03, 2013, 10:18:34 pm
@Awesomeface7 That should be fairly straightforward, just find the command prompt (via start menu, accessories, and command prompt) and type in ipconfig. Under the section Ethernet adapter Local Area Connection look for IPv4 address. The number besides that is the number that your buddies are going to be putting into their computers on YOUR lan. (they won't be able to do this if they are not connected to your router.)
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Adeon on July 27, 2013, 05:34:35 pm
I've started considering writing a new dfterm replacement (http://www.bay12forums.com/smf/index.php?topic=129165.0). If there are still any users of you out there, you might want to check out that thread.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Jostino on September 23, 2013, 05:12:21 pm
You are my hero <3
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: myxlplykx on March 10, 2016, 11:15:26 pm
a friend and i have tried to follow the instructions provided in this thread and numerous other sources to find the size_address and screendata_address to update this program to 42_06 and we have found the absolute addresses but cannot find the relative addresses that this program needs. If anyone still remembers how to find these any help would be greatly appreciated. apologies for reviving a 3 year old dead thread been trying to get this to work for weeks.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: myxlplykx on March 18, 2016, 01:00:14 pm
for those of you like me who have been looking for the updated codes for the most recent version of df here it is. the creator of this program was incredibly kind and gave me the codes after looking at it for some time.

{ name               = "DF 42.06",
     size_address       = 0x00BD9AAC,
     screendata_address = 0x00BD974C,
     checksum           = 0xD0448B69,
     method             = "PackedVarying" }
 }
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Gashcozokon on April 13, 2016, 02:14:27 am
Aww, I'm sad that I missed the chance to be the one to Necro this thread. But I have a gift for all of you.
Bam!
Code: [Select]
addresses = {
{ name = "DF 0.31.25", size_address = 0x0073507C, screendata_address = 0x00734D1C, checksum = 0xFBFF0FC9, method = "PackedVarying" },
{ name = "DF 0.34.01", size_address = 0x0080F0D4, screendata_address = 0x0080ED74, checksum = 0x9E053E36, method = "PackedVarying" },
{ name = "DF 0.34.02", size_address = 0x008100F4, screendata_address = 0x0080FD94, checksum = 0xD635560F, method = "PackedVarying" },
{ name = "DF 0.34.03", size_address = 0x008090F4, screendata_address = 0x00808D94, checksum = 0x59C5B3DF, method = "PackedVarying" },
{ name = "DF 0.34.04", size_address = 0x008090F4, screendata_address = 0x00808D94, checksum = 0x5685E1E9, method = "PackedVarying" },
{ name = "DF 0.34.05", size_address = 0x0080A0F4, screendata_address = 0x00809D94, checksum = 0xEC10895F, method = "PackedVarying" },
{ name = "DF 0.34.06", size_address = 0x008560F4, screendata_address = 0x00855D94, checksum = 0x3D0D62E7, method = "PackedVarying" },
{ name = "DF 0.34.07", size_address = 0x0085B0F4, screendata_address = 0x0085AD94, checksum = 0x2B33031D, method = "PackedVarying" },
{ name = "DF 0.34.08", size_address = 0x008970F4, screendata_address = 0x00896D94, checksum = 0xAE4E108E, method = "PackedVarying" },
{ name = "DF 0.34.09", size_address = 0x008980F4, screendata_address = 0x00897D94, checksum = 0xEFD5364C, method = "PackedVarying" },
{ name = "DF 0.34.10", size_address = 0x008980F4, screendata_address = 0x00897D94, checksum = 0x53552B55, method = "PackedVarying" },
{ name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, method = "PackedVarying" },
{ name = "DF 0.40.01", size_address = 0x00A1D5EC, screendata_address = 0x00A1D28C, checksum = 0x6282D060, method = "PackedVarying" },
{ name = "DF 0.40.02", size_address = 0x00A1D5EC, screendata_address = 0x00A1D28C, checksum = 0x9AE82FD4, method = "PackedVarying" },
{ name = "DF 0.40.03", size_address = 0x00A1F5EC, screendata_address = 0x00A1F28C, checksum = 0xF43CD3C4, method = "PackedVarying" },
{ name = "DF 0.40.04", size_address = 0x00A1E5EC, screendata_address = 0x00A1E28C, checksum = 0xE6D5AA91, method = "PackedVarying" },
{ name = "DF 0.40.05", size_address = 0x00A215EC, screendata_address = 0x00A2128C, checksum = 0x4FE1D5CE, method = "PackedVarying" },
{ name = "DF 0.40.06", size_address = 0x00A245EC, screendata_address = 0x00A2428C, checksum = 0x484BCB53, method = "PackedVarying" },
{ name = "DF 0.40.07", size_address = 0x00A265EC, screendata_address = 0x00A2628C, checksum = 0x8727A4F9, method = "PackedVarying" },
{ name = "DF 0.40.08", size_address = 0x00A275EC, screendata_address = 0x00A2728C, checksum = 0xF33D9C84, method = "PackedVarying" },
{ name = "DF 0.40.09", size_address = 0x00A2C5EC, screendata_address = 0x00A2C28C, checksum = 0xE8889A07, method = "PackedVarying" },
{ name = "DF 0.40.10", size_address = 0x00A2D5EC, screendata_address = 0x00A2D28C, checksum = 0x28063C59, method = "PackedVarying" },
{ name = "DF 0.40.11", size_address = 0x00A2E5EC, screendata_address = 0x00A2E28C, checksum = 0x31831831, method = "PackedVarying" },
{ name = "DF 0.40.12", size_address = 0x00A315EC, screendata_address = 0x00A3128C, checksum = 0x64613AB9, method = "PackedVarying" },
{ name = "DF 0.40.13", size_address = 0x00A325EC, screendata_address = 0x00A3228C, checksum = 0x7F5F2DAA, method = "PackedVarying" },
{ name = "DF 0.40.14", size_address = 0x00A5D5EC, screendata_address = 0x00A5D28C, checksum = 0x17EF3E08, method = "PackedVarying" },
{ name = "DF 0.40.15", size_address = 0x00A615EC, screendata_address = 0x00A6128C, checksum = 0x9EF21917, method = "PackedVarying" },
{ name = "DF 0.40.16", size_address = 0x00A6365C, screendata_address = 0x00A632FC, checksum = 0x6B741403, method = "PackedVarying" },
{ name = "DF 0.40.17", size_address = 0x00A6365C, screendata_address = 0x00A632FC, checksum = 0x3A48EB26, method = "PackedVarying" },
{ name = "DF 0.40.18", size_address = 0x00A6265C, screendata_address = 0x00A622FC, checksum = 0xBC43B200, method = "PackedVarying" },
{ name = "DF 0.40.19", size_address = 0x00A7465C, screendata_address = 0x00A742FC, checksum = 0x7EDDBB2C, method = "PackedVarying" },
{ name = "DF 0.40.20", size_address = 0x00A8065C, screendata_address = 0x00A802FC, checksum = 0x5308E57D, method = "PackedVarying" },
{ name = "DF 0.40.21", size_address = 0x00A8065C, screendata_address = 0x00A802FC, checksum = 0x797BE90E, method = "PackedVarying" },
{ name = "DF 0.40.22", size_address = 0x00A8065C, screendata_address = 0x00A802FC, checksum = 0xC959EB8F, method = "PackedVarying" },
{ name = "DF 0.40.23", size_address = 0x00A8065C, screendata_address = 0x00A802FC, checksum = 0x46DADF2B, method = "PackedVarying" },
{ name = "DF 0.40.24", size_address = 0x00A8165C, screendata_address = 0x00A812FC, checksum = 0xCC512A4F, method = "PackedVarying" },
{ name = "DF 0.42.01", size_address = 0x00BB7A94, screendata_address = 0x00BB7734, checksum = 0x426EB444, method = "PackedVarying" },
{ name = "DF 0.42.02", size_address = 0x00BB7A94, screendata_address = 0x00BB7734, checksum = 0x7EF4A385, method = "PackedVarying" },
{ name = "DF 0.42.03", size_address = 0x00BB8A94, screendata_address = 0x00BB8734, checksum = 0xA9679A2A, method = "PackedVarying" },
{ name = "DF 0.42.04", size_address = 0x00BBBAC4, screendata_address = 0x00BBB764, checksum = 0xACC37103, method = "PackedVarying" },
{ name = "DF 0.42.05", size_address = 0x00BC3AC4, screendata_address = 0x00BC3764, checksum = 0x170841BB, method = "PackedVarying" },
{ name = "DF 0.42.06", size_address = 0x00BD9AAC, screendata_address = 0x00BD974C, checksum = 0xD0448B69, method = "PackedVarying" }
}
This is the full version list going forward from 0.31.25. For anyone who needs to replace or hasn't tried yet. Dfterm2-installer-0.16.exe (https://code.google.com/archive/p/dfterm/downloads) is the version that I've been using to play. Way back in the day I believe I got my copy of DFPutty from here (https://sourceforge.net/projects/dfmp/) you can of course use any kind or version of a Telnet client that you want. That one does come with a collection of Font options.  Speaking of Fonts however, a modified DF_Mayday_16x16.ttf (http://dffd.bay12games.com/file.php?id=11946) has been uploaded, that works a bit better with 42.xx (roots and trees).
Title: Dfterm2 0.16; Dwarf Fortress 0.43.01
Post by: Gashcozokon on May 10, 2016, 04:51:42 pm
New configuration lines  for  0.43.*
Code: [Select]
{ name = "DF 0.43.01", size_address = 0x00C01AAC, screendata_address = 0x00C0174C, checksum = 0x5200DB2A, method = "PackedVarying" },
{ name = "DF 0.43.02", size_address = 0x00C01AAC, screendata_address = 0x00C0174C, checksum = 0x6285F678, method = "PackedVarying" },
{ name = "DF 0.43.03", size_address = 0x00C03AAC, screendata_address = 0x00C0374C, checksum = 0x3A0CB06E, method = "PackedVarying" }


Edit: Adding extra versions
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: makeshift 8 on May 30, 2016, 04:43:02 pm
This is a cool project. I wish I could help, but I got my own projects I work on... I think it would be fun to do some RE and backend work.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Gashcozokon on June 28, 2016, 05:06:42 pm
With the release of 43.04 being a little weird, I am going to wait a bit longer for the next round of offsets, to see if the issues settle down.

However! I have a public server up for folks to come play with.
I am pretty excited to see what comes from this. The world is fresh, and the initial embark set.

Connect to redacted and play some 0.42.06
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: myxlplykx on October 31, 2016, 01:36:35 pm
Gashcozokon by any chance could you pm how to get those codes properly. i was never able to really figure it out.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Gashcozokon on February 18, 2018, 08:04:48 pm
New entries for current DF x86 versions.
Code: [Select]
,
{ name = "DF 0.43.04", size_address = 0x00B8B3E4, screendata_address = 0x00B8B084, checksum = 0xF942BAE2, method = "PackedVarying" },
{ name = "DF 0.43.05", size_address = 0x00B93424, screendata_address = 0x00B930C4, checksum = 0xDD4836B6, method = "PackedVarying" },
{ name = "DF 0.44.01", size_address = 0x00C15FFC, screendata_address = 0x00C15C9C, checksum = 0x3E5B7405, method = "PackedVarying" },
{ name = "DF 0.44.02", size_address = 0x00C15FFC, screendata_address = 0x00C15C9C, checksum = 0xAB657DD8, method = "PackedVarying" },
{ name = "DF 0.44.03", size_address = 0x00C17004, screendata_address = 0x00C16CA4, checksum = 0xCDED606C, method = "PackedVarying" },
{ name = "DF 0.44.04", size_address = 0x00C18004, screendata_address = 0x00C17CA4, checksum = 0xB19D7480, method = "PackedVarying" },
{ name = "DF 0.44.05", size_address = 0x00C18004, screendata_address = 0x00C17CA4, checksum = 0x90A26D86, method = "PackedVarying" },
{ name = "DF 0.44.06", size_address = 0x00C32004, screendata_address = 0x00C31CA4, checksum = 0x4F4582CD, method = "PackedVarying" },
{ name = "DF 0.44.07", size_address = 0x00C32004, screendata_address = 0x00C31CA4, checksum = 0xA8189769, method = "PackedVarying" },
{ name = "DF 0.44.08", size_address = 0x00C32004, screendata_address = 0x00C31CA4, checksum = 0xDBF47171, method = "PackedVarying" },
{ name = "DF 0.44.09", size_address = 0x00C32004, screendata_address = 0x00C31CA4, checksum = 0xDF3655BC, method = "PackedVarying" },
{ name = "DF 0.44.10", size_address = 0x00C40004, screendata_address = 0x00C3FCA4, checksum = 0x7C396C4B, method = "PackedVarying" },
{ name = "DF 0.44.11", size_address = 0x00C4D004, screendata_address = 0x00C4CCA4, checksum = 0x47BE1B22, method = "PackedVarying" },
{ name = "DF 0.44.12", size_address = 0x00C4D004, screendata_address = 0x00C4CCA4, checksum = 0x3A473F14, method = "PackedVarying" }
So, when Toady made the switch to 64-bit, I thought DfTerm wasn't able to continue until Myself or Somebody is able to build a DfTermx64. I kind of gave up resigned to limit my online play to legacy versions... But this morning I realized that 32 bit builds were still being made, they were just listed on the full download page and not the front page (Doh! :-[ ) oops. Well, here you guys go, The full list of DF SDL x86 (32-bit) versions.
Spoiler: Full Address List (click to show/hide)
A dream of mine is to get caught up enough with work and RL nonsense to have the free time to show this source some love. I have a list of additional tweaks I'd like to see, but don't hold your breath folks. In the mean time I will continue to add entries here as long as we get 32 bit builds.
Title: Re: Dfterm2 0.16, server software for playing Dwarf Fortress remotely
Post by: Gashcozokon on January 04, 2023, 07:54:27 pm
Possibly the final Necro.
Code: [Select]
,
{ name = "DF 0.47.01", size_address = 0x00D77014, screendata_address = 0x00D76CB4, checksum = 0x5948D0B1, method = "PackedVarying" },
{ name = "DF 0.47.02", size_address = 0x00D78014, screendata_address = 0x00D77CB4, checksum = 0x5696F20D, method = "PackedVarying" },
{ name = "DF 0.47.03", size_address = 0x00D79014, screendata_address = 0x00D78CB4, checksum = 0xDF927A39, method = "PackedVarying" },
{ name = "DF 0.47.04", size_address = 0x00D79014, screendata_address = 0x00D78CB4, checksum = 0x75607704, method = "PackedVarying" },
{ name = "DF 0.47.05", size_address = 0x00D7B014, screendata_address = 0x00D7ACB4, checksum = 0xE08998BB, method = "PackedVarying" }
Big delays I apologize for, but here you go. This completes all of the pre-steam versions.
Time will tell if Toady will continue with 32bit builds or if something different will come along.

Happy Fortressing everyone!