c:\johns_files\great games\df_31_13_win\dwarf fortress.exe
This is correct: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.$ 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
Is there a public server we can log into?
How much is uploaded/downloaded?
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.
...I have no clue what this is, but I think I might be interested if someone could explain it in layman's terms. :x
So, if I understand this correctly, you can use this to spectate someone playing DF and talk to them?
Have you thought about integrating with dgamelaunch?
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...
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
So can you port this to portable devices like the iPhone, or will it just be for laptops? This sounds really cool.
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
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?)
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!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.
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?
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....
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.
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.
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
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.
Currently hosting a game. dfterm.servegame.org:43722I just get "connection timed out"...
This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.Currently hosting a game. dfterm.servegame.org:43722I just get "connection timed out"...
This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
Edit: Saw your error message. I assume that's why I can't conect.
Windows VistaEvery 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)
Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.Currently hosting a game. dfterm.servegame.org:43722I just get "connection timed out"...
This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
Edit: Saw your error message. I assume that's why I can't conect.
Windows VistaEvery 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)
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.
Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.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.Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.Currently hosting a game. dfterm.servegame.org:43722I just get "connection timed out"...
This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
Edit: Saw your error message. I assume that's why I can't conect.
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.
Anyone using this on the mac, and able to share the how to connect?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.
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.
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.Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.I'm unable to connect as well, are you behind a router/blocker/firewall?
My server is now up, and I welcome anybody to join in and try it out. I am admin, and automatic restart is running.
Yes! That indeed did fix it! I love it when simple errors are repaired by simple means.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.Yeah, it is a little FUBAR at the moment. you can connect, but you don't get chat or anything. Kind of pointless.Currently hosting a game. dfterm.servegame.org:43722I just get "connection timed out"...
This is on my server, so it should be running 24/7 if anybody wants to jump in and play.
Edit: Saw your error message. I assume that's why I can't conect.
My server is now up, and I welcome anybody to join in and try it out. I am admin, and automatic restart is running.
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.You can't ping a port.
Any more issues, be sure to let me know.
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.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.You can't ping a port.
Any more issues, be sure to let me know.
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.
| Tile | Correct | Sending |
| 07/• | U+2022/Alt+7 | U+25CF |
| 09/○ | U+25CB/Alt+9 | U+25E6 |
| 15/☼ | U+263C/Alt+15 | U+00A4 |
| 22/▬ | U+25AC/Alt+22 | U+2017 |
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)
Tile Correct Sending 07/• U+2022/Alt+7 U+25CF 09/○ U+25CB/Alt+9 U+25E6 15/☼ U+263C/Alt+15 U+00A4 22/▬ U+25AC/Alt+22 U+2017
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.
Run DF by itself and then exit. Try opening DFTerm and see if that works.
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
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.
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.
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.
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).
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'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...Press Ctrl-A to switch between chatting and playing.
anyone has any idea what the problem could be?
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.
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?
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
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.
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.I used to have several issues. Now it works just fine.
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'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.I used to have several issues. Now it works just fine.
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!
but why WHY DID YOU PUT MR.COOLFACE IN THE IDLE SCREEN!
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)
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
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.
great! works like a charm
please include these params in config in next version, for future dfterm newbie :)
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.
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.
What's the status on DFterm for DF2010?
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.
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.
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 -.
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'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.
When you upgrade to the latest version of the DFTerm, you must include the new 'glue' DLL and read the instructions.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.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.
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.
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 :)
Also, how do you handle interactions with DF in windows? Entirely with DFhack?
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.
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.23a and console support would be great, I'd love to host a server with some roguelikes to play remotely, and dgamelaunch is confusing.
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.
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.
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?
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]
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...
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
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.
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 :).
What format were the screen contents in for 40d?
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! ;)
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.
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'm using the linux version, and dfterm never attaches to an already-running dwarfort process.
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
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 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.
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?
Also dfterm2? Sounds interesting, what will we get with this version?
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,
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.
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 [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.
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?
I might also support other languages than Lua.
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 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.
cmake -D ICU_LIBRARIES_PATH = /wherever/those/happen/to/be/installed
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.
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?
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
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].
Hey, I just wanted to ask: Is there is a windows version of dfterm2 up yet?
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.
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
if (character == string.char(1)) then -- ctrl+A
if (character == "b") then
This looks amazing. Does this mean I could open up my game, open up this, then other people with this downloaded could join in?
So, I download this.
Friends download Putty.
They can watch me, chat with me, and play?
How restricted are they to playing?
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.
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.
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...
Firewall eh? How would I check that? My dad downloaded like 40.
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
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?
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.
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.)
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.
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 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?
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.
There's now a "semi-official" server provided by Remmon at IP address 195.240.20.117, port 8000.
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.
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?
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?
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?
Woooooo! And this works with .07 or .08?
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.
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.
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.
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'
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?
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'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.
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.
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.
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 :))
Oh hey. Cygwin SSH WGET power ... or something.
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
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.
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
QuoteThis 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.
No, I mean I type my user name in, press enter, then it asks for my password and it wont let me type.
╔Existing user - Password (Alt+1)══════════════════════════════════════════════╗
║ Password: password goes here ║
╚══════════════════════════════════════════════════════════════════════════════╝
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.
Sweet, thanks.
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.
-- 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'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?
(ESC) [ A
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??
Thanks! That did it. I had tried installing threading packages (including pthreads) but that didn't work.
Have you installed boost development libraries?
Sooo... is there a list of servers where I canjudgeobserve people playing?
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. ^_^
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?
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.
compiling dfterm2 i noticed that
#include <vector>
is missing from sockets.hpp
ok I have been playing coop dwarf fortress with a friend all day using dfterm2 and it's great. thank you for this!!!
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
$ rm CMakeCache.txt
$ cmake -DICU_LIBRARIES=/usr/lib/libicuuc.so\;/usr/lib/libicudata.so .
$ make
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
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.
I have never sucessfully connected to the test server mentioned in the first post. Given up.
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.
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.
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)
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?
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
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...
(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?
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'
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?
$ git checkout 0.3
$ git submodule update
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.
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'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).
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.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.
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.
Here it is. I designated a straight line across there but it only shows the edges.Spoiler (click to show/hide)
Here it is. I designated a straight line across there but it only shows the edges.Spoiler (click to show/hide)
pic not showing up.
Here it is. I designated a straight line across there but it only shows the edges.Spoiler (click to show/hide)
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)
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
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."
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 -_-
git pull
git submodule update
git log
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.
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)
export TERM=xterm
./dfterm2
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.
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)
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.$ cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo .
$ make
Set maximum size for core dumps to be 512000000 bytes.
$ ulimit -c 1000000
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.
How do I make it to work with .16? Are there some offset tweaks I can configure or should I wait?
When trying to compile on linux.Spoiler (click to show/hide)
ee.events = EPOLLIN | EPOLLOUT | EPOLLRDHUP | EPOLLET;
To this: ee.events = EPOLLIN | EPOLLOUT | EPOLLET;
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.
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?
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?
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)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.
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?
um spo basically this is an ALMOST multiplayer???? ???
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.
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...
Incidentally, I've released dfterm2 0.11 with DF 0.31.18 support. No other changes. Enjoy.
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
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 ;)
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.
There is any public server running actually?
There is any public server running actually?
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
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 :)
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.
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.
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?
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.
Oh sweet, thanks!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.
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.
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.
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.
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 2From a cursory glance, all the errors are related to icu_48, but I am sure I installed ICU correctly, icu-config works, for example.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
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.
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.
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.
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
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.
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.
ICU development librarieshmmm... 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...
Boost development libraries (at least version 1.42)
OpenSSL development libraries
CMake
PCRE development libraries
g++ and usual development tools
lua
git
Quote from: dfWikiICU development librarieshmmm... 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...
Boost development libraries (at least version 1.42)
OpenSSL development libraries
CMake
PCRE development libraries
g++ and usual development tools
lua
gitSpoiler: Errors (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).Spoiler: System Specs (click to show/hide)
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: linuxThanks 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 :)
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.
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.
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.
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[ /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.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
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
Would future versions be able to support graphics sets?
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.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.
Would it be possible to create an iPhone version of this?
Or is a Nokia N9000 not a phone?
Would it be possible to create an iPhone version of this?
Or is a Nokia N9000 not a phone?
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.
Can I have help with android phones. I want mah DF.This.
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?
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
No answer to this?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 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.
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.
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...
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...
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?
Also, how would I go about password protecting the game if I wanted to start a player registry?
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?
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.
addresses = {
{ name = "DF 31.25",
size_address = 0x0073507C,
screendata_address = 0x00734D1C,
checksum = 0xFBFF0FC9,
method = "PackedVarying" }
}
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" }
}
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?
Epic tut
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.
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?
{ name = "DF 34.04",
size_address = 0x008090F4,
screendata_address = 0x00808D94,
checksum = 0x5685E1E9,
method = "PackedVarying" }
$ 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
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
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.
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.
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?
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?Yes. DF works fine outside dfterm2. Do you know where log is located? I cant seem to find it.
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.
Yep everything checks out. here's the log whenever I try to launch DF in dfterm2:
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]
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.....
Running with sudo isn't a bright idea....Thanks for the tip!
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.
{ name = "DF 0.34.06", size_address = 0x008560F4, screendata_address = 0x00855D94, checksum = 0x3D0D62E7, method = "PackedVarying" }
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)
else if (c2 >= 'A' && c1 <= 'F')else if (c2 >= 'A' && c2 <= 'F')But I tried doing port forwarding before. Says I need a static IP for it...
{ name = "DF 0.34.07", size_address = 0x0085B0F4, screendata_address = 0x0085AD94, checksum = 0x2B33031D, method = "PackedVarying" }
Does someone know a fix or solution?
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
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!
If this had a iOS/Android app it would be the best thing ever. Play DF literally anywhere. :D
If this had a iOS/Android app it would be the best thing ever. Play DF literally anywhere. :D
try this for executable location
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!
C:\df_31_25_win\Dwarf% Fortress.exe
note the space after the %.
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)
Huh, adding 'export TERM=xterm' to /opt/df_linux/df did the trick.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)?
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.
{ name = "DF 0.34.11", size_address = 0x0089A0F4, screendata_address = 0x00899D94, checksum = 0xD09EF39B, 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" }
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" }
2012-07-12 20:44:36 Note: Dwarf Fortress executable checksum calculated to D09EF
39B (Unknown, can't show the screen)The DL link is dead. Could anyone please provide a working link?
I've got a server up and running, ip: 71.230.42.211:8000
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
[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] [BIND:SECONDSCROLL_UP:REPEAT_SLOW]
[KEY:=]
[BIND:SECONDSCROLL_DOWN:REPEAT_SLOW]
[KEY:]]
[BIND:SECONDSCROLL_PAGEUP:REPEAT_SLOW]
[KEY:-]
[BIND:SECONDSCROLL_PAGEDOWN:REPEAT_SLOW]
[KEY:[]
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.
-- 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!
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)
Anyway, thanks to anybody who wants to help me get this happening.
Has anybody actually used this successfully with an Android?
(Specifically, a Galaxy S II)
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.
I'm not getting what I do to actually acquire dfterm2, much less operate it.
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.
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
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!!
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
So, is anyone running a server for this?I would also very much like to know! :D
So, is anyone running a server for this?I would also very much like to know! :D
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.
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).
{ 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" },
{ 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.,
{ 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.