Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Voxus

Pages: [1]
1
I think the best option is to rewrite a large section of the map code, The design is not incompatible with multiple alternate maps, but it would be a duct tape style solution. I'd rather just create a more modular pattern for maps and map features, so I'm going to take a stab at that method. In the mean time I have some other smaller ideas I'd also like to work on, so I'll probably split the time I work on this 50/50 over working on maps and some other small changes.
Yeah a map overhaul would be great! If you take this into your hands I'll stay away from this part.

Parker talked about rewriting maps, charts, and figuring out a winforms solution to legend pages, none of which are small changes. I feel like maps needs the least amount of work to become fully modular, so it seems like the best place to start.
I am not so sure if changing everything into WinForms is still a good idea. WinForms is (except for a few bugfixes) abandoned by Microsoft for years.

Hurmm, that's something to think on then, it's a huge overhaul either way, perhaps a better idea might be an opensource explorer replacement like webkit? That's still a huge overhaul however.

2
I'd like to add a small feature request if I may, something that's been bothering me since the beginning. Legends Viewer only loads one map, and doesn't allow for more than one alternate map (which needs to be loaded manually). Furthermore, it's very frustrating that when navigating away from the map page, the alternate map gets unloaded. It'd be super useful for LV to load all the maps it can find, and also allow for loading other maps (for example, my Satellite Map Maker, or the Fantasy Map Maker maps), which would not then unload after clicking on something.

I'd say looking at the code for maps this should be possible, I'm going to spend some time working on the map code and I'll try to implement this as I go.

I already put in the part where the alternate map and the opacity setting is remembered during a session.
If you could take a look into how to load more than one alternate map it would be awesome.

I think the best option is to rewrite a large section of the map code, The design is not incompatible with multiple alternate maps, but it would be a duct tape style solution. I'd rather just create a more modular pattern for maps and map features, so I'm going to take a stab at that method. In the mean time I have some other smaller ideas I'd also like to work on, so I'll probably split the time I work on this 50/50 over working on maps and some other small changes. Parker talked about rewriting maps, charts, and figuring out a winforms solution to legend pages, none of which are small changes. I feel like maps needs the least amount of work to become fully modular, so it seems like the best place to start.

3
I'd like to add a small feature request if I may, something that's been bothering me since the beginning. Legends Viewer only loads one map, and doesn't allow for more than one alternate map (which needs to be loaded manually). Furthermore, it's very frustrating that when navigating away from the map page, the alternate map gets unloaded. It'd be super useful for LV to load all the maps it can find, and also allow for loading other maps (for example, my Satellite Map Maker, or the Fantasy Map Maker maps), which would not then unload after clicking on something.

I'd say looking at the code for maps this should be possible, I'm going to spend some time working on the map code and I'll try to implement this as I go.

4
Thank you for the vampire and werebeast bugfix, I already merged it into the branch!  :)

I like your idea for the skill display. It looks a lot better than the simple list, but I am not entirely sure about the color coding.
Skills are already associated with certain colors of their profession.

For example fish cleaner, fish dissector, fisherdwarf have the dark blue color of their parent profession fishery worker.
http://dwarffortresswiki.org/index.php/DF2014:Skill#Skills

In Dwarf Therapist the skill level is represented with a growing square and a diamond symbol for legendary.
If you could manage that the skill list looks like in your demo but with their profession color instead of a level color and a level symbol like in DT next to their name it would be perfect!

Not a bad idea to replicate the dwarf therapist display, should be doable. I'll get back to you with another plain HTML/CSS test before I try to actually implement it.

[EDIT] Progress:

5
So I noticed that the checkboxes for vampires and werebeasts were not working, which is a shame because I need to know how many vampire leaders there are in my large sized 400 year old world. As such I fixed it and made a pull request: https://github.com/Kromtec/Legends-Viewer/pull/1

Additionally I just made a quick jsbin demo of an idea I had for the skills display, in particular skills can take up a lot of room vertically, so I decided it might look nicer with an inline block display with colour coding and hover over: http://jsbin.com/yapaxadaqe

Any thoughts? I can work on this and submit a pull request if it looks promising.

6
Utilities and 3rd Party Applications / Re: DFHack 0.40.15-r1
« on: November 13, 2014, 08:19:01 am »
I've never used the workflow plugin, so maybe I'm looking in wrong place, but I can edit ranges without problems:



However your main issue is crashes, right? Here are the instructions how to enable crash dumps that would help me to fix it.
http://www.bay12forums.com/smf/index.php?topic=138754.msg5624349#msg5624349

Yea, that's the correct location!
Workflow seems to be on and off for me, sometimes what you showed there is what I get now with TwbT, sometimes arbitrary text in specifically workflow so far stops working.
I've applied the registry files and I'll get back to you on anything I get out of that. I'll also try and get any screenshots I can.

7
Utilities and 3rd Party Applications / Re: DFHack 0.40.15-r1
« on: November 13, 2014, 02:19:45 am »
Did the workflow problems occur before you added the line to symbols.xml? I don't think a symbols change would cause those types of errors.
Regarding the random crashes, I'd try disabling TwbT first.

The problems do seem to be related to TwbT, they do not occur in TwbT legacy (so far), the text rendering was as such:

Default install of starter pack using TwbT with no fix to symbols.xml: Hotkeys all read as ?, ranges properly display.
Using TwbT with fix to symbols.xml: Hotkeys all read correctly, ranges are invisible in the range changing dialogue (fine in the workflow list, and the text can still be edited, just not seen).
Using TwbT Legacy with fix to symbols.xml: As of yet no noticeable issues, text rendering correctly.

TwbT standard does seem to use a mix of truetype and ascii, so this seems to imply that TwbT has some issues with workflow.

I'll post again after some extended duration of play to update on crashes.

Update: TwbT legacy is confusingly broken for me, every time I specifically change to (q) manage buildings it pretends I am on the level I think I am but shows information for a lower level, then when I try to move the cursor with arrow keys it puts me on a different level, it always returns to the same level, for me this was to my farms at 1 z level below the wagon. As such I'm testing in 2D drawing mode from now.

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.15-r1
« on: November 12, 2014, 09:29:25 am »
It's a known bug in the Windows version (and it's not just manipulator). Find the "<symbol-table name='v0.40.15 SDL' os-type='windows'>" line in <DF>/hack/symbols.xml and add this line under it:
Code: [Select]
<global-address name='keydisplay' value='0x181C170'/>

So, I had this problem and tried this and it worked for the most part, except now I can't see the values in ranges in workflow's GUI, (go to a workshop, open the workflow gui, add a constraint, try to edit the range)

Additionally I'm getting this error spammed into stderr.log:
Spoiler (click to show/hide)

Lastly I'm getting crashes frequently, I'm using the starter pack and the version of DFHack packed with it, I can play at most for half an hour before something crashes, each time the action I last took before the crash was different, last time opening the building menu and trying to select building a carpenters workshop crashed the game, is there some way I can figure out what is causing the crashes? Are there any options I should avoid because they could be causing them? I'm not using any utilities but I have Workflow, Autolabor, and Mouse tweaks enabled as well as the bugfixes and performance tweaks options enabled. Graphics are all default options on pure install of the starter pack except I changed the pallet and installed spacefox, so I am using TwbT. The world and map were all generated in this version of DF and I imported no settings. The map is 4x4 and I have the calculation FPS cap at 300, I'm noticing no lag. Let me know if I should provide any other details.

9
DF Suggestions / Re: Wrestling - Lifting, Carrying, Restraining.
« on: July 26, 2014, 02:10:15 pm »
Well there you go, like 8 or whatever (as if I'm going to count) people said it was a good idea so now Toady has to do it by law right? I'm going to go tell the angry crabs of my success.

Edit: The angry crabs told me "It was inevitable."

10
DF Suggestions / Wrestling - Lifting, Carrying, Restraining.
« on: July 24, 2014, 08:54:17 pm »
It would be nice to open up more options in wrestling combat, in particular I find my self wanting to fill a room with angry crabs because I am a cruel and strange person.

Lifting
After an opponent is grabbed I would like to [provided I am strong and large enough] lift the opponent off the ground, from here it would be nice to move, drop, throw or take-down the creature.
This is distinct from regular throwing in that regular throwing seems to me to be a martial throw, making use of leverage and skill, while this is a pure test of strength. The creature once lifted could then struggle unless KO'd.

Carrying
I really just want to fill someones house with crabs, ravens, vampires, elephants, undead hands, and other common household pests, as such I would like to be able to carry a lifted creature provided it is unable to escape, this could take the form of being KO'd, or being restrained.

Restraining
Got some rope or chains? Put em to use and tie up a creature, or alternatively tie the creature to something. A restrained creature while very upset would be unable to struggle if it could not break the restraints, and thus could be carried some distance.

P.S. If my demands are not met I may or may not fill Toady's house up with rope bound Turtles. Alternatively I will cry about it on the internet.

11
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: January 04, 2014, 03:16:40 am »
Bug with dying during a car chase, if you are shot, die, crash and die again (yes that's possible don't you know anything about liberal biology?) you will count as two martyrs in the stats.

12
Utilities and 3rd Party Applications / Re: Dfterm3 v0.3 (2013-10-06)
« on: October 20, 2013, 05:34:17 pm »
If I understood correctly that you might want to code an iOS application that accesses Dfterm3 then that is possible; however the Dfterm3 currently does not have a well-defined network API that you could write against. If there is interest, I might work on providing something like that.

Or you could continue to attempt to fix the current interface to work better with tablets. If you have code that could be useful for Dfterm3, you can show it to me and I can adapt it.

Yea, that's what I'm suggesting, I'll let you know what I make of it, at the moment all I did was remove the key bindings from playing.js lines 232 onwards and replace them with ones bound to the whole window, from there if you select the chat you can type into that to control the game, but it's not effective, I'm gonna work on an iOS app that access it for fun, not sure what kind of deadline you could expect or whatever so don't hold your breath but whatever I do it's open source and I'll update you guys.

is there anyway to get it to work with windows xp?

Just throwing in my two cents on this, if this works on linux it'd be easy to set up DFTerm3 on a virtual machine, something like VMWare player, that's an all free solution to making it cross compatible.
I use VM's all the time when I want to host something locally without opening any sort of security hole.

This has the downside of VM overhead and the time and effort in installing VMWare player and a distro on that VM, but there are pros to this solution as well, and because DF and DFTerm are entirely processor based and don't need GPU acceleration, VM's will have nearly no problem at all working with them.



On interface issues:
Doing some JS work atm to help with the interface just for fun, the code is commented to some degree and should be decently readable.
This is around line 202 in playing.js:

Code: [Select]
            //List of keys to preventDefault() for.
            var prevented_keys = [
                8, 9,                                                   //Backspace, Tab: Text entry and screen control.
                32,                                                     //Unknown: Unknown.
                33, 34, 35, 36,                                         //PgUp, PgDown, End, Home: Navigation.
                37, 38, 39, 40,                                         //Arrow keys: Numlock navigation.
                112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 123,  //Fn Keys excluding F11: Used for Hotkeys system.
            ];

            //List of keys to totaly ignore.
            var ignored_keys = [
                122,                                                    //F11: Makes game full screen on host computer.
            ];

            var key = function(prefix) {
                return function(event) {
                    if (ignored_keys.indexOf(event.which) > -1) return false;
                    if (prevented_keys.indexOf(event.which) > -1) event.preventDefault();

                    socket.send(prefix + JSON.stringify(
                                { which: event.which
                                , code_point: 0
                                , shift: event.shiftKey
                                , alt:  event.altKey
                                , ctrl: event.ctrlKey }));
                }
            }

This fixes Function keys to work properly for navigating Hotkey locations in the game, it ignores F11 because by default F11 makes DF full screen on the host computer, which is rather inconvenient, and it seemed more appropriate for F11 to enable full screen on your browser. F12 changes TTF on/off which is handy if you forgot to turn it off when setting up the client.

I'll be taking a look around the GIT page for this, I saw something about canvas on there and that interests me so I might take a stab at that.

13
Utilities and 3rd Party Applications / Re: Dfterm3 v0.3 (2013-10-06)
« on: October 15, 2013, 06:11:06 am »
Hurmm, so I've always wanted to play DF on my tablet, and this is pretty close, however sadly keyboard input is not working, I believe this is b/c the iPad doesn't trigger keyboard input until a field is selected, or more accurately i can't just select the term element and press buttons, i have an external keyboard as well. I'm working on a couple ideas since i know some JScript, such as triggering window keypresses, but no luck yet.

Update:
Got window bound events working, it's buggy as all heck specifically on my ipad, so more work to be done on that, considering making my own touch keyboard on the page as it were, or at-least a numpad, not sure exactly how i'll do it, I suppose all else fails iOS coding is a go? Can't imagine it'd be impossible.

14
Utilities and 3rd Party Applications / Re: Dfterm3 v0.3 (2013-10-06)
« on: October 15, 2013, 05:13:56 am »
Windows 8 user had some problems so far, when I tried to access the admin panel the page was unstyled, and clicking form buttons resulted in it taking me to none-exsistance pages, as such I took a peek around and tried the url 127.0.0.1:8081/web-interface/admin, and then everything worked! Not sure what cases that, and not sure if it is specific to windows 8, but there you go.

Pages: [1]