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Messages - Shukaro

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1
DF Modding / Re: Mouse Fortress v1.4d for DF 34.11 - Roller Coastery Wooh!
« on: September 24, 2013, 03:39:34 pm »
I'll need some more information to help you. What OS/Emulator and architecture are you running Dwarf Fortress on? Could you post the key, menu, and config files that you're using? Have you tried running mouse fortress as an administrator?

Win7, 64 bit - and I haven't yet changed the files you mention, they are exact copies of the ones from your download page (1.4d). But I tried running everything as an administrator, and now the connection to DFHack works! Why this helps is beyond me, all DF programs and utilities, including mouse fortress, are located in a folder on my desktop, (except ahk, which I cannot find anywhere on my disk (probably not an exe (?!?)). Anyway, problem solved, thanks a lot :)


I had the exact same problem, although i refused to believe it was related to being run as an Administrator or not ( especially since my user is an administrator and i have UAC disabled >.> ).

None the less, i ended up trying it in a desperate hope of getting it to work with DFHack, and thats when i realized what the problem was.

Before, when you didn't run it as an Administrator, i'm sure you opened Dwarf Fortress through a launcher, like the Lazy Newb Pack or the Masterwork config.
When launched through either of those, the window title of the DFHack window is empty, and Mouse Fortress sends the command to the first Window it finds with "Dwarf Fortress.exe" in the title.

Running Dwarf Fortress manually, which would be necessary for you to run it as an Administrator, the DFHack window will have its Path as the title :)


Other than that, Great work with this tool, its superb :3
Only thing that annoys me is that it is not really useable in fullscreen, as it minimizes the game when it have to show the Rightclick menu.
Although, that is very unlikely to be something that can be fixed :/

I'll see if I can fix this.

Dear Developer

I have the same issues with edge scrolling, it is way too fast.  I prefer not to change the trackdelay because if the delay is too large then response is slow.  Is it possible to slow down edge scrolling without sacrificing responsiveness?

Special behavior with edge scrolling is something I'll look at when I next push out an update, it should be possible without too much fuss.

This mod is pretty awesome  :). I ran into a problem though, not sure if its already addressed somewhere. When I was attempting to link a bridge to a lever, the mouse was never in the right position to select the bridge and interrupted the whole process. I had to disable the mod to get the bridge properly linked.

There's a flag which you can set to a key (it's shift-q by default I think) which suspends/resumes mouse tracking.


Hello there! The newest DF versions are usually released around this time of year, so I decided to run around and take a look at what's been going on. This project in particular is very interesting. I hope it is still being worked on! In my opinion, something like this needs to be integrated into DF as soon as possible, considering how there are now several DF knockoffs with mouse support being developed. As much as I hate myself for it, I am really tempted to play one of those knockoffs simply because DF menus are such a freaking mess. If you fix that awful, annoying, debilitating problem, you'd be an angel sent from Armok!

Now, from what I've read here there are still issues with other utilities and no full screen support? I always use full screen on my TV as I can't sit at a desk, and I use Lazy Newb Pack and DFHack and don't know anything about ??AHK??, so at the moment I don't think I will be able to use this, but I will continue to keep an eye on this project.

And just so you know, DFHack always yells at the "Gate" hotkey. I believe it just means DFHack isn't recognizing when you click F1, F2, F3 etc for the in-game map hotkeys, like Gate, which is centered on your wagon by default. Why it does that, I don't know.


Full screen support for the context menus just isn't possible at all in this version of DF, at least through AHK, when the next DF update rolls around I'll see if it's possible then. I kind of doubt it though, sadly. :(

I'll see if that DFHack issue has anything to do with mouse fortress.

How do you use this mod? I installed it like it said, just copy/paste into the directory of the game, but when it loads I don't have any mouse activity.

I am using the Noob launcher. What am I supposed to do to get the mouse working? It's what's keeping me from enjoying this game, it's completely and utterly a joke that the main game, a friggen' PC strategy game built on micro management, does not have native mouse support.

Replace the DF exe with the included one and then run launch.exe. You should see a mouse icon in the bottom right which indicates that it is running. It doesn't matter where you put the rest of the stuff.

2
DF Modding / Re: Mouse Fortress v1.4d for DF 34.11 - Roller Coastery Wooh!
« on: September 01, 2012, 12:05:27 pm »
Regarding scroll speed, you can increase/decrease the rate at which the cursor tracks by changing the trackdelay setting in config.ini, for reference, a value of 1000 would be equal to 1 second. If the tracking is unresponsive, the first thing you should do is make sure that finecontrol is set to 0, as that can cause issues when you're moving the mouse slowly. If that doesn't help, then it would be a massive help if you could provide as much information as possible about when it doesn't work.

Greendogo: Thanks! If you have any issues or suggestions feel free to post them!

3
I'll need some more information to help you. What OS/Emulator and architecture are you running Dwarf Fortress on? Could you post the key, menu, and config files that you're using? Have you tried running mouse fortress as an administrator?

4
Are you on windows (vista/7) or linux? If you're on windows make sure DF is somewhere other than program files.

5
Hmm, yeah, it looks like you're using an older version, it doesn't look like gate is actually an available DFHack command, at least in the current version.

6
Ah, that's a known issue. It's not something that I can fix due to the way fullscreen mode works. :( I might be able to implement a windowed noborder mode in the future though, if DF's window handling improves.

7
I've uploaded a new version, which changes cursor tracking some more. It should be faster now, and completely precise with regards to the fine control. Additionally, you can now set the minimum delay for cursor tracking, increase it to slow down tracking, and decrease it to speed it up. 20 seems to be about as fast as it can go without being noticeably 'jittery', but you can go as low as 1 for max speed. You can also enable or disable fine control, but as far as I can tell this won't offer any benefit for the majority of users.

Now as for DFHack issues I'd really like more information, because it's working perfectly for me.  :-\

8
Could you post the menu and key files that you're using? Also what OS, etc?

9
Alright, pushed another update out, things changed: You can easily control the cursor with keys when the mouse isn't moving, the tracking algorithm was rewritten and should be faster, default adventure mode keys/menus, st flag to toggle shift.

Feel free to post any suggestions, feedback, or bug reports. :)

10
Hmm, that integration might be fairly simple to implement, I'll look into it to see what would be needed.  8)

11
It works great and makes me very excited and proud of the community hackers.
However, several improvements are needed:

  • Make it so if the last key pressed(except sticky keys) happened AFTER the last mouse-movement or mouse-event, it's now in "key mode" and will not move cursor to mouse anymore. this will save me from moving the mouse outside the DF window whenever I want to do quick manual key work.

  • Make it so if it has to move a large and diagonal path to the mouse, choose the greater between xDistance and yDistance and shift-move 10 squares in that axis as long as that distance is larger than 10

  • many times, when using keyboard controls, it's faster to shift-move 10 squares to a direction and go back 1 tile in the opposite direction, instead of moving 9 individual tiles (3 keys instead of 9. it's a big difference). Maybe you should try adding this trick to the seek mechanism, but only for extreme cases such as 9 or 8 tiles in a particular axis. It might make the cursor look a bit jumpy, but it might also make a much faster tracker overall.

  • Holding shift down is tiresome. An extra key that toggles "shift mode" on and off would be very convenient and would make the duration of placing mass building/furniture as comfortable as doing so in any mouse-based game.

  • The worst. Sometimes, frustratingly, a click wont register for placing a furniture in a tile with shift & leftMouseButton. You might want to look into this. The mouse may move inside the tile a bit, but both the mouse and the cursor are aligned for the whole duration of the click, so it feels very unresponsive and confusing when nothing happens. It feels like I have to freeze my mouse hand for a second before I'm allowed to click. It might come from the way you use-up/lock the keys in movement, but it might not possible to fix and not your fault at all, and in that case I am sorry.


Please get right away to coding these. I'll be in the other side of the room, iron whip in hand, and, a ‼☼Copper Whip☼‼ in the other hand, waiting for you to screw up. Seriously though, except for #5, these are all very quick to code.

Thanks for the utility and hope I didn't piss you off :D

Not at all, I really want people to give suggestions and feedback!

  • This is a great idea, I'll definitely look at adding this in for the next version!
  • Yeah, I can certainly change up the tracking algorithm to be a bit faster, so that will be improved as well.
  • This is interesting, I'll see if it could net an appreciable speed-up.
  • I'll look into this, it may already be possible with caps-lock, but if not I'll see what I can do.
  • This is probably an issue with key timings (DF doesn't like it if multiple keys are down at the same time) so I'll see if I can do anything to improve it.

Thanks for the suggestions, if you think of anything else feel free to post them. :D

12
Minor update + added a demonstration video. :)

13
Uploaded a new version with some minor changes, also added a menu screenshot and a demonstration video. :)

14
Yes, cadavers have been removed, they were just a hacky workaround to some weird behavior that reactions had with bodies/whatnot. If you'd want to revert to them, you'd have to add the reaction, add the toy entry, modify entity default, and gen a new world. :(

15
Mouse Fortress provides a framework for defining and executing custom hotkeys (button presses and combinations) and menus (in the style of a context menu). These menus and hotkeys can do anything from executing keypresses to dragging around the camera, to sending commands to DFHack. You can define multiple sets of menus and keys, and swap freely between them, making it easy to have different loadouts for different playstyles, as well as for fortress or adventure mode.

If you've found a bug, or would like to give some feedback or suggestions, you can drop it in the forum thread, the project's issues page, or in github's comment system, or you can contact me (shukaro@gmail.com).

ReadMe:
https://github.com/Shukaro/MouseFortress/blob/master/readme.rst


Download - Latest
Download - v1.4b | DF 34.11


Changelog:
https://github.com/Shukaro/MouseFortress/commits/master


Demonstration of Camera/Cursor modes



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