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Messages - Shukaro

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31
Sorry about the delay in responding, I've been pretty busy lately. (And the forum decided not to notify me about the new posts for some reason) :(

Just a quick question: The cursor controls are always really zippy, unless it needs to move diagonally. Why doesn't the script shift-move diagonally like it does orthogonally? Or even just jump quickly on an orthogonal to close the distance faster?

The reason why it can't shift-move diagonally is because the game only seems to support shift-moving with the arrow keys. :) I'll see if it's faster if I omit the diagonal movement, though.

Great utility, just what I always hoped for ever since I started playing DF, thanks a lot.

Minor bug: Workshops did not show up in the menu, so I had to change a line in menus.txt:

Instead of "Workshops|g(Buildings)" I wrote "Workshops|Buildings" and now everything seems to work as intended.

I was unsure if I should retain the original line, but I decided that it probably was a meaningless command, a sort of mental typo on the developerīs part (as I believe it can be translated into "go to in-game Building-menu", and DF has no Building-menu (but MouseFort has)), so I left it out. Hope I didnīt break anything, I have no programming skills whatsoever :).

Yeah, that looks like it was just a typo on my part  :'(, I'll be sure to fix it for the next release.

Another minor bug/glitch/unintended complication: Somehow ( :o) I accidentally triggered the zoom with my mousewheel to a very, very far out zoom, and it seems I canīt access this function again to zoom back in, unless I quit the script.

I tried to add two new lines to the keys.txt file, to trigger the default DF MouseWheel command with a ctrl-command, like:

^Wheelup|k{Wheelup}
^Wheeldown|k{Wheeldown}

but it didnīt work. I also tried to leave the "k" out, as a wheelup probably isnt a key (?), but to no avail.

I guess the script does not understand the term {Wheelup}, or perhaps it needs another function trigger instead of "k", but as I said, I am no programmer, and have no idea what I am talking about. Nevertheless, I have already added some more valuable DFHack functions to my script, like copystock and some watch functions, and I really would like to be able also to define some more functions for my mouse.

What shall I write on the right side of the vertical line, to make the script understand that when I use ctrl-Wheelup/down I want the script to do a default Wheelup/down, ie. a zoom?

edit: I checked the syntax and found out that I had left out some "("s and ")"s. The following string makes the game zoom on Ctrl-Mousewheel(up/down):

^Wheelup|k({Wheelup})
^Wheeldown|k({Wheeldown})

Ah, that looks like something I'll have to add in. I usually don't zoom, so I forgot you could do that. :) The {} just denote a key name, without those it would send each letter, so the syntax for sending keys is a bit different in that way from the hotkey syntax.

Two more question:

How do I install the non-compiled scripts to try them out?

And after installing them, how do I figure out what they actually do? Do they show up in the menu?

Reading the said files gave me no clues whatsoever, not being a programmer and all that. Reading the tutorials on the AHK site just made me even more confused. Please, help. I apologize for being so stupid :-[

edit: Okay, now I understand, the uncompiled scripts are provided for inspection - sorry again for being stupid.



PS I just found an old post i made on this forum back in 2010:

Quote: "I wish someone with programming skills (and I believe quite a few DF-players are programmers) would create some kind of consistent interface on top of the existing interface, so that you could input orders with the mouse from a menu and place structures on the map with the mouse (or something). I have no programming skills so I don't know if this is at all possible."

Thanks again, Shukaro!!!!

The uncompiled scripts are just there in so that people can look through them if they want to see how it works, the actual running script always references the compiled ones. If you have any questions about the script, feel free to ask! :) Hehe, yeah, the main reason I made this is because I always thought that DF could be improved by adding actual mouse support.

32
Heyo, updated version for 34.07 is now live!  :D

33
Does this work with alternate tiles or graphics?

Yep, it's fully compatible with any tileset or graphics pack that you'd like to use.  :)

E: I'll have an updated version for 34.07 out sometime tomorrow as well.

34
Alright, uploaded a new version, 1.2c for 34.06. :)

Tons of bug fixes in this one, so most issues should be fixed. I'm still looking into the tracking detection issue, so in the meantime simply reload the script (Ctrl + r by default) to fix it. Enjoy!

35
Constantly. Windows 7 x64. If I can help you solve this in any way I can I will, because the fact that tracking doesn't work / is unreliable for me means I'm a bit gimped :)

Hmm, when does it usually occur? All throughout a play session, more towards the beginning? Does the tracking work for stretches of time and then not work for a few minutes?

Also, working on an update to 34.06 today (Yay clothing fixes!) which will have as many bug fixes as I can find. :)

36
I love the features and the hotkey components of your work but as of right now (using the current Masterwork package) mouse tracking is borked. It really doesn't work well for me at all. I really wish it did because this mod looks *amazing* if I could reliably use my mouse. I, like others, have to click and pray that my mouse picks up the tracking. I hope this gets improved/fixed ! :)

How often does this issue occur? What operating system are you on?

37
This is the old thread, look here for the new thread.

38
Is fixed and will re-upload. Thanks for the heads up.

No problemo, just something I noticed while looking through. 8)

39
Very nice, I will integrate it into my next upload then :)

I was just looking through the new masterwork release and I found a small issue, the launcher opens mouse.exe instead of launch.exe, so just a heads up that could cause some problems. :-\

40
Uploaded a new version which fixes the above issue and adds in a comprehensive examples file. :)

41
There seems to be a bit of a bug in this release. When I was doing anything that requires the cursor, like mining or looking around, I noticed it was more spastic and unresponsive than previous releases. I checked the task manager, and I noticed it's constantly opening and closing several cursor.exe processes at once. I don't know if that's normal, but if I shut down watch.exe so that it doesn't automatically run cursor.exe and just run cursor.exe directly, it seems to work, though I end up having to open it again the next time I want to dig/look around.

Ah, I know exactly what's causing that. I'll upload a fixed version when I get the chance.

42
Alright, just uploaded v1.2 for 34.05 (Sorry about the delay :'(). Important changes include changing the existing d flag to pan, and adding in a new d flag which allows you to drag the screen around a la SC2 as well as a ru(t/h) flag which acts as an in-game ruler for measurement. Have fun! :D

43
I'm actually just getting some final feedback and finishing everything up, so it should be out this afternoon. :)
(Things were a bit busy over the weekend.)

44
Hmm, I've been waiting for the longest time for someone else to report that issue, I was starting to think it might have just been my setup. It's something that I've been trying to pin down for the longest time, but I haven't had much luck in resolving, as it looks like it's possibly something in AHK itself. Still on the burner though. :-\

The lever linking thing it turns out is something that I can't really specifically address given the way DFs menus are coded, but all that you need to do is bind a key to toggle tracking and turn it off whenever you go into lever-linking mode.

45
Yeah, I'm working on getting a new version out for 34.05, it'll probably be ready either tonight or tomorrow.  :)

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