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Messages - Jurph

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46
DF General Discussion / Re: Alternative Interfaces, or, DF for the Blind
« on: August 15, 2011, 12:38:25 pm »
Of course, location information is missing from these, which I'd have to find somehow.

Oh!  No, the reason I focused on the gamelog is because it is a record of everything that goes through the Announcements window.  The announcements window ("a" from the main menu) allows you to scroll through the gamelog and hit "z" to zoom to the relevant location.  So the gameplay I'm imagining for you is some sort of screen-reader piped to the gamelog, and you leave the main Dwarf Fortress window open and play as usual.  When you hear an announcement that gets your attention, hit "a" to bring up the announcements and "z" to quickly zoom to the correct location.

I foresee a small problem with race conditions, where several things happen at once and you end up zooming to the wrong place, but I think there are ways we can fix that too.  Reduce announcements for job cancellations, for example, and keep combat in the combat log, and use Soundsense to augment it so you hear a sound cue and immediately hit A Z while the announcement reads you the details.

47
DF General Discussion / Re: Alternative Interfaces, or, DF for the Blind
« on: August 14, 2011, 09:21:48 am »
Alright, zack.  Find below the output from a single season of a fortress. I've got about 50 dwarves and there is some trading and a goblin invasion happening, so all in all, a pretty normal autumn.  I've hidden it in a spoiler tag and a code tag in order to make it easy to copy-and-paste to a text file.
Spoiler (click to show/hide)

I noticed here that the number of identical or nearly-identical reports is huge... so if there were a parsing program, we'd probably want to teach it how to drop most of these.  As for verbosity, you can make adjustments to Announcements.txt in the INIT folder in order to determine the behavior that you see.

48
"Urist sold his soap to human caravans at ☼5 a bar. Lord knows what they charged. It was beautiful. We were selling rich humans their own fat asses back to them."

(with apologies to Chuck Pahlahniuk)

49
DF Modding / Re: Request: A job prioritization system
« on: August 12, 2011, 08:46:14 am »
You can also create a custom profession called "Micromanage Me" which has zero labors enabled.  If you're using reasonable presets, then it's simple to find the dwarf who is critical for a given task.  Force-clear his labors, enable the one labor that you want, and crack the whip.  If he tries to drink or sleep, use squad orders to frog-march him to the work site.

50
DF Wiki Discussion / Re: Extracts Article
« on: August 11, 2011, 02:43:15 pm »

2.  The article is wrong on which extracts can be produced in-game.  I propose to reorganize it in two simple lists or charts: working extracts and non-working extracts.  Each entry shows the extract, the workshop that produces it, the ingredient, the labor, the value, and the use.


Non-working extracts could just get a bullet list linking them to the relevant article -- blood, ichor, etc. -- while the workable extracts should get their own rows in the table.  Environmental flows (water, magma, smoke, steam, and miasma) are handled differently as either fluids or gases; they may be released or directed, but they aren't created by dwarves, they aren't traded, and don't have a value.

So I would narrow your table to include only producible liquids, and come up with a succinct way to identify items that are only useful as trade goods.  I think as long as there's a stub for extracts, we might as well make it useful.

51
DF Dwarf Mode Discussion / Re: Simple Fort Designs
« on: August 10, 2011, 11:45:13 am »
A really simple one just involves building a vertical stack of square rooms with a staircase in the centre.

No corridors, just rooms connected in the middle. It's also practically the most efficient fortress possible for pathing.

A vertical stack of circular rooms, taking advantage of traffic designations, is slightly better for pathing and can turn into a really streamlined logistics factory.  If you use a circle of diameter 15, then a stack of 15 circular layers has a maximum internal path distance of 30 tiles.  I place my workshops one tile back from the stairs, with common workshop inputs surrounding each workshop and each floor's most common output going to a temporary stockpile on that floor before being cascade-hauled to larger stockpiles.

If you group the workshops and stockpiles together sensibly you can end up with a very dense capsule fortress.  My first few floors look like this:
  • Surface pasture, refuse and corpses that could create miasma
  • Plant stockpile (millable plants and quarry bushes, pull from #1 below, allow barrels), mill, farmer's workshop, high-value food ingredients, kitchen, meat-fat-and-milk stockpile -- output prepared meals, don't allow barrels
  • Butcher, Leatherworker, Tanner, Craftsdwarf, bone-and-skull stockpile, leather stockpile -- output finished goods (bone)
  • Plant stockpile #1, farm, still, seeds, barrels -- output Booze
  • Wood stockpile, furnace, carpenter workshop -- output bins/barrels
  • Storage only; holds bins and barrels for any production site that needs them
  • Rope reed / pig tail (pull from #1 above), farmer's workshop, loom, dyer, powder dye stockpile -- output bags
  • Gems stockpile, jeweler's workshop, masterwork furniture storage -- output figurines and gem crafts
  • Ore stockpile, charcoal and bituminous coal stockpiles, smelter and wood-fired forge -- output metal armor and weapons
  • Stone stockpile, mason, mechanic, and craftsdwarf shops -- output mechanisms
  • Prepared meals (no barrels), Booze, high-quality tables & chairs
  • Dining Hall
  • Plumbing/reservoir
  • Trade Depot, high-value goods
  • Low-quality stone furniture, atom smasher
  • Dormitory
  • Barracks & danger room



52
DF General Discussion / Re: Alternative Interfaces, or, DF for the Blind
« on: August 09, 2011, 01:16:28 pm »
Hi Jurph,
AMbitious is definitely the right word for what you're suggesting.  I can't comment on its feasibility, but I will say that if even a little of what you propose could happen, it would be great.  I've not played DF enough to know how detailed the logs are at the moment, nor how much information a tool could extract, but it's a nice fantasy. 
Best,
Zack.

I'm busy tonight, but later this week I'll post a link to a game log file and you can pipe it into your reader.  I suspect that it will be missing tons of detail, but at the same time I think it will be an interesting reality check for you.  If the game log has most of the details you're interested in, then a good first step would be a script that reads out events from the gamelog as they occur.  I suspect most of this functionality already exists in SoundSense.

53
DF General Discussion / Re: Alternative Interfaces, or, DF for the Blind
« on: August 08, 2011, 12:17:09 pm »
Here I was hoping there was a way to convince speakup that some subportion of the screen was the interesting bit, and to read it back again while ignoring the rest.

A lot of the screen-plotters like Stonesense read DFHack info in order to populate each tile... so why not read out the DFHack info for a tile into a pseudo-TTY server?  DFVeinDig and other utilities have cursor awareness and could tell you the XYZ coordinates of your cursor. 

Your idea for autodetecting special cases is interesting... you could fairly easily scan the map and come up with regions of interest:
  • Bodies of water
  • Transitions from surface-to-underground
  • Transitions from cavern to tunnels
  • Hotkeyed points

At which point you could report proximity to each area, or you could report what's going on at each spot, like so:
"SURFACE REPORT.  Bomrek Zifoltubor went aboveground to cut wood.  Urist Hazmat is hunting a deer at 5,41, 113.  Bomrek Zifoltubor chopped wood at 15, 10, 112.  Bomrek Zifoltubor hauled wood to 22,45,101."

The first report would be triggered by Bomrek passing from the underground to the aboveground zone; the transition would check his labor to report his job, and ... not sure how it would figure out where he actually chopped the wood.  The second would be triggered by the creation of a combat report.  Urist has the Hunting Labor *and* generated a hunting report *and* the other creature in the report is a deer; read out the deer's grid location.  The third and fourth readouts would be similar to the first... which is to say I don't know exactly what you would have to read, but it's in the realm of possibility.

It almost seems like the tool we need is a Verbose Game Log dumped to a relational DB; then the TTY could connect to the DB and read out events that match the frame of reference.  This seems... extraordinarily ambitious. Megaproject-type stuff.  It may be beyond the scope of what we can accomplish. TTYing into a window that refreshes the existing gamelog.txt might be an easy hack in the short run.

54
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 05, 2011, 06:52:27 am »
you could get DFterm and connect to the game hosted on the same computer, I don't see the problem with this if DFterm can be read by your reader

Kursk, DFTerm requires you to be running the game in text mode in order to transmit the terminal.  It's like saying if he had four good tires he could drive to the tire place and get his flat fixed.

55
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 04, 2011, 09:07:52 pm »
So your screen-reader -- which for our purposes is your primary interface -- works best in OS X, but DF won't render as text in OS X.  Do we know yet whether your screen reader can accurately read info from DFTerm?

Also, Zack, have you listened to the sounds from SoundSense?  It plays sounds based on things being reported in the game's announcements log.  Since DF is a very interrupt-driven game, the idea of having events actually flow out to you instead of you having to mine them from the entire state of the game seems useful.  Having them flow out as words instead of sounds would require you or us to record a sound library, but it runs in Java so OS X should be able to make it work.

56
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 04, 2011, 02:48:59 pm »
Zack,

If there's a rendering mode problem, Baughn might be able to solve it, but any fix that has to be compiled in will be released by Toady One himself.  So unless it's a trivial fix, I suspect you'll need to wait for the next release to solve it.  There are probably some end-runs you could do like running it in Text mode on Linux and then running SSH from your Mac.  Not sure how practical that is; do you or any friends have a Linux box that would be suitable for the purpose?

57
DF General Discussion / Re: [GAME] other games vs. dwarf fortress
« on: August 04, 2011, 02:02:33 pm »
Inky, Pinky, Blinky and Clyde are munching on your workforce!

Engrave four slabs and put them to rest.

Someone from Hyrule has told Link that he must find the key to the next step of his quest in your fortress.

58
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 04, 2011, 01:03:27 pm »
I can set up pronunciations for some of the symbols if it becomes necessary.

Zack, you might want to look at the DF wiki for information on which symbols you can unambiguously interpret.  If your interpreter can tell you color and shape at the same time you will be well on your way.

Inside the spoiler link below, you can find an INIT.TXT file that is tweaked a little bit for pure text output.
Spoiler (click to show/hide)

And in this next spoiler box, find a D_INIT file.  I'm not sure what to do about sky, but we could change the sky character from ▓ to some other character, which you could interpret as the word "sky".  I turned off varied ground tiles as well so that it will be more uniform.

Spoiler (click to show/hide)

I think modding the language files will take a fairly aggressive search-and-replace, followed by repacking them, but it's probably worth it to get the names right.  In particular we want the word "Urist" to be pronounced correctly.

59
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 03, 2011, 08:11:04 pm »
Is there a way to teach your reader some of the symbols?  For instance reading ▼ as "down ramp"? 

Also, I know you're looking for the full DF challenge, but perhaps we can pre-gen some fairly flat worlds for you that can help minimize layer switching.  Worlds with all the basics -- iron ore, flux stone, no aquifer -- so that you can concentrate on the basics of the game. 

60
DF General Discussion / Re: ALternative Interfaces, or, DF for the Blind
« on: August 03, 2011, 02:51:08 pm »
Zack, I think the DF community is going to love this challenge.  I recommend two parallel approaches:

First, I think we should solicit your input in configuring DF for your maximum utility.  I don't know how well you know the game, but with a little editing we can make the game far more accessible:
  • Turn off intro movie and background music
  • Edit the DF Color Scheme to use the simplest HTML Names so your keyboard color shortcut will be more likely to correctly identify the color
  • Force DF into the simplest possible text display mode
  • Trim the accents from Dwarven language so that a reader program will be able to at least attempt a correct pronunciation

Secondly, do you have any haptic interfaces we should know about, like perhaps a Braille monitor?  Since DF is an 80-column display by default, there are probably a lot of older serial devices for the blind that could also be configured to take DFTerm input with some work.  DFHack also works very well now, and could probably generate useful state data about the game.  A few things that might be useful to display to an 80-column display could be the jobs list, announcements, the name of the menu that's currently being displayed on the right hand side.  I don't know much about DFHack, but given all of the other things it can do, I suspect it can probably generate state data in a format that would be useful to you.

I'm thinking a combination of simplifying the GUI and directing the most useful atoms of information to your preferred interfaces will make the game nearly playable!

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