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 - PeridexisErrant

Pages: 1 ... 141 142 [143] 144 145
2131
Ideas for UI plugins, roughly in ascending order of difficulty. 

1. DFHack GUI:  keybinding for a popup where commands can be typed, instead of finding another window.  Good for immersion, and makes fullscreen less of a pain.  Maybe Ctrl-Alt-H to open, and close with Esc?

2. Automate tree farming, by setting an area to re-designate tree cutting (or plant gathering) once per month.  Using a zone somehow would be cool, but burrows might be easier - for example:  at the start of each month, apply cut-trees designation to any burrow with 'TREE-CUT' in the name, and apply plant gathering designation to any with 'PLANT-GATHER' in the name.   I'm not sure how it might work with zones, but I'll leave it here anyway. 

3. Clickable menu options.  Falconne's mousequery plugin apparently makes playing on a windows 8 touchscreen possible, and this would make it even cooler.  Besides a step toward a mobile edition, it could also be pretty helpful for getting people into the game when the key mapping is most intimidating. 

2132
before you select a building the cursor is not active ingame. Even if I force it to display a cursor in that mode, moving it won't scroll the map. In that mode you have to right click on the map edges to scroll, just like in default view.  ... The burrows shouldn't have been displaying a cursor until you go into burrow designation mode.
Derp.  I don't even know where this came from, mouse fortress behaves in exactly the same way.  /facepalm

I've also got rid of the extra "etrack" command, now cursor tracking is enabled in all modes with "mousequery track enable".
Nice - this does make a little more sense. 


I'd call this feature-complete now, on the basis that it gives the same degree of mouse support as mouse fortress (more stable, more informative, less menus) - but if you're still taking feature requests I'm happy to make suggestions.  OTOH, do whatever you want and I'll be just as happy. 

1) Edge-scrolling without a cursor could be pretty cool, and a separate mode for this to avoid potentially annoying behavior would be useful. 

2) If live view could be made to work when unpaused, that would be awesome - I kinda miss it when I'm watching all the dorfs scurrying around. 

2133
The journey is glorious, and the destination legendary. 

If I hit 'b' and nothing else, the cursor is not tracked - hit something else (say 'b' again to place a bed) and the mouse starts moving the cursor.  Just odd if for example you're placing bedrooms and stop placing beds, then can't edge-scroll until you start placing cabinets. 

I've also had inconsistent behaviour with the edge-scrolling - it works in d/b/k/q/t/v and also in N/s/i - but not w for burrows.  This made me think that maybe the commands could be tweaked, so that 'track' enabled cursor movement, and 'etrack' seperately enabled edge-scrolling - some people might just want one (HFS, I'd try it out for a while - edge-scrolling can overshoot after all). 

My only complaint is that my internet at home is so crappy that it is literally impossible to finish the upload of a new LNP version with this included - I did one at uni today, and the next will be tomorrow.  First world problems ;-)

2134
to watch gamelog.txt soundsense expects to have been installed in a subdirectory

If you are including it on LNP, you can pre-edit path to gamelox.txt in config yourself - just use relative path. I think that vanilla LNP does it. Unless user does the renaming, it should work regardless of how whole bundle is relocated.

I googled relative paths, and after some experimentation changed
Code: [Select]
<gamelog encoding="Cp850" path="../gamelog.txt"/>to
Code: [Select]
<gamelog path="..\..\..\Dwarf Fortress 0.34.11/gamelog.txt" />
Maybe, given that the LNP gets used by newbs, this should be the default - or even better enable checks to multiple locations. 


2135
[deleted]

Aand, I'm an idiot.  I was screwing up the folder structure, and had a dependency stuck in the wrong place. 

Built again, and it's now working fine.  Sorry for the time-wasting. 

2136
DF Suggestions / Re: Legends Mode : Export All (including all maps)
« on: May 19, 2013, 11:27:46 pm »
For the sake of Isoworld and Legends Viewer particularly, a single option to dump everything that can be exported into, say "region1-exports" in the main directory would be awesome. 

Please do this - it would make using DF to create world-scale stories so much less painful. 

2137
DF Suggestions / Re: Auto-Export Legends
« on: May 19, 2013, 11:23:54 pm »
Seconded - and not just a bump. 

There are a whole bunch of utilities that use data exported from legends mode (eg Isoworld, Legends Viewer, Dwarf Map Maker), and to make it easy to future-proof your world an option to export everything would be good, and could be easily placed in a single folder, eg "region1-exports". 

Surely this would be easy, particularly without a progress bar?  I currently have to do the xml dump, then 'p' for map and text, then 'd' for each detailed map individually.  Pretty please?

2138
Nice!  soundSense is one of the utilities I would hate to play without - so of course it's in my extended LNP - but this is the first time I've manually updated it instead of getting a pack which included it already, and while I was testing the setup for my expanded LNP I thought of two potential improvements for newbies.  Sorry if this is a pain, but I tend to focus on the things that stop people getting into the game, which is basically either the learning cliff, or the amount of tweaking required to get everything beyond the game to work. 

First, to watch gamelog.txt soundsense expects to have been installed in a subdirectory - is it possible to add another check before asking for user input, from the default LNP install location in the utilities folder?  Everyone with the LNP and a long file path would love this, and I would guess more people use it installed there than in the main directory.  As it is, it triggers a window asking to navigate to gamelog.txt in DF directory, which happens every time you change a folder name / move the package / update something / etc - it just seems like an artifact from an earlier and less polished version.  This also looks scary to a newb, as it reopens that window if you try to close it with soundSense open. 

Second, is it possible to make the autoUpdate actually automatic?  While I'm cautious of starting a ~300MB download by surprise, you could pop up a dialogue box to prompt a download in two circumstances: 
1) packs folder is empty (or smaller than 50MB, etc), in which case prompt for a full download, or
2) more than [some amount of time] since last check - and then prompt and maybe an option to silently get updates below a certain size, or offer a popup above that size.  At present, you have to manually check if new sounds are available in order to get them, and this is not great for new or casual players. 

Are those two ideas doable, or way more trouble than they're worth?  And thanks for the utility - I definitely don't want to come across as critical, since I love it personally and only ask for the sake of newbies. 

2139
DF Modding / Re: Accelerated CivMWForge (Mod) v5.0
« on: May 19, 2013, 07:05:32 pm »
Hi - I'm maintaining an updated LNP, and now that mousequery is doing nicely I'm planning to switch from the version patched for mouse fortress to the version with bugpatches - which says this is a later version? 

Could you clarify which would work better for vanilla, and maybe update the pure page?  Thanks. 

2140
Beautiful.  Mouse fortress is now dead to me. 

2b) edge scrolling in all contexts with a cursor, such as building before choosing what to build, placing stockpiles, zones, burrows, etc. 

The aim is to never use the keyboard to move the cursor again (except when unpaused, because I assume that would be way more difficult to implement) - its getting closer, but not quite there yet. 

OTOH, mousequery is already the definitive best mouse utility there is.  :-)

2141
I love it - edge scrolling is brilliant, and far more stable than for mouse fortress (where track delay also limits cursor movement speed).  Seeing the ghost cursor is also a nice touch. 

My last two wishlist items are: 
1) include in the help text the default and current tracking delay to make tweaking it less painful
2) an option to enable cursor movement (and thus edge scrolling) for all contexts with a cursor, not just b/d.  If I'm placing stockpiles, querying, looking, etc I've got a small laptop so edge scrolling is awesome. 

As always, I love all your plugins, but this one wins.  (1) is a truly minor quibble but I assume correspondingly easy to fix.  I now sometimes play without Mouse Fortress, and (2) above would be enough to delete it entirely - apart from the right-click menus which are more trouble than they're worth, this is the only feature advantage. 

Edit: build-mode scrolling appears not to work, though it's fine in designation mode.
Edit #2: does work if placing a specific building, but not generally.   Is this the intended behaviour?

2142
DF General Discussion / PeridexisErrant's Starter Pack
« on: May 15, 2013, 09:24:45 pm »
Contents:

Core:
 - Dwarf Fortress 0.47.05
 - PyLNP 0.14d

DFHack 0.47.05-r7:  (includes Stonesense)
 - TwbT 0.47.05-r7

Utilities:
 - Announcement Window v1.2b
 - Armok Vision v0.21.0
 - DF Story Maker 1.0
 - Dorven Realms R1
 - Dwarf Mockup 1.2.0
 - Dwarf Portrait v2.1.0
 - Dwarf Therapist v41.2.4
 - Isoworld 2.1
 - Legends Browser 1.19.2
 - Legends Browser 2 2.0.2
 - Legends Viewer 1.20.08
 - PerfectWorld 1.9
 - Picturefort 2.1
 - Quickfort 2.1.0
 - SoundCenSe 1.4.4
 - Soundsense 2016-1
 - Soundsense RS v1.5.1
 - World Viewer 2.5.0

Graphics:
 - ASCII
 - CLA
 - DungeonSet
 - GemSet
 - Ironhand
 - Mayday
 - Obsidian
 - Phoebus
 - Spacefox
 - Vettlingr


Recent changelogs:

0.47.05-r11
 - updated PyLNP to 0.14d, fixing blank DFHack window

0.47.05-r10
 - PyLNP fix for Windows Vista and 7 (no change for Windows 8 or later)

0.47.05-r09
 - updated DFHack to 0.47.05-r7
 - updated TwbT to 0.47.05-r7 (unofficial build by thurin)
 - updated Legends Browser 2 to v2.0.2
 - updated Dwarf Therapist to v41.2.4
 - updated PyLNP to 0.14c
 - moved files around for the nice new DFHack config system

0.47.05-r08
 - updated DFHack to 0.47.05-r6
 - updated TwbT to 0.47.05-r6 (unofficial build by thurin)
 - added Legends Browser 2
 - merged Quickfort blueprints libraries from the DFHack and utility versions

0.47.05-r07
 - updated DFHack to 0.47.05-r5
 - updated TwbT to 0.47.05-r5 (unofficial build by thurin)

Older changelogs can be found in ./LNP/about/changelog.txt

2143
DF General Discussion / PeridexisErrant's DF Starter Pack
« on: May 15, 2013, 09:24:24 pm »
PeridexisErrant's Starter Pack bundles Dwarf Fortress with huge community upgrades - graphics, tools, bugfixes, and much more.

Download the latest Starter Pack here!

It's suitable for anyone - if you've never tried DF before, or played for years.  For beginners, everything is bundled and set up for you; any setting can be safely ignored and the default will just work.  For advanced players, everything is open: customise, add, remove, update, or replace anything you want to.  The Starter Pack means you can spend hours setting up your fortress, instead of your DF install!

There's a thread on the Bay12 forums for feedback, questions, suggestions, or anything else about the pack.  The second post has a complete table of contents, and recent changelogs.

Besides the official download page on DFFD (above), /u/Hecknar maintains df.wicked-code.com, which mirrors every release since 0.40.01!  The final 34.11 pack is here.  The final 40.24 pack is here.  The final 32-bit pack, 0.43.09-r09, is here.  The final 43.05 pack is here.  The final 44.12 pack is
here.  If you need an older pack or that site is down, let me know and we'll sort something out.  OSX and Linux packs are available at http://dwarffortresswiki.org/Lazy_Newb_Pack

INSTRUCTIONS:
1. Download and unzip the folder
    It's a bundle of portable apps; there's no further installation procedure.
    The pack must be able to read/write files though - so don't put it in a "Program Files" folder.
2. [Optional]:  Use this tool and the checksum on DFFD to confirm you got an uncorrupted file.
3. [Optional]:  Upgrade from an earlier release by copying your old 'Dwarf Fortress 0.xx.yy/data/save/' folder to the new pack.
                DO NOT try to upgrade by extracting or copying over an earlier pack.
4. [Optional]:  Visit the DF wiki or my tutorials for help learning to play.

Finally, an appeal:  Dwarf Fortress is free, and redistributable, because Toady lives off donations.  You can support Bay12 Games here.  Or you can donate to cover my time and costs here.  Even if you decide not to donate, Dwarf Fortress is still free - and so is this unofficial pack.


2144
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 15, 2013, 06:22:01 am »
How difficult would it be to add an option for the init file for the game and hack windows?  For example - starting the DF window maximised and on top, so that I wouldn't have to shuffle and resize each time but could just get straight into the game. 

I ask because to the pack for newbs in my sig, where an option that makes it clear which window to use first would be rather useful - as part of a general program which includes the LNP gui enabling minimized/maximized launch, the game would fill the screen with soundsense and dfhack minimized.  (utilities can now auto-launch with the latest LNP)

Is this possible?  Not going to happen?  Coming in a specific timeframe?


ps - PTW an awesome tool

2145
Would it be possible to put in an option to launch minimized? 

I know that the guys working on v16.x of the LNP gui want to include an option to launch stuff minimized, but presumably something like soundsense that has two windows would behave oddly - for a while I was using a batch file to start playing, and I could only ever get the first window resized.  I mean, while I love listening to the sounds (really - thanks), the window popping up and covering half my small screen every time I start the game is a little annoying. 

Can't be too hard, right?

Pages: 1 ... 141 142 [143] 144 145