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Author Topic: Dfterm3 v0.3.1 (2014-04-23)  (Read 88959 times)

Adeon

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Re: Dfterm3 v0.1
« Reply #15 on: August 19, 2013, 06:16:09 pm »

nice.

There are some tile alignment issues, though. (PIC)

Gives a crazy lsd vibe. Don't know if bug or feature ....

That would be a bug. What browser is that? Looks like some of the characters are slightly wider than others, leading to this wavy appearance.
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Adeon

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Re: Dfterm3 v0.1
« Reply #16 on: August 19, 2013, 07:04:23 pm »

For better browser compatibility, this socket library looks like it would work (although there are probably other good libraries out there as well). I'd be willing to help rewrite parts of the web interface, if you need help with that :)

socket.io appears to be node.js technology that requires node on the server side. Dfterm3 is based on Haskell so it doesn't look like using socket.io would help us much.
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DVNO

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Re: Dfterm3 v0.1
« Reply #17 on: August 19, 2013, 08:07:57 pm »

nice.

There are some tile alignment issues, though. (PIC)

Gives a crazy lsd vibe. Don't know if bug or feature ....

That would be a bug. What browser is that? Looks like some of the characters are slightly wider than others, leading to this wavy appearance.

The browser would be the latest version of Chrome
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lethosor

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Re: Dfterm3 v0.1
« Reply #18 on: August 19, 2013, 08:12:24 pm »

socket.io appears to be node.js technology that requires node on the server side. Dfterm3 is based on Haskell so it doesn't look like using socket.io would help us much.
I was hoping it might be more useful on the client side than the server side, although I don't know if it'll work with the current protocol... I'll try to figure something out, though.
Anyway, I'd be happy to help out with the interface if you need help (at least I'm familiar with that :) ).

That would be a bug. What browser is that? Looks like some of the characters are slightly wider than others, leading to this wavy appearance.
The browser would be the latest version of Chrome
Weird. I'll see if I can reproduce this. Are you using a different tileset? (I doubt it would make a difference, but that's all I can think of.)
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Iranam

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Re: Dfterm3 v0.1
« Reply #19 on: August 20, 2013, 12:15:27 pm »

So, i don't even have to install any programs to connect to a dfterm3 server? Nice! :)

But i've got a problem with starting a server: dfhack fails to load the plugin (Can't load plugin DF\hack\plugins\dfterm3.plug.dll) with error message "Process QueryFullProcessNameW entry point not found in DLL library KERNEL32.dll". ::) I have a clean DF void of any mods except dfterm3-version of dfhack. Other plugins are loaded properly. Could someone explain what is wrong with my system?
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Adeon

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Re: Dfterm3 v0.1
« Reply #20 on: August 20, 2013, 12:32:14 pm »

So, i don't even have to install any programs to connect to a dfterm3 server? Nice! :)

But i've got a problem with starting a server: dfhack fails to load the plugin (Can't load plugin DF\hack\plugins\dfterm3.plug.dll) with error message "Process QueryFullProcessNameW entry point not found in DLL library KERNEL32.dll". ::) I have a clean DF void of any mods except dfterm3-version of dfhack. Other plugins are loaded properly. Could someone explain what is wrong with my system?

Do you happen to be on Windows XP? QueryFullProcessName is one of the functions I use in the plugin and it seems that this function requires Windows Vista or later. I think I can avoid using that function to make the plugin compatible with Windows XP.
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Meph

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Re: Dfterm3 v0.1
« Reply #21 on: August 20, 2013, 12:59:10 pm »

Is it in any way possible to use tilesets with this? Its just different raws and different pngs in the data/art folder, it shouldnt interefere with your program at all.
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Adeon

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Re: Dfterm3 v0.1
« Reply #22 on: August 20, 2013, 01:53:06 pm »

Is it in any way possible to use tilesets with this? Its just different raws and different pngs in the data/art folder, it shouldnt interefere with your program at all.

I'm afraid it isn't that simple.

I'm aware that this is probably one of the most wanted features which is why I intend to tackle this problem sooner or later. Dfterm3 works by having Dwarf Fortress send it the screen data as CP437-encoded characters with color information. Supporting tiles needs more information than that and that is why tilesets just cannot work properly right now. I'll know better how difficult the task of sending tiles is once I do a bit of research on what exactly needs to be done and if some shortcuts could be taken.
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Meph

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Re: Dfterm3 v0.1
« Reply #23 on: August 20, 2013, 02:07:19 pm »

Ah, I understand. Your display does not use the default Ascii tileset, but converts it into actual ascii characters. Tilesets would be quite more complex, because of the transparency that is involved.
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Sacre

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Re: Dfterm3 v0.1
« Reply #24 on: August 21, 2013, 05:29:05 am »

Hey guys, I am here to ask a question, if nobody minds.
I am very interested in this mod, as I see it the perfect opportunity to introduce my friend to the game and even more than that, however, I can't seem to get it right how to things.
I did manage to set up a server, both http://127.0.0.1:8080/playing/ and http://127.0.0.1:8081/admin/ work fine, I can control the game from the browser and while I prefer tilesets over ASCII, I'll manage. However, the problem I encounter is in the other person connecting to me. I understand from the main post that all I he has to do is just type in my ip and port, for example 111.222.102.432:8080, correct?
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lethosor

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Re: Dfterm3 v0.1
« Reply #25 on: August 21, 2013, 11:28:31 am »

It sounds like you might need to allow access on port 8080 - most firewalls/routers block outside access to ports like these, since they aren't commonly used. It can vary a lot depending on your router, but portforward should be able to help.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Adeon

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Re: Dfterm3 v0.1
« Reply #26 on: August 21, 2013, 01:43:24 pm »

I'm going to release version 0.2 at some point in September, if I can. I'm going to address many of the issues I've listed in the first post before the release happens.

I'd like to release faster but my time is drained by me moving to Asia by the end of this month and there is not all that much time for development.
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Putnam

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Re: Dfterm3 v0.1
« Reply #27 on: August 22, 2013, 01:07:38 pm »

Okay, stress-testing somewhat right now at http://putnam3145.no-ip.org:8080/, and an issue cropped up pretty quickly:

The game crashed and immediately re-opened. Cool! The display was stuck on the pre-crash conditions. Not-so-cool.

Button

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Re: Dfterm3 v0.1
« Reply #28 on: August 22, 2013, 01:09:33 pm »

Is it in any way possible to use tilesets with this? Its just different raws and different pngs in the data/art folder, it shouldnt interefere with your program at all.

Supporting tiles needs more information than that and that is why tilesets just cannot work properly right now. I'll know better how difficult the task of sending tiles is once I do a bit of research on what exactly needs to be done and if some shortcuts could be taken.


How much work would it take to allow the user to select the display font?

That + a 'unicode mode' - with a different unicode character assigned to each entity - would be enough, I should think. Then anyone who wanted to use a tileset with dfterm3 could encode the tileset as a unicode font, switch to unicode mode, and select their tileset.

My initial thought was that the hash should be based on the character's ASCII and color code, but on second thought you might still run into the goblin/guineafowl problem.
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Meph

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Re: Dfterm3 v0.1
« Reply #29 on: August 22, 2013, 02:02:14 pm »

Does unicode support transparency? Because if not, then this wont work. Its the first thing I thought of as well, make a font that resembles the tileset, but the font-editor I have does not allow any sort of transparency settings. Font Glyphs are also damn hard to paint.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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