Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 11

Author Topic: M.O.U.S.E Fortress - Old Thread, see New Thread  (Read 43524 times)

Shukaro

  • Bay Watcher
    • View Profile
M.O.U.S.E Fortress - Old Thread, see New Thread
« on: July 24, 2010, 12:56:50 pm »

Look here for the latest version.

The old program can still be downloaded Here.
« Last Edit: March 22, 2012, 07:49:22 am by Shukaro »
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

ghostxxx

  • Bay Watcher
  • and my Axe!
    • View Profile
Re: Mouse-Based User interface with AHK -WIP , Ideas thread
« Reply #1 on: July 24, 2010, 06:51:31 pm »

Awesome! Glad you picked it up!

Since I don't think we have access to read DF strings in the menu, the alternative is to use hand drawn zones over the text, so when you mouse click it, it will send a key command for that string - zone function.

Also, is it possible to add a "Graphic" overlay to DF? That way you can create a custom images on screen. Using DF hack, maybe it's possible to pull out some kind of status values and show them on screen. Plus using the graphical overlay function, you can have the mouse selection be visible, aka the way windows does it.

A neat feature would be when you go into the Build menu and you select a piece of whatever, a small little icon of that object would appear on the mouse pointer, like you're holding it, and then you can place it down.

Will post more ideas when I think of them.

Let me/us know what help you need!
Logged

shibdib

  • Bay Watcher
  • How much for Goat?
    • View Profile
Re: Mouse-Based User interface with AHK -WIP , Ideas thread
« Reply #2 on: July 24, 2010, 06:57:25 pm »

Awesome! Glad you picked it up!

Since I don't think we have access to read DF strings in the menu, the alternative is to use hand drawn zones over the text, so when you mouse click it, it will send a key command for that string - zone function.

Also, is it possible to add a "Graphic" overlay to DF? That way you can create a custom images on screen. Using DF hack, maybe it's possible to pull out some kind of status values and show them on screen. Plus using the graphical overlay function, you can have the mouse selection be visible, aka the way windows does it.

A neat feature would be when you go into the Build menu and you select a piece of whatever, a small little icon of that object would appear on the mouse pointer, like you're holding it, and then you can place it down.

Will post more ideas when I think of them.

Let me/us know what help you need!

ur idea is basically remaking the entire game
Logged

ghostxxx

  • Bay Watcher
  • and my Axe!
    • View Profile
Re: Mouse-Based User interface with AHK -WIP , Ideas thread
« Reply #3 on: July 24, 2010, 07:21:22 pm »

Not at all. You do not have to change anything in the game. It's a matter of reading inputs and sending them back. The beauty of DF is that it's all hotkeyed. This would just tie together the mouse input to those hot keys.
Logged

ghostxxx

  • Bay Watcher
  • and my Axe!
    • View Profile
Re: Mouse-Based User interface with AHK -WIP , Ideas thread
« Reply #4 on: July 24, 2010, 07:50:32 pm »

A picture is worth a thousand words.

Logged

Shukaro

  • Bay Watcher
    • View Profile
Re: Mouse-Based User interface with AHK -WIP , Ideas thread
« Reply #5 on: July 24, 2010, 08:11:53 pm »

What ghostxxx and others are saying is a great idea, right now I'm just figuring out the basic skeleton, how it will execute things like designations. Over time I'll add more features and polish, but right now it's very big-picture. I'll let you guys now how it progresses, thanks for all the input.
« Last Edit: July 24, 2010, 08:14:45 pm by Shukaro »
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

Shukaro

  • Bay Watcher
    • View Profile
Re: Mouse-Based User interface with AHK -WIP , Ideas thread
« Reply #6 on: July 25, 2010, 02:23:09 pm »

Alright, so far, I have this

Spoiler (click to show/hide)

For filling in boxes that you drag out. It still has many problems, so any advice (for example, about anything that keeps it from working) would be awesome.

Edit: updated code

Edit2: Hmm, dwarf fortress doesn't seem to play nice with automated clicks... Any suggestions?

Edit3: D'oh, I'm an idiot, remembered something to cut it down to a third of the size
« Last Edit: July 25, 2010, 03:22:39 pm by Shukaro »
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

Shukaro

  • Bay Watcher
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #7 on: July 25, 2010, 06:37:56 pm »

Designation completely reliable now, releasing ultra-alpha.
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

ghostxxx

  • Bay Watcher
  • and my Axe!
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #8 on: July 26, 2010, 08:12:54 am »

Wow! I can't wait to get home and try this! So very excited!
Logged

Shukaro

  • Bay Watcher
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #9 on: July 26, 2010, 08:36:21 am »

Hehe, thanks for the support! I've got most of the stuff figured out now, just have to code it in. The main thing I'm trying to figure out now, is how to discern the location of the DF cursor for buildings and similar things (where mouse support isn't there).
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

ungulateman

  • Bay Watcher
  • [PREFSTRING: haunting moos]
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #10 on: July 26, 2010, 09:24:24 am »

This is great. I'm not the sort to use it, but it proves how ingenious DF fans are to install a mouse-based interface on a non-open source game.
Logged
That's the great thing about this forum. We can derail any discussion into any other topic.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

ghostxxx

  • Bay Watcher
  • and my Axe!
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #11 on: July 26, 2010, 10:43:55 am »

Hehe, thanks for the support! I've got most of the stuff figured out now, just have to code it in. The main thing I'm trying to figure out now, is how to discern the location of the DF cursor for buildings and similar things (where mouse support isn't there).

I think DFhack has cursor location outputs. Maybe see if you can use that?
Logged

Shukaro

  • Bay Watcher
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #12 on: July 26, 2010, 11:18:37 am »

Does it do the coordinates of the cursor on the DF screen? Or is it the entire world XYZ?
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

ghostxxx

  • Bay Watcher
  • and my Axe!
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #13 on: July 26, 2010, 12:01:46 pm »

From the DFhack thread (http://www.bay12forums.com/smf/index.php?topic=58809.0)

"dfposition -- prints the cursor position (if any) and window position and size in map tiles."

I think that's exactly what you're looking for!
Logged

Shukaro

  • Bay Watcher
    • View Profile
Re: M.O.U.S.E Fortress v0.01 - WIP - Advice/Suggestions Welcome
« Reply #14 on: July 26, 2010, 12:41:44 pm »

Yeah, it gives the coordinates, but, they're relative to the world, not to the game screen. What I need it to do is give XY coordinates relative to the screen itself. I'm just not sure if dfhack can do that. Although, it may be possible to find XY screen coordinates by using both the cursor and the window position + size. More testing is necessary.
Logged
Urist McHauler Cancels Give Food: Patient Insane
------------------------------------------------------------------
Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training
Pages: [1] 2 3 ... 11