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Messages - ivanzypher

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DF Dwarf Mode Discussion / Re: New UI is shit.
« on: April 18, 2024, 10:25:48 am »
RSI and carpel tunnel and other inflammation or joint conditions can manifest entirely differently depending on the nature of the movement. I'd just like to add that. For example, one person who wildly moves and clicks at 250APM in League of Legends. This is mostly noise. Random mouse-based brownian motion, if you will. They may be able to do that for hours, but clicking stockpile button, clicking stockpile, clicking repaint stockpile, clicking remove area from stockpile, ask them to do that 10 times an hour, along with other repetitive movements, that can trigger nausea-inducing cramps and pain much more easily.

I'm sure similar cases are present with Paradox games, the Anno series, and so on. They perhaps aren't quite as intense (they are intense of course, when playing them, but in terms of the density of the movement and the clicks) as our game here.

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DF Dwarf Mode Discussion / Re: New UI is shit.
« on: April 18, 2024, 04:18:11 am »
There just needs to be hotkeys for stuff, I have faith that Toady will get to that eventually. Using the mouse is specifically better for things like constructions. I ditched the wasd cluster so I can have hotkeys similar to the old version. I can hit bcw for wall pretty fast. I can hit bwfp pretty fast for a farm plot. Same for bdd for door and bfb for bed. And so on.

It infuriates me that I can hit p for stockpiles, and all that does is open the stockpile UI menu. I can't actually start designating a stockpile without clicking on the new stockpile button with the mouse.

It makes me incredulous that the search bars, on almost everything, aren't autofocussed, so you have to click them each time before searching.

My Christmas wishlist would be, in a rough priority...

Hotkeys for...
Navigating menus in general
Works orders
Workshops
Stockpiles
Military
Zones
Announcements, logs, etc
Nobles
Full keyboard cursor, with q and k like the old version
Everything else, like standing orders, etc

This would involve navigating the menus with keys, so it'll be interesting how Toady manages to do that without moving the map  :) cos at the moment, the menus don't modularly swap what wasd does. What I mean is, imagine a world where Toady has done all the hotkeys, you hit o for orders, hit (e.g.) s s s s s s to go to the 5th order. Is the map going to move 5 units South because you hit s 5 times? Insanity. Can't be easy for him. Would almost be easier to go to an old Git branch and force the legacy UI into the Steam version with a menu toggle for "Legacy UI mode" (hint)  :P I know I know, he said it was too much to maintain all that, but at least it would get us to shut the hell up  :P He must be going grey super fast listening to us complain all the time  :P

Seriously though, the old UI with the Steam graphics would be like, super sexy. Menu button with "Legacy UI Mode (Requires Restart)"? Yeah. I'd be on it like Sonic. I'd even patiently wait a half a decade for the Magic release so that he can satisfy all the old jaded cultists.

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I think some players might benefit from this small suggestion which makes available the wasd keys for hotkeys by rebinding map move to a modifier:

Option 1 (my preferred way): rebind wasd to alt+w, alt+a, alt+s, alt+d. You curl your thumb under your palm and hold alt to move the map. For me, it's very comfortable (I have quite small hands but I think it would work for larger hands too).
Option 2: Alternatively, you can bind them to ctrl, and hold ctrl with the front of your palm just under the base of your little finger, leaving your fingertips in wasd position.
Option 3 (perhaps the best ergonomically): And I have a third suggestion, use AutoHotKey to swap space bar and ctrl/alt, use space bar+wasd to move the map, and use ctrl/alt to pause instead. With AutoHotKey scripts you might even be able to pick up if the game is running and auto swap / unswap them.

What this does, obviously, is releases wasd to use for hotkeys. I particularly like this because your index finger is already on d for designate. It releases a for announcements, w for walls and workshops and burrows, d for doors, s for squads (or smooth, since smooth isn't in designate anymore), and so on.

I think this leaves the power users in quite a good place after Toady gives us a few extra hotkeys for works orders and zones and workshops (I miss going qababababab in the carpenter shop), and perhaps makes the icons able to be labelled dynamically, that would be super awesome. I am much more comfortable now I've found I can use this method to map-move. I quite like right-clicking to exit a menu over hitting escape, too.

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As a long-term player, I would like to move the map with 8426, choose an action (chop trees, build nest box, whatever), and use the same keys 8426 to move the cursor. This modal use of the same keys was present in 0.47 but seems to be unavailable in the Steam version. In the Steam version (which I enjoy immensely), if I bind map move and cursor move to the same keys, this is the behaviour: If I choose build nest box, and move the cursor, the map also moves, which while being slightly amusing, makes it impossible to use the same hotkeys. In 0.47 these two actions, map moving and cursor moving, were mutually exclusive. It meant that one could use the same hotkeys for these two actions. This meant that I could do something like this: move map 8426, dt, move cursor 8426, choose area, esc, move map 8426, bwl, move cursor 8426, build workshop, esc, move map 8426... and so on. I'm using the same keys so I'm not jumping around with my right hand or using a modifier with my left.

The Steam version is great! It has great music, QOL features, amazing art. And nearly there with the hotkeys. But not quite. This change would bring back that familiar flying-around-the-menus-at-speed-of-thought that was one of the things that was so immensely pleasurable in the legacy version.

(edit) well, there are other things to get there of course, like hitting i to inspect, q to focus a workshop or whatever... But I think that will come with time. It seemed to me that the above topic I waffled about was an omission in the fundamentals as opposed to an omission in the features, so to speak.

(edit edit) this is mostly because I want to get rid of wasd so I can hotkey with the left hand, perhaps a hybrid approach would be appropriate whereby map scrolling is just used intermittently with the middle mouse button, instead of trying to go full keyboard with a UI that clearly isn't designed like those old ncurses command line apps anymore. Well, there's lots of approaches and opinions probably.

5
Hey chaps. I just built the DF2016 branch on Linux here: https://github.com/splintermind/Dwarf-Therapist but when I try an connect to 43.05 it opens a pop-up saying a list of compatible versions the most recent one being 40.24. Do I need to swap to a different branch or repo or something? Thanks !

Oh & I'm on Linux Mint 18 running kernel 4.4.0-21-generic and Mate 1.14.1

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Will this work with vanilla DF 43.05 if I merge the folders into the DF directory structure?

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DF Modding / Vanilla DF with swappable Graphics Packs
« on: January 01, 2017, 11:16:03 am »
Hey there everyone, happy new year!

I haven't played DF in ages and I'm just about to get back into it. I'm on Linux and want to play with the newest version but I was never one for mods or dfhack or the isometric graphics thingy or anything. The only application that I ever used was therapist to manage my dwarves.

Er so, I want to play with the newest version, and all I really want is a choice of graphics but otherwise leaving it alone.

Could this be a 'thing' do you think? Does anything like it exist already?

Just to paraphrase, it would be nice if there were a Dwarf Fortress pack that simply contained a choice of graphics, and that's it. I have some coding experience (CS degree, doing python data science for a job) - how difficult is this to get working as a project? (Just so you know, the pack for Linux is on 43.03).

Sorry if that's all a bit vague!

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DF Modding / Re: Resources for a wannabe tileset creator?
« on: October 10, 2015, 08:32:32 am »
Right! Lots of useful information here, thanks a lot!

So, when I make the 256 sprite sheet which corresponds to extended ASCII, the game will colour this depending on the type of item which is allocated to this character (e.g. cherrywood is the same character as uh, I dunno, applewood, if that even exists in the game, but it's a different shade of the 16 base colours). However, I can have another sprite sheet(s) of my own colours and then allocate this in the raws to a particular creature.

So, hmm, let's say that I wanted to represent cherrywood with a sprite cherry.png and let's say that I wanted to represent applewood with ...an apple.png. This isn't possible to do, is it? Because in the game, these would both point to the same character? Or is there a mod for this?

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DF Modding / Resources for a wannabe tileset creator?
« on: October 07, 2015, 01:01:21 pm »
I have this idea of messing about with Aseprite for many cold autumn / winter evenings. I want to work on something great and umbral for this game. What do I need to know? Are there resources around for people who want to start making tilesets for this game? Or should I start by hacking one? Which one?

I'm making a colour palette. How many colours does DF support? DF Wiki talks about colour schemes in 16 colours.

http://dwarffortresswiki.org/index.php/DF2012:Color_scheme

But Spacefox has many, many colours in its art folder. This is confusing me.

I'm a bit confused at the distinction of tileset and graphics set. Does the tileset just replace the ASCII characters and the graphics set does separate graphics for creatures and so on? So... do all graphics sets use a tileset also? Are they two different things, both of which are needed? How does the game apply a particular graphic from a graphics set to a creature, if it only has 100+ ASCII characters to choose from? Is there a piece of logic that says Hoary Marmot = this bit of a sprite sheet?

And... I see existing tilesets keep the letters a-z. Is this so that in-game text is rendered correctly? But I thought that TWBT did that, so can I use the full set of characters to make a tileset? And how do graphics sets integrate with TWBT, is that a prerequisite as well?

As you can see, I'm confused, and apologetic, for my many noobish questions. I have to emphasise that I'm not averse to reading the wikis and documentation sites in any way... But it's all very deep and long and I just needed a "quickstart fort" guide but, uh, for graphics sets and tilesets.

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