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Author Topic: Dfterm3 v0.3.1 (2014-04-23)  (Read 91708 times)

lethosor

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #90 on: September 27, 2013, 05:46:31 pm »

Right now, you pretty much have to know the address to participate/watch a game (some people have been posting them on reddit, but there are probably some on the forums as well). Setting up a centralized location for all games wouldn't be feasible, mainly for privacy issues. I guess there could be a site where people could submit their games to the public, but there isn't something like this currently. :( I do think a site like that would be useful, though.
Adeon: It might be helpful to add some sort of "ping" functionality that allows an automated script like this to check the status of a game (i.e. if it's running/accessible) - maybe just a certain path that returns a status code (like /status) implemented on the server.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

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Adeon

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #91 on: September 27, 2013, 10:03:58 pm »

Right now, you pretty much have to know the address to participate/watch a game (some people have been posting them on reddit, but there are probably some on the forums as well). Setting up a centralized location for all games wouldn't be feasible, mainly for privacy issues. I guess there could be a site where people could submit their games to the public, but there isn't something like this currently. :( I do think a site like that would be useful, though.
Adeon: It might be helpful to add some sort of "ping" functionality that allows an automated script like this to check the status of a game (i.e. if it's running/accessible) - maybe just a certain path that returns a status code (like /status) implemented on the server.

I did think of putting up a service that would make (more) sure that people can really connect to each other. The service can check if your game is accessible and tell you your IP address and URL you need to give to other players. And it could have game listings and probably many other things I did not think of. It would help make Dfterm3 more newbie friendly.

The reason this service is not going to exist is because I am very lazy and don't want to commit to maintaining such a service. But don't tell this ugly reason to anyone.
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Fairin

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #92 on: October 02, 2013, 04:19:12 am »

this is so full of win...

now to make stonesense the graphical interface..

and we'll have the godchild of DF gnomoria and clockwork empires all wrapped in a !!fun!! learning curve... >:)
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Adeon

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #93 on: October 06, 2013, 02:01:59 am »

Dfterm3 0.3 is released. See the changelog on first post.

Please let me know if there is a horrible problem with this release so that I can write a quick fix. In particular, I want to know if Dfterm3 still spuriously loses connection with Dwarf Fortress, causing multiple Dwarf Fortresses to appear.

If you have run Dfterm3 0.2 on your computer before, you need to nuke old Dfterm3 storage files. Go to file browser and write %APPDATA% to the file bar. This should take you to a directory where you should find a Dfterm3/ subdirectory. Remove that directory. The directory name is also shown on the Dfterm3 console. On my computer, it is
Code: [Select]
C:\Users\Adeon\AppData\Roaming\Dfterm3. I don't know what happens if you don't do this.
« Last Edit: October 06, 2013, 02:14:05 am by Adeon »
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PeridexisErrant

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #94 on: October 06, 2013, 04:16:14 am »

Cool, finally PTW-ing.  My laptop as a server is pretty laggy, but it generally works OK. 

There are a few minor issues though - one is that the arrow keys aren't working for me (Chrome) when they did on an older version someone opened up on Reddit.  The second is: 

   - I guess there's nothing to do here but wait for dfhack to include your changes by default?

Also my antivirus goes absolutely insane when I download this, and when it's called "setup.exe" I can't really blame it...
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Adeon

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #95 on: October 06, 2013, 05:02:02 am »

Cool, finally PTW-ing.  My laptop as a server is pretty laggy, but it generally works OK. 

There are a few minor issues though - one is that the arrow keys aren't working for me (Chrome) when they did on an older version someone opened up on Reddit.  The second is: 

   - I guess there's nothing to do here but wait for dfhack to include your changes by default?

Also my antivirus goes absolutely insane when I download this, and when it's called "setup.exe" I can't really blame it...

I don't know what to do about non-working arrow keys as they worked just fine when I tested just now. However, I think I can fix the DFHack choking on itself. Stand-by for updated DFHack binaries...

Edit: Dfhack binaries updated. I removed the '-adeon' part and now plugins should think it's the vanilla Dfhack. I also renamed the installer so now it's not setup.exe.
« Last Edit: October 06, 2013, 05:09:34 am by Adeon »
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PeridexisErrant

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #96 on: October 06, 2013, 06:03:41 am »

Well, the renamed installer still had the antivirus popup but this time it was a warning that the file is new/unknown/may be unstable; the last one was auto-deleted three times before I caught on.  So a noticeable improvement there. 

I can add 'start-dfterm3' to dfhack.init without any trouble - and with a trivial script, get it to auto-launch with the LNP by treating the script as the dfterm executable.  Trying an absolute path just threw errors...
Code: [Select]
CD "C:\Program Files (x86)\Dfterm3\"
dfterm3.exe

The arrow-key issue turned out to be some odd combination of my light-weight laptop being a little underpowered to be running all three parts at once and having truetype enabled for a while, which makes the menus look awful.  I also switched back to the vanilla 16x16 tileset, but that just let me compare more easily. 

Unfortunately while the plugins work fine (not that I tested, but no error messages) mousequery is still not working.  If I can somehow get this, dfterm3 will be in the next version of my LNP...  Edit for clarity:  mousequery should be usable locally when not using dfterm; not work over dfterm - that would be a possible problem.  It's that the command isn't recognised in this special dfhack edition.

Thanks.  I managed to play for a while with my screen folded down, typing in the web interface on my laptop and watching on my phone ^_^  Awesome. 
« Last Edit: October 06, 2013, 06:07:34 am by PeridexisErrant »
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Adeon

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #97 on: October 06, 2013, 07:49:15 am »

Unfortunately while the plugins work fine (not that I tested, but no error messages) mousequery is still not working.  If I can somehow get this, dfterm3 will be in the next version of my LNP...

I just checked the source for mousequery in the DFHack I ship and it doesn't even look like it has any interactive commands that you could use from the dfhack terminal. However, if I install the plugins manually from falconne's thread, then I get the commands.

If the command works fine with vanilla DFHack binaries, I deduce that peterix ships binaries that are somewhat different from pure source build. Edit: I checked the vanilla binaries; no mousequery command there either.

If a plugin has been compiled for 0.34.11 r3 then it should also work in my DFHack. The changes I've made are almost trivial but still necessary for Dfterm3.
« Last Edit: October 06, 2013, 07:51:50 am by Adeon »
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PeridexisErrant

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #98 on: October 07, 2013, 03:14:30 am »

Turns out I just needed to manually copy them back in and mousequery now works fine.  When I get around to it, dfterm will be part of the next version; I just need to work out how obvious I want it to be.  It's not really a core utility, so maybe in the extras folder?  I can expand the script enough to give an installation option, so I'll probably leave the item in the utilities list. 

What kind of performance impact could I expect from leaving the "start-dfterm3" in dfhack.init?  Other downsides?  It's not the sort of thing that always gets used, but leaving it on could be simpler...
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Adeon

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #99 on: October 07, 2013, 04:48:13 am »

What kind of performance impact could I expect from leaving the "start-dfterm3" in dfhack.init?  Other downsides?  It's not the sort of thing that always gets used, but leaving it on could be simpler...

The effects of running "start-dfterm3":

  • A port from between 48000-48100 is opened up. This listens on 127.0.0.1 so it can only be connected from the local computer.
  • Every DF frame, the plugin checks if someone is trying to connect. This is very quick and should have no noticeable impact on performance.
  • If Dfterm3 is connected to DF, then every DF frame, screen data is sent through a connection. This may have some performance impact but I doubt it is very much.

To summarize, if no one is (connected/connecting) then there should barely be any noticeable effect on anything.

I can't immediately come up with any downsides to leaving it on other than scaring the user with a firewall dialog when DF is run. And since it listens on 127.0.0.1, I'm not sure if it even brings up the firewall warning.

If Dfterm3 launches Dwarf Fortress then the Dfterm3 plugin will start anyway, ignoring whatever might be written in the init file. I designed the software so that you would mainly launch Dwarf Fortress from Dfterm3 so this use case of Dwarf Fortress being launched first probably is not quite as smooth.

« Last Edit: October 07, 2013, 04:50:15 am by Adeon »
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Meph

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #100 on: October 09, 2013, 10:24:30 am »

Hey.

I would very much like to include the installer and the custom dfhack r3 into my modpack. Is there anything that changes with your dfhack branch, anything that might throw other plugins/scripts of their track?
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Adeon

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #101 on: October 09, 2013, 11:23:42 am »

Hey.

I would very much like to include the installer and the custom dfhack r3 into my modpack. Is there anything that changes with your dfhack branch, anything that might throw other plugins/scripts of their track?

The one change I've made can almost be called trivial and should not break anything. As far as I know, any plugin made for vanilla r3 should work just like that for my custom dfhack.

For 0.4 I think I might do a hack so that vanilla DFHack can be used and do away with having to provide my own binaries.
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blaize9

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #102 on: October 10, 2013, 07:01:38 pm »

Is there a way to change the ports to something other than 8080 & 8081?
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lethosor

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #103 on: October 10, 2013, 08:08:15 pm »

Yes. When you run the "dfterm3" executable ("dfterm3.exe" on Windows), specify options like this:
Code: [Select]
dfterm3 --admin-panel=(port for admin server) --websocket-http=(port for playing server)
You can get a full list of options with:
Code: [Select]
dfterm3 --help
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thistleknot

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #104 on: October 13, 2013, 10:39:02 pm »

great tool... doesn't work well with android browsers without a bt keyboard.
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