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Author Topic: Dfterm3 v0.3.1 (2014-04-23)  (Read 91721 times)

TigerMax

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #60 on: September 10, 2013, 08:54:02 am »

Thanks! It worked!
But web-client looses connection VERY often, and game relaunches are very annoying, but IT WORKS!
Thank you! Excellent job!
(Works fine with masterwork)
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TigerMax

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #61 on: September 11, 2013, 05:04:39 am »

I'am tired of opening this tread every 4 hours.
If possible tell me when next update may be?
1 week?
Thanks in advace.
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Adeon

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #62 on: September 11, 2013, 06:43:42 am »

I'am tired of opening this tread every 4 hours.
If possible tell me when next update may be?
1 week?
Thanks in advace.

I wish I could give an estimate on next release but I'm highly busy with real life stuff and the times I can work on Dfterm3 are limited and unpredictable. There are many things to fix and some features to be added before 0.3 is released. It won't take forever but that's about as much as I dare to promise.
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I make dead people. Dfterm3

TigerMax

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #63 on: September 11, 2013, 07:28:43 am »

Okay, thank you!
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squidraider

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #64 on: September 12, 2013, 08:38:11 am »

Well you've made it possible to play Dwarf Fortress on the train... Cheers for making my commutes a little easier! :D
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Adeon

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #65 on: September 13, 2013, 12:11:54 pm »

I've mostly rewritten the way Dfterm3 interacts with Dwarf Fortresses. From now on, Dfterm3 "claims" Dwarf Fortresses and will kill them if necessary. This should prevent too many Dwarf Fortresses opening up even if the disconnection problem persists.

The downside of this is that Dfterm3 might kill Dwarf Fortresses when you don't want it to or unexpectedly. This can happen for any Dwarf Fortress that has had "start-dfterm3" command written in it or was launched by Dfterm3. I think this won't actually be a problem but I might be wrong. I'm going to try this scheme and if it does not work out, I'll change it.

Another thing is that configuration in Dfterm3 0.3 will not be compatible with 0.2. Luckily, there is not all that much to configure anyway at this point.

As I mentioned above in another post, I shall not give you an estimated time of release for 0.3 (please don't pitchfork me). The commits are not on GitHub yet because the I rewrote large parts of the code and committing the changes now would result in broken code. I might put them on a branch soon though.
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I make dead people. Dfterm3

Eric Blank

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #66 on: September 14, 2013, 07:19:11 pm »

I'm having a load of trouble connecting to already-running servers. There was a server up today I wanted to connect to, but I could not because I simply have no idea how to get DFterm to connect, work in a browser, etc. You've got instructions to run a server, but not instructions on how a player should interact with the program in order to connect to a server.

So, how do you load DFterm in a browser like firefox, and once firefox recognizes it, how do you use it connect to the IP address given by a server host?
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Putnam

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #67 on: September 14, 2013, 11:34:50 pm »

You just go to the IP+port in the browser. That's all there is.

Meph

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #68 on: September 15, 2013, 01:46:36 am »

If I include this in MasterworkDF, which I very much would like to do, I would like to request an idiot-proof manual/how-to.

IPs? Ports? Servers? Thats all tech-talk, I mean real-down-to-earth: Step1. Open the Box. Step2. Make sure device is plugged into the power socket. Step3. Push the ON Button (The green button on diagram A, labeled 1).  ;) Not to insult anyone intelligence here, but sometimes I do get very, very odd questions from players. Like "I only get a .rar file, what is that?"

Should I wait till 0.3, or do you want me to add 0.2 in my next update?
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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 :::
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Putnam

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #69 on: September 15, 2013, 02:26:02 am »

I wouldn't recommend 0.2, personally. It's still pretty unpolished, as is to be expected for such an early version. And yes, port forwarding is required and very, very router-specific.

Adeon

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #70 on: September 15, 2013, 03:34:09 am »

IPs? Ports? Servers? Thats all tech-talk, I mean real-down-to-earth: Step1. Open the Box. Step2. Make sure device is plugged into the power socket. Step3. Push the ON Button (The green button on diagram A, labeled 1).  ;) Not to insult anyone intelligence here, but sometimes I do get very, very odd questions from players. Like "I only get a .rar file, what is that?"

Getting installation and usage as easy as possible is on the to-do list but it is not a priority for 0.3. (The priority is to fix the worst of the bugs that we have right now,) I'm thinking of providing a simple GUI (and possibly a tray icon) that gives you clickable URLs and a button that just turns it on and off. Unfortunately, making sure your ports are reachable and determining which address you would give your users cannot be done reliably and automatically, as far as I know. But I'll try to get as close as possible.

The instructions on the first post (is anyone even reading those?) are about as simple as you can currently have with 0.2. That or I don't know how to write good instructions.
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I make dead people. Dfterm3

lethosor

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #71 on: September 15, 2013, 11:54:42 am »

I added a wiki page, since Dfterm2 had one and I felt that this deserved one as well. Hopefully I can add some more information to that soon, but feel free to help out with that if you want. Hopefully that can serve as more of a manual, since there's some useful information buried in this thread that not everybody can find easily.
And I usually recommend portforward for port forwarding, since it has instructions for a lot of different routers.
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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.

paxy97

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #72 on: September 20, 2013, 04:36:20 pm »

Hi guys. I'm completley new to the forum and also pretty much new to dfterm and telnet and all that other stuff :D. So I figured that you can get over telnet with this mod/tool/whatever and I have also found a telnet client for android. Now my question is how can I get DF on my phone? I also know that I can get DF to display as ASCII instead of SDL with this:http://www.bay12forums.com/smf/index.php?topic=45283.0
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Putnam

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #73 on: September 20, 2013, 04:36:49 pm »

DFTerm2 is for telnet, not DFTerm3.

paxy97

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Re: Dfterm3 v0.2 (2013-08-31)
« Reply #74 on: September 20, 2013, 04:47:31 pm »

 
DFTerm2 is for telnet, not DFTerm3.

Ohhh... And how can I connect my android device to DF/dfterm3? Through SSH or is it impossible?

Thanks I advance :D
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