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Author Topic: Dfterm3 v0.3.1 (2014-04-23)  (Read 91700 times)

Daerst

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #135 on: January 19, 2014, 01:57:16 pm »

If it were, it would already have been done.
These are not very wise words, if you don't mind me saying ;)
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Putnam

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #136 on: January 19, 2014, 02:03:53 pm »

When I read "possible", I heard "easy".

lethosor

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #137 on: January 19, 2014, 09:24:03 pm »

(This ended up being a lot longer than I expected, and parts of it might not make sense. I'll edit it when I get a chance to make it more readable. Most of it's just hypothetical, so don't take it too seriously.)
It might be possible (but very complicated) - the simplest way I can think of is to keep track of which screen and location each player is currently viewing, and switch to it (in DF) whenever the player interacts with the web interface (for only a frame or so, long enough so it can be rendered and sent to the player). It's definitely not easy (or possible, with the amount of time I don't have :P), and there would probably be performance issues with constantly switching back and forth between screens. Timing issues would be even worse - it would need to keep track of which events correspond to which screen, and multiple players sending rapid sequences of keys (or worse, playing back macros) would either require some heavy buffering or cause a lot of lag.
This actually sounds like an interesting idea, now that I think about it. If only I knew enough C (I could always try Lua or Ruby, but I doubt they would be fast enough for this kind of thing).
Keep in mind that the only thing this could possibly work for is performing two unrelated or non-conflicting tasks simultaneously - for example, setting up a squad and assigning a noble at the same time. Designating in different areas might work too, but doing it in the same area would probably cause conflicts (since players' designations could overwrite each other). Maybe even crashes, in the case of constructions - for example, if player A selects a location for a wall, player B selects the same location and a material, and then player A picks a material, DF might try to place player A's wall without checking and crash (I haven't tested this yet, so DF could perform checks to prevent this from occurring.)
Of course, this would rely on a way to switch between views quickly. The screen position should be fairly easy to control, but I don't know if there's a way to switch directly between, say, the manager and status screen with DFHack. An alternative would be to record the keys the player uses to get to the relevant screen and play them back to access it again (that wouldn't work for everything, though, since there's a risk of repeating things like designations, but maybe you could only record keys that trigger a screen change).
Another thing that just occurred to me is pausing. It would probably be a good idea to only let the game run unpaused if no players are using another screen (for one thing, it would be annoying to have dwarves digging out an area you haven't finished designating, and for another, game progress would slow down if the game has to switch between screens as well). On a related note, nearly every screen would only require redrawing on a keypress (except for the main fortress mode view), so that might make things a little easier/faster.
So yeah. It could potentially be possible, although it would require a lot of work (and time) to make it happen if it were possible.
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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.

Putnam

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #138 on: January 19, 2014, 09:39:05 pm »

I think it's totally possible; it's just a matter of combining something like Stonesense with something like ai.rb. The main issue is that I can't think of a non-wonky way to do that.

flabort

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #139 on: January 19, 2014, 09:43:13 pm »

And then there's trading, and dealing with liasons.
I don't think it's possible until the actual DF interface gets separated from the game thread; which I don't think will happen, at least not until the next major interface overhaul.
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Warmist

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #140 on: January 20, 2014, 01:39:21 am »

I started doing true df multiplayer some time ago, but due to buggy lua sockets (i.e. my own written socket lua link) and lazyness and more lazyness and lack of time it's in non-working condition. The main module that allows that is "Offscreen" dfhack module. It's my attempt (also unfinished :/ ) to make an offscreen df renderer. Currently it does not blink (i.e. how dwarves blink between ! when they are mad) does not support grass (or supports it wrongly, i forget) and has other bugs. Here's some screenshots (the smaller ones are remote, bigger are local). Here's a header for Offscreen module: linky

Severedicks

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #141 on: February 11, 2014, 05:15:06 pm »

Sadly the dfterm3 plugin isn't compatible with dfhack r4, is that a big deal?
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lethosor

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #142 on: February 11, 2014, 05:57:13 pm »

Do you mean the compiled version? It should be compatible with r4, but there isn't a precompiled version of the plugin for r4 yet.
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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 v0.3 (2013-10-06)
« Reply #143 on: February 18, 2014, 02:31:04 pm »

I have updated the Linux Dfhack Dfterm3 plugin binaries for Dfhack r3 and added a binary for Dfhack r4.
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Severedicks

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #144 on: March 14, 2014, 06:38:39 am »

Ah, nice. Might set up a server if I have time, in case there isn't any.
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palu

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #145 on: March 14, 2014, 12:06:29 pm »

None that I know of. If you can set one up that would be great!
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DrKillPatient

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #146 on: March 18, 2014, 09:08:35 pm »

EDIT: Oops, I'm silly. Mistook a DFTerm2 feature for a DFTerm3 one.
« Last Edit: March 18, 2014, 09:14:21 pm by DrKillPatient »
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Vex

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #147 on: March 20, 2014, 10:22:11 am »

I have a quick question, is it possible to let the server listen to an other port? My work blocks 8000 so I can't play from work *sadface*

Thanks in advance for the answer!
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lethosor

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #148 on: March 20, 2014, 03:52:18 pm »

8000 is the socket port, so use this to change the port:
Code: [Select]
(dfterm3.exe or ./dfterm3) --websocket=PORT

--websocket-http can be used to specify the port the playing (HTTP) server listens on, and --admin-panel specifies the port to use for the admin server (this is only accessible locally, so it shouldn't matter in most cases).
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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.

RabblerouserGT

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Re: Dfterm3 v0.3 (2013-10-06)
« Reply #149 on: March 25, 2014, 11:19:30 pm »

So no XP support, hm? :/
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