Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 17

Author Topic: Dwarf Fortress for the BLind: Advice sought  (Read 57030 times)

Clatch

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #75 on: November 27, 2014, 01:27:52 pm »

Hi zKline,

I'm sure you'll figure this out soon enough.  I personally think webfortress is your ticket to ride.  You can check that thread out here: http://www.bay12forums.com/smf/index.php?topic=144956.0

The reason I bring up webfortress is because you can get just about any bluetooth refreshable braille reader to read off safari.  With that reader you should be able to skate up and down the display as much as you please.  Menus, maps (if web fortress is using alt attributes)... all of that would be accessible to you. 

Another option though is using an older version of DF that does still support TEXT output to a terminal.  BRLTTY has full ASCII support and plugs into refreshable braille readers too.  Really doesn't matter how many characters output at once on the screen -- a cheaper 18 or an ungodly expensive 40+.  The older version of DF is still fun... that's why we are all still around; it only got better. :)

I personally don't think you'll have any issues interpreting the maps eventually.  Holy cow, it took most of us quite a bit of time to decipher it ourselves before more sophisticated tile sets came along. 

Also maybe one of these tileset geniuses around here could build you an ASCII-128 tileset.  I'm not sure how far back version-wise you'd need to go or even if the characters were hard-coded.  It's been so long, someone else who remembers may need to chime.  Who cares if some of the letters are repeated.  I'm sure with some imagination it could be done.
« Last Edit: November 27, 2014, 01:42:22 pm by Clatch »
Logged

zkline

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #76 on: November 27, 2014, 01:53:02 pm »

Hey, thanks for the WebFortress info. :)

Initial inspection doesn't seem too accessible—I see the chat interface and a frame which VoiceOver/Safari seem to think is empty. I think that's probably the game screen, and I can't get anything out of it.

Perhaps it really is empty, but I suspect what's going on is that it's using Flash, or some other technology. I'll keep poking around,but am not super optimistic.

On an unrelated note, a blind  friend has suggested to me via Twitter that the DF mac UI has suddenly become at least a bit more accessible. He claims to be able to go through world generation at least. I'm not sure why. I need to download the newest version, I guess. :)

On yet another unrelated note, happy Dwarven thanksgiving. This is the day we thank the high programmers for all their work in bringing this game to us. :)
Logged

Clatch

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #77 on: November 27, 2014, 02:29:55 pm »

Initial inspection doesn't seem too accessible—I see the chat interface and a frame which VoiceOver/Safari seem to think is empty. I think that's probably the game screen, and I can't get anything out of it.

Perhaps it really is empty, but I suspect what's going on is that it's using Flash, or some other technology.

Sorry about that.  That's too bad.  I honestly hadn't checked it out myself but it looks promising.

I don't know how savvy you are with programming, but what you really need is create a dfhack braille module.  The Rendermax plugin changed the game here with dynamically replacing graphics in the game.  Other plugins like TWBT have move forward with this to do a lot of amazing things.  The code is there for review, but it seems to me it could revised to override tileset data with a custom translation into ASCII-128 -- that is, replacing all the extended ascii with true-type.  It may or may not be a big undertaking.  This technology has progressed so much just in the last few months I am way behind.  It seems though braille could be an option that can be turned on via TWBT.
« Last Edit: November 27, 2014, 02:43:17 pm by Clatch »
Logged

palu

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #78 on: November 27, 2014, 03:18:28 pm »

Here's a project that might help: http://www.bay12forums.com/smf/index.php?topic=145944.0. It's a remote interface protocol for DF.
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #79 on: November 27, 2014, 03:59:33 pm »

I'm sure you'll figure this out soon enough.  I personally think webfortress is your ticket to ride.  You can check that thread out here: http://www.bay12forums.com/smf/index.php?topic=144956.0

Webfortress is based on Canvas element, it's not more textual than the original DF interface and will not work with screen readers.

TheRow

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #80 on: November 29, 2014, 06:19:21 am »

Wow, when I read about this I just had to register as a user. Hey all!
I am no programer, but I find things like this intrigin. Being able to play DF blind won't be an easy task, but after reading I might have a suggestion.

When I first heard your problem I thought "How to do this?" My first thought was of Lego. But having someone build you a lego model of every z-level in
DF would be kinda of insane. Not to mention it had to be updated every "tick".

Alot of people have been going on the sound way of doing things, me I googled the Braille board and think I have a solution.

Now be warned, as I said I am no programmer so I can't help you make the program, but  from what I read it can display about 40 characters and
uses a 128-bit interface.
Dwarf fortress uses extended ascii, wich is is alot more, BUT, there is the graphical tile set. Nobody said it had to display small
images of dwarfs, nor that it had to display more then 128 diffrent items, even if there are alot more.
Now before I ramble to long, let me ask you, how does your Braille board display its text? Is it 1 row 40 charecters or is it more like
4 times 10? Since you can't see whats comming I will give an example, I take for granted that if you highlight a piece of text it will be able to display it.
So for example:
A B C B A *newline
B C A C B *newline
C A B A C *newline
B C A C B *newline
C A B A C *newline
End example.
Could it display this, or something simular to it? It might not be a lego model, but you should be able to "get a feel" for the fortress this way.
As long the Braille board displays  two rows or more of text it should be doable, hard, but not impossible.
Now once we know if it could display a 10 by 2, 10 by 3 or even better a 8 by 5 area we will be cooking with charcoal.
I head that a couple of years ago someone developed a bot for fishing in world of warcraft. The metod it used was that it scaned the screen for
the float and then monitored it, and once there was a bite it clicked it and pulled it in. My thought is to develope a program that uses a tileset and then displays it
on the brille board. Now what about menus and the like I hear people ask... wait for it.
Also what about the fact that there is over 100 diffrent types of rock? Thats is what we are going to solve first.
A tileset i basicly a 8 by 16, or something like that, pixels of information. First, color code the first pixel... (ehh, just figured you probably don't have a clue what colors are, so when I mention colors please think of shaped like triangle or circle or the like instead.)
First color code the first pixel, lets say Red. That means that every tile on the screen will form a grid, this would be used to sync the program to your display. After that put in a color for each typ of tile, animal/dwarf/craft/stone. By hotkeying these you could filter out alot of information. The brille board will display something like:
G for grass, U for unit and C for crafts. Once you find something you can hit the hotkey and get more detailed information. Example you find an area that is S S S S S and the next row is the same only lowcaps s s s s s. Hmm, just figured I don't know if a board can display big and small cap, ANYWAYS, the next row could be F F F F F instead. S for Stone and F for floor. You now know that you have floor tiles and to the north of them you have a stonewall. Pressing the hotkey for stones. The first row, S S S S S. Would change to G B L O E. Wich would translate to something like Gold, brtium, lignite, ortheclas and galena.
You will only be able to "see" 40 tiles at a time of your fortress, but I it is the best I can come up with. Oh and even if DF shows extended ascii, there is nothing that says that the tileset can't have the same image for 2 diffrent objects, with the color code and hot keys it would still be filterable, (don't know if thats even a word, but I hope you get my point.) Combine this with SoundSense to play sounds to match the text. It plays, for instance, combat sound when there is a fight. Once you hear this you can press "A" on the keyboard and bring upp a text list that tells you exactly what has happend. (and for the non blind people, this text would be read by a text to speak program or the like, just like this text is). Then zoom to the location and you should be able to see something like G D U G G translated to Grass, dirt, unit, grass, grass. Once you hit the filter key it might tell you that the U for unit really is a Dog. scroll around a bit and you might find another U and once filtered it will tell you that this is a dwarf.
Units and objects in dwarf fortess can overlapp, but even if you can see, we can't see whats in a pile of units or pile of crafts without looKing at it using a hotkey. However the game tries to fix this by changing the displyed item every now and again, no reason to see why your board shouldn't be able to do the same.

Now that I think about it, this isn't to diffrent then what the StoneSense, or what ever the plugin was called, did. It took the info of dwarf fortress and dispalyed a isometric image of the plane, this should in theory be simplier. Skip the part of a program that read the screen info for you, if there is a program out there that can read the dwarf fortress and display it already, it shouldn't be that
hard to change what it displays. Instead of showing a isometric tile of dirts it could display a D instead... add on top the filter to show for instance "s" for all stones untill you change to a what kind of stone filter and you should be able to "see" the world, so to say. Alsong as it only shows 40 tiles worth.

The problem as I see it would be that the program that "talks" to your brallie board would have to be a background application so that you still could move around the fortress with one hand, as you look on the fortress with your other. (Please don't say at this point that you are one handed aswell as blind...)

Do we have the dev of StoneSense here somewere? oh, and another programmer that would be willing to change it to only display 40 tiles and implement a filter on top of that?
Once that part is done all that is left is the menues and embark part. The menus will need to be linked to an output that makes it text that is either read when highlighted or printed on the ballie board.
Once you hit the button for a menu it could display the menu, and once a tool or option is selected go back to the view of the playfield. I see no reasonto why one shouldn't be able to access the data of a for instance the fortress stockpiles when you can access the info on what animal is on what tile.

AS for embark. There is a "the search", tell it what type of area you want to have. River, Aquafier and so on and search. Here non blind people see 3 maps, world, area and local. The world map will be hard, but the area map and the local map should be rather easy, if I ain't totaly wrong the small world map is the same as the area map. After all there is only so many tiles. Once you have searched the area map will show recommendations, this would be rather simple since the tiles that has them will change to to an X every few seconds, and finding it will the board shouldn't be hard. Then once you have the area in question, press the filter button to change to the local map. There arn't that many tiles and the info text displays all you need to know, it will take some time, since it will have to tell you what the area that is currently marked contains. Like this area is cold, has savage beasts, contains clay and a river.
It will take time to get an understanding for what is what, granted, but that is something everyone has to learn as they start playing dwarf fortress.
Now I only wish I was a programmer so I could help make the program for you, but sad to say I am not.
I am sure that would there be a way for me to do that, I would capture the whole blind gaming community.

I hope my long rant can be of use to you, and that what ever text-to-speech or what ever will be able to translate my poor english into something understandable.
We all have our problems, and there are solutions for all of them, if we only can find the right person to help us with it.

Best regards.
The Row.
Logged

zkline

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #81 on: November 30, 2014, 03:32:49 pm »

Hey there. :)

I hate to deflate possibilities which seem good on the surface, but the Braille display doesn't display more than, in my case, 40 characters at once. It can display text from two physical lines at once, but it separates them with a special "new line," character which in itself takes up one spot on the display, if not more. I can "pan," the display along a line of text which lets me move the viewing area, so to speak, but keeping position in a case like that is hard.

On a more positive note, I finally decided to set up a Linux virtual machine to experiment with DF text mode. I've just generated a world. The next step, I guess, is to either get DF hack running on the VM, or to connect to the VM via SSH and see what happens. :)
Logged

smeeprocket

  • Bay Watcher
  • Collectivist Socialist Feminist Freeloader
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #82 on: November 30, 2014, 04:23:05 pm »

if it's not rude to ask, how much did the braille display cost you? Those things can't be cheap.
Logged
Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

zkline

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #83 on: November 30, 2014, 04:34:55 pm »

Not rude at all. :) You're right, those things aren't cheap.

My display cost $3,000, but thankfully the rehabilitation organization in my state was willing to get it, in the interests of finding me a job. It's hard to get the bureaucracy to work, but sometimes it does. :)

So I connected to my Linux VM from the Mac, and ran into a small problem—the Mac reads all the characters properly, but it's hard to get them to shut up. SO I hear something like "full block, full block, full block…" "unequal to," etc.  It's better than my native Linux screen reader just saying "null," over and over. ;)
Logged

TheRow

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #84 on: December 01, 2014, 08:44:28 am »

TheRow here again.
Aww... to bad. I was hoping the board would be able to act as your eyes on this one.
Nice to hear that you got the VM up and running thou.
As for "full block" I think thats actully a tile. I am impressed by the fact that the reader can even ID that symbol. But I can undersstand that it will take foreever to hear a screen full of symbols.
Since the board idea I have didn't work lets look at the current system you have up and running. It sounds like (no pun intended) that you can now see/hear the playing field? Correct me if I am wrong.
If this is the case, there might be a way to speed it up by replacing the reading program with a music one. I do belive someone suggested it before with a Do, re, me... and so on scale.
I usally play the game with a tileset, so I don't know for sure what full block represent. But my question is, since it seems that your "reader" can read alot of diffrent objects it might be able to read notes, as in music sheets. One idea that struck me is that it might be able to change the font to a music sheet, meaning that the game will instead of reading questionmark, quotetationmark and so on read the muscic tone De, Re, B flat and so on. I found one called MusiQwik font Created in 2000 by a Robert Allgeyer at this adress http://www.fontspace.com/robert-allgeyer/musiqwik . Go to the site and "see" if it is possible that your reader can read sheets of music, and we will see what we can cook up from there. It might be so simple as to replace the font in DF with a music sheet one. However I might be totaly misstaken about how the reader "reads" most likley I am, since if I made a reader I would have it read the ascii-table and not the ascii-sign shown to make it compatible with alot of diffrent fonts. but it is worth a shot, you never know what kind of person programed the reader. As I said before, I am no programmer.
If this doesn't work, we might be back to the point were the most realistic way to make this work is to have some kind of interpeter program read of the the symbols in DF and convert and maybe even filter them to something more usefull.

This project might take time, but if you are used to bureacracy then this should be a brease.

Best Regards TheRow.
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #85 on: December 01, 2014, 11:23:18 am »

The "full block" is character 219, which is used for the border around the edges of the screen, tiles that have been designated for digging, ice walls, and part of the Trade Depot.  So when you hear "full block" eighty or so times, it's the top or bottom edge of the screen.

This points to an issue that tileset makers have dealt with for a while: Dwarf Fortress is so detailed that even a set of 256 characters requires re-using symbols.  I'm pretty sure that one of the tasks will be to come up with a simplified set of raws so that things can be represented at a summary level in sound or Braille.  For example, "q" for any quadruped creature with foreground and background colors to distinguish specific types.  From what zkline said earlier, sequential sounds are more useful than chords, so maybe every tile in the radius-5 region around the cursor emits stereo-located sound for the main tile character, and the two follow-up sounds are only for the tile under the cursor.

We have a lot of flexibility is assigning the tiles and colors for most game items, but several things are hard-coded.  Water and magma have fixed colors we can't change, most workshops have hard-coded tiles, all night creatures have a tile of Ñ, and some creatures are procedurally-generated with random letters and/or colors.  If we use a stock tool to read the screen, we simply have to put up with occasional random bits.  Anything that will render in sound is going to be custom-built, so it should be better-equipped to render strange things.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #86 on: December 01, 2014, 11:31:30 am »

And by the way, $3000 for a Braille board?!  It seems impossible that these cost more to make than the computers attached to them.  I remember back in the 1990's that a TDD cost several hundred dollars, but the relay services started to accept 110-baud terminal connections from PCs and gave TDDs real competition for the first time.  Now they cost about $75 and come bundled with a lot of extra features.

There is some interesting work on 3-D displays that are effectively pin boards controlled with solenoids.  Those happen to be able to display Braille, and may be the competition that Braille boards need to get reasonable prices.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

zkline

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #87 on: December 01, 2014, 12:18:45 pm »

The area I found all those full blocks was actually the embark map. It made the region selection process difficult, because even telling the mac to ignore punctuation didn't shut up the announcements. I guess it doesn't consider fancy unicode characters to be punctuation in the traditional sense.

It's more progress than I had before, at any rate. :) The tricky thing is that my Linux screen reader has better terminal navigation—it keeps its position when I move up and down from line to line, for instance, but the Mac reads the default character set better.

So it's a start, in some form. :)
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #88 on: December 01, 2014, 01:51:50 pm »

Do you know if there's a way to make the screen reader output to a text or markup file, instead of to a sound file/to system out-sound? If we could get the map written into a text file then we could do some neat stuff. Letting you read out a summary of only what's changed, for example.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

zkline

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress for the BLind: Advice sought
« Reply #89 on: December 01, 2014, 01:58:25 pm »

THeoretically, yes. The problem with this idea is that it can't output to two places at once, as far as I know. Even if it could, I think it's far less work to interact with DF directly rather than trying to shoehorn in a third-party screen reader. :)

We already have access to a lot of info from DF in realtime, via DFHack, etc. The screen reader output would be a far less elegant way to get to the same sort of thing.
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 17