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Author Topic: Co-op Dwarfmode (online simultaneous multiplayer)  (Read 130887 times)

white-rabbit

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #180 on: November 23, 2020, 04:16:54 pm »

Can this be ran with a lazy newb pack like PeridexisErrant's Starter Pack? If so, how would I go about installing it?

It may be possible, but I can't personally recommend it. You should use a vanilla (plain) download for dwarf fortress and dfhack and dfplex with the correct versions, as described above.

The main reason I don't recommend it is that there is no support for running dfplex alongside other hacks. It may be possible, but many are unlikely to work correctly or at all. Furthermore, graphics sets will not appear by default, there is limited support for graphics in dfplex currently, and you can read about that in the main post.
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pope34

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #181 on: March 01, 2021, 05:43:23 am »

Yo, I reworked the script to not have dependencies. I tested it a couple times with friends they had success, also it seems to be a little more stable with the textures cut out. Maybe it is just rng though.
https://drive.google.com/file/d/1zaP4Uu6sopx3N7ZgkPK8UghHBDT269X9/view?usp=sharing
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clinodev

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #182 on: April 23, 2021, 02:10:33 pm »

Hey folks,

Looks like this person's solved some problems with your project and is now using it to rent DF servers!

I bet you're excited to adapt their new code to the core project! I can't find their announcement thread here, so I thought I'd mention it in this thread.



https://multidorf.com/
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Team Bug Fix!

kwaz

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #183 on: April 23, 2021, 02:54:17 pm »

^ OP of the above reddit post here. I'll make a separate thread (edit: http://www.bay12forums.com/smf/index.php?topic=178441.0), but I suppose this is a good enough spot to address some questions.

I don't know that I've "solved" any of the problems with DFPlex in a way that helps anyone that isn't willing to set up multiple levels of infrastructure in front of their DFPlex server :). For example, I added password protection by shimming all connections through a websocket edge service that performs validation of a single-use authorization token in order to gate access to the DFPlex server, which is itself running in a VPC that is not accessible to the public internet. This also solves the problem of exposing the underlying filesystem -- I've disabled the http server on the DFPlex instances and just use a single static webserver for https://play.multidorf.com/demo. Definitely want to contribute my UI changes to https://github.com/Ankoku/df-webfort upstream (the ones that allow changing the tileset/textset via a dropdown instead of url params) although those are obviously quite basic.
« Last Edit: April 23, 2021, 03:00:22 pm by kwaz »
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white-rabbit

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #184 on: April 27, 2021, 04:20:56 pm »

^ OP of the above reddit post here. I'll make a separate thread (edit: http://www.bay12forums.com/smf/index.php?topic=178441.0), but I suppose this is a good enough spot to address some questions.

I don't know that I've "solved" any of the problems with DFPlex in a way that helps anyone that isn't willing to set up multiple levels of infrastructure in front of their DFPlex server :). For example, I added password protection by shimming all connections through a websocket edge service that performs validation of a single-use authorization token in order to gate access to the DFPlex server, which is itself running in a VPC that is not accessible to the public internet. This also solves the problem of exposing the underlying filesystem -- I've disabled the http server on the DFPlex instances and just use a single static webserver for https://play.multidorf.com/demo. Definitely want to contribute my UI changes to https://github.com/Ankoku/df-webfort upstream (the ones that allow changing the tileset/textset via a dropdown instead of url params) although those are obviously quite basic.

Dang, that's some nice work you're doing there. I'm glad to see the project is getting some love. Let me know if you need any help/advice/etc.
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hedgerow

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #185 on: June 06, 2021, 02:26:11 pm »

Back when DFTerm was still a thing, my friends and I used to struggle watering farm plots underground.  I'm glad that you had the gumption to popularize a multiplayer component with Dwarf Fortress.  That's extraordinary.

I had better hopes for other players in the application but I have to admit, I'd triumvirate a fort with someone if they asked.

stupac

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #186 on: July 20, 2021, 10:51:24 am »

Thanks for DFPlex! I set up my own server with AWS EC2, works great! I hacked together a quick theme selector drop-down menu that seems to work well. Though, I can't get DFPlex to save my nick or name buildings (even after rebinding the default from ctrl+n to shift+n or something else). Anyways, super cool, now I just need friends to play with, lol. Hard to get your gaming buddies into a game with such a steep learning curve like DF. If anyone wants to start a fort-building crew, lemme know.
Spoiler (click to show/hide)
« Last Edit: July 20, 2021, 09:32:35 pm by stupac »
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leastannoyingman

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #187 on: December 05, 2022, 06:26:49 am »

is anyone planning on adapting this for Premium/Steam, I wonder? Integrating Steam's connectivity would especially be a huge draw.
« Last Edit: December 05, 2022, 06:30:35 am by leastannoyingman »
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Bumber

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #188 on: December 05, 2022, 08:02:24 am »

Integrating Steam's connectivity would especially be a huge draw.

Is that even possible through hacking?
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Glueable

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #189 on: December 15, 2022, 01:35:07 am »

Is that even possible through hacking?

Very likely, If we've been able to deconstruct and hack regular DF, we can do it to the premium.
I'm sure DFHack's community is already on it.
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Bumber

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #190 on: December 15, 2022, 04:20:09 am »

Very likely, If we've been able to deconstruct and hack regular DF, we can do it to the premium.
I'm sure DFHack's community is already on it.

I meant hacking in Steam connectivity features. Current multiplayer uses its own terminal connection separate from the game. I assume Steam's API has a degree of hacking protection that would prevent access to stuff the developer hasn't enabled.
« Last Edit: December 15, 2022, 04:25:10 am by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Endarire

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #191 on: December 21, 2022, 02:58:21 pm »

I would love to be able to use this hack or another in adventure mode on Steam when that releases, regardless of whether we use Steam's formal multiplayer connectivity.

Also, with Steam multiplayer services available, why haven't the DF devs asked permission to integrate this multiplayer mod into a near-term release?

Thankee!
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lethosor

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #192 on: December 21, 2022, 06:40:14 pm »

I would love to be able to use this hack or another in adventure mode on Steam when that releases, regardless of whether we use Steam's formal multiplayer connectivity.
There's a chance someone will work on this for v50, but it's worth noting that the number of rendering changes likely means that this plugin won't work out-of-the-box with DFHack v50 without significant changes.

Quote
Also, with Steam multiplayer services available, why haven't the DF devs asked permission to integrate this multiplayer mod into a near-term release?
It's not just a matter of asking for permission - the main technical obstacles are that this plugin was developed against DFHack, which is a completely separate codebase from DF, and integrating any DFHack-based features into DF without a complete rewrite is very difficult.
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There was a typo in the siegers' campfire code. When the fires went out, so did the game.

nate.219

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #193 on: November 30, 2023, 07:18:41 pm »

Hate to necro an old thread but figured the last posts were discussing the possibility of this being updated to the steam release and I was wondering if any progress has been made to this?
Looking at the mods on the workshop I get the impression that the mod support does not allow for overly deep changes/additions which is a shame although I see that there is DFhack on steam for a few months so its possible that work here is already under way  :o

I absolutely loved this mod, I could finally help a bunch of friends get into the game so much more than just trying to talk them through each of the steps lol
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white-rabbit

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Re: Co-op Dwarfmode (online simultaneous multiplayer)
« Reply #194 on: June 05, 2024, 02:14:46 pm »

Hate to necro an old thread but figured the last posts were discussing the possibility of this being updated to the steam release and I was wondering if any progress has been made to this?
Looking at the mods on the workshop I get the impression that the mod support does not allow for overly deep changes/additions which is a shame although I see that there is DFhack on steam for a few months so its possible that work here is already under way  :o

I absolutely loved this mod, I could finally help a bunch of friends get into the game so much more than just trying to talk them through each of the steps lol

Problem is, dfplex works by rapidly entering and exiting menus (once per menu depth per player per frame), and then sending essentially a screenshot of the result for each player (in tiles, not pixels). The logic is very tightly bound to the pre-steam-release code; the way menus and graphics works in the new version is very different. Especially the menus -- that's the real problem.

Because of these changes in the game, there's just no way realistically to modify dfplex to work with the new version. Multiplayer needs to be redone entirely from scratch. Many of the same ideas might be applicable, at least, but a total code overhaul is still needed. I don't have plans to do this myself any time soon, but you can contact me on the dfhack discord server if you'd like to discuss how one might go forward with such a project in more detail.

The best solution, of course, is for bay12 to implement multiplayer natively. I hope they can see this mod, how
much fun it is, and how simple it would be to implement it natively, and maybe they will feel inspired?
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