Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 42

Author Topic: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]  (Read 309440 times)

Petr Ga

  • Bay Watcher
    • View Profile
Re: [Quickfort] Version 1.10 released
« Reply #195 on: April 16, 2010, 07:43:33 am »

Hi,
I try to use quickfort, but output is messy - design is different from what i expect, looks like random click

Final output: d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%4441d{Enter}%6666{Enter}%7777

Strange; I ran your sample .csv and it worked for me; it also produced identical final output as what you included in your post.

What OS & DF version are you running?

Try this:
1. Try typing the sequence of keys in "Final output" manually into DF (ignoring % chars and hitting Enter for {Enter}) -- does it dig properly?
2. Assuming #1 worked, try editing your options.txt:
    (a) Set DelayMultiplier=10, KeyPressDuration=10; save and retest
    (b) Additionally set SendMode=SendPlay;save and retest
    (c) Set SendMode to each of the other options (Send, SendEvent, SendInput); save and retest

Most likely one of those options changes should make things work for you.
output looks like this - all moves are like with shift (5 line 41 square in length, 10 square in distance):


i tried all options. I have default interface.txdst except for secondary scroll - i use alt+2,4,6,8 (laptop here)
Logged
2: Give RMs a gas syndrome that causes RMs only to breed profusely.

joelpt

  • Bay Watcher
    • View Profile
    • Quickfort homepage
Re: [Quickfort] Version 1.11 released
« Reply #196 on: April 16, 2010, 06:50:42 pm »

Interesting. I'm thinking your Alt+Num assignments may actually be the cause, since you have to press Alt+D to start QF playback. It may be thinking that the Alt key is being held down for the duration of playback (DF seeing the Alt-keydown event but not the Alt-keyup).

Try temporarily disabling those Alt+Num assignments in your interface.txt and see if the problem goes away. If it does, I think I probably have a solution that I could implement within QF which would allow using Alt+Num to work without issue.
« Last Edit: April 16, 2010, 06:53:17 pm by joelpt »
Logged

Petr Ga

  • Bay Watcher
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #197 on: April 17, 2010, 02:16:05 pm »

sorry, no luck with standard plus minus divide keys, output is still the same.

i ran vanilla df 31.03 and vanilla quickfort. also with tips for options.txt, no success.

see here:
http://mkv25.net/dfma/movie-2127-quickfort111incorrectbehaviour
Logged
2: Give RMs a gas syndrome that causes RMs only to breed profusely.

joelpt

  • Bay Watcher
    • View Profile
    • Quickfort homepage
Re: [Quickfort] Version 1.11 released
« Reply #198 on: April 19, 2010, 09:22:31 pm »

sorry, no luck with standard plus minus divide keys, output is still the same.

i ran vanilla df 31.03 and vanilla quickfort. also with tips for options.txt, no success.

see here:
http://mkv25.net/dfma/movie-2127-quickfort111incorrectbehaviour

Very strange. Well, I'll keep thinking about what else could be involved. I'll try running with Czech locale here and see if I can reproduce the problem.  It is definitely acting like the shift key is being held down with the movement keys.

One more thing you could try is changing the KeyLeft, KeyRight, etc. settings in options.txt to use the arrow keys, for example 'KeyRight={Right}'. And set UseDiagonalMoveKeys=0. Maybe that'll circumvent the problem, maybe not.

Petr Ga

  • Bay Watcher
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #199 on: April 21, 2010, 08:23:36 am »

sorry, no luck with standard plus minus divide keys, output is still the same.

i ran vanilla df 31.03 and vanilla quickfort. also with tips for options.txt, no success.

see here:
http://mkv25.net/dfma/movie-2127-quickfort111incorrectbehaviour

Very strange. Well, I'll keep thinking about what else could be involved. I'll try running with Czech locale here and see if I can reproduce the problem.  It is definitely acting like the shift key is being held down with the movement keys.

One more thing you could try is changing the KeyLeft, KeyRight, etc. settings in options.txt to use the arrow keys, for example 'KeyRight={Right}'. And set UseDiagonalMoveKeys=0. Maybe that'll circumvent the problem, maybe not.

Haleluja!
I can confirm it works!

Modifications:
vanilla quickfort 1.11 folder
open options.txt
change

KeyLeft = 4
KeyRight = 6
KeyUp = 8
KeyDown = 2

UseDiagonalMoveKeys = 1

for

KeyLeft = {Left}
KeyRight = {Right}
KeyUp = {Up}
KeyDown = {Down}

UseDiagonalMoveKeys = 0


now, what are equivalent for 7 9 1 3? {LeftUp} etc?

it is rather slow, but - IT WORKS!!
Logged
2: Give RMs a gas syndrome that causes RMs only to breed profusely.

joelpt

  • Bay Watcher
    • View Profile
    • Quickfort homepage
Re: [Quickfort] Version 1.11 released
« Reply #200 on: May 05, 2010, 10:26:03 pm »

Haleluja!
I can confirm it works!

now, what are equivalent for 7 9 1 3? {LeftUp} etc?
I don't think there are any alternatives. Maybe you could set those up in interface.txt to match something that works on your system.

joelpt

  • Bay Watcher
    • View Profile
    • Quickfort homepage
Re: [Quickfort] Version 1.11 released
« Reply #201 on: May 05, 2010, 10:35:54 pm »

I've been working on a rewrite of the core designation algorithm for Quickfort and am nearing release for Quickfort 2.00.

The new version uses a new core algorithm written in Python, and continues to use AutoHotKey for the GUI/hotkey aspects.

Here's a comparison video showing the performance difference between QF 1.11 and 2.00-pre.

Quickfort 1.11 vs 2.00-pre performance


Left to implement: build modes other than "dig"; multilayer support; keystroke transformation (for use with DF macros later); repeat mode; and a few loose ends.

Draco18s

  • Bay Watcher
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #202 on: May 05, 2010, 11:23:47 pm »

That's awesome, and I was about to ask the stupid question of, "have you finally made it so it does the even lines in reverse?"

(eg:

step 1:
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ->

step 2:
<-xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

rather than doing a carriage return line feed)
Logged

tastypaste

  • Bay Watcher
  • "It's delicious!"
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #203 on: May 06, 2010, 01:00:13 am »

Wow, QF 2.0 looks great.
Logged
Denethor cancels stewardship:  Went Insane.
Denethor went berserk!

Gabriel A. Zorrilla

  • Bay Watcher
    • View Profile
    • https://zorrilla.me
Re: [Quickfort] Version 1.11 released
« Reply #204 on: June 16, 2010, 09:25:52 pm »

Linux version?
Logged

Ratbert_CP

  • Bay Watcher
    • View Profile
    • The Enraged Primate
Re: [Quickfort] Version 1.11 released
« Reply #205 on: June 17, 2010, 08:34:42 am »

Linux version?

I don't know about QF itself being ported, but you'll need something like IronAHK running on Mono to actually process the resulting scripts.
Logged
Ratbert #CP#Z
"For FUN and HONOR!"

Sulphuratum

  • Bay Watcher
  • Kitteh!
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #206 on: June 17, 2010, 10:00:05 am »

a little question before i download it: how to control the material from which are the constructed walls made?
uhh 2nd one:and do constructed floors work?

it would help my aboveground forts, designating is exhausting as hell
Logged
Serpentine fried up in olivine oil and limonite juice?  Sounds gneiss.

palsch

  • Bay Watcher
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #207 on: June 17, 2010, 05:05:17 pm »

Because the materials are in an arbitrary order (distance from the point) each time you assign something, there is no way to consistently automatically pick the same material. Instead it just uses the first one in the list every time.

You can game it by forbidding all other materials in the stock menu or by making sure a sizeable stockpile of the required material is always closest to your build site. Other than that... nope.
Logged

Heavenfall

  • Bay Watcher
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #208 on: June 20, 2010, 07:19:19 am »

Thanks for making this, helps so much with some very tedious tasks.

Also, looking forward to 2.0  ;D
Logged
Upon him I will visit famine and a fire, until all around him desolation rings
and all the demons in the outer dark look on amazed and recognize
that vengeance is the business of a dwarf

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: [Quickfort] Version 1.11 released
« Reply #209 on: July 01, 2010, 02:09:12 pm »

Does this work with .31.08?
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
Pages: 1 ... 12 13 [14] 15 16 ... 42