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Author Topic: M.O.U.S.E Fortress - Old Thread, see New Thread  (Read 63098 times)

Axecleaver

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This sounds awesome, but I have three questions:

1) As downloaded and modified per instructions on first page, will this work with the latest version (0.31.18) ?

2) Reading the "follow cursor tutorial", I noticed this in step 13:
...you'll have to configure it each time DF is opened, so this is meant mainly for people to try out cursorfollow until I get a permanent solution up

Have you asked in the DFHack thread about this? Perhaps they'd have a suggestion?

3) Does MOUSE Fortress fully support most mods? By that, I mean if a mod adds a new workshop (say, a stonecrusher), will there be a menu option to build it or interact with it?

I searched through this thread, but I honestly couldn't find an answer to question 3...
« Last Edit: December 05, 2010, 07:05:19 am by bsperan »
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Shukaro

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Ok, sorry to everyone for going on hiatus unexpectedly, some real life issues came up that severely limited my time. More updates are on the way now that I can continue working on this.

In response to bsperan:
1 - It shouldn't encounter any crazy errors or fail to work, but not everything is working 100% yet.
2 - What I need to do there is write (or ask for, I suppose) a dll that gets the addresses from dfhack on startup. Relatively simple, but I don't have much experience with C++.
3 - As of now, it doesn't support building new custom workshops, but that's an easy feature to add that will go into a future update.
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Thundercraft

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Has the M.O.U.S.E Fortress been abandoned? :(
Or is there hope for a new release yet?  :-\

It's sad, because I could see how this could make DF so much more playable and enjoyable. But I'm not sure I could alter it to make it work with v0.31.25...
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Shukaro

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Ok, before I get into anything else, some background.
As you have probably noticed, the last update to M.O.U.S.E. Fortress was quite some time ago. This is due, in part, to real life issues, a lack of compelling interest, and the code itself, which was developed using not-so-good coding practices, and is absolute spaghetti code.
Now that I have the time and interest in working on this utility again, I've decided to completely rewrite the entire application, but instead of using AHK, I'm going to write it in Python. I'm new to the language, so it will be a while before there's a finished product. Any tips or tricks would be appreciated, and I'll update the OP with ideas and progress reports. Wish me luck.  8)
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Thundercraft

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Now that I have the time and interest in working on this utility again, I've decided to completely rewrite the entire application, but instead of using AHK, I'm going to write it in Python...

Interesting.
It just so happens that a week or so ago I stumbled across a YouTube video demo of another mouse control script for Dwarf Fortress that was written in Python:
Yet another Dwarf Fortress mouse control script
Quote
written in python using DFHack library and it's python bindings

Perhaps it would be beneficial for you to contact the author and see if you could either work together or if he'd allow you to study his code to extend it?
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Shukaro

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #125 on: June 15, 2011, 12:41:41 pm »

Perhaps, it seems like he's got the python -> dfhack -> df flow down for mouse coordinates, so I'll probably send him a message.
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profit

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #126 on: June 15, 2011, 08:07:26 pm »

Perhaps, it seems like he's got the python -> dfhack -> df flow down for mouse coordinates, so I'll probably send him a message.

The new version of DF hack is going to read mouse coordinates I believe.  It also appears very fast as it is being integrated into the exe somehow.

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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Shukaro

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #127 on: June 16, 2011, 05:29:54 pm »

Updated OP with a mockup.

If that's so, Profit, then that will be extremely convenient, just a matter of reading and writing then.
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Thundercraft

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #128 on: June 16, 2011, 07:11:59 pm »

Updated OP with a mockup.
I've had very little experience in using circular menus (in games or otherwise), so I'll reserve judgement on that. But I will say it looks very slick and professional.

That said, while this is fine for a mockup, I'd prefer if a couple of the icons in the end result were different. Not to nitpick, but the "Dwarf" menu does not look like a dwarf. (And Fortress Mode is primarily what is associated with Dwarf Fortress.) IMO, the outline of a guy in a modern business suit does not seem to fit.

I think it would be cool if it resembled a dwarf tile. For instance, the dwarf from Phssthpok's Tileset would look about right. And, being based around a circular smiley face, it should be relatively easy to draw. Also, perhaps the "Status" menu would be better represented with a "$" coin tile or [mug] tile?
« Last Edit: June 16, 2011, 07:32:41 pm by Thundercraft »
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Shukaro

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #129 on: June 16, 2011, 11:39:43 pm »

Yeah, the icons were just something vaguely appropriate that I had on hand, all the icons I'll use will be suitably dwarfish, thanks for the suggestions.  :)
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Eagle0600

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #130 on: June 17, 2011, 12:54:37 am »

I'm going to be watching this.
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Shukaro

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #131 on: June 18, 2011, 10:35:06 am »

A bit of an idea update.

All "menus" will be stored as a simple string, such as 'bb' for bed or 'pf' for food stockpile, which represents the keystrokes needed to get to the item from the main menu. The main menu will be stored as a null string ''. There will be two variables used to evaluate how the program will get from one menu to another, "currentmenu" and "targetmenu". The currentmenu variable will store, you guessed it, the current menu, in string form. For example, if you're in the building menu, currentmenu would equal 'b'. When the user sends a request to change menus, the desired menu string will be written to the targetmenu variable. Then the changemenu function that the user called will compare the targetmenu and currentmenu variables, and dynamically modify currentmenu while sending keystrokes, resulting in currentmenu equaling targetmenu. Then targetmenu is set to null and the function is done.

Sorry for the wall of text, just wanted to get the idea down before I forgot it.  :)
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Eagle0600

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #132 on: June 19, 2011, 04:00:43 am »

Sounds like a good way to handle the data. Just to clarify, "currentmenu" and "targetmenu" are ONLY used for automatic navigation of in-game menus, not data for MOUSE menus, right? One click in MOUSE doesn't have to equal one keystroke in DF.
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Shukaro

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #133 on: June 26, 2011, 01:54:33 pm »

Quick update, laptop crashed and burned last week, but didn't lose too much thanks to dropbox.

Other than that, chugging along, radial menu is going to be interesting to implement.
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Lancezh

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Re: M.O.U.S.E Fortress - Reinvention! Reinvigoration! Redwarfening!
« Reply #134 on: July 04, 2011, 09:00:19 am »

I'm VERY excited for this! Keep up the good work.
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