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View Full Version : New Dwarf Fortress version in "about a week"


RandoM51
03-26-2010, 09:20 AM
The current situation is that I expect a (buggy!) Windows release in about a week, with the 40d# merge commencing at that time (or within a few days of the release).


SOURCE. (http://www.bay12games.com/dwarves/dev_now.html)

You can check out many of the new features coming in this version HERE (http://df.magmawiki.com/index.php/2010).

UPDATE: IT IS OUT!!!!!

http://dffd.wimbli.com/category.php?id=18

Panthera
03-26-2010, 09:27 AM
Hot damn. SO excited.

Savok
03-26-2010, 09:42 AM
Creatures now have souls, and these souls serve as storage for a creature's mental attributes and skills.

"Eyelids clean the eyes so you don't have to soap them off, but if an eyelid is torn off, I think they might soap the eyes."

I fucking love Dwarf Fortress.

Hawkzombie
03-26-2010, 12:31 PM
God...I want to love this game. I really really do. I just can't fucking understand it.

kyrieee
03-26-2010, 12:38 PM
Looking forward to it!

Wounds and injuries

* The current 15HP-per-body-part system has been dropped in favor of individual wound tracking.
o The above also allows for scars.
* Open wounds can get simple infections, which results in oozing pus, slow healing, and can even kill.
o Rotting wounds smell and contribute to infection levels, as does grime buildup.
* Tissue layers can boil off when exposed to extreme heat.
* Phantom pains are gone.
* You can damage a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.
* Partial and compound fractures are now possible.
* Fractured bone can be knocked inwards to cause damage to organs, like forcing a jagged piece of skull into the brain. Bones can also pierce layers, like having bone sticking out of your skin.
* Guts are under pressure and can pop out of a wound.
* Injured creatures can continue to work if they are treated. A miner who breaks his left hand will go back to mining with his right hand (after his broken hand is set in a cast).
* "There are lots of wounds that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly."

NoName
03-26-2010, 01:51 PM
While I still haven't gotten into this game, I'm always amazed at the insane depth it has.

Creatures inherit appearances from their parents. This includes dominant/recessive genes.

Panthera
03-26-2010, 02:01 PM
Yeah, this is what happens when a mathematician with an interest in the sciences makes a video game.

RandoM51
04-01-2010, 08:16 AM
IT IS OUT. bay12games is getting hammered, get it HERE (http://dffd.wimbli.com/category.php?id=18) instead.

Ink Asylum
04-01-2010, 08:38 AM
This game already had the most complex world generation ever, now it has the most complex injury simulator. Sheesh.

Panthera
04-01-2010, 09:13 AM
And it looks like it's as buggy as expected. I'll wait for the inevitable series of patches. Still, excited.

Hawkzombie
04-01-2010, 12:58 PM
Is this real? Since it IS April 1st and all...

CES
04-01-2010, 02:23 PM
Quite real, bugs and all.

Quick warning, as of earlier today tilesets (even converted ones) don't seem to be working with the game normally, it'll crash when genning amongst other issues.

ShivaX
04-01-2010, 10:43 PM
Quite real, bugs and all.

Quick warning, as of earlier today tilesets (even converted ones) don't seem to be working with the game normally, it'll crash when genning amongst other issues.

Dammit... I really wanted to mess around with it, but I really can't stomach the full on ASCII look.

AntonB
04-02-2010, 12:22 AM
Is there a very clear guide to this game? Last time I was confused as shit when I tried it on my own.

Hawkzombie
04-02-2010, 12:38 AM
Is there a very clear guide to this game? Last time I was confused as shit when I tried it on my own.

I think the chronicle of Boatmurder is as close as you can get.

BrassGecko
04-02-2010, 12:43 AM
Is there a very clear guide to this game? Last time I was confused as shit when I tried it on my own.

Give Random's tutorial (http://www.colonyofgamers.com/cogforums/showthread.php?t=15729) a shot.

CES
04-02-2010, 01:06 AM
Dammit... I really wanted to mess around with it, but I really can't stomach the full on ASCII look.

According to Random you can work around it so long as you gen with the regular graphics then switch in the tileset before you embark but that is also apparently "weird"

RandoM51
04-02-2010, 09:00 AM
New version breaks quite a few tutorials, including the short one I did.

You can't farm on loamy soil anymore, you have to have muddy tiles. You create muddy tiles by getting them wet.

Savok
04-02-2010, 09:09 AM
Wha? But it's soil.

RandoM51
04-02-2010, 09:12 AM
If you want tiles, here is what you can do.

Download new DF, unpack it.

Download THIS (http://mayday.w.staszic.waw.pl/~mayday/upload/DFG16.zip) version of DFG(Mike Mayday's Tileset with an old version of DF). You want this version because it is the last version with .bmp graphics. Everything after that is .png and new DF won't handle .png until after the 40d merge. Simply converting the newer .png images to .bmp didn't work for me...

Unpack DFG16.

Copy everything in $DFG16/data/art to $NEWDF/data/art

Replace $NEWDF/raw/graphics with $DFG16/raw/graphics

Do the usual editing of init.txt to enable graphics and to set your resolution/grid size to whatever you like. For tileset you can choose from maydayMIX.bmp, maydayMAX.bmp, maydayMED.bmp, or maydayMIN.bmp. I recommend maydayMIX.bmp. The differences have to do with how many letters get f*cked up with graphics instead. The letter O in every word being a pillar symbol, for example.

You probably want slightly different colors for the mayday tileset. These work, replace the RGB entries at the end of init.txt with them:


[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:73]
[BLUE_G:95]
[BLUE_B:157]
[GREEN_R:89]
[GREEN_G:117]
[GREEN_B:55]
[CYAN_R:101]
[CYAN_G:144]
[CYAN_B:158]
[RED_R:146]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:165]
[MAGENTA_G:54]
[MAGENTA_B:101]
[BROWN_R:138]
[BROWN_G:105]
[BROWN_B:59]
[LGRAY_R:128]
[LGRAY_G:128]
[LGRAY_B:128]
[DGRAY_R:80]
[DGRAY_G:80]
[DGRAY_B:80]
[LBLUE_R:111]
[LBLUE_G:138]
[LBLUE_B:165]
[LGREEN_R:160]
[LGREEN_G:200]
[LGREEN_B:82]
[LCYAN_R:159]
[LCYAN_G:196]
[LCYAN_B:210]
[LRED_R:206]
[LRED_G:73]
[LRED_B:1]
[LMAGENTA_R:239]
[LMAGENTA_G:150]
[LMAGENTA_B:207]
[YELLOW_R:255]
[YELLOW_G:198]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]



People uncomfortable with the init.txt changes can look at/use this one. It runs DF in a 1280/800 window with an 80:50 grid. There are some other things in there switched around different from default.


[SOUND:OFF]
[VOLUME:0]
[INTRO:OFF]
[WINDOWED:YES]
[WINDOWEDX:1000]
[WINDOWEDY:600]
[FONT:curses_640x300.bmp]
[FULLSCREENX:800]
[FULLSCREENY:600]
[FULLFONT:curses_800x600.bmp]
[BLACK_SPACE:YES]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:maydayMIX.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:maydayMIX.bmp]
[GRAPHICS_BLACK_SPACE:YES]
[GRID:80:50]
[FULLGRID:80:50]
[PARTIAL_PRINT:NO:2]
[COMPRESSED_SAVES:NO]
[TOPMOST:NO]
[FPS:NO]
[FPS_CAP:100]
[G_FPS_CAP:50]
[VSYNC:OFF]
[TEXTURE_PARAM:NEAREST]
[PRIORITY:NORMAL]
[MOUSE:YES]
[MOUSE_PICTURE:NO]
[AUTOSAVE:SEASONAL]
[AUTOBACKUP:NO]
[AUTOSAVE_PAUSE:NO]
[INITIAL_SAVE:YES]
[PAUSE_ON_LOAD:YES]
[EMBARK_WARNING_ALWAYS:NO]
[SHOW_EMBARK_TUNNEL:FINDER]
[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:NO]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[ZERO_RENT:YES]
[TESTING_ARENA:YES]
[LOG_MAP_REJECTS:NO]
[EMBARK_RECTANGLE:2:2]
[PATH_COST:1:2:5:25]
[STORE_DIST_ITEM_DECREASE:20]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]
[COFFIN_NO_PETS_DEFAULT:NO]
[WOUND_COLOR_NONE:7:0:1] No recorded active wounds on the part. Default = white
[WOUND_COLOR_MINOR:6:0:0] Any damage that doesn't have functional/structural consequences (might be heavy bleeding though). Default = brown
[WOUND_COLOR_INHIBITED:6:0:1] Any muscular, structural or functional damage without total loss. Default = yellow
[WOUND_COLOR_FUNCTION_LOSS:3:0:1] An important function of the part is completely lost, but the part is structurally sound (or at least partially intact). Default = bright cyan
[WOUND_COLOR_BROKEN:4:0:1] The part has lost all structural integrity or muscular ability. Default = bright red
[WOUND_COLOR_MISSING:0:0:1] The part is completely gone. Default = dark gray
[SKY:178:3:0:0]
[CHASM:250:0:0:1]
[IDLERS:TOP]
[POPULATION_CAP:100]
[BABY_CHILD_CAP:100:1000]
[VARIED_GROUND_TILES:NO]
[ENGRAVINGS_START_OBSCURED:YES]
[SHOW_IMP_QUALITY:YES]
[SHOW_FLOW_AMOUNTS:NO]
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
[KEY_HOLD_MS:150]
[RECENTER_INTERFACE_SHUTDOWN_MS:0]
[MORE:YES]
[DISPLAY_LENGTH:23]
[ADVENTURER_TRAPS:NO]
[ADVENTURER_ALWAYS_CENTER:YES]
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]
[NICKNAME_DWARF:REPLACE_FIRST]
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:73]
[BLUE_G:95]
[BLUE_B:157]
[GREEN_R:89]
[GREEN_G:117]
[GREEN_B:55]
[CYAN_R:101]
[CYAN_G:144]
[CYAN_B:158]
[RED_R:146]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:165]
[MAGENTA_G:54]
[MAGENTA_B:101]
[BROWN_R:138]
[BROWN_G:105]
[BROWN_B:59]
[LGRAY_R:128]
[LGRAY_G:128]
[LGRAY_B:128]
[DGRAY_R:80]
[DGRAY_G:80]
[DGRAY_B:80]
[LBLUE_R:111]
[LBLUE_G:138]
[LBLUE_B:165]
[LGREEN_R:160]
[LGREEN_G:200]
[LGREEN_B:82]
[LCYAN_R:159]
[LCYAN_G:196]
[LCYAN_B:210]
[LRED_R:206]
[LRED_G:73]
[LRED_B:1]
[LMAGENTA_R:239]
[LMAGENTA_G:150]
[LMAGENTA_B:207]
[YELLOW_R:255]
[YELLOW_G:198]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]



Ok, one last thing. As part of worldgen newdf puts the artwork into the save structure for each region you gen. So, if you're doing this change AFTER worldgen, you'll have to copy the art/graphic files into the save structure for each region you want to play with graphics. If you don't do this you'll still get the landscape tiles, but you won't get any creature tiles.

RandoM51
04-02-2010, 09:29 AM
Wha? But it's soil.

Too bad. :)

workarounds:

Dig farm plots next to lake/pond, dig out one unit of surrounding wall, let the water flow into your plotspace.

Build some buckets, designate a pond on top of a hollowed out tile directly above your plot. Remove the pond designation once they've dumped enough water on your plot to muddy the tiles.

Dig down and find an underground cavern(almost every embark will have one of these I believe), which will most likely have muddy tiles right there waiting for you.

Savok
04-02-2010, 09:33 AM
Oh I see, it's to make you explore.

Still, odd to see gameplay take precedence over detail for once.

RandoM51
04-02-2010, 09:38 AM
Well, I ditched the explore option after I noticed my embark had ~200 z-levels and the cave system was ~100 z-levels down from where I embarked.

My dwarves were starving by the time I'd found the water and started a bucket brigade to bring the water to the surface.

I could have started my fort way down there and hauled my embark goods down as needed but then I would have had to figure out something for trade depot that didn't involve 200-step round trips for each good.

RandoM51
04-02-2010, 09:47 AM
Here is a pic.
New DF.
Old Mayday.
Using config file from Post #20 (http://www.colonyofgamers.com/cogforums/showpost.php?p=527539&postcount=20) in this thread.
Using the farming layout from the advanced farming thread in this forum.
Using flood farming method to get the muddy tiles for my 6 3x3 farm plots.

http://i43.tinypic.com/214w3z5.jpg


Bonus Points:
Old hands at DF who looked at the previous config file and this image will notice a discrepancy, what is it? :)

Panthera
04-02-2010, 09:53 AM
Oh I see, it's to make you explore.

Still, odd to see gameplay take precedence over detail for once.

Well, before any old patch of sand was good enough to farm on. It made farming way too easy compared to the 2d version. Water = danger = losing = fun.

Jeffool
04-02-2010, 09:55 AM
Random, you're our guru on this: Is there a way to increase the size of tiles on my screen? Say, I wanted a quarter of the tiles you have showing, but for them to take the same area?

RandoM51
04-02-2010, 10:17 AM
Random, you're our guru on this: Is there a way to increase the size of tiles on my screen? Say, I wanted a quarter of the tiles you have showing, but for them to take the same area?

Yes, partially(80:25 is smallest grid supported).

Normal example for a 1280x800 window:

[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:800]
[GRAPHICS_FONT:mayday.bmp]
[GRAPHICS_BLACK_SPACE:YES]
[GRID:80:50]

windowed x and y set resolution of DF window.

font chooses tileset, in this case a 16x16 tileset(each tile is 16x16 pixels)

black space tells DF what to do when the grid of tiles does not equal the resolution of the window. If black_space is yes it will fill in the extra space with black, if no it will stretch the tiles.

grid tells df how many tiles to show in the DF window.

To make the tiles 4 times bigger, you would set black space to NO and then set grid size and resolution such that resolution was at least 4x grid size x tile pixels for each dimension.

So, for an 80:25 grid with 16x16 tiles, you'd want 80*16*4 by 25*16*4 for your resolution. 5120x1600. I hope you have a high resolution display!

80:25 is the smallest supported grid.

Example for 80:25, 16x16 tileset, with tiles showing 4x larger on screen

[GRAPHICS_WINDOWEDX:5120]
[GRAPHICS_WINDOWEDY:1600]
[GRAPHICS_FONT:mayday.bmp]
[GRAPHICS_BLACK_SPACE:NO]
[GRID:80:25]

Would give you what you're looking for.

If you don't have a screen that can do that, I'd recommend waiting for the 40d merge which probably won't take more than a week or two. After that you'll have a version of DF you can zoom in and out on the fly simply by scrolling the mousewheel.

Jeffool
04-02-2010, 10:32 AM
Wow; thanks. ... I almost regret to tell you I'll wait the week. :\

RandoM51
04-02-2010, 10:37 AM
Somebody in the know has said that the farming change is a bug/oversight, so hopefully that gets changed back to the way it was sometime soon.

It does add an interesting challenge the way it is, but it is a challenge that makes a large number of otherwise very interesting embark locations close to impossible.

agentgray
04-02-2010, 02:11 PM
Wow. Between this, Spelunky, and Desktop Dungeon I've spent nothing this year on PC games and have enjoyed EVERY minute of it.

There's a torrent out now too. The site is getting hammered.

http://brage.info/~svein/df_31_01.zip.torrent

RandoM51
04-02-2010, 03:04 PM
file is tiny, just download it off of DFFD like I said in the original post.

Considering it has been downloaded all of 73 times from DFFD, I don't think there is much competition for bandwidth.

http://dffd.wimbli.com/file.php?id=1953

MagGnome
04-03-2010, 10:56 AM
The last time I got into Dwarf Fortress I became so hooked that I did little else for days.

I love this game. :D

Ink Asylum
04-16-2010, 11:12 AM
Someone built a Turing Machine in Dwarf Fortress. (http://www.boingboing.net/2010/04/15/colossal-turing-mach.html)

http://www.boingboing.net/image/dfturing.png

This is just one floor of several. Insane.

Savok
04-16-2010, 12:25 PM
Bless that game and all who play it.

Panthera
04-16-2010, 01:10 PM
Wow. I just spend an hour poring over the details of the map and design document. This makes the computer engineer in me very happy.

ShivaX
04-22-2010, 04:46 PM
Behold the glory that is Bronzemurder (http://df.magmawiki.com/index.php/Bronzemurder)

Hawkzombie
04-22-2010, 11:59 PM
Behold the glory that is Bronzemurder (http://df.magmawiki.com/index.php/Bronzemurder)

My God....

MagGnome
04-23-2010, 07:12 AM
...it's full of stars.

RandoM51
04-25-2010, 01:54 PM
Surface level of my current fortress:

http://img215.imageshack.us/img215/919/embarksweet.jpg

I chose perfectly flat so I could easily channel a moat the first season, and made sure it had trees on each of the 4 tiles. It has each of the "good" stone layers as well so just about everything you could want is there.

Unicorns mean sun berries and sun berries mean Sunshine, the best liquor in the game. The dwarves will be ecstatic.

RandoM51
04-30-2010, 10:30 AM
Got housing?

http://img202.imageshack.us/img202/1074/housingd.jpg

Savok
04-30-2010, 11:31 AM
I keep rocking back and forth waiting for the next patch before I start mine.

RandoM51
04-30-2010, 01:49 PM
He is working on the 40d merge and some cleanup right now. I expect the next release to be mostly the merge and a handful of medical fixes.

Savok
04-30-2010, 02:26 PM
Dammit, what about the wacky protection armour and clothing provides now?

RandoM51
04-30-2010, 02:48 PM
What is wrong with that? I just modded teeth, claws, and hooves so that they can once more penetrate through clothing. :)

RandoM51
05-08-2010, 09:50 AM
40d OpenGL updates merge release tomorrow or the next day.

Savok
05-08-2010, 10:03 AM
Ok, what does merge even mean?

Arphahat
05-08-2010, 10:17 AM
Should be nice. I've messed around briefly with the latest version and had a little accident with water. It wasn't a big deal, since it was outdoors, but it did slow everything way down.

Edit: Missed the comment. There is the original way he was doing development and then there is the OpenGL version that he was able to get some outside help with. The last release was still base on the old graphics, so things aren't as optimized.

Panthera
05-08-2010, 11:03 AM
Ok, what does merge even mean?

Means he's merging in the OpenGL fixes that were implemented in the previous major release, but haven't been included in this one yet.

Savok
05-08-2010, 11:04 AM
Ooooh... they like optimizations?

RandoM51
05-08-2010, 11:29 AM
Ok, what does merge even mean?

First there was DF, a game that appears to be character-based but is actually OpenGL. The one guy doing all the programming for DF does not have a lot of OpenGL experience.

A person with the handle "Baughn" is optimizing the OpenGL code along side of the work Toady does. The 40d series of releases are DF with Baughn's optimizations and enhancements.

Meanwhile, Toady was working on the next release of DF. He got it to a point where he decided it was ready for release. That release doesn't have any of Baughn's work in it.

The merge is Toady's new version of DF + Baughn's work from the 40d series.

What can you expect?

Better performance on any PC with decent OpenGL hardware
Window resize on the fly.
Zoom on the fly.
2d mode
Terminal mode
PNG support

Simply put, DF with Baughn's work runs better, looks better, supports more platforms, and is more user friendly when it comes to adjusting how it displays.

Savok
05-08-2010, 11:46 AM
..... that's fucking brilliant.

Arphahat
05-08-2010, 03:15 PM
Ok, what does merge even mean?

First there was DF, a game that appears to be character-based but is actually OpenGL. The one guy doing all the programming for DF does not have a lot of OpenGL experience.

A person with the handle "Baughn" is optimizing the OpenGL code along side of the work Toady does. The 40d series of releases are DF with Baughn's optimizations and enhancements.

Meanwhile, Toady was working on the next release of DF. He got it to a point where he decided it was ready for release. That release doesn't have any of Baughn's work in it.

The merge is Toady's new version of DF + Baughn's work from the 40d series.

What can you expect?

Better performance on any PC with decent OpenGL hardware
Window resize on the fly.
Zoom on the fly.
2d mode
Terminal mode
PNG support

Simply put, DF with Baughn's work runs better, looks better, supports more platforms, and is more user friendly when it comes to adjusting how it displays.

What are the 2d and Terminal modes? Also, PNG support... for the tiles?

Savok
05-08-2010, 10:43 PM
Yeah PNG is for tilesets, rest I've no clue. I'm more filled with glee with on the fly zooming and resizing.

ThievesAmongUs
05-08-2010, 10:57 PM
God... must resist... ah fuck it. Gotta re-watch cptn-duck's youtube series on this to refresh my basics.

Arphahat
05-09-2010, 08:31 AM
God... must resist... ah fuck it. Gotta re-watch cptn-duck's youtube series on this to refresh my basics.

Here, let me help you. Looks like he updated the series for the latest release.

KGBTNPbUvFM

RandoM51
05-09-2010, 09:10 AM
What are the 2d and Terminal modes? Also, PNG support... for the tiles?

2d means it renders in 2d instead of 3d.

Terminal mode means you can run it in a terminal, you don't need graphic support at all. Comes in handy for people who want to run it one place and display it somewhere else, like in a terminal window over an SSH connection.

Terminal mode is what many people mistakenly think DF runs by default. ;)

RandoM51
05-17-2010, 06:32 AM
31.0.04 is up.

Toady posted it in a thread instead of on the main page. Since it has the 31.x bugs, and new bugs from the merge he decided it wasn't for the faint of heart.

If that doesn't deter you, you can find it HERE (http://www.bay12forums.com/smf/index.php?topic=57492.0). First post has links to each version (windows, linux, mac).

ThievesAmongUs
05-20-2010, 05:50 PM
Good lord. The farming issue is "annoying" to say the least. Also, for those of you who use Mayday's tileset; be warned, it does not work with 31.0.04.

MagGnome
05-20-2010, 06:40 PM
When is a version coming out that fixes all of these issues that have been popping up lately?

I'd like to download the game again, but not until it's more stable.

Savok
05-20-2010, 10:12 PM
Well 31.0.04 was basically a beta for the merge, 31.0.05 will probably be a graphically stable one but still with some bugs in the new features (like military).

I've been waiting too and going over the threads, Toady's been working day and night but he's still only one guy sadly. We must clone him.

Rune_74
05-21-2010, 08:47 AM
So do we need to download a tileset to go with the game or does it come with one now?

Savok
05-21-2010, 10:18 AM
Tilesets are your thing, most popular ones let you dl a preinstalled version though so you don't have to fuck around changing shit.

Me? I'm really waiting for Stonesense (http://df.magmawiki.com/index.php/Utility:Stonesense). Though this set (http://www.bay12forums.com/smf/index.php?PHPSESSID=cb5f024bc999bbc325b84d597dc680 de&topic=57557.0) will do me quite well for now.

Looks like the new version is a ways off, since Toady needs help from Baughn who won't have Internet for a few days. In the meantime though he's fixing other bugs, so the next version while later then hoped will be even better.

Arphahat
05-21-2010, 11:24 AM
Stonesense is awesome! I have been using it on the 31.0.03 version and it is really very cool, especially when I had two monitors running and could leave it up all the time. I'm hoping they eventually get to the point where you can play the game via Stonesense, instead of only viewing stuff.

Savok
05-21-2010, 11:37 AM
Biggest thing with Stonesense for me is being able to clearly see multiple z levels, it's a game changer if it ever becomes playable.

Arphahat
05-21-2010, 11:43 AM
Biggest thing with Stonesense for me is being able to clearly see multiple z levels, it's a game changer if it ever becomes playable.

It is definitely nice for being able to see the epic projects that people have been working on in real time. Really, it shouldn't be super hard to make it playable, especially if Toady creates an interface API of some sort. Though, with the impressive way people have hacked their way into the display, I bet that they could eventually do it without one.

MagGnome
05-21-2010, 01:01 PM
Wouldn't it be hard to make Stonesense playable since it uses an entirely different perspective from the actual game? It's isometric instead of being top-down.

Panthera
05-21-2010, 01:46 PM
There's a lot of reasons why it'd be hard to make Stonesense playable, but that ain't one. They'd have to build the interface from scratch anyway.

MagGnome
05-21-2010, 02:28 PM
There's a lot of reasons why it'd be hard to make Stonesense playable, but that ain't one. They'd have to build the interface from scratch anyway.

Fine, you win.

RandoM51
05-26-2010, 05:28 PM
I've been on break once the merge came out with the texture catalog bug. They'll fix that for the next release as well as the melt crash. I've got my fortress running smoothly up to the point where I want to melt stuff, start a real military, etc., just waiting for the next fix release.

Panthera
05-28-2010, 09:21 AM
While waiting for the next patch, I'm playing Kobold Camp. (http://1d4chan.org/wiki/Kobold_Camp)

Savok
06-01-2010, 09:27 AM
Toady is back on the job, Baughn's been hard at it though so hopefully a new version is less then a week away.

MagGnome
06-01-2010, 05:34 PM
Great! I can't wait for the current bugs to be stamped out, etc. so that I can jump back in. I haven't been following the updates lately, so perhaps it's stable already.

Savok
06-01-2010, 07:52 PM
No the latest .04 was/is basically a beta for the OpenGL merge. Baughn's major stuff seems to be done, so right now he's just optimizing the hell out of it.

Of course once there is a .05 I'll have to wait for the tilesets to update... oh well.

RandoM51
06-01-2010, 08:06 PM
Nah, we won't have to wait for the tilesets to update. The tilesets already updated for .31.* should just work.

The tilesets that used png support to provide for tile transparencies hadn't done much with it yet and what they had done wasn't exactly awe-inspiring.

Savok
06-04-2010, 02:44 PM
.05 is out (http://www.bay12forums.com/smf/index.php?topic=58651.0), another beta but it's got a lot of merge bug fixes and some of the more crippling gameplay problems sorted (like rain no longer melting the flesh off your dwarves).

Panthera
06-04-2010, 03:58 PM
Wow. Even Dwarf Fortress's bugs are awesome.

MagGnome
06-04-2010, 04:08 PM
Rain that melts the flesh off dwarves?

That sounds awesome. :D

Edit - Panthera beat me to it by a whole ten minutes!

Savok
06-05-2010, 12:59 AM
It was a temperature bug in the upper atmosphere or something, made the rain like 4000 degrees.

RandoM51
06-05-2010, 03:24 PM
Good, 3 of my top 5 bugs are fixed. I'll have to move my current save over to .05.

Savok
06-09-2010, 11:02 PM
.06 (http://www.bay12forums.com/smf/index.php?topic=58905.0) is out and it's a proper release. Comes with a whole mess of fixes, some things are still broken but not nearly as many as before.

Savok
06-11-2010, 08:12 AM
In honour of .06 someone has quite helpfully put together a lazy newb pack (http://www.bay12forums.com/smf/index.php?topic=59026.0) consisting of the game, Phoebus tileset, Dwarf Therapist and the Stonesense visualizer.

Libuke
06-16-2010, 09:54 PM
Where do I change keyboard commands? I want to change go back to space I hate reaching for escape.

RandoM51
06-16-2010, 10:03 PM
hit escape and then go into key bindings.

you can also do it outside of the game but he has changed around the syntax for that file so I don't know how to set it anymore.

Libuke
06-16-2010, 10:48 PM
hit escape and then go into key bindings.

you can also do it outside of the game but he has changed around the syntax for that file so I don't know how to set it anymore.

Bah didn't even realize I could do it in game, I thought I had to go through the int files or whatever but didn't know where to go. If I had realized that would of been easy.

RandoM51
06-18-2010, 10:40 AM
Be warned, if you change it back to space bar you'll have minor problems in some other menus.

Searching for build orders in the manager screen you won't be able to use more than one word since hitting 'spacebar' will back you out of the screen. :p

You will also have to be careful in the squad menu.

Anyway, I changed it back and those things are annoyances, but they haven't been large enough for me to switch back again to escape. Spacebar is king, long may he rule.

Libuke
06-18-2010, 02:19 PM
Spacebar is king, long may he rule.

Amen.

Too short motherfucker

Savok
06-21-2010, 07:37 AM
.08 (http://www.bay12forums.com/smf/index.php?topic=59642.0) is out with a whole mess of gameplay fixes and tweaks.