Maaan, this is progressing faster than my mind can comprehend alongside the normal DF development timescale.
A few suggestions for showing more z-levels:
-show z-levels below by default.
-make z-levels above toggle with a key; mode 1: off, mode 2: on, mode 3: (auto) off when the center of view is within range of a wall on this level, otherwise on. (what is "within range" might be best to set in an init file)
-always off when in a "cursor state" (placing a building, designating something, querying something, making a zone, etc)
It might be useful to auto change the current z-level when you're in "mode 2", but not the others.
I think this should work equally well in adventure mode.
I actually wasn't planning to show z-levels above. I see some problems with it, and also such dynamic behaviour may be confusing for players. But maybe I'll try and see how it works.
This is the main thing I've been hoping for out of this ordeal. Square tiles on the map, easily legible 8x12 in the menus and text viewers. If there's a practical way to do so, please, there'd be demand!
There is quite a few limitations. I can only adjust width of entire column(s) of tiles, or height of entire row(s), including adjusting both for entire screen. So,
1. If the main tileset is 16x16, then menu font size on the main screen will also be x16, not x12
2. On screens that are text-only I can change to any tile size, but size of tiles making border around screen will change as well. That's not critical but not ideal.
3. On some screens it's not possible at all.
So I don't yet know what to do with this idea.
I already said this, but i'm going to say it again. This is absolutely beautiful. Do you have working plugins for any of these yet?
There are some fixes and optimisations that have to be done before a public release.
Btw, currently I didn't notice any impact on fps/gfps - likely there is some, but I didn't notice. Oops, apparently there's impact on fps when large number of additional levels is rendered, trying to optimise..
I think in the first version it will look something like this (this was just a quick test, there are many rendering glitches):