User SurveySo I'm working on a 3D dwarf fortress Visualizer, using Unity.
Now with detailed dwarf sprites!
If you would like to support this project, you can visit my Patreon page
HereAlso Discordv0.19.1
* Added onscreen announcements.
* Finetuned map update rate
* Show units in finer, sub-tile positions, when available.
* Overhauled the item model system, bringing them back again.
* Added many new item models.
* Added many new building models.
* Fixed the options menu being covered by the dig panel.
* Added very basic adventure mode movement. Needs much improvement to be very useful.
* Added support for projectiles and other flung items.
* Fixed a hang from too many blocks being processed at once.
* Allowed container buildings to show contained items, depending on the building type.
* Allow items to display improvements on them. Not all items have required artwork, but the code is there.
* Display engravings and other image types from DF.
* Fixed different plant types all having the same sprite.
* Made rotten items black.
* Adjusted item sprites to be above stockpiles.
* Removed shadows from world map rivers that were always falling onto the fortress.
* Added build date to builds, for logging purposes.
* Added particle systems for DF Flows, including miasma, fire breath, etc.
* Added more debug info dumping.
* Made spider web sprites distinct from regular silk thread sprites.
* Added basic ocean waves.
* Added a discord button.
v0.18.0
* New creature sprites that show skin color and equipment.
* Centralized the material color lookup, to make sure everything is on the same page, so to speak.
* Adjusted a few materials.
* Made a basic system for setting sprites for generated creatures. Needs more work, and about 200 sprites.
* Many new creature sprites, using the new sprite system.
* Made the startup loading function respond better, rather than freezing the entire program.
* Updated unity version to 2017.2
* Fixed some crashes when plants have a material index of -1
* Added a button to toggle the minimap.
* Fix some adventure mode errors.
* Fix following the DF view in adventure mode.
* Fix rendering hidden fun stuff in adventure mode.
* Brought back the side view distance behavior.
* Made the low-detail terrain render instead of the infinite hole of doom.
v0.17.1
* Fixed buildings not removing themselved when they're removed from DF. This made Adventure mode unusable.
* Changed how material textures and colors are stored, leading to more ease of material creation. Now they are stored inside the unity archive itself, rather than separately.
* Added shadows to transparent geometry.
* Made all objects built from transparent materials actually appear transparent.
* Improved textures for many materials, most notably gems.
* Made units riding other units appear on top of the units they're riding.
* Improved gem windows
* Added hatch cover model back.
* Made buildings rotate properly again.
* Some performance improvements.
v0.17.0
* Fixed some creature-related bugs
* Save Armok Vision, DFHack, and DF versions to the log file, for debugging.
* Disable Item rendering, temporarily, due to performance issues. To be brought back in a later version.
* Add in optional analytics, if users so desire.
* Completely overhauled the building rendering code, enabling better control over buildings, and more customization options. Also slightly faster loading.
* Added many new building types, to go with the new rendering mode, including some from artist @mana
* Added a yellow hilight to buildings when you hover over them.
* Made mechanics mostly respond to active state
* Fixed copper being too lightly colored.
* Made bridges raise properly according to their state in DF.
* Made all buildings not render when too small on screen.
* Made many performance optimizations here and there.
* Added a minimap, showing an overhead view of the current level.
* Added a button to save an enlarged version of the Minimap.
* Changed config and screenshots to both go to Documents/Armok Vision.
* Added ability to automatically update the DFHack RemoteFortressReader plugin, if the user allows.
* Added some friendly messages if Armok Vision can't run for whatever reason.
v0.16.2
* Fixed fog.
* Made the help menu automatically show only when loading.
* Fixed creature sprites so they don't glow in the dark.
* Added fake 3D effect to creature sprites.
v0.16.1
* Added new nestbox model, made by Ola Tuvesson
* Added an onscreen help, togglable by F1
v0.16.0
* Removed VR support until a dedicated dev steps forward.
* Load creature sprites from DF graphics packs.
* Added Gemset creature graphics as a default sprite set.
* Made open-air fortifications have a different model.
* Added models for menacing spikes, levers, farm plots, roads, weapon racks, and armor stands.
* Added a quick feedback mechanism using Stomt.
* Fixed some bugs with UI stuff not blocking keyboard input to the rest of the program.
v0.15.0
* Use HQ4x scaling on small sprites
* Completely new terrain generation system, with rounded corners, and fewer polygons
* New terrain texturing system, with smoothly blended textures
* Lots of new terrain textures to go with the new system.
* New grass textures, including custom textures for evil and good grass.
* Added onscreen debug logging.
* Added a feedback button in the options menu.
* Added a donate button in the options menu.
* Added coffin and slab models
* Added floating Question marks for unknown buildings.
v 0.14.0
* Added basic designation support. Only freehand at the moment. More brush types will come later.
* Added support for items on the floor.
* Added sprites for all items, and 3D models for several
* Added a clock and calandar.
* Added a button to pause and resume Dwarf Fortress
v 0.13.1
* Use texture arrays instead of texture atlases when available.
* Use a single postprocess stack instead of multiple separate effects.
* Lighten hidden tiles.
v 0.13.0
* Added a loading screen
* Removed the mesh generation timer that never worked well.
* Show snowfall on the world map.
* Added a simple hardware survey.
v 0.12.0
* Added support for displaying material spatters, including blood, vomit, fallen leaves, mud, snow, etc.
* Added a few more options to the esc menu, including camera stuff.
* Brought back the old first person camera, and added a key to switch between floating and walking cameras. Default is C.
* Fixed a set of bugs that caused the map to not render when playing a heavily modded Dwarf Fortress.
* Added basic VR support. Needs heavy testing. To use it, just start Armok Vision with SteamVR running.
v 0.11.3
* More improvements to the automated build process.
* Allow the user to instantly turn off distant terrain and clouds, but enabling them stil requires a restart.
* Include a manifest.json for pylnp.
v 0.11.2
* Made first person mode follow physics rules, turning the user into a visitor of the fortress.
v 0.11.1
* Fixed a bug where the outside landscape trees would be different every time.
* Added tree color to the very very far terrain.
* Fixed scene reflections not respecting time of day.
v 0.11.0
* Added new mason's workshop model
* Added many temporary workshop models made fron chunky voxels.
* Fixed various rendering issues.
* Made hidden tiles optional
* Added trees and buildings to the world map.
* Added a screenshot button. F9 by default.
* Added SSAO effect.
* Changed textures to use point filtering.
* Fixed a bug where panning with the middle button wouldn't turn off following.
* Added onscreen settings menu. Press esc to open it.
v 0.10.1
* Fixed compatibility with new DFHack plugin.
v 0.10.0
* Zooming in and out changes the world size in VR now.
* Made hidden areas black
* Overhauled the outside world, giving much nicer looking maps
* Added rivers to the world map
* Added lakes to the world map
* Changed some internals relating to tile mesh generation
* Made mesh generation always include surrounding tile data
* Changed how reflections work.
* Show designations
v 0.9.1
* Fixed tree foliage textures.
* Fixed keyboard not responding on startup.
* Made all debug stuff off by default. You can turn it on in the config json file.
v0.9.0
* Added a toggle to follow the DF screen. Press F to activate.
* You can now press ` to bring in the screen from Dwarf Fortress. Currently rather buggy.
* Hidden map tiles are now invisible in Armok Vision. TODO: Make them black.
* Models can now have metallic and self illumination maps. Beds temporarily have both.
v0.8.0
* Fixed units showing up when they're caged or off the map
* Added creature names above sprites
* Added option to export the generated map to collada file, using Ctrl+M. Quite crashy.
* Made clouds and distant terrain optional
* Trees now show leaves, flowers, and fruits, in their proper times and colors.
* Backend stuff related to creatures. Not usable yet.
* Performance improvements by Kazimuth
* Save various settings to a JSON file that is created on first run.
* Remodel tree branches
* Added palm leaves to trees that can use them.
* Made the sun angle change according to season.
v0.7.2
* Fixed time-of-day changing that 0.7.1 broke.
* Fixed caged and gone creatures showing up where they're not supposed to.
v0.7.1
* Fixed a bug that caused the landscape to not render whenever you moved as an adventurer.
* Various performance improvements.
v0.7
* Allowed loading up a DF world without a fort loaded, like on the embark screen.
* Added support for adventure mode entering and leaving fast travel.
* Changed how textures are loded. Alpha maps now go into texture shape, and specular smoothness maps go into the material texture.
* Added building support.
* Added basic meshes for many, but not all, buildings.
* Added support for semitransparent meshes, like glass.
* Added a day/night system. Time can be paused by pressing P, and can be moved forward and back with [ and ].
* Added optional scaling of unit sprites. Can be toggled with L.
* Added ability to toggle shadows from overhead hidden geometry by pressing O.
v0.6a
* Graceful handling of out-dated Remotefortressreader DFhack plugin.
* Optimized filesize
v0.6
* improved ramp joining at block borders. Still not fully working.
* Added distant terrain and clouds
* Fixes for normal map loading
* Show basic units, only ascii for now.
v0.5
* Added support for loading user-textures
* Added many new landscape textures
* Added screen-space reflections
v0.4
* Added multi-threading for geometry generation and map reading
* Fully movable camera
* Click the map for debug info
v0.3
* Upgrade to unity 5
* Added a bunch of pretty effects.
* Added a movable camera. Use right click to rotate, and wheel to zoom.
v0.2
* Added systems in place for setting tiles according to any combination of material, tiletype, ramp direction, or random variation.
* Added some amount of content that uses this.
* Added water
* Added lava
What set this apart from other visualizers is that:
- It reads the map in realtime, much like Stonesense
- It does not run within DF, but as a separate program, communicating with DF through fast network interfaces.
Current list of planned features, in order of importance/order of implementation:
- 3D map, slice-able at any layer, much like Stonesense and normal DF. Done.
- Camera angles that include DF top-down, with and without perspective, and Stonesense Isometric.
- Sprite based units that use the rather powerful Stonesense sprite system, optionally showing full outfits on all your dorves.
- Some way to control DF through the program. This can be either done by directly copying over the game UI, or with a more advanced interface. Obviously the first is easier.
I am choosing to concentrate on only showing a small portion of the map, for performance reasons. If it eventually becomes possible to show the entire fortress at once, great, but that isn't the aim.
Art style isn't yet fixed at all, and if any artists want to help out, they'll have the most say, but I'm currently leaning towards similar to Stonesense's bright colors and simple shapes.
Downloads for all operating systems.The project is hosted at
https://github.com/JapaMala/armok-vision, but may depend on DFHack features that can be found in the development branch of DFHack.