-The first person veiwpoint to point to the direction of travel.You mean in adventure mode? That's one of the things planned, but there's a lot of work before I can reach that point.
Not necessarily only for adventure. When using the mouse wheel to zoom in all the way to enter first person view, the view port only points in one static direction. When the entity moves the view port stays "looking" in the initial direction.
For adventure mode consider integrating a "snapping to" cardinal directions from arrow or numpad input as a quick temporary fix (don't forget up "<" and down ">"), fortress mode would likely be a more complicated leading set up.
Also limiting the zoom to the mouse wheel resulted in me having to download a 3rd party app called "neat mouse":
http://neatdecisions.com/products/neatmouse/to emulate the zoom function as my laptop mouse "scroll/Zoom" gestures are disregarded by the app.
-Sbs Stereographic displayAlready there. From the Unity manual:
Built applications: Choosing startup device
Your built application initializes and enables devices in the same order as the Player Settings list (see Enabling VR Support above). Devices not present in the list at build time are not available in the final build.
If you want to start with a device that isn’t at the top of the list, you can pass a command line argument to the executable to force a specific device at startup. Again, this device needs to have been included in the list prior to building the application.
The command line argument used to startup a specific device is:
-vrmode DEVICETYPE
where DEVICETYPE is one of the names from the supported VR devices list.
Example: MyGame.exe -vrmode oculus
I appended "-vrmode split" into a windows shortcut file and it works great but there are only standard windowed resolutions. So the split is a splt of a whole opposed to a double width. Is there a switch to set resolution?
-Original view of Dwarf Fortress as fixed overlay with the black transparent and possibly a configurable amount of transparency for the remaining opaque ASCII ; favorably the Remaing ASCII to be an inverted color of the underlaying graphicsThat's a possibility. there's already something when you press the tilde key ingame.
I know but I just want to play in full 3d immersion and the current overlay chops the world in half. I was suggesting more of a HUD display so I never have to look at the DF screen during an adventure run.
I was thinking I could just run DF on one computer and Armok vision on another and share the assets over a network then bring DF in through some video in and chromakey, elliptical transparency and overlay it on top of Armok vison but thats just madness.
-More Z blocks or the ability to increase/reduce the amount of x/y and z blocks being renderedThis has to be the most suggested feature that already exists. You can set the amount of rendered area in the config.json file that's created alongside Armok Vision when you run it first.
Also works great, maybe consider putting this in the "read me" as an advanced section so you'll get less requests.
-The ability to use the graphic tiles to replace creatures and dwarfs, eg. the LNP tilesI have plans for this, but it will take some time.
Where does it currently read the graphic assets from? I dug around the folders but could only find some graphics of dwarf portions(which don't seem to be used) but not the bearded head or the hatted "U" for humans.
Also is there a way to turn off the newly intergrated (since 10.0) properly hide hidden areas? favorably letting Armok Vison render as much as it can, Climbing a mountian is like walking on a sliver.
Thanks again,
best wishes