This is not DF 2010. This is merely an update to 40d providing better performance and some other enhancements. It will be part of '10, however, it has no gameplay changes.As you may be aware, Dwarf Fortress' approach to OpenGL leaves something to be desired. To the point of my writing terrible hacks like DF Accelerator, even..
At any rate, Toady has decided to do something about that, and did it by releasing the relevant source code so others could help.
This has been done: The code has been converted to use SDL by Bernard Helyer, and the output and input code was then optimized and enhanced by yours truly. It is almost complete. However, for Toady to accept the code into the next version of DF, your assistance is needed: It must be tested. This takes many dwarves.
Known bugs- Adventure mode is pretty much broken, and going to stay that way until DF2010.
- Image export is generally broken; some don't work, some actually freeze the game. Don't try it.
- Graphical tilesets are discolored in 2D and shader mode, being slightly too dark. YMMV on whether this is bad or not. Cookie to whoever fixes data/shader.fs for me.
- Graphical tilesets flicker in shader mode. Epilepsy-inducingly so.
- Graphical tilesets are /incredibly slow/ in shader mode. But you wouldn't do that anyway, right? Think of the epileptics.
- Shader mode does not work on ATI cards. Can't really fix myself, but the shader source is in data/shader.fs/vs; it's loaded on startup (and when resizing the window).
- The game will crash doing certain actions on certain screens, unrelated to graphics. The full list is not known, but there are crashes at least on the farm plot seed selection screen.
- You may find that the game crashes when performing particular in-game actions on the DF user interface, such as viewing a dwarf's thoughts with a very large window, or switching between seasons on the farm-plot menu with the cursor in a particular position. Such bugs are not 40d# bugs, but are the result of somewhat haphazard adaption of core DF code to 40d# and will be fixed in the DF2010 integration phase.
- Bridge linking is broken.Download linksWindows:
http://www.bay12games.com/dwarves/df_28_181_40d19_2_win.zip (Updated Mar 6)
Linux:
http://www.bay12games.com/dwarves/df_28_181_40d19_linux.tar.bz2OS X:
http://www.bay12games.com/dwarves/df_28_181_40d19_osx.tar.bz2For linux users, the following link will contain a tarball with the newest fixes, which might be officially released in 40d20, assuming there is one. It must be unpacked on top of the 40d19 tarball.Linux 40d19 HEAD:
http://brage.info/~svein/df-40d19-head.tar.bz2 Updated Mar. 5For users on Linux and OS X, run the df script, don't run the dwarfort.exe executable directly.Please download it, run it, and test with all the different tilesets and grid sizes your hearts desire. Graphics sets, too.
New features in 40d19 (vs. 40d)- Translucent tilesets are supported, using PNG.
- The DF window can be resized on the fly. This can be turned off in init.txt if you like.
- The grid size is autogenerated on startup; such init.txt settings are ignored.
- Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.
- Window resolution is measured in tiles instead of pixels, if you use a size below 200x200.
- The DF window can be zoomed on the fly using the mouse wheel, though only in opengl mode.
- The keyboard input system has been totally rewritten:
* You can bind multiple keys to one command
* You can create keyboard macros
** Default keybindings:
** Ctrl-r to record (or stop recording) a macro
** Ctrl-p to play the currently active macro
** Ctrl-s to save the active macro
** Ctrl-l to load a macro as the active one
* Input bindings are divided into sections
- A 2D mode has been added, for people with bad opengl drivers.
- A text mode has been added (Linux/OS X only), for SSH or console use.
- A shader mode has been added, for people with DX10-compatible GPUs. DX10 or windows are not required.- Lots of bugfixes and performance improvements.
Upcoming features in 40d20/40d19-HEAD* Quite honestly nothing.
Bug-trackerThere should be a list of known bugs at
http://github.com/Baughn/Dwarf-Fortress--libgraphics-/issues. Feel free to add yours there when you report it.
Tips and tricks- If the default settings don't work, 2D almost certainly will. Make sure to try it.
- Make sure you test all the combinations for buffers/partial printing that Toady suggests in init.txt. Read the comments in that file, too.
- If you're having problems on windows, if possible, try running it on linux; this will provide information on whether it's hardware-dependent or software. Vice versa, too.
Linux-
If double-clicking on the script doesn't work, make sure you try it from a terminal so you can read the error output- Required libraries include SDL and SDL_image, mainly. Make sure you have a 32-bit version of these, if you're on a 64-bit linux.
Source codeFor perennially curious programmers, the source code (that is still under active development) can be found at git://github.com/Baughn/Dwarf-Fortress--libgraphics-.git. It uses the git version-control system, and can also be seen in a browser at
http://github.com/Baughn/Dwarf-Fortress--libgraphics-/tree/master.
Compiling this code gives a functional DF, but it can only be compiled on Linux.