DFize, current version - 0.1.5 (updated 2010-08-09)DFize is now open source! Located at
http://code.google.com/p/dfize/.
Those interested in contributing is welcome to contact me by PM on this forum, or by email to
erik@ferretize.net.
The source is messy and undocumented at the moment, but that'll hopefully change soon
Download
Current version: 0.1.5
The latest build can be found here.Shaders and a proper material system have been implemented.
Added meshes for levers and statues.
If it fails to launch with "This application has failed to start because msvcp100.dll was not found" or similar you might not have the latest 32-bit C++ redistributable. You can get it from Microsoft here
http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en.
ChangelogShaders and a proper material system have been implemented.
Added meshes for levers and statues.
This version includes some heavy rework and optimizations of terrain rendering. DFize should now be able to render larger areas of terrain. Try out the different draw distance options. You might get "hickups" when moving or rotating. This is because the meshbuffer for a certain part of the terrain is created when first rendered. Thus the hickup will only occur the first time you see that part of the terrain.
Currently buildings aren't visible when meshbuffers are enabled.
I also added "settings.txt" in the main DFize folder where you can currently set window resolution and whether to use fullscreen or not.
Major rework and optimization of terrain rendering and culling.
Added meshbuffer support.
Added settings reader. See "settings.txt" in the DFize folder.
Buildings are now read from DF. Currently there's meshes for bed, cabinet, door and throne.
Materials and material colors are now applied to terrain, constructions and buildings. Take a look at data/materials/ if you're interested in modifying materials.
Added screenshot feature. Press F2 to generate a more representative image of your fortress. The image is displayed in the HQ window on the lower right and is written to screenshot_XXXXXXXXX.jpg in the current directory. Note that generating the "HQ" image may take a while (5 - 60 seconds?).
Added (lots!) meshes for ramps.
Ramps are now in and most of them should be looking alright. These were a real pain to implement, as the only info you get out of DF via the memory is wheter a tile is a ramp or not. Means alot of conditioning and pattern searching.
Added checkbox to toggle collision. If you get low fps, or just want to roam the world, uncheck this one.
Added combobox to choose drawdistance. This only applies to terrain/collision data.
Added meshes for (climbable) stairs.
Added basic textures.
Did some improvements in the collision/picking system.
Added option of drawing wireframe terrain.
Added option of drawing collision data.
Basic collision - You can now move around your fortress. Needs some tweaking. Risk of falling through the world.
Basic resource management system
Basic tile picking - The tile you're pointed at is lit up. Left-click to remove
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DescriptionIn
DFize I aim to create a realtime, 3d visualizer for DF. Currently the terrain and creatures are imported and represented by cubes. Creature positions are updated in realtime.
DFize uses
a modified version of
DFHack for reading from DF and Irrlicht3d (
irrlicht.sourceforge.net) for graphics. Currently there's only a Windows version but a Linux version is in the works.
FeaturesWalk around your fortress in a first-person view.
Stick the camera to one of your dwarves and follow them around doing their jobs.
Climbable stairs.
Skydome. (Thanks to
http://irrlicht.sourceforge.net)
ScreenshotsCommon sight when sticking camera to the back of a dwarf
Some creatures of the underworld. We can call them cubes for now.
The Dwarf Fortress Galaxy. Best seen in realtime really. Looks kinda like shooting stars when dwarves dart around.
An updown stair.
The bottom of a staircase.
A first glance of ramps.
The inside of my fort's walls.
The collision data rendered. A pretty neat effect if you ask me
A maze of (invisible?) doom.
A bedroom.
The main hall.
IssuesMeshes are still rugged.
Needs better textures.
Some combinations of ramps might not be represented correctly.
Supported DF versionsNow works on
31.10. I have setup a project on Linux and the project compiles and runs. Seems to be some issues with running dfhack though. Linux version will come soon.
Linux version on hold for now. Hopefully not for long though. Need to sit down with dfhack in Linux.ControlsMove around fps-style with
WASD and
mouse. Press
F to jump. Press
space to toggle mouse-look. Hold
left shift to sprint.
There's a checkbox to toggle terrain if you just want to see your dwarves in action.
There's also a listbox with all dwarves in your fortress. Left-click a name in the list to zoom to that dwarf and stick the camera to him/her.
Press F2 to take a screenshot.
I have only tried this on my Intel i7 on Windows 7 so I haven't tested compatibility or performance, but if you get low framerates try disabling terrain.
/ Erik