LucasUP: Yeah, it's a 32 bit app, so you need the 32 bit version of the library.
Karoline: I'm not sure what could cause this. I've been testing with .31.12 myself. You should just need to have DF running with your save loaded (and optionally use 'loo(k)''s X cursor to choose a spawn point), and then just run DF2Minecraft. I haven't yet updated to the latest DFHack, so .13 or .14 won't work, but as far as I know some more work needs to be done on DFHack to determine all the new offsets on Windows.
Jadael: Currently, if during conversion an ice wall or floor is seen, then the world is marked as 'snowy'. I'll add an option to either allow the detection (default) or to force it one way or the other.
Mrbonich: if you are using the default settings, the program produces output for Minecraft Alpha, which is that whole 'World 1' directory. It will not create an 'out.mclevel' unless you change the settings file to tell it to output a level for Minecraft Indev (the version before alpha which had limited sized areas to play in, but supported taller levels). Just copy the 'World 1' directory into your minecraft saves directory ( users/<your name>/app data/roaming/.minecraft/saves if on Vista / Win 7) and rename it to WorldX (no space) where X is 1-5, corresponding to the 5 save slots in game. Be careful to not overwrite a save slot that you care about.
all:
Japa gave me good idea about having templates for each material type, and then having 'shape' templates for objects like stairs and ramps. I would then for each location take the material and 'carve' out of it the shape for that location, be it a wall, a floor, a pillar, stairs, or whatever it happens to be. This will allow much easier material differentiation than the previous system, which would have required 40 to 50 entries in the setting file per material, whereas under the new system, each material will only be a one line entry.
In addition to this (this was already working before starting on the idea from Japa), it will be possible to have buildings rotated depending on the surrounding tiles. For example, chairs will be rotated to face a table next to it, or rotated to face away from a wall if no tables are nearby, instead of always facing north. Currently, doors, floodgates, chairs, coffers, cabinets, vertical bars, wall grates and torches are altered depending on surrounding tiles. What isn't done yet, is applying the same system to walls, so that if there is a diagonal hallway, the wall shape can be automatically altered to allow passage.
I want to finish up those features, and then if DFHack's latest version is working with .13 and .14 by then, also include the latest DFHack library before the next release. Hopefully that will be sometime early next week, but when testing Dwarf Fortress and Minecraft, sometime you lose hours of time
Also, like Notch, I've been bitten by the Civ 5 bug.