I'm using Eclipse+CDT to build it. Project files and stuff are supplied, though only debug build is configured.
I got it to build in Ubuntu 11.04 32bit but I had to add the path /usr/lib/i386-linux-gnu/glib-2.0/include and remove /usr/lib/glib-2.0/include to get glibconfig.h due to the install location changing.
I get the same results as below for your current version with the version I built.
There is no sense to compile a 64bit version of it, because there's no 64bit version of game itself, or at least I never heard of it.
Your version is built against the 32bit version of libGLEW so it does not work in 64bit Ubuntu 11.04 (may work in 11.10 because it has more mutiarch support).
You get following error.
./df
./libs/Dwarf_Fortress: error while loading shared libraries: libGLEW.so.1.5: wrong ELF class: ELFCLASS64
Putting the 32bit libGLEW.so.1.5 in df_linux/libs is not enough because this happens.
./df
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
Using embedded vertex shader code.
Using embedded fragment shader code.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
GL_INVALID_VALUE at ../renderer_glsl.hpp:358
GL_INVALID_VALUE at ../renderer_glsl.hpp:360
makeansitex(): 2.
handed off cats with 0 tiles. (0x0).
Resetting textures
texdumpst::init(): allocating 368x368 limit=529 (16x16 cells)
handed off cats with 513 tiles. (23x23).
accepted font texture (name=1): 368x368px oa
reshape(): got grid 0x0 window -1x-1 texture_ready=1 stretch=0 snap=0
reshape(): final grid 80x25 window 1600x500 viewport 1600x500 Psz 20x20
makegrid(): 80x25
set_viewport(): got 1600x500 out of 1600x500
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
---continues until killed---
I did get a 64bit version to build in Ubuntu 11.04 64bit but it needs more changes to get it to talk to Dwarf Fortress because it it is 32bit.
My 64bit machine is much more powerful so I play Dwarf_Fortress on it.
I would like to get this working in 64bit because of that.
New version does not work in Ubuntu 11.04 32bit with a Nvidia GeForce 8600 GTS and the Nvidia drivers. It does this now.
./df
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
textures::load(): data/art/Phoebus_20x20.png 320x320 16x16 20x20
Loading bindings from data/init/interface.txt
textures::load(): data/art/mouse.png 32x32
set_mode(): requesting vsync=0 and singlebuf=0.
set_mode(): SDL_GL_SWAP_CONTROL: 0
set_mode(): SDL_GL_ACCELERATED_VISUAL: 1
set_mode(): SDL_GL_DOUBLEBUFFER: 1
set_mode(): SDL_FULLSCREEN: 0
Using embedded vertex shader code.
Using embedded fragment shader code.
GL_COMPILE_STATUS: true
GL_COMPILE_STATUS: true
GL_LINK_STATUS: true
GL_VALIDATE_STATUS: true
GL_INVALID_VALUE at ../renderer_glsl.hpp:358
GL_INVALID_VALUE at ../renderer_glsl.hpp:360
makeansitex(): 2.
handed off cats with 0 tiles. (0x0).
Resetting textures
texdumpst::init(): allocating 368x368 limit=529 (16x16 cells)
handed off cats with 513 tiles. (23x23).
accepted font texture (name=1): 368x368px oa
reshape(): got grid 0x0 window -1x-1 texture_ready=1 stretch=0 snap=0
reshape(): final grid 80x25 window 1600x500 viewport 1600x500 Psz 20x20
makegrid(): 80x25
set_viewport(): got 1600x500 out of 1600x500
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
GL_INVALID_VALUE at ../renderer_glsl.hpp:442
GL_INVALID_VALUE at ../renderer_glsl.hpp:447
---continues until killed---
I will try the laptop I was using before tomorrow and let you know what happens.
Edit: Laptop (32bit) does the exact same thing as the 32bit desktop.
Edit2: Figured out how to use eclipse added results.