Putnam got me through setting up the Windows Subsystem for Linux and it's mostly playing nice with everything, so there's some hope that I'll just be able to compile from within MSVC itself to make the Linux builds. This week has been going well! The experimental SDL2 branch is stabilizing after a few patches, and this should pave the way for some speed increases as well as the Linux and Mac versions. Here's a two hour stream we did with Salford Sal, going on a tour of a twenty year fortress and generally talking about the game.And we've got additional tree and plant graphics coming down the line, as well as graphical improvements to engravings, bookshelves, and more. Between the adventure work I should have a chance to look at ammunition issues this month as well. Over in fortress mode, Putnam's almost ready with a menu to review old reports and announcements and is working on making filterable-sortable lists more consistent. This will be a long process, but it'll be fun to watch it come together, and we'll be able to update regularly on our progress there now that adventure work has finally begun. As with fortress mode, the game already exists, but now we need to work through the interface for every possible action and event, as well as creating the sound landscape with our new audio engineers. The update to SDL2 was the most important change for ports, so Linux and Mac versions are much closer now.Īdventure mode work is underway! I have an adventurer running around in the graphical play area. It's off by default until we get some more testing done on the experimental branch, but the speed gains are significant, so it will be available in the settings as well. The update of the engine from SDL to SDL2 is stable, and there will also be a multithreading option. We're going to start by getting the experimental branch moved over to the main line. Its two-man creative team, Zach and Tarn Adams, explained last year why they turned down a six-figure offer to license the game.Now available at Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 50.08 (May 2, 2023) WindowsĪll Versions Current Development: RSS Feed, Release Feed, Here's the June report and the Future of the Fortress reply. In development for two years, the next version of the Linux, Mac and Windows PC game is scheduled to launch this month. Modder Japa Illo told Wired that a plugin called RenderMax allowed modder and Stonesense creator Caldfir to integrate the rendering technology with the most recent version of Dwarf Fortress, which renders it in real time 3D in the game's main window. Stonesense is distributed as part of DFHack, a collection of mods and utilities. A utility called Stonesense was released in 2009 to convert Dwarf Fortress' ASCII text to a static 3D, isometric view, though in a separate window from the main game. Since its release, modders have built upon the game's foundation. Released in 2006, developer Bay 12 Games' Slaves to Armok: God of Blood Chapter 2: Dwarf Fortress looks like a game created decades earlier, with 2D text that creates the procedurally generated world. Dwarf Fortress can now be played in real-time isometric 3D, thanks to a host of mods for a game designed to be rendered ASCII text format.
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