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A retro isometric visualizer for Dwarf Fortress
branch: master

40d17 support, big building rename

git-svn-id: http://stonesense.googlecode.com/svn/trunk@672 4d48de78-bd66-11de-9616-7b1d4728551e
latest commit 428244aab8
peterix authored
Failed to load latest commit information.
CMake/Modules find libs on linux instead of guessing
allegro
build got rid of some mingw32 hacks, windows icon resource now works with m…
buildings 40d17 support, big building rename
creatures Removed custom dwarf title from trunk config
dfhack Fixed missing constructed ramps
loadpng 40d17 support, big building rename
materials_info Added various material names as a developer's reference.
terrain Dark_Tundra's version of the constructed ramps
utilities
vegetation xml and index files are read based on a central master index
Block.cpp Added snow to default tiles.
Block.h Merge terrain config to the trunk
BlockCondition.cpp
BlockCondition.h Materials are selected by name in building configurations
BlockFactory.cpp Merged the fog branch to trunk
BlockFactory.h
BuildingConfiguration.cpp
BuildingConfiguration.h Building names translated at config load
CMakeLists.txt 40d17 support, big building rename
Changelog.txt Added granite changelog to trunk
ConditionalSprite.cpp Smoother animation system.
ConditionalSprite.h rotational sprite node
Config.cpp Names can be configured to use nicknames and species (or not). Plain …
Constructions.cpp Merge terrain config to the trunk
Constructions.h
ContentBuildingReader.cpp Materials are selected by name in building configurations
ContentBuildingReader.h building cleanup code reinstated
ContentLoader.cpp Make the creature config storage a vector of vectors, so creature typ…
ContentLoader.h Make the creature config storage a vector of vectors, so creature typ…
Contributions.txt Added some more creatures: Human children, fox and caveman.
CreatureConfiguration.cpp
CreatureConfiguration.h Make the creature config storage a vector of vectors, so creature typ…
Creatures.cpp Names can be configured to use nicknames and species (or not). Plain …
Creatures.h Configurable shadow sizes
DwarfIso.vcproj
GUI.cpp
GUI.h Use default wall/floor types rather than leaving tiles blank
GameBuildings.cpp Smoother animation system.
GameBuildings.h Started working on a unified system for loading content configuration.
GroundMaterialConfiguration.cpp
GroundMaterialConfiguration.h
MapLoading.cpp Single layer view and truncated walls work again
MapLoading.h First pass at loading config after DF memory is available
Memory.xml
ON COMPILING.txt
README.txt Some text stuff got clobbered in the fog merge
SpriteMaps.cpp
SpriteMaps.h Added snow to default tiles.
StonesenseSolution.sln
TODO.txt Updated TODO
UserInput.cpp Added snow to default tiles.
VegetationConfiguration.cpp Bug in tree type tweaks
VegetationConfiguration.h Unconfigured vegetation loading system
WorldSegment.cpp Fix for div by zero in for single layers in fog mode
WorldSegment.h
alld42.dll Patch by Peterix. Linux compatibility hopefully improved quite a bit...
alleg42.dll Patch by Peterix. Linux compatibility hopefully improved quite a bit...
common.h
commonTypes.h Names can be configured to use nicknames and species (or not). Plain …
creatures.png Added some more creatures: Human children, fox and caveman.
dfhack-debug.dll upgrade dfhack to trunk
dfhack.dll
floors.png more floors
index.txt xml and index files are read based on a central master index
init.txt
libpng12.dll Moved all sprites to PNG format.
libpng3.dll adding libpng3 dll to root, because it seems to crop up as a requirem…
main.cpp clean up some unused variables
objects.png Added snow to default tiles.
ramps.png
ramptops.png
res.rc
splash.png
stonesense.ico added suess' icon
stonesense.xpm missing files
zlib1.dll Added an option for filling the screen with tiles.

README.txt

Welcome to Stonesense 1.0

Thank you for trying out our little visualizer,
as always, we appreciate any feedback.

Make sure you have DF running, with your game loaded. 

If all you see is a blank screen, DON'T PANIC.
This just means you're viewing a hidden area.
Use the coordinates in the upper left to move up or down till you hit the surface.

--== Configuration ==--

Application options are set and documented in the init.txt file

--== Controls ==--

-- Mouse --
Left click: Move debug cursor (if available)
Right click: Recenter screen
Scrollwheel: Move up and down 
Ctrl-Scrollwheel: Increase/decrease Z depth shown

-- Keyboard --
Arrow keys: Move around (hold shift for large moves)
PG UP/PG Down: Move up and down 
9 and 0: Alternative move up and down
1 and 2: Increase/decrease Z depth shown
Enter: Rotate view 90 degrees
ESC: Exit program
U: Toggle Stockpiles
I: Toggle Zones
C: Toggle Truncated Walls
F: Toggle Follow Mode
H: Toggle Hidden Blocks
B: Toggle Blacked Out Areas
S: Toggle Single Layer View
N: Toggle Creature Names
F2: Hide Display Overlays
F5: Save Screenshot
Numpad + and -: Increase/Decrease AutoReload Rate

-- Debug Keys --
(prolly not useful for you guys)
D: redraw screen
R: reload memory from DF
G: reload sprites & config from disk
F10: display available sprites
Numpad numbers: Move debug cursor (if available)

-- Follow mode --

When you turn on follow mode, the screen will jump to the location of the DF window.
You can adjust the position of the follow mode relative to the DF window by
holding Ctrl while using the keyboard window movement keys.

--== Contacts ==--

Stonesense mailing list:
http://groups.google.com/group/stonesense

Stonesense on Bay12Games forums:
http://www.bay12games.com/forum/index.php?topic=43260.0

--== Known Issues ==--

The system tries to avoid reading when theres no valid map, but it will still
occasionally get the timing and die
Some slight memory leaks- dont leave it running 8 hours

Good Luck!
- The Stonesense Crew
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