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Dwarf Fortress => DF Announcements => Topic started by: Toady One on December 22, 2022, 12:54:48 pm

Title: Dwarf Fortress 50.04 Released
Post by: Toady One on December 22, 2022, 12:54:48 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)

Here's the first Classic release!  There's a lot left to do, but this version is playable and will give you an idea of where things are at.  Zooming the interface with the mouse wheel is currently disabled because some of the menus don't react well to being small in width.  We'll need to work through those - you can still use the settings to scale it up if you like.  A few other indicators need to come back, and some tiles are working a little oddly (brooks for example).  Also, because of how the graphical release is set up, we're currently stuck with one font size, which will impact some tile sets of course.  We're going to get through all of this (and more keyboard support as well of course).  But I wanted everybody to see what progress has been made and get a chance to try it out.  We should have simultaneous releases from now on, between Steam, itch, and here.

Release notes for 50.04 (December 22, 2022):

Graphics additions/changes
   (*) Can now swap back and forth from Classic tile mode (in video settings.)
   (*) Graphics for some picked outdoor plants.
   (*) Updated engraved walls.
   (*) Added some custom symbols.

Audio additions/changes
   (*) Added a music frequency option in the audio settings (default 3-5 minutes, can be set from 10 minutes to 10 seconds.)
   (*) Made outdoor ambiences alternate between being more active and a few neutral wind ambiences.
   (*) Made the wild ambience use some randomly spaced howls and giant footsteps.
   (*) Updated trade depot ambience.

Other bug fixes/tweaks
   (*) Ability to add/remove all civilians/soldiers from a burrow
   (*) Can advance the game one frame (default key = period)
   (*) Made assigning multiple squad positions continue to position 10 instead of stopping at 9
Title: Re: Dwarf Fortress 50.04 Released
Post by: delphonso on December 22, 2022, 02:04:58 pm
Wonderful! Thanks to you and the whole team!
Title: Re: Dwarf Fortress 50.04 Released
Post by: voliol on December 22, 2022, 02:45:12 pm
For the first time since the eighties, ASCII graphics were added and the people rejoiced. Thanks for the release!
Title: Re: Dwarf Fortress 50.04 Released
Post by: Johuotar on December 22, 2022, 02:55:47 pm
Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)
Other bug fixes/tweaks
   (*) Ability to add/remove all civilians/soldiers from a burrow
Nice, I was really missing this feature. Congrats on the release! :)
Title: Re: Dwarf Fortress 50.04 Released
Post by: Chaosegg on December 22, 2022, 03:25:27 pm
This will be a day long remembered.
We have seen the end of an era,
and soon we shall see the beginning of another.

Congratulations to this shining example of human cooperation; we've all made history a better class with this entry.
Now let us go forth with humility, gratitude and good fun!

Hail the creative inventors! Hail the dependable workers!
Hail Bay 12!
And never forget this is but one great anecdote that shows what we can accomplish if we [sentient beings] work together to do the seemingly neigh-impossible!
Title: Re: Dwarf Fortress 50.04 Released
Post by: AvolitionBrit on December 22, 2022, 03:30:43 pm
Thank you
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 22, 2022, 05:49:46 pm
Worldgen - This swamp is flashing repeatedly between purple and normal every year. But mouseover on pause shows the biome isn't changing at all (mostly Wilderness, and Calm towards the north) it's not having a good/evil identity crisis as far as I can tell. Does it mean anything? It's a bit weird.
(https://i.postimg.cc/sXKTTg9T/evil-flashing.pngg)

--edit
Actually the whole map is pulsating all over the place. Don't think it used to do that. Interesting. :)
Title: Re: Dwarf Fortress 50.04 Released
Post by: Robsoie on December 22, 2022, 06:07:26 pm
Thank you very much for the new release !
And congratulations for all the deserved success.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Rose on December 22, 2022, 06:30:22 pm
Worldgen - This swamp is flashing repeatedly between purple and normal every year. But mouseover on pause shows the biome isn't changing at all (mostly Wilderness, and Calm towards the north) it's not having a good/evil identity crisis as far as I can tell. Does it mean anything? It's a bit weird.
(https://i.postimg.cc/sXKTTg9T/evil-flashing.pngg)

--edit
Actually the whole map is pulsating all over the place. Don't think it used to do that. Interesting. :)

It's seasonal changes. Rather than showing a fixed sprite, the map is showing what the trees are at various times of the year. This is... kind of annoying, really. Even if it does look kinda cool.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 22, 2022, 06:42:23 pm
Worldgen - This swamp is flashing repeatedly between purple and normal every year. But mouseover on pause shows the biome isn't changing at all (mostly Wilderness, and Calm towards the north) it's not having a good/evil identity crisis as far as I can tell. Does it mean anything? It's a bit weird.
(https://i.postimg.cc/sXKTTg9T/evil-flashing.pngg)

--edit
Actually the whole map is pulsating all over the place. Don't think it used to do that. Interesting. :)

It's seasonal changes. Rather than showing a fixed sprite, the map is showing what the trees are at various times of the year. This is... kind of annoying, really. Even if it does look kinda cool.
Ok. Purple is an odd choice though since it's used to indicate haunted regions usually. Oh well seasons then. Fine.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Bumber on December 22, 2022, 09:46:26 pm
if we [sentient beings] work together to do the seemingly neigh-impossible!

🐎 🐎 🐎
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 22, 2022, 10:45:40 pm
So simply swapping the tileset for a different one seems to cause a couple of issues.
curses_square_16x16 seems to work, but when viewing the world I created, I'm missing the biome information from the right side. I assume in-game info will also be cut off.
And throwing in Taffer 18x18, looks nice, but can't click on the buttons at the bottom of worldgen settings to start things moving. 9x9 works OK, but a bit too small for my monitor.

I guess this is what was meant by "impact some tilesets". Well, looking promising anyway.

Very nice to see what the dorfs are hauling again. :)
Title: Re: Dwarf Fortress 50.04 Released
Post by: xZippy on December 22, 2022, 10:57:16 pm
Thank you, the trade depot ambience sound loop was absolutely maddening.
Title: Re: Dwarf Fortress 50.04 Released
Post by: KittyTac on December 22, 2022, 10:57:31 pm
Still waiting for adventure mode, but the new interface looks cool even in ASCII! Good work, cheers!
Title: Re: Dwarf Fortress 50.04 Released
Post by: comfyBruh on December 22, 2022, 11:21:35 pm
I love the ascii update and of course tired it and my brain went looking for muscle memory of pre-steam things, but all of that has been addressed in the bay12 post- So thank you guys for not only showing the same progress as before this huge haul but for also like reading my mind and letting me know things will keep progressing, both ways, for everyone! There's nothing like this man. Enjoy the well deserved winter break.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 23, 2022, 03:04:21 am
Hmm. So besides the glitch in world generation where you can't see the biomes info while looking around the world, the rest of the menus seem to display OK when curses16x16 is set, including the worldmap embark biome info. So that's not too bad.

And I found that setting Curses as BASIC_FONT and Taffer as FULLFONT I can get through the initial menus OK.

So here's Taffer Fullfont.
Font is slightly cut off the bottom of the info boxes, which can't be helped right now.
(https://i.postimg.cc/sxh1P7SZ/Taffer.png)

As compared with curses 16x16.
(https://i.postimg.cc/FsK9325X/curses.png)

Lovely.

-edit
Screws up when you switch to graphics mode though. Oh well.
(https://i.postimg.cc/ZqN3ZWVH/badtext.png)
(pic taken with BASIC_FONT and FULLFONT as curses16x16.)

(Switching to graphics mode when playing with the basic curses_640x300 works OK).
Title: Re: Dwarf Fortress 50.04 Released
Post by: Abalieno on December 23, 2022, 04:29:52 am
Sigh...

Sad to see the most important feature for this game gone. It feels like I fought in vain in the RogueLike community for several years, only to go back at the beginning.

The most important feature for a text RL: have the map use a different tile than text/interface. That's all.

It was finally possible with earlier DF versions and DF Hack + plugin TWBT (and added bonus of having multilayer rendering).

Now we're back at the very beginning. I can change the tileset, but it affects both map and text. This should have been figured out back in 2006, when we helped the game getting popular, talking on forums. There were tons of discussions about opening the source of the graphic layer, so that people could step in and improve it while Toady could continue working on the core game. This all lead to the support for TT fonts, despite as I said it would still requite TWBT in order to not have graphic tiles showing in the middle of text.

Who knows, maybe in 10 years we'll be able to load once again two different tile sizes.

The map is a map, UI needs to be readable. A good tileset for the map is a bad tileset for the text, and what's a good tileset for the text is a bad tileset for the map. We need the map being one layer, and UI a different one. This for example works fine in Cataclysm RL. WE DON'T NEED GRAPHIC. We just need stuff that can be read.

By the way:

Quote
Zooming the interface with the mouse wheel is currently disabled because some of the menus don't react well to being small in width.

This is a side effect of the thing done poorly: zoom function is useful for the map. Not for the UI. That's another reason why when you scale the map, the UI shouldn't be affected. The menus DON'T have to react well to the zooming, they should simply be unaffected by it. You draw the map layer, and then you draw the UI as another layer on top. The two have to be independent in their logic. Controls, settings, hotkeys that affect the UI shouldn't affect the map, same for the other way around. The two need to use separate logic, separate grids and separate rendering.

End of rant.
Title: Re: Dwarf Fortress 50.04 Released
Post by: FantasticDorf on December 23, 2022, 04:50:29 am
Excellent release Toady, and I wish you a upcoming merry happy Christmas.

It's seasonal changes. Rather than showing a fixed sprite, the map is showing what the trees are at various times of the year. This is... kind of annoying, really. Even if it does look kinda cool.

Same camp, but its a small sacrifice to the detail.

After a hiatus i've been struggling to actually visually focus on the ascii tileset, especially in extremely forested embark starts (something about the lime green at the fixed resolution size is a bit eye burning) so once all the classic modders have found their feet to dispense good setup advice, ill just tone down the color shading. I do recommend trying everything.

Anybody found a use for black background BMP and whether you can put up custom menu splashscreens?
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 23, 2022, 05:57:30 am
Ah yeah, I really do hope classic still has some development to go. Would be a bit upset to find that the entire new interface had been updated for ascii-style tilesets but the actual tileset functionality we've been hoping for for three years was going to be left to DfHack. Let's hope that's not the case.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Uthimienure on December 23, 2022, 07:36:58 am
Thanks Toady and Zach!  Your continued attentiveness to the pleas of your fans is much appreciated  :)
Title: Re: Dwarf Fortress 50.04 Released
Post by: Robsoie on December 23, 2022, 08:57:25 am
While i'm very lost regarding the interface (as a lot of keybinding have changed and i really miss the screen with the command list as it was more clear than the mini buttons on the bottom for me), i may eventually get used to it one day

But there's one thing i am not managing to do , it's to use my custom tileset

I'm using this square 12x12 tileset that worked great for me on all DF versions so far :
https://imgur.com/Vty62gC

But when i set it up in DF 50.04 i ran into problems :
- in the screen it does not seem square at all
- part of the tileset are truncated (see the dwarves especially)
- it seems everything is smaller than in past DF (probably related to the game not rendering it square as it should)

as a comparison
DF 47.05 :
(https://i.imgur.com/69iwQQV.gif)

DF 50.04 :
(https://i.imgur.com/AilYD7O.gif)

i found that if i disable (set to No) in the video '"Scale Interface to fit grid width/height" , the view does not seem smaller anymore, but it still feel not really square and again part of the tileset are still truncated (again see the dwarves) and also seems slightly more blurry than in 47.05
(https://i.imgur.com/TK4uBNa.gif)

Any help ?
Additionally, is it possible to get rid of the "varied ground tiles" ? i liked the look of DF with it disabled as it made the game much more readable to me, but in 50.04 i can't find the setting anymore .

EDIT : found the solution, the problem was coming from
Quote
his font is used during the initial load sequence and menus.
[BASIC_FONT:curses_640x300.png]

That i had left as it was, thinking it was only impacting the actual menu, but when i changed it to a squard tileset too (make sure to use one that is the same size as your ingame tileset or you'll see some really ugly things ingame), it immediately fixed the display of my square tileset, as you can see the dwarves aren't truncated anymore.
But it also lead to the display being indeed smaller than in 47.05 (and none of the other video settings seems to change that)

(https://i.imgur.com/5hRH6Gw.gif)
Wonder if there's a solution to not have the display smaller than in 47.05 as it makes the text even less readable ingame :/
edit 2 : oh great now the buttons do not work in the UI , looks like there's more UI problems related to those tileset proportions than i thought.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Iklistkel on December 23, 2022, 01:58:27 pm
While i'm very lost regarding the interface (as a lot of keybinding have changed and i really miss the screen with the command list as it was more clear than the mini buttons on the bottom for me), i may eventually get used to it one day

But there's one thing i am not managing to do , it's to use my custom tileset

I'm using this square 12x12 tileset that worked great for me on all DF versions so far :
https://imgur.com/Vty62gC

But when i set it up in DF 50.04 i ran into problems :
- in the screen it does not seem square at all
- part of the tileset are truncated (see the dwarves especially)
- it seems everything is smaller than in past DF (probably related to the game not rendering it square as it should)

as a comparison
DF 47.05 :
(https://i.imgur.com/69iwQQV.gif)

DF 50.04 :
(https://i.imgur.com/AilYD7O.gif)

i found that if i disable (set to No) in the video '"Scale Interface to fit grid width/height" , the view does not seem smaller anymore, but it still feel not really square and again part of the tileset are still truncated (again see the dwarves) and also seems slightly more blurry than in 47.05
(https://i.imgur.com/TK4uBNa.gif)

Any help ?
Additionally, is it possible to get rid of the "varied ground tiles" ? i liked the look of DF with it disabled as it made the game much more readable to me, but in 50.04 i can't find the setting anymore .

EDIT : found the solution, the problem was coming from
Quote
his font is used during the initial load sequence and menus.
[BASIC_FONT:curses_640x300.png]

That i had left as it was, thinking it was only impacting the actual menu, but when i changed it to a squard tileset too (make sure to use one that is the same size as your ingame tileset or you'll see some really ugly things ingame), it immediately fixed the display of my square tileset, as you can see the dwarves aren't truncated anymore.
But it also lead to the display being indeed smaller than in 47.05 (and none of the other video settings seems to change that)

(https://i.imgur.com/5hRH6Gw.gif)
Wonder if there's a solution to not have the display smaller than in 47.05 as it makes the text even less readable ingame :/
edit 2 : oh great now the buttons do not work in the UI , looks like there's more UI problems related to those tileset proportions than i thought.

This happened to me. I play mostly with my own 16x16 tileset.

The solution I found for now was play with only 10x10 or smaller tilesets (like AutoReiv (http://www.bay12forums.com/smf/index.php?topic=152432.0) tilesets). Works fine.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Robsoie on December 23, 2022, 02:40:40 pm
Thanks for the hint, i didn't thought of trying smaller tilesets, in fact after having troubles with my 12x12 i was trying higher resolution of them but without noticing any improvement on those problems.
Title: Re: Dwarf Fortress 50.04 Released
Post by: metime00 on December 23, 2022, 02:41:19 pm
I guess I haven't been paying as close attention to the updates as I thought. Is the plan to have basically total interface parity with the steam version?

I'd been looking forward to the regular release since I didn't gel with the new controls, plus some of the interface omissions. I'd been expecting that the interface for the regular releases was going to stay the same, and that it would just have under the hood type improvements from the work on the steam version. I'd been looking forward to doing some adventure mode and keyboard controls along with friends who'd been playing for the first time on the steam version, so I am disappointed that the new "classic" version is the mouse only version, and not really classic after all.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Slapshot82 on December 23, 2022, 03:50:09 pm
I guess I haven't been paying as close attention to the updates as I thought. Is the plan to have basically total interface parity with the steam version?

This is indeed true, as I understand it. The only major difference between them is that the Premium version includes the graphics tile set and soundtrack.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 23, 2022, 05:32:21 pm
I guess I haven't been paying as close attention to the updates as I thought. Is the plan to have basically total interface parity with the steam version?

I'd been looking forward to the regular release since I didn't gel with the new controls, plus some of the interface omissions. I'd been expecting that the interface for the regular releases was going to stay the same, and that it would just have under the hood type improvements from the work on the steam version. I'd been looking forward to doing some adventure mode and keyboard controls along with friends who'd been playing for the first time on the steam version, so I am disappointed that the new "classic" version is the mouse only version, and not really classic after all.
It's the same game, so yes. Toady's not gonna maintain two games at the same time. That would be a waste of time.

You can play an old version of the game, which is still available. Or the current version of the game which has the new interface added (as has been in the development plans for at least 10 years).
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 23, 2022, 06:33:59 pm
World screen is borked somewhat:
Only the News and rumors page seems to work OK. Other screens look like this:
(https://i.postimg.cc/V6bjpqFg/borkmap.png)

The switch to brown is kind of in keeping with 47.05 but that large band of Xs shouldn't be there.
Unless it's informing me of potential save corruption areas. Hey, that's handy! :)
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 23, 2022, 07:31:20 pm
Guess what's still missing in classic interface is known already, but just in case:
 - Setting bridges doesn't have a visual indicator when placing yet. (much like 50.01 graphical version).
 - Also don't seem to be able to make digging priority numbers appear on the map.

And, personal opinion, definitely need the hotkey visible on or by the ascii buttons (much like the mod for the graphical version). Lost a huge amount of comprehensibility there compared with the completely simple "menu with hotkeys" of 47.05 interface. Also, ditch the alert buttons (except maybe cancel spam) in favor of text ticker like previous versions (and announcement log of course). The alert buttons are even less noticeable now. Think we need this as an option in the graphical version anyhow.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Remalle on December 23, 2022, 10:33:10 pm
Are saves compatible between the Steam and Classic versions?
Title: Re: Dwarf Fortress 50.04 Released
Post by: Ziusudra on December 23, 2022, 10:43:22 pm
Are saves compatible between the Steam and Classic versions?
Yes (for 50+ versions, saves from 0.47.05 and before aren't compatible with any 50+ version)
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 23, 2022, 11:15:50 pm
Are saves compatible between the Steam and Classic versions?
Its the same game, yes.
Some are confused and keep talking about 47.05 as "classic". Hopefully that's all over with now that the game is on simultaneous releases.
Buying the game at Steam or Itch.io gives you graphics and music (neither of which have anything to do with your save).
Title: Re: Dwarf Fortress 50.04 Released
Post by: FantasticDorf on December 24, 2022, 04:17:40 am
World screen is borked somewhat:
Only the News and rumors page seems to work OK. Other screens look like this:
*image*
The switch to brown is kind of in keeping with 47.05 but that large band of Xs shouldn't be there.
Unless it's informing me of potential save corruption areas. Hey, that's handy! :)

There is a 'key' in 47.05 for highlighting which I assumed this was, but you can see the map in full color by selecting news & rumors. Only other thing about the world-screen is that its very if not completely impossible to see your own site/relevant selections due to the lack of the highlighting blue symbols having a "chunkyness" and not being employed when making selections of choosing a origin like on 47.05 (two side by side dwarf nations being indistinguishable on selection, especially important now it tells you about population counts) or recentering on your fort to know exactly where it is being too broad.

I don't think its entirely a huge issue or specific to the ascii derived tileset i was using before in 47.05, but i will explore if it can be adjusted to a more suitable outcome.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 24, 2022, 04:25:56 am
World screen is borked somewhat:
Only the News and rumors page seems to work OK. Other screens look like this:
*image*
The switch to brown is kind of in keeping with 47.05 but that large band of Xs shouldn't be there.
Unless it's informing me of potential save corruption areas. Hey, that's handy! :)

There is a 'key' in 47.05 for highlighting which I assumed this was, but you can see the map in full color by selecting news & rumors. Only other thing about the world-screen is that its very if not completely impossible to see your own site/relevant selections due to the lack of the highlighting blue symbols having a "chunkyness" and not being employed when making selections of choosing a origin like on 47.05 (two side by side dwarf nations being indistinguishable on selection, especially important now it tells you about population counts) or recentering on your fort to know exactly where it is being too broad.

I don't think its entirely a huge issue or specific to the ascii derived tileset i was using before in 47.05, but i will explore if it can be adjusted to a more suitable outcome.
Can you not see the huge column of red X's on the left hand side of the screen? There is no equivalent in 47.05 or 50.04 graphical version. It's just buggy garbage on the screen.
Title: Re: Dwarf Fortress 50.04 Released
Post by: FantasticDorf on December 24, 2022, 04:59:47 am
Can you not see the huge column of red X's on the left hand side of the screen? There is no equivalent in 47.05 or 50.04 graphical version. It's just buggy garbage on the screen.

Oh, i thought that was a army movement or something.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 24, 2022, 05:18:28 am
Quote from: FantasticDorf nolink=topic=180922.msg8438717#msg8438717 date=1671875987
Can you not see the huge column of red X's on the left hand side of the screen? There is no equivalent in 47.05 or 50.04 graphical version. It's just buggy garbage on the screen.

Oh, i thought that was a army movement or something.
No, I made sure to check the graphics and alternative tilesets. Just odd garbage. Is it just a one off? No-one else gets this?
Title: Re: Dwarf Fortress 50.04 Released
Post by: Robsoie on December 24, 2022, 09:49:31 am
I really am surprised because "I'm really missing the old UI" is something i never thought having in mind.
But i find the (at least on "classic" as i imagine they're much better on the steam version) super small buttons on the bottom of the screen very unclear with their ascii style and much more unintuitive than the pre-steam panels with the lists.
Maybe i'm too used to the old style, after all been using this old interface since near 15 years
Title: Re: Dwarf Fortress 50.04 Released
Post by: FantasticDorf on December 25, 2022, 08:02:48 am
The solution I found for now was play with only 10x10 or smaller tilesets (like AutoReiv (http://www.bay12forums.com/smf/index.php?topic=152432.0) tilesets). Works fine.

An interesting thing regarding this is, that the PNG transparency/alpha whatever on the assets from the init file for ascii images comes through on the images into hitboxes. So 50.04 might be able to fit slightly more of a customized splashscreen.

(https://cdn.discordapp.com/attachments/173908541088858113/1056551453210193920/Dwarf_fortress_example_png_transparency.png)

Pictured is Dorten9x9, which originally in previous df versions, had the rubbly effect splashed all over the righthand menus.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Random_Dragon on December 25, 2022, 11:13:55 am
I'm really hoping adventure mode doesn't get Giant Desert Scorpion'd. Always worries me when a feature gets removed, and honestly I actually prefer adventure mode over fortress mode.

EDIT: Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 25, 2022, 11:59:41 am
I'm really hoping adventure mode doesn't get Giant Desert Scorpion'd. Always worries me when a feature gets removed, and honestly I actually prefer adventure mode over fortress mode.

EDIT: Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...
Why would he announce a timeline for updating Adventure and a menu option for Adventurer followed by talking at length about all of the updated screens and such he needs to do as he updates Adventurer if he was intending on deleting it? You really think Toady is some big scam artist? What a random thing to say...
Title: Re: Dwarf Fortress 50.04 Released
Post by: Random_Dragon on December 25, 2022, 12:05:41 pm
I get antsy about any case where something is removed with plans to readd it in the future. :<
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 25, 2022, 12:14:00 pm
I get antsy about any case where something is removed with plans to readd it in the future. :<
Giant desert scorpions are right here on the website. Download them put it in your game. Priority for reintroduction lower than nil.

Adventurer is getting a new interface. Rush it out because after all no-one plays adventurer, who cares what it looks like? Or take their time and actually produce a decent new interface for it, because actually a lot of us mainly play Adventurer. I know which one I prefer.

It hasn't been "removed". It just hasn't been made yet.
Title: Re: Dwarf Fortress 50.04 Released
Post by: lethosor on December 25, 2022, 01:41:43 pm
EDIT: Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...[/color]
Toady posted a modding guide in the December 2 devlog (https://www.bay12games.com/dwarves/#2022-12-02): https://bay12games.com/dwarves/modding_guide.html

The wiki also has some information: https://dwarffortresswiki.org/index.php/Mod

Giant desert scorpions are right here on the website.
Which website? A link would be helpful.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Iklistkel on December 25, 2022, 02:34:47 pm
I really am surprised because "I'm really missing the old UI" is something i never thought having in mind.
But i find the (at least on "classic" as i imagine they're much better on the steam version) super small buttons on the bottom of the screen very unclear with their ascii style and much more unintuitive than the pre-steam panels with the lists.
Maybe i'm too used to the old style, after all been using this old interface since near 15 years

You're not wrong. The old UI was better for the amount of information and submenus that DF has. And using keyboard is more efficient and precise. Is not only because of the 15 years playing DF. You exchanged some learning time for performance and precision for a lifetime. With mouse you exchange precision and performance for less controls and learning time. What is completely understandable, since the focus for now is money and gain the public for.

But stay calm: the fact that The Great introduce shortcuts is because he intend to maintain the based keyboard controls, as always has been. Lets give him some time.

Once upon a time, the [spacebar] had the nowadays [esc] function. What was somewhat weird for me when I discovered. So, changes in controls are expected, but the keyboard controls will be eternal.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Iklistkel on December 25, 2022, 02:54:27 pm
I get antsy about any case where something is removed with plans to readd it in the future. :<

I not get antsy, but I share the feelings about something being removed from the game... like the amazing Giant Desert Scorpions.
When I think about it, I remember this scene below.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress 50.04 Released
Post by: Random_Dragon on December 25, 2022, 04:38:03 pm
It's hard not to worry when a feature gets removed, yeah. And I guess that'll give me a few updates to look into the modding guide, when I get time and energy.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 25, 2022, 08:00:30 pm
Hmm. Thought this was fixed in 50.02 or 03?
Moving up and down Z levels with the mining menu open takes me two z-levels. Which makes, well, everything more frustrating.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Gashcozokon on December 27, 2022, 07:03:22 pm
Not sure if I am the only one left, but I was personally really hoping that 32-bit versions would continue to be released post 0.50.x

Also I am very hopeful that in the following updates as things stabilize we get back to Navigation via pure keyboard. I hate having to use the mouse, it slows me down so much.

When MS Office updated to the "New Ribbon"  they left the old "2003 hotkeys" Available in the background, they had no interface, but as long as you know the keystrokes you can use the old menus.  Something like that might be a nice option to enable here.

Edit!  Oh, also Legends Map Exports? All of the various data dump buttons are missing, I was super excited to have my first world exported graphically as a new desktop wallpaper.
Title: Re2 bit version : Dwarf Fortress 50.04 Released
Post by: Shonai_Dweller on December 27, 2022, 07:42:21 pm
I expect 32 bit version went the same way as Mac and Linux releases, just things that Toady no longer has to do by himself so will just have Kitfox pay other people to do. Makes sense to have him focus on one game rather than struggling with several different versions every time it updates.
Title: Re: Dwarf Fortress 50.04 Released
Post by: freddy72nz on December 27, 2022, 08:54:53 pm
I too am waiting for a Linux release.
I've been playing the Steam release using Proton but the random crashes that I can't determine if they are Proton related don't help. Also the controls are slower for me as keyboard is always faster than mouse for me.
Can still play older releases though in the mean time.
Still a patron though.
https://www.patreon.com/bay12games/posts

Have a good one,
Freddy
Title: Re: Dwarf Fortress 50.04 Released
Post by: Bumber on December 28, 2022, 10:50:39 pm
Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...

It looks like you can just copy the material template and define it again (minus the tokens you want removed) in a "material_template_*.txt" in your mod folder. I checked with an early build of DFHack, the tokens were removed and the template wasn't subject to RAW duplication (though it was logged in errorlog.txt.) Edit: The raws are duplicated at first, but saving and reloading the fort fixes it by replacing the old one with the new one.

Haven't tried body detail plans.
Title: Re: Dwarf Fortress 50.04 Released
Post by: jecowa on December 29, 2022, 04:30:13 am
Not sure if I am the only one left, but I was personally really hoping that 32-bit versions would continue to be released post 0.50.x
Why do you want a 32-bit version of the game? It seems like at some point no one will need a 32-bit version any more.

Also I am very hopeful that in the following updates as things stabilize we get back to Navigation via pure keyboard. I hate having to use the mouse, it slows me down so much.
More keyboard shortcuts would be nice. I think the UI changes were an overall improvement, though, even with the lost keyboard control.
Title: Re: Dwarf Fortress 50.04 Released
Post by: FantasticDorf on December 29, 2022, 07:47:59 am
Also I am very hopeful that in the following updates as things stabilize we get back to Navigation via pure keyboard. I hate having to use the mouse, it slows me down so much.
More keyboard shortcuts would be nice. I think the UI changes were an overall improvement, though, even with the lost keyboard control.

A recently blown up steam workshop mod for the game is a simple interface UI for instance that puts the hotkeys input buttons straight onto the graphics (so long as the graphics are still within the defaults: URL link to workshop page enclosed (https://steamcommunity.com/sharedfiles/filedetails/?id=2899720701)), i was quite tempted myself to get it because its been quite hard to re-learn out of the muscle memory when designing my first few forts on the graphical version (id say the nongraphical ascii version has probably the most need of such a thing, as the symbols need a bit more help with the button hitboxes)

It's hard not to worry when a feature gets removed, yeah. And I guess that'll give me a few updates to look into the modding guide, when I get time and energy.

Ditto, memorial halls as a solely entirely furniture painted room, were also removed with the addition of Tombs as a zone which can't interact with them.

Which is a bit weird, considering the rules that this applies to zoos too, but they are accounted for as a 'zoo' within a meeting zone. The way its phrased and brought across brings to mind expanding the bars of the cage so they can live in some sort of little enclosure in a meeting hall like a petting zoo, but i know its just like that so that dwarves interpret the cage's contents correctly to be appreciated, moreso weird for restraints.
Title: Re: Dwarf Fortress 50.04 Released
Post by: jecowa on December 30, 2022, 11:24:15 am
Thank you for the "quit without saving" feature. Saving can take a long time. This feature makes it easy for me to load a save to test a graphic and then exit it out to do another test without having to force quit every time.
Title: Re: Dwarf Fortress 50.04 Released
Post by: Muz on January 03, 2023, 10:07:25 am
Would pay for mac version D:
Title: Re: Dwarf Fortress 50.04 Released
Post by: delphonso on January 03, 2023, 07:38:38 pm
Would pay for mac version D:

It's on the way. I don't think there's an expected release time, but someone is working on it.