Dwarf Fortress - Mike Mayday's graphical edition (DFG)

DFG is an unofficial semi-graphical version of Bay12's Dwarf Fortress. It makes use of modified tilesets, graphics sets and edited raws to take full advantage of what little GUI the game allows us to create. To see the list of contributors, click 'About' on the left menu. There are now two versions: DFG is the usual one, DFGs uses less graphics but is more readable and has clear text with no weirdness.

Get the latest DFG HERE! (v31_25_e, updated 22 I 2012)

Get the latest DFGs HERE! (v31_25_e, updated 22 I 2012)

You can download the good old DFG22 (uses Dwarf Fotress 0.28.181.40d) HERE.

IMPORTANT INSTRUCTIONS:

Are you starting a new game after downloading the file? Then you're in the clear! But if you want to use an existing world (save) instead, read this!
1) copy your old /data/save folder to a new version of DFG
2) delete data/save/region***/raw/ (the whole folder!)
3) copy /raw/ from the main new DFG folder into your data/save/region***/ folder

If you have problems or questions, please read the FAQ below and try asking in this thread first. If all else fails- shoot me an e-mail.

FAQ

Note 0: HERE are the explanations for the new icons used in DFGs.

Note 1: DFG REQUIRES A HORIZONTAL SCREEN RESOLUTION OF AT LEAST 1280 PIXELS!. There is no workaround.

Note 2: The default tileset is HIGHLITED (all the tiles have backgrounds). If you don't fancy that, the folder data/art contains additional tilesets you can choose from. Edit the file /data/init/init.txt and replace every instance of mayday.png with a tileset of your liking. There are also other options to choose from, like tilesets that don't mess up the text.

Note 3: The DFG download contains no music files. If you want, you can copy them from the official DF download.

Note 4: To avoid getting weird symbols in names, your world must be generated with DFG- there can't be any diacritics in the language files (in DFG/raw/objects/) when you're generating it.

Note 5: Look to the left for a tutorial on making your own version of DFG for a mac/linux/recent DF release. PLEASE NOTE this is not supported by me as I don't have access to a mac/linux machine. If you still have trouble, ask for help on the DF forums

Changelog

v31_25_e:

Toady keeps adding new items, objects etc. without support for more symbols for them. Unfortunately, this was making DFG more and more of a mess. That's why I had to basically revert to ASCII. DFGs uses ASCII symbols for almost all objects, but has new, clear graphical symbols for walls- and retains the good old creatures graphics. Hopefully this will keep the game readable (a nice bonus is that the text is no longer messed up). The basic DFG will most likely no longer be updated- Dwarf Fortress can simply no longer support it. I've also added some new creature grapghics.

v31_25_a:

Domestic animals by Thrin!

v31_25:

New graphics this weekend, here's a version update in the meantime. Finally got my stuff sorted out, expect more new stuff now!

v31_21:

Hey, sorry for the slow work guys. I'm gonna work on my timing I guess. New version up, no new graphics (coming soon) but at least it works (I hope?).

v31_18:

This is incredibly silly

v31_16:

What is this
I don't even

v31_14:

Not much to report except the Truetype font option (you can turn it off in data/init.txt)

v31_12:

Sorry for the delay, I was on holiday
Version b, fixed some goofs on my part

v31_08:

Toady's hotfix for the looK crash bug.

v31_07:

Another sync with Toady. I'm changing the name to reflect the version of DF used, minor dfg bugfixes will receive a letter :P

v31:

Migrated to 31.05
brought back tile background
Please post any problems and bugs in the forum thread!

v30:

sharks and a bugfix

v29:

shaded some dorfs
a bunch of new icons
added Magnut's graphics pack for the new beasties
bugfix

v27:

Switched to df_31_03
Fixes and new icons, rearranged some graphics.

v25:

added the clown icon
Removed an unnecessary folder

v23:

Welcome to DF2010! Expect some minor instabilites. Doctors currently look like little purple skeletons. Sorry!

v22:

Switched to 40d18.

v21:

Brought back some optional tilesets, fixed the tanner icon.

v20:

Ditched the tile background (most people didn't like it).

v19:

Transfered to d16, added a semi-transparent tileset background, switched a few stone tiles to RantingRodent's (those cheese walls were bugging me), some small alterations. IF YOU GOT THE "NO mouse.png" error, please redownload DFG.

v18:

Added diagonal walls to the maydayMIX tileset (the one I'm currently using). Also, starting with this version, you get to choose different graphics sets- dwarves only for this version (TockyMayday dwarves or Beefmo dwarves). To enable the desired set, oppen the raw/graphics/graphics_mayday.txt and edit the [FILE: tags (see raw/graphics/mayday/ to view the options).

v17:

Aaaaand after a long break we have a jump to 40d11, with the -apparently- much needed PNG support. Also: more Beefmo than ever before!!! (=some Beefmo).

v16:

Forgot to actually restore the / and * keys, fixed now. The MIX version of the charset contains punctuation with tiny dots around it, as suggested by Deon.

v15:

BANG! More stuff. Dedicated icons for vermin, improved many charset icons. Multiple tileset flavours (MAX, MED, MIN) for those who prefer their punctuation intact. Water creatures working now(fixed spelling error).

v14:

Some fixes here and there, prettyfied the military, added skeletal eagles!

v13:

Created a completely new dwarven army, fitting the overall style. Enjoy!
Also some changes to the main tileset.

v12:

Lots of new stuff: new goblins (probably the first full set I made all by myself, yay), new humans (based on Sphr's but kinda not). Some DR placeholders remain, but we're getting close to completion, folks!
Moved to 40d.

v10:

19 VIII: MASSIVE UPDATE!!! I did a lot of work on everything... I'm not gonna bore you with the details, you can check everything out by yourself. Moved to 40a of course.

-Well, here we are- finally a fullscreen release! Great thanks to Toady for this improvement. Special thanks to Sphr for his beautiful sprites!!!

v9:

-This is what happens when Toady releases when I'm on holidays...

v8:

-another migration, 176.38c, sorry for the delay

v7:

-migrated to 176.38b
-added a good bunch of new graphics for various creatures (sphr's!)
-added a "lite" version of the characters tileset (see note above).

v6:

-migrated to 176.38a

v5:

-corrected a small bug with wrong graphic file dimentions

v4:

-moved to 38a
-ditched the blend/PNG patch for now
-changed the basic terrain tile from a dot to a bunch of dots- this makes reading elevation much easier and I believe it looks better in general. Sorry for messing up the text!
-this version uses the original raws, so it makes no use of custom object symbols. I'll need time to add those- around 20.II probably.
-added a couple of sphr tiles... there will probably be more, but I want to ask for his permission.

v3:

-moved to 33g
-changed a few creature icons
-the raw gem symbol is changed into a crystal icon, which looks weird for spider webs. If you're unhappy about this, please notify me

v2:

-moved to 33f
-updated a few tileset pieces (rips from other games)
-added the appointable noble icons (new function in 33f)

v1:

-initial release (duh)