Search found 225 matches

by louis94
Sat Aug 17, 2019 10:47 am
Forum: Art and tilesets
Topic: Improve the goto lines
Replies: 7
Views: 1542

Re: Improve the goto lines

Is there a way also to implement an arrow indicating where an enemy unit came from for Trident and Amplio? With Cimpletoon you have the advantage to know which direction the unit came. If you're OK with them being visible all the time, it can already be done by using oriented unit sprites, just lik...
by louis94
Mon Aug 12, 2019 2:52 pm
Forum: Art and tilesets
Topic: Improve the goto lines
Replies: 7
Views: 1542

Re: Improve the goto lines

Is this only a graphic thing or a functionality request? The code is working (not submitted yet), this is basically a request for comments/contributions on the graphics. I may change the code based on comments I get. Reason I ask is one pet peeve I have is when I have two sea units stacked (e.g. a ...
by louis94
Sun Aug 11, 2019 9:17 pm
Forum: Announcements
Topic: Beta release 2.6.0-beta2
Replies: 3
Views: 3208

Re: Beta release 2 6 0 beta2

KamClep wrote:the Beta seems find so far , but can not get it to connect when I go through my router, not sure what port I need to check, anyone can help please ?


Port 5556. By the way 2.6.0 has been released some time ago :)
by louis94
Wed Aug 07, 2019 10:54 pm
Forum: Art and tilesets
Topic: Improve the goto lines
Replies: 7
Views: 1542

Improve the goto lines

I implemented some changes for the Freeciv client. One of them allows tilesets to customize the goto lines, so we can have something richer than the traditional blue lines. I changed the Trident lines to be smoother and feature small arrows: Screenshot_20190808_003948.png I also gave a try at specif...
by louis94
Fri Apr 05, 2019 10:20 am
Forum: Freeciv-web
Topic: Middle-Earth multiplayer scenario
Replies: 16
Views: 3996

Re: Middle-Earth multiplayer scenario

Cipher_F15 wrote:Too bad you can't redesign the sprites and how the game looks in general


You can change the rules and the look.
by louis94
Tue Feb 19, 2019 10:16 pm
Forum: General discussion
Topic: Desktop FreeCiv in 3D?
Replies: 7
Views: 1406

Re: Desktop FreeCiv in 3D?

MadMAX: It could be hard to port it to the desktop SDL2/OGL? WebGL is based on OGL:ES and JavaScript have not far, but less similar syntax to C. The main difficulty is that different tilesets would need to be supported. The JS implementation is also far from optimal and will be slow on large maps o...
by louis94
Tue Feb 19, 2019 8:46 pm
Forum: Freeciv-web
Topic: Defence against cruise missiles?
Replies: 2
Views: 915

Re: Defence against cruise missiles?

In the classic rules, AEGIS cruisers should help for coastal cities. Land cities can't be protected AFAIK.
by louis94
Sat Feb 02, 2019 9:41 pm
Forum: Tech support
Topic: Compile master branch
Replies: 9
Views: 2601

Re: Compile master branch

I don't know why Debian has used such an deviation from their usual package naming conventions, but one gets qt5 development files by installing 'qt5-default'. qt5-default doesn't install any header; the -dev package is qtbase5-dev. qt5-default makes Qt 5 the system-wide default (for qmake & fr...
by louis94
Tue Jan 29, 2019 1:52 pm
Forum: Tech support
Topic: Hotkeys
Replies: 6
Views: 1226

Re: Hotkeys

in my localisation have troubles. Anytime all hotkeys disappear completely. Nothing helps. At least switch EN/RU, even back to... Only restart freeciv. Why? Have you tried clicking on the map with the left mouse button? I remember that a long time ago (1.x days), sometimes when you typed a tiny win...