new FreeCiv mod development - NExtended

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heilkitty
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Re: new FreeCiv mod development - NExtended

Postby heilkitty » Sat Oct 26, 2013 10:22 am

Running freeciv 2.4 r23624 under Linux, got a problem:

Code: Select all

2: Loading tileset "netileset".
1: in ensure_color() [colors_common.c::88]: assertion 'rgb != ((void *)0)' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in create_plr_sprite() [tilespec.c::1985]: assertion 'pcolor != ((void *)0)' failed.
1: Please report this message at http://gna.org/projects/freeciv/


Is it a problem in tileset, my freeciv build or client fails to find the tileset? (The question is more likely for freeciv devs, I presume.)

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Sat Oct 26, 2013 3:40 pm

The mod was mostly done in ubuntu and almost all testing was done there, so it is kind of weird that it does not work on your linux. What distro are you using? Did you check the file permissions, sometimes the files are not copied properly.

cazfi
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Re: new FreeCiv mod development - NExtended

Postby cazfi » Sat Oct 26, 2013 3:52 pm

I got the plrcolor assertions when client was launched with default tileset and I accepted suggestion to switch to netileset. When I had launched the client with "-t netileset" commandline option, it worked.

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heilkitty
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Re: new FreeCiv mod development - NExtended

Postby heilkitty » Sat Oct 26, 2013 5:04 pm

Thanks, Caz. That solved it.

cazfi
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Re: new FreeCiv mod development - NExtended

Postby cazfi » Sat Oct 26, 2013 5:18 pm

Further: I seem to be able to reproduce the problem only when connecting to separately launched server.

cazfi
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Re: new FreeCiv mod development - NExtended

Postby cazfi » Sat Oct 26, 2013 7:32 pm

It's now bug #21231, to which I already submitted fix for approval.

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Sun Oct 27, 2013 10:39 am

There is a new version of the mod on the first page of this thread:

CHANGES:
Fixed shadows for units
Replaced Writing for Paper (paper was earliest invented 2nd century B.C.)
Added tech requirement for Workers
Added one more worker from game start
Reduced sciencebox to 80 (you can always change that before starting a game)

ngunjaca
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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Wed Oct 30, 2013 9:55 pm

New chariot (with archers):
Image

New unit - ancient cavalry:
Image
The design is based loosely on Macedonian cavalry from the Alexander era.

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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Thu Oct 31, 2013 8:27 pm

And here is what is done until now:
Image
Some are unchanged, like catapult, elephant, swordsman, workers and trireme.
I still need to do a quinquereme, diplomat and a trade ship (junk ship).

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Re: new FreeCiv mod development - NExtended

Postby ngunjaca » Sat Nov 02, 2013 10:46 am

I have been developing and researching the tech tree for the ancient era and so far i have 36 techs, 28 buildings, 16 wonders and 15 units. The overview in a "brainstorm" format is at the following link:
https://drive.google.com/file/d/0BwtyDl6C2NLOVHhwMzdvcmI5aFE/edit?usp=sharing
The gfx will take a while as there are many things to do.