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Art required for freeciv proper (2.6)

Posted: Sat Feb 21, 2015 4:52 pm
by cazfi
Seeing how comibed 2.5 + 2.6 thread has reachad page 11 already with mainly just 2.5 stuff, I think we need to keep 2.6 separate.

Open bugs in category "art" (usually missing gfx) are listed with query: http://gna.org/bugs/index.php?group=fre ... ory_id=103
Some art needs are not listed as "bugs", but as "features". Query for those: http://gna.org/patch/index.php?group=fr ... ory_id=103

The following 'metaticket' in our bug tracker link to all art required specifically for 2.6 release (work that still needs doing is in red/pink). See tickets listed as its dependencies for specific needs.
patch #4690

Re: Art required for freeciv proper (2.6)

Posted: Sat Mar 28, 2015 10:40 pm
by cazfi
With the 'extras', there will be more activity icons needed in 2.6 (icons for all buildable extras that do not have one already; Irrigation, Farmland, Mine, Oil Well, at least.) Before that there will probably (if patch passes review) be generic format change to how those sprites are set up: patch #5821.

Re: Art required for freeciv proper (2.6)

Posted: Sun Mar 29, 2015 7:53 am
by GriffonSpade
By Icons for these things, I take it you mean miniatures with high-visibility outlines/backgrounds?

Will there be an offset-Y as well? (for iso and hex)

Will there be a similar offset-Y for unit upkeep costs? (The currently hardcoded?/client? offset is a bit...off, and could use a negative offset)

Combined with the fact that you don't need to include any blank space below or to the right of the outliers' coordinate positions, I can see that Extra sprite-tiles would be extremely small indeed.

Re: Art required for freeciv proper (2.6)

Posted: Sun Mar 29, 2015 11:54 am
by cazfi
GriffonSpade wrote:Will there be an offset-Y as well? (for iso and hex)
I originally left that out as amplio2 had no such padding, but if you think it would be useful feature: patch #5961

Re: Art required for freeciv proper (2.6)

Posted: Fri Aug 28, 2015 5:39 pm
by cazfi
As for the offsets stuff, we're slowly approaching point where we can freeze S2_6 datafile formats. BUT we've not done that yet, so now would be the time for making any simple requests, like adding those offsets was, regarding the formats. We are unlikely to add any big changes to our lists that would postpone the freeze, but I'm intgerested of any low-hanging fruits to improve tileset support while waiting those remaining other issues to get solved. Once the formats have been frozen, any new changes will need to wait freeciv-3.0.

Re: Art required for freeciv proper (2.6)

Posted: Sat Aug 29, 2015 1:55 am
by GriffonSpade
On the tileset side, the only thing that comes to mind is river outlets on the flat(unblended) sides of a hex tileset. I doubt it's an inconsequential change if it hasn't been done yet by this point, though.

Re: Art required for freeciv proper (2.6)

Posted: Thu Sep 10, 2015 4:02 am
by cazfi
I've been doing some work on better support for the ruleset description, available to user from "About Current Ruleset" -item in help menu. Would there be use for supporting such descriptions for tilesets?

Re: Art required for freeciv proper (2.6)

Posted: Thu Sep 10, 2015 4:38 pm
by GriffonSpade
cazfi wrote:I've been doing some work on better support for the ruleset description, available to user from "About Current Ruleset" -item in help menu. Would there be use for supporting such descriptions for tilesets?
Hmmm, well, it would allow the tileset maker to put a description of what the tileset is intended to be used for. Especially helpful if the tileset is for a nonstandard ruleset.

Re: Art required for freeciv proper (2.6)

Posted: Tue Sep 22, 2015 7:25 pm
by cazfi
GriffonSpade wrote:On the tileset side, the only thing that comes to mind is river outlets on the flat(unblended) sides of a hex tileset. I doubt it's an inconsequential change if it hasn't been done yet by this point, though.
Do you happen to have art that could be used for testing this while developing it? I don't promise it to 2.6, but we'll check the feasibility. patch #6351

Re: Art required for freeciv proper (2.6)

Posted: Tue Sep 22, 2015 10:27 pm
by GriffonSpade
Hmmm, it appears that I lost the mouths I had on the rivers.png. Probably when I redesigned all of the water tiles to have the rivers mouths always. Then didn't readd them when I changed back.

Anyhow, the spec should still have the nw and se river mouth locations referenced, unless you've removed it from hexemplio. Though, the other hex type would have them at ne and sw.

8, 4, "road.river_outlet_nw"
8, 5, "road.river_outlet_se"

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