Art required for freeciv proper (2.5)

Contribute, display and discuss art and tilesets for use in Freeciv here.
Post Reply
User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Art required for freeciv proper

Post by GriffonSpade »

dudes.png
dudes.png (3.83 KiB) Viewed 25545 times
updated set of specialists, with female entertainer, scientist, and male taxman. (male entertainer changed as well, to line up the same way as female entertainer.) I placed the female specialists as the 'first' version as well, since all the other dudes start with the male version, should make the population seem a little less lopsidedly male :)
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: Art required for freeciv proper

Post by cazfi »

GriffonSpade wrote:I placed the female specialists as the 'first' version as well, since all the other dudes start with the male version, should make the population seem a little less lopsidedly male :)
Yes, I've thought to somehow make order variable (not always index 0 first), but not with very high priority.
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: Art required for freeciv proper

Post by cazfi »

Cityicon events went in in patch #4166. For specialists v3 patch #4506 has been opened.
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: Art required for freeciv proper

Post by cazfi »

cazfi wrote:
GriffonSpade wrote:I placed the female specialists as the 'first' version as well, since all the other dudes start with the male version, should make the population seem a little less lopsidedly male :)
Yes, I've thought to somehow make order variable (not always index 0 first), but not with very high priority.
patch #4516 (for TRUNK only)
User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Art required for freeciv proper

Post by GriffonSpade »

New and Additional 'small/misc' images

New Version of the City icons(with extra duplicate icons that can be directly overwritten via image editing, without requiring text editing)
city.png
city.png (1.71 KiB) Viewed 25219 times
;CITY (city.png)
0, 0, "e_city_cantbuild"
0, 1, "e_city_lost"
0, 2, "e_city_love"
0, 3, "e_city_disorder"
0, 4, "e_city_famine"
0, 5, "e_city_famine_feared"
0, 6, "e_city_growth"
0, 7, "e_city_may_soon_grow"
0, 8, "e_city_aqueduct"
0, 9, "e_city_aq_building"
0, 10, "e_city_normal"
0, 11, "e_city_nuked"
0, 12, "e_city_cma_release"
0, 13, "e_city_gran_throttle"
0, 14, "e_city_transfer"
0, 15, "e_city_build"
0, 16, "e_city_production_changed"
0, 17, "e_disaster"
0, 18, "e_city_plague"
0, 19, "e_worklist" ;copy of 012,
0, 20, "e_city_radius_sq" ;copy of 012,
global.png
global.png (897 Bytes) Viewed 25219 times
;GLOBAL (global.png)
0, 0, "e_nuke"
; 0, 1, "e_chem" ; Chemical Hazard Sign
; 0, 2, "e_warn" ; Yellow Caution sign
0, 3, "e_global_eco" ; Red Caution sign
; 0, 4, "e_no" ; No sign
hut.png
hut.png (1.19 KiB) Viewed 25219 times
;HUTS (hut.png)
0, 0, "e_hut_barb"
0, 1, "e_hut_city"
0, 2, "e_hut_gold"
0, 3, "e_hut_barb_killed"
0, 4, "e_hut_merc"
0, 5, "e_hut_settler"
0, 6, "e_hut_tech"
0, 7, "e_hut_barb_city_near"
diplomat.png
diplomat.png (2.35 KiB) Viewed 25219 times
;DIPLOMATS (diplomat.png) based on Captain Nemo's Diplomat Unit
0, 0, "e_my_diplomat_poison"
0, 1, "e_my_diplomat_bribe"
0, 2, "e_my_diplomat_incite"
0, 3, "e_my_diplomat_embassy"
0, 4, "e_my_diplomat_failed"
0, 5, "e_my_diplomat_sabotage"
0, 6, "e_my_diplomat_theft"
0, 7, "e_diplomatic_incident"
0, 8, "e_my_diplomat_escape" ;base sprite for my diplomats

1, 0, "e_enemy_diplomat_poison"
1, 1, "e_enemy_diplomat_bribe"
1, 2, "e_enemy_diplomat_incite"
1, 3, "e_enemy_diplomat_embassy"
1, 4, "e_enemy_diplomat_failed"
1, 5, "e_enemy_diplomat_sabotage"
1, 6, "e_enemy_diplomat_theft"
; 1, 7, "e_enemy_diplomatic_incident"
; 1, 8, "e_enemy_diplomat_escape" ;base sprite for enemy diplomats
Global Warming/Nuclear Winter icons. (Unlike the default, which oddly uses hot colors for nuclear winter and cold colors for global warming, these are more color appropriate to reduce confusion)
weather.png
weather.png (1.69 KiB) Viewed 25219 times
;WEATHER (weather.png) ; based on Jeff Mallatt <jjm@codewell.com> (cooling flakes)

; Global warming progress indicators:

0, 0, "s.warming_sun_0"
0, 1, "s.warming_sun_1"
0, 2, "s.warming_sun_2"
0, 3, "s.warming_sun_3"
0, 4, "s.warming_sun_4"
0, 5, "s.warming_sun_5"
0, 6, "s.warming_sun_6"
0, 7, "s.warming_sun_7"

; Nuclear winter progress indicators:

1, 0, "s.cooling_flake_0"
1, 1, "s.cooling_flake_1"
1, 2, "s.cooling_flake_2"
1, 3, "s.cooling_flake_3"
1, 4, "s.cooling_flake_4"
1, 5, "s.cooling_flake_5"
1, 6, "s.cooling_flake_6"
1, 7, "s.cooling_flake_7"
Last edited by GriffonSpade on Thu Jun 12, 2014 8:52 pm, edited 1 time in total.
User avatar
GriffonSpade
Elite
Posts: 578
Joined: Mon Apr 29, 2013 4:41 pm

Re: Art required for freeciv proper

Post by GriffonSpade »

nation.png
nation.png (2.6 KiB) Viewed 25219 times
;NATION (nation.png)
0, 0, "e_achievement"
0, 1, "e_uprising"
0, 2, "e_civil_war"
0, 3, "e_anarchy"
0, 4, "e_first_contact"
0, 5, "e_new_government"
0, 6, "e_low_on_funds" ;Hogne HÃ¥skjold <haskjold@gmail.com> (gold coin)
0, 7, "e_pollution" ;from small.png
0, 8, "e_revolt_done"
0, 9, "e_revolt_start"
0, 10, "e_spaceship"
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: Art required for freeciv proper

Post by cazfi »

New event icons added to patch #4166 (readjusted by placing everything to events.png, and some .spec changes). Ecodisaster icons handled in patch #4827.
User avatar
JTN
Elite
Posts: 473
Joined: Wed Jan 30, 2013 12:15 am

Re: Art required for freeciv proper

Post by JTN »

We don't seem to have mentioned here that we're missing Cimpletoon graphics for civ2civ3 Migrants for 2.5 (bug #20029).
cazfi
Elite
Posts: 3069
Joined: Tue Jan 29, 2013 6:54 pm

Re: Art required for freeciv proper

Post by cazfi »

Code side problems preventing 2.5 release are getting rare, but art tickets remain open. Art required for 2.5: patch #4420
User avatar
JTN
Elite
Posts: 473
Joined: Wed Jan 30, 2013 12:15 am

Re: Art required for freeciv proper

Post by JTN »

New ticket created requesting Maglev graphics: patch #5013.

We could use this for 2.5, although it's less urgent than other 2.5 art requests.

Even ideas for how to represent Maglev would be welcome. I guess it's a solid light grey concrete track, possibly elevated like a monorail (although that's hard to join with roads/railroads).

(Amplio2hexbig represents it as a simple solid grey line, which is kind of cute.)
Post Reply