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Re: Art required for freeciv proper

Posted: Sat Jan 11, 2014 7:26 am
by cazfi
Thanks. Inclusion of the new specialist icons now has its ticket: patch #4422.

I listed you in the credits just as "GriffonSpade". Is that ok?

Re: Art required for freeciv proper

Posted: Sat Jan 11, 2014 11:47 am
by cazfi
I've create metaticket (ticket that depends on other tickets) about art needed for freeciv-2.5: patch #4420.

It's possible that there will still be some additions to the list, but it's unlikely already.

Re: Art required for freeciv proper

Posted: Sun Jan 12, 2014 4:01 am
by GriffonSpade
cazfi wrote:Thanks. Inclusion of the new specialist icons now has its ticket: patch #4422.

I listed you in the credits just as "GriffonSpade". Is that ok?
Affirmative.

Re: Art required for freeciv proper

Posted: Sun Jan 12, 2014 10:24 am
by GriffonSpade
cazfi wrote:New required art ticket: patch #4166 We need icons for all the event types (message classes sent to client) Attached image shows the feature with current placeholder gfx.
Is there a comprehensive list of the event types anywhere?
(It's not just these two, I assume; http://freeciv.wikia.com/wiki/Events_Reference_Manual doesn't seem to have the proper focus for helping to know what to make)


Additionally, are specialists for production, food, and trade desired? I created male and female variants of workers, farmers, and merchants if they are.
(And slightly altered 2 of the original 3 I made, but only noticeably changed the position of the scientist's arms from 'up' to 'down'...it bugged me)
(Created from existing icons on small.png)
dudes.png
dudes.png (3.33 KiB) Viewed 21806 times
small.png
(same as above, but with the background of 'happy' citizen icon lightened to contrast better with 'farmer' icon)
small2.png
Additionally, I went ahead and added the missing flag to the largest celtic walled city in Amplio2
ancientcities.png

Re: Art required for freeciv proper

Posted: Sun Jan 12, 2014 12:26 pm
by JTN
GriffonSpade wrote:
cazfi wrote:New required art ticket: patch #4166 We need icons for all the event types (message classes sent to client) Attached image shows the feature with current placeholder gfx.
Is there a comprehensive list of the event types anywhere?
(It's not just these two, I assume; http://freeciv.wikia.com/wiki/Events_Reference_Manual doesn't seem to have the proper focus for helping to know what to make)
Indeed, different meanings of "events".
You can see the current set of message events in common/events.c (scroll down and look for the GEN_EV bits -- E_TECH_GAIN etc). These translate into tileset tags in lower case ("e_tech_gain") -- see initial change to small.spec.
I don't think there's any need to have distinct icons for every single event -- a rather smaller set will suffice, and it means we don't have to find art every time we add a new event. But the set we have currently is a bit too small. The icon classes don't have to match those defined in events.c, but it may make sense in some cases.

Re: Art required for freeciv proper

Posted: Sun Jan 12, 2014 6:25 pm
by cazfi
The same list, but more to-the-point is the list of even icon gfx tags in TRUNK small.spec http://svn.gna.org/viewcvs/*checkout*/f ... small.spec It's probably better to add these icons to separate file than small.png/small.spec (and anyway TRUNK small.png is different from S2_4 one so updating the latter wouldn't produce usable file)

Re: Art required for freeciv proper

Posted: Wed Jan 15, 2014 4:33 pm
by cazfi
I've now committed the original specialists set. I wanted that in fast, so the related .spec file changes would be there (especially in 2.5 that is approaching datafile format freeze - we still had the opportunity to make it better there than what we had to put in to frozen 2.4)

Re: Art required for freeciv proper

Posted: Thu Jan 30, 2014 3:46 pm
by cazfi
New version of the specialist icons now patch #4457

Re: Art required for freeciv proper

Posted: Sun Feb 02, 2014 3:08 am
by cazfi
patch #4467 also makes the worker, farmer, and merchant sprites available for any tileset including misc/specialists.spec (supplied rulesets do not use those tags)

Is there some logic that you did both female and male version of the unused specialists, but only one version of the default ones? I think the code supports using up to 6 different sprites for a given citizen/specialist type.

Re: Art required for freeciv proper

Posted: Mon Feb 03, 2014 3:58 am
by GriffonSpade
'Logic' is probably too strong a word for it, but I started the first 3 with the sprites I felt were best suited to conversion. The others were somewhat less...specialized, I suppose would be the best way to put it. I'll think on it and maybe poke at the sprites and see if any inspiration for making a second on each of the original 3 jumps out at me. Also, have I mentioned that making 15x20 sprites that confer meaning and are distinguishable is really, really hard?

first draft of city improvement icons, using a crenelated city wall/gate to stand for city (the 'city' part maybe needs changed, or not needed at all on some of them)
"e_city_cantbuild"
"e_city_lost"
"e_city_love"
"e_city_famine"
"e_city_famine_feared"
"e_city_disorder"
"e_city_growth"
"e_city_may_soon_grow"
"e_city_transfer"
"e_city_aqueduct"
"e_city_aq_building"
"e_city_normal"
"e_city_nuked"
"e_city_cma_release"
"e_city_gran_throttle"
"e_city_build"
(city poisoned?)
"e_city_production_changed"
cityevents.png
cityevents.png (1.36 KiB) Viewed 21711 times
some misc icons, building, building destroyed, building sold?, building obsolete?, nuclear, biohazard, chemhazard, yellow-black caution, white-red caution, 'no' icon
events.png
events.png (1.79 KiB) Viewed 21711 times
all by myself, and any that are based on anything existing are in public domain