Page 5 of 11

Re: Art required for freeciv proper

Posted: Tue Feb 04, 2014 4:20 pm
by GriffonSpade
dudes.png
dudes.png (3.83 KiB) Viewed 25725 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 :)

Re: Art required for freeciv proper

Posted: Sun Feb 09, 2014 10:45 am
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.

Re: Art required for freeciv proper

Posted: Sat Feb 15, 2014 1:45 am
by cazfi
Cityicon events went in in patch #4166. For specialists v3 patch #4506 has been opened.

Re: Art required for freeciv proper

Posted: Tue Feb 18, 2014 2:27 am
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)

Re: Art required for freeciv proper

Posted: Tue Jun 10, 2014 12:46 pm
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 25399 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 25399 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 25399 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 25399 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 25399 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"

Re: Art required for freeciv proper

Posted: Tue Jun 10, 2014 12:53 pm
by GriffonSpade
nation.png
nation.png (2.6 KiB) Viewed 25399 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"

Re: Art required for freeciv proper

Posted: Thu Jun 19, 2014 10:30 pm
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.

Re: Art required for freeciv proper

Posted: Sun Jul 13, 2014 9:52 am
by JTN
We don't seem to have mentioned here that we're missing Cimpletoon graphics for civ2civ3 Migrants for 2.5 (bug #20029).

Re: Art required for freeciv proper

Posted: Fri Aug 01, 2014 12:50 am
by cazfi
Code side problems preventing 2.5 release are getting rare, but art tickets remain open. Art required for 2.5: patch #4420

Re: Art required for freeciv proper

Posted: Sat Aug 02, 2014 11:45 pm
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.)