Amplio2 and event icon updates

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GriffonSpade
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Amplio2 and event icon updates

Post by GriffonSpade »

[moderator note: split out of Art required for freeciv proper (2.6) thread --JTN]

Somewhat off topic, but here's Amplio2 cities all consolidated together in one file. (The way they're set up in Amplio2 bugged me while I was working on ampliohexbig 2.6.00)Also, amplio2 bases with occupied and disorder on it
Spec data in data boxes, complete with in-line credits. Note that the occupied and disorder are NOT in with the cities, and instead in the bases.
Pretty much halves the data size for amplio2 cities. Intended for 2.6ish.
base spec data:

Code: Select all

artists = "
    Hogne Håskjold <hogne@freeciv.org>[HH]
	Eleazar [El](buoy)
    Vincent Croisier <vincent.croisier@advalvas.be>[VC] (ruins)
    GriffonSpade [GS]
"

[file]
gfx = "amplio2/bases"

[grid_main]

x_top_left = 1
y_top_left = 1
dx = 96
dy = 72
pixel_border = 1

tiles = { "row", "column", "tag"
;[HH][GS]
 0,  0, "base.airbase_mg"
 0,  1, "tx.airbase_full"
;[HH]
 0,  3, "base.fortress_fg"
 0,  4, "base.fortress_bg"
;[HH][GS]
 1,  0, "base.airstrip_mg"
;[El]
 1,  1, "base.buoy_mg"
;[VC]
 1,  2, "base.ruins_mg"
;[HH][GS]
 1,  3, "base.outpost_fg"
 1,  4, "base.outpost_bg"
;[HH]
 0,  2, "cd.occupied",
		"city.european_occupied_0",
		"city.classical_occupied_0",
		"city.asian_occupied_0",
		"city.tropical_occupied_0",
		"city.celtic_occupied_0",
		"city.babylonian_occupied_0",
		"city.industrial_occupied_0",
		"city.electricage_occupied_0",
		"city.modern_occupied_0",
		"city.postmodern_occupied_0"
;[HH]
 0,  5, "city.disorder"
;blank defaults
 1,  5, "cd.city",
		"cd.city_wall"
}
cities spec data

Code: Select all

artists = "
	CaptainTVK[TVK]
	Erwan[E]
	Smiley <www.firstcultural.com>[S]
	Hogne Håskjold <hogne@freeciv.org>[HH]
"

[file]
gfx = "amplio2/cities"

[grid_main]

x_top_left = 1
y_top_left = 1
dx = 96
dy = 72
pixel_border = 1

tiles = { "row", "column", "tag"
;[E][TVK]
 0,  0, "city.celtic_city_0"
 0,  1, "city.celtic_city_1"
 0,  2, "city.celtic_city_2"
 0,  3, "city.celtic_city_3"
 0,  4, "city.celtic_city_4"
;[E][TVK][HH]
 0,  5, "city.celtic_wall_0"
 0,  6, "city.celtic_wall_1"
 0,  7, "city.celtic_wall_2"
 0,  8, "city.celtic_wall_3"
 0,  9, "city.celtic_wall_4"
;[TVK]
 1,  0, "city.european_city_0"
 1,  1, "city.european_city_1"
 1,  2, "city.european_city_2"
 1,  3, "city.european_city_3"
 1,  4, "city.european_city_4"
;[TVK][HH]
 1,  5, "city.european_wall_0"
 1,  6, "city.european_wall_1"
 1,  7, "city.european_wall_2"
 1,  8, "city.european_wall_3"
 1,  9, "city.european_wall_4"
;[TVK]
 2,  0, "city.classical_city_0"
 2,  1, "city.classical_city_1"
 2,  2, "city.classical_city_2"
 2,  3, "city.classical_city_3"
 2,  4, "city.classical_city_4"
;[TVK][HH]
 2,  5, "city.classical_wall_0"
 2,  6, "city.classical_wall_1"
 2,  7, "city.classical_wall_2"
 2,  8, "city.classical_wall_3"
 2,  9, "city.classical_wall_4"
;[E][TVK]
 3,  0, "city.babylonian_city_0"
 3,  1, "city.babylonian_city_1"
 3,  2, "city.babylonian_city_2"
 3,  3, "city.babylonian_city_3"
 3,  4, "city.babylonian_city_4"
;[E][TVK][HH]
 3,  5, "city.babylonian_wall_0"
 3,  6, "city.babylonian_wall_1"
 3,  7, "city.babylonian_wall_2"
 3,  8, "city.babylonian_wall_3"
 3,  9, "city.babylonian_wall_4"
;[TVK]
 4,  0, "city.asian_city_0"
 4,  1, "city.asian_city_1"
 4,  2, "city.asian_city_2"
 4,  3, "city.asian_city_3"
 4,  4, "city.asian_city_4"
;[TVK][HH]
 4,  5, "city.asian_wall_0"
 4,  6, "city.asian_wall_1"
 4,  7, "city.asian_wall_2"
 4,  8, "city.asian_wall_3"
 4,  9, "city.asian_wall_4"
;[TVK]
 5,  0, "city.tropical_city_0"
 5,  1, "city.tropical_city_1"
 5,  2, "city.tropical_city_2"
 5,  3, "city.tropical_city_3"
 5,  4, "city.tropical_city_4"
;[TVK][HH]
 5,  5, "city.tropical_wall_0"
 5,  6, "city.tropical_wall_1"
 5,  7, "city.tropical_wall_2"
 5,  8, "city.tropical_wall_3"
 5,  9, "city.tropical_wall_4"
;[S]
 6,  0, "city.industrial_city_0"
 6,  1, "city.industrial_city_1"
 6,  2, "city.industrial_city_2"
 6,  1, "city.industrial_city_3"
 6,  2, "city.industrial_city_4"
;[S][HH]
 6,  5, "city.industrial_wall_0"
 6,  6, "city.industrial_wall_1"
 6,  7, "city.industrial_wall_2"
 6,  8, "city.industrial_wall_3"
 6,  9, "city.industrial_wall_4"
;[S]
 7,  0, "city.electricage_city_0"
 7,  1, "city.electricage_city_1"
 7,  2, "city.electricage_city_2"
 7,  3, "city.electricage_city_3"
 7,  4, "city.electricage_city_4"
;[S][HH]
 7,  5, "city.electricage_wall_0"
 7,  6, "city.electricage_wall_1"
 7,  7, "city.electricage_wall_2"
 7,  8, "city.electricage_wall_3"
 7,  9, "city.electricage_wall_4"
;[S]
 8,  0, "city.modern_city_0"
 8,  1, "city.modern_city_1"
 8,  2, "city.modern_city_2"
 8,  3, "city.modern_city_3"
 8,  4, "city.modern_city_4"
;[S][HH]
 8,  5, "city.modern_wall_0"
 8,  6, "city.modern_wall_1"
 8,  7, "city.modern_wall_2"
 8,  8, "city.modern_wall_3"
 8,  9, "city.modern_wall_4"
;[S]
 9,  0, "city.postmodern_city_0"
 9,  1, "city.postmodern_city_1"
 9,  2, "city.postmodern_city_2"
 9,  3, "city.postmodern_city_3"
 9,  4, "city.postmodern_city_4"
;[S][HH]
 9,  5, "city.postmodern_wall_0"
 9,  6, "city.postmodern_wall_1"
 9,  7, "city.postmodern_wall_2"
 9,  8, "city.postmodern_wall_3"
 9,  9, "city.postmodern_wall_4"

}
bases.png
cities.png
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GriffonSpade
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Re: Amplio2 and event icon updates

Post by GriffonSpade »

Events with a couple added and modified things. Made from r33044.

I'm not 100% on what improvement auctioned is, but that's when you run out of cash and a building is automatically sold to cover the deficit, correct?
I'm not really sure what e_tech_embassy is, so I left the space above the test tube empty. What exactly is it?
Some of the black icons have been replaced with cyan, because black is invisible in Qt client.(Hut new city, new city, and transfer city)
Additionally, I believe "e_bad_command" in small.spec could use the unused circle-cancel thingy "e_no" in events.spec.
Here are the locations of the new icons. All of them must be removed from small.spec.

Code: Select all

  1,  4, "e_bad_command"
  1,  5, "e_imp_buy"
  1,  6, "e_imp_build"
  1,  7, "e_imp_auctioned"
  1,  7, "e_imp_sold"
  1,  8, "e_imp_auto"
;  1,  9, "e_imp_destroyed"
  1, 10, "e_tech_gain"
  1, 11, "e_tech_learned"
  1, 12, "e_tech_lost"
  1, 13, "e_tech_embassy"
events.png
events.png (10.69 KiB) Viewed 10962 times
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dunnoob
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Re: Amplio2 and event icon updates

Post by dunnoob »

GriffonSpade wrote:The way they're set up in Amplio2 bugged me
Thanks, me too, and with your new airstrip + not-yet-fortress I'd get an overflow on my combo over cities + bases. With your new cities I just have to add the amplio "occupied" bar for small flags + the amplio ruins for "do not hide the terrain unless clean-up is required" to your new bases. :lol: The stupid marina can use buoy + fortress.
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GriffonSpade
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Re: Amplio2 and event icon updates

Post by GriffonSpade »

Additional amplio2.tilespec edit needed:

activity_offset_x = 49

Changes:
tiles.png replaced with 2.5-based version, added auto-settler, connect, stack, and loaded sprites from activites.png
updated tiles.spec
resized activities.png to 28x24
moved railroad activity sprite up 1 pixel
updated maglev activity sprite
updated activities.spec
removed deadspace from terrain2.png

bugs:
amplio2's "unit.connect" sprite is still being offset on the y axis by 25 pixels for unknown reasons

(Note: noticed Qt client allows you to buy a wonder after someone else has finished building it. Then next turn it simply tells you that it is unable to be built. Perhaps it should block the player from buying it after someone else has already constructed it?)

More Event stuff.

Changes(Over and above the previous):
fixed the tech_embassy sprite by adding a warning sign above it (It's apparently when embassy tells you someone else learned tech)
added unit event sprites
lightened outline pixels of crossed swords on hut barb free unit
updated events.spec and small.spec
The following sprites with their locations were added to events.spec (and removed from small.spec) ["e_no" dummy entry was removed]

Code: Select all

  0,  5, "e_unit_built_pop_cost"
  1, 13,  "e_tech_goal"
  1, 14,  "e_game_start"
  1, 15,  "e_next_year"
  1, 16,  "e_game_end"
  1, 17,  "e_turn_bell"
  2,  8,  "e_unit_lost_att"
  2,  9,  "e_unit_win_att"
  2, 10,  "e_unit_buy"
  2, 11,  "e_unit_built"
  2, 12,  "e_unit_lost_def"
  2, 12,  "e_unit_lost_misc"
  2, 13,  "e_unit_win"
  2, 14,  "e_unit_became_vet"
  2, 15,  "e_unit_upgraded"
  2, 16,  "e_unit_relocated"
  2, 17,  "e_unit_orders"
(Note: giving away a city to someone else gives the city lost sprite instead of the city transferred sprite)
(Note: "e_unit_lost_att" nor "e_unit_win_att" are triggered after launching an attack)
(Note: "e_unit_buy" is not used, "e_unit_built" is used instead[or is e_unit_buy supposed to be triggered immediately, or in addition to e_unit_built?])
(Note: "e_imp_buy" is not used, "e_imp_build" is used instead[or is e_imp_buy supposed to be triggered immediately, or in addition to e_imp_built?])
Attachments
eventstuff.zip
(12.93 KiB) Downloaded 319 times
amplio2stuff.zip
(185.12 KiB) Downloaded 316 times
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GriffonSpade
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Re: Amplio2 and event icon updates

Post by GriffonSpade »

More amplio2 stuff. Made from r33170

veterancy.png: Added lowfuel sprite (and unused variant); added pixel border
veterancy.spec: updated lowfuel reference (no longer uses tired sprite); updated pixel border data
units.png: Moved train sprite to 2, 19, cropped off unused bottom row; placed sprites on a pixel grid (no changes to individual sprites or order)
units.spec: updated train reference; updated top left and pixel border data
Attachments
a2unitstuff.zip
(90.62 KiB) Downloaded 319 times
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JTN
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Re: Amplio2 and event icon updates

Post by JTN »

GriffonSpade wrote:I'm not 100% on what improvement auctioned is, but that's when you run out of cash and a building is automatically sold to cover the deficit, correct?
Correct. Description in config UI is "Forced to Sell". Associated message is "Can't afford to maintain %s in %s, building sold!"
GriffonSpade wrote:I'm not really sure what e_tech_embassy is [...] fixed the tech_embassy sprite by adding a warning sign above it (It's apparently when embassy tells you someone else learned tech)
Correct (also when they lose a tech).
GriffonSpade wrote:Additionally, I believe "e_bad_command" in small.spec could use the unused circle-cancel thingy "e_no" in events.spec.
Seems a good match to the sort of messages it's associated with.
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JTN
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Re: Amplio2 and event icon updates

Post by JTN »

Patch #7438 raised to get Amplio2 updates into distribution
Patch #7439 raised for event icons
GriffonSpade wrote:(Note: noticed Qt client allows you to buy a wonder after someone else has finished building it. Then next turn it simply tells you that it is unable to be built. Perhaps it should block the player from buying it after someone else has already constructed it?)
Raised as bug #24845.
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GriffonSpade
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Re: Amplio2 and event icon updates

Post by GriffonSpade »

Alright, apparently there is a messages filter, and not all of them are selected by default. That was the cause of the ones that weren't appearing.

This version gets all the effects out of small.spec and into events.spec. Added the treaty icons, the wonder icons, the skull and waterdrop from small.png, caravan action, altered a few things, especially the improvements, and moved a bunch of things around to fit better.
eventstuffs.zip
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JTN
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Re: Amplio2 and event icon updates

Post by JTN »

GriffonSpade wrote:This version gets all the effects out of small.spec and into events.spec.
I'm looking at getting this in the distribution now.

I noticed what I'm guessing might be mistakes in the unit events; I'll include my best effort at fixing them unless I hear otherwise:

Code: Select all

Event                                   was             now (*=changed)
unit_lost_def   Defender Destroyed      red minus       red minus
unit_lost_misc  Lost outside battle     red minus      *yellow minus
unit_win_att    Attack Succeeded        green swords    green swords
unit_win        Defender Survived       yellow minus   *green swords
Your update is for 2.6; there are some new events on trunk. I'll point them at existing sprites as placeholders.

Code: Select all

e_my_spy_steal_map      "Diplomat Action: Map Theft"
e_my_spy_nuke           "Diplomat Action: Suitcase Nuke"
e_enemy_spy_steal_map   "Enemy Diplomat: Map Theft"
e_enemy_spy_nuke        "Enemy Diplomat: Suitcase Nuke"
e_unit_was_expelled     "Unit: Was Expelled"
e_unit_did_expel        "Unit: Did Expel"
e_unit_action_failed    "Unit: Action failed"
e_spontaneous_extra     "Extra Appears or Disappears"
e_unit_escaped          "Unit: Unit escaped"
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JTN
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Re: Amplio2 and event icon updates

Post by JTN »

JTN wrote:I noticed what I'm guessing might be mistakes in the unit events; I'll include my best effort at fixing them unless I hear otherwise:
More precisely, this is what I'm changing relative to yours:

Code: Select all

--- a/data/misc/events.spec
+++ b/data/misc/events.spec
@@ -82,11 +82,11 @@ 
 
   2,  8,  "e_unit_lost_att"
   2,  9,  "e_unit_win_att"
+  2,  9,  "e_unit_win"  ; PLACEHOLDER
   2, 10,  "e_unit_buy"
   2, 11,  "e_unit_built"
   2, 12,  "e_unit_lost_def"
-  2, 12,  "e_unit_lost_misc"
-  2, 13,  "e_unit_win"
+  2, 13,  "e_unit_lost_misc"
   2, 14,  "e_unit_became_vet"
   2, 15,  "e_unit_upgraded"
   2, 16,  "e_unit_relocated"
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