How to use Freeland (big) tileset? How to enable sound?

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archeologistfossils
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Joined: Tue Jun 28, 2016 2:55 pm

How to use Freeland (big) tileset? How to enable sound?

Postby archeologistfossils » Thu Jun 30, 2016 2:53 pm

I downloaded all the mods with the modpack installer that came with the latest stable version of freeciv but I don't know how to use the I see Freeland (big) tileset so that the game is a bit bigger and easier on the eyes, and I have no idea how to enable the sound. :cry:
GET OFF MY SIIIIIIIIISSSSSSSSSSSSTTTTTTTTTTTTERRRRRRRRRRRR!!!!!!!!

archeologistfossils
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby archeologistfossils » Thu Jun 30, 2016 4:26 pm

I also don't know how to use the Ampliohexbig tileset... :(

how do you enable all sounds and music too?
GET OFF MY SIIIIIIIIISSSSSSSSSSSSTTTTTTTTTTTTERRRRRRRRRRRR!!!!!!!!

sveinung
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Posts: 430
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby sveinung » Thu Jun 30, 2016 9:11 pm

Game->Options->Local client

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Arbogast
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby Arbogast » Fri Jul 01, 2016 2:14 pm

As for me...
I tried under different versions to load the freeland (big & normal) with the MP-gtk2 and Windows gives me a "Fatal Error" when I click in Start button, and kicks me out of freeciv.

sveinung
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby sveinung » Fri Jul 01, 2016 4:31 pm

Arbogast wrote:I tried under different versions to load the freeland (big & normal) with the MP-gtk2 and Windows gives me a "Fatal Error" when I click in Start button, and kicks me out of freeciv.

I just tested freeland-big with Freeciv 2.5 (on Debian GNU/Linux). It worked. Could be different on Windows.

Are the "different versions" development versions (2.6 or 3.0)? If yes: what versions? Are you sure that your version of Freeland has been updated to work with the development version you have?

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Arbogast
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby Arbogast » Fri Jul 01, 2016 6:01 pm

I'm on Windows XP.
Oh ! It goes back to versions 2.5.x.
Yes, I tried it on most Versions of 2.6 and no go.
Mind you, I used the MPs but they don't show in their directory. Should I transfer the Freeland files manually ?

sveinung
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby sveinung » Fri Jul 01, 2016 6:57 pm

Arbogast wrote:Oh ! It goes back to versions 2.5.x.

Just to be sure that we aren't talking past each other: Are you saying that Freeland won't load in 2.5 on Windows XP? (I said that it loaded and worked fine on Debian GNU∕Linux)

Arbogast wrote:Mind you, I used the MPs but they don't show in their directory. Should I transfer the Freeland files manually ?

Not sure what you are trying to say here. My reply below may or may not answer your question.

A Freeciv 2.5 tileset won't work for Freeciv 2.6 unless you upgrade it to the Freeciv 2.6 tileset format. A tileset in a format between the 2.5 and the 2.6 format (from before the 2.6 tileset format was finished) won't work on 2.6 unless it is upgraded.

I just installed the 2.6 version of Freeland-big using the Freeciv 2.6 modpack installer. I then switched the current tileset to Freeland-big. It worked fine. (Done on Debian GNU/Linux)

archeologistfossils
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby archeologistfossils » Sat Jul 02, 2016 1:41 am

sveinung wrote:Game->Options->Local client


:o :o :o :o :o WOW!!!!!!!!!!!!!!!!!! :o :o :o :o :o :o

I NEVER NOTICED THAT! THIS IS EXCELLENT! :shock:


THANK YOU FRIENDLY FORUM PERSON!!!!!!!!!!!!!!! :D

edit: THERE ARE SOUND OPTIONS TOO!! THERE'S EVERYTHING!! it's so much more options! WOOOOOOOHOOOOOOOOOOOO!!!
GET OFF MY SIIIIIIIIISSSSSSSSSSSSTTTTTTTTTTTTERRRRRRRRRRRR!!!!!!!!

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GriffonSpade
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Re: How to use Freeland (big) tileset? How to enable sound?

Postby GriffonSpade » Sat Jul 02, 2016 5:17 am

Windows 7 here.

Every MP tileset except ancients is loading in Qt 2.5.4. Perhaps your tileset is set to ancients, and that is why it is crashing as soon as built-in server starts?

In 2.6-r33044 it's also the top option in 2.6 overhead, and when set to overhead it's crashing. Oh, even better, the ancients RULESET does this too! (Though that is likely because it chooses the tileset automatically). Other 2.6 MP tilesets appear to all be working fine.


Worse, it crashes without creating a report or giving an error. I've only seen it do this before when it is trying to load a tilespec with a spec file that doesn't exist.

The different intro file setting isn't the cause, either (Or if it is, not the only one).
Lacking the trident/earth.spec reference isn't the reason either.

Missing a darkness_layer entry isn't it either, it seems.

Ultimately, I fixed them by backporting trident stuff to ensure compatability, leaving only the name/version info, intro image, and units.spec reference as what ancients had. (Those appear to be the only intended differences) Any issues appear to have arisen from dependency upon trident files or lacking default references needed for compatability(such as railroads).

ancients.tilespec 2.5 fix

Code: Select all

[tilespec]

; Format and options of this tilespec file:
options = "+Freeciv-2.5-tilespec"

; A simple name for the tileset specified by this file:
name = "Ancients"
priority = 5

; TODO: add more overall information fields on tiles,
; eg, description, authors, colors, etc.

; Basic tile sizes:
normal_tile_width  = 30
normal_tile_height = 30
small_tile_width   = 15
small_tile_height  = 20

; Basic tile style.
type = "overview"
is_hex = FALSE

; Was fogstyle 0 (old iso style)
fogstyle = 2

; Was darkness style 3 (15 sprites)
darkness_style = 4
; Which terrain layer darkness is drawn top of (0-2)
darkness_layer = 0
 
; offset the flags by this amount when drawing units
unit_flag_offset_x = 0
unit_flag_offset_y = 0
city_flag_offset_x = 0
city_flag_offset_y = 0
 
; offset the units by this amount when drawing units
unit_offset_x = 0
unit_offset_y = 0

; offset the city bar text by this amount (from the city tile origin)
citybar_offset_y = 27

; offset the tile label text by this amount
tilelabel_offset_y = 10

; Font size (points) to use to draw city names and productions:
city_names_font_size = 10
city_productions_font_size = 10

; These are special because they get freed and reloaded
; as required:
main_intro_file    = "ancients/intro"
minimap_intro_file = "misc/radar"

; Below, the graphics spec files; must be somewhere (anywhere) in
; the data path. Order may be important for color allocation on
; low-color systems, and if there are any duplicate tags (lattermost
; tag is used).
files =
  "misc/overlays.spec",
  "misc/citybar.spec",
  "trident/tiles.spec",
  "trident/earth.spec",
  "misc/small.spec",
  "misc/governments.spec",
  "misc/specialists.spec",
  "ancients/units.spec",
  "trident/select.spec",
  "misc/flags.spec",
  "misc/shields.spec",
  "misc/cursors.spec",
  "trident/grid.spec",
  "trident/roads.spec",
  "misc/buildings.spec",
  "misc/space.spec",
  "misc/techs.spec",
  "misc/treaty.spec",
  "misc/icons.spec",
  "misc/editor.spec",
  "trident/fog.spec",
  "trident/cities.spec",
  "trident/explosions.spec"


; Include color definitions
*include "misc/colors.tilespec"

; Terrain info - see README.graphics

[layer0]
match_types = "desert", "forest", "grassland", "hills", "jungle", "mountains", "water", "plains", "swamp", "tundra"

[layer1]
match_types = "water", "land"

[layer2]
match_types = "water", "arctic"

; Water graphics referenced by terrain.ruleset
;
[tile_coast]
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"
mine_sprite = "tx.oil_mine"

[tile_floor]
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"
mine_sprite = "tx.oil_mine"

[tile_lake]
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"
mine_sprite = "tx.oil_mine"

[tile_inaccessible]
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"
mine_sprite = "tx.oil_mine"

; Land graphics referenced by terrain.ruleset
;
[tile_arctic]
blend_layer = 0
num_layers = 3
layer0_match_type = "tundra"
layer0_match_with = "tundra"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "arctic"
mine_sprite = "tx.oil_mine"

[tile_desert]
blend_layer = 0
num_layers = 3
layer0_match_type = "desert"
layer0_match_with = "desert"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.oil_mine"

[tile_forest]
blend_layer = 0
num_layers = 3
layer0_match_type = "forest"
layer0_match_with = "forest"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_grassland]
blend_layer = 0
num_layers = 3
layer0_match_type = "grassland"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_hills]
blend_layer = 0
num_layers = 3
layer0_match_type = "hills"
layer0_match_with = "hills"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_jungle]
blend_layer = 0
num_layers = 3
layer0_match_type = "jungle"
layer0_match_with = "jungle"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_mountains]
blend_layer = 0
num_layers = 3
layer0_match_type = "mountains"
layer0_match_with = "mountains"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_plains]
blend_layer = 0
num_layers = 3
layer0_match_type = "plains"
layer0_match_with = "plains"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_swamp]
blend_layer = 0
num_layers = 3
layer0_match_type = "swamp"
layer0_match_with = "swamp"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.mine"

[tile_tundra]
blend_layer = 0
num_layers = 3
layer0_match_type = "tundra"
layer0_match_with = "tundra"
layer1_match_type = "land"
layer2_match_type = "water"
mine_sprite = "tx.oil_mine"

[roads]
styles =
    { "name",        "style"
      "road.road",   "ParityCombined"
      "road.rail",   "ParityCombined"
      "road.maglev", "ParityCombined"
      "road.river",  "River"
    }

ancients.tilespec 2.6 fix

Code: Select all

[tilespec]

; Format and options of this tilespec file:
options = "+Freeciv-2.6-tilespec"

; A simple name for the tileset specified by this file:
name = "Ancients"
priority = 5

; Version numbering so that until freeciv version a.b has stable format,
; version here is some a.b-pre, a.b-dev, or a.b-alpha. The first version
; with the stable format is a.b-0, then a.b-1...
version = "2.6-0"

; Summary and full description of the tileset.
summary = _("Tileset to be used with Ancients ruleset.")
;description = ""

; TODO: add more overall information fields on tiles,
; eg, authors, colors, etc.

; Basic tile sizes:
normal_tile_width  = 30
normal_tile_height = 30
small_tile_width   = 15
small_tile_height  = 20

; Basic tile style.
type = "overhead"
is_hex = FALSE

; Was old iso style
fog_style      = "Darkness"

; Was darkness style "CardinalFull" (15 sprites)
darkness_style = "Corner"
; Which terrain layer darkness is drawn top of (0-2)
darkness_layer = 0
 
; offset the flags by this amount when drawing units
unit_flag_offset_x = 0
unit_flag_offset_y = 0
city_flag_offset_x = 0
city_flag_offset_y = 0

; offset the city occupied sprite by this amount
occupied_offset_x = 0
occupied_offset_y = 0

; offset the units by this amount
unit_offset_x = 0
unit_offset_y = 0

; offset of the normal activity icons
activity_offset_x = 0
activity_offset_y = 0

; offset the cities by this amount
city_offset_x = 0
city_offset_y = 0

; offset the citybar text by this amount (from the city tile origin)
citybar_offset_y = 27

; offset the tile label text by this amount
tilelabel_offset_y = 10

; offset the upkeep icons by this amount from the top of the unit itself.
; The default is the normal tile height, which means that the upkeep icons
; appear below the unit icon if the unit icons are equal to tile height
; (typical in overhead tileset), or overlay lower part of the unit icon,
; if unit icon is higher than tiles (typical in iso tilesets)
;unit_upkeep_offset_y = 0

; Like unit_upkeep_offset_y, but to be used in case there`s only small
; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
; not having alternative layout.
; Set it to overlay lower part of the unit icon instead of taking extra
; space below.
unit_upkeep_small_offset_y = 20

; Font size (points) to use to draw city names and productions:
city_names_font_size = 10
city_productions_font_size = 10

; These are special because they get freed and reloaded
; as required:
main_intro_file    = "ancients/intro"
minimap_intro_file = "misc/radar"

; Below, the graphics spec files; must be somewhere (anywhere) in
; the data path. Order may be important for color allocation on
; low-color systems, and if there are any duplicate tags (lattermost
; tag is used).
files =
  "misc/overlays.spec",
  "misc/citybar.spec",
  "trident/tiles.spec",
  "trident/earth.spec",
  "misc/small.spec",
  "misc/events.spec",
  "misc/governments.spec",
  "misc/specialists.spec",
  "ancients/units.spec",
  "trident/select.spec",
  "misc/flags.spec",
  "misc/shields.spec",
  "misc/cursors.spec",
  "trident/grid.spec",
  "trident/roads.spec",
  "misc/buildings.spec",
  "misc/space.spec",
  "misc/techs.spec",
  "misc/treaty.spec",
  "misc/icons.spec",
  "misc/editor.spec",
  "trident/fog.spec",
  "trident/cities.spec",
  "trident/explosions.spec"

; Include color definitions
*include "misc/colors.tilespec"

; Terrain info - see README.graphics

[layer0]
match_types = "desert", "forest", "grassland", "hills", "jungle", "mountains", "water", "plains", "swamp", "tundra"

[layer1]
match_types = "water", "land"

[layer2]
match_types = "water", "arctic"

; Water graphics referenced by terrain.ruleset
;
[tile_coast]
tag = "coast"
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"

[tile_floor]
tag = "floor"
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"

[tile_lake]
tag = "lake"
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"

[tile_inaccessible]
tag = "inaccessible"
blend_layer = 0
num_layers = 3
layer0_match_type = "water"
layer0_match_with = "water"
layer0_sprite_type = "corner"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "water"
layer2_match_with = "water"

; Land graphics referenced by terrain.ruleset
;
[tile_arctic]
tag = "arctic"
blend_layer = 0
num_layers = 3
layer0_match_type = "tundra"
layer0_match_with = "tundra"
layer1_match_type = "water"
layer1_match_with = "water"
layer2_match_type = "arctic"

[tile_desert]
tag = "desert"
blend_layer = 0
num_layers = 3
layer0_match_type = "desert"
layer0_match_with = "desert"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_forest]
tag = "forest"
blend_layer = 0
num_layers = 3
layer0_match_type = "forest"
layer0_match_with = "forest"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_grassland]
tag = "grassland"
blend_layer = 0
num_layers = 3
layer0_match_type = "grassland"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_hills]
tag = "hills"
blend_layer = 0
num_layers = 3
layer0_match_type = "hills"
layer0_match_with = "hills"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_jungle]
tag = "jungle"
blend_layer = 0
num_layers = 3
layer0_match_type = "jungle"
layer0_match_with = "jungle"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_mountains]
tag = "mountains"
blend_layer = 0
num_layers = 3
layer0_match_type = "mountains"
layer0_match_with = "mountains"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_plains]
tag = "plains"
blend_layer = 0
num_layers = 3
layer0_match_type = "plains"
layer0_match_with = "plains"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_swamp]
tag = "swamp"
blend_layer = 0
num_layers = 3
layer0_match_type = "swamp"
layer0_match_with = "swamp"
layer1_match_type = "land"
layer2_match_type = "water"

[tile_tundra]
tag = "tundra"
blend_layer = 0
num_layers = 3
layer0_match_type = "tundra"
layer0_match_with = "tundra"
layer1_match_type = "land"
layer2_match_type = "water"

[extras]
styles =
    { "name",          "style"
      "road.road",     "RoadParityCombined"
      "road.rail",     "RoadParityCombined"
      "road.maglev",   "RoadParityCombined"
      "road.river",    "River"
      "tx.irrigation", "Cardinals"
      "tx.farmland",   "Cardinals"
      "tx.mine",       "Single1"
      "tx.oil_mine",   "Single1"
      "tx.pollution",  "Single2"
      "tx.fallout",    "Single2"
      "tx.village",    "Single1"
      "base.outpost",  "3Layer"
      "base.fortress", "3Layer"
      "base.airstrip", "3Layer"
      "base.airbase",  "3Layer"
      "base.ruins",    "3Layer"
    }

User avatar
Arbogast
Elite
Posts: 412
Joined: Tue Jul 16, 2013 9:09 am
Location: France

Re: How to use Freeland (big) tileset? How to enable sound?

Postby Arbogast » Sat Jul 02, 2016 2:42 pm

Let's see if I can make things clearer :
I downloaded and installed "Freeciv-2.6.0-alpha+r32928-gtk2". I then launched the Modpack and chose Freeland Big and Freeland normal. I was told that "3.0-beta2.1-04" was installed.
I then launched Freeciv went to the client settings and chose a Freeland tileset from the list and WHAM! A Windows window told me "Runtime Error".

I just took it for granted that this version of freeland was compatible with the 2.6 version.

thanx for your attention.