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Art required for freeciv proper (2.5)
- GriffonSpade
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- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper
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
Yes, I've thought to somehow make order variable (not always index 0 first), but not with very high priority.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
Re: Art required for freeciv proper
Cityicon events went in in patch #4166. For specialists v3 patch #4506 has been opened.
Re: Art required for freeciv proper
patch #4516 (for TRUNK only)cazfi wrote:Yes, I've thought to somehow make order variable (not always index 0 first), but not with very high priority.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
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper
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)
New Version of the City icons(with extra duplicate icons that can be directly overwritten via image editing, without requiring text editing)
;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 (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
;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"
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);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
jjm@codewell.com> (cooling flakes);WEATHER (weather.png) ; based on Jeff Mallatt <
; 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.
- GriffonSpade
- Elite
- Posts: 578
- Joined: Mon Apr 29, 2013 4:41 pm
Re: Art required for freeciv proper
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
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
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
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
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.)
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.)