For mapping between forum threads and tickets: This is handled in patch #5756GriffonSpade wrote:Maglev proposal ROUGH DRAFT. What do you think of this design for the monorails? Sort of a raised wall-rail type design. For Amplio2.
Art required for freeciv proper (2.5)
Re: Art required for freeciv proper (2.5 & 2.6)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
2.6 version minor cosmetic retouch.
2.5 version retouched with convert icon and smaller sized unitcost grid
2.5 spec
Code: Select all
[spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
GriffonSpade
"
[file]
gfx = "amplio2/tiles"
[grid_main]
x_top_left = 0
y_top_left = 0
dx = 96
dy = 48
tiles = { "row", "column", "tag"
; Unit activity letters: (note unit icons have just "u.")
0, 16, "unit.transform"
0, 17, "unit.sentry"
0, 18, "unit.auto_attack",
"unit.auto_settler"
0, 19, "unit.stack"
; 1, 16, "unit.fortifying"
1, 17, "unit.loaded"
1, 18, "unit.connect"
1, 19, "unit.auto_explore"
2, 16, "unit.pollution"
2, 17, "unit.road"
2, 18, "unit.irrigate"
2, 19, "unit.fortifying"
3, 17, "unit.pillage"
3, 18, "unit.fortified"
3, 19, "unit.fallout"
4, 15, "unit.convert"
4, 16, "unit.goto"
4, 17, "unit.mine"
4, 19, "unit.patrol"
; Unit hit-point bars: approx percent of hp remaining
7, 0, "unit.hp_100"
7, 1, "unit.hp_90"
7, 2, "unit.hp_80"
7, 3, "unit.hp_70"
7, 4, "unit.hp_60"
7, 5, "unit.hp_50"
7, 6, "unit.hp_40"
7, 7, "unit.hp_30"
7, 8, "unit.hp_20"
7, 9, "unit.hp_10"
7, 10, "unit.hp_0"
; Numbers: city size: (also used for goto)
5, 0, "city.size_0"
5, 1, "city.size_1"
5, 2, "city.size_2"
5, 3, "city.size_3"
5, 4, "city.size_4"
5, 5, "city.size_5"
5, 6, "city.size_6"
5, 7, "city.size_7"
5, 8, "city.size_8"
5, 9, "city.size_9"
5, 10, "city.size_00"
5, 11, "city.size_10"
5, 12, "city.size_20"
5, 13, "city.size_30"
5, 14, "city.size_40"
5, 15, "city.size_50"
5, 16, "city.size_60"
5, 17, "city.size_70"
5, 18, "city.size_80"
5, 19, "city.size_90"
4, 1, "city.size_100"
4, 2, "city.size_200"
4, 3, "city.size_300"
4, 4, "city.size_400"
4, 5, "city.size_500"
4, 6, "city.size_600"
4, 7, "city.size_700"
4, 8, "city.size_800"
4, 9, "city.size_900"
; Numbers: city tile food/shields/trade y/g/b
8, 0, "city.t_food_0"
8, 1, "city.t_food_1"
8, 2, "city.t_food_2"
8, 3, "city.t_food_3"
8, 4, "city.t_food_4"
8, 5, "city.t_food_5"
8, 6, "city.t_food_6"
8, 7, "city.t_food_7"
8, 8, "city.t_food_8"
8, 9, "city.t_food_9"
6, 0, "city.t_shields_0"
6, 1, "city.t_shields_1"
6, 2, "city.t_shields_2"
6, 3, "city.t_shields_3"
6, 4, "city.t_shields_4"
6, 5, "city.t_shields_5"
6, 6, "city.t_shields_6"
6, 7, "city.t_shields_7"
6, 8, "city.t_shields_8"
6, 9, "city.t_shields_9"
6, 10, "city.t_trade_0"
6, 11, "city.t_trade_1"
6, 12, "city.t_trade_2"
6, 13, "city.t_trade_3"
6, 14, "city.t_trade_4"
6, 15, "city.t_trade_5"
6, 16, "city.t_trade_6"
6, 17, "city.t_trade_7"
6, 18, "city.t_trade_8"
6, 19, "city.t_trade_9"
; Base building activities
8, 15, "unit.fortress"
8, 16, "unit.airbase"
8, 17, "unit.buoy"
; Nuclear explosion: this could maybe now be handled as one
; big graphic (?), but for now is done old way as 3 by 3:
0, 0, "explode.nuke_00"
0, 1, "explode.nuke_01"
0, 2, "explode.nuke_02"
1, 0, "explode.nuke_10"
1, 1, "explode.nuke_11"
1, 2, "explode.nuke_12"
2, 0, "explode.nuke_20"
2, 1, "explode.nuke_21"
2, 2, "explode.nuke_22"
}
[grid_unitcost]
x_top_left = 576
y_top_left = 0
dx = 96
dy = 19
tiles = { "row", "column", "tag"
0, 0, "upkeep.shield"
0, 1, "upkeep.shield2"
0, 2, "upkeep.shield3"
0, 3, "upkeep.shield4"
0, 4, "upkeep.shield5"
0, 5, "upkeep.shield6"
0, 6, "upkeep.shield7"
0, 7, "upkeep.shield8"
0, 8, "upkeep.shield9"
0, 9, "upkeep.shield10"
1, 0, "upkeep.gold"
1, 1, "upkeep.gold2"
1, 2, "upkeep.gold3"
1, 3, "upkeep.gold4"
1, 4, "upkeep.gold5"
1, 5, "upkeep.gold6"
1, 6, "upkeep.gold7"
1, 7, "upkeep.gold8"
1, 8, "upkeep.gold9"
1, 9, "upkeep.gold10"
2, 0, "upkeep.food"
2, 1, "upkeep.food2"
2, 2, "upkeep.food3"
2, 3, "upkeep.food4"
2, 4, "upkeep.food5"
2, 5, "upkeep.food6"
2, 6, "upkeep.food7"
2, 7, "upkeep.food8"
2, 8, "upkeep.food9"
2, 9, "upkeep.food10"
3, 0, "upkeep.unhappy"
3, 1, "upkeep.unhappy2"
3, 2, "upkeep.unhappy3"
3, 3, "upkeep.unhappy4"
3, 4, "upkeep.unhappy5"
3, 5, "upkeep.unhappy6"
3, 6, "upkeep.unhappy7"
3, 7, "upkeep.unhappy8"
3, 8, "upkeep.unhappy9"
3, 9, "upkeep.unhappy10"
}
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Cazfi wrote:- bug #20536: Missing icon for roads in editor : This is the only ticket having no progress at all
Hadn't realized what this was until I just went to the GNA thread and saw that postbug #20536 wrote:JTN wrote:Currently we're using one that I think must have been originally intended for editable borders, which doesn't look quite right. It can be seen in file #17268.
Would be nice to have something better for 2.5.0. Relevant file is data/misc/editor.png.
Here's a version with a crossed road and railroad.
Re: Art required for freeciv proper (2.5 & 2.6)
See bug #20032 for how I'm planning to setup these.GriffonSpade wrote:Road and Base activities
For completeness, it would be nice to have activity icon for Airstrip matching sprite of the airstrip extra itself, since that is provided already in 2.5 tileset (But since no supplied ruleset uses those until 2.6, this is really not-a-high-priority)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Ah, which versions are we using for the Airstrip/Airfield and Airbase again? Are we using X for airstrip/airfield (Which name should be preferred? airfield seems like it is more applicable.) and X w/ building for airbase, or something else? And is it a matter of editting the 2.5 files to match this? (Tiles and Modern Cities, I think?)cazfi wrote:See bug #20032 for how I'm planning to setup these.GriffonSpade wrote:Road and Base activities
For completeness, it would be nice to have activity icon for Airstrip matching sprite of the airstrip extra itself, since that is provided already in 2.5 tileset (But since no supplied ruleset uses those until 2.6, this is really not-a-high-priority)
Also, I STRONGLY advise against using Fort and Fortress as distict bases, internally or otherwise. It's confusing because the former is an abbreviation of the latter. (Despite how punny it is to use shortened fortress for a shortened fortress) I suggest castra(latin for 'encampment buildings', which included a wall. Is plural), palisade, or encampment(Which is distinct enough from camp, in case that is ever used for a forest infrastructure or the like).
Re: Art required for freeciv proper (2.5 & 2.6)
See latest revisions of moderncities.png and moderncities.spec from http://svn.gna.org/viewcvs/freeciv/bran ... a/amplio2/GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
That naming was handled in patch #5524, with some discussion in patch #5027.GriffonSpade wrote:Also, I STRONGLY advise against using Fort and Fortress as distict bases, internally or otherwise. It's confusing because the former is an abbreviation of the latter. (Despite how punny it is to use shortened fortress for a shortened fortress) I suggest castra(latin for 'encampment buildings', which included a wall. Is plural), palisade, or encampment(Which is distinct enough from camp, in case that is ever used for a forest infrastructure or the like).
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
Oooh, okay. I hadn't gotten any feedback on that thread I made for a long time, so I just ultimately went with the one person that did give feedback.cazfi wrote:See latest revisions of moderncities.png and moderncities.spec from http://svn.gna.org/viewcvs/freeciv/bran ... a/amplio2/GriffonSpade wrote:Ah, which versions are we using for the Airstrip/Airfield and Airbase again?
Re: Art required for freeciv proper (2.5 & 2.6)
I fished this image of the Tomb of Mausolus from Wiki and it's free under the GNU agreements.
It comes in different sizes, and I hope it will help.
It comes in different sizes, and I hope it will help.
- Attachments
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- 180px-The_maussolleion_model_dsc02711-miniaturk_nevit.jpg (9.83 KiB) Viewed 20919 times
Re: Art required for freeciv proper (2.5 & 2.6)
Please link to the original source when suggesting graphics, so that we can evaluate the licensing ourselves.
In this case it's dual-licensed GFDL/CC-BY-SA (as is usual with Wikimedia stuff), which I believe means we can't use it (there are definitely some licensing incompatibilities in this general area).
(However, we've already got something for Mausolus, which will do for now.)
In this case it's dual-licensed GFDL/CC-BY-SA (as is usual with Wikimedia stuff), which I believe means we can't use it (there are definitely some licensing incompatibilities in this general area).
(However, we've already got something for Mausolus, which will do for now.)
- GriffonSpade
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Re: Art required for freeciv proper (2.5 & 2.6)
here's an activities including the air strip.
I'll probably try to make a Teepee for the Tribal, and put it on a Cyan background.
As for the federation...
This is the symbol of the united federation of planets from Star Trek. Which is practically synonymous with the term 'Federation'.
While we have neither the space nor the rights to use the image, the basic design shouldn't be any problem.
I was thinking a simple blue disc with green laurels around it on a grey field.
As for Tribal and Federation governments...
I'll probably try to make a Teepee for the Tribal, and put it on a Cyan background.
As for the federation...
This is the symbol of the united federation of planets from Star Trek. Which is practically synonymous with the term 'Federation'.
While we have neither the space nor the rights to use the image, the basic design shouldn't be any problem.
I was thinking a simple blue disc with green laurels around it on a grey field.