Freeciv-3.0 updates to tileset format

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cazfi
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Freeciv-3.0 updates to tileset format

Post by cazfi »

This is meant to be a bit similar thread to what we have about ruleset changes on the ruleset forum. Tileset format just usually changes much much less than ruleset format.

There has been added optional "for_ruleset" field to .tilespec format: patch #7577

Tileset can specify what ruleset it's primarily meant for. If that information is present, client-forked server will use that ruleset from the launch - even before client first connects to change the ruleset. This should solve problem familiar from the ancients modpack that tileset incompatible with default ruleset cannot be used when launching server from the client as server is always launched with default ruleset until client connects and changes it.
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dunnoob
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Re: Freeciv-3.0 updates to tileset format

Post by dunnoob »

Suggested test -r ancients -t alio, and may the better win. :D Seriously, should we have up to four variants per ruleset, each pre-setting its own favourite topology (overhead, iso, hex-hor, hex-vert) :?:
sveinung
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Re: Freeciv-3.0 updates to tileset format

Post by sveinung »

Unit wants clarification indicator (See patch #7049)

You can add a unit icon that indicates that the unit wants the player to clarify what it should do. (The unit will pop up the action selection dialog when selected) Define it via the new unit.action_decision_want tag.
louis94
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Re: Freeciv-3.0 updates to tileset format

Post by louis94 »

Reordering the map layers is now possible See patch #7667

By adding a new key to the tileset,

Code: Select all

layer_order = <comma-separated string list>
one will be able to configure the drawing order of map layers. See here for an example of how it might look like. You'll also find there a brief explanation of what's drawn on each layer.
louis94
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Re: Freeciv-3.0 updates to tileset format

Post by louis94 »

darkness_layer was merged into layer_order See patch #7731

The key darkness_layer was removed. When darkness is drawn is now controlled by the layer_order flag through the layer named "Darkness" (see above). If you used darkness_layer=0, you can safely remove it; else take a look at the changes in alio.tilespec.
louis94
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Re: Freeciv-3.0 updates to tileset format

Post by louis94 »

Shouldn't this thread be pinned ?
cazfi
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Re: Freeciv-3.0 updates to tileset format

Post by cazfi »

Tilespec now has offset for "selected unit" sprites: patch #7923
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Re: Freeciv-3.0 updates to tileset format

Post by cazfi »

Tilespec now has offset for "city size" sprites: patch #7946
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Re: Freeciv-3.0 updates to tileset format

Post by cazfi »

Following is not really a change in 3.0 format (was in 2.6 already), but an older feature that has been badly documented so people may have missed it. I added some documentation recently, for the coming releases.

Together with the ruleset, tileset can define multiple, not just one, wall graphics to be shown for the same city style. Most natural use-case would be to have multiple different wall buildings in the ruleset.

Alien ruleset has support for changing "Force Walls" graphics when "Strong Force" is discovered, but alio tileset does not provide the graphics.
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