AmplioHexBig 2.6

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GriffonSpade
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Re: AmplioHexBig 2.6

Post by GriffonSpade »

2.6 Hexemplio fix for Patrol activity icon. (it doesn't receive offset and is post DF3)
Files needed for http://www.hostedredmine.com/issues/686635

-commented patrol activity icon reference in activities.spec
-added patrol activity icon in unitextras.png
-added patrol activity icon reference in unitextras.spec
unitextras.spec
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unitextras.png
unitextras.png (10.62 KiB) Viewed 10023 times
activities.spec
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GriffonSpade
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Re: AmplioHexBig 2.6

Post by GriffonSpade »

Currently working on Hex style cities, bases and walls. I've all the ancient cities adapted from Amplio2, but the rest are proving difficult to adapt to be less wide. Also thinking on how to make the auto-connect and auto-settler icons more visible when tile production is present and visible.
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JTN
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Re: AmplioHexBig 2.6

Post by JTN »

For the record (since I had to check): "hexemplio 2.6 beta.zip" from 29 Oct 2016, plus the unitextras.png tweak from 1 August, are already in Freeciv git and will be in 2.6.x.
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JTN
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Re: AmplioHexBig 2.6

Post by JTN »

AmplioHexBig v2.6.00 looks like it has rotted with respect to current S2_6 Freeciv upstream. For instance, it refers to amplio2/medievalcities.png, which was abolished in gna patch #7438, commit 01350e37b6 (as a result of this work).

I don't suppose you have a test 2.6 ruleset for this, like the "xpt" you had for 2.5? It's very useful.
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JTN
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Re: AmplioHexBig 2.6

Post by JTN »

I found and fixed some glitches in tiles.png; you may want to roll these in to your version. hrm #692651
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GriffonSpade
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Re: AmplioHexBig 2.6

Post by GriffonSpade »

JTN wrote:AmplioHexBig v2.6.00 looks like it has rotted with respect to current S2_6 Freeciv upstream. For instance, it refers to amplio2/medievalcities.png, which was abolished in gna patch #7438, commit 01350e37b6 (as a result of this work).

I don't suppose you have a test 2.6 ruleset for this, like the "xpt" you had for 2.5? It's very useful.
I put together a newer 2.6.01 version. It now has a great deal of Hexemplio dependency. Also put together a really basic xpt ruleset with mostly just the extra terrains, but not extra extras.
JTN wrote:I found and fixed some glitches in tiles.png; you may want to roll these in to your version. hrm #692651
Ah, much thanks. I went ahead and just used Hexemplio dependencies, but I put it as such in a small section of the patch notes mentioning some changes due to Hexemplio.
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JTN
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Re: AmplioHexBig 2.6

Post by JTN »

Thanks!
GriffonSpade wrote:(Of note, I'm having problems getting the Bridge extras to work right: To require being on oceanic terrain AND next to land terrain. How might this be accomplished?)
Attached is a patch against xpt 2.6.01.00 based on my previous work on sandbox (discussed here).
The rules I've chosen are driven mainly by what's possible in the engine.
What I've done:
  • Use 'first_reqs' to restrict the bridge to be started next to land. (The editor doesn't respect this, but units do.)
  • Use regular requirements to restrict bridge to being built on water.
  • Integrated with the relevant road (as you have).
  • Use "ConnectLand" (as you have).
  • Made the move_mode 'Cardinal'; this was mainly so that the allowed moves would match what the client draws. (Makes no difference for a hex tileset, of course. There are some fixes needed to the engine for the move restrictions to work sensibly in square tilesets; I have some half-finished patches languishing.)
  • Prevented bridges from being built next to each other (as I didn't want intercontinental bridges of arbitrary length); you can only bridge 1 tile of water. Since my bridges are cardinal-move, the requirement is CAdjacent (makes no difference for hex tilesets). This has the side effect of preventing closely parallel bridges even on a narrow strait.
  • I can't remember why I put in JumpFrom/JumpTo. It might have been to do with the engine patches mentioned above (one of them is titled "JumpFrom/To excludes integrators").
I developed this against sandbox (civ2civ3-based); I haven't thoroughly tested it with the classic-based xpt.
Attachments
xpt-2.6.01.00-bridges.patch
Bridge rules for xpt 2.6.01.00.
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JTN
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Re: AmplioHexBig 2.6

Post by JTN »

Also, here are a couple of rough xpt ruleset patches to demonstrate the sea ice features of the 2.6 engine, based on my previous experiments. (Sea ice previously discussed here and here.)

Best tried with a wrapx|wrapy topology, although xpt's default wrapx also works. One can demonstrate the encroachment / retreat of ice from the poles (hiding/revealing land) by doing '/observe' then using Lua to trigger climate change:

Code: Select all

/lua cmd edit.climate_change(edit.GLOBAL_WARMING, 100)
/lua cmd edit.climate_change(edit.NUCLEAR_WINTER, 100)
(For this I had to mark a couple of the wackier terrains 'NotGenerated' to prevent most_shallow_ocean() creating Chasm/Lava during climate change.)

The second patch implements icebreakers, which can move and escort other units through sea ice (albeit slowly).
Attachments
xpt-2.6.01.00-seaice.patch
xpt 2.6.01.00 sea ice ruleset tweaks
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xpt-2.6.01.00-icebreakers.patch
xpt 2.6.01.00 icebreaker/submarine (applies on top of seaice.patch)
(6.15 KiB) Downloaded 371 times
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GriffonSpade
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Re: AmplioHexBig 2.6

Post by GriffonSpade »

I've got some sprite improvements to Hexemplio hills/mountains ready(a simple cutting of some protruding parts of them, likewise with a6b hills and mountains variants), along with having found a small bug in the tilespec I made a report for(reference to base.airfield instead of base.airstrip). I will put them up when I have 2.6.02 ready.

I'll also take a look at those XPT changes and look into adding some more of the stuff that was in 2.5.
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Re: AmplioHexBig 2.6

Post by GriffonSpade »

Updated Hexemplio hills and mountains. Removes the protruding 'tab' that extends from the top half of the left and right male connectors, reducing it to the rounded hill section.
hillmont.zip
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Also put up A6B 2.6.02, as I couldn't find anything offhand to change after cleaning up the invisible pixels in hills/mountains variants.
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