Page 3 of 4

Re: Freeciv-2.5 art status

Posted: Sun Sep 20, 2015 12:15 am
by GriffonSpade
Trident's 0% hitpoints sprite got lost in the 2.5 edit. Filled in the blank (already referenced) sprite with 0% sprite.
tiles.png

Re: Freeciv-2.5 art status

Posted: Tue Sep 22, 2015 11:29 pm
by cazfi
GriffonSpade wrote:Trident's 0% hitpoints sprite got lost in the 2.5 edit. Filled in the blank (already referenced) sprite with 0% sprite.
bug #23898

Re: Freeciv-2.5 art status

Posted: Sun Oct 25, 2015 1:32 pm
by JTN
GriffonSpade wrote:I always felt that the fortress /WAS/ stone, granite or something. Perhaps something more like a segmented polynesian city wall would be better to represent the outpost's woodenness?
outpost2.png
(Committed as patch #6466)

Re: Freeciv-2.5 art status

Posted: Sun Oct 25, 2015 1:39 pm
by JTN
cazfi wrote:The only open art questions for 2.5 in my list are those related to activity icons on the secondary tilesets. The icons in question are 'unit.convert' and base / road type specific building icons. Latter ones are something we may simply decide that those tilesets use same road building icon regardless of road type like they currently do.
I did 'unit.convert' in patch #6240.

So maybe we'll finally be done in 2.5.2? cazfi, is your missing gfx spreadsheet online somewhere in editable form?

Current status of activity icons is that amplio2 (=> cimpletoon) and trident have separate ones; hex2t, isotrident (=> isophex), and amplio modpack have old-style ones. I'm happy to leave it that way.

Re: Freeciv-2.5 art status

Posted: Mon May 30, 2016 8:25 am
by GriffonSpade
Two Trident submissions for update. One version with coast-colored shore-water, the other with lake-colored shore-water.
(I played with smaller increments in saturation, +10 on the coast water seems like a good improvement)
Both are meant to replace previous trident tiles.png (Note that I've not been able to check for updates since december...even now my time online is unfortunately limited. If it's been updated, I'll get around to fixing this.)
Please inform which is preferable (I'll use the same color scheme in Sextant as well.)
Names are arbitrary for testing. No spec included. Both variants are tiles.png in data/trident.

Both have:
Rubber sprite, completing civ3 strategic resources for trident, located at 15, 16
15, 16, "ts.rubber"
+10 saturation on coast tiles

tiles2 has:
+10 saturation on corner shore-water and river mouth tiles

tiles3 has:
corner shore-water river mouths lake-colored (-20ish hue)
river mouths sorta lake-colored(-10 hue)

Re: Freeciv-2.5 art status

Posted: Mon May 30, 2016 12:59 pm
by JTN
GriffonSpade wrote:Two Trident submissions for update. One version with coast-colored shore-water, the other with lake-colored shore-water.
Screenshots (not showing fog):
2.5.4 as shipped
2.5.4 as shipped
tiles2.png
tiles2.png
tiles3.png
tiles3.png
GriffonSpade wrote:Both are meant to replace previous trident tiles.png (Note that I've not been able to check for updates since december...even now my time online is unfortunately limited. If it's been updated, I'll get around to fixing this.)
No changes on S2_5 since your bug #23898. On trunk/S2_6, only patch #5681 has touched trident graphics since then.

Re: Freeciv-2.5 art status

Posted: Thu Jul 07, 2016 9:17 pm
by dunnoob
Caedo wrote: I guess there are other people like me out there that like using the smaller tilesets from time to time.
It's a feature, load smaller tileset to see more at once, load bigger tileset to see more details. But I dare not use it, because the client could decide to terminate itself.