Polls

Default Game Speed

Log in to vote!

Currently Online

Latest Posts

Topic: New roads

kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1771
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-01-29, 12:46

Great !! face-smile.png

Thanks a lot for your work *thumbsup*


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3058
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-01-29, 13:51

kaputtnik wrote:

Great !! face-smile.png

Thanks a lot for your work *thumbsup*

Thanks a lot for your work face-wink.png

Tribes now have a map container for the filenames. I have added a new enum class to src/logic/roadtype.h to be used as keys. File names are checked when the tribes are loaded from conf.


Busy indexing nil values

Top Quote
SirVer
Joined: 2009-02-19, 15:18
Posts: 1439
Ranking
One Elder of Players
Location: Germany - Munich
Posted at: 2015-02-09, 07:04

As of r7391 tribes have their own individual roads supported - the graphics of this thread have been used. Also, tribes can have more than one road texture per road type which allows for more flexibility and less repetition. The Empire tribe shows this feature off with some concept graphics.

Kaputtnik, I am looking forward what you can do with this now :).


Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1771
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-02-09, 11:55

Thanks face-smile.png

The road graphics for empire "roadt_normal_01.png" and "roadt_normal_02.png" have some failures. Don't know whats wrong there but the failures are in the original files on http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/files/head:/tribes/empire/pics/ too.

Edit: All other files are ok.

Edited: 2015-02-09, 11:57

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 3058
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-02-09, 12:36

As SirVer said, these are just concept graphics to show how the feature works, and need to be replaced by your magic face-wink.png


Busy indexing nil values

Top Quote
chuckw
Avatar
Joined: 2010-03-15, 16:23
Posts: 945
Ranking
One Elder of Players
Location: New York - USA
Posted at: 2015-02-09, 14:44

This is SO NEAT!!! face-grin.png A BIG +1!


I see little people.

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1771
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-02-18, 23:01

@ chuckw: Could i ask you to commit the new roads to media? I am currently busy with the website.... so it would be great if you could do this.

new roadpatterns:

for Empire (to store in /widelands/tribes/empire/pics/)
roadt_normal_00.png
roadt_normal_01.png
roadt_normal_02.png
The conf file is stored in /widelands/tribes/empire/:
conf

Babarian roads (to store in /widelands/tribes/babarians/pics/):
roadt_normal_00.png
roadt_normal_01.png
The conf file is stored in /widelands/tribes/babarians/:
conf

Atlantean roads (to store in /widelands/tribes/atlanteans/pics/):
roadt_normal_00.png
roadt_normal_01.png
The conf file is stored in /widelands/tribes/atlanteans/:
conf

Sorry that the babarian and atlantean roads are only 2, but i am getting out of ideas face-upset.png

Edited: 2015-02-18, 23:19

Top Quote
chuckw
Avatar
Joined: 2010-03-15, 16:23
Posts: 945
Ranking
One Elder of Players
Location: New York - USA
Posted at: 2015-02-22, 20:04

kaputtnik wrote:

@ chuckw: Could i ask you to commit the new roads to media? I am currently busy with the website.... so it would be great if you could do this.

New road textures pushed to trunk in r7419.

Thanks for your great work, kapputnik!

Edited to correct typo

Edited: 2015-02-22, 20:08

I see little people.

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1771
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-02-22, 22:52

A big THANK YOU face-smile.png


Top Quote