Nordfriese
Joined: 2017-01-17, 18:07
Posts: 1757
OS: Debian Unstable
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2021-01-25, 23:02
Perfect
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kaputtnik
Joined: 2013-02-18, 20:48
Posts: 2243
OS: Archlinux
Version: current master
One Elder of Players
Location: Germany
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Posted at: 2021-01-26, 07:47
DragonAtma wrote:

Very nice!
Edited: 2021-01-26, 07:48
Fight simulator for Widelands: https://wide-fighter.netlify.app/
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DragonAtma
Topic Opener
Joined: 2014-09-14, 01:54
Posts: 351
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Posted at: 2021-01-29, 10:13
So I tried plugging the barracks into the game itself.
It's definitely too big to be a medium building. We'll have to either make it a large building, or I'll have to cut off the west end of the yard (the entire training dummy area); it's your call.
I'll also have to modify it somewhat, both to shrink the windows a bit and to rotate it a bit... and, of course, find a way to prevent it from clipping through the road (I may hand that bit over to the staff, since they have the game's code!).
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2393
One Elder of Players
Location: Bavaria
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Posted at: 2021-01-29, 21:59
DragonAtma wrote:
So I tried plugging the barracks into the game itself.
[img]https://i.postimg.cc/pdX4q3dD/barracks-testing.png[/img]
It's definitely too big to be a medium building. We'll have to either make it a large building, or I'll have to cut off the west end of the yard (the entire training dummy area); it's your call.
Another Idea wouldbe to just cut the left wing of the building and keep the training area. ( the left wing would only contain the door in this case maybe with a window in the gable wall - I love the training dummies in the yard)
I'll also have to modify it somewhat, both to shrink the windows a bit and to rotate it a bit... and, of course, find a way to prevent it from clipping through the road (I may hand that bit over to the staff, since they have the game's code!).
agreed should be rotated to fit the rest of the buildings rotations. Window size is a matter of taste. lat one is easy just move the hotspot of the building in a way that a short road would appear from the entrance to the flag (see the other buildings)
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DragonAtma
Topic Opener
Joined: 2014-09-14, 01:54
Posts: 351
Tribe Member
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Posted at: 2021-01-31, 08:12
Choice time!
Type 1:
Type 2:
EDIT: As always, I can adjust things if needed. If you choose type 2, for example, I'll probably raise the tower's window (unless you don't want me to)
Edited: 2021-01-31, 08:22
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Nordfriese
Joined: 2017-01-17, 18:07
Posts: 1757
OS: Debian Unstable
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2021-01-31, 12:56
A choice between beauteousness and pulchritude
I vote for type 1
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hessenfarmer
Joined: 2014-12-11, 23:16
Posts: 2393
One Elder of Players
Location: Bavaria
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Posted at: 2021-01-31, 13:16
Well,
this is a very hard choice. So I take the easy way and simply follow Nordfriese.
+ 1 for type 1
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jmoerschbach
Joined: 2019-09-26, 21:40
Posts: 24
Pry about Widelands
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Posted at: 2021-02-02, 22:18
+1 for 1
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DragonAtma
Topic Opener
Joined: 2014-09-14, 01:54
Posts: 351
Tribe Member
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Posted at: 2021-02-08, 12:51
Any objections to this, or should we finalize it and add it to Widelands? The staff will, of course, have to relocate it, but that's easy.
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Nordfriese
Joined: 2017-01-17, 18:07
Posts: 1757
OS: Debian Unstable
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2021-02-08, 13:09
Let's have it
Will you make a PR on GitHub or upload the images here? Please provide images at the scales 1×, ½×, 2× and 4× so we can enjoy them in full zoom quality.
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