Solidifying the void - nondev version
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Well, one thing that bothers me is that on maps of odd height (example: Loris height 25hexes), the north border is made of shroud and this new border (which imho is a major improvement), instead of just the new border that I would expect.SkeletonCrew wrote:Now that 1.3.6 has been released with this version of the border it would be nice to get some feedback...
Also, as I understood the wood-thingy, it was going to be able to surround non-square maps in a nice way, but this system just doesn't do that (at least not on for example isars).
Feel free to disregard the last comment is me just being misinformed, but I'd like some thoughts on the first one anyhow.
/tsr
-
- Inactive Developer
- Posts: 787
- Joined: March 31st, 2006, 6:55 am
Hmm I haven't seen this on any other map (I still have an idea what causes it). This's a bug I was unaware of, thanks for bringing it to my attention.tsr wrote:Well, one thing that bothers me is that on maps of odd height (example: Loris height 25hexes), the north border is made of shroud and this new border (which imho is a major improvement), instead of just the new border that I would expect.
Yes but for the first proof-of-concept I only did that change to hexcake other maps will follow later. You can also change it in the editor yourself to see how it looks, it's the first tile in the editor.tsr wrote:Also, as I understood the wood-thingy, it was going to be able to surround non-square maps in a nice way, but this system just doesn't do that (at least not on for example isars).
-
- Inactive Developer
- Posts: 787
- Joined: March 31st, 2006, 6:55 am
No bug after all; the map has some void tiles in the top row, this has been fixed.SkeletonCrew wrote:Hmm I haven't seen this on any other map (I still have an idea what causes it). This's a bug I was unaware of, thanks for bringing it to my attention.tsr wrote:Well, one thing that bothers me is that on maps of odd height (example: Loris height 25hexes), the north border is made of shroud and this new border (which imho is a major improvement), instead of just the new border that I would expect.
This has also be done on all maps.SkeletonCrew wrote:Yes but for the first proof-of-concept I only did that change to hexcake other maps will follow later. You can also change it in the editor yourself to see how it looks, it's the first tile in the editor.tsr wrote:Also, as I understood the wood-thingy, it was going to be able to surround non-square maps in a nice way, but this system just doesn't do that (at least not on for example isars).
- Ken_Oh
- Moderator Emeritus
- Posts: 2178
- Joined: February 6th, 2006, 4:03 am
- Location: Baltimore, Maryland, USA
I glanced at this thread when it was first posted and I've been meaning to get back to it.
Wow. I can't believe you guys like this fade-to-black better than the 1.3.4-ish wood background.
I actually quite liked the tabletop look, regardless of any immersion issues. The fadeout has got to be the ugliest part of current Wesnoth (apologies anyone involved for the harsh words). This is not to mention how fadeout hexes can sometimes look like they are reachable because they don't get the non-reachable shading.
You guys probably don't care, but, if this is how it's going to stay, I'm likely going to add a hex border of "none" around all my maps.
Wow. I can't believe you guys like this fade-to-black better than the 1.3.4-ish wood background.
I actually quite liked the tabletop look, regardless of any immersion issues. The fadeout has got to be the ugliest part of current Wesnoth (apologies anyone involved for the harsh words). This is not to mention how fadeout hexes can sometimes look like they are reachable because they don't get the non-reachable shading.
You guys probably don't care, but, if this is how it's going to stay, I'm likely going to add a hex border of "none" around all my maps.
Allow me to express equal shock at your opinion. I found the wood grain particularly unpleasant. The main problem I had is how it did not match the surrounding UI. If someone were to totally reskin the UI with wood in mind, then it might look better.Ken Oh wrote: Wow. I can't believe you guys like this fade-to-black better than the 1.3.4-ish wood background.
I actually quite liked the tabletop look, regardless of any immersion issues. The fadeout has got to be the ugliest part of current Wesnoth (apologies anyone involved for the harsh words).
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
I must say that I also really liked the aesthetic the wood background provided. I think in order to make it fit in with the UI (which is unneccessary in my opinion, since I just view the wood texture as any other terrain tile, not particularly having to fit in with the way the UI looks) the wood texture could just be desaturated and hue-changed to match the stone UI texture.