Comment on Eleazar's Terrain Improvements or other threads

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boru
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by boru »

Villages next to cave wall:
villages.png
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Last edited by boru on September 27th, 2010, 5:30 am, edited 1 time in total.
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boru
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by boru »

Placing trees on the new ford changes the color of ford. I'm not sure if it matters, but the code is Wwf~Fdw
ford.png
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I think there are a few other terrains that behave in the same way, at least in 1.8.x (one of them was swamp).
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Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Eleazar »

boru wrote:Placing trees on the new ford changes the color of ford. I'm not sure if it matters, but the code is Wwf~Fdw
ford.png
That doesn't happen in trunk.
Not that i "support" putting trees on water. You generally shouldn't do it, since it turn the hex for mv/def purposes into plain forest.
But fixing other reasonable combos, such as scattered rocks embellishment on water also "fixes" that.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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thespaceinvader
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by thespaceinvader »

Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
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Kraus
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Kraus »

thespaceinvader wrote:Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
Yep. They stand out a lot.

Individually they're looking great, though... :hmm:
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Frogger5 »

thespaceinvader wrote:Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
Affirmative. :whistle:
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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

To my untrained eye, they look a heck of a lot like pixelart... :hmm:

Actually, no they aren't. I just checked and, although they aren't pixelart - way too many colour variations - they are a HECK of a lot crisper than the stony hills version. I may try and fix them later today.
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Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Eleazar »

thespaceinvader wrote:Has anyone else noticed that those red-tiled villages don't quite match in style with the rest?
Mostly because they are better than most of the other villages.

Though the shadow side is darker than i would like-- the overall contrast amped up too much.

But they are more richly detailed than most of the other villages. That's something that should be brought to the other villages not taken away.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

I'm on it! :)
I should have an attempt at a redone hills village soon.
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ancestral
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by ancestral »

In regards to: http://www.wesnoth.org/forum/viewtopic.php?f=18&t=31765

Two options:

How about a large-sized variation of the menu buttons? Perhaps just incorporate an #ifdef for large screens (like how Wesnoth does for small display sizes), or at least some kind of generic if statement at the menu screen that would then display the larger buttons? (For example, if the screen is greater than 1000pixels in height, display the larger buttons.)

If buttons could be drawn at dynamic sizes, then UI scale would be theoretically easy; simply take the resolution of the screen and divide an appropriate number into the button height. (I'm guessing this can't be done with GUI2?)
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Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Eleazar »

ancestral wrote:then UI scale would be theoretically easy...
In theory, theory and practice are the same.
In practice they are not.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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ancestral
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by ancestral »

Eleazar wrote:
ancestral wrote:then UI scale would be theoretically easy...
In theory, theory and practice are the same.
In practice they are not.
Take the height of the screen and put it into a variable.

Divide it by a constant. (If the buttons are 16 pixels high at a screen of 800 x 600 with 16 pixels between each button, 600 ÷ 16, that's a magic number of 37.5. If at resolution 1920 x 1080, take 1080 ÷ 37.5 and you get 29 pixels (rounded up). At 1600 x 1200 you'd get 32 pixels.

Again, even if you didn't scale the UI and instead just had a large variant (buttons of say, 32 pixels high) which displayed whenever the screen has a height of 1000 pixels or greater, that'd be a great improvement. (Are we not already doing this for small screens?)
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Reepurr
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Reepurr »

I've discovered a few anomalies related to one of the human city tiles that there's been a discussion about...

Unless I'm mistaken, shouldn't all terrains be exclusively brushed art?
Well, I found some bits that looked unusually pixelled. :|

Doesn't that represent a significant problem?
Strange pixel-art anomalies I found are circled in black.
Strange pixel-art anomalies I found are circled in black.
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by thespaceinvader »

The bits that look most out-of-place to me are the black spots and lines on the tiles - toning those down would help.
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Quetzalcoatl
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Re: Comment on Eleazar's Terrain Improvements or other threa

Post by Quetzalcoatl »

I found two things:
- ruined keep is displayed on top of winter castle keep
- part of chasm transition is displayed over lava hexes if they are surrounded by chasm

Screenshot:
screenshot.png
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