Search found 182 matches

by mog
November 13th, 2008, 12:23 pm
Forum: Art Contributions
Topic: Castle-to-Water Transitions
Replies: 10
Views: 2389

Re: Castle-to-Water Transitions

The dwarven castle transition is a definite improvement, but I strongly disagree with removing it from the elvish castle/encampment. The cliffs look very good there. The human castle transition looks ok on water, but you should remove the sunken part from the ice transition. Another potential proble...
by mog
November 4th, 2008, 7:10 pm
Forum: Art Contributions
Topic: Chasm Bridge
Replies: 91
Views: 25578

Re: Chasm Bridge

I hope, that mog can fix the transistion issue. I'm afraid I was a bit too optimistic. Making the bridges look good will require some manual work (as is essentially the case for all chasm transitions). The best approach (and maybe the only feasible one, even though it's a bit hackish) I can think o...
by mog
October 31st, 2008, 2:44 pm
Forum: Art Contributions
Topic: Chasm Bridge
Replies: 91
Views: 25578

Re: Chasm Bridge

Can you post the wml and the images? It shouldn't be that difficult to get it right.
by mog
September 14th, 2008, 7:21 am
Forum: Developers’ Discussions
Topic: GPL Policy
Replies: 116
Views: 58574

Re: GPL Policy

Just as a note: I'm quite sure that a NoDerivs license would be unacceptable for at least some distributions (Debian among them), as is would be non-free.

(I don't like the idea of unmodifyable content in wesnoth either, it is an open source project after all)
by mog
May 22nd, 2008, 1:30 pm
Forum: Developers’ Discussions
Topic: On further modifications of the terrain system
Replies: 88
Views: 39109

Re: On further modifications of the terrain system

For those who care:

One can now change base and overlay separately in [terrain] and [terrain_mask] events: http://www.wesnoth.org/wiki/TerrainMaskWML ([terrain] syntax is identical)
by mog
May 21st, 2008, 6:25 pm
Forum: Art Development
Topic: Overlay terrains
Replies: 1
Views: 2710

Re: Overlay terrains

I converted forests, rubble and farmland. Crater and oasis are not yet done due to my lazyness.

I'd still like opinions about windmill and village terrains, though.
by mog
May 18th, 2008, 1:48 pm
Forum: Art Development
Topic: Overlay terrains
Replies: 1
Views: 2710

Overlay terrains

We have overlay terrains for some time and I'd like to discuss which terrains could/should be converted to overlays. I also just committed a change, which makes it possible to define a default base for overlay terrains. This means that such a terrain will behave like a normal terrain with (default_b...
by mog
May 8th, 2008, 2:30 pm
Forum: Art Contributions
Topic: Castle Tutorial? | Water-Chasm Transitions
Replies: 68
Views: 20550

Re: Castle Tutorial? | Water-Chasm Transitions

I like the sound of all that, but i wonder if someone can anyone make an estimate of the impact on performance it would have, if most or all hexes of a map was animated? (using the current gameengine) It'd slow down performance to a crawl more or less. At least on lower-than-high-end computers. I j...
by mog
May 3rd, 2008, 6:25 pm
Forum: Art Contributions
Topic: cave path
Replies: 28
Views: 7431

Re: cave path

musketaquid wrote:Because without these it won't get mainline, i think.
You thought wrong ;), I just committed them. Having dedicated transitions for the cave path would be nice though.
by mog
May 2nd, 2008, 2:34 am
Forum: Art Contributions
Topic: Castle Tutorial? | Water-Chasm Transitions
Replies: 68
Views: 20550

Re: Castle Tutorial? | Water-Chasm Transitions

I have to correct myself on the two "blobs". The transition needs to cover the whole inner hex, otherwise the other terrain would show through the chasm wall. *That's* why the black is there.
by mog
May 2nd, 2008, 12:23 am
Forum: Art Contributions
Topic: Castle Tutorial? | Water-Chasm Transitions
Replies: 68
Views: 20550

Re: Castle Tutorial? | Water-Chasm Transitions

What exactly do you wonder about? The two black blobs were probably by an artist to lazy to erase them (as they are invisible on chasm). With the bottom circle, you probably mean the mismatch between bottom left and bottom right elements. I honestly don't know if this was deliberate, but it looks qu...
by mog
April 30th, 2008, 3:35 pm
Forum: Art Contributions
Topic: Castle Tutorial? | Water-Chasm Transitions
Replies: 68
Views: 20550

Re: Castle Tutorial? | Water-Chasm Transitions

Great. :) Committed.
by mog
April 30th, 2008, 1:17 pm
Forum: Art Contributions
Topic: Castle Tutorial? | Water-Chasm Transitions
Replies: 68
Views: 20550

Re: Castle Tutorial? | Water-Chasm Transitions

That's a great improvement, but I noticed that the new tiles are a bit difficult to notice (mainly single ford tiles on a single-hex wide river).

You might try to add a few more rocks to make it stand out better (though I'd commit it as is).
by mog
April 29th, 2008, 11:22 am
Forum: Art Development
Topic: Terrain macros overhaul
Replies: 19
Views: 9137

Re: Terrain macros overhaul

I just committed another change to the terrain macros:

All overlay images (though not in corner transitions) are now centered on the center tile. So from now on you just have to make sure that the image is centred on the canvas. Everything else is done by the engine.
by mog
April 26th, 2008, 7:49 pm
Forum: Art Development
Topic: Terrain macros overhaul
Replies: 19
Views: 9137

Re: Terrain macros overhaul

The changes are *committed*

Campaign-specific terrains are not yet converted but I left the old macros in place for compatibility. I'll do that conversion when I've recovered from this one.