Search found 182 matches
- November 13th, 2008, 12:23 pm
- Forum: Art Contributions
- Topic: Castle-to-Water Transitions
- Replies: 10
- Views: 3218
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...
- November 4th, 2008, 7:10 pm
- Forum: Art Contributions
- Topic: Chasm Bridge
- Replies: 91
- Views: 33026
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...
- October 31st, 2008, 2:44 pm
- Forum: Art Contributions
- Topic: Chasm Bridge
- Replies: 91
- Views: 33026
Re: Chasm Bridge
Can you post the wml and the images? It shouldn't be that difficult to get it right.
- September 14th, 2008, 7:21 am
- Forum: Developers’ Discussions
- Topic: GPL Policy
- Replies: 116
- Views: 76473
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)
(I don't like the idea of unmodifyable content in wesnoth either, it is an open source project after all)
- May 22nd, 2008, 1:30 pm
- Forum: Developers’ Discussions
- Topic: On further modifications of the terrain system
- Replies: 88
- Views: 48646
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)
One can now change base and overlay separately in [terrain] and [terrain_mask] events: http://www.wesnoth.org/wiki/TerrainMaskWML ([terrain] syntax is identical)
- May 21st, 2008, 6:25 pm
- Forum: Art Development
- Topic: Overlay terrains
- Replies: 1
- Views: 3200
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.
I'd still like opinions about windmill and village terrains, though.
- May 18th, 2008, 1:48 pm
- Forum: Art Development
- Topic: Overlay terrains
- Replies: 1
- Views: 3200
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...
- May 8th, 2008, 2:30 pm
- Forum: Art Contributions
- Topic: Castle Tutorial? | Water-Chasm Transitions
- Replies: 68
- Views: 26853
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...
- May 3rd, 2008, 6:25 pm
- Forum: Art Contributions
- Topic: cave path
- Replies: 28
- Views: 9656
Re: cave path
You thought wrong , I just committed them. Having dedicated transitions for the cave path would be nice though.musketaquid wrote:Because without these it won't get mainline, i think.
- May 2nd, 2008, 2:34 am
- Forum: Art Contributions
- Topic: Castle Tutorial? | Water-Chasm Transitions
- Replies: 68
- Views: 26853
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.
- May 2nd, 2008, 12:23 am
- Forum: Art Contributions
- Topic: Castle Tutorial? | Water-Chasm Transitions
- Replies: 68
- Views: 26853
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...
- April 30th, 2008, 3:35 pm
- Forum: Art Contributions
- Topic: Castle Tutorial? | Water-Chasm Transitions
- Replies: 68
- Views: 26853
Re: Castle Tutorial? | Water-Chasm Transitions
Great. Committed.
- April 30th, 2008, 1:17 pm
- Forum: Art Contributions
- Topic: Castle Tutorial? | Water-Chasm Transitions
- Replies: 68
- Views: 26853
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).
You might try to add a few more rocks to make it stand out better (though I'd commit it as is).
- April 29th, 2008, 11:22 am
- Forum: Art Development
- Topic: Terrain macros overhaul
- Replies: 19
- Views: 11941
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.
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.
- April 26th, 2008, 7:49 pm
- Forum: Art Development
- Topic: Terrain macros overhaul
- Replies: 19
- Views: 11941
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.
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.