URL: <http://gna.org/patch/?6571>
Summary: Move some goto turn graphics fallbacks to tilesets Project: Freeciv Submitted by: jtn Submitted on: Mon 09 Nov 2015 22:45:06 UTC Category: client Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0, 3.0.0 _______________________________________________________ Details: The new goto drawing code added in patch #5233 hardcodes some sprite fallbacks in the client code: * new "path.step" falls back to "user.attention" * new "path.exhausted_mp" falls back to "unit.tired" * new "path.waypoint" falls back to "editor.startpos" I think these fallbacks should be removed from the code and implemented in our supplied tilesets, and the need for new sprites documented at http://www.freeciv.org/wiki/How_to_update_a_tileset_from_2.5_to_2.6 . This will be fiddly for path.waypoint as every tileset shares "editor.startpos" (from data/misc/editor.spec); probably the sprite (or replacement art) will need adding to every supplied tileset. For the other two, existing tilesets are sufficiently independent of each other than just editing tileset .spec files to add the new names as aliases for existing graphics. I'm happy to leave the fallbacks for turn numbers in the code, as they're a bit less random and doing anything else would create a lot of noise in tilespecs: path.step_%d ----------\ path.turns_%d ----> city.size_%d path.exhausted_mp_%d --/ _______________________________________________________ Reply to this item at: <http://gna.org/patch/?6571> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev