Re: [Freebooters-devel] icons for review

2004-12-09 Thread Erno Szabados
On Thursday 09 December 2004 14.33, you wrote:
> Szabados Erno wrote:
> > Here are a few icons for your game. Tell me if you like them
>
> They look really good, thanks. Especially the crew icon is a lot clearer
> than the old hook. They're licensed under the GPL, right?

Well, I forgot about the legal stuff:

The images were made by me,
so the copyright is mine: Copyright (c) 2004 by Erno Szabados . 
They are licensed under the Creative Commons 
(Attribution-NonCommercial-ShareAlike 2.0) license
You can read it here:
http://creativecommons.org/licenses/by-nc-sa/2.0/
e.g. in a nutshell you are free to use it for your project and make 
modifications for them as long as you keep them free.
I prefer this to GPL as it is more suitable for images and alike.

I would like to upload (or checkin to CVS) them (and any other icon I will 
made) to someplace you specify. I will post a copy of the license together 
with the images.

I hope these are suitable conditions for you.

If you need the raw files (InkScape svg and Gimp xcf) (for the forthcoming 
generations ;) ), a module should be made in the CVS and these could be kept 
away from the freebooters module.

>
> > and I'll make some more if/when I have the time.
>
> A "Freebooters" logo would be nice, so that I could be used for
> the website, the manual and as a desktop icon.
>

Okay, I'll see what can I do

> Cheers,
> Moritz

>Yeah, and a water tileable texture should be fantastic :D

I took note of your request but I do not promise to provide it anytime soon, 
because I have no idea how should I do it with Inkscape + Gimp (my favourite 
tools).

Bests,

Erno

-- 
Please avoid sending me Word or PowerPoint attachments.
See http://www.fsf.org/philosophy/no-word-attachments.html



Re: [Freebooters-devel] icons for review

2004-12-09 Thread Kabutor

Here are a few icons for your game. Tell me if you like them
   


Nice ones yep

and I'll make some more if/when I have the time. 
   


A "Freebooters" logo would be nice, so that I could be used for
the website, the manual and as a desktop icon.
 


Yeah, and a water tileable texture should be fantastic :D



Re: [Freebooters-devel] Freebooters 0.2.2 has just been released

2004-12-09 Thread Moritz Muehlenhoff
Kabutor wrote:
> I understand, I see the meteosat in the news ;) But thats not a nice 
> solution I think, because those will be different models, I plan on a 
> normal arrow and a windNode->setScale(1,X,1); so it scales in lenght not 
> in height or depth (my english get worse each day :D )

Ok, sounds like a nice solution as well.

> ok, I vote for bigger tiles. And smaller ports. :)

Yes, the size of the ports should become smaller, however the decorations like
palms should probably stay big, otherwise it becomes to tiny.

We could also use smaller heightmaps per tile, I guess even 129x129
provides more than enough detail for the terrain.

> >Other stuff that I want to work on:
> >- Integrate the Seapassage class into the real Freebooters (almost done,
> >but I ran into a little problem, see the "Help" forum for details)
> >
> I see that.. is a shame Cegui is not in ogre yet, because we can add all 
> the menus in freebooters inside the Ogre3D, so you donr really need SDL 
> (only for music maybe) and place some animation or 3D view in the 
> background inestead of the fixed sepia images.. Look what I see in Ogre 
> forums:

Yes, I've been thinking about the same, even SDL_Mixer won't be needed any
more, as I'm planning to integrate OpenAL, which allows us to make use of
spatial sound effects. However, building the complete Caribbean Map has
preference for now.
 
> "The next major version of OGRE will use CEGUI as its GUI system. We are 
> aiming to have 1.0 released around Christmas, though don't hold me to 
> that as these things do change sometimes Smile The implementation will 
> be exactly the same so I'd suggest to start moving to it now."

I'm subscribed to the ogre-cvs-changes and there hasn't been a commit
of cegui yet, only the removal of the old GUI system.

> I think Im going to try to update Azatoth at the moment, we can consider 
> that as minimal req for next version.. Only thing we need is a Sample 
> for the new Cegui system..and Christmas is All Around here ;-)

Let's stay with 0.15.1 for now, current CVS has a rewritten resource
management, which will definitely unveil other unwanted side effects.
 
Cheers,
Moritz



Re: [Freebooters-devel] icons for review

2004-12-09 Thread Moritz Muehlenhoff
Szabados Ern?? wrote:
> Here are a few icons for your game. Tell me if you like them

They look really good, thanks. Especially the crew icon is a lot clearer
than the old hook. They're licensed under the GPL, right?

> and I'll make some more if/when I have the time. 

A "Freebooters" logo would be nice, so that I could be used for
the website, the manual and as a desktop icon.

Cheers,
Moritz



[Freebooters-devel] icons for review

2004-12-09 Thread Szabados Ernő
Greetings, 

Here are a few icons for your game. Tell me if you like them and I'll make 
some more if/when I have the time. 

Good Luck!

Erno Szabados

Ps. Sorry for posting them here, but I did not know an easy way to share them 
right now.


barrels.png
Description: PNG image


coins.png
Description: PNG image


wines.png
Description: PNG image


pirates.png
Description: PNG image


[Freebooters-devel] Proposal for the creation of the map tiles

2004-12-09 Thread Moritz Muehlenhoff
Ahoy,

for Freebooters 0.3 we'll need a complete navigatable map of the Caribbean Sea.
I'd like to propose a scale of 14 maps on the X axis and 10 maps on the Y axis,
so this would amount to 140 tiles to fill. Some of these are done very fast
(e.g. several tiles only fill the Atlantic ocean and some are entirely based
on terrain).

Tile creation is easiest with geomorph [1], I'd suggest that we work the tiles
in blocks of 4x4 tiles (so this would be 1024x1024 pixels in geomorph) and
split them afterwards. This makes the tile clippings a lot easier (the
sides of the tiles have to fit each other). After the tiles have been
split they have to be scaled from 256x256 to 257x257, as Ogre needs (x^2)+1
height maps.

So, we'll need:
- A large map as the basis, so that we can define the tile regions and form
  the terrain
- A list in CVS, so that a set of tiles can be allocated for one person, so
  that no efforts are duplicated.
- A complete list of all harbours (I'll do that).

Then we should agree on a scale for the sprites, e.g. the harbours.

And we'll need some fixed set of graphical sprites, e.g. some larger groups
of palms and maybe we can find some other nice decorative models in the
Free Game Repository. We should agree on a set here, that can then be placed
in the tile definitions.

And we need an adressing scheme for each tile.

And we should write a tutorial, that describes how to build a tile.

Hmmh, did I miss something?

Cheers,
Moritz

Footnotes:
[1] http://geomorph.sf.net