[Freeciv-Dev] [patch #6571] Move some goto turn graphics fallbacks to tilesets

2016-01-23 Thread Marko Lindqvist
Update of patch #6571 (project freeciv):

  Depends on: => patch #6846


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[Freeciv-Dev] [patch #6571] Move some goto turn graphics fallbacks to tilesets

2016-01-23 Thread Marko Lindqvist
Follow-up Comment #3, patch #6571 (project freeciv):

patch #6846, dropping alt tag support from the binary and providing primary
tags in supplied tilesets instead, is first step to resolve this.

That is already almost good enough for d3f (supplied tilesets can be updated
later to contain separate sprites, that does not change the format). The
"path.waypoint" tag in misc/editor.spec needs to go before d3f, though, unless
we decide that all the tilesets (including custom ones) that use S2_6
editor.spec, must then use that "path.waypoint".

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[Freeciv-Dev] [patch #6571] Move some goto turn graphics fallbacks to tilesets

2016-01-23 Thread Jacob Nevins
Update of patch #6571 (project freeciv):

  Depends on: => patch #5681

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Follow-up Comment #4:

Patch #5681 provides replacement art for all supplied tilesets, which will
allow us to get rid of the use of "misc.waypoint".

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[Freeciv-Dev] [patch #6571] Move some goto turn graphics fallbacks to tilesets

2016-01-21 Thread Marko Lindqvist
Follow-up Comment #2, patch #6571 (project freeciv):

After some testing I admit that nothing about these should be in misc/ in
S2_6. The reason being that unless we strictly "center" the sprites, having
same sprites on sensible locations regardless of tile size in a specific
tileset, would require additional offset settings etc.

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[Freeciv-Dev] [patch #6571] Move some goto turn graphics fallbacks to tilesets

2016-01-06 Thread Marko Lindqvist
Follow-up Comment #1, patch #6571 (project freeciv):

> 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.

Alternative to removing (this) fallback completely would be to just make them
operate between tileset-specific and "typically used" bits in misc/. If the
tileset does not provide "path.waypoint", some file in misc/ could provide
"path.waypoint_fallback"

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[Freeciv-Dev] [patch #6571] Move some goto turn graphics fallbacks to tilesets

2015-11-09 Thread Jacob Nevins
URL:
  

 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

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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 --/





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