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[Freeciv-Dev] Re: Isometric view
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To: Thue <thue@xxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Isometric view
From: Tuomas Airaksinen <tuma@xxxxxxxxxxxx>
Date: Thu, 18 Jan 2001 17:15:32 +0200
Reply-to: tuomas.airaksinen@xxxxxxxxxx

On Sun, Jan 14, 2001 at 10:55:50PM +0100, Thue wrote:
> On Sunday 14 January 2001 21:50, Tuomas Airaksinen wrote:
> > Very, very cool patch again from you! I tried it (just cause I'm curious)
> > and it worked as fine it was supposed to..
> 
> Thanks.

I tried the new patch and noticed that you seemed to have almost finished it ;)
Excellent job, Thue!

> > Firstly it was nice to notice your implementation to make it compatible
> > with former overhead mode.
> >
> > About minimap:
> > It's a bit confusing that when you move left on minimap, you don't move
> > left on big map. The way this was implemented in Micro$ofts Age of Empires
> > was that the world was in the form of diamond instead of rectangle (rotated
> > 45 degrees). Would it be good if our minimap was drawn that way?
> 
> That can be done, but is a low priority for me since the current one actually 
> works :).

Now it seems to work, doesn't it? ;)

> 
> > > It uses tilesets largely compatible with civ 2. (main change: I hade all
> > > the background colors transparent.)
> > > The tileset shown in the screenshots below is HiRes, contributed under
> > > the GPL by Tim Smith.
> >
> > It says nowhere that is GPL'd, in contrast it says that you cannot
> > distribute modified file! I think that if T. Smith has announced those
> > under GPL it should be shown in tileset files also.
> 
> I removed the "do not distribute warnings" for now; we can add some GPL text 
> later. I just haven't gotten around to it.
> 
> > > Some screenshots: http://apolyton.net/forums/Forum4/HTML/001035.html
> > > (the apolyton forum was practical since lots of people there have messed
> > > with the isometric graphics. And I get to recruit civ2 users.)
> > >
> > > Source code: http://hjem.get2net.dk/thue_janus_kristensen/isomet.diff.bz2
> 
> An updated version is there.
> 
> > > What needs to be done:
> > > -restore overhead view functionality to gui-gtk/mapview.c. Currently the
> > > overhead mode is ifdef'ed, but it should be possible to make it a
> > > load-time option (automatically determined by an option in the loaded
> > > tiles.) 
> > > -make the city view work
> > > -mess with flags, unit activities, city sizes etc.
> > > -implement map grid, other map features
> > > -implement FoW (I think this is easiest done using stripping of some
> > > sort) -scrollbar bug because of old code; currently marked by FIXME
> > > -graphics related to city combat (note the new explosion that came with
> > > the tiles)
> > > -modify freeciv to be able to use the new city styles.
> > > -redraw bug related to unit movement. (bug place marked by FIXME)
> > > -redraw bug related to generel tile refresh. (bug place marked by FIXME)
> >
> >  -City walls are not shown.
> 
> Should work now, as well as most of the other items.

The biggest negative change I noticed was as it were already slow (on my 
Pentium 130Mhz, 
resolution 1024x768), so it now slowed down again. It tooks about 2-5 seconds 
to update 
the map when moving on it (clicking minimap/map). 

Setting client goto also is noticeably slow, especially when selecting target 
to further 
distance.

Some other minor things:
-Should irrigation, road and railroad be drawn _under_ special resources 
 (wheat, buffalo, oil etc).
-Grid outside cities (the reserved squares) should be drawn with other color.
 Also, I believe that some people will find gridline too bold (isn't 1 pixel 
line
 enough?)
-'t'-command (show resources used by city) is not implemented  (There seem to 
be a FIXME)

-- 
Terveisin   Tuomas Airaksinen        linux
Kotisivu:   http://tuma.cjb.net/      is all   
Sähköposti: tuma@xxxxxxxxxxxx          we   
Icq:        11870110, IRCnet: tuma      need 

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