News

2004/08/22 Units, units, units!

OK, I was pretty busy the last months, but now I'm getting all excited about this project again, and I'm now tackling the units part. It's 82 in total, counting the Dirigible proposal, and I've done 5 so far: armor, howitzer, dirigible, battleship and bomber. I calculate I'll be releasing 1 unit every day.

More detailed news at the new Freeciv.org forums or the freeciv mailing lists.

2004/02/26 Two months later...

So, I'm back from my trip to Canada and I've been pretty busy since my return. Also, I'm working on another project now, and it will take another month of my spare-for-projects time, so I'm doing the first code release so people can benefit from what has been done now and also because the tileset is quite usable, now that all the GUI elements are ready. You'll still have to merge the thing with macroisotrident or some other to get the units.

Finally, on your left you have a sample of a classical city with a diplomat on it. The diplomat is a derivation from worm.svg, contributed by TJT van Kooten from Netherlands.

2003/12/27 Happy new year!

Hey, what's up? I haven't had a regular Internet connection for some time now, but the project saw a lot of activity during the second half of November and the first half of December. The classic city style is done, and all of what belongs to the traditional tileset.spec and small.spec has been implemented and debugged. So, we are just missing the units, which is a lot of work, and the industrial and up city styles. At this rate, I think this project will be fully usable by February. I hope to upload new screenshots and the current code soon.

2003/10/29 How are you feeling today?

I'm on the small tileset section, which is part of the interface; check it out. Making the citizen icons was quite fun: it's amazing how expressive a couple of splines can be (two for each face feature).


2003/10/22 Kaboom! Project at 50%

The nuke has been added to the tileset. I've also calculated that I'm at about 50% of the work done: all 51 units are still missing, and 4 city styles are pending as well. The little numbers and such (small and tiles.spec) are fairly trivial...

2003/10/20 Flags ready!

OK, the 81 flags for freeciv 1.14 are ready. I decided to release a separate tarball with the svg files and a png image so you can use the flags now for other tilesets or whatever you may think of. They are under the GPL.

2003/09/30 Flags in progress

What's up? I decided to go for the flags now. It's 81 in total, and I've already got 42. A relaxing task, which may be useful for other tileset projects as well. I've been learning a lot about flags lately, through the World Flag Database. A small sample of the results:


2003/09/25 Oriental cities

OK, I'm back into this. Improvements: mountain makeover, and a new Oriental city style which is quite cool. Screenshot and preview updated.


2003/08/21

Website created with the first preview.


Freeciv Worms!
(FreeCiv.org mirror)

Hi. I'm producing a wholy new tileset for Freeciv, which goes against all current tileset tendencies (realism), so this will basicly be a wacky and cartoonish tileset, meant to have lots of colors and requiring high resolution displays.

The tile is isometric, and I have already finished the equivalent of terrain1, terrain2, cities, small and flags of macroisotrident. I'm still missing all the units which I'm working on at the moment.

The tileset has been designed using Sodipodi and now InkScape, a vector-graphics app (a Draw type of application) which uses the SVG format. I have developed a shell script that renders the whole thing from the svg files, so you can get a render at any given resolution at build-time.

All this is also possible thanks to TheGIMP's batch mode and ImageMagick.

Screenshot! (212 Kb)
(test game made with civworld with dither hacked out)

Tileset preview (149 Kb)
(image reduced to indexed, 32colors for bandwith economy)

Download Area
(last update: 2004/02/26)


TODO:

  • Roads makeover: they're based on bad ideas which look ugly.
  • Units! (working on it)
  • All city styles, except Classic, European and Oriental, which are ready.
  • Sounds, taken from the game; maybe patch clients so we can enjoy a good share of the rich worms effects.

BUGS:

  • City walls for Oriental should change to red "roofs" for better contrast.
  • classic_5 and classic_10 are too alike.
  • Metal resource should be more centered.
  • Coal not looking good.
  • Number and HP bar arrangement.
  • Mountains have funky border.
  • Pixels here and there due to the alpha threshold filter.
  • 5 of the river tiles suffer from a Sodipodi bug.

BUILDING:

The tileset ships with a script that will generate the images. This script depends on bash, perl, xpat, TheGIMP, ImageMagick and Sodipodi to work. A typical Linux user would only have to install Sodipodi, as the other programs stock parts of the typical modern Linux workstation. Those who take the bother of installing the sodipodi package will enjoy the possibility to select their own tile geometry and a faster download (not really: the source tar is now bigger than the raster images, jikes!).

Of course, with other OSes, your mileage may vary.


Arturo Espinosa-Aldama <> Stats Counter
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