<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39488 >
README.graphics is outdated even for S2_1. Attached is update for
what I figured out reading source code. I don't know that part of the
code too well, so I just hope this is correct.
Changed to this file should be committed at the same time with actual
code changes, so there would be no need to guess later how it works
now.
- ML
diff -Nurd -X.diff_ignore freeciv/doc/README.graphics freeciv/doc/README.graphics
--- freeciv/doc/README.graphics 2007-03-05 19:13:43.000000000 +0200
+++ freeciv/doc/README.graphics 2007-08-04 23:33:15.000000000 +0300
@@ -69,7 +69,7 @@
Strings (enclosed in "")
------------------------
- options : A capability string, currently "+tilespec3"
+ options : A capability string, currently "+tilespec4"
name : the name of the tileset
city_names_font : an X font string
city_productions_font : an X font string
@@ -78,6 +78,9 @@
Integers
--------
+ priority : when user does not specify tileset, client
+ automatically loads available compatible tileset
+ with highest priority.
normal_tile_width : the width of terrain tiles
normal_tile_height : the height of terrain tiles
small_tile_width : the width of icon sprites
@@ -93,13 +96,11 @@
directions. There are thus 256 road and 256
rail sprites (64 for a hex tileset).
fogstyle : Specifies how fog is drawn.
- 0 : A single fog sprite is drawn on top of all
+ 0 : Code automatically adds fog.
+ 1 : A single fog sprite is drawn on top of all
other sprites for fogged tiles. The
tx.fog sprite is used for this.
- 1 : Each sprite for a fogged tile is drawn fogged.
- The tx.fog sprite may be used for the fog
- drawing (but clipped by the mask of the
- underlying sprite).
+ 2 : No fog, or fog from darkness_style = 4.
darkness_style : Specifies how "encroaching darkness" is drawn.
0 : No darkness.
1 : A single sprite can be split into 4 parts, each
@@ -111,10 +112,15 @@
3 : The sprite is chosen based on the vector sum of
the darkness in all 4 cardinal directions. 15
different sprites are needed.
- flag_offset_x : Gives an offset from the tile origin at which to
- flag_offset_y draw flags behind units and cities. With isometric
- tilesets this should be non-zero so that the flag
- is placed correctly behind the unit/city.
+ 4 : Corner darkness & fog, 81 sprites needed.
+ unit_flag_offset_x : Gives an offset from the tile origin at which to
+ unit_flag_offset_y draw flags behind units or cities. With isometric
+ city_flag_offset_x tilesets this should be non-zero so that the flag
+ city_flag_offset_y is placed correctly behind the unit/city.
+ unit_offset_x : Gives an offset from the tile origin at which to
+ unit_offset_y draw units.
+ citybar_offset_y : Gives an offset from city tile origin at which to
+ draw citybar text.
hex_side : When is_hex is specified (see is_hex, below), this
value gives the length of the "extra" side of the
hexagon. This extra side will be on the top/bottom
@@ -131,6 +137,8 @@
"normal" dimensions of 64x32 with a hex_side of 16
for an iso-hex tileset will give hexagons of size
48x32.
+ city_names_font_size : Font size used in drawing city name
+ city_production_font_size : Font size used in drawing city production
Booleans (0 or 1)
-----------------
@@ -139,6 +147,8 @@
is also specified then you have an iso-hex tileset.
Hex tilesets should be used with topologies 8-11 and
iso-hex tilesets with topologies 12-15.
+ is_mountainous : set to 1 for blending hills and mountains together.
+ is_full_citybar : set to 1 to enable citybar.
String lists (a comma-separated list of strings)
------------------------------------------------
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