Latest Posts

Topic: "Northmen" Tribe Page

Ex-Member
Avatar
Joined: 2014-09-12, 09:53
Posts: 184
Ranking
Widelands-Forum-Junkie
Posted at: 2017-08-16, 09:29

Nordfriese wrote:

There was a remark about the wooden tower´s buildcost. This is difficult. It now has a buildcost of 5 logs and 1 reed. If it were more expensive, it would be nearly useless. Cheaper, it would be too good with its high vision range.

I did suggest reverting the wooden tower to the small wooden tower, with its lower cost (I think it was 3 logs and 1 reed) and reduced conquer size and making it upgradable to a wooden tower for 1 or 2 logs and 1 reed, this increses its range to the present value and increases it to 2 soliers.

I had started planning a Frisian specific tutorial scenario, but maybe I would be better employed dusting off blender and doing some graphics, problem is I will be travelling in a couple of weeks time until mid october so I am unsure if I should commit myself to deeply.


Top Quote
Nordfriese
Avatar
Topic Opener
Joined: 2017-01-17, 17:07
Posts: 1950
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2017-08-16, 10:45

Tinker wrote:

Nordfriese wrote:

There was a remark about the wooden tower´s buildcost. This is difficult. It now has a buildcost of 5 logs and 1 reed. If it were more expensive, it would be nearly useless. Cheaper, it would be too good with its high vision range.

I did suggest reverting the wooden tower to the small wooden tower, with its lower cost (I think it was 3 logs and 1 reed) and reduced conquer size and making it upgradable to a wooden tower for 1 or 2 logs and 1 reed, this increses its range to the present value and increases it to 2 soliers.

That´s a good suggestion. I´ll try this: I´ll change the Wooden Tower to buildcost 3×logs 1×reed, conquers 5, heals 40, 1 soldier, vision range 14; upgradable for 2 logs 1 reed to the new High Wooden Tower, conquers 6, heals 70, 2 soldiers, vision range 17.

I had started planning a Frisian specific tutorial scenario, but maybe I would be better employed dusting off blender and doing some graphics, problem is I will be travelling in a couple of weeks time until mid october so I am unsure if I should commit myself to deeply.

Every contribution is very much appreciated face-smile.png

If you have only time for graphics or tutorial, perhaps graphic development would be the better way to spend your time. I also started considering making an introduction scenario for frisians – please tell me whether you will work on that; if not, I´ll start scripting one.


Top Quote
Ex-Member
Avatar
Joined: 2014-09-12, 09:53
Posts: 184
Ranking
Widelands-Forum-Junkie
Posted at: 2017-08-16, 12:54

As I will be travellin until begin october perhaps I will leave the scenario to you, I can test it when I get back. With graphics I can do bits and pieces as I am available, I will have to read the graphics docs first and hope that everything works with blender 2.78.


Top Quote
Nordfriese
Avatar
Topic Opener
Joined: 2017-01-17, 17:07
Posts: 1950
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2017-08-16, 15:49

I´ve already started designing the scenario; it´s great that you´ll work on the graphics face-smile.png

Are you going to work on the things I didn´t do at all yet (ships, workers…) or improve the building graphics? If the latter – would you like me to provide my blender files?


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 14:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2017-08-16, 16:32

Great that you'll be working on the graphics, Tinker! face-smile.png

@Nordfriese: Did you depart from existing Widelands Blender files for creating your units? This is important for the export scripts to work.

The export scripts work fine in Blender 2.76, so there hopefully shouldn't be an issue with 2.78. I am having issue with roof textures of existing buildings, but I expect that won't affect you when you model something new.

Documentation is here: https://wl.widelands.org/wiki/GraphicsDevelopment/ and here: https://wl.widelands.org/wiki/BlenderPerspective/ and here: https://wl.widelands.org/docs/wl/animations/


Busy indexing nil values

Top Quote
Nordfriese
Avatar
Topic Opener
Joined: 2017-01-17, 17:07
Posts: 1950
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2017-08-16, 16:55

GunChleoc wrote:

@Nordfriese: Did you depart from existing Widelands Blender files for creating your units? This is important for the export scripts to work.

I used the empty_building_template.blend file from the media development branch. I have no experience with scripts in Blender, so I didn´t quite understand how to use them. For every building, I only saved a copy of the template file under a new name, added and edited objects, scaled it all to fit into the camera view, saved the rendered image and resized it with GIMP.


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 14:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2017-08-16, 21:09

I guess the empty template is fine face-smile.png

Have a look at https://wl.widelands.org/wiki/GraphicsDevelopment/#the-scripts for the scripts - I managed to find Alexia Death on IRC and she helped me with figuring out how to run the innerWorker and innerBuilding scripts.


Busy indexing nil values

Top Quote
Ex-Member
Avatar
Joined: 2014-09-12, 09:53
Posts: 184
Ranking
Widelands-Forum-Junkie
Posted at: 2017-08-17, 09:47

GunChleoc wrote:

Documentation is here: https://wl.widelands.org/wiki/GraphicsDevelopment/ and here: https://wl.widelands.org/wiki/BlenderPerspective/ and here: https://wl.widelands.org/docs/wl/animations/

I had already started working through the wiki pages, but I think I may have some problems.

With git I can fork projects , work on them online and feed back to the trunk any changes, it seems with lp I need to download everything, work on it locally and then upload changes. As I live in a 3ed world country I do not have enough bandwith a month to even dl the project, the only way I can keep up with Frisian development is to manually copy the chages made to lua files.

I also have been testing an alternative starting condition for all four tribes but I am not sure if I can add them for review..


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 14:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2017-08-17, 10:56

You are welcome to attach your work to a bug on Launchpad, and then we'll create the branches for you.

You can download media files manually from Launchpad's web interface, although you can't zip up directories there.

http://bazaar.launchpad.net/~widelands-media-dev/widelands-media/widelands-media/files/head:/graphics/tribes/


Busy indexing nil values

Top Quote
Nordfriese
Avatar
Topic Opener
Joined: 2017-01-17, 17:07
Posts: 1950
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2017-08-18, 18:52

I just uploaded a new revision which contains the first scenario. I plan to have two scenarios; the first one introduces the Frisians and all their buildings except recycling. The campaign summarizes the history of this tribe: The first scenario is set in Northern Friesland around 1362 (on the island of Langeneß, which didn´t come into existence until several centuries later), the second one will be set somewhere in the far North, in the unwelcoming permafrost that will become their new home.

I didn´t play the scenario in full yet, but most likely it is playable and winnable now, though still much too easy. I´d appreciate players´ opinions/suggestions/bug reports face-smile.png


Top Quote