Freeciv
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To update a tileset from 2.6 to 3.0 you must add some new graphics and update the file format strings.
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To update a tileset from 2.6 to 2.91.99 (will be 3.0 in the future) you must add some new graphics and update the file format strings. Currently these instructions go up to compatibility with freeciv trunk revision 32124.
   
 
==The ''.tilespec'' file==
 
==The ''.tilespec'' file==
   
* Set format of .tilespec file to <tt>options = "+Freeciv-3.0-tilespec"</tt>
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* Set format of .tilespec file to <tt>options = "+Freeciv-tilespec-Devel-YYYY.MMM.DD"</tt> during development. For freeciv 3.0 <tt>options = "+Freeciv-3.0-tilespec"</tt> should be used.
 
* '''darkness_layer''' was merged into the new '''layer_order''' tag. If you used darkness_layer = 0, you can safely remove it. Else, see the bundled tilesets for how to use layer_order.
 
   
 
* minimap_intro_file (also called the 'radar graphics') is no longer supported. Simply remove '''minimap_entry_file''' entry out from the tilespec, if you have it.
 
* minimap_intro_file (also called the 'radar graphics') is no longer supported. Simply remove '''minimap_entry_file''' entry out from the tilespec, if you have it.
   
* Resource now need to have extrastyle defined in the [extras] section. The old hardcoded way to draw resources was equivalent of extrastyle '''Single1'''
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* Resource now need to have extrastyle defined in the [extrastyle] section. The old hardcoded way to draw resources was equivalent of extrastyle '''Single1'''
 
* Fallbacks for extras have been simplified. For extra graphics to be used, an extra style must be defined for that "name" in [extras] in the .tilespec file, and the graphics used will all have that same name. (Previously, if a ruleset specified "graphic" and "graphic_alt" for an extra, the fallback to "_alt" could happen independently for extra style and for the actual graphics, and in some cases for different parts of the same extra; mostly this led to confusion. Most tilesets should see no effect from this.)
 
 
* Optional: if you have directional unit sprites you can now set '''unit_default_orientation''' to control which one is used in worklists, help, etc -- set to "s", "nw", etc.
 
 
* Add '''select_offset_x''' and '''select_offset_y''' for offsets of selected unit indicator sprites
 
 
* Add '''city_size_offset_x''' and '''city_size_offset_y''' for offsets of city size number sprites
 
 
* Remove '''city_names_font_size''' and '''city_productions_font_size''', which are no longer used.
 
 
==The .spec files==
 
 
* You can add a unit icon that indicates that the unit wants the player to clarify what it should do. (The unit will pop up the action selection dialog when selected) Define it via the new '''unit.action_decision_want''' tag.
 
 
* River outlet sprites are now mandatory for all cardinal directions. In earlier versions they were optional in hex tilesets for ne, se, sw, and nw directions. Add the outlet sprites if your tileset is still missing them.
 
 
* '''e_unit_win''' tag has been renamed as '''e_unit_win_def'''. If you use custom events graphics, update reference to the event. If you are using supplied misc/events.spec, it already has the reference corrected.
 
 
* If you are using custom colors definitions, add definition for '''mapview_cityprod_negative'''. If you are including misc/colors.tilespec, the color is already added there.
 
 
* Standard rulesets now look for the sprite '''specialist.entertainer''' rather than '''specialist.elvis'''. If your tileset is not using the standard specialist graphics, you should probably provide '''specialist.entertainer'''. (Standard tilesets continue to provide '''specialist.elvis''' as an alias.)
 
   
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[[Category:Editing tilesets]]
 
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