Commit graph

87 commits

Author SHA1 Message Date
Gothyoba
c761174331 New Titlescreen images 2024-08-08 21:37:42 -05:00
Subhraman Sarkar
2660c0e086 new ui theme: modern (titlescreen only atm)
Design idea and concept art: Dalas
Implementation: babaissarkar

Co-authored-by: Dalas121 <33790750+Dalas121@users.noreply.github.com>
2024-07-16 13:07:57 +05:30
Tommy
1dfbaacf68 Additional commentary on zoom_levels
Levels have been normalized a little to scale smoothly. This combines
the old 1.25x and 1.5x zoom levels into a new ~1.41x zoom level.
Others are more-or-less unchanged, other than modification for the
requirement that scales are divisible by 4.
2023-11-06 00:34:44 +13:00
Tommy
278ba34071 Ensure zoom levels are always multiples of 4.
Also changed zoom level specification to direct integer sizes rather
than multiplication factors, so they can be specified accurately.

It has always been the case that they were required to be multiples
of four. This was just violated at some point.

This fixes problems with overlapping fog textures at some zoom
levels, and may also prevent some other rendering glitches.
2023-11-06 00:34:44 +13:00
Steve Cotton
88f13f32ff Remove the disengaged_orb_color preference
These are leftovers from the original implementation of the disengage orb,
when it was a new color for the single-color orb. During the review process it
became the two-color design, but these parts were left in.

The value of orb_status_helper::get_orb_color(orb_status::disengaged) is used
(both before and after this commit) by the minimap; this commit changes
get_orb_color to return the partial_color() directly. The result will be the
same as before, because disengage_color() returned the same as partial_color().
Prior to this commit that was done by giving both orbs the same value in
game_config.cfg. If the advanced preference to change orbs colors was used, the
value chosen for the partial orb was passed to set_disengage_color() too.
2023-01-31 06:45:53 +01:00
walodar
6eb2246eff
Colored attack type icons, resistances and movement costs. Reordered resistances. (#5264)
Using colors to make relevant information stand out at a quick glance.

The six attack type icons are recolored using the six equidistant hues cyan, green, yellow, red, magenta and blue, with the same saturation and lightness as the old icons. The images are optimized with woptipng.

Resistances and movement costs are colored using a gradient from red to green, like the defense values.

The resistance table in the help browser now also shows the attack type icons.

Previously, the resistance table was always ordered alphabetically by their original English names (not their translation, unlike the terrain modifiers). Now, the order is set to blade - pierce - impact - fire - cold - arcane.

These changes are made in all relevant areas, including the help browser, tooltips, the sidebar and dialogs.

Missing icons are handled by replacing them with a blank image scaled to the same size.
2022-08-01 17:57:46 -05:00
Tommy
613f047c1e Remove hex_brightening config option
It is not used, and appears to have been unused for a long time.
It was related to mouseover hex brightening, but the brightening
amount is hardcoded. There were associated hex_semi_brightening,
mouseover_image and selected_image keys, but that info is also
hardcoded, and those keys appear to have been removed already.
2022-07-01 15:06:25 +12:00
Pentarctagon
9bfd432abe Update image pages for webp extension. 2022-04-30 14:23:32 -05:00
Pentarctagon
f44acd68c2 Add build support for webp images. 2022-03-12 13:47:46 -06:00
Steve Cotton
4a43d00522 Show a two-color tennis ball orb for the disengaged state (#5155)
As the disengaged state is part-way between the "partial" and "moved" states,
the orb has parts in each color. On the minimap these units are shown in the
partial color (which is also the color that would be used before this change).

This will match the mounted Quenoth units' "disengage" skill, when they
can still move but can't attack. It should also trigger for some UMC abilities
that get extra moves after a character attacks.

During testing, I found that TSG allows some of the bandits to attack on the
first turn of the bandit branch. There's no gameplay change there, but the orbs
make it much clearer that some units can still attack.

I think there are already too many preferences for orbs, so reused the existing
settings for the colors. A new "show disengaged orb" preference is added, which
when disabled shows the old partial orb instead.

Update the orb and ellipse sections of doc/manual/.

Notes about how I created the new orb image:

* create a color range to_ellipse_red with rgb=FF0000,FF0000,000000,FF0000
* wesnoth --render-image 'misc/orb.png~RC(magenta>to_ellipse_red)' images/misc/orb-ellipse-red.png
* open the orb.png and orb-ellipse-red.png images as layers in Gimp, add a layer mask to both of them
* use the layer mask to get each pixel from exactly one of the layers
2021-02-13 18:28:33 +01:00
gfgtdf
b21c110f30 run wmlindent 2020-10-19 23:53:52 +02:00
Wedge009
a22e4a37ba Updating comments.
[ci skip]
2019-10-16 15:27:49 +11:00
Wedge009
9dd6f70c98 Change game_created event sound to join.wav on @stevecotton's suggestion. 2019-08-27 13:41:01 +10:00
Wedge009
e4e260709a Address comments against #3246 in order to resolve #2016.
* Remove unused notify_mode.NOTIFY_COUNT.
* Remove obsolete comment against mp_ui_alerts::items.
* Remove unused is_lobby parameter in mp_ui_alerts::game_created().
* Synchronise game_created sound in game_config.cfg with game_config.cpp.

(cherry picked from commit abaa77f7c6)
2019-08-27 13:41:01 +10:00
Iris Morelle
7a999125ea Re-add server2.w.o to the built-in list of alternate servers
See issue #3873.

[ci skip]
2019-02-11 03:53:47 -03:00
Charles Dang
3a16fa84ee Disable server2 and server3 options (closes #3873)
We might be able to enable these again, so just commenting out the options for now.
2019-01-15 12:13:03 +11:00
Jyrki Vesterinen
34d93d44ca Hide battery status if the device doesn't have a battery
The strategy is two-fold. We move the rendering of the icon into the
battery status report where it can be disabled at runtime, and allow the
countdown/clock to move to the position of the battery status if the device
doesn't have a battery. I also moved rendering of the clock icon to the
time report to allow the icon to move together with the text.

I needed to change theme::status_ to store pointers to status items because
otherwise the countdown object loses its type when inserted to the map. And
to be able to use std::unique_ptr inside the theme class, I had to make the
class non-copyable and movable.
2018-10-30 07:46:50 +02:00
Charles Dang
d04c444f2d Wired in new game theme music
[ci skip]
2018-02-21 20:14:20 +11:00
Charles Dang
0fef006c66 Revert gold laurel name change from 74cff96475
[ci skip]

I noticed some addons referred to this image path. No need to break those.
2017-09-11 22:50:43 +11:00
Celtic Minstrel
74cff96475 Vary victory laurel in campaign select, depending on the difficulty beaten at
(No change to the laurel in difficulty select.)
2017-08-14 12:36:08 -04:00
Celtic Minstrel
4c5bf2dae2 Auto-build default team colors list 2017-05-05 21:26:28 -04:00
Celtic Minstrel
b0510bfdc7 Load valid zoom levels from [game_config] 2017-05-05 18:13:48 -04:00
Charles Dang
664392728f Fixup comment in 4d62f42 because apparently I cannot English 2017-03-11 14:54:59 +11:00
Charles Dang
4d62f42817 Reorder default color list to match the tag order in core/team-colors.cfg
This fixes the underlying cause of bug# 25462. The index disparity causes incorrect results if any index
from this list was used for coloring.
2017-03-11 14:47:45 +11:00
Charles Dang
396267c900 Game Config: added default_color_list= key
This key contains the color range ids of the standard colors in the default order.

Previously, classes such as the connect_engine would have to cast ints to strings and browse for the numerically id-ed
color ranges. Consequently, since there are only 9 ranges identified by that method, 9 became a hardcoded number of
colors in certain places. This key allows for greater control over order and content of the default colors.
2016-10-12 01:04:05 +11:00
Celtic Minstrel
b295aab4ba Deprecate {MAGENTA_IS_THE_TEAM_COLOR}
The magenta colour is now the default flag_rgb colour if one is not specified.
2016-08-05 00:49:39 -04:00
dorng
c67538f93d [game_config]: new keys for logo
remove hardcoded path for logo image
add 'game_logo' & 'game_logo_background' keys in [game_config]
this allows [core] authors to define their own game logo to appear on the title screen
this does not (yet) affect the loadscreen
2016-06-16 00:15:53 +02:00
Celtic Minstrel
38ddbb98f2 Preferences: Reimplement orb color options 2016-02-18 01:13:10 -05:00
ln-zookeeper
632b7f3a63 Defined slow/poison/petrify status sounds (same as hardcoded defaults) 2015-09-08 12:25:22 +03:00
Charles Dang
ab83f36bd0 Change titlescreen music to Journey's End 2015-03-08 14:19:39 +11:00
Boldizsár Lipka
a7f4849836 Change title screen music to transience.ogg. 2015-01-09 13:22:07 +01:00
Chris Beck
97b654beff add and use zookeeper's start of game sound for mp
thanks zookeeper!
2014-11-14 11:56:32 -05:00
Chris Beck
634ff7a2bb add the sound entries to the data/game_config.cfg file
These are the same as the default values in the C++, so this is
not a substantive change. But if a user is trying to figure out
how to reconfigure their sounds, the presence of these entries
might help them.
2014-10-12 01:14:55 -04:00
fendrin
1e5d58af6a Made the orb and minimap colors configurable by the preferences. 2014-03-15 14:37:16 +01:00
fendrin
138e9dc3e4 Changed orb colors of enemy and moved units. 2013-11-30 08:35:45 +01:00
Emilien Rotival
e087bbfa59 Add 2 new TC shades ("Bright orange" and "Light blue") and apply them to the part-moved & ally orb
The existing "Blue" TC rendered a orb that looked too much like the black one.
Same with existing orange vs. red.
2013-06-11 23:28:44 +02:00
Emilien Rotival
10e61be88d Add a new TC shade ("Bright green") and apply to the unmoved orb
The existing "Green" TC was darker than the old unmoved orb artwork, which made the recolored orb difficult to spot against a green background.
2013-06-11 14:43:30 +02:00
fendrin
2dff1967bf New orb image wired in. 2013-06-09 08:47:10 +02:00
Boldizsár Lipka
d5b1e386e3 Wire in maps/titlescreen.png as game_title.
The old image (maps/wesnoth.png) is still there
but is no longer used for the title screen.
2013-03-04 12:08:10 +00:00
Boldizsár Lipka
9575893446 Wire in the new wooden background as game_title_background. 2013-03-03 20:54:22 +00:00
Jérémy Rosen
dc02698fa8 change syntax of square bracket animations, ~ is not used for range 2013-01-30 21:37:44 +00:00
Jérémy Rosen
5662cbcc38 new syntax for animation lines, simplifies mainline WML quite a bit.
patch by Coffee
2013-01-26 22:33:51 +00:00
Fabian Müller
c975dd6d1a Made the hex field size and the default terrain wml configurable. 2012-09-08 20:15:39 +00:00
Silas Brill
f806b61e80 Applied patch #1381: Configurable village support
This differs from the original patch in that the minimum village
support for multiplayer is 0, not 1.
2012-04-30 21:52:38 +00:00
Ali El Gariani
98ec7151a2 Fix lingering dead code for brightened hexes.
It was disabled since the new golden hex cursor. Also rename
"semi-brightened" (still used for editor selection) as "brightened"
2011-12-11 17:04:30 +00:00
Fabian Müller
beb7fde5e9 Copy and pasted a method similar to red_to_green, called blue_to_white. 2011-09-29 23:32:56 +00:00
Mark de Wever
16b7fdea0c Remove some dead title screen code.
Ivanovic spotted it while evaluting the small gui code.
2011-02-13 18:41:38 +00:00
Nils Kneuper
ea138d748f "tiny gui support"-removal part 4:
basic removal from config files (not from GUI2 specific stuff!)

TODO: remove tinygui from scons build system and consider if removing
"smaller res" support should be removed from GUI2 config files
2011-02-12 16:41:14 +00:00
Gunter Labes
fdbd071b62 Readded ellipsis key accidentally removed in 2010-09-09T15:04:17Z!alinkmaze@gmail.com. 2010-11-14 01:11:46 +00:00
Mark de Wever
59e3676759 Remove unused game_logo variable. 2010-10-08 19:45:32 +00:00