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Re: More flexible unit image use
- From: Hans Ronne <hronne at comhem dot se>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Mon, 19 Jul 2004 00:43:33 +0200
- Subject: Re: More flexible unit image use
- References: <l03130300bd207e39cf74@[212.181.162.155]>
>> 2. The second change is that it is now possible to
>> define a list of images
>> that should be used for a particular unit type. The
>> game will then pick an
>> image at random from that list each time a new unit
>> is created. Thus, to
>> use more town images in the Intro game, add this
>> line:
>
>
>That's amazing. I'll be checking in the new version
>of Specula, called Opal (The old name sounds too much
>like a medical contraption), in a few days. Along
>with Opal (And what I've been spending much of my time
>on lately) will be the Angband set of graphics from
>molotov.nu. Take a look, there's hundreds of them:
>
>http://www.molotov.nu/?page=graphics
Very nice. The more images the better. But we must do something about the
image loading system soon. It's getting overloaded :-).
>It's taking a while to reformat the gifs and write the
>imf, but when I'm done, there'll be quite a bit of new
>images for any Xconq fantasy games. I never thought,
>though, that I'd get a chance to show so many in Opal.
>
>And, just to show that I'm never satisfied, is there
>any way to set side-specific unit images?
Not yet. You still have to use side-specific unit types: e.g. russian-tanks
and german-tanks, for this. Unless, of course, you set the images
individually for all the units.
Hans