[Pkg-freeciv-devel] freeciv 2.0 add-ons

Jason Dorje Short jdorje@users.sf.net
Sun, 17 Apr 2005 13:07:19 -0400


Jordi Mallach wrote:
> On Sat, Apr 16, 2005 at 03:43:53PM -0400, Jason Dorje Short wrote:
> 
>>* Tilesets: there are > 10 of them.  See
>>ftp://ftp1.freeciv.org/freeciv/contrib/tilesets/all_tilesets/.
> 
> Do we want to package them all? I guess a selection of what you and
> others consider "good"?

Sure.

>>* Soundsets.  Just one of these; it may already be packaged?
> 
> I packaged this years ago, never uploaded due to missing licence
> clarifications about most of the wav files. I don't think we can
> distribute this if we don't clarify. I think I have the mails I
> exchanged with some people about this still.

Yeah, that's been a problem with the sounds.  I think Per's working on it.

>>* Rulesets.  The only modpack ruleset I know of is the Ancients one.
>>Rulesets and tilesets aren't well-integrated so this could be a problem
>>(it requires its own tileset, which is not included in the above set).
> 
> Oh. Can you explain more? Are the tilesets compatible with other
> rulesets? Shouldn't they be installed in a differeent directory if they
> aren't?

All of the tilesets work with the four rulesets included in freeciv.
But new rulesets generally add new unit types and require new unit
graphics.  Default tilesets don't have these graphics, and if you try to
play a new ruleset with them the client will generally just print an
error message and exit (or alternately, if the ruleset specifies
alternate graphics they will be used, but naturally this won't give good
results).  This has always been the case but with the new flexibility of
the rulesets it's a major problem.  However fixing it isn't at all easy
and won't be done until the next release.

-jason