Dwarvish Runemaster
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- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Dwarvish Runemaster
There's a Runemaster the mainline in game. I'm not sure how it's used, but i've run across 2 sets of (IMO) better graphics.
1) Asereje's and
2) Shadow's zipped here and shown here.
I don't see why the current runemaster graphics shouldn't be replaced with one of these...
1) Asereje's and
2) Shadow's zipped here and shown here.
I don't see why the current runemaster graphics shouldn't be replaced with one of these...
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
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-> What i might be working on
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Ivanovic and I were deciding if it should be removed. It has been there for a looooong time, according to the CVS/SVN history.
Then we thought what if we had freelance units that were part of the wesnoth universe but were not used anywhere? They would be available for user campaigns and basically handy to have around.
But, with the attention art has been getting lately, only a few units by neorice and wayfarer would probably make it. One of wayfarer's dwarves (the axe thrower) has more animations than probably any other unit.
The better question is whether anyone knows why it is there. Sometimes there are reasons for weird stuff like this.
Then we thought what if we had freelance units that were part of the wesnoth universe but were not used anywhere? They would be available for user campaigns and basically handy to have around.
But, with the attention art has been getting lately, only a few units by neorice and wayfarer would probably make it. One of wayfarer's dwarves (the axe thrower) has more animations than probably any other unit.
The better question is whether anyone knows why it is there. Sometimes there are reasons for weird stuff like this.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
I think this is a good idea as long as the graphics are up to par. Well done UMC units that appear in a number of campaigns should especially be considered.scott wrote:Then we thought what if we had freelance units that were part of the wesnoth universe but were not used anywhere? They would be available for user campaigns and basically handy to have around.
I'd assume it was part of some plan to get the outlaws out of the Knalgans, but that's just a guess.scott wrote:The better question is whether anyone knows why it is there. Sometimes there are reasons for weird stuff like this.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
I'm fairly certain that this image was in game long before the knalgans were combined with the outlaws in the first place.
If we keep this unit, could we also add the level 2 variant (runesmith)? Then, all UMCs like SoF just have to add some code making the Dwarvish Fighter advance to both of those units for them to work. (If that's possible. I'm not sure it is currently possible to link two units that are both already defined...)
Another candidate would be the level 3 outlaws, along with a mechanism for UMCs to easily have the level 2 outlaws advance into them.
If we keep this unit, could we also add the level 2 variant (runesmith)? Then, all UMCs like SoF just have to add some code making the Dwarvish Fighter advance to both of those units for them to work. (If that's possible. I'm not sure it is currently possible to link two units that are both already defined...)
Another candidate would be the level 3 outlaws, along with a mechanism for UMCs to easily have the level 2 outlaws advance into them.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
The L3 outlaws are protected by #ifdef USE_L3_OUTLAWS, but I don't know if you could use them in multiplayer without them showing up in every era.
The runemaster line and axe runner lines are well drawn and animated.
Are there any other 'freelance' units?
The runemaster line and axe runner lines are well drawn and animated.
Are there any other 'freelance' units?
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
#ifdef MULTIPLAYER
#define USE_L3_OUTLAWS
#enddef
#endif
Ta-da.
(And yes, #ifdef MULTIPLAYER is valid. Look at data/multiplayer.cfg.)
#define USE_L3_OUTLAWS
#enddef
#endif
Ta-da.
(And yes, #ifdef MULTIPLAYER is valid. Look at data/multiplayer.cfg.)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
only problem is that nobody else in the forums will have that, so I can't play anyone.
I can already use it in human vs AI as I have made a test era which has prety much all of the factions in it as seperate things (so the dwarves with the runner, with the outlaws seperate, with mermen and nagas, with arendians, maurauders, etc)
I can already use it in human vs AI as I have made a test era which has prety much all of the factions in it as seperate things (so the dwarves with the runner, with the outlaws seperate, with mermen and nagas, with arendians, maurauders, etc)
scott wrote: without them showing up in every era.
Yes, this contaminates every era. The Demo and All Factions MP eras cause this problem.turin wrote:#ifdef MULTIPLAYER
#define USE_L3_OUTLAWS
#enddef
#endif
Ta-da.
(And yes, #ifdef MULTIPLAYER is valid. Look at data/multiplayer.cfg.)
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
If you want to make an era with L3 outlaws, without breaking the default era (because of [advance_from] tags), you can pick them from the Peasant Era.
You will probably have correct :
- The Henchman is hereby heavily modified, you shall restore its stats and advancements
- The female Poacher can also advance to the Outlaw Princess, you may want to remove this advancement
You will probably have correct :
- The Henchman is hereby heavily modified, you shall restore its stats and advancements
- The female Poacher can also advance to the Outlaw Princess, you may want to remove this advancement
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
I still don't know why it was there, but at least its no longer ugly.scott wrote:Ivanovic and I were deciding if it should be removed. It has been there for a looooong time, according to the CVS/SVN history.
commited the graphics from sceptre of fire. (asereje's)
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity