Return-To-The-Roots / s25client

Return To The Roots (Settlers II(R) Clone)
http://www.rttr.info
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New Addon: Wine Buildings/Wares/Jobs #1669

Open aztimh opened 1 month ago

aztimh commented 1 month ago

Finished working on graphics for a new addon that adds new wine buildings/wares/jobs as an optional addon.

https://github.com/aztimh/RTTR-Wine-Addon

I've included all the the documents for how it's all supposed to function and calculated the XY nation offsets for things like work windows, chimney smoke, stop production X signs.

Also made txt documents that give a quick reference for the graphics contained within the LST files.

I'm not a programmer (yet), so I am sharing this so someone can program it as an addon.

ottml commented 1 month ago

This is a first implementation of the wine addon as base for further discussions. The code is work in progress but the main features are included. Feel free to test it. The code can be found at https://github.com/ottml/s25client/tree/wine_addon and should compile. If you do not know how to compile it, i can also upload a prebuild windows zip.

ottml commented 1 month ago
wine_addon
aztimh commented 1 month ago

Oh wow! That's so awesome! I'm actually in the process of fixing some of the larger buildings which were a bit wide when built next to other ones so it will slightly alter some of the offsets. But I hope to have the last one finished tonight!

I'm not sure how to compile it actually, I've just been working on the pixel art and ideas mostly.

Thanks so much I'd love to test it out!

aztimh commented 1 month ago

Okay I have reuploaded the WINE.LST after updating some offsets and fixing the temples so they don't clip across nearby buildings. Also updated the Nation Offsets text file for the new versions. Also unfortunately I forgot to include the Winter African Temple shadow initially so I've put that in but it means every building graphic after that is 1 higher now. I've fixed the WINE.LST glossary to help.

I think that's everything.

I would love to test it out!

Spikeone commented 1 month ago

@ottml just asking: If the addon is disabled, are all the icons (inventory, settings screen) hidden as well? If so, could you also implement it for the charburner as well, if not, could you implement that since using the default s2 settings should not show these icons so player can get an original feeling :)

But great work adding this so fast :) Thanks for your contribution(s)!

ottml commented 1 month ago

@ottml just asking: If the addon is disabled, are all the icons (inventory, settings screen) hidden as well? If so, could you also implement it for the charburner as well, if not, could you implement that since using the default s2 settings should not show these icons so player can get an original feeling :)

But great work adding this so fast :) Thanks for your contribution(s)!

No at the moment they are always shown. But when changing this for the wine addon this should not be a problem to do for the charburner too. The only problem is gui's use mainly hardcoded sizes at the moment for in game windows. :)

Another question: Is there a possibility to trigger a build over the ci from a branch/Pullrequest to get a install package that another user can download and use for testing? @Flamefire

ottml commented 1 month ago

Okay I have reuploaded the WINE.LST after updating some offsets and fixing the temples so they don't clip across nearby buildings. Also updated the Nation Offsets text file for the new versions. Also unfortunately I forgot to include the Winter African Temple shadow initially so I've put that in but it means every building graphic after that is 1 higher now. I've fixed the WINE.LST glossary to help.

I think that's everything.

I would love to test it out!

Nice. Should not be a problem :)

Spikeone commented 1 month ago

Also, if I'm not wrong, this addon isn't used by the AI yet, is it? We may need to brainstorm a bit on how an AI should use it (maybe after some test plays using this addon), since it's usage for the Charburner isn't optimal as well

ottml commented 1 month ago

Also, if I'm not wrong, this addon isn't used by the AI yet, is it? We may need to brainstorm a bit on how an AI should use it (maybe after some test plays using this addon), since it's usage for the Charburner isn't optimal as well

Your are right :) This is only a first draft implementation. I implemented only some stuff to see how nice the animation, buildings and workflows are. Th final will follow....

aztimh commented 1 month ago

@ottml My notes from testing the build so far:

Wine Addon Testing Notes:

Comments:

Suggestions/Considerations:

Bugs:

ottml commented 1 month ago

Wine Addon Testing Notes:

Comments:

Suggestions/Considerations:

Bugs:

aztimh commented 1 month ago

@ottml hmm maybe the Charburner is doing that coz I tested what the build menus look like with the Charburner disabled and wine buildings enabled… then turned it back on. I can test it on the newest version if you like?

And yeah in terms of all the balancing: work cycles, etc we can refine that until it feels right.

aztimh commented 1 month ago

@ottml Yeah I did a test with the early build then. The charburner only does piles on fertile land or sand that is right next to fertile land. He wasn't putting any on completely sand terrain which he usually can.

Although it is possible this is already fixed in your updated build and this was just a bug in the early first build you sent me.

ottml commented 1 month ago

@ottml Yeah I did a test with the early build then. The charburner only does piles on fertile land or sand that is right next to fertile land. He wasn't putting any on completely sand terrain which he usually can.

Although it is possible this is already fixed in your updated build and this was just a bug in the early first build you sent me.

I accidently reduced the radius of the charburner. I think this leads to the problem.

aztimh commented 1 month ago

@ottml Yeah I did a test with the early build then. The charburner only does piles on fertile land or sand that is right next to fertile land. He wasn't putting any on completely sand terrain which he usually can. Although it is possible this is already fixed in your updated build and this was just a bug in the early first build you sent me.

I accidently reduced the radius of the charburner. I think this leads to the problem.

@ottml Here's some notes from play testing the new build:

I'm gonna sort out the offsets so the winegrower doesn't bounce around so much while digging. I think we could keep the total grape field setup time the same but maybe reduce digging loop by 1 so the animation can play a bit slower like other digging animations.

aztimh commented 1 month ago

https://github.com/aztimh/RTTR-Wine-Addon

@ottml Uploaded the new versions of: wine.lst and wine_bobs.lst

wine.lst was updated as per Flamefire's suggestion in the PR so each building is numbered in a group of 9 images (updated the glossary text file).

wine_bobs.lst was updated to fix the digging animation for the winegrower and make other walking animations less jank.

aztimh commented 4 weeks ago

@ottml I think the only other thing I can think of is working out the coordinates for where workers and carriers disappear for each of the building’s new doors so they don’t look like they walk through the middle of it.

@Spikeone Is it similar to the XY offset for the open door graphic or is there a way to calculate this?