From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 16957 invoked by alias); 3 Sep 2004 03:17:56 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 16950 invoked from network); 3 Sep 2004 03:17:55 -0000 Received: from unknown (HELO web13121.mail.yahoo.com) (216.136.174.83) by sourceware.org with SMTP; 3 Sep 2004 03:17:55 -0000 Message-ID: <20040903031755.87747.qmail@web13121.mail.yahoo.com> Received: from [68.164.245.93] by web13121.mail.yahoo.com via HTTP; Thu, 02 Sep 2004 20:17:55 PDT Date: Fri, 03 Sep 2004 05:10:00 -0000 From: Elijah Meeks Subject: Re: Standard Game Graphics To: Eric McDonald Cc: Jim Kingdon , xconq7@sources.redhat.com In-Reply-To: <4137DE66.5070909@phy.cmich.edu> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2004/txt/msg01093.txt.bz2 > Looks good. Personally, I would prefer if your > 'Trident' variant was > made into the default, and the old graphics were > made into some sort of > oldtimers variant. I mean, I think a major point of > this exercise was to > help Xconq present a more polished image to new > players, and your new > graphics do that much better than the old ones. But, > that's just my > opinion; I guess we'll have to see what others say. > (I suppose some > people have been looking at the old graphics for so > long that anything > new will seem alien and objectionable....) I agree that it should be the default, but I also agree that it should be a group decision. The one problem, which I believe Jim pointed out and proved true, is that it doesn't look so good at the 16 unit/hex resolution. You can tell the difference between units because there are pretty good primary color distinctions (Infantry brown, armor green, fighter gray) but it's pretty ugly. The two solutions I see are: 1. Make specific imf 4 4 definitions that reference the old silhouettes, because they're more recognizable at that resolution. 2. Set unit limits per hex at four, which is the max amount of Trident units in a hex that are still recognizable and look decent. I like this both from the graphical viewpoint and the gameplay viewpoint, simply because I think more than four units in a hex is unweildy. You still have problems with cities and transports, but that'll be solved next week, when Eric's Occupant Dialog Box Fix is out... Right, Eric?* I think it's obvious that I prefer solution 2. And I still think we need a forum. And a better webpage (Christ, I've been here for two years and I still have a hard time finding the right link for downloads or mailing lists or manuals and everytime I see the XConq website, I think, "1992?"). And neural nets. And fully 3D units. And salaries for game designers. And groupies. And an XConq Company Cruise. And and and... _______________________________ Do you Yahoo!? Win 1 of 4,000 free domain names from Yahoo! Enter now. http://promotions.yahoo.com/goldrush