Steve Cotton 4a43d00522 Show a two-color tennis ball orb for the disengaged state (#5155)
As the disengaged state is part-way between the "partial" and "moved" states,
the orb has parts in each color. On the minimap these units are shown in the
partial color (which is also the color that would be used before this change).

This will match the mounted Quenoth units' "disengage" skill, when they
can still move but can't attack. It should also trigger for some UMC abilities
that get extra moves after a character attacks.

During testing, I found that TSG allows some of the bandits to attack on the
first turn of the bandit branch. There's no gameplay change there, but the orbs
make it much clearer that some units can still attack.

I think there are already too many preferences for orbs, so reused the existing
settings for the colors. A new "show disengaged orb" preference is added, which
when disabled shows the old partial orb instead.

Update the orb and ellipse sections of doc/manual/.

Notes about how I created the new orb image:

* create a color range to_ellipse_red with rgb=FF0000,FF0000,000000,FF0000
* wesnoth --render-image 'misc/orb.png~RC(magenta>to_ellipse_red)' images/misc/orb-ellipse-red.png
* open the orb.png and orb-ellipse-red.png images as layers in Gimp, add a layer mask to both of them
* use the layer mask to get each pixel from exactly one of the layers
2021-02-13 18:28:33 +01:00
..
2018-10-07 03:19:03 +00:00
2018-11-02 23:56:22 +01:00
2019-11-09 10:42:54 +01:00
2019-07-06 14:12:35 +02:00

This document lists some general guideline on taking the screenshots for the manual. Please adopt it to the correct version of the time you are taking the screenshot and make sure to point the entry in the .po file to the correct screenshot.

The examples we give are based on the availability of the ImageMagick tools used for converting the images to the JPEG format.

Here is a list of the general howto for the screenshots:

  1. Take the "original" version as PNG or BMP.

  2. Take the fullscreen screenshots in 1024x768.

  3. Afterwards, convert the fullscreen screenshots to JPEG and change the resolution to 640x480 and set quality level to 80%. This is the command to use when using ImageMagick (change file name accordingly for the titlescreen screenshot):

convert -resize 640x480 -quality 80 game-screen-1.13.11+dev.bmp game-screen-1.13.11+dev.jpg
  1. For those "parts of the screen" screenshots just copy out the relevant part from the full versions. All "non fullscreen" screenshots should be stored as PNG and in the original size. The ImageMagick command would look like this:
convert multiplayer-1.13.11+dev.bmp multiplayer-1.13.11+dev.png
  1. Send the files in once you translated the strings in the po file. In the translation use your locale as prefix/foldername. So if you were eg translating to German, you would use 'de' as foldername where the images are in and the filename for the game-screen screenshot would be this:

    • de/game-screen-1.13.11+dev.jpg
    • de/multiplayer-1.13.11+dev.png

    Please send the screenshots in a separate archive.

As a hint where you could create the screenshots:

  • game-screen-1.13.11+dev.jpg: 3rd scenario of AToTB, just jump there with :debug and :n and then let the AI play some turns with :droid
  • right_pane-1.13.11+dev.png: right part from the "game-screen" screenshot
  • top_pane-1.13.11+dev.png: top part from the "game-screen" screenshot
  • main-menu-1.13.11+dev.jpg: the main menu (obvious, isn't it?)
  • multiplayer-1.13.11+dev.png: just the dialog that pops up when clicking on 'multiplayer' in the main menu, take care to set the player name to the default value 'player' (or whatever it is in your lang, since this one is a translatable string)
  • recruit-1.13.11+dev.png: start a skirmish game and select default era and rebels as your race, click on recruit and take a screenshot of the dialog popping up