Any Castle or Keep except Dwarvish can now be combined...

...without large gaps or extra walls.  Of course the graphics often
don't fit next to each other very well, but if it's a failure, it's a
much more graceful failure than we used to have.
This commit is contained in:
J.W. Bjerk 2010-09-16 19:47:10 +00:00
parent a5a52237a4
commit 19b055afec
27 changed files with 55 additions and 47 deletions

View file

@ -80,7 +80,7 @@ Version 1.9.1:
* Fixed Transition of leaf litter to water.
* Fixed hard edge on top of cave beams
* Fixed lava drawing extra transition on off-map
* Encampments can now be mixed with all human and elvish castles
* Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
* Better rendering of unit in water: transparency decreases with depth.
* Language and i18n:
* Updated fonts: DejaVu 2.32

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@ -448,7 +448,7 @@
# Castle base terrains
{TERRAIN_BASE (Ch,Chr,Cha) flat/road}
{TERRAIN_BASE_RANDOM (Ch,Chr,Cha) flat/road}
{KEEP_BASE Kh* castle/cobbles-keep}
{TERRAIN_BASE Chw castle/sunken-ruin}
{TERRAIN_BASE_B Chs ANIMATION_15 swamp/water}
@ -456,11 +456,11 @@
{TERRAIN_BASE Cv castle/elven/grounds}
{KEEP_BASE Kv castle/elven/keep}
{TERRAIN_BASE (Ce*,Ke*) flat/dirt}
{TERRAIN_BASE_RANDOM (Ce*,Ke*) flat/dirt}
{OVERLAY_RANDOM Ke village/tent}
{OVERLAY_RANDOM Kea village/tent-snow}
{KEEP_BASE Co,Coa flat/dirt-dark}
{TERRAIN_BASE_RANDOM Co,Coa flat/dirt-dark}
{KEEP_BASE Ko castle/orcish/keep}
{KEEP_BASE Koa castle/winter-orcish/keep}
@ -468,7 +468,7 @@
{TERRAIN_BASE Kud castle/dwarven-keep-floor}
{OVERLAY Kud castle/dwarven-keep}
{KEEP_BASE Cd castle/sand/dirt}
{TERRAIN_BASE_RANDOM Cd castle/sand/dirt}
{KEEP_BASE Kd castle/sand/cobbles}
#{TERRAIN_BASE ~ fog/fog}
@ -481,15 +481,14 @@
# Human castle
#
#{DISABLE_BASE_TRANSITIONS (Ch*,Kh*)}
{WALL_TRANSITION Ch (!,Ch*,Kh*,Ce*,Ke*) castle/castle}
{WALL_TRANSITION2 Kh Ch*,Ce*,Ke* (!,Ch*,Kh*,Ce*,Ke*) castle/keep-castle}
{WALL_TRANSITION Ch (!,C*,K*) castle/castle}
{WALL_TRANSITION2 Kh C*,K* (!,C*,K*) castle/keep-castle}
{WALL_TRANSITION Kh (!,Kh*) castle/keep}
# Snowy castle
{WALL_TRANSITION (Ch,Cha) (!,Ch*,Kh*,Ce*,Ke*) castle/snowy/castle}
{WALL_TRANSITION2 (Kh,Kha) Ch*,Ce*,Ke* (!,Ch*,Kh*,Ce*,Ke*) castle/snowy/keep-castle}
{WALL_TRANSITION (Ch,Cha) (!,C*,K*) castle/snowy/castle}
{WALL_TRANSITION2 (Kh,Kha) C*,K* (!,C*,K*) castle/snowy/keep-castle}
{WALL_TRANSITION (Kh,Kha) (!,Kh*) castle/snowy/keep}
@ -507,8 +506,8 @@
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 50 castle/sunken-ruin1}
{WALL_TRANSITION (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin}
{WALL_TRANSITION2_P (Khw,Khs) (Ch*,Ce*,Ke*) (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
{WALL_TRANSITION2_P (Khw,Khs) (Ch*,Ce*,Ke*) (W*,Ss) 100 castle/sunkenkeep-castle}
{WALL_TRANSITION2_P (Khw,Khs) C*,K* (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
{WALL_TRANSITION2_P (Khw,Khs) C*,K* (W*,Ss) 100 castle/sunkenkeep-castle}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep}
@ -519,57 +518,64 @@
# There are no more human castles left, so we can just use Ch* here, which makes sure
# that all ruin<->non-ruin transitions are drawn
#17% 17% 17% 17% 17% 17%
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 17 castle/ruin5}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 20 castle/ruin4}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 25 castle/ruin3}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 33 castle/ruin2}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 50 castle/ruin1}
{WALL_TRANSITION Ch* (!,Ch*,Kh*,Ce*,Ke*) castle/castle}
{WALL_TRANSITION_P Ch* (!,C*,K*) 17 castle/ruin5}
{WALL_TRANSITION_P Ch* (!,C*,K*) 20 castle/ruin4}
{WALL_TRANSITION_P Ch* (!,C*,K*) 25 castle/ruin3}
{WALL_TRANSITION_P Ch* (!,C*,K*) 33 castle/ruin2}
{WALL_TRANSITION_P Ch* (!,C*,K*) 50 castle/ruin1}
{WALL_TRANSITION Ch* (!,C*,K*) castle/castle}
{WALL_TRANSITION2_P (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
{WALL_TRANSITION2 (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) castle/keep-castle}
{WALL_TRANSITION2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
{WALL_TRANSITION2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle}
{WALL_TRANSITION_P Kh* (!,Kh*) 75 castle/ruinkeep1}
{WALL_TRANSITION Kh* (!,Kh*) castle/keep}
{WALL_TRANSITION_P Kh* (!,K*) 75 castle/ruinkeep1}
{WALL_TRANSITION Kh* (!,K*) castle/keep}
# Elven castle
#{DISABLE_BASE_TRANSITIONS (Cv,Kv)}
{WALL_TRANSITION Cv (!,Cv,Kv,Ce*,Ke*) castle/elven/castle}
{WALL_TRANSITION2 Kv Cv (!,Cv,Kv*,Ce*,Ke*) castle/elven/keep-castle}
{WALL_TRANSITION Kv (!,Kv) castle/elven/keep}
{WALL_TRANSITION Cv (!,C*,K*) castle/elven/castle}
{WALL_TRANSITION2 Kv C*,K* (!,C*,K*) castle/elven/keep-castle}
{WALL_TRANSITION Kv (!,K*) castle/elven/keep}
# Orcish castles
{WALL_TRANSITION Co (!,C*,K*) castle/orcish/fort}
{WALL_TRANSITION2 Ko C*,K* (!,C*,K*) castle/orcish/keep-fort}
{WALL_TRANSITION Ko (!,K*) castle/orcish/keep}
{WALL_TRANSITION (Co*) (!,C*,K*) castle/winter-orcish/fort}
{WALL_TRANSITION2 (Ko*) C*,K* (!,C*,K*) castle/winter-orcish/keep-fort}
{WALL_TRANSITION (Ko*) (!,K*) castle/winter-orcish/keep}
# Desert castle
{WALL_TRANSITION Cd (!,C*,K*) castle/sand/castle}
{WALL_TRANSITION2 Kd C*,K* (!,C*,K*) castle/sand/keep-castle}
{WALL_TRANSITION Kd (!,K) castle/sand/keep}
# Encampment
#{DISABLE_BASE_TRANSITIONS (Ce*,Ke*)}
{WALL_TRANSITION (Ce,Ke,Ch*,Kh*,Cv,Kv) (!,Ce*,Ke*,Ch*,Kh*,Cv,Kv) castle/encampment/regular}
{WALL_TRANSITION (Ce*,Ke*,Ch*,Kh*,Cv,Kv) (!,Ce*,Ke*,Ch*,Kh*,Cv,Kv) castle/encampment/snow}
{WALL_TRANSITION (Ce,Ke,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/regular}
{WALL_TRANSITION (Ce*,Ke*,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/snow}
# Regular Castle & Encampment Base Transtions
{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha) -300 flat/road}
{TRANSITION_COMPLETE_L Ce*,Ke* (!,Ce*,Ke*) -300 flat/dirt}
{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha,Q*) -300 flat/road}
{TRANSITION_COMPLETE_LF Cd,Kd Ce*,Ke* -360 transition3 flat/desert-road}
{TRANSITION_COMPLETE_L Ce*,Ke* Cd,Kd -360 flat/desert-road}
# Orcish castle
{DISABLE_BASE_TRANSITIONS (Co*,Ko*)}
{TRANSITION_COMPLETE_LF (!,Ce*,Ke*,Q*) Ce*,Ke* -374 transition3 flat/dirt}
{TRANSITION_COMPLETE_L Ce*,Ke* (!,Ce*,Ke*,Q*) -378 flat/dirt}
{WALL_TRANSITION Co (!,Co*,Ko*) castle/orcish/fort}
{WALL_TRANSITION2 Ko Co* (!,Co*,Ko*) castle/orcish/keep-fort}
{WALL_TRANSITION Ko (!,Ko*) castle/orcish/keep}
{TRANSITION_COMPLETE_LF (!,Co*,Ko*,Q*) Co*,Ko* -384 transition3 flat/dirt-dark}
{TRANSITION_COMPLETE_L Co*,Ko* (!,Co*,Ko*,Q*) -388 flat/dirt-dark}
{WALL_TRANSITION (Co,Coa) (!,Co*,Ko*) castle/winter-orcish/fort}
{WALL_TRANSITION2 (Ko,Koa) Co* (!,Co*,Ko*) castle/winter-orcish/keep-fort}
{WALL_TRANSITION (Ko,Koa) (!,Ko*) castle/winter-orcish/keep}
# Desert castle
{DISABLE_BASE_TRANSITIONS (Cd,Kd)}
{WALL_TRANSITION Cd (!,Cd,Kd) castle/sand/castle}
{WALL_TRANSITION2 Kd Cd (!,Cd,Kd*) castle/sand/keep-castle}
{WALL_TRANSITION Kd (!,Kd) castle/sand/keep}
#
# Cave

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@ -5,7 +5,9 @@ changelog: http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/changelog
Version 1.9.1+svn:
* Language and i18n:
* Updated translations: Indonesian, Russian.
* Graphics:
* Terrain:
* Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
Version 1.9.1:
* Campaigns: