Disable stricter terrain validation,
since a rogue scenario may prevent somebody from creating any game (bug #11024).
This commit is contained in:
parent
8b0d875ca8
commit
769f7d4c66
2 changed files with 8 additions and 0 deletions
|
@ -68,6 +68,8 @@ Version 1.3.15+svn:
|
|||
the standing animation instead of the standing frame
|
||||
* enabled caching images for lowmem unconditionally since it seems to save
|
||||
memory (bug #11022)
|
||||
* disable stricker terrain validation, since a rogue scenario may avoid
|
||||
somebody to create any game (bug #11024)
|
||||
|
||||
Version 1.3.15:
|
||||
* language and i18n:
|
||||
|
|
|
@ -73,6 +73,11 @@ terrain_type::terrain_type(const config& cfg) :
|
|||
castle_(utils::string_bool(cfg["recruit_onto"])),
|
||||
keep_(utils::string_bool(cfg["recruit_from"]))
|
||||
{
|
||||
//! @todo reenable these validations. The problem is that all MP
|
||||
//! scenarios/campaigns share the same namespace and one rogue scenario
|
||||
//! can avoid the player to create a MP game. So every scenario/campaign
|
||||
//! should get it's own namespace to be save.
|
||||
#if 0
|
||||
VALIDATE(number_ != t_translation::NONE_TERRAIN,
|
||||
missing_mandatory_wml_key("terrain", "string"));
|
||||
VALIDATE(!minimap_image_.empty(),
|
||||
|
@ -81,6 +86,7 @@ terrain_type::terrain_type(const config& cfg) :
|
|||
VALIDATE(!name_.empty(),
|
||||
missing_mandatory_wml_key("terrain", "name", "string",
|
||||
t_translation::write_letter(number_)));
|
||||
#endif
|
||||
|
||||
if(editor_image_.empty()) {
|
||||
editor_image_ = minimap_image_;
|
||||
|
|
Loading…
Add table
Reference in a new issue