Disable stricter terrain validation,

since a rogue scenario may prevent somebody from creating any game (bug
#11024).
This commit is contained in:
Mark de Wever 2008-02-10 12:39:50 +00:00
parent 8b0d875ca8
commit 769f7d4c66
2 changed files with 8 additions and 0 deletions

View file

@ -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:

View file

@ -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_;