Big overhaul of Hill and Mountain transitions to water.

This commit is contained in:
J.W. Bjerk 2010-09-18 03:51:49 +00:00
parent 6b20d3351e
commit 959fba759d
74 changed files with 48 additions and 42 deletions

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@ -8,6 +8,7 @@ Version 1.9.1+svn:
* Terrain:
* Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
* Added variant of chasm bridge for over water
* New transitions from all Hills and Mountains to Water
* Language and i18n:
* Updated translations: Indonesian, Russian
* User interface:

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@ -132,10 +132,10 @@
{VOLCANO_2x2 Qv Mm,Md 100 overlay mountains/volcano6}
# Mountains
{OVERLAY_RESTRICTED3 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED2 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle}
{OVERLAY_RESTRICTED3 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED2 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/basic-castle}
{OVERLAY_RESTRICTED2 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle}
{OVERLAY_ROTATION_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/basic-castle}
{MOUNTAINS_2x4_NW_SE Mm 18 overlay mountains/basic_range3}
{MOUNTAINS_2x4_SW_NE Mm 26 overlay mountains/basic_range4}
@ -151,10 +151,10 @@
{MOUNTAIN_SINGLE Mm 100 overlay mountains/basic}
# Dry Mountains
{OVERLAY_RESTRICTED3 Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED2 Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle}
{OVERLAY_RESTRICTED3 Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED2 Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/dry-castle}
{OVERLAY_RESTRICTED2 Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle}
{OVERLAY_ROTATION_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/dry-castle}
{MOUNTAINS_2x4_NW_SE Md 18 overlay mountains/dry_range3}
{MOUNTAINS_2x4_SW_NE Md 26 overlay mountains/dry_range4}
@ -192,9 +192,9 @@
{MOUNTAIN_SINGLE Ms 100 overlay mountains/snow}
#This one is to fill any "gaps" there might be when next to castles or walls
{TERRAIN_BASE Mm hills/regular}
{TERRAIN_BASE Md hills/dry}
{TERRAIN_BASE Ms hills/snow}
{TERRAIN_BASE_RANDOM Mm hills/regular}
{TERRAIN_BASE_RANDOM Md hills/dry}
{TERRAIN_BASE_RANDOM Ms hills/snow}
{OVERLAY_LF *^Xm 1 clouds1 mountains/cloud1_1}
{OVERLAY_LF *^Xm 1 clouds2 mountains/cloud1_3}
@ -640,23 +640,23 @@
# Default layer ist -500, so anything layering above should be higher.
{TRANSITION_COMPLETE_L (Md,Qv) (!,Md,Hhd,Qv) -166 mountains/dry}
{TRANSITION_COMPLETE_L (Md,Qv) (!,Md,Hhd,Qv,W*,S*) -166 mountains/dry}
# Special mountain to dry/desert terrain trans
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Qlf) Mm 0 transition3 mountains/blend-from-dry}
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Qlf) Ms 0 transition3 mountains/blend-from-dry}
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Qlf) Mm 0 inside mountains/blend-from-dry}
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Qlf) Ms 0 inside mountains/blend-from-dry}
{TRANSITION_COMPLETE_L (Mm) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Qlf) -166 hills/dry}
{TRANSITION_COMPLETE_L (Ms) (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Qlf) -166 hills/dry}
{TRANSITION_COMPLETE_L (Ms,Ha) Hh* -170 hills/snow-to-hills}
{TRANSITION_COMPLETE_L (Ms,Ha) (W*,Ss) -171 hills/snow-to-water}
{TRANSITION_COMPLETE_L (Ms,Ha) (W*,S*) -171 hills/snow-to-water}
{TRANSITION_COMPLETE_L (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow}
{TRANSITION_COMPLETE_L (Mm,Hh) (!,Hh,W*,Ss) -180 hills/regular}
{TRANSITION_COMPLETE_LF (Mm,Hh) (W*,Ss) -181 transition2 hills/regular}
{TRANSITION_COMPLETE_L (Hhd) (!,Hhd,W*,Ss) -183 hills/dry}
{TRANSITION_COMPLETE_LF (Hhd) (W*,Ss) -184 transition2 hills/dry}
{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*) -190 hills/desert}
{TRANSITION_COMPLETE_L (Mm,Hh) (!,Hh,W*,S*) -180 hills/regular}
#{TRANSITION_COMPLETE_LF (Mm,Hh) (W*,S*) -181 transition2 hills/regular}
{TRANSITION_COMPLETE_L (Hhd) (!,Hhd,W*,S*) -183 hills/dry}
#{TRANSITION_COMPLETE_LF (Hhd) (W*,S*) -184 transition2 hills/dry}
{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*,W*,S*) -190 hills/desert}
{TRANSITION_COMPLETE_L Uh (!,Uh,W*,Ai) -200 cave/hills}
{TRANSITION_COMPLETE_L Qlf (!,Ql,Qlf,Qx*,X*,_off^_usr) -210 unwalkable/lava}
@ -714,7 +714,7 @@
{TRANSITION_COMPLETE_L Aa (W*,Ss) -280 frozen/snow-to-water}
{TRANSITION_COMPLETE_L Aa (!,Aa,Qx*,G*) -281 frozen/snow}
# This transitions from bank to flat terrains.
{TRANSITION_COMPLETE_L (W*,Ai) (!,Rb,!,R*,Gll) -298 flat/bank}
@ -733,33 +733,36 @@
# Dirt transitions are double sided
{TRANSITION_COMPLETE_LF (!,Rd,Rr*,Hh*,M*,Q*) Rd -370 inside flat/desert-road}
{TRANSITION_COMPLETE_L Rd (!,Rd,,W*,Ai,Q*) -371 flat/desert-road}
{TRANSITION_COMPLETE_L Rd (!,Rd,,W*,Ai,Q*) -371 flat/desert-road}
{TRANSITION_COMPLETE_LF (!,Re,Rr*,Hh*,M*,Q*) Re -379 inside flat/dirt}
{TRANSITION_COMPLETE_L Re (!,Re,Rr*,W*,Ai,Q*) -380 flat/dirt}
{TRANSITION_COMPLETE_L Re (!,Re,Rr*,W*,Ai,Q*) -380 flat/dirt}
{TRANSITION_COMPLETE_LF (!,Rb,Rr*,W*,Ai,Q*) Rb -384 inside flat/dirt-dark}
{TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*) -388 flat/dirt-dark}
{TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*) -388 flat/dirt-dark}
# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged_part castle/castle-to-ice}
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged castle/castle-to-ice}
{TRANSITION_COMPLETE_LF (R*,G*) Ai,W* -483 non_submerged_part flat/bank-to-ice}
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) Ai,W* -486 non_submerged_part cave/bank-to-ice}
{TRANSITION_COMPLETE_LF (Mm,Hh) Ai,W*,S* -482 non_submerged hills/regular-to-water}
{TRANSITION_COMPLETE_LF (Md,Hhd) Ai,W*,S* -482 non_submerged hills/dry-to-water}
{TRANSITION_COMPLETE_LF (R*,G*) Ai,W* -483 non_submerged flat/bank-to-ice}
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) Ai,W*,S* -486 non_submerged cave/bank-to-ice}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -490 non_submerged_part frozen/ice}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged_part frozen/ice-to-water}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -490 non_submerged frozen/ice}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged frozen/ice-to-water}
# we just draw this again (invisible below the base layer) to set the transition flags
{TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) W* -510 submerged_part castle/castle-to-water}
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) W* -510 submerged castle/castle-to-water}
{TRANSITION_COMPLETE_LF (R*,G*) W* -511 submerged_part flat/bank-to-water}
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) W* -512 submerged_part cave/bank-to-water}
{TRANSITION_COMPLETE_LF (!,Hd,!,H*,M*) W* -511 submerged flat/bank-to-water}
{TRANSITION_COMPLETE_LF (R*,G*) W* -511 submerged flat/bank-to-water}
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) W* -512 submerged cave/bank-to-water}
@ -774,18 +777,19 @@
# animation are temporary disabled to increase performance.
# to reanimate them comment these lines out, and un-comment the following chunk
{TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,S*) -550 transition3 sand/sand-to-water}
{TRANSITION_COMPLETE_LFB Wo (!,Wo,!,W*,S*,D*) -551 transition3 ANIMATION_01 water/ocean-blend}
{TRANSITION_COMPLETE_LFB Wot (!,Wot,!,W*,S*,D*) -551 transition3 ANIMATION_01 water/ocean-tropical-blend}
{TRANSITION_COMPLETE_LFB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -552 transition3 ANIMATION_01 water/coast-long}
{TRANSITION_COMPLETE_LFB Wwt (!,Wwt,!,W*,S*,D*) -553 transition3 ANIMATION_01 water/coast-tropical-long}
{TRANSITION_COMPLETE_LFB Ss (!,Ss,!,W*,D*) -554 transition3 ANIMATION_01 swamp/water-long}
{TRANSITION_COMPLETE_LB Ss (!,Ss,!,W*,D*) -555 ANIMATION_01 swamp/water-long}
{TRANSITION_COMPLETE_LB Wwt (!,Wwt,!,W*,S*,D*) -556 ANIMATION_01 water/coast-tropical-long}
{TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -557 ANIMATION_01 water/coast-long}
{TRANSITION_COMPLETE_LB Wot (!,Wot,!,W*,S*,D*) -558 ANIMATION_01 water/ocean-tropical-blend}
{TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,S*,D*) -558 ANIMATION_01 water/ocean-blend}
{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water}
{TRANSITION_COMPLETE_LF Dd,Ds,Hd (!,D*,Hd,!,W*,S*) -550 double sand/sand-to-water}
{TRANSITION_COMPLETE_LFB Wo (!,Wo,!,W*,S*,D*,Hd) -551 double ANIMATION_01 water/ocean-blend}
{TRANSITION_COMPLETE_LFB Wot (!,Wot,!,W*,S*,D*,Hd) -551 double ANIMATION_01 water/ocean-tropical-blend}
{TRANSITION_COMPLETE_LFB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*,Hd) -552 double ANIMATION_01 water/coast-long}
{TRANSITION_COMPLETE_LFB Wwt (!,Wwt,!,W*,S*,D*,Hd) -553 double ANIMATION_01 water/coast-tropical-long}
{TRANSITION_COMPLETE_LFB Ss (!,Ss,!,W*,D*,Hd) -554 double ANIMATION_01 swamp/water-long}
{TRANSITION_COMPLETE_LB Ss (!,Ss,!,W*,D*,Hd) -555 ANIMATION_01 swamp/water-long}
{TRANSITION_COMPLETE_LB Wwt (!,Wwt,!,W*,S*,D*,Hd) -556 ANIMATION_01 water/coast-tropical-long}
{TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*,Hd) -557 ANIMATION_01 water/coast-long}
{TRANSITION_COMPLETE_LB Wot (!,Wot,!,W*,S*,D*,Hd) -558 ANIMATION_01 water/ocean-tropical-blend}
{TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,S*,D*,Hd) -558 ANIMATION_01 water/ocean-blend}
{TRANSITION_COMPLETE_L Dd,Ds,Hd (!,D*,Hd,!,W*,Ss) -559 sand/sand-to-water}
# {TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,S*) -550 transition3 sand/sand-to-water}

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@ -14,6 +14,7 @@ Version 1.9.1+svn:
* Terrain:
* Any Castle or Keep except Dwarvish can now be combined without large gaps or extra walls.
* Added variant of chasm bridge for over water
* New transitions from all Hills and Mountains to Water
Version 1.9.1:
* Campaigns: