Commit graph

301 commits

Author SHA1 Message Date
Charles Dang
85f98fc4d4 Bump map border layers
[ci skip]

Fixes map borders drawing over certain editor overlays. Not sure why UMC editor overlays
weren't affected...

Should also preempt other such issues, since we always want borders to draw on top of
everything.
2018-03-16 22:17:37 +11:00
ln-zookeeper
624a407c94 Fixed issues with NEW:VILLAGE_TOD
Changed the default probability from 25 to 100, because it looks like a bug when only part of villages of the same kind are lit at night. Restored the original probabilities for elven and coast villages, and fixed column alignment for village macro calls.

[ci skip]
2018-03-15 20:32:30 +02:00
Charles Dang
471c9e876a Addressed a large chunk of the whitespace issues from #2613
[ci skip]
2018-03-09 11:37:00 +11:00
ln-zookeeper
bf561e68f3 Fixed missing castle<->void transitions
Also re-aligned the castle walls section of the file again.
2018-02-21 22:24:01 +02:00
Matthias Krüger
b11d3fdcbe fix a bunch of typos found by codespell in data directory.
https://github.com/lucasdemarchi/codespell
2018-02-06 23:03:06 +11:00
Charles Dang
fa6df6d664 Core: wmlindent run
[ci skip]
2018-01-19 12:34:36 +11:00
doofus-01
70e1447366
more changes to castle to wall layering
further attempt to fix #2190
2017-11-12 17:30:27 -08:00
doofus-01
0857a5a01e
changing castle-wall layering when next to Xos
to address issue #2190
2017-11-12 16:32:27 -08:00
doofus-01
58ff9c42c8 hack to keep carpets from spilling into castles 2017-11-13 10:33:18 +11:00
doofus-01
75a52bd9c6
Three carpet terrains (#2114)
Squash and merge for three carpets terrain PR.

* Initial commit for carpets.  WML, alignment, and demo only, images are unshaded place-holders.

* adding basic shading and better corner images

* completed shading for existing images

* refined large corner carpet rules

* got rid of some commented out leftovers

* initial commit for cave rug, Iwd

* regular carpet files, incomplete for now

* completed regular rug

* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes

* fixing some transition WML filtering for Urc (cave carpet)
2017-11-11 18:15:22 -08:00
doofus-01
2a79475448 New Sconce/Torches overlay terrain by doofus-01 2017-10-17 02:45:54 +11:00
doofus-01
0cce7c8106 some night-time village images (#2084)
* some night-time village images

* more variations, and revision to VILLAGE_TOD macro

* lights for swamp villages
2017-10-08 21:27:49 -07:00
doofus-01
6bf3c4711d [terrain_graphics] Castle neighbor bleed-through (sand, snow) (#2039)
* some adjustments to keep the neighboring terrain transitions from bleeding into the castle terrains

* some fixes for castle base transitions

* comma
2017-09-30 16:03:36 -07:00
doofus-01
d63fe4a96e stone tile floor terrain (#1939)
* stone tile floor, only very basic transitions so far, not finished

* better transitions for stone floor tiles

* various clean-ups to stone tiles

* chasm transitions for stone tiles

* some more work on stone_floor-chasm transition images

* some corrections to terrain rules, mostly related to one of the I* terrain codes

* work on transitions, introducing new macro dealing with the case of three adjacent terrains

* transition images that use the now existing rules

* using new macro and changing some filters and layering (mostly related to terrain code Irs)

* transitions

* deleted some place-holders that were uploaded by accident
2017-09-17 22:06:46 +03:00
Charles Dang
a2653980b7 Core: wmlindent pass
[ci skip]
2017-09-12 19:52:10 +11:00
ln-zookeeper
68de9ece3d An attempt to improve water and lava animation performance
By allowing one frame's worth of random shift to the animation start times, the load of redrawing water hexes is distributed more evenly across frames instead of all water always getting redrawn in the same frame. The visual impact of having animations in adjacent hexes be one frame apart should be practically imperceptible, although visibility in screenshots might be a legitimate problem.

Transition animations are kept synced, because there can be up to six transition images on one hex so it seems safer performance-wise to draw all transitions in the same frame instead of letting them all get individually shifted.

Also increased the frame durations from 100 to 125.
2017-08-30 09:51:34 +03:00
ln-zookeeper
4da691b146 Added optional frame duration arguments to water macros 2017-08-27 23:50:58 +03:00
ln-zookeeper
f818745c72 Revisions to gate/door terrains by doofus-01 (manual merge of PR #1839)
Merged manually for slightly different compatibility code and for better image compression.
2017-07-30 20:07:43 +03:00
ln-zookeeper
ceb4c9d679 Desert mountains improvements by doofus-01 (manual merge of PR #1851)
Merged manually for better compression and a more clear filename naming scheme for the added multihex image variations; for example, desert_range2_1_2.png instead of desert_range2_12.png.
2017-07-26 11:53:42 +03:00
ln-zookeeper
e4c71db719 Improvements to water castles
Makes sunken ruin use cobbles as its base, and improves transitions between various water castles.
2017-03-15 18:51:55 +02:00
ln-zookeeper
e6fbba0e18 Added an optional FLAG argument to NEW:GENERIC_CORNER_TRANSITION 2017-03-15 18:50:03 +02:00
ln-zookeeper
515244d21d Refactored some of the NEW:WALL* macros
This adds optional arguments to NEW:WALL and NEW:WALL2 and makes them the "parent" macros instead of NEW:WALL_PL and NEW:WALL2_P, which are now kept only for compatibility.
2017-03-15 17:33:15 +02:00
ln-zookeeper
cd53177fc5 Gave water transitions their own flags
Technically not needed for anything, at least not yet.
2017-03-15 17:15:28 +02:00
ln-zookeeper
781276709d Moves drawing of map borders to WML and improves the fake map border
This makes both the standard map border as well as the fake map border terrain be drawn using the same WML rules, which allows them to connect seamlessly with each other.

A dummy IPF ~NO_TOD_SHIFT() is added and used as an easy way to prevent the ToD color-shifting of the border images. This can and probably should be implemented differently in the future, but for now it's a very simple and effective workaround.

This does remove themability of the map border, but that feature is currently unused (even in UMC) and it can be re-implemented differently if the feature is needed. There is also other cleanup still needed regarding themes; the off-map background still remains themable, and the WML for specifying the border tiles still remains in the theme .cfg files.

The call to display::draw_border() which was used to draw the hard-coded map borders is now commented out but not yet removed.
2017-03-11 20:27:08 +02:00
ln-zookeeper
55886675d9 Added animated smoke to volcanoes, and made them use the new lava 2017-01-08 14:59:05 +02:00
ln-zookeeper
7e99452fc6 Fixed most remaining layering glitches with mountains
Desert mountains left unchanged, as they require a different solution. Also, one subtle glitch still exists between the lower ends of 1x3 mountains and adjacent restricted single mountains, but that is impossible to fix without breaking layering with forests or cutting the tiles differently.
2016-12-29 16:08:28 +02:00
ln-zookeeper
19d5267ee4 Replaced remaining TERRAIN_BASE* and KEEP_BASE calls
...with NEW:BASE and NEW:OVERLAY.
2016-12-27 11:43:14 +02:00
ln-zookeeper
5c6902f3a8 Improved connections between different castles
Fixes the hard cut in the middle of horizontal walls between different castle types. This reworks NEW:CASTLEWALL and other related macros quite a bit. Removed NEW:CASTLEWALL_INTERNAL_OPEN_ENDS and moved its contents directly into NEW:CASTLEWALL.
2016-12-24 00:25:04 +02:00
ln-zookeeper
2519c43d61 Supersede probability/animation village macros with optional arguments 2016-12-23 13:11:06 +02:00
ln-zookeeper
8fdf689681 Added macro NEW:OVERLAY and used it to place most terrain overlays 2016-12-04 14:44:08 +02:00
ln-zookeeper
8155450cfc Added an optional argument to let NEW:TRANSITION be more widely used
By adding an optional FLAG argument, many of the existing TRANSITION_COMPLETE_LF calls used to place normal transitions with special flags were possible to turn into NEW:TRANSITION calls.
2016-12-04 03:00:44 +02:00
Charles Dang
0a6a1ab80e Draw Dwarven Castle <-> Chasm transitons under bridges
This isn't a perfect solution, since it still results in bridges drawing "over" caslte walls (except Stone Bridges),
which have special bridge <-> castle transitions). That was one of the reasons for 81659462eb, but this at least
prevents transitions from bring cut off. All bridges still draw under non-dwarven castles. In order to properly
get this effect with dwarven castles, the dwarven castle <-> chasm transition images would need to be split into
Castle and Chasm components (currently they're all one image).
2016-11-08 10:38:25 +11:00
ln-zookeeper
fd43c513bc Fixed glitches with aquatic castle keep and walls
As suggested by doofus-01.
2016-11-06 02:07:59 +02:00
Charles Dang
6cba21bd03 Core: wmlindent run 2016-11-05 20:07:04 +11:00
ln-zookeeper
f91cfef9cb Made castles and keeps properly connect with adjacent walls
This allows almost all castles<->walls combinations to work together visually. The basic idea is to draw cavewalls onto castles, but not draw castle walls onto cavewalls except for specific castle tiles at castle<->wall<->other intersections to fill in the resulting gaps.
2016-11-03 13:16:49 +02:00
ln-zookeeper
a86d5f1e36 Fixed NEW:WALL2_P ignoring the probability argument 2016-11-03 12:24:28 +02:00
doofus-01
bc46b9c2a2 Revised stone walls and added rusty and wooden gate terrains 2016-10-24 13:03:29 +11:00
doofus-01
c7040d6bb0 time of day variants for merfolk villages (coast.png) 2016-10-09 12:15:19 +11:00
doofus-01
955b5b4bec New aquatic castles terrain 2016-10-07 07:18:28 +11:00
doofus-01
376d45a292 new terrain: Merfolk or aquatic camp (#773)
* adding aquatic encampment terrain

* Update changelog

* remove hardwired terrain codes and image-path from aquatic.cfg

* removed wood.png images

* touch-up to stone-posts in Kme-Cme transition
2016-09-18 13:23:38 +03:00
Charles Dang
a6dd6c668c Ran wmlindent and fixed badly formatted code 2016-08-05 13:46:39 +11:00
ln-zookeeper
c3bf0ee816 Improved on some glitchy 3-way corners involving beach waves
Corners where water, sand and anything that sand transitions over (such as roads) exhibited the problem. This fix isn't perfect as the convex and concave shore waves don't completely match, but it's a clear improvement.
2016-03-30 19:16:10 +03:00
ln-zookeeper
03a2a5177a Changed * to . in small forest flag placing rule 2016-03-19 11:47:58 +02:00
ln-zookeeper
b7edf367c3 Made water overlay transitions use NEW:GENERIC_CORNER_TRANSITION 2016-03-19 11:45:58 +02:00
ln-zookeeper
40d5487765 Decreased the amount of images placed by NEW:GENERIC_CORNER_TRANSITION 2016-03-19 11:43:23 +02:00
ln-zookeeper
e5b3d8139b Slightly improved the beach waves rules 2016-03-18 18:41:11 +02:00
ln-zookeeper
16b3cd6127 Made NEW:GENERIC_CORNER_TRANSITION take arguments for mask and mask IPF 2016-03-06 23:35:55 +02:00
ln-zookeeper
4b5d0734e8 Renamed the "long" terrain masks 2016-03-06 23:30:39 +02:00
ln-zookeeper
d9326e13bf Added an "Animate water" toggle to display preferences 2016-03-02 13:42:11 +02:00
ln-zookeeper
e85d504fbc Replaced feathered beach wave masks with hard-edged ones
This both improves performance slightly and eliminates glitches resulting from the feathered masks overlapping.
2016-02-22 14:19:18 +02:00