Commit graph

5258 commits

Author SHA1 Message Date
ln-zookeeper
32ae3d3501 Removed stray pixels from tropical forest tiles
...but only from images causing unnecessary blits because of them.
2016-12-30 18:22:31 +02:00
ln-zookeeper
309944f079 Removed stray pixels from forest tiles
...but only from images causing unnecessary blits because of them.
2016-12-30 15:06:18 +02:00
ln-zookeeper
1815030bff Removed some more stray pixels 2016-12-29 17:40:25 +02:00
ln-zookeeper
1373b7cdbe Removed some stray pixels and tweaked a volcano tile to fill whole hex 2016-12-29 17:02:50 +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
8ed34446b9 Subtle tweak to a tree I always felt looked a bit motion-blurry 2016-12-28 19:53:59 +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
70cda2d3da Re-implemented the beach part of land-water bank transitions
This removes the need for custom corner images (flat/shore*), and instead uses NEW:GENERIC_CORNER_TRANSITION to create the tiles by masking a single image (water/bottom.png). This results in a pretty subtle visual change.
2016-12-24 20:54:26 +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
3830e7a580 Avoided use of a separate NEW:WATER_342_180 call for aquatic castles 2016-12-23 13:23:05 +02:00
ln-zookeeper
2519c43d61 Supersede probability/animation village macros with optional arguments 2016-12-23 13:11:06 +02:00
ln-zookeeper
e02df2f21c Improved the fade transitions between [time_area]s
The n,ne,se,s,sw,nw-style transitions don't work well with transparency, so this makes the transitions corner-based which allows the fade to be longer and smoother.
2016-12-19 21:10:32 +02:00
ln-zookeeper
c3ed1c75aa Added Lich's idle animation to Ancient Lich as well 2016-12-18 19:14:50 +02:00
ln-zookeeper
fd34c289fd Fixed Lich's broken idle animation
Broken by e1590a4254
2016-12-18 18:58:01 +02:00
ln-zookeeper
6fae58afba Fixed abrupt offset change in Dwarvish Guardsman melee animation
Unit movement shouldn't be baked into melee frames like that, because it causes abrupt movement during animation when combined with melee sliding.
2016-12-15 17:22:54 +02:00
gfgtdf
d98525d951 replace true/false with yes/no in mainline 2016-12-09 02:55:59 +01:00
ln-zookeeper
309b04e45b Added an open version of the chest item
Taken from Secrets of the Ancients, with some added attempts by myself to add a bit of texture to the insides.
2016-12-08 17:00:50 +02:00
ln-zookeeper
ae91632ea7 Prevent base terrain from being drawn under mountains when not needed 2016-12-06 15:17:27 +02:00
ln-zookeeper
8986732a8f Updated lava symbol_images 2016-12-06 03:19:26 +02:00
ln-zookeeper
7ff816f71d New animated lava 2016-12-06 02:35:04 +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
Shiki
41938189e1 un-cut the bow of the female ranger/avenger (#892) 2016-12-03 01:58:21 +02:00
ln-zookeeper
cbf1c50bb5 Added Tet's tweaked version of the Mermaid Initiate portrait 2016-11-22 00:13:19 +02:00
Jyrki Vesterinen
a71e2c7cd0 Fix character encoding of Loyalist_Lieutenant.cfg 2016-11-15 22:38:57 +02:00
Lari Nieminen
929093b4e7 Gyra_Solune's unit description updates (#743)
* Updated unit descriptions for the Orcish Grunt line

* Updated unit descriptions for the Merman Fighter line

* Updated unit descriptions for the Sergeant, Lieutenant and General

* Updated unit description for the Peasant

* Updated unit description for the Royal Warrior

* Updated unit description for Ancient Lich

* Updated unit description for Dwarvish Steelclad
2016-11-15 19:34:04 +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
Charles Dang
81659462eb Made Chasm Bridges draw on the same layer as other bridges
This makes them fall prey to the 'dwarven castle <-> chasm transitions draw over bridges' issue, but this
is still the desired behavior.
2016-11-08 10:09:46 +11:00
ln-zookeeper
f9e36df155 Aquatic camp image tweaks
Removed an unused image, updated the keep icon, and trimmed out-of-hex pixels from the reef images.
2016-11-07 18:00:35 +02:00
Charles Dang
be8eb90d2f Clarify wording of Heals abilities regarding poisoned units (bug #22945) 2016-11-07 23:07:30 +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
Severin Glöckner
7d0ca75085 moved DRAKE_FLYING_ANIM to deprecated-utils.cfg 2016-11-03 22:59:30 +01:00
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
cf5f6bab36 Avoid unnecessary and invisible desert mountain -> walls transitions 2016-11-03 12:30:10 +02:00
ln-zookeeper
a86d5f1e36 Fixed NEW:WALL2_P ignoring the probability argument 2016-11-03 12:24:28 +02:00
Severin Glöckner
07aea40091 changed submerge to 0.4 in aquatic castles
wolfrider do use their standard sprite on terrain with 0.3 sumberge, and the water sprite on deeper
However, the wolf (it's the same sprite, just without rider) uses  on any water terrain the water sprite
2016-10-26 21:53:45 +02:00
Severin Glöckner
a8d63e063f reverted addition of ^Vhs
since ^Vhs has no submerge value
2016-10-26 15:31:05 +02:00
Severin Glöckner
1606bb72ce Made Drake Flying Animations working on more terrains.
E.g. they weren't working on water with water lilies before.
The terrain codes are now more generic too, for the case somebody wants to make an UMC variation.

Also had a look on other places where terrain codes get used.
2016-10-26 15:17:28 +02:00
Charles Dang
13effa4128 Fixed Lit Stone Walls corner transitions
Doofus mentioned one just needed to swap the NEW:WALL_A10 and NEW:WALL_CORNER instances here.
2016-10-25 15:06:08 +11:00
doofus-01
bc46b9c2a2 Revised stone walls and added rusty and wooden gate terrains 2016-10-24 13:03:29 +11:00
Gregory A Lundberg
8da524d984 AI Controller Fix bug: infinite recusion
Make a copy of just the header for use in sub-menus.
2016-10-23 03:04:42 -05:00
Gregory A Lundberg
bc67f01909 AI Controller Bug fix: deprecation message
[option]message= has been deprecated, use label=
2016-10-22 21:39:39 -05:00
Nils Kneuper
a094a5fe61 updated list of Finnish translators 2016-10-19 10:10:48 +02:00
Charles Dang
8a9d546e27 Slight contrast bump to swamp water 2016-10-17 18:22:02 +11:00
ln-zookeeper
6eb6220360 Reverted the addition of submerge for Aquatic Encampment Keep 2016-10-13 12:02:43 +03:00
ln-zookeeper
b24477b233 Tweaked submerge and unit_height_adjust values for aquatic castle/camp 2016-10-13 11:55:23 +03:00
Ignacio R. Morelle
4c5b7d1f87 Fix credits 2016-10-13 05:26:13 -03:00
doofus-01
c7040d6bb0 time of day variants for merfolk villages (coast.png) 2016-10-09 12:15:19 +11:00
doofus-01
ca83f5028c some variations and better cropping for aquatic castle walls (#814)
* some variations and better cropping for aquatic castle walls

* more castle wall variations and cropping

* uncommented the line disabling the default brown bank images for castle-water transition, to cut down on image-per-hex count
2016-10-08 22:46:05 +03:00