Commit graph

335 commits

Author SHA1 Message Date
doofus-01
2ed76c9458 fix terrain graphics rule for elevation/ice/water transition 2024-01-28 17:42:38 -08:00
doofus-01
a96ba2e5de adjust layering bridges vs castles to put castle walls above 2023-12-17 19:15:49 -08:00
doofus-01
ddb4d727c2 adjust layering to keep units from sinking into N/S bridge image 2023-12-16 16:23:02 -08:00
doofus-01
bec1afd9f5 adjust bridge layering, fixes #8010 2023-11-04 10:31:49 -07:00
doofus-01
319123d60f
1.17 - Windows (Xo* embellishment) (#7930)
* Adding *^Exw terrain - "E" for embellishment, "x" for terrain type Xo*, and "w" for windows
2023-10-08 17:37:23 -07:00
doofus-01
5b27ac92c9
1.17 new terrain - ruined walls (#7629)
Three terrains for ruined walls:  Xur (damaged cave walls); Xor (damaged stone walls); Exos (ruined stone walls, rational for the 'E' is that it's more embellishment than barrier)
2023-05-27 16:30:37 -07:00
doofus-01
b4471f3a11
Various terrain graphics fixes (#7576)
* improve elevation filtering for disabling ice terrain, fixes #7301

* Fix some wall/bridge/chasm layering. Mostly fixes #7302
2023-04-30 12:39:02 -07:00
doofus-01
e22da0ea99
hills transitions for hex with small mountain catch-all rule (#7191)
fixes #7180
2022-12-04 11:52:53 -08:00
doofus-01
343eb7bc81
1.17 - make forest overlay terrain available on bluff/gulch (#7051)
* adding forest bluffs - Qhhf

* wooded gulch - Qhuf - and default trees

* some minor small forest variation images
2022-10-15 20:34:05 -07:00
doofus-01
7377ce724e
crumbling stone stairs for Isa elevation borders (#7045) 2022-10-09 21:18:23 -07:00
doofus-01
880183774c
1.17 elevated terrain work (#7014)
* stone border revision

* corner case transitions

* add MP example scenario/map for elevated terrain

* simplify the floodfill

* change ravine from ^Qhx to ^Qhux, for better filtering

* reorganize images
2022-10-02 20:28:03 -07:00
doofus-01
e9ec7c4108
1.17 alternate high/low terrain levels (#7007)
* alternate high/low levels (so five total : -2, -1, base, +1, +2)

* fix some transitions

* improve terrain level spreading through border-type hexes (bluff/gulches, for now)
2022-09-11 21:01:28 -07:00
doofus-01
dc820341c5
1.17 raised terrain (#6975)
* floodfill high/low terrain

* stone and wooden transitions
2022-09-05 19:41:07 -07:00
doofus-01
e2c57124f4
1.17 water-related things (#6695)
* caribe monster unit

* some sea-related terrain overlays

* minor variation of dead oak

* update rubble on the water
2022-05-22 05:05:52 -07:00
doofus-01
4e00e30640
1.17 - minor terrain updates (#6626)
* updates to desert terrain

*  ^Bsa snowy stone bridges 

* fix wooden bridge bug introduced by #6606
2022-04-23 20:23:35 -07:00
doofus-01
19fcc1424f
Deprecation of old-style _PLFB and script-generated macros
1.17 terrain-graphics macros clean-up (#6606)
2022-04-16 10:01:09 -07:00
doofus-01
9f98081cb5
1.17 terrain graphics transitions update (#6588)
* small improvements to wooden walls

* intra-pile rubble terrain transition

* fixing some bad perspective in desert mountain transition images
2022-04-02 04:13:20 -07:00
doofus-01
3f500e3a4c
1.17 new Fence terrain (#6555)
* palisade terrain (*^Eqp) addition

* make Eqf and Eqp play nice

* try to make barrier fence editor tiles clearer

* get specific terrain codes out of the NEW:FENCE rules

* fence terrain macro cleanup

* better transitions for portals/fences
2022-03-20 20:35:08 -07:00
Elvish_Hunter
b7c3fc8825 Fix an incorrect macro argument reported by wmlscope 2022-03-01 10:14:45 +01:00
doofus-01
7019d0831c
forwardport #6477 (#6487)
* icy stone walls variation for Xos, based on adjacent terrain, not new code

* more variations for rocks, rubble, and snowbits
2022-02-06 16:02:24 -08:00
Elvish_Hunter
1fa069aeb7 Fixed some wmlscope warnings 2022-01-13 21:20:48 +01:00
doofus-01
7b183f3da9 1.16 - some terrain graphics fixes (#6382)
* make X*^Efs sconce overlay rules symmetric

* different sconces for Xu-style walls (Xo-style was existing type) - minor, graphics only change

(cherry picked from commit d5b5cf1cba)
2021-12-13 09:31:02 +11:00
doofus-01
bb05c1a9af 1.16 - terrain graphics variations and transitions (#6078)
* some tent variations

* dead great tree variations

* Stone tile (Irs) to water/swamp transition, and raise Irs transition layers over swamp water and underground paths

* change when muted-blue waterfalls are applied

(cherry picked from commit 06b7efd77c)
2021-10-29 11:19:25 +11:00
doofus-01
625c41b93b terrain-graphics - small changes related to water transitions 2021-02-15 09:35:53 -08:00
Andrey Bienkowski
426564047e Fix more wmllint textdomain warnings 2021-01-14 07:05:33 +03:00
doofus-01
4ca64655cb
terrain-graphics - de-link flagging of Eff and Eqf (#5408) 2021-01-03 09:22:04 -08:00
doofus-01
dd322ccbf4
[terrain-graphics] fix for Eff/V* transition
fixes #5366
2020-12-19 09:54:22 -08:00
gfgtdf
4eb6eab7e3 run wmlindent 2 2020-10-19 23:53:52 +02:00
gfgtdf
b21c110f30 run wmlindent 2020-10-19 23:53:52 +02:00
doofus-01
fca68c1057
SotA - revisions to units and possibly terrain (#5189)
* SotA - units - new sprites for sea captain, including non-skeleton undead version

* SotA - Sc4 Intro revision for ghoul background

* SotA - remove y,z characters from terrain codes, all campaign codes should now end with S.

* core terrain - new iron fence terrain *^Eqf

* SotA S2 - change large custom fence to iron fence
2020-10-18 17:22:30 -07:00
doofus-01
7c29855ac1
Wall terrain graphics (Xo*) work (#5173)
* terrain graphics - fix sconce/candle overlay on south-facing corners

* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb

* new terrain - add 'Xof', overgrown walls

* terrain graphics for Xof^Efm - flowers on walls

* terrain graphics - fix broken molding in standard stone wall

* terrain graphics - fix molding on catacombs
2020-10-03 17:38:19 -07:00
doofus-01
98b97eddbc
Addition of new stone wall terrain variation: "Xot" catacombs (#4527)
* new stone wall terrain variation -> catacombs

* Xot catacombs wall touchup and Efs flames overlay variation (candle)

* minor variations of walls can be spaced every other SE/SW facing panel

* make flames/torches overlay more responsive to type of wall variants if they are mixed

* Xot^Edb can now put skeletons in the SE/SW catacomb holes
2019-11-10 13:23:48 -08:00
Steve Cotton
f6c48953f6
Overlay deprecated terrains in the editor with a magenta "D" (#4374)
The image is a fully opaque letter, but leaving many completely transparent
pixels to see the underlying hex. When replacing the old mushroom overlay, it's
helpful to be able to easily recognise the base terrain.
2019-09-27 22:55:11 +02:00
Elvish_Hunter
9982afb21f Ported expand-terrain-macros to Python 3 2019-09-16 21:59:07 +02:00
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