Commit graph

390 commits

Author SHA1 Message Date
Lari Nieminen
1023814778 Fixed stupid breakage. 2008-07-09 12:40:36 +00:00
Lari Nieminen
feba750892 Used the encampment keep graphics...
...to create a new kind of "tent village" (Re^Vct). More unique
graphics wouldn't hurt.
2008-07-08 18:17:24 +00:00
Piotr Cychowski
4a4a3d99f5 Reintroduce the old ford as requested by Doc...
...(hopefully with all transitions as they were) and rename new ford
as reef introduced as completely new terrain (with some arbitrary
unbalanced values) to all default movetypes.
2008-07-05 07:38:24 +00:00
Moritz Göbelbecker
23ecd1ff2f Convert forests, farmland and rubble to overlay terrains 2008-05-21 18:22:10 +00:00
Moritz Göbelbecker
0d5cfe7ff3 Fix minimap and editor image for lit terrain 2008-05-18 15:29:02 +00:00
Ignacio R. Morelle
bfb88a8e01 New overlay terrain: Lit...
...(replaces Cave Lit and Rockbound Cave lit definitions)
2008-05-17 22:08:33 +00:00
Ignacio R. Morelle
9bcd2aaed4 Fix city "village" not being aliased to any terrain type;...
...this was causing a duplicate "Village" terrain being displayed in
the defense ratios section of unit descriptions in game help
2008-05-04 17:32:59 +00:00
Moritz Göbelbecker
9778e8f9a9 Added cave path terrain from musketaquid. string=Ur, currently aliased to flat. 2008-05-03 18:24:07 +00:00
Moritz Göbelbecker
5da3f92634 Reorganisation of the terrain macros including more consistent image naming. 2008-04-26 19:44:45 +00:00
Moritz Göbelbecker
f88efeb810 Add support for overlay terrains.
Converted bridges to use the new feature.
2008-04-04 18:43:57 +00:00
Lari Nieminen
f8b28d5193 Added mesilliac's new walls. 2008-03-29 23:16:57 +00:00
Lari Nieminen
9cb9d35f5e Wired in the new human city village. 2008-03-18 12:25:54 +00:00
Eric S. Raymond
364a4decbd wmlindent strikes again. 2008-03-07 21:26:44 +00:00
Benoît Timbert
7fa20f7c84 Terrain type revamp step #1:
Use some proper terrain type names:

- "grassland" becomes "flat"

- "tundra" (which was displayed as "snow") becomes "frozen" (not sure
  it's the optimal name here - can be changed if we find a bettter
  name)

- "canyon" (which was displayed as "chasm") becomes "unwalkable"

- "cavewall" becomes "impassable"

- The renamings of the wml key used in the stats will probably stay.

- The 4 added "virtual" terrains will be axed by the next step, once
  we get proper terrain type support.

- The labels might be changed (Noy had some ideas about it, it will be
  easier when we have terrain types)
2008-03-07 20:50:06 +00:00
Benoît Timbert
2e623c0eb7 Revert the road hack.
A more complete, less instrusive fix for the bug it address is going
to follow
2008-03-07 19:31:28 +00:00
Eric S. Raymond
581cfa2f03 Fix a bug that made dirt temporarily impassable. 2008-03-05 00:25:39 +00:00
Eric S. Raymond
149d6fb932 Separate 'Road' so it's no longer an alias of Grassland;...
...it now has its own attribute in all movetypes in mainline,
currently with stats identical to grassland.  This fixes the "Road
(Grassland)" problem in the game and editor status bars.
2008-03-04 08:54:37 +00:00
Lari Nieminen
0e51879979 Made the chasm bridge and lava chasm bridge...
...be aliases of chasm and lava as well (instead of only cave).
2008-02-14 14:43:46 +00:00
Moritz Göbelbecker
934b071747 Added stone bridge terrain over lava and chasm 2008-02-07 20:26:13 +00:00
Eric S. Raymond
b1b2435d40 Reindent the mainline content to uniiform whitespace. 2008-01-24 00:16:42 +00:00
Lari Nieminen
214d17bda1 Removed the windmill village terrain,
replaced it with a purely decorative grassland windmill terrain, and
made 2p Hamlets use that instead of the old hack.
2008-01-11 16:25:59 +00:00
Lari Nieminen
30c5ab5045 Wire in the crude hut village (with one variation). 2007-12-24 11:05:29 +00:00
Lari Nieminen
a1fa8f47d0 New desert villages by Erk. 2007-12-09 16:21:04 +00:00
Ignacio R. Morelle
49e2dfb514 New village/windmill terrain. 2007-11-19 15:09:18 +00:00
Ignacio R. Morelle
27e25c008c Added Mushroom Grove (lit) terrain. 2007-11-12 12:10:28 +00:00
Eric S. Raymond
eb28d8e83a Found some false positives; implement a magic comment to ignore them. 2007-11-10 17:58:37 +00:00
Jan Rietema
25f8410515 Fixed void terrain alias. 2007-10-31 10:24:39 +00:00
Jan Rietema
b55ee6f326 Added 'Void' terrain type Xv.
Added editor image for void, modified wall editor image to match font.
2007-10-30 16:48:20 +00:00
Lari Nieminen
c087decc42 Made all keeps be called "Keep", all castles be called "Castle"...
...and all roads be called "Road", instead of using the racial names
(like "Elven Castle"). Revert if you heavily object.
2007-09-17 09:30:16 +00:00
Lari Nieminen
51bfa499e2 Added the new stone path terrain by musketaquid.
Named "Stone path" and using the code Rp. Feel free to change the name
and code. Also, I'm not sure how the probability %'s should be like
exactly, but this seems to work well enough.
2007-09-07 19:48:57 +00:00
Lari Nieminen
acefb81d5d Added an alternate lava terrain (Qlf) using the old transitions,
...instead of the new chasm ones. Mainly intended to be used as the
"overflowing" lava in scenarios where lava expands. The old chasm lava
is renamed to "Lava chasm".
2007-09-04 16:23:39 +00:00
Mark de Wever
6c309aa7db Tiles can now have their own image in the editor,
...defaults to the minimap image. 

Added some placeholder art.
Renamed symbol_image to minimap_image.
2007-08-18 08:42:44 +00:00
Lari Nieminen
04cf8741a4 Added the plants back to the desert tiles. 2007-08-14 19:39:13 +00:00
Nils Kneuper
a50b0fc1e0 moved the terrain names to wesnoth-lib so that they are shown in the editor.
sorry that the names will appear in both textdomains, but since they
do appear in the ingame help, too, there is no clean way to prevent it
since the editor is only allowed to read data from wesnoth-lib and
wesnoth-editor
2007-07-25 14:07:21 +00:00
Nils Kneuper
c19e3c2311 added a default textdomain definition to all .cfg files 2007-07-06 09:00:49 +00:00
Mark de Wever
e91a73d909 Added a new experimental transition between the map and the background.
Since I'm no artist the transition could use some cleaning up, also
there's no support yet for convex and concave transitions.

Also converted Hexcake to see how it looks on a hex shaped map.  Still
has quite some glitches partly caused by the alpha in the _off
terrains.

Also some terrains look odd on the background (eg trees).
2007-06-30 13:36:28 +00:00
Eric S. Raymond
08c6876453 Almost all WML files are now uniformly indented.
There are a few exceptions that need further work or careful
examination; UtBS, the tutorial, and the terrain macros.
2007-06-29 10:36:10 +00:00
Mark de Wever
f8776259cc removed incorrect translation table
commented out new _off map terrain which will be used later
2007-05-16 17:19:11 +00:00
Thomas Baumhauer
2412433ccf Very minor fix to enable unit to actually step on the "above fungus". 2007-05-16 15:53:56 +00:00
Eric S. Raymond
21b24e2a9b Move macros into a 'maxros' directory under core. 2007-05-16 01:04:29 +00:00
Renamed from data/misc/terrain.cfg (Browse further)