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