198 Commits

Author SHA1 Message Date
Lari Nieminen
cce073f209 Possible solution for some ugly beach corners.
Introduces little fuzzy overlap glitches.
2010-11-12 22:08:32 +00:00
Ali El Gariani
e2cce961c6 Test synchronization of waves animation. 2010-10-23 18:38:46 +00:00
J.W. Bjerk
62f082151d Wave animations on sand-- concave only for now. 2010-10-18 00:59:54 +00:00
Lari Nieminen
2b1f6ee244 Added a temporary custom macro for the animated beach waves... for real this time. 2010-10-17 21:36:32 +00:00
J.W. Bjerk
19145dcd83 Waves... monstruously ugly ones from only 1 direction 2010-10-17 21:13:08 +00:00
J.W. Bjerk
155548250c more work on the sand-to-water corner transitions. 2010-10-16 02:46:47 +00:00
Lari Nieminen
60c51b682c Slight tweak to which tiles are used next to the 3-way corners. 2010-10-15 09:04:37 +00:00
Lari Nieminen
eb4a31a0df Further developed the NEW:BEACH macro. 2010-10-15 08:41:48 +00:00
Lari Nieminen
fb10a9c4a4 Added a WIP macro for corner-based beach transitions...
...split into 12 tiles.
2010-10-14 23:31:23 +00:00
Lari Nieminen
17fda0cff8 Fixed some castle glitches,
...added a probability-affecting variation of the new wall macro and
used that to convert the sunken castle to use the new macros.
2010-10-09 11:06:21 +00:00
Eric S. Raymond
055d489ce5 Fix variuous small glitches found by wmlscope/wmllint. 2010-09-28 22:09:17 +00:00
Ali El Gariani
2c07a1c111 Document the single hex optimization/trick into animated water macro 2010-09-27 15:19:49 +00:00
Lari Nieminen
bcb1dce861 Converted all castles to use new new wall macros,
...and upped the number of variations they can handle to 6.
2010-09-27 13:02:12 +00:00
Lari Nieminen
189c4e2019 Added new macros for animated villages...
...and setting village variation probabilities, and converted all
villages to use these.
2010-09-27 12:40:20 +00:00
Lari Nieminen
b15973ed97 Commented out needless wall variation WML since nothing uses it. 2010-09-27 11:11:00 +00:00
Ali El Gariani
93d8ca7d0f Also use the single hex trick in the new animated water macros.
This restores some 1.9.1 optimization recently lost.
(still planned to make c++ detect this)
2010-09-25 17:24:50 +00:00
Eric S. Raymond
e7d337a676 Reindent mainline. 2010-09-23 13:04:56 +00:00
Eric S. Raymond
901dc65fc6 Improve typechecking for the new terrain macros. 2010-09-23 11:45:58 +00:00
Lari Nieminen
3aa35a6df0 Added a new file containing my WIP terrain graphics macros,
...and converted forest terrains to use one of them.
2010-09-21 18:33:54 +00:00
Lari Nieminen
2bb50e539b Added two new macros to internal-generic.cfg...
...for creating IPF-capable animated water terrains and transitions,
changed all water transitions to use them and added two new
colour-shifted water variant terrains.
2010-09-19 10:28:56 +00:00
Eric S. Raymond
5c5936e3b9 Still more typechecking in macros. 2010-09-13 02:29:04 +00:00
J.W. Bjerk
d775692a87 slowed down some unneccesarily fast animations to improve performance. 2010-09-12 21:06:56 +00:00
Eric S. Raymond
e8bb04ce29 wmlscope/wmllint cleanup. Mainline is clean. 2010-09-12 21:03:54 +00:00
Ali El Gariani
ff0d702408 Implement the singlehex water animation optimization...
...using another forgotten terrain_graphics feature.

This make mainline always uses [image] at [terrain_graphics] again
2010-09-12 17:15:49 +00:00
Ali El Gariani
4cb09e3da2 Add a macro to get only first frame of animation
(=disable the animation but still render the terrain image)
2010-09-11 00:36:25 +00:00
Eric S. Raymond
1148640c36 Suppress a type-mismatch warning. 2010-09-01 04:23:50 +00:00
Ali El Gariani
21902879b4 Experimental optimization of water animation
(invalidation are several times better, depending of geometry)

Actually use an old forgotten single-hex terrain rule syntax, instead
of the usual multihex.  Only done for the 4 basic water tiles, no
visible change and just added a new WML macro.  This is also a test to
check how an optimized handling of multihex could help.
2010-08-23 06:00:58 +00:00
Ali El Gariani
dfe444a6bc Optimization of cache rebuild
(>4x faster, for both cache building and "building terrain rules")

by introducing a new method for terrain variations, which stop relying
on the WML preprocessor.

Still WiP. WML syntax is not final, and thus also WML macros and WML
parsing (not optimized yet)
2010-08-23 04:21:47 +00:00
Lari Nieminen
f897f0c32c Wired in the new volcano tiles.
Currently they're only used when a hex of volcano has three mountain
hexes underneath it; should be improved later with the addition of a
single-hex tile and a proper editor image.
2010-07-31 17:01:17 +00:00
Mark de Wever
1f2834e597 Strip trailing whitespace 2010-07-31 08:05:30 +00:00
Ali El Gariani
4d8f48b1c5 Use the new key 'set_no_flag' to reduce WML terrain macro overuse.
This is enough to gives a small speed up (~15% on mine) because {FLAG}
is/was the most used one.
2010-07-24 02:24:23 +00:00
Jérémy Rosen
9975b49cb2 forgot to remove some terrain debug macros, bridges should be much better now 2010-07-21 18:53:14 +00:00
Jérémy Rosen
95c41cdf82 new track layout system, works for tracks, stonebridge, woodbridge,
...and allows easier plugin of images within a bridge structure. The
basic macros are here but all the random variations etc are not.
2010-07-19 21:46:34 +00:00
Jérémy Rosen
74df5c6803 fix an accidentally hard coded layer in bridge macros 2010-07-16 19:43:01 +00:00
Jérémy Rosen
3a38c234c6 final cleanups to bridge macros 2010-07-10 17:42:47 +00:00
Jérémy Rosen
cf01e1bf6c make single tile bridgs work,
...namining convention is base-ns.png base-nesw.png and base-senw.png
depending on the underlying terrain type
2010-07-10 16:59:31 +00:00
Jérémy Rosen
61f60fb269 allow random tiles in bridges...
...at a few place where they wern't allowed yet
2010-07-10 16:52:11 +00:00
Jérémy Rosen
1674a2272a make stone-bridge work,
...there is still only the nw/se variant, and single hex bridges are
still broken. will fix this later
2010-07-10 16:41:50 +00:00
Jérémy Rosen
fdb992835a fix various problems detected by wmlscope 2010-07-09 22:01:04 +00:00
Jérémy Rosen
6b8a8be620 WIP in bridge macros. Random variations arn't supported,
...and the stonebridge still points to test images, but this should be
enough to get lurker in a working state...
2010-07-05 21:05:47 +00:00
Jérémy Rosen
65f62fd25d file renaming+corresponding track macro changes.
Also add some more debugging terrains. The stonebridge is temporarly
broken
2010-07-05 19:16:05 +00:00
Jérémy Rosen
fd0e640835 early commit of the stonebridge to allow artists to test in place...
note that multiple tiles are not placed correctly (n-s main tile is
the most visible) and that most transitions are missing of badly
placed. However all macros are in place and artists can start
adjusting
2010-06-24 16:10:09 +00:00
Jérémy Rosen
60baf69bd3 fix stupy copy/paste mistakes in six sided transitions 2010-06-24 15:55:43 +00:00
Jérémy Rosen
1cf80aa835 allow transitions detection on hex with 4/5/6 similar neighbours 2010-06-24 06:49:23 +00:00
Jérémy Rosen
036b1c7e56 rewrite the whole bridge logic in order to get it right.
Rails now use the same macros as bridges... now to make the stone
bridge use them too
2010-06-20 15:24:24 +00:00
Jérémy Rosen
634db88f5d one more railway specific macro folded 2010-06-19 16:35:32 +00:00
Alexander van Gessel
3a7694f056 Reapply 2010-06-18T15:43:17Z!ai0867@gmail.com, as there aren't any problems this time 2010-06-19 04:13:49 +01:00
Jérémy Rosen
3da800e74b start merging rails with bridges, use common macros whenever possible 2010-06-18 19:05:48 +00:00
Jérémy Rosen
666a416a36 bridge refactoring step 2: add possibility to use random bridges...
...(note that it won't be possible to have animated bridges)
2010-06-18 17:45:21 +00:00
Eric S. Raymond
f7ba7f68c6 TERRAIN -> TERRAINLIST, Cleans up some wmlscope messages. 2010-06-18 17:22:39 +00:00