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TDG and EI use the Urban_Jungle terrain from data/internal. This terrain is loaded inside those campaigns, but not in the editor. With this commit, load Urban_Jungle in the editor too.
118 lines
2.2 KiB
INI
118 lines
2.2 KiB
INI
#textdomain wesnoth
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# title screen and no_gui mode do not need terrain_graphics
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#ifdef TITLE_SCREEN
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#define NO_TERRAIN_GFX
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#enddef
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#endif
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#ifdef NO_GUI
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#define NO_TERRAIN_GFX
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#enddef
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#endif
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{english.cfg}
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{themes/}
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{core/}
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[multiplayer_side]
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id=Custom
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name= _"Custom"
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image="units/unknown-unit.png"
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[/multiplayer_side]
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#ifdef MULTIPLAYER
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{multiplayer/}
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#ifdef MP_TEST
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{test/multiplayer/}
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#endif
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#endif
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# Using different default eras in SP and MP forces a config reload which we don't want.
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{multiplayer/eras.cfg}
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{internal/resources/}
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{campaigns/}
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{modifications.cfg}
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[ais]
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default_ai_algorithm=ai_default_rca
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[default_config]
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{ai/utils/default_config.cfg}
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[/default_config]
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{ai/ais/}
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#ifdef DEBUG_MODE
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{ai/dev/}
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#endif
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[/ais]
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#ifdef EDITOR
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[textdomain]
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name="wesnoth-editor"
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[/textdomain]
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[binary_path]
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path=data/internal/Urban_Jungle
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[/binary_path]
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{internal/Urban_Jungle/terrain.cfg}
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{internal/Urban_Jungle/terrain-graphics.cfg}
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[editor_group]
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id=urban_jungle
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name= _ "Urban Jungle (Internal)"
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icon="group_mainline"
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[/editor_group]
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#endif
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#ifdef TEST
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# Manual demonstrations or tests of the AI code. Most of these are showcases of the available
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# functionality, explaning what a parameter or Micro AI does. They can be run by binding a
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# hotkey for the main menu's "Choose Test Scenario" option, or by using the command line
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# option `-t <testname>`.
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{ai/scenarios/}
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{ai/micro_ais/scenarios/}
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#define DONT_RELOAD_CORE
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#enddef
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# load test scenarios and macros
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{test/}
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#endif
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[textdomain]
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name="wesnoth"
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[/textdomain]
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[textdomain]
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name="wesnoth-help"
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[/textdomain]
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[textdomain]
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name="wesnoth-units"
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[/textdomain]
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[textdomain]
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name="wesnoth-multiplayer"
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[/textdomain]
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# does not work when wired in only in the multiplayer file, do not ask me why...
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[textdomain]
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name="wesnoth-anl"
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[/textdomain]
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#ifndef NO_TERRAIN_GFX
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# Include the terrain-graphics definitions after the campaigns so campaign specific
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# terrains work properly.
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{core/terrain-graphics.cfg}
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#endif
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[binary_path]
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path=data/core
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[/binary_path]
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{advanced_preferences.cfg}
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{game_config.cfg}
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[textdomain]
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name="wesnoth-lib"
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[/textdomain]
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