Comment on Eleazar's Terrain Improvements or other threads
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- thespaceinvader
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Re: Comment on Eleazar's Terrain Improvements or other threa
Me too. It's a great shame. If I could hope for one thing that I can;t make happen myself for Wesnoth, it would be graphics acceleration. The new stuff looks so lovely, but it runs like it's immersed in treacle.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Captain_Wrathbow
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Re: Comment on Eleazar's Terrain Improvements or other threa
And supposedly it really isn't the fault of my computer. It runs slow on even very top-notch machines, or so I've heard...
- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
Volcano-to-water should be fixed now.
Granted there are speed issues, but once the whole map loads (i.e. once you have scrolled over the whole thing) it scrolls as fast as i could wish. I have a 2 Ghz Core 2 Duo, which isn't junk, but it's certainly not top notch.
Are you guys using 1.9.1? It's a lot snappier than 1.9.0.
You don't mean to say that the old way was better? (yeah this is older than 1.8, but 1.8 looked very similar)
Anyway, i've posted my reasoning in my threads.
In Short, before this summer, every terrain had it's own transition to water-- if any. Updating a terrain was more complicated, and updating the to-water transition was horribly complicated since it involved so many terrains.
Thus my new system has only a few land-to-water transition types-- each of which is used by a bunch of terrains. This modular approach make is much easier to add terrains, alter terrains, and raises overall quality. Realistically nobody is going to have the time to do water-to-land transitions for 30 terrains to the level of quality as i have for 3 mulit-purpose water-to-land transitions.
The sand-to-water transition is still under construction.
Granted there are speed issues, but once the whole map loads (i.e. once you have scrolled over the whole thing) it scrolls as fast as i could wish. I have a 2 Ghz Core 2 Duo, which isn't junk, but it's certainly not top notch.
Are you guys using 1.9.1? It's a lot snappier than 1.9.0.
Disappointment based on excessively high expectations?Captain_Wrathbow wrote:Well, my only (literally, only) disappointment with all the terrain changes and additions in 1.9 was the water-to-land transitions. It seems that sand is the only "gradual" transition, everything else is this rocky cliff-edge-looking thing. I can't always put sand next to my water, and in some cases the rocky precipice just doesn't look right.
I'm sure there's a reason for this, (and I'd be interested in hearing it) but I would still prefer to have the option of using other "gradual" land-to-water transitions.
You don't mean to say that the old way was better? (yeah this is older than 1.8, but 1.8 looked very similar)
Anyway, i've posted my reasoning in my threads.
In Short, before this summer, every terrain had it's own transition to water-- if any. Updating a terrain was more complicated, and updating the to-water transition was horribly complicated since it involved so many terrains.
Thus my new system has only a few land-to-water transition types-- each of which is used by a bunch of terrains. This modular approach make is much easier to add terrains, alter terrains, and raises overall quality. Realistically nobody is going to have the time to do water-to-land transitions for 30 terrains to the level of quality as i have for 3 mulit-purpose water-to-land transitions.
The sand-to-water transition is still under construction.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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- Captain_Wrathbow
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Re: Comment on Eleazar's Terrain Improvements or other threa
The old concept was better; the new art is way better though.Eleazar wrote:You don't mean to say that the old way was better?
Like I said, I see the reasoning behind it now, with the massive number of transitions that would be needed, and I'm okay with it.
Re: Comment on Eleazar's Terrain Improvements or other threa
Shroud behaves differently with the cave walls. Please note the lower half of the image:
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
Unfortunately those stone walls don't do anything the way i want them to.boru wrote:Shroud behaves differently with the cave walls. Please note the lower half of the image:
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
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- Captain_Wrathbow
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Re: Comment on Eleazar's Terrain Improvements or other threa
I'm pretty sure shroud has been doing that for a long time, not just recently... You can barely see the terrain on the other side, through a one-hex-thick wall.
Re: Comment on Eleazar's Terrain Improvements or other threa
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
- Captain_Wrathbow
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Re: Comment on Eleazar's Terrain Improvements or other threa
Huh. My mistake.
*shrug*
*shrug*
Re: Comment on Eleazar's Terrain Improvements or other threa
If you look precisely, the top edge of the wall is visible there, too. (Might need to up the contrast of your monitor.)boru wrote:Here's the same map in 1.8.
- Captain_Wrathbow
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Re: Comment on Eleazar's Terrain Improvements or other threa
Yes, but you can't see the terrain on the other side, only that it's a 1-hex-thick wall.
Re: Comment on Eleazar's Terrain Improvements or other threa
In case this was not clear yet, this is very probably caused by the new thiner shroud transitions. A possible fix for these terrains using perspective, would be to consider shroud higher above ground, and by the same perspective effect, make north shroud transition thicker than south ones. In theory, the whole thing should be shifted north, but we want to keep the main hex fully shrouded.
PS: will possibly looks silly, my low arts skill prevent me to draw something decent enough to evaluate the viability of this idea. But that should fix this wall problem.
PS: will possibly looks silly, my low arts skill prevent me to draw something decent enough to evaluate the viability of this idea. But that should fix this wall problem.
- Eleazar
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Re: Comment on Eleazar's Terrain Improvements or other threa
It's quite possible this will go away by itself if/when i overhaul the cave wall and non-cave wall terrains.
As it is the stone wall has a far too extreme off-set, which probably won't survive the transition. Trying to fix this now would be premature.
As it is the stone wall has a far too extreme off-set, which probably won't survive the transition. Trying to fix this now would be premature.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Re: Comment on Eleazar's Terrain Improvements or other threa
I'm working on my new campaign which I hope will be in mainline, but probably won't and I found a significant tiling problem with rhyging's lit cave wall.
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Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Re: Comment on Eleazar's Terrain Improvements or other threa
that's because those light terrain only exist in "straight line"... you need to mix some normal wall near the changes of direction to get it to work...
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