Terrain graphics macro 1.11 update question
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Terrain graphics macro 1.11 update question
I have an (unreleased) addon with a few custom terrain types that I got to work with 1.10. 1.11, for some reason, does not seem so happy, and the error I get is "Macro/file 'TERRAIN_BASE' is missing at ~addons/CastleDefense/terrain_graphics.cfg:1 included from ~addons/CastleDefense/_main.cfg:2". But TERRAIN_BASE is still there in the core macros. What on earth am I supposed to do, manually include the terrain macro file?
So far, that's either the only error, or the only one it feels like showing me. If I get more later I guess I'll change the topic subject.
So far, that's either the only error, or the only one it feels like showing me. If I get more later I guess I'll change the topic subject.
Re: Terrain graphics macro 1.11 update question
Sounds weird. Post your _main.cfg and terrain_graphics.cfg?
Re: Terrain graphics macro 1.11 update question
Forgot to mention I'm on 1.11.6, but I figure that should be assumed.
I feel slightly vindicated in my bewilderment.zookeeper wrote:Sounds weird. Post your _main.cfg and terrain_graphics.cfg?
Code: Select all
{TERRAIN_BASE Zchx flat/road}
{KEEP_BASE Zkhx castle/cobbles-keep}
{TERRAIN_BASE Zcvx castle/elven/grounds}
{NEW:WALL Zcvx (!,C*,K*,Zc*,Zk*) castle/elven/castle}
{NEW:WALL Zchx (!,C*,K*,Zc*,Zk*) castle/castle}
{NEW:WALL2 Zkhx (!,Ket,!,C*,Ke*,Zc*) (!,C*,K*,Zc*,Zk*) castle/keep-castle}
{NEW:WALL Zkhx (!,K*,Zk*) castle/keep}
# Castle & Encampment Base Transitions
{TRANSITION_COMPLETE_L Ch,Chr,Cha Zc* -300 flat/road}
{TRANSITION_COMPLETE_LF Zc* Cd* -360 inside flat/desert-road}
{TRANSITION_COMPLETE_L Cd* Zc* -360 flat/desert-road}
{TRANSITION_COMPLETE_LF Zc* !,Ket,!,Ce*,Ke* -370 inside flat/dirt}
{TRANSITION_COMPLETE_L !,Ket,!,Ce*,Ke* Zc* -370 flat/dirt}
{TRANSITION_COMPLETE_LF Zc* Co* -380 inside flat/dirt-dark}
{TRANSITION_COMPLETE_L Co* Zc* -380 flat/dirt-dark}
# Interior
{TERRAIN_BASE_RANDOM Zcux cave/flagstones-dark}
{TRANSITION_COMPLETE_L Zcux (!,Urb,Zcux) -224 cave/flagstones-dark}
Code: Select all
{~add-ons/CastleDefense/terrain_types.cfg}
{~add-ons/CastleDefense/terrain_graphics.cfg}
#ifdef MULTIPLAYER
{~add-ons/CastleDefense/utils/towers.cfg}
{~add-ons/CastleDefense/scenarios/}
#endif
Re: Terrain graphics macro 1.11 update question
All right. I have a feeling that moving those two includes inside your #ifdef might fix it, although I couldn't find any hard evidence for that.
Re: Terrain graphics macro 1.11 update question
It did, although I had to duplicate the lines inside a #ifdef EDITOR to make sure I could still get at them in the map editor.zookeeper wrote:All right. I have a feeling that moving those two includes inside your #ifdef might fix it, although I couldn't find any hard evidence for that.
Which looks really impressive, by the by.
I did notice one other problem that's puzzled me for rather longer (I think it first cropped up during the 1.9 to 1.10 transition): there's a particular area on the primary map this addon contains where the transition is messed up. But it's messed up in a truly creative way that has to be seen to be believed, and I can't figure out what could be causing that. While this isn't directly related, it is something I'd like to figure out and fix eventually.
- Attachments
-
- Bizarre transition.
- CastleWallTransitionGlitch.png (33.86 KiB) Viewed 2103 times
Re: Terrain graphics macro 1.11 update question
this has been reported at least twice but i couldn't find the threads. i'm pretty sure some add-on misbehaves and leaks images with the same name as mainline ones.
found one thread: http://forums.wesnoth.org/viewtopic.php?f=4&t=35432
found one thread: http://forums.wesnoth.org/viewtopic.php?f=4&t=35432
Re: Terrain graphics macro 1.11 update question
Well, sure enough! It was indeed American Era. Much obliged; I had no idea where to continue after I checked the core images.Max wrote:this has been reported at least twice but i couldn't find the threads. i'm pretty sure some add-on misbehaves and leaks images with the same name as mainline ones.
found one thread: http://forums.wesnoth.org/viewtopic.php?f=4&t=35432