v15.18 unit+mountain layering

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Spannerbag
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Joined: December 18th, 2016, 6:14 pm
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v15.18 unit+mountain layering

Post by Spannerbag »

Hi,
Spotted a slight display glitch whilst playtesting my UMC on v15.18.
Had a quick search of github and couldn't find anything.
It's probably already documented somewhere but just in case it isn't I'm mentioning it here.

Here are 3 small screen grabs:
layering3.PNG
layering3.PNG (71.51 KiB) Viewed 401 times
layering2.PNG
layering2.PNG (64.47 KiB) Viewed 401 times
layering1.PNG
layering1.PNG (130.27 KiB) Viewed 401 times
When wolves are facing south, their heads are obscured (which makes sense as this is consistent with the other screen grabs) but closer inspection of the last image reveals what looks like "wolf bits" bleeding through the mountains?

If you need more info or save games etc. please let me know.
The wolf units are custom, but more or less straight copies of v14 wolves.
As a sanity check I created a direwolf via debug and eventually replicated the effect:
layering4.PNG
layering4.PNG (34.81 KiB) Viewed 401 times
As I say, apologies if this is already a known feature/bug.

Cheers,
--Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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doofus-01
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Re: v15.18 unit+mountain layering

Post by doofus-01 »

Thanks for the notice. I just tried a quick fix of shifting lower the base position of the image not hiding the sprite like it should (the tile SE of the direwolf in the example). While that solves the clipped paws peeking through, it means a sprite standing on that hex gets buried.

I think these mountain macros are very old, we probably don't need to chop up the mountains like this anymore. But it will take some time and testing to be sure.

EDIT: BTW, the issue tracker is here: https://github.com/wesnoth/wesnoth/issues
I've opened an issue for this: #6203
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Spannerbag
Posts: 505
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: v15.18 unit+mountain layering

Post by Spannerbag »

doofus-01 wrote: October 17th, 2021, 9:00 pm Thanks for the notice. I just tried a quick fix of shifting lower the base position of the image not hiding the sprite like it should (the tile SE of the direwolf in the example). While that solves the clipped paws peeking through, it means a sprite standing on that hex gets buried.

I think these mountain macros are very old, we probably don't need to chop up the mountains like this anymore. But it will take some time and testing to be sure.

EDIT: BTW, the issue tracker is here: https://github.com/wesnoth/wesnoth/issues
I've opened an issue for this: #6203
Cool.
Fwiw, if the mountains are ever re-worked could I suggest that a "nice to have" feature would be some way to enforce a specific rendering of mountain terrain (e.g. perhaps by making the large 4 hex single peak mounain a separate mountain terrain so it can be used anywhere)?
This would been very helpful: viewtopic.php?f=21&t=54838.

Cheers!
--Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.17, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
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