v15.18 unit+mountain layering
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- Spannerbag
- Posts: 535
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
v15.18 unit+mountain layering
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:
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
Cheers,
--Spannerbag
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:
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:
As I say, apologies if this is already a known feature/bug.Cheers,
--Spannerbag
Re: v15.18 unit+mountain layering
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
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
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
- Spannerbag
- Posts: 535
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: v15.18 unit+mountain layering
Cool.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
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