Need help using addon terrain tiles.

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DarkenVolt
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Need help using addon terrain tiles.

Post by DarkenVolt »

I installed the umc resource pack but I don't think I can use the the tiles from it. Whenever I try to load a game using the custom tiles I get a message saying it can't find the terrain tile. First time map maker here.
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Pentarctagon
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Re: Need help using addon terrain tiles.

Post by Pentarctagon »

Is it when you're loading it in the editor or when starting a game?
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lhybrideur
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Re: Need help using addon terrain tiles.

Post by lhybrideur »

What do you mean by "I try to load a game using the custom tiles"? Did you just use the terrain code in your map and that's it?
If so, you need to add the terrain code to your add-on to. You can for example create a terrain.cfg file with the [terrain_graphics] and the [terrain_type] of the relevant terrain in it and link it in your _main.cfg.
You can have a look at how other add-ons do that to help you.
Soliton
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Re: Need help using addon terrain tiles.

Post by Soliton »

The issue is that for the editor all addons are active and for a game only those that are explicitly used. Which means all addons that contain the selected era, scenario, campaign or enabled modifications.

Since the UMC_Terrain_Pack addon contains none of that you either need to copy what you want from it as lhybrideur mentioned or include what you need from it (and declare it as a dependency if you're making an addon yourself).

If you want to include all terrains you can add {~add-ons/UMC_Terrain_Pack/load_UTP.cfg} to your scenario (not inside [scenario] or [multiplayer] but next to) or _main.cfg of your addon.
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gfgtdf
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Re: Need help using addon terrain tiles.

Post by gfgtdf »

alternativeley you could ask the author of the umc reousrce pack to include a [resource] in your addon that your add-on can then load with [load_resource] which will let the engien know that your scenario uses that other addons stuff.


This of course needs the involvement of the other addons author, but it avoids a common problem with the other approach: Including anoher addons code via macro inclusion can lead to dublicate defintion erros when multiple addons that do it are used together
( Also The proproceccor cache cannot handle it that well when one addon includes another addons code, but imo this is a minor problem)
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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lhybrideur
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Re: Need help using addon terrain tiles.

Post by lhybrideur »

You can use an #ifndef to prevent that though.
gfgtdf
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Re: Need help using addon terrain tiles.

Post by gfgtdf »

I don't think so
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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lhybrideur
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Re: Need help using addon terrain tiles.

Post by lhybrideur »

Ah yes, my bad, I misread your post.
I though you wrote duplicate definition of macros instead of duplicate definition of terrains.
Although it could still work if the included add-on has macros in it. You could then use an #ifndef looking for one of the add-on macros.
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