Reflection Modification
Moderator: Forum Moderators
- pipapopinguin
- Posts: 37
- Joined: November 3rd, 2019, 10:36 am
Re: Reflection Modification
I had reupload my modification to the add-ons server, since I forgot my password
. So anyways, in the new update I fixed some issues, where units would have larger reflections than they have bodymass above the water and also that undead variations should be properly displayed in water.

- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Reflection Modification
I looked into this again and I think I fixed it.
Code: Select all
new_reflection_animations[$i].offset
Whether it looks nicer now... hehe, hard to tell. As usual there's a good chance it doesn't matter. : )
Keeps my logs clearer anyways! LOL.
- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Reflection Modification
Wow, I noticed a nice upgrade to the add-on, it now no longer reflects onto land. I'd noticed that from the start but decided not to mention it since I figured it might be unfixable. Glad to see it is not.
I did notice a new bug though. It seems that if you turn the mod off (say for a huge map where perhaps it might be wise to run as "bare" as possible for speed) it actually still reflects castles!
Being a curious cat I dove into the code and I noticed an alarming fact. Some of the code is at top level and will be loaded always.
A sample:
There is another similar chunk after the wall:ref macro ends
This is in reflection.cfg which is loaded by the main.cfg. Should the part between the macros not be inside the modification tag inside a start event? And the macros moved to the macros.cfg. That'd only load it if the mod is toggled on.
I did notice a new bug though. It seems that if you turn the mod off (say for a huge map where perhaps it might be wise to run as "bare" as possible for speed) it actually still reflects castles!
Being a curious cat I dove into the code and I noticed an alarming fact. Some of the code is at top level and will be loaded always.
A sample:
Code: Select all
[/terrain_graphics]
#enddef
#Castles
#Some tiles, such as encampments, have other types of images and needed adjustment for that
{CASTLE:REFLECTION Ch castle/castle}
{CASTLE:REFLECTION Kh castle/keep}
{CASTLE:REFLECTION Cha castle/snowy/castle}
{CASTLE:REFLECTION Kha castle/snowy/keep}
{CASTLE:REFLECTION (Kme,Cme) castle/aquatic-camp/castle}
[terrain_graphics]
map="
, *
*, *
, 2
*, *
, 1
*, *
, *"
[tile]
pos=1
type=Cme
[/tile]
[tile]
pos=2
type=!,C*,K*
[/tile]
[image]
name=castle/aquatic-camp/castle@V-convex-br.png~FL(vertical)~O(40%)
layer=-483
center=117,200
variations=";2;3;4;5;6"
[/image]
[image]
name=castle/aquatic-camp/castle@V-convex-bl.png~FL(vertical)~O(40%)
layer=-483
center=63,228
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
{CASTLE:REFLECTION (Kte,Cte) castle/troll/regular CAMPADJUSTMENT=218}
{CASTLE:REFLECTION Cm castle/aquatic-castle/castle}
[terrain_graphics]
map="
, *
*, *
, 2
*, *
, 1
*, *
, *"
[tile]
pos=1
type=Cm
[/tile]
[tile]
pos=2
type=!,C*,K*
[/tile]
[image]
name=castle/aquatic-castle/castle@V-concave-br.png~FL(vertical)~O(40%)
layer=-483
center=117,200
variations=";2;3;4;5;6"
[/image]
[image]
name=castle/aquatic-castle/castle@V-concave-bl.png~FL(vertical)~O(40%)
layer=-483
center=63,228
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
{CASTLE:REFLECTION Km castle/aquatic-castle/keep}
{CASTLE:REFLECTION Cv castle/elven/castle}
{CASTLE:REFLECTION Kv castle/elven/keep}
{CASTLE:REFLECTION Cvr castle/elven-ruin/castle}
{CASTLE:REFLECTION Kvr castle/elven-ruin/keep}
{CASTLE:REFLECTION Cva castle/winter-elven/castle}
{CASTLE:REFLECTION Kva castle/winter-elven/keep}
{CASTLE:REFLECTION Co castle/orcish/fort}
{CASTLE:REFLECTION Ko castle/orcish/keep}
{CASTLE:REFLECTION Coa castle/winter-orcish/fort}
{CASTLE:REFLECTION Koa castle/winter-orcish/keep}
{CASTLE:REFLECTION Cd castle/sand/castle}
{CASTLE:REFLECTION Kd castle/sand/keep}
{CASTLE:REFLECTION Cdr castle/sand/ruin-castle}
{CASTLE:REFLECTION Kdr castle/sand/ruin-keep}
{CASTLE:REFLECTION (!,Chr,Chs,Ce*,Ke*,!,Ch*) castle/sunken-ruin}
{CASTLE:REFLECTION (!,Khr,!,Kh*) castle/sunkenkeep}
{CASTLE:REFLECTION Cf*,Kf* castle/outside-dwarven/dwarven-castle}
{CASTLE:REFLECTION Cfa,Kfa castle/winter-dwarven/dwarven-castle}
{CASTLE:REFLECTION Cfr,Kfr castle/ruin-dwarven/dwarven-castle}
{CASTLE:REFLECTION (Cud*,Kud*) castle/dwarven-castle}
{CASTLE:REFLECTION Ce,Ke castle/encampment/regular CAMPADJUSTMENT=218}
{CASTLE:REFLECTION Cer,Ker castle/encampment-ruin/regular CAMPADJUSTMENT=218}
{CASTLE:REFLECTION Cea,Kea castle/encampment/snow CAMPADJUSTMENT=218}
{CASTLE:REFLECTION Ket* castle/encampment/tall-keep}
###{CASTLE:REFLECTION Cha castle/keep}
#define WALL:REFLECTION TYPE IMAGEPATH
This is in reflection.cfg which is loaded by the main.cfg. Should the part between the macros not be inside the modification tag inside a start event? And the macros moved to the macros.cfg. That'd only load it if the mod is toggled on.
- ZombieKnight
- Posts: 371
- Joined: June 27th, 2022, 2:26 pm
- Location: Czech Republic
Re: Reflection Modification
Base game does reflect castles on its own 

- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Reflection Modification
Is that so? My copy must be broken then : ( I just moved the reflections addon out of the addons dir and suddenly the castles, trees and walls don't reflect anymore. ; )
Seriously though I did some more testing and it turns out that if you load a MP scenario/campaign or a SP campaign there are no reflections. The reflections are only appearing on random maps & maps in the editor dir! It appears to be something related to no scenario file being loaded.
P.S. It seems there's a bug in Wesnoth causing this since it too is about random scenarios and custom maps.
https://github.com/wesnoth/wesnoth/issu ... 2904048974