Reflection Modification
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- Atreides
- Posts: 769
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
- Contact:
Reflection Modification
No thread so I post here.
Nifty stuff, even the trees have reflections!
Some tiny quibbles: Would have been cool if the reflections vanish at night. Star and moonlight reflections? Well maybe. Wesnoth doesn't account for the phases of the moon. Well there's an idea for another addon : ) The other thing is that it is noticeably slowing the animations, something I've not seen in Wesn up until now. Wondering if it could be related to the log error showing id=reflection twice (main has it all loaded in multiplayer ifdef as well as loaded again...)
Nifty stuff, even the trees have reflections!
Some tiny quibbles: Would have been cool if the reflections vanish at night. Star and moonlight reflections? Well maybe. Wesnoth doesn't account for the phases of the moon. Well there's an idea for another addon : ) The other thing is that it is noticeably slowing the animations, something I've not seen in Wesn up until now. Wondering if it could be related to the log error showing id=reflection twice (main has it all loaded in multiplayer ifdef as well as loaded again...)
- pipapopinguin
- Posts: 33
- Joined: November 3rd, 2019, 10:36 am
Re: Reflection Modification
Hi there,
I already had plans for such updates, I even want to give water in "underground" time of day some crystals shining at rare occasions. Not only that, but I thought about "clearing" the waves of the water-tiles, so that it would look more HD-ish, only plans though.
I already had plans for such updates, I even want to give water in "underground" time of day some crystals shining at rare occasions. Not only that, but I thought about "clearing" the waves of the water-tiles, so that it would look more HD-ish, only plans though.
Re: Reflection Modification
There is a bug on Reflection that affects multiplayer and prevent some other mods to be activated because the duplication. Remove redundant ifdef:
Code: Select all
## #ifdef MULTIPLAYER
## {~add-ons/Reflection/reflection.cfg}
## {~add-ons/Reflection/images}
## {~add-ons/Reflection/images/terrain}
## #endif
{~add-ons/Reflection/reflection.cfg}
{~add-ons/Reflection/images}
{~add-ons/Reflection/images/terrain}
- Atreides
- Posts: 769
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
- Contact:
Re: Reflection Modification
I did that in my copy already. It (the mod) runs faster now.
Re: Reflection Modification
I can't explain the cause, but some units have reflections, others not. Some units with reflections has his animations bugged when moving. Here is a video:
https://youtu.be/nxcwNPRkp_A
https://youtu.be/nxcwNPRkp_A
- pipapopinguin
- Posts: 33
- Joined: November 3rd, 2019, 10:36 am
Re: Reflection Modification
Thank you, the video was very helpful.Toranks wrote: ↑January 2nd, 2023, 8:49 am I can't explain the cause, but some units have reflections, others not. Some units with reflections has his animations bugged when moving. Here is a video:
https://youtu.be/nxcwNPRkp_A
The problem was related to how objects are deleted, when an object has an effect with apply_to=status, this effect will not be removed by removing that object, it seems like. I have corrected this with an apply_to=status and then remove.