Reflection Modification
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- Atreides
- Posts: 935
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
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: 34
- 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: 935
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
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: 34
- 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.
- Atreides
- Posts: 935
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
Re: Reflection Modification
Me again. I really like this mod and have it on all the time. The new starry night reflections are awesome BTW.
I did find 2 little somethings that seems to not work 100% though.
A) I believe gryphons were meant to not reflect because they fly so high?
I looked in the code and this part might be the culprit:
The original had around the gryphon. I think that would also have made add-on vampires with the custom status reflect anyways as well.
B) Custom units with existing that is missing a key vanish when trying to reflect. Log says it can't find image "200".
I did find 2 little somethings that seems to not work 100% though.
A) I believe gryphons were meant to not reflect because they fly so high?
I looked in the code and this part might be the culprit:
Code: Select all
#add non-reflective as an status to your unit, to make it not able to reflect itself (for example a costom "vampire" unit)
[filter]
[not]
status=non_reflective
[or]
race=gryphon
[/or]
[/not]
[and]
[not]
status=has_reflected
[/not]
[/and]
[/filter]
Code: Select all
[and]
B) Custom units with existing
Code: Select all
[standing_anim]
Code: Select all
image=
- Attachments
-
de.po
- A German translation, place in Reflection directory under translations directory.
- (762 Bytes) Downloaded 27 times
- pipapopinguin
- Posts: 34
- Joined: November 3rd, 2019, 10:36 am
Re: Reflection Modification
Thanks for the feedback. I already read your stuff some time ago, but I've only got around fixing the things now. Im not sure if I debugged the thing about units with missing "image=", because I've only tested it with the "fogclearer" unit, though I don't think it is a huge problem. I originally only wanted to add reflections to terrain, which also took the most amount of work, as I tried to undertsand how, for example, castles are even generated. The thing I added last was units reflecting themselves, which actually was the esiest part to code. Right now, I think I'll try to see how I can implement the changes to elevation, coming in the next version.
Re: Reflection Modification
I get the following warning in my terminal output from this add-on when running Wesnoth:
Code: Select all
20230314 15:52:47 warning preprocessor: Redefining macro VILLAGE_PROBABILITY without explicit #undef at ~add-ons/Reflection/reflection.cfg:532
included from ~add-ons/Reflection/_main.cfg:10
previously defined at core/terrain-graphics/new-macros.cfg:3851
included from core/_main.cfg:15
included from _main.cfg:18
Wesnoth-related GitHub repos:
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
General mods collection, SotBEEE, AToTBWaTD, The Earth's Gut, A Little Adventure, FtF
Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
- Atreides
- Posts: 935
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
Re: Reflection Modification
Still loving this mod.
Spotted an oddity I'd like to share. Not a bug I think just something unexpected, let's have a look at this screen cap:
Note how the reflection obscures (is above) the orb.
Spotted an oddity I'd like to share. Not a bug I think just something unexpected, let's have a look at this screen cap:
Note how the reflection obscures (is above) the orb.
-
- Posts: 25
- Joined: November 17th, 2023, 7:33 pm
good
- 1 of better addons/mods in 'modifications' category/section (not many of them have been made it seems)
- use this one
- seems bug free
- lots of positives of this one
many addons/mods 'modifications' category/section seem very buggy
in addons screen, there should be a section call 'beta' so all the very buggy ones can go there and not clutter the addon screen
addon screen hard to use, not user friendly
- use this one
- seems bug free
- lots of positives of this one
many addons/mods 'modifications' category/section seem very buggy
in addons screen, there should be a section call 'beta' so all the very buggy ones can go there and not clutter the addon screen
addon screen hard to use, not user friendly