Abyss
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- Posts: 837
- Joined: April 14th, 2005, 4:17 am
It doesn't work for me. I get a bunch of missing transitions; I think it is all of the concave transitions missing.
This is the code I use. (I have the abyss use letter "@", since "x" is taken in my campaign.) Am I doing something wrong?
This is the code I use. (I have the abyss use letter "@", since "x" is taken in my campaign.) Am I doing something wrong?
Code: Select all
#abyss
{TERRAIN_BASE_PROB_FL @ stars5 20 base -100}
{TERRAIN_BASE_PROB_FL @ stars4 50 base -100}
{TERRAIN_BASE_PROB_FL @ stars 50 base -100}
{TERRAIN_BASE_PROB_FL @ stars3 20 base -100}
{TERRAIN_BASE_FL @ stars2 base -100}
{TERRAIN_ADJACENT_CORNER @ @ !@ 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER !@ @ @ 56,68 chasm-concave}
{DISABLE_TRANSITIONS @}
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
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- Art Contributor
- Posts: 85
- Joined: June 11th, 2005, 2:22 pm
He's back!
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
change "aliasof=X" to "aliasof=W" in stars.cfg.turin wrote:My question is, will they function as an alias of cavewall, or chasm? As an alias of cavewall makes the most sense, since no one would want to fly over that, but it might be chasm...
Preferably this terrain should not be used in scenarios with flying units.
The terrain letters "x", "y" and "z" are reserved for campaigns. "@" should work though. The line
Code: Select all
{TERRAIN_ADJACENT_CORNER @ @ !@ 52,76 chasm-convex}
Code: Select all
{TERRAIN_ADJACENT_CORNER @ !@ !@ 52,76 chasm-convex}
as long as you don't explain it .Assasin wrote:i could so use this for the dark elves...
I just uploaded a new version of the zip file (get it from the first post in this topic (or here)). Only difference is that I included the chasm graphics, so you shouldn't need wesnoth 1.1-svn to make it work. Someone had already invalidated my stars.cfg by changing the name of the chasm icon in svn anyway .
It is up to the scenario designer (c.f. turin's quote above, emphasis added). I wouldn't fly over that. If the scenario designer thinks it makes sense, it makes sense. Period.yobbo wrote:change "aliasof=X" to "aliasof=W" in stars.cfg.turin wrote:-- an alias of cavewall makes the most sense, since no one would want to fly over that --
Preferably this terrain should not be used in scenarios with flying units.
And, to avoid all unnecessary fuss, I will once again quote the wise words of yobbo, who wrote:Never ever try to explain why there's a hole in the world. Plot-wise, just ignore it. It's the most natural thing ever.
Ah. I see what my error was... (even if I have no clue what it meant.)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Hmm, if I had some flying units and a starry abyss I would:guest wrote:It is up to the scenario designer (c.f. turin's quote above, emphasis added). I wouldn't fly over that. If the scenario designer thinks it makes sense, it makes sense. Period.
1) Think "wow, I wonder if I can fly over that"
2) Try to fly over it
3) Start thinking too hard about the precise mechanics of a hole in the world
Anyway, yeah if it works it works.
I'd love to explain - but well, you probably don't really want to know .turin wrote:Ah. I see what my error was... (even if I have no clue what it meant.)