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Make sense of the Mushroom Grove replacement mess in Wesnoth 1.16 #83
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irydacea
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Long story short, after octalot's proposed fix I decided to have a closer loook at the Mycelium/Deprecated Mushroom Grove terrain graphics rules in Wesnoth master right now, and it turns out that the Mycelium base graphics are drawn in a Surprising™ fashion: {NEW:BASE Tb,*^Uf* forest/mushroom-base LAYER=-319} Which means that in order to actually get our transitions into Mycelium/MG, we need to draw on a higher layer than Mycelium's. So in 1.16 we need two different rules for each Dark Hive variation: one to avoid drawing transitions in the wrong layer (which will set the transition flag early) and another to force a different layer for those terrains specifically. How this will play out when both rules come into effect within the same vicinity is unbeknownst to me at this time. I don't think there are any situations where we'll see Mycelium neighbouring one of the terrains blacklisted by the base rule, however, at least not in IftU and AtS. Closes #11. CC: project-ethea/Invasion_from_the_Unknown#73 CC: project-ethea/After_the_Storm#83
In 1.13 I created a mask file with the editor after changing to exclusive 1.13 terrain, and applied it in a prestart event behind an #ifver. But … I did it for two or three cases … not all scenarios. Not worthy it. |
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Wesnoth 1.16 marks the old Mushroom Grove overlays (
^Uf
,^Ufi
) as deprecated in favour of several new terrains including the Mycelium base (Tb
) and the new Mushroom Grove overlays (^Tf
,^Tfi
).This is a rather confusing task and there's no easy way to get it out of the list without harming Wesnoth 1.14 support in some way, so this should only be dealt with once Wesnoth 1.14 support is no longer necessary (i.e. at some point after Wesnoth 1.16.0 is released).
(Do not add this to #71.)
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