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New bushes, trees (Oaks, firs, Birch) by Big Tiger, as well as new cliffs, and…
Concern RaisedrP22383

Description

New bushes, trees (Oaks, firs, Birch) by Big Tiger, as well as new cliffs, and decals.

Details

Auditors
elexis
Committed
StanJun 17 2019, 8:22 PM
Parents
rP22382: [i18n] Updated POT and PO files.
Branches
Unknown
Tags
Unknown
Build Status
Buildable 7991
Build 13006: Post-Commit Build (Data only)Jenkins

Event Timeline

elexis added a subscriber: elexis.Wed, Jun 26, 1:54 AM

Promotional screenshot at https://wildfiregames.com/forum/index.php?/topic/25431-task-trees/&do=findComment&comment=378033

Modified templates:

flora_bush_temperate.xml	
flora_tree_dead.xml	
geology_stonemine_temperate_quarry.xml

Added templates:

flora_bush_temperate_winter.xml	
flora_bush_tropic.xml	
flora_tree_euro_birch.xml	
flora_tree_fir.xml	
flora_tree_fir_winter.xml	
flora_tree_maple.xml	
flora_tree_temperate.xml	
flora_tree_temperate_autumn.xml	
flora_tree_temperate_winter.xml	
flora_tree_tropic_rainforest.xml

Modified actors:

oak.xml
stonemine_granite.xml
berry_bush.xml
forage_grapes.xml

(Wouldn't have objected to seperating it a bit more)

From todays #0ad-dev:

(11:40:04 PM) elexis: Stan`: rP22383 forum thread?
(11:40:48 PM) Stan`: Mostly PM

(The origin of the cliff isn't at it's center, so might be a bit difficult to place.)

I missed those birch trees since a long time, these are very good ones!

New decals:

dirt_path_detail.xml
dirt_path_fork_detail.xml
dirt_road_detail.xml
dirt_road_winter_detail.xml
ground_beach_decal_01.xml
ground_dirt_decal_01.xml
ground_edge_dirt_decal.xml
ground_edge_dirt_decal_large.xml
ground_edge_grass_dirt_decal.xml
ground_edge_grass_dirt_decal_large.xml
ground_edge_snow_dirt_decal.xml
ground_edge_snow_dirt_decal_large.xml
ground_giant_puddles.xml
ground_grass_dirt_decal.xml
ground_grass_stone_decal.xml
ground_ice_decal.xml
ground_large_puddles.xml
ground_leaves_decal_01.xml
ground_puddles.xml
ground_stream_decal.xml
ground_tree_decal_01.xml
elexis raised a concern with this commit.EditedTue, Jul 2, 2:09 PM

./gaia/geology_stonemine_temperate_quarry.xml looks a bit out of place and chonky (correct me if it's an argumentum ad antiquitatem). I don't mind the actor looking that way, but I'm not sure if the actor should be used for that specific entity template and/or biome. It looks more like it was meant to be placed in proximit to hills. refs https://wildfiregames.com/forum/index.php?/topic/25612-mines-stone-and-metal/&tab=comments#comment-372084

Previous:

This commit now has outstanding concerns.Tue, Jul 2, 2:09 PM
elexis added a comment.Tue, Jul 2, 8:24 PM

The grape actor was replaced for the existing grapes entity, again I don't disagree with the new model being available for placement, but I wonder whether it was a conscious decision to replace it on all maps, or whether the assumption that the new one works the same way in all existing placement holds.
The primary difference between the previous and new actor is that the previous one could be found in the wild, but the new one only at a place where humans planted them, so that changes the meaning of the environment.

So
(1) it wasn't checked whether the replacement for all maps was compatible and
(2) the old actor was deleted, but it was good, no reason to delete it, and some maps would be better off with that old actor.

One example where it does fit better is Greek Acropolis (4), I think the fences that were placed there may be removed or repositioned? Not so important as it looks acceptable.

But for Jebel Barkal I'm not sure whether wild berries didn't look better. If it was humans planting them there, the angles wouldn't be so random.