Wow, I noticed a nice upgrade to the add-on, it now no longer reflects onto land. I'd noticed that from the start but decided not to mention it since I figured it might be unfixable. Glad to see it is not.
I did notice a new bug though. It seems that if you turn the mod off (say for a huge map where perhaps it might be wise to run as "bare" as possible for speed) it actually still reflects castles!
Being a curious cat I dove into the code and I noticed an alarming fact. Some of the code is at top level and will be loaded always.
A sample:
There is another similar chunk after the wall:ref macro ends
This is in reflection.cfg which is loaded by the main.cfg. Should the part between the macros not be inside the modification tag inside a start event? And the macros moved to the macros.cfg. That'd only load it if the mod is toggled on.
I did notice a new bug though. It seems that if you turn the mod off (say for a huge map where perhaps it might be wise to run as "bare" as possible for speed) it actually still reflects castles!
Being a curious cat I dove into the code and I noticed an alarming fact. Some of the code is at top level and will be loaded always.
A sample:
Code:
[/terrain_graphics]#enddef#Castles#Some tiles, such as encampments, have other types of images and needed adjustment for that{CASTLE:REFLECTION Ch castle/castle}{CASTLE:REFLECTION Kh castle/keep}{CASTLE:REFLECTION Cha castle/snowy/castle}{CASTLE:REFLECTION Kha castle/snowy/keep}{CASTLE:REFLECTION (Kme,Cme) castle/aquatic-camp/castle}[terrain_graphics] map=", **, *, 2*, *, 1*, *, *"[tile]pos=1type=Cme[/tile][tile]pos=2type=!,C*,K*[/tile][image]name=castle/aquatic-camp/castle@V-convex-br.png~FL(vertical)~O(40%)layer=-483center=117,200variations=";2;3;4;5;6"[/image][image]name=castle/aquatic-camp/castle@V-convex-bl.png~FL(vertical)~O(40%)layer=-483center=63,228variations=";2;3;4;5;6"[/image][/terrain_graphics]{CASTLE:REFLECTION (Kte,Cte) castle/troll/regular CAMPADJUSTMENT=218}{CASTLE:REFLECTION Cm castle/aquatic-castle/castle}[terrain_graphics] map=", **, *, 2*, *, 1*, *, *"[tile]pos=1type=Cm[/tile][tile]pos=2type=!,C*,K*[/tile][image]name=castle/aquatic-castle/castle@V-concave-br.png~FL(vertical)~O(40%)layer=-483center=117,200variations=";2;3;4;5;6"[/image][image]name=castle/aquatic-castle/castle@V-concave-bl.png~FL(vertical)~O(40%)layer=-483center=63,228variations=";2;3;4;5;6"[/image][/terrain_graphics]{CASTLE:REFLECTION Km castle/aquatic-castle/keep}{CASTLE:REFLECTION Cv castle/elven/castle}{CASTLE:REFLECTION Kv castle/elven/keep}{CASTLE:REFLECTION Cvr castle/elven-ruin/castle}{CASTLE:REFLECTION Kvr castle/elven-ruin/keep}{CASTLE:REFLECTION Cva castle/winter-elven/castle}{CASTLE:REFLECTION Kva castle/winter-elven/keep}{CASTLE:REFLECTION Co castle/orcish/fort}{CASTLE:REFLECTION Ko castle/orcish/keep}{CASTLE:REFLECTION Coa castle/winter-orcish/fort}{CASTLE:REFLECTION Koa castle/winter-orcish/keep}{CASTLE:REFLECTION Cd castle/sand/castle}{CASTLE:REFLECTION Kd castle/sand/keep}{CASTLE:REFLECTION Cdr castle/sand/ruin-castle}{CASTLE:REFLECTION Kdr castle/sand/ruin-keep}{CASTLE:REFLECTION (!,Chr,Chs,Ce*,Ke*,!,Ch*) castle/sunken-ruin}{CASTLE:REFLECTION (!,Khr,!,Kh*) castle/sunkenkeep}{CASTLE:REFLECTION Cf*,Kf* castle/outside-dwarven/dwarven-castle}{CASTLE:REFLECTION Cfa,Kfa castle/winter-dwarven/dwarven-castle}{CASTLE:REFLECTION Cfr,Kfr castle/ruin-dwarven/dwarven-castle}{CASTLE:REFLECTION (Cud*,Kud*) castle/dwarven-castle}{CASTLE:REFLECTION Ce,Ke castle/encampment/regular CAMPADJUSTMENT=218}{CASTLE:REFLECTION Cer,Ker castle/encampment-ruin/regular CAMPADJUSTMENT=218}{CASTLE:REFLECTION Cea,Kea castle/encampment/snow CAMPADJUSTMENT=218}{CASTLE:REFLECTION Ket* castle/encampment/tall-keep}###{CASTLE:REFLECTION Cha castle/keep}#define WALL:REFLECTION TYPE IMAGEPATH
This is in reflection.cfg which is loaded by the main.cfg. Should the part between the macros not be inside the modification tag inside a start event? And the macros moved to the macros.cfg. That'd only load it if the mod is toggled on.
Statistics: Posted by Atreides — Yesterday, 5:41 pm