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Bad decals below destroyed urban buildings on non-urban landscapes #3354

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wzdev-ci opened this issue Mar 22, 2012 · 14 comments
Open

Bad decals below destroyed urban buildings on non-urban landscapes #3354

wzdev-ci opened this issue Mar 22, 2012 · 14 comments

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type_bug | by NoQ


If a non-urban map has some urban buildings in it, and those buildings are destroyed, weird decal tiles appear below them. On urban, correct tiles appear (but i'm still surprised to see only a few of them).


Issue migrated from trac:3354 at 2022-04-16 09:40:31 -0700

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NoQ uploaded file wz2100-20120322_145945-Emergence-T1.jpg (366.1 KiB)

wz2100-20120322_145945-Emergence-T1.jpg

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Per commented


Are you sure this is not a problem with the map (or the map editor making it)?

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NoQ commented


Map editor can't make it, since it doesn't control which tiles are decals and which tiles aren't decals. No, this particular tile doesn't show up when i open the map in the map editor.

This is probably related to the fix in http://developer.wz2100.net/ticket/3155 ...

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Per commented


The map format does not really have a concept of decals. Urban buildings are features, so I do not see how adding features to the map should change the underlying terrain.

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NoQ changed _comment0 which not transferred by tractive

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NoQ commented


The map format does not really have a concept of decals.
That's exactly my point (: A tile of obviously-non-decal type couldn't have become a decal just because the map is like that, and this tile is not even present in this place on the map (there is dirty track there instead).

But #3155 says that something does get changed when the buildings are destroyed:

Make sure we clear the tile with the feature on it after it has been destroyed.
But i'm not sure this is related.

Also, the icecap tile that had suddenly appeared has number 54, and tile 54 of urban tileset is exactly the black garbage that is found below destroyed buildings.

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cybersphinx commented


So we need not only universal features, but also universal decals it seems.

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NoQ commented


Universal textures! Allow mixing textures from different tilesets and see the amazing maps! (:

Joking. On the other hand, i don't mind if the map mentioned in #3155 breaks; i'll just need to fix the map, which is not hard. Universal behaviour in this sort of situations could be nice but i didn't found it necessary (but i still don't really understand what that patch does).

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cybersphinx commented


#3155 sounds unrelated, it just clears some flag so the tile is marked as passable. But since the rubble is from decals, and the decals are tileset (or whatever name is applicable now) based, we need a rubble decal in every tileset if we allow all features on all tilesets. Or we just do away with tilesets completely and allow everything on every map, but I guess that'll need more work.

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wzdev-ci commented Apr 9, 2012

cybersphinx changed milestone from unspecified to 3.1

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wzdev-ci commented Apr 9, 2012

Per commented


I think this cannot be fixed in 3.1 without upsetting some rather fragile code and data, so I think we should fix it in master only.

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NoQ changed _comment0 which not transferred by tractive

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NoQ commented


Just realized that in fact there is an easy workaround.
Simply replace tertilesc1hw-*/tile-54.png and tertilesc3hw-*/tile-54.png with tertilesc2hw-*/tile-54.png and it will at least look correctly. It will not break the looks of anything else because tile No.54 is not a decal tile in arizona or rockies.

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NoQ commented


The above comment is incorrect; Tile No.54 is a decal in rockies since the merging of cliff decals.

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