Map heightFactors above 100 are handled like heightFactor=heightFactor/100. By this you can have an effective heightFactor of 1.5 for a map now if you enter 150 in the map editor.
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@ -443,6 +443,9 @@ Checksum Map::load(const string &path, TechTree *techTree, Tileset *tileset) {
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}
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heightFactor= header.heightFactor;
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if(heightFactor>100){
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heightFactor=heightFactor/100;
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}
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waterLevel= static_cast<float>((header.waterLevel-0.01f)/heightFactor);
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title= header.title;
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maxPlayers= header.maxFactions;
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@ -988,10 +988,10 @@ void MainWindow::onMenuEditAdvanced(wxCommandEvent &event) {
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}
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SimpleDialog simpleDialog;
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simpleDialog.addValue("Height Factor", intToStr(program->getMap()->getHeightFactor()),"(lower means map is more more zoomed in)");
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simpleDialog.addValue("Water Level", intToStr(program->getMap()->getWaterLevel()),"(water is visible below this, and walkable until 1.5 less)");
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simpleDialog.addValue("Cliff Level", intToStr(program->getMap()->getCliffLevel()),"(neighboring fields with at least this heights difference are cliffs)");
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simpleDialog.addValue("Camera Height", intToStr(program->getMap()->getCameraHeight()),"(you can give a camera heigth here default is 0 ;ignored if <20)");
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simpleDialog.addValue("Height Factor", intToStr(program->getMap()->getHeightFactor()),"lower means more hill effect. Numbers above 100 are handled like this:\nx=x/100 ,so a 150 will mean 1.5 in the game.");
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simpleDialog.addValue("Water Level", intToStr(program->getMap()->getWaterLevel()),"water is visible below this, and walkable until 1.5 less");
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simpleDialog.addValue("Cliff Level", intToStr(program->getMap()->getCliffLevel()),"neighboring fields with at least this heights difference are cliffs");
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simpleDialog.addValue("Camera Height", intToStr(program->getMap()->getCameraHeight()),"you can give a camera heigth here default is 0 ;ignored if <20");
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if (!simpleDialog.show("Advanced")) return;
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try {
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