New Alternate Arts for SHP objects

Bug #895213 reported by Bug Importer
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
DCoder DCoder

Bug Description

I think it would be cool to extend all the art so to extend to the other theatres.

[SEAL]
AlternateArcticArt=yes ;looks for SEALA
AlternateDesertArt=yes ;looks for SEALD
AlternateLunarArt=yes ;looks for SEALL
AlternateUrbanArt=yes ;looks for SEALU
AlternateNewUrbanArt=yes ;looks for SEALN

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in; DCoder wrote in revision 414:
Fixed issue #599 - ;rules
[techno]
Image=JUNK
AlternateTheaterArt=yes will make the unit load artmd section [JUNKA] on arctic, [JUNKD] on desert, and so on according to theater, if any of those sections doesn't exist, it will fall back to [JUNK]. Quite like AlternateArcticArt was, just automatic and smarter.
Fixed issue #803 - all NewTheater=yes filenames starting with a-zA-Z get their second letter translated per theater.

This change pertains to Ares 0.2. It does not affect the upcoming Ares 0.1.

Related to issue 599,803 .
SVN: http://svn.renegadeprojects.com/listing.php?repname=Ares&path=%2Ftrunk%2F&rev=414&sc=1

Revision history for this message
Chanterier (speederyr) wrote :

Will this work for units as well?

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

Didn't you notice the words "will make the unit" in the above post?

Revision history for this message
Chanterier (speederyr) wrote :

Snow image logic was originally for infantry and SEAL was used as example in feature request, so I want to make sure if this is now available for both infantry and vehicletypes.

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

I can't speak for DCoder, but I would assume that since he said "unit" rather than specifically "vehicle" or "infantry" he means all kinds of units (which include vehicles and infantry).

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

It works for SHP art on Infantry, Vehicles and Buildings, like AlternateArcticArt did.
Aircraft can't use SHP art so they're irrelevant, and voxels never used this system, introducing it would complicate things a lot - if you want that, open a new issue and suggest how that should interact with turrets, FV turrets, WO versions, and future APCW logics...

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in; Renegade wrote in revision 550:
Merging 0.2 branch into trunk.

issue #599 and issue #803: AlternateTheaterArt & NewTheater - transferred AlternateTheaterArt property and Hooks.Art.cpp; this was written by D and looks complete - since it's marked as resolved, I'll assume that's all I need to do.

issue #733: KillDriver - basic implementation, lacking (proper) handling of specific operators, but *should* work in general - unless there are silly mistakes I made. Only tests (and raging compilers) will tell.

P.S.: For confused newbies: This is internal and only for testers. These changes are not in the public, stable release.
SVN: http://svn.renegadeprojects.com/listing.php?repname=Ares&path=%2Ftrunk%2F&rev=550&sc=1

Revision history for this message
pd (pdmail) wrote :

Is it coded dynamically?
I do believe there will be the ability to add theaters in the future, so an "object-oriented" alternative approach might be wanted here.

Something like:
Art.TEMPERATE=
Art.SNOW=
Art.DESERT=
Art.MYNEWTHEATER=

I assume that the final letters (A, D, L etc.) are already taken from the theater data and are not hardcoded.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Adding theaters is planned, but your approach sounds like overkill to me.

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

It works as currently designed in the latest revision (0.1.572).

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