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General changes-
Add references for female SUNBURN
Fix the second reference of FLOWERS to correctly reference ROSEBUDS.
Remove duplicate reference for bio_adrenaline
Add references for eye colours added by DDA.
Many many revisions to the tiled overmap.
-There should be no more letters used instead of actual tiles.
-Many buildings given references so they no longer appear like the mapgen it was templated from. (Farms were particularily troublesome for this.)
-Many buildings adjusted to look more accurate, such as by adding parking lots, roads, and open sky tiles in appropriate sections. (The Military Base is probably the best example.)
-Some changed entirely. (The Private Resort looked very strange as a cluster of houses.)
Fixed the many incorrect uses of weighted variants instead of rotations.


Changes for BN-
Add references for overmap_path
Add reference for the auger tool.
Add references for AoE buckshot.
Add references for the standard/large storage battery furniture.
Add references for the improved solar panel furniture.
Add references for the bionics BN absorbed from Aftershock (bn_bio_solar, etc)
Add missing overlay_wielded tiles bot_turret_light, bot_turret_medium, bot_turret_longrange
Add missing overlay_wielded tiles broken_turret_light, broken_turret_medium, broken_turret_longrange
Add references to small/medium quadruped armors


Changes for mods-
Add references for the Packed AT4 mod.
Add references for bio_armor_feet and bio_armor_hands from the CBM Fixes mod.
Add tiled overmap references for the buildings in the vampire stuff redone mod.


Changes to image files-
normal_character.png:
Remove the lower front section from the female long hairs. It ends up looking more like a long chin or beard.

normal_items.png:
Remove the red aura from the overlay_wielded RMES laser. The non-wielded tile doesn't have this aura, nor does either CMES tile.
Remove the black line under the front of the light, medium, heavy, and winter survivor hood.
-It looked like a big unibrow on its own, and caused very noticable graphical clipping when worn with night-vision goggles.

normal_stuff.png:
Rotate the landscaping supply store tiles 180 degrees to ensure they display properly with BN's tile rotation change. Changing the config alone was insufficient.
Mirror the double-wide house fourth tide vertically. It appears to have been an error.
-It does not exactly match when changing z level up to the roof version, but it is better than having it entirely wrong.



todo-
update the base tileset
Add tile or alias for PATCHSKIN1/PATCHSKIN2

large_stuff.png lacks an open-sky tile for backgrounds:
-Change background for military base tower overmap to open sky
-Change background for fire watch tower overmap to open sky
-Change background for migo-tower overmap to open sky
-Change background for 2storyModern overmap to open sky
-Change background for radio tower overmap to open sky
-Change background for cs_car_showroom_2ndfloor and cs_car_showroom_roof to open sky.

large_stuff.png forces a background for several tiles:
-Change background for loffice_tower overmap to open sky
-Change background for lighthouse overmap to open sky
west facing urban_3_3 tile is abit funky


Add in star fort overmap


Add f_cardboard_door, f_cardboard_door_o, f_cardboard_floor, f_cardboard_roof
-tileset lacks for these


s_lightindustry might be broken
-bn doesn't have it, so the tiles are untested


todo-new--
chemical_lab, chemical_lab_roof
chemical_lab_ocu, chemical_lab_ocu_roof

lumbermill_0_0, lumbermill_1_0, lumbermill_0_1, lumbermill_1_1
lumbermill_0_0_ocu, lumbermill_1_0_ocu, lumbermill_0_1_ocu, lumbermill_1_1_ocu

orchard_processing, orchard_processing_roof
orchard_stall, orchard_stall_roof

urban_19_1, urban_19_2 (two-wide-house-basement)
urban_19_3, urban_19_4 (two-wide-house-ground)
urban_19_5, urban_19_6, urban_19_7, urban_19_8, urban_19_9, urban_19_10 (two-wide-house-elevated)
urban_19_11, urban_19_12 (two-wide-house-roof)