Search found 21 matches

by rusty
May 1st, 2008, 4:44 am
Forum: Mainline Campaign Development
Topic: [Historical] Make Heir to the Throne the default campaign?
Replies: 21
Views: 12676

Re: Make Heir to the Throne the top/main/default campaign?

Definitely agreed, and not just because I cut my teeth on HttT. It serves as a gentle introduction, and would allow the tutorial to be shortened and focussed to "getting them to HttT, which will teach the rest as they go".

Rusty.
by rusty
June 12th, 2007, 5:03 am
Forum: Coder’s Corner
Topic: How unit_map should work
Replies: 8
Views: 3923

Okay, an ammendment to accomodate rusty's issue. Give every unit a unique ID. (I will leave out implementation details for now). Leave things as I described, however the iterator also holds the ID of the current unit as well as the location. When we do the find() on the map we check the ID is equal...
by rusty
June 12th, 2007, 2:50 am
Forum: Coder’s Corner
Topic: How unit_map should work
Replies: 8
Views: 3923

Re: How unit_map should work

At the moment unit_map is essentially a std::map<location,unit*>. This has issues because any time a WML event is fired, the unit map may be modified, and this can potentially invalidate any iterators into the unit map. Using an invalid iterator can cause the program to crash or do other nasty thin...
by rusty
June 8th, 2006, 3:14 am
Forum: Technical Support
Topic: why are all autosaves gone?
Replies: 37
Views: 4943

Autosaves ideas

I would suggest the following change: label autosaves with the name of the scenario, something like "Autosave-Turn3-The_Elves_Besieged.cfg". Delete Autosaves from Autosave-*-The_Elves_Besieged.cfg when and only when you complete the scenario victorious and are presented with the option to save your...
by rusty
June 7th, 2006, 12:08 pm
Forum: Technical Support
Topic: why are all autosaves gone?
Replies: 37
Views: 4943

Greetings from the author of the new autosave code!

Hi all! Autosaves used to irritate me because often the end of last turn is not far enough back when you misread Objectives, and also I wanted a convenient menu option. After discussion, this was filed on bugs.wesnoth.org as a feature request, which I then implemented. A menu option makes far more s...
by rusty
June 7th, 2006, 4:17 am
Forum: Coder’s Corner
Topic: Wesnoth performance and optimization (trunk)
Replies: 5
Views: 3091

Wesbench

Along similar lines, I'm working on Wesbench. The idea is to create a set of scenarios, each of which tests a seperate thing. The current one tests scrolling, but I imagine scenarios which test: fog reveal: moving units through fog shroud reveal: moving units through shroud complex WML parsing scrol...
by rusty
June 4th, 2006, 11:37 am
Forum: Music & Sound Development
Topic: Music Ideas!
Replies: 26
Views: 8856

Re: Music Ideas!

Hello everyone, A first post for me! :D I like Aleksi's idea of "music for a boss, or a special situation". I think it should be used sparingly though, sometimes less is more. It might sound funny if one of your orchestral runs was cut in the middle when your leaders health went down... Maybe not. ...
by rusty
June 3rd, 2006, 2:12 am
Forum: Users’ Forum
Topic: 1.1.4 Autosave feature
Replies: 36
Views: 4750

Avoiding missing units...

Hi, I usually forget one unit - and that did not matter with earlier versions, because there were always the autosave from the end of the last turn. 'oops, forgot the scout AGAIN, no deal, load game and everything is fine'. This is gone, and this really sucks... I prefer the old method. If some poi...
by rusty
June 2nd, 2006, 10:55 am
Forum: Users’ Forum
Topic: 1.1.4 Autosave feature
Replies: 36
Views: 4750

Autosaves: every-turn is back

Hi all! Because of the crash reporting problem, I've reinstalled Auto-Save (with no number) at the beginning of every turn where there's no Auto-Save number . So you will see this in next version. Someone suggested I should not show it in the "load" list, but I think that's just being a PITA for no ...
by rusty
May 29th, 2006, 3:07 pm
Forum: Ideas
Topic: dynamic array-like string variables (WML) for translations
Replies: 8
Views: 1709

Tutorial strings revised..

Later (this evening hopefully) I will try to write a detailed report based on this tutorial. Not only because of the tutorial, but generally for campaign authors to avoid some common mistakes. Something like "how to make your campaign easy to localize". It will generally be a list of "Don't do this...
by rusty
May 29th, 2006, 1:43 pm
Forum: Ideas
Topic: dynamic array-like string variables (WML) for translations
Replies: 8
Views: 1709

Re: dynamic array-like string variables (WML) for translatio

While translating the new tutorial I keep running into problems with the way player names are represented. Normal campaigns just hard-wire them into messages strings, so there's no problem with them, you translate them with the whole text. But if name of some unit is in a variable, you can translat...
by rusty
May 28th, 2006, 4:55 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.1.3
Replies: 68
Views: 22709

New Autosave behaviour

Why is the autosave-function changed? Or is this a bug, if it saves to beginning of a round and sometimes even this not? Yeah, that's something else I noticed. It seems to save at either the start of turns or somewhere in the middle, also it only does this every three turns or so. I can't find any ...
by rusty
March 29th, 2006, 2:05 am
Forum: Ideas
Topic: wml for damage/heal floating text
Replies: 6
Views: 1448

Prefer an explicit option to unstore_init

Actually, I particularly want to use it in side turn events. The C++ code shouldn't be terribly difficult since it would be copying code that already exists. You're right; for example customized healing would need the feature to be usable in other events too. I'd suggest giving [print] a new option...
by rusty
March 23rd, 2006, 8:44 pm
Forum: Users’ Forum
Topic: New user Campaign - Heiress to the Throne
Replies: 21
Views: 3859

About HeiressTTT

Hi all, (1) Heiress to the Throne is a straight gender-inversion of HTTT; something of an experiment since we don't have any female-heroed campaigns 8( Naturally, this means it doesn't fit in the standard Wesnoth universe. (2) There are two versions: one for Wesnoth 1.0, and one for 1.1. The 1.0 ver...
by rusty
March 23rd, 2006, 3:42 am
Forum: Users’ Forum
Topic: New Tutorial
Replies: 12
Views: 2418

Those are both very stupid things to do, and if you do them both, you are stupid. The idea of the scenario is to do exactly what you're told. If you don't do that, you fail the mission. Fairly simple, and not, IMO, broken. The point of the tutorial is to teach. A tutorial shouldn't break when you d...