Search found 21 matches
- May 1st, 2008, 4:44 am
- Forum: Mainline Campaign Development
- Topic: [Historical] Make Heir to the Throne the default campaign?
- Replies: 21
- Views: 24223
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.
Rusty.
- June 12th, 2007, 5:03 am
- Forum: Coder’s Corner
- Topic: How unit_map should work
- Replies: 8
- Views: 4793
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...
- June 12th, 2007, 2:50 am
- Forum: Coder’s Corner
- Topic: How unit_map should work
- Replies: 8
- Views: 4793
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...
- June 8th, 2006, 3:14 am
- Forum: Technical Support
- Topic: why are all autosaves gone?
- Replies: 37
- Views: 6897
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...
- June 7th, 2006, 12:08 pm
- Forum: Technical Support
- Topic: why are all autosaves gone?
- Replies: 37
- Views: 6897
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...
- June 7th, 2006, 4:17 am
- Forum: Coder’s Corner
- Topic: Wesnoth performance and optimization (trunk)
- Replies: 5
- Views: 3667
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...
- June 4th, 2006, 11:37 am
- Forum: Music & Sound Development
- Topic: Music Ideas!
- Replies: 26
- Views: 10737
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... M...
- June 3rd, 2006, 2:12 am
- Forum: Users’ Forum
- Topic: 1.1.4 Autosave feature
- Replies: 36
- Views: 6640
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...
- June 2nd, 2006, 10:55 am
- Forum: Users’ Forum
- Topic: 1.1.4 Autosave feature
- Replies: 36
- Views: 6640
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 PI...
- May 29th, 2006, 3:07 pm
- Forum: Ideas
- Topic: dynamic array-like string variables (WML) for translations
- Replies: 8
- Views: 2288
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 &quo...
- May 29th, 2006, 1:43 pm
- Forum: Ideas
- Topic: dynamic array-like string variables (WML) for translations
- Replies: 8
- Views: 2288
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...
- May 28th, 2006, 4:55 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.1.3
- Replies: 68
- Views: 27329
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 ...
- March 29th, 2006, 2:05 am
- Forum: Ideas
- Topic: wml for damage/heal floating text
- Replies: 6
- Views: 1869
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...
- March 23rd, 2006, 8:44 pm
- Forum: Users’ Forum
- Topic: New user Campaign - Heiress to the Throne
- Replies: 21
- Views: 4807
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...
- March 23rd, 2006, 3:42 am
- Forum: Users’ Forum
- Topic: New Tutorial
- Replies: 12
- Views: 3141
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...