Search found 790 matches

by tsr
May 10th, 2013, 1:22 pm
Forum: Multiplayer Development
Topic: Desirable support for multiplayer campaigns
Replies: 14
Views: 5263

Re: Desirable support for multiplayer campaigns

Hi, looking at your proposal I see that you are concerned with what matters: stability and consistency, /me likes Aside from that I would love and this would be a killer feature for me to actually get back into the Wesnoth community and do stuff is if it was possible to split and branch in MP-campai...
by tsr
June 9th, 2010, 6:00 am
Forum: Art Development
Topic: Saurian Commission Request (Closed)
Replies: 16
Views: 7794

Re: Pending Open Commission for Sprite Animation

Hm, I'm neither a spriter or have english as a primary language, but to me the 'ad' is confusing. It is not clear to me what work is asked for. Do you want just a NE-standing frame for the skirm, the skirm line or the full two lines? Do you also want full animations for the previously mentioned? Wha...
by tsr
June 4th, 2010, 7:43 am
Forum: Coder’s Corner
Topic: file names, directories and case sensitivity
Replies: 16
Views: 4307

Re: file names, directories and case sensitivity

Hm, couldn't you force it from wesnoths side anyway? When reading WML-paths require that path and file names are in lowercase and using forward slashes as separators? Raise an error if either (or both) of the following occur: - the wml-preprocessor encounters a path like "~/add-ons/Blaha/UtIls....
by tsr
May 12th, 2010, 6:02 pm
Forum: WML Workshop
Topic: Fish out of water
Replies: 6
Views: 1472

Re: Fish out of water

Hm, I'm not really good at WML without testing, but I see 2 things that strike me as weird: - In the location filter you should probably reorder the not-filter to filter-not - I don't think WML is capable of computing stuff on the go like you do for the random-assignment, I think you must: {SET_VARI...
by tsr
May 7th, 2010, 5:45 pm
Forum: Art Contributions
Topic: Khalifate facelift: Redux
Replies: 387
Views: 151450

Re: Kalifa facelift

Thanks! (I envisioned you using map-labels assuming the screenshot was from ingame, but this works even better). Wow, I really start to like these, very nice touch of having separate base units leveling into the same thing, cool touch. Well done Noy and whoever else is involved in the actual units. ...
by tsr
May 7th, 2010, 12:20 pm
Forum: Art Contributions
Topic: Khalifate facelift: Redux
Replies: 387
Views: 151450

Re: Kalifa facelift

I like where this is going.

Do you think you could label the units in the screenshot? I have no idea what different units are supposed to be so it is hard to follow the development...

/tsr
by tsr
May 7th, 2010, 12:17 pm
Forum: Multiplayer Development
Topic: Wesnoth Collaborative Editor
Replies: 17
Views: 6010

Re: Wesnoth Collaborative Editor

No worries, it is rather hard to use at the moment ( iirc ). I am working on an updated version (my plans for it didn't really work out - using mainly lua) but it will take some time. Later (not saying any specific time) I will post a HowTo for enabling this in your maps (I seem to remember that the...
by tsr
May 4th, 2010, 3:46 pm
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 97281

Re: Swamplings

Follow up comments... Well, imho opinion it works nice right now, just saying that it might fit a bunch of swamp dwelling goblins to actually be able to move through swamp ;) Yes that is true. But there's also something attractive about sticking to the default units. I need to spend more time think...
by tsr
May 4th, 2010, 7:08 am
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 97281

Re: Swamplings

Follow up comments... 1. Lower the movement? They're too zippy? Wow, okay. Hmm, now I'm not sure what would be best. Well, imho opinion it works nice right now, just saying that it might fit a bunch of swamp dwelling goblins to actually be able to move through swamp ;) 2. If Ronry starts out at full...
by tsr
May 3rd, 2010, 8:35 pm
Forum: Users’ Forum
Topic: AI in the start-phase of new game
Replies: 4
Views: 1649

Re: AI in the start-phase of new game

I remember talking about this a few releases back and then it resulted in all mainline mp-scenarios getting an appropriate [side][ai]villages_per_scout=X[/ai][/side] value. Now that you mention it is seems it might not work as intended anymore, I can't really say when it could have changed, I don't ...
by tsr
May 3rd, 2010, 9:53 am
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 97281

Re: Swamplings

Some feedback... I played on the middle difficulty - maybe I should have played on the hardest one, but anyway: some thoughts per scenario. 1. I like how you can't really move faster here. If you are planning to redo anything I'd say: more swamp and lower the movement on swamp to 2 (but only swamp, ...
by tsr
May 1st, 2010, 10:25 pm
Forum: Ideas
Topic: Implement the Wesnoth Ladder
Replies: 49
Views: 25609

Re: Implement the Wesnoth Ladder

One "small" feature that I think is lacking in wesnoth and that imho must be included if you are going to create an integrated ladder is: "surrender". If players can't tell the game that they surrender there isn't any other way but to kill the leader to determine if the save-game...
by tsr
April 22nd, 2010, 10:22 am
Forum: Users’ Forum
Topic: [Request]Reduce RNG influence
Replies: 77
Views: 18729

Re: [Request]Reduce RNG influence

OT? (feel free to split if deemed necessary): @krotorp: This is actually a very nice idea, I suppose it can be gambled, but if you don't make it too quick I think you wont manage to keep tabs of everything. Did you already have have an idea for how to alter the CtH? I might even try to implement thi...
by tsr
April 16th, 2010, 4:32 pm
Forum: Game Development
Topic: Using CC art in a Wesnoth Addon?
Replies: 8
Views: 2957

Re: Using CC art in a Wesnoth Addon?

Well, you could start an alternate (non-officially-supported) add-on-server...

/tsr