Search found 19 matches

by Midoron
March 30th, 2008, 1:16 pm
Forum: Scenario & Campaign Development
Topic: How to paste with map editor?
Replies: 2
Views: 828

Re: How to paste with map editor?

Thanks a lot, I made it work now. But there is still one thing, which is also a reason why I had trouble to find out on my own. When switched to "paste mode", it is only every second(!) click the actually does a paste. The first, third, fifth (and so on) click does nothing. (If you want to check it:...
by Midoron
March 29th, 2008, 1:47 pm
Forum: Scenario & Campaign Development
Topic: How to paste with map editor?
Replies: 2
Views: 828

How to paste with map editor?

Hello, can someone please tell me how the paste function of the map editor is supposed to work? I can select an area, but if I choose 'copy' and then 'paste' nothing happens. My area is still selected, and if I move it around, it will leave a void hole behind. Must I specify a point where the paste ...
by Midoron
March 16th, 2008, 10:25 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.4
Replies: 43
Views: 14276

Re: Wesnoth 1.4

Thanks to everyone who contributed to 1.4.
Great Game!
by Midoron
January 19th, 2008, 12:15 pm
Forum: Art Contributions
Topic: Chasm Bridge
Replies: 91
Views: 27582

These bridges look really nice, good work!
by Midoron
October 20th, 2007, 11:47 am
Forum: Scenario & Campaign Development
Topic: Problems with Editor
Replies: 1
Views: 835

Problems with Editor

Hello all, I can't start the map editor, it just quits after this output: checking mode possible... 32 setting mode to 1280x960 locale could not be determined; defaulting to system locale set locale to set locale to entering while... creating map... error display: could not open image 'terrain/off-m...
by Midoron
July 22nd, 2007, 9:05 pm
Forum: Art Contributions
Topic: New Stone Path Tile
Replies: 66
Views: 20287

This is cool, I like it.
by Midoron
June 17th, 2007, 8:22 pm
Forum: Coder’s Corner
Topic: map editor in svn trunk
Replies: 3
Views: 1785

Well, currently it's revision 18339, but I have this problem for several weeks now (I'm updating roughly once a week).
O.k., since it's not a generally known development decision to drop the editor :-) , I'll have another look at my configuration.
by Midoron
June 17th, 2007, 12:54 pm
Forum: Coder’s Corner
Topic: map editor in svn trunk
Replies: 3
Views: 1785

map editor in svn trunk

Hello, I don't get the map editor binary any more when compiling the latest svn version. I'm using KDevelop for compiling and "--enable-editor" is set for the configure call. Is the editor broken or temporarily left out for some reason at the moment? Or is it just my local configuration problem? (I ...
by Midoron
February 25th, 2007, 12:50 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.2.2
Replies: 29
Views: 11376

The new mages are cool.
And the scroll speed in the lobby is really much better now.
Good work!
by Midoron
January 28th, 2007, 10:43 am
Forum: Art Contributions
Topic: longbowman death sequence
Replies: 5
Views: 3061

sorry:
" ( as in frames 5 - 8 ) "

( stupid smiley expansion ! )
by Midoron
January 28th, 2007, 10:25 am
Forum: Art Contributions
Topic: longbowman death sequence
Replies: 5
Views: 3061

Regarding the bow: I'm not a bowman myself, but as far as I know, a bow is curved because it is under tension. If you detached or cut the string (as in frames 5-8), the bow will straighten or even curve slightly in the opposite direction. A bow with detached string definitively does not look like a ...
by Midoron
January 7th, 2007, 9:13 pm
Forum: Faction & Era Development
Topic: Spacenoth: New Year's Alpha released!
Replies: 64
Views: 14631

I just had a look at the spacenoth demo campaign. Really nice so far. Will Spacenoth remain a pure Wesnoth campaign or will you fork the whole project later on? I was really amazed, it's also a good demonstration for how far you can tweek/customize the Wesnoth "engine". I just didn't like the keep a...
by Midoron
December 30th, 2006, 2:25 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.2
Replies: 31
Views: 13099

A big thank you to all developers and contributors for this great game.
by Midoron
December 16th, 2006, 1:52 pm
Forum: Art Contributions
Topic: New dwarven door
Replies: 14
Views: 5203

Nice, they look much better.
by Midoron
October 25th, 2006, 8:42 pm
Forum: WML Workshop
Topic: How to allow only one unit per turn to move/attack?
Replies: 10
Views: 1932

I think you could make the game think a unit has already attacked by doing: {MODIFY_UNIT description=Jack max_attacks 0} To set only attacks_left or only max_attacks to zero doesn't work. You have to set attacks_left to zero and then also max_attacks to zero, then the unit appears as if it has atta...