Search found 5765 matches
- December 6th, 2019, 9:13 pm
- Forum: Developers’ Discussions
- Topic: Sketching out an improved GUI2 API
- Replies: 11
- Views: 346
Re: Sketching out an improved GUI2 API
set_dialog_active: I'm not sure what you mean here iirc this one just sets whtger a widget is 'greyed out' or not and the name (active) seems quite fitting to me. The original developer of GUI2 made some questionable naming decisions and this is one I have to agree with celmin on. Anyone who hasn't...
- December 1st, 2019, 9:45 pm
- Forum: Developers’ Discussions
- Topic: Packaging changes for 1.14.10 and 1.15.3
- Replies: 13
- Views: 1235
- November 21st, 2019, 4:48 am
- Forum: Developers’ Discussions
- Topic: Removing mainline campaign(s)
- Replies: 44
- Views: 3926
Re: Removing mainline campaign(s)
It’s so good that near the end of my website redesign commission, Vultraz and I spent a few days debating exactly how to embellish it so it sounded marginally less like a disjointed enumeration of random events à la Alice in Wonderland.SigurdFireDragon wrote: ↑November 21st, 2019, 4:39 amThere's a good description here: https://www.wesnoth.org/
- November 14th, 2019, 8:16 pm
- Forum: Users’ Forum
- Topic: How do you load a replay?
- Replies: 1
- Views: 522
Re: How do you load a replay?
You can either press the big i button on the bottom left corner of the main menu to see a list of Wesnoth’s folders and browse to them, or just directly use the browse button on the bottom left corner of the Load Game dialog.
- November 4th, 2019, 10:46 am
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 10
- Views: 589
Re: purpose of [move_unit_fake]
The issue with [move_units_fake] is simply that the animation engine (at the time at least, but to my knowledge this hasn’t changed in the last 10 years) didn’t have the ability to animate more than two adjacent units at a time, other than idle and standing animations which have the implicit guarant...
- November 3rd, 2019, 1:23 pm
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 10
- Views: 589
Re: purpose of [move_unit_fake]
[move_unit_fake]
exists since time immemorial for the purpose of implementing cutscenes, when the proper [move_unit]
didn’t exist and there wasn’t any other way to move a unit on the map without the player (or an AI) performing the action. There isn’t much else to say about it.- November 1st, 2019, 1:41 pm
- Forum: Art Workshop
- Topic: portraits of female trolls
- Replies: 26
- Views: 2001
Re: portraits of female trolls
Yes, it is a good thing to change bad things, established or not ;-). However, I would find it very very alien that trolls do not reproduce sexually. There exist some animals that reproduce otherwise, but very few, and for some it is in addition to sex. Anyway this is not part of our common knowled...
- October 31st, 2019, 8:45 pm
- Forum: Art Workshop
- Topic: portraits of female trolls
- Replies: 26
- Views: 2001
Re: portraits of female trolls
UtBS scenario 5 “A Subterranean Struggle”: Troll Leader: You invade our tunnels, you slaughter our women and children, by Griknagh we will make you pay! Zurg: While you fighting, another clan of dwarves sneak around and flank us. They tricksy like that. We must leave you and run back to defend women...
- October 30th, 2019, 7:15 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.15.2
- Replies: 2
- Views: 2861
Re: Wesnoth 1.15.2
The macOS package is now available.
(Link in the announcement post above.)
(Link in the announcement post above.)
- October 24th, 2019, 6:21 pm
- Forum: Ideas
- Topic: News feature
- Replies: 5
- Views: 591
Re: News feature
Adding features from add-ons to the core game means placing technical restrictions (mostly based around the release schedule, maintenance branches, and distribution thereof) on when and how those features are updated. It’s more advantageous for the community to develop add-ons entirely independently...
- October 24th, 2019, 4:45 am
- Forum: Developers’ Discussions
- Topic: Wesnoth Inc Board Members -- Request for Nominations
- Replies: 11
- Views: 2065
Re: Wesnoth Inc Board Members -- Request for Nominations
I accept vultraz’s nomination.
- October 23rd, 2019, 11:20 am
- Forum: News
- Topic: Wesnoth 1.15.2: Development Release
- Replies: 0
- Views: 3320
Wesnoth 1.15.2: Development Release
The first release of the new development series, Wesnoth 1.15.2 , is now available. Check the forum thread for a list of the most notable changes in this version, as well as the more technical full changelog for enthusiasts and content creators. The stand-alone Windows installer and source code pack...
- October 23rd, 2019, 11:17 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.15.2
- Replies: 2
- Views: 2861
Wesnoth 1.15.2
Wesnoth 1.15.2 is out! This new release in the 1.15.x development series sees various changes and improvements in various areas. As this is a development version, we would like to remind everyone how the testing and feedback process works for these: If you download Wesnoth stand-alone, make sure to...
- October 18th, 2019, 8:23 pm
- Forum: Writers’ Forum
- Topic: Dunefolk Rework - Unit Descriptions
- Replies: 74
- Views: 4902
Re: Dunefolk Rework - Unit Descriptions
It is shaded very clearly like metal to me.
- October 17th, 2019, 10:49 pm
- Forum: Website
- Topic: cannot log after submitting
- Replies: 8
- Views: 649
Re: cannot log after submitting
Nothing to do with spam control. Have you tried deleting all wesnoth.org cookies?