Search found 5765 matches

by Iris
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...
by Iris
November 21st, 2019, 4:48 am
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 44
Views: 3926

Re: Removing mainline campaign(s)

SigurdFireDragon wrote:
November 21st, 2019, 4:39 am
There's a good description here: https://www.wesnoth.org/
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.
by Iris
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.
by Iris
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...
by Iris
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.
by Iris
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...
by Iris
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...
by Iris
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.)
by Iris
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...
by Iris
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.
by Iris
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...
by Iris
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...
by Iris
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.
by Iris
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?