Search found 178 matches

by Alink
May 17th, 2012, 11:23 pm
Forum: Users’ Forum
Topic: Pause the game to save the Planet!
Replies: 15
Views: 4703

Re: Pause the game to save the Planet!

- ':debug' + ':sunset' - ':benchmark' These options are missing in the --help report. Those are in-game console commands, not command-line parameters. They are in the in-game ':help'. But they are indeed not in the manual, not even sure if they need to be, since they are mainly for developers doing...
by Alink
May 17th, 2012, 10:29 pm
Forum: Users’ Forum
Topic: Pause the game to save the Planet!
Replies: 15
Views: 4703

Re: Pause the game to save the Planet!

It can actually get really awful here with the on-map chat backlog lines. You can increase Chat lines in Preferences → Multiplayer and spam :help commands to fill up the screen; the CPU usage should increase considerably while idle until you :clear the backlog, even if all other animations are disa...
by Alink
May 17th, 2012, 10:07 pm
Forum: Users’ Forum
Topic: Pause the game to save the Planet!
Replies: 15
Views: 4703

Re: Pause the game to save the Planet!

I often worked on this in the past and added some debug commands which provide useful info about this: - ':debug' + ':sunset' allow to visualize which part of the map we actively redraw. It also works for dialogs but there are some subtleties about GUI1 and GUI2. Note that we don't redraw the sideba...
by Alink
April 14th, 2012, 4:04 pm
Forum: Technical Support
Topic: Zoom is Slow and Not set on Saves
Replies: 8
Views: 1583

Re: Zoom is Slow and Not set on Saves

Just to be sure that it's not that, the default key for default zoom is "0" as "zero", not the letter "o". Not sure why we started to type zoom-o here. You can also try rebinding the key in case it's some NumLock-related error.
by Alink
January 19th, 2012, 8:30 am
Forum: Technical Support
Topic: Zoom is Slow and Not set on Saves
Replies: 8
Views: 1583

Re: Zoom is Slow and Not set on Saves

Perhaps I was not clear about my trick: just hit "default zoom-o" once after each reload (during the same game session). This will restore your last zoom level and should be much faster.
by Alink
January 8th, 2012, 7:41 am
Forum: Technical Support
Topic: Zoom is Slow and Not set on Saves
Replies: 8
Views: 1583

Re: Zoom is Slow and Not set on Saves

Yes, as Shadowmaster said, zoom should be sensibly faster in 1.9.14, and indeed no much room left for major speed-up there, at least with the current engine (using SDL). I still have few ideas for minor improvements though. And, indeed, the zoom reset is partially because it's easy to hit the zoom b...
by Alink
December 20th, 2011, 2:33 pm
Forum: WML Workshop
Topic: [terrain-graphics] Towers & Cliffs
Replies: 21
Views: 2130

Re: [terrain-graphics] Towers & Cliffs

I added ":layers" (in 1.9.0) for this kind of terrain debugging. Move the cursor on the hex you want to investigate and type ":layers" in debug mode (but, as often I recommend to use ":custom layers" and use the custom command hotkey) This shows all the flags set on that hex, all the images (and whi...
by Alink
February 25th, 2011, 5:12 am
Forum: Technical Support
Topic: Mouse Issue for Mobility Impaired Gamer
Replies: 5
Views: 677

Re: Mouse Issue for Mobility Impaired Gamer

Assuming that your mobility issue allow you this, here are 2 possible tricks which may help you: - in Wesnoth menus, you can select item with a right click. This is useful for your problem because the right button don't do the double-click thing. - if selecting item with the left button, try to keep...
by Alink
October 9th, 2010, 7:48 pm
Forum: Technical Support
Topic: Buggy windmill animation
Replies: 1
Views: 544

Re: Buggy windmill animation

Ok, thanks already reported there: https://gna.org/bugs/?16529
I assign it to me and will try to fix it soon
by Alink
October 4th, 2010, 6:27 pm
Forum: Technical Support
Topic: 1.9.1 guaranteed crash on Mac when selecting Elensefar Court
Replies: 3
Views: 631

Re: 1.9.1 guaranteed crash on Mac when selecting Elensefar C

Ok, thanks for the crash log, it really make things easier. I committed a change hopefully fixing that and at least reverting what recently changed there. Unfortunately, it didn't crash here, so I can't verify if it's really fixed, even if I am confident about it. Perhaps some svn users also experie...
by Alink
September 30th, 2010, 12:10 am
Forum: Users’ Forum
Topic: How to hide those #+*!+ Labels
Replies: 7
Views: 1179

Re: How to hide those #+*!+ Labels

Another way, simpler but more hackish: in data/hardwired/english.cfg blank all the naming keys: #naming of terrain features bridge_name="" road_name="" river_name="" forest_name="" lake_name="" mountain_name="" swamp_name="" village_name="" village_name_lake="" village_name_river="" village_name_riv...
by Alink
September 23rd, 2010, 10:35 pm
Forum: Game Development
Topic: Suggestion about grid engine
Replies: 4
Views: 1262

Re: Suggestion about grid engine

- The google word is "tile based (games)". - Don't start with hex grid, it's much more complicated than square grid - Encapsulate well everything related to your map and tile. The game should only use function like on_map(x,y), tile_at(x,y) or entity_at(x,y), etc.. This will allow to improve your gr...
by Alink
September 23rd, 2010, 1:31 pm
Forum: Ideas
Topic: [engine] Searching and tagging in the add-on server
Replies: 8
Views: 838

Re: [engine] Searching and tagging in the add-on server

This is kind of already possible with the filter tool: - Filter take a list of words (separated by space) and shows all add-ons having those, regardless of the order. - It also searches in add-on descriptions (visible when clicking the "description" button) - That's already enough but all descriptio...
by Alink
September 23rd, 2010, 12:38 pm
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 24176

Re: Comment on Eleazar's Terrain Improvements or other threa

In case this was not clear yet, this is very probably caused by the new thiner shroud transitions. A possible fix for these terrains using perspective, would be to consider shroud higher above ground, and by the same perspective effect, make north shroud transition thicker than south ones. In theory...
by Alink
September 18th, 2010, 5:13 pm
Forum: Technical Support
Topic: Units moving by themselves?
Replies: 5
Views: 545

Re: Units moving by themselves?

If the units do these moves at the beginning of your turn, then it's very probably what previous posters said (which is called multi-turns moves or simply 'go to' moves) Now if you don't see how you inputed them, be sure that you use right-click to deselect unit, because left-click somewhere when a ...