Search found 178 matches
- May 17th, 2012, 11:23 pm
- Forum: Users’ Forum
- Topic: Pause the game to save the Planet!
- Replies: 15
- Views: 7204
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...
- May 17th, 2012, 10:29 pm
- Forum: Users’ Forum
- Topic: Pause the game to save the Planet!
- Replies: 15
- Views: 7204
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...
- May 17th, 2012, 10:07 pm
- Forum: Users’ Forum
- Topic: Pause the game to save the Planet!
- Replies: 15
- Views: 7204
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...
- April 14th, 2012, 4:04 pm
- Forum: Technical Support
- Topic: Zoom is Slow and Not set on Saves
- Replies: 8
- Views: 3225
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.
- January 19th, 2012, 8:30 am
- Forum: Technical Support
- Topic: Zoom is Slow and Not set on Saves
- Replies: 8
- Views: 3225
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.
- January 8th, 2012, 7:41 am
- Forum: Technical Support
- Topic: Zoom is Slow and Not set on Saves
- Replies: 8
- Views: 3225
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...
- December 20th, 2011, 2:33 pm
- Forum: WML Workshop
- Topic: [terrain-graphics] Towers & Cliffs
- Replies: 21
- Views: 4168
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 tha...
- February 25th, 2011, 5:12 am
- Forum: Technical Support
- Topic: Mouse Issue for Mobility Impaired Gamer
- Replies: 5
- Views: 1645
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...
- October 9th, 2010, 7:48 pm
- Forum: Technical Support
- Topic: Buggy windmill animation
- Replies: 1
- Views: 1006
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
I assign it to me and will try to fix it soon
- October 4th, 2010, 6:27 pm
- Forum: Technical Support
- Topic: 1.9.1 guaranteed crash on Mac when selecting Elensefar Court
- Replies: 3
- Views: 1236
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...
- September 30th, 2010, 12:10 am
- Forum: Users’ Forum
- Topic: How to hide those #+*!+ Labels
- Replies: 7
- Views: 2196
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="" villa...
- September 23rd, 2010, 10:35 pm
- Forum: Game Development
- Topic: Suggestion about grid engine
- Replies: 4
- Views: 2539
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 impro...
- September 23rd, 2010, 1:31 pm
- Forum: Ideas
- Topic: [engine] Searching and tagging in the add-on server
- Replies: 8
- Views: 1911
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 ...
- September 23rd, 2010, 12:38 pm
- Forum: Art Contributions
- Topic: Comment on Eleazar's Terrain Improvements or other threads
- Replies: 153
- Views: 41677
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...
- September 18th, 2010, 5:13 pm
- Forum: Technical Support
- Topic: Units moving by themselves?
- Replies: 5
- Views: 1337
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 ...