Search found 2392 matches
- December 10th, 2019, 11:45 pm
- Forum: Technical Support
- Topic: SLOW Performance Issues: post here to report
- Replies: 238
- Views: 101291
Re: SLOW Performance Issues: post here to report
Your screen size can be a big factor too. Try playing in a small window and see if that resolves the problem. If it does, then at least you know. Playing in steam may make a difference, but I haven't tried it, so I don't know. (Wesnoth is single-threaded and uses the CPU for a lot of the rendering, ...
- December 6th, 2019, 3:11 am
- Forum: Users’ Forum
- Topic: New Portrait Mods?
- Replies: 2
- Views: 844
Re: New Portrait Mods?
There is no package. However, you can download an old version of Wesnoth that has portraits you like and copy them over the portraits in the current version.
- November 17th, 2019, 5:26 pm
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 123
- Views: 17369
Re: Dunefolk Rework - Base Units
There aren't a lot of units in more dynamic or illogical poses, but they do exist.Aldarisvet wrote: ↑November 17th, 2019, 11:38 amStider is the only unit from whole Wesnoth that has a dynamic pose....standing in that pose all the time probably woudnt be logical.
- November 11th, 2019, 1:47 pm
- Forum: WML Workshop
- Topic: Mordor's WML Problems
- Replies: 4
- Views: 399
Re: Mordor's WML Problems
Hey all, first post here, about six months into my hobby writing WML campaigns. Welcome to the forums, then! Even with EarthCake's "help", that's a long time to go without needing to post a question, so: Good work. my leader spawns like a new unit! You've given us just about nothing to go on here. ...
- November 11th, 2019, 11:10 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 123
- Views: 17369
Re: Dunefolk Rework - Base Units
The more-dynamic poses are an improvement--especially the warmaster. I'm fine with the strider as well. I like the cloth on the apothecary line better (Is that the doofusish part?), and the lack of a shield makes sense. All in all, these are some good improvements IMO.
- November 11th, 2019, 10:49 am
- Forum: WML Workshop
- Topic: Unexplained Sudden Defeat when Moving a Unit
- Replies: 9
- Views: 758
Re: Unexplained Sudden Defeat when Moving a Unit
Actually, both of these look good to me as they are (and the code could be shortened even further). I suspect that the problem is that caved_saurians doesn't equal what you think it does. Did you verify that? If not, check it by using :inspect or by having the game print the value in a message right...
- November 10th, 2019, 7:39 am
- Forum: WML Workshop
- Topic: Unexplained Sudden Defeat when Moving a Unit
- Replies: 9
- Views: 758
Re: Unexplained Sudden Defeat when Moving a Unit
I'm trying a lot of things at once, so I'm not sure what's causing the defeat. You shouldn't do this. You should program one thing at a time and test as often as possible. That way, if a problem pops up, you know where to look for it. I would temporarily remove all the events but one, and work on t...
- November 4th, 2019, 1:29 am
- Forum: WML Workshop
- Topic: Attempting to Use Old Water Types for UMC; Trouble with TerrainWML
- Replies: 1
- Views: 238
Re: Attempting to Use Old Water Types for UMC; Trouble with TerrainWML
Terrain strings can only be four letters long, and you have some that are longer than that. Try shortening them and see if that works. You should also try adding your custom terrains one at a time, so if Wesnoth crashes, you know exactly which terrain is causing the problem.
- November 3rd, 2019, 2:22 am
- Forum: Technical Support
- Topic: SLOW Performance Issues: post here to report
- Replies: 238
- Views: 101291
Re: SLOW Performance Issues: post here to report
It may be trying to update all of the tile borders every time you add a tile. Try turning off the automatic transition updates. In the menu, go to Map-->Transition Update, and choose the last option. The map will look very basic that way, but it should place tiles a lot faster. You can use Map-->Ref...
- October 29th, 2019, 11:44 pm
- Forum: Users’ Forum
- Topic: New to game -- which mods are essentials?
- Replies: 5
- Views: 802
Re: New to game -- which mods are essentials?
Wesnoth is mature enough that everything essential to game play is already in the main distribution. There are no mods that everyone knows about and uses. There are some user-made campaigns that have that status though. If you sort the add-on list by downloads, they are the campaigns at the top of t...
- October 20th, 2019, 9:43 pm
- Forum: Art Contributions
- Topic: Indicating hexes that heal / illuminate / etc?
- Replies: 35
- Views: 3454
Re: Indicating hexes that heal / illuminate / etc?
What do you think? How many icons do we really need? Village: Yes. Windmills, temples, and barrels could go either way; there are some combinations of terrain that make a village hard to see; and a new player might not recognize one they haven't seen before (like a merman village). Hides: Yes. Some...
- October 19th, 2019, 9:53 pm
- Forum: Users’ Forum
- Topic: let us rant about those nonsense
- Replies: 8
- Views: 992
- October 19th, 2019, 6:27 pm
- Forum: Users’ Forum
- Topic: let us rant about those nonsense
- Replies: 8
- Views: 992
Re: let us rant about those nonsense
I don't see this as a problem. Certainly a white mage could stitch bones back together or strengthen the force holding a ghost together if they wanted to. They just don't because raising the undead is considered so evil. However, if the undead are fighting on the mage's own side, they might get over...
- October 17th, 2019, 3:00 am
- Forum: Art Contributions
- Topic: Indicating hexes that heal / illuminate / etc?
- Replies: 35
- Views: 3454
Re: Indicating hexes that heal / illuminate / etc?
The idea of the red cross is good, but I have two problems with it in this implementation. First, it looks like it's part of the text in this case. I honestly didn't know what it indicated since I looked at the picture first instead reading back in the thread. It also covers the text a bit and makes...
- October 5th, 2019, 9:30 am
- Forum: Scenario & Campaign Development
- Topic: Orcish Campaign: The Founding of Borstep
- Replies: 129
- Views: 28582
Re: Orcish Campaign: The Founding of Borstep
Okay. Thanks for all your work! I uploaded it again. I hope it is all good this time.