Search found 127 matches
- October 20th, 2010, 6:13 am
- Forum: Users’ Forum
- Topic: Editor map tool not visible after map resize
- Replies: 4
- Views: 1368
Re: Editor map tool not visible after map resize
Have you tried resizing it a bit more, then a bit less, and maybe restarting the editor? What you describe seems like a known issue, a long while ago I spent some time trying to fix but found no solution. It appears to trigger in some resolutions during some resizes.
- October 17th, 2010, 12:05 pm
- Forum: Technical Support
- Topic: Savegame whit the name aux
- Replies: 3
- Views: 1351
Re: Savegame whit the name aux
At any rate, freezing is not a good way of handling such an error. I guess this is another wonderful feature of boost_iostreams, though I'll have to double-check that.
- June 1st, 2010, 3:57 pm
- Forum: Scenario & Campaign Development
- Topic: Map Mirrorer
- Replies: 3
- Views: 1235
Re: Map Mirrorer
sheesh, I really need to get down to writing that guide on how to do this in the new editor using clever copy and paste...
- April 19th, 2010, 5:16 pm
- Forum: Ideas
- Topic: [engine] Idea to do the map editor more complete.
- Replies: 47
- Views: 9615
Re: Idea to do the map editor more complete.
Personally, I'd like the map editor to be able to handle layers that you cam move around (so you could, say, import a smaller map into a larger one as a new layer, and then more that smaller map around on the big one). Although this would probably be way down on the high-priority list, it's a featu...
- April 18th, 2010, 9:02 pm
- Forum: Ideas
- Topic: [engine] Idea to do the map editor more complete.
- Replies: 47
- Views: 9615
Re: Idea to do the map editor more complete.
That's actually in there since a loooong time -- but you need to copy half the map into the clipboard, mirror the clipboard and paste it at the right spot (zooming out helps).Rya wrote:The only thing the map editor really needs is an integrated mirroring tool.
- April 15th, 2010, 4:41 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Trying to compile wesnoth under Windows with scons+Mingw
- Replies: 2
- Views: 1392
Re: Trying to compile wesnoth under Windows with scons+Mingw
The first issue has been fixed in trunk, there seems to be a conflict with a header file with mingw and a new Boost and this WAIT_TIMEOUT symbol. Your fix is pretty much what I've done there a few days ago. I'm not so sure about the second error, never seen it. However, you seem to be using a very o...
- April 13th, 2010, 7:18 pm
- Forum: Technical Support
- Topic: bug in map editor-wesnoth 1.8
- Replies: 10
- Views: 2922
Re: bug in map editor-wesnoth 1.8
Do you have any non-ascii characters (non-english) in your windows login name and/or the path where Wesnoth is and/or looks for maps?
- April 11th, 2010, 10:00 pm
- Forum: Technical Support
- Topic: Runtime errors occurring in the 1.8 multiplayer lobby
- Replies: 2
- Views: 1119
Re: Runtime errors occurring in the 1.8 multiplayer lobby
Please do include the file and line information (the bit of text after "assertion failed") if you get an assertion error, it's very helpful in tracking down the bug, and in checking for fixes.
- April 8th, 2010, 10:47 pm
- Forum: Users’ Forum
- Topic: The 1.8 Mp Lobby
- Replies: 26
- Views: 9145
Re: The 1.8 Mp Lobby
I can only second what Noy said, but I also wanted to mention that one of the major advantages of the new lobby is that things such as 2) I suggest to make the "icons" of games greater (I suggest the same size used in 1.6... in that way the infos of a single game appears easier to read) ev...
- April 1st, 2010, 11:57 am
- Forum: Users’ Forum
- Topic: [April Fool's] Wesnoth Random Number Generator Changes
- Replies: 55
- Views: 13618
Re: Wesnoth Random Number Generator Changes
So does this mean, should this feature ever get implemented, that you will have to be connected to the internet whenever you want to play single-player campaigns in wesnoth? That could be problematic for those of us with a usage limit... Keep in mind that the server will be downloading and checksum...
- March 7th, 2010, 10:29 pm
- Forum: Technical Support
- Topic: svn head doesn't start
- Replies: 2
- Views: 1027
Re: svn head doesn't start
This usually indicates the data/ dir is out of sync with src/. You need to have everything up to the same revision and rebuild.
- March 2nd, 2010, 7:17 am
- Forum: Technical Support
- Topic: Map editor: resizing messes up the terrain.
- Replies: 7
- Views: 2136
Re: Map editor: resizing messes up the terrain.
Yeah it makes sense actually, since the hexagons just have to move to "wrong" places. While the coordinates prolly stay correct, it looks bad. I think there should really be limitator then, that you cant add odd number of columns to left. I deleted my map after it happened, didnt look lik...
- February 28th, 2010, 1:00 pm
- Forum: Technical Support
- Topic: Map editor: resizing messes up the terrain.
- Replies: 7
- Views: 2136
Re: Map editor: resizing messes up the terrain.
Actually, now that I see this report while not sleep-deprived, this is not a bug. Simply put, it's not possible to add an odd amount of columns to the left of the map without the "messing up". It would probably be good to have a warning message to that effect somewhere. A workaround is to ...
- February 26th, 2010, 7:02 pm
- Forum: Technical Support
- Topic: Map editor: resizing messes up the terrain.
- Replies: 7
- Views: 2136
Re: Map editor: resizing messes up the terrain.
something indeed seems to be wrong with one or more specific ways (directions) of resizing which resuluts in the shift. Would you care to post a bug report at gna?
edit: problem seems to happen when resizing horizontally with the direction selector in the middle
edit: problem seems to happen when resizing horizontally with the direction selector in the middle
- February 16th, 2010, 9:17 pm
- Forum: Users’ Forum
- Topic: Cheating, Hacking. How much?
- Replies: 125
- Views: 19768
Re: Cheating, Hacking. How much?
Wesnoth doesn't "create" OOSes. In fact whatever method of MP gaming you have, "OOS" can still happen one way or another. To answer your question: wesnoth works by having each client maintain a game state and change it when that player moves, and when other players move on their ...