Search found 56 matches

by Lysander
March 4th, 2004, 11:43 pm
Forum: Scenario & Campaign Development
Topic: Undead Campaign
Replies: 129
Views: 16840

Bug in Mages and Elves

Just played through the latest version of the undead campaign, on medium (Hero) difficulty. It was exceptionally easy, esp. scenario 4 & 5. In scenario 3, 'Mages and Elves', my two opponents didn't even recruit soldiers! I checked the scenario file, and they had plenty of gold to spend, and recruiti...
by Lysander
March 4th, 2004, 6:36 pm
Forum: Translations & Internationalization
Topic: Norwegian translation
Replies: 14
Views: 3418

Oppdatert

Nå har jeg endret 'den Eldre Trollmannen' til 'Erketrollmannen', og endret 'faction' til å være 'gruppe'.
Tok også vekk 'undead campaign' dialogen.
Du får jobbe med teksten til 'Alvenes Rådsmøte' når det passer. Det er lenge til jeg kommer så langt med Konrad ennå :)
by Lysander
March 4th, 2004, 5:22 pm
Forum: Scenario & Campaign Development
Topic: Undead Campaign
Replies: 129
Views: 16840

Incompatible unit files

Why are incompatible unit cfg files included with the distribution of the campaign? Lich, Ancient Lich, Dark Adept and Necromancer differ from those in CVS. Why not just use those which comes with the game? Also, it is a pain to install, and thus it would be beneficial to have a makefile or install ...
by Lysander
March 4th, 2004, 4:51 pm
Forum: Translations & Internationalization
Topic: Norwegian translation
Replies: 14
Views: 3418

Oppdatert oversettelse og manual

Her er oversettelsen oppdatert med endringer fra nyeste CVS versjon. 'Elven Council' trenger å oversettes. En god del av dialogen fra tutorialen mangler id-tags, så de dukker ikke opp når jeg kjører make_translation. Har rapportert dette. Ellers alt i orden. PS: hva er en bra oversettels...
by Lysander
March 4th, 2004, 12:43 am
Forum: Scenario & Campaign Development
Topic: New tutorial
Replies: 38
Views: 8071

Missing id's for tutorial dialogue

Most of the dialogue messages in tutorial.cfg is lacking an id, which makes it impossible to translate them. I have included the output from make_translation. Also, why is the original tutorial left out? It was perfectly playable, and I often played it when testing bugfixes, new features and transla...
by Lysander
February 7th, 2004, 11:42 am
Forum: Users’ Forum
Topic: How did you find out about Wesnoth?
Replies: 666
Views: 114753

Tattoo

Would the tattoo be GPL'ed... :D
by Lysander
February 3rd, 2004, 6:52 pm
Forum: Scenario & Campaign Development
Topic: New tutorial
Replies: 38
Views: 8071

The new tutorial

I've just played through the new tutorial. It was nice, but seems to need some work... some things that I noticed: * Lots of spelling errors and wrong wording * If Konrad enters the village north of the river more than one time, the trigger still goes off, and the poachers are brought back to life. ...
by Lysander
February 3rd, 2004, 6:44 pm
Forum: Scenario & Campaign Development
Topic: New tutorial
Replies: 38
Views: 8071

Re: New tutorial

This is the tutorial Matlib send me... I just aded a few changes, new units and images. It's not finished yet (not all new units have all graphics, story image without colour, new mission not done, etcc) but it's playable. I'm sure that some files were left out of the tarball You shoudl put each fi...
by Lysander
February 3rd, 2004, 6:22 pm
Forum: Technical Support
Topic: Unable to compile BFW anymore
Replies: 26
Views: 4510

Re: Wesnoth runs fine now

The main problem now is that savegames containing recalls won't load. I have previously reported this as a bug on Savannah. Until this is fixed, I can't play the fourth scenario in the Undead campaign :( I assume you mean 7427 (https://savannah.nongnu.org/bugs/?func=detailitem&item_id=7427)? Even t...
by Lysander
February 3rd, 2004, 4:15 pm
Forum: Users’ Forum
Topic: What is CVS?
Replies: 11
Views: 2795

If you want the latest and greatest, it allows you to play with new units and scenarios before those who wait for an official release. But there are sometimes nasty bugs included, so you must report bugs, wait for a fix to be committed, update, and then you find new bugs... (and sometimes it won't e...
by Lysander
February 3rd, 2004, 4:11 pm
Forum: Technical Support
Topic: Unable to compile BFW anymore
Replies: 26
Views: 4510

Wesnoth runs fine now

Hmm...that's strange. - are you running from the Wesnoth directory? Does images/misc/logo.png exist? - did you do 'make clean' before 'make'? - any chance of a core dump/stack trace? (I can help you with how to produce these if you want) David It works now. I did run 'make clean', but not 'make ins...
by Lysander
February 3rd, 2004, 3:27 pm
Forum: Translations & Internationalization
Topic: New/Updated translations
Replies: 8
Views: 3485

Updated Norwegian translation

The Norwegian translation is done! Or almost done that is...the messages from the Undead campaign are lacking. Circon will do them, since it is his campaign. I'll post an update when it's done. All else is up to date with current CVS.
by Lysander
February 2nd, 2004, 11:38 pm
Forum: Technical Support
Topic: Unable to compile BFW anymore
Replies: 26
Views: 4510

re compiling Wesnoth

It compiles just fine, issues two warnings about assigning to const variables in display.cpp, but when I try to run the newly built executable, it segfaults with the message 'Could not find game logo'...
by Lysander
February 2nd, 2004, 6:25 pm
Forum: Technical Support
Topic: Unable to compile BFW anymore
Replies: 26
Views: 4510

String header file

Here you are...hope this helps. I haven't done anything with the g++ or sdl install since last time I compiled from CVS.
by Lysander
February 2nd, 2004, 5:51 pm
Forum: Technical Support
Topic: Unable to compile BFW anymore
Replies: 26
Views: 4510

Wesnoth CVS won't compile

Just updated from CVS, ran autogen.sh, configure, make clean and make...then this happens: [...] echo './'`dialogs.cpp source='display.cpp' object='display.o' libtool=no \ depfile='.deps/display.Po' tmpdepfile='.deps/display.TPo' \ depmode=gcc /bin/sh ../depcomp \ g++ -DHAVE_CONFIG_H -I. -I. -I.. -I...