Search found 56 matches
- March 4th, 2004, 11:43 pm
- Forum: Scenario & Campaign Development
- Topic: Undead Campaign
- Replies: 129
- Views: 24081
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 recr...
- March 4th, 2004, 6:36 pm
- Forum: Translations & Internationalization
- Topic: Norwegian translation
- Replies: 14
- Views: 4474
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
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
- March 4th, 2004, 5:22 pm
- Forum: Scenario & Campaign Development
- Topic: Undead Campaign
- Replies: 129
- Views: 24081
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 ...
- March 4th, 2004, 4:51 pm
- Forum: Translations & Internationalization
- Topic: Norwegian translation
- Replies: 14
- Views: 4474
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...
- March 4th, 2004, 12:43 am
- Forum: Scenario & Campaign Development
- Topic: New tutorial
- Replies: 38
- Views: 10570
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...
- February 7th, 2004, 11:42 am
- Forum: Users’ Forum
- Topic: How did you find out about Wesnoth?
- Replies: 666
- Views: 160471
Tattoo
Would the tattoo be GPL'ed...
- February 3rd, 2004, 6:52 pm
- Forum: Scenario & Campaign Development
- Topic: New tutorial
- Replies: 38
- Views: 10570
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. ...
- February 3rd, 2004, 6:44 pm
- Forum: Scenario & Campaign Development
- Topic: New tutorial
- Replies: 38
- Views: 10570
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...
- February 3rd, 2004, 6:22 pm
- Forum: Technical Support
- Topic: Unable to compile BFW anymore
- Replies: 26
- Views: 6225
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)? Ev...
- February 3rd, 2004, 4:15 pm
- Forum: Users’ Forum
- Topic: What is CVS?
- Replies: 11
- Views: 3849
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...
- February 3rd, 2004, 4:11 pm
- Forum: Technical Support
- Topic: Unable to compile BFW anymore
- Replies: 26
- Views: 6225
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...
- February 3rd, 2004, 3:27 pm
- Forum: Translations & Internationalization
- Topic: New/Updated translations
- Replies: 8
- Views: 4356
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.
- February 2nd, 2004, 11:38 pm
- Forum: Technical Support
- Topic: Unable to compile BFW anymore
- Replies: 26
- Views: 6225
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'...
- February 2nd, 2004, 6:25 pm
- Forum: Technical Support
- Topic: Unable to compile BFW anymore
- Replies: 26
- Views: 6225
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.
- February 2nd, 2004, 5:51 pm
- Forum: Technical Support
- Topic: Unable to compile BFW anymore
- Replies: 26
- Views: 6225
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...