Search found 21 matches
- February 5th, 2012, 6:31 pm
- Forum: Technical Support
- Topic: Lobby crash, Wesnoth 1.10
- Replies: 2
- Views: 851
Lobby crash, Wesnoth 1.10
The game crashed in the lobby with following error message (Ubuntu 11.04, compiled from source): wesnoth: src/gui/widgets/grid.cpp:542: virtual void gui2::tgrid::place(const gui2::tpoint&, const gui2::tpoint&): Assertion `false' failed. Amusingly the comment in the source code for this line ...
- January 26th, 2012, 11:18 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.10-rc1 (a.k.a. 1.9.14)
- Replies: 14
- Views: 12768
Re: Wesnoth 1.10-rc1 (a.k.a. 1.9.14)
Local data directory name
Just compiled Wesnoth 1.10 under Ubuntu 11.04. The game created the directory for the local data under the name
/home/username/.local/share/wesnoth/1.1
and not as it probably should be as
/home/username/.local/share/wesnoth/1.10
is this an error?
Just compiled Wesnoth 1.10 under Ubuntu 11.04. The game created the directory for the local data under the name
/home/username/.local/share/wesnoth/1.1
and not as it probably should be as
/home/username/.local/share/wesnoth/1.10
is this an error?
- November 8th, 2011, 3:30 am
- Forum: Multiplayer Development
- Topic: [Announcement] No RND Mod
- Replies: 19
- Views: 10983
Re: [Announcement] No RND Mod
Hello Leonid, thanks for the effort i am really looking forward for a non-random Wesnoth game. I haven't played your mod yet, because of Wesnoth version conflicts, but i would like to give some feedback from experience i made while playing about 100 games against the AI using the No-Luck Add-on of M...
- August 16th, 2011, 5:21 pm
- Forum: Multiplayer Development
- Topic: NoLuckEra
- Replies: 65
- Views: 17725
Re: NoLuckEra
i think this can be done by also checking for the damage of the weapon and adding the correct balance-factor to get a better rounding effect. If you could implement that, that would be great. But it does not solve the rather broader rounding to the next integer issue. In the strong-dwarf example a ...
- August 15th, 2011, 10:08 pm
- Forum: Multiplayer Development
- Topic: NoLuckEra
- Replies: 65
- Views: 17725
Re: NoLuckEra
Hello Mabuse, thanks for this add-on. I was looking forward to an easy way to play non-random Wesnoth for a long time. But i think the damage calculations implemented are not correct. The first instance, where i recognized something was off, was when i attacked with a strong Dwarfish Fighter (8-blad...
- August 10th, 2011, 9:06 pm
- Forum: Users’ Forum
- Topic: How is the damage determined?
- Replies: 19
- Views: 3576
Re: How is the damage determined?
Sorry Caphriel, ist not the first but the second formula, which can easily be seen by using leadership on the unfavorable time of day. They cancel out since (1+0.25-0.25)=1 were as the first formula would suggest (1+0.25)(1-0.25)=(1-0.0625)=0.9375. Of course the difference between between these 2 fo...
- August 3rd, 2011, 4:24 pm
- Forum: Ideas
- Topic: [interface] Rearrange the right click menu
- Replies: 7
- Views: 1995
Re: Rearrange the sequence of the right click menu
Actually that does sound like a pretty good idea. The only objection I can see is the fact that everyone's used to the current ordering. This change is so minor that it will quickly catch on. I'm not sure if anyone really uses the "next unit" item, but if someone does, then they probably ...
- August 3rd, 2011, 11:19 am
- Forum: Ideas
- Topic: [interface] Rearrange the right click menu
- Replies: 7
- Views: 1995
[interface] Rearrange the right click menu
Right-clicking on a castle hex currently gives this sequence of options: Set Team Label, Set Label, Recruit, Recall, Delay Shroud Updates, Next unit, End Turn. The most common option the user will actually use during a game are Recruit followed by Recall(Campaings only). All the other options are fa...
- July 31st, 2011, 7:07 pm
- Forum: Multiplayer Development
- Topic: SX Development
- Replies: 205
- Views: 35833
Re: SX Development
Yes, for very high armored units, this new berserker definition would make it more powerful. But for normal resistances (0-80%, which cause no extreme rounding errors) the new berserker definition would make the ability less powerful. Take this example. Hero attacks the 13-4 enemy unit which has 840...
- July 30th, 2011, 3:32 pm
- Forum: Multiplayer Development
- Topic: SX Development
- Replies: 205
- Views: 35833
Re: SX Development
Hello Mabuse, i just played Wizard of War and wanted to congratulate you on the dedication you put into this polished, but difficult add-on. None the less i just would like to make a small suggestion, since as i see it, the biggest problem with this add-on is the computing time for the damage calcul...
- July 25th, 2011, 12:22 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Love To Death
- Replies: 124
- Views: 36551
Re: Campaign: Love To Death
On 1.9.7 i got the error message 'FLOATING_Text' is missing, which is a macro not supported in 1.9 anymore.
In the scenario file 09_Druids.cfg the line
{FLOATING_TEXT x,y=$KarosStore.x,$KarosStore.y 0,0,255 "Karos Leaves Army"}
should be replaced with the new [floating_text] tag
In the scenario file 09_Druids.cfg the line
{FLOATING_TEXT x,y=$KarosStore.x,$KarosStore.y 0,0,255 "Karos Leaves Army"}
should be replaced with the new [floating_text] tag
- July 13th, 2011, 5:28 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.7
- Replies: 15
- Views: 12133
Re: Wesnoth 1.9.7
Thanks Shadowmaster,
the culprit was the color cursor option. After disabling it, the mouse was smooth as in the older versions. It probably really shouldn't be the enabled by default, since a lagging mouse is a real usability issue.
the culprit was the color cursor option. After disabling it, the mouse was smooth as in the older versions. It probably really shouldn't be the enabled by default, since a lagging mouse is a real usability issue.
- July 11th, 2011, 9:09 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.7
- Replies: 15
- Views: 12133
Re: Wesnoth 1.9.7
Hello, i am not sure if this is right thread for this, but i just compiled 1.9.7 on Ubuntu 11.04. The game runs and everything seems to be working, but the mouse input feels really slow. The mouse cursor is hanging maybe about 0.2-0.3 seconds behind the hand movement, which makes the input feel real...
- August 21st, 2010, 11:03 pm
- Forum: Multiplayer Development
- Topic: Survival Fusion 2.0 - MPGotW 04/10/09
- Replies: 19
- Views: 10620
Re: Survival Fusion 2.0 - MPGotW 04/10/09
Hi OOXX, and all the others. I took your update of Survival Fusion to 1.8 you provided here and applied some small changes to it. Blueblaze the creator of Survival Fusion stated here that he is fine with modifications of his work. The changes from standard Survival Fusions are: * Leader can not be f...
- April 9th, 2010, 6:35 pm
- Forum: Technical Support
- Topic: Small Bug in 1.8 UI
- Replies: 2
- Views: 854
Small Bug in 1.8 UI
A small bug: Wesnoth Version 1.8.0 / Windows Vista Assertion Failed src\gui\widgets\scrollbar_container.cpp Line:625 Expression: new_height > 0 Happens when: In the multi-player lobby, clicking the close-button, for closing the player dialog, which is opened, after double clicking on a player in the...