Search found 21 matches

by Ant
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 ...
by Ant
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?
by Ant
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...
by Ant
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 ...
by Ant
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...
by Ant
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...
by Ant
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 ...
by Ant
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...
by Ant
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...
by Ant
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...
by Ant
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
by Ant
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.
by Ant
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...
by Ant
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...
by Ant
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...