Search found 70 matches
- July 2nd, 2011, 11:15 am
- Forum: Ideas
- Topic: campaign selection menu
- Replies: 7
- Views: 1587
Re: campaign selection menu
It is currently explicitly set as hidden in the hotkeys.cpp file (and the hotkey itself was added in 1.9 line). In fact, it is the only functional hotkey with this flag set (there is also null hotkey, but it is there for other reasons). I guess it is set as such to avoid confusing non-advanced users...
- July 2nd, 2011, 10:20 am
- Forum: Ideas
- Topic: [interface] Hotseat (Local game) begin turn dialog
- Replies: 15
- Views: 2918
Re: [interface] Hotseat (Local game) begin turn dialog
Yes, it's a wanted feature. And quite old, in fact: gna item.
Somebody wanting to implement this might want to wait until the architectural changes to MP are in, though.
Somebody wanting to implement this might want to wait until the architectural changes to MP are in, though.
- June 29th, 2011, 7:39 am
- Forum: Art Contributions
- Topic: [Request] Shuffle sides icon
- Replies: 21
- Views: 8501
Re: [Request] Shuffle sides icon
Thanks, Jetrel :-) There are a lot of good iconizations of "shuffle" in this thread, but no good ones for sides; There's red and blue, but I thought a pair of crossed flags does a much better job of representing "sides" than just about anything else presented thus far. Tiny peopl...
- June 22nd, 2011, 6:20 am
- Forum: Scenario & Campaign Development
- Topic: New structure of campaign loading
- Replies: 17
- Views: 4645
Re: New structure of campaign loading
Added explanation about arrows to the diagram. Also attached the first diagram to the previous post - for some reason I couldn't set it public the same way I did with the second one, at least now.
Edit: fixed the visibility issue, try to view the first document now.
Edit: fixed the visibility issue, try to view the first document now.
- June 21st, 2011, 9:53 pm
- Forum: Scenario & Campaign Development
- Topic: New structure of campaign loading
- Replies: 17
- Views: 4645
Re: New structure of campaign loading
So, an update. It turns out that current model of managing configuration data and preprocessor defines/guards didn't quite cut it to the new requirements, so it is going to be reworked. The state machine for the new config loading model is going to have 3 states: 1. Nothing is loaded, a state for wh...
- June 11th, 2011, 1:15 pm
- Forum: Coder’s Corner
- Topic: [solved]commandline_options.cpp
- Replies: 2
- Views: 1279
Re: commandline_options.cpp
That is because of incompatibility between newer Boost.Program_options versions. The compatibility broke somewhere between 1.40 and 1.42. To make sure it's working, please get boost >=1.42 or wait until a relevant #ifdef is added to the file (AFAIK it's just one line in Wesnoth that's incompatible) ...
- June 10th, 2011, 4:59 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: How to update wesnoth version? [Ubuntu]
- Replies: 8
- Views: 5502
Re: How to update wesnoth version? [Ubuntu]
Just as Luther said, Lucid Lynx 10.04 doesn't have 1.8.5 in the repository (this is in fact one of the reasons I don't like Ubuntu or other release-based distributions; you have to wait ages for a new version to get new versions of your packages from the repository). It has wesnoth (which is wesnoth...
- June 10th, 2011, 7:21 am
- Forum: Release Announcements, Compiling & Installation
- Topic: How to update wesnoth version? [Ubuntu]
- Replies: 8
- Views: 5502
Re: How to update wesnoth version? [Linux]
Well, then it seems to be a problem with your Ubuntu package manager (or the way you are using it). Unless you are willing to try compiling on Ubuntu, you may have better luck asking your question in Ubuntu-related channels, e.g. ubuntu forums or #ubuntu channel on irc.freenode.net (if you never use...
- June 9th, 2011, 10:37 am
- Forum: Release Announcements, Compiling & Installation
- Topic: How to update wesnoth version? [Ubuntu]
- Replies: 8
- Views: 5502
Re: How to update wesnoth version? [Linux]
It depends on your distribution. Generally the preferred way to update wesnoth on linux for beginner linux users is to rely on their distribution's packaging. Therefore, try running apt-get, yum, emerge or whatever else update and upgrade. However, if you have special needs (such as having several i...
- May 30th, 2011, 5:54 pm
- Forum: Users’ Forum
- Topic: Binary patches for Windows [poll]
- Replies: 34
- Views: 10457
Re: Binary patches for Windows [poll]
@Max Yeah, it's because my patch installer doesn't update registry entries (yet). And the uninstaller.exe binary from 1.8.5 would look for registry entries of 1.8.5 and therefore wouldn't work. @Loyalist No, there isn't. I wanted to solve a few issues (e.g. these registry entries) before releasing i...
- May 28th, 2011, 7:09 am
- Forum: Multiplayer Development
- Topic: Planning system/Whiteboard feedback
- Replies: 49
- Views: 17167
Re: Planning system/Whiteboard feedback
Proposed behaviour: upon sighting an enemy, it halts the execution queue (this move and later ones if you used ctrl-y), and adds the rest of the planned move for this unit as a new planned move at the very top of the queue. So now pressing 'y' will have effectively the same behaviour as 't' used to...
- May 14th, 2011, 4:42 pm
- Forum: Art Contributions
- Topic: [Request] Shuffle sides icon
- Replies: 21
- Views: 8501
Re: [Request] Shuffle sides icon
I currently like Atz's shuffle-sides3 the best, since I think a question mark is a good idea to represent this. But I think I shouldn't and won't be the one making the final decision anyway, but rather people qualified for it (i.e. Art Directors). random side only has efect at game creation... do we...
- May 13th, 2011, 9:39 pm
- Forum: Art Contributions
- Topic: [Request] Shuffle sides icon
- Replies: 21
- Views: 8501
Re: [Request] Shuffle sides icon
Currently (Correct me if I'm mistaken), a die is used for the random faction. Maybe a few arrows (pointing north and south) may look better. It's displayed in a different place than the random faction die - in the lobby game list, whereas random faction die is displayed in the faction choice dialog...
- May 13th, 2011, 5:41 pm
- Forum: Ideas
- Topic: Mainline: Make plague work on villages
- Replies: 88
- Views: 14487
Re: Mainline: Make plague work on villages
I concur that correctly used WCs are a deadly weapon, especially in long games (zero upkeep) / versus Northeners (many week units to feed on). For an example of such usage, check out my replay topic , No-Un matchup gave me quite a lot of grief. The WC usage is especially visible in the replay on Ham...
- May 13th, 2011, 5:17 pm
- Forum: Art Contributions
- Topic: [Request] Shuffle sides icon
- Replies: 21
- Views: 8501
[Request] Shuffle sides icon
Recently in Wesnoth a new option in creating multiplayer games was implemented - "shuffle sides" (author of the change: Quetzalcoatl). It allows to randomize starting positions without a need for an additional add-on. Since it's a hosted game option, it needs to be somehow depicted in the ...