Search found 981 matches

by gfgtdf
Today, 5:20 pm
Forum: Technical Support
Topic: Why is it detecting my own addon's version as 0.0.0 ?
Replies: 1
Views: 29

Re: Why is it detecting my own addon's version as 0.0.0 ?

this is a known issue (although theie is no entry in our tracker yet, would be nice if you could make one), it seems like the cod that does these chekcks only ooks at _info.cfg not at _server.pbl, you have to add a _info.cfg to your addons (with he content as if you had downloaed it)
by gfgtdf
Today, 2:27 pm
Forum: Developers’ Discussions
Topic: Semantic Versioning compliance proposal
Replies: 2
Views: 59

Re: Semantic Versioning compliance proposal

i am not opposed to it, but i don't think that "It's not compliant with semver" alone is a good reason to change something. also if we should add wml features to stable branches we should add some api (like in _server.pbl) where addons can specify their minimum required wesnoth version. lastly i wan...
by gfgtdf
Yesterday, 9:22 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 233
Views: 40158

Re: World Conquest II

new version wth minor changes uploaded:
- help menus can now be use off turn
- unitmarker and pya mods are now optional
- internal code refactors for less memory usage.
by gfgtdf
May 20th, 2018, 8:14 pm
Forum: WML Workshop
Topic: Include new units in a modification type mod
Replies: 1
Views: 34

Re: Include new units in a modification type mod

well including units in modififcations works exactly the same as in any other addons, but make sure that your [modification] has require_modification=yes set otherwise other players will run into bugs when uding it in multiplayer.
by gfgtdf
May 20th, 2018, 7:15 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.12 and 1.13/1.14
Replies: 28
Views: 1497

Re: Compatibility-breaking changes between 1.12 and 1.13/1.14

I will stupidly have to make my faction names A_Humans B_Random C_Orcs D_Elves E_Undead_Apocalypse F_Human_apocalypse , is that what you want it to work? :( So it sounds like what you really want is "set the default selection to something other than the first", rather than "show factions unsorted",...
by gfgtdf
May 20th, 2018, 10:24 am
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 156

Re: wesnoth.game_events.on_load/save

Well, I'm thinking now I'd simply intialise the global variables in the on_load event instead of prestart, but would that be safe? Well, those that don't depend on the number of sides or any coordinates in the game, at least. Hmm yes 'static' datza that does not change during the game can be initil...
by gfgtdf
May 19th, 2018, 9:46 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 156

Re: wesnoth.game_events.on_load/save

Hmmm, I haven't been able to find that option? Hmm right i just looked it up and it a commandmode option ":no_autosaves" or somthign liek that Okay, I might do that then. So the fact that it does it on every local side's turn is a bug as well? Ye if a lengthly uneeded computation is done, then that...
by gfgtdf
May 19th, 2018, 9:02 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 156

Re: wesnoth.game_events.on_load/save

hmm looking at the code it's probably a bug, adding a report on our tracker https://github.com/wesnoth/wesnoth/issues increases the chance that it will be fixed for 1.14.2
by gfgtdf
May 19th, 2018, 8:56 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 156

Re: wesnoth.game_events.on_load/save

the 'max autosaves' probably works by 'step1= create an autosave, step2) delete all save until n remaining' with no special handling of the case when it is set to 0, but i think there is another preference that allows you to turn of autosave complteley.
by gfgtdf
May 19th, 2018, 2:27 am
Forum: iOS Support
Topic: LUA error at end of Hasty Alliance in Heir to the Throne
Replies: 4
Views: 70

Re: LUA error at end of Hasty Alliance in Heir to the Throne

yes this is a knwon issue and will be fixed in the next version, this error happens randomly so you can simply try it again until it works.
by gfgtdf
May 14th, 2018, 9:09 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 233
Views: 40158

Re: World Conquest II

we only used choicerers map randomizer, like for the first time ever. i usually play wc II without any mods, but wanted to give it a try. well, then "cmr" is probably an apprevation for "choicerers map randomizer" please report that bug there. for the OOS: not sure, it'd be nice if someone could te...
by gfgtdf
May 14th, 2018, 8:23 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 233
Views: 40158

Re: World Conquest II

did you have any mods enabled? wc2 does not prefix its variables with 'cmr'
by gfgtdf
May 14th, 2018, 7:52 pm
Forum: Multiplayer Development
Topic: Choicerer's Map Randomizer
Replies: 34
Views: 2011

Re: Choicerer's Map Randomizer

(1) voting system did not really worked. maybe it was because I moved/recruited units and then clicked voting, or because player 2 did the same. first recruiting then moving. I just wanted to say that wesnoth 1.14 actuall has an api for exactly that (requesting choices from players off-turn) (wesno...
by gfgtdf
May 13th, 2018, 12:33 pm
Forum: WML Workshop
Topic: Changes to Store Side in 1.14?
Replies: 5
Views: 149

Re: Changes to Store Side in 1.14?

It works, indeed, I find .current_player quite unintuitive it makes me wonder why they changed it to that. it all part of the developers evil plan to break all of the umc addons. No, now seriously, we just changed a bit how name/side_name/current_player works and forgot to add a compability path in...
by gfgtdf
May 12th, 2018, 9:49 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 233
Views: 40158

Re: World Conquest II

and as soon as i uploaded it i found anbother bug.... uploaded version 0.6.10