Search found 1202 matches

by gfgtdf
December 10th, 2019, 12:22 am
Forum: WML Workshop
Topic: HARD level: ideas to design it (other than gold)
Replies: 6
Views: 746

Re: HARD level: ideas to design it (other than gold)

I agree with all these points. If I were to write a campaign now my approach would probably be to fix the amount of units l that can be recalled one could in a specific scenario for example say that at most 5 units can be recalled. For the case that a player has for some reason no( or very) recall u...
by gfgtdf
December 7th, 2019, 1:12 pm
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 348

Re: Sketching out an improved GUI2 API

Also post_show might not be needed anymore aswell, I mean you can probably just query these values from the dialog after calling show ()
by gfgtdf
December 7th, 2019, 3:17 am
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 348

Re: Sketching out an improved GUI2 API

Another thing I'm wondering is to what extent it would be possible to access properties, set callbacks, etc at the global scope (rather than in pre_show ). With the 'dialog object' is somehow makes sense to assume (from the umc authors point if view) that it's functions can be called anytime. In pa...
by gfgtdf
December 7th, 2019, 3:10 am
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 348

Re: Sketching out an improved GUI2 API

Celtic_Minstrel wrote:
December 7th, 2019, 3:04 am
but I'm not sure the conflict problem is solvable.
Well the most obvious way to solve it would.be to forbid the use of these names as widget ids
by gfgtdf
December 7th, 2019, 2:55 am
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 348

Re: Sketching out an improved GUI2 API

Ok I see no problem.witg that either. As not so complicated treeview example can be found here. https://github.com/gfgtdf/World_Conquest_II/blob/1.15/lua/game_mechanics/invest/invest_show_dialog.lua Also I am wondering whether we should allow directly acceccing child.widgets via __index, so that sel...
by gfgtdf
December 6th, 2019, 10:02 pm
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 348

Re: Sketching out an improved GUI2 API

Hmm okay so what'd be you name suggestion?
by gfgtdf
December 6th, 2019, 6:57 pm
Forum: Coder’s Corner
Topic: Any thoughts on C++ Modules
Replies: 2
Views: 172

Re: Any thoughts on C++ Modules

Well I haven't read and blogs about this but I really hope.iy will solve two of the most annoying features of c++ : the long compile times, and very annoying fact that you have to write each function interface twice: once in the header and once in the cpp file. I'm courious whether it will imply oth...
by gfgtdf
December 6th, 2019, 2:07 pm
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 348

Re: Sketching out an improved GUI2 API

I agree that the current gui2 API is quite bad mostly because of the things you already said about get/set_dialog_value/callback. The add-on worldconquestII used treeviews quite a lot mostly in a help-manu like fashion where on the left you have a treeview and on the left a Multipage with additional...
by gfgtdf
December 5th, 2019, 8:13 pm
Forum: Lua Labs
Topic: lua mysteries
Replies: 14
Views: 419

Re: lua mysteries

The version lua that wesnoth uses is independent from which lua version you have otherwise installed on your system. Also ravana did not say that these fun ruins don't exist.
by gfgtdf
November 29th, 2019, 11:41 pm
Forum: WML Workshop
Topic: Random terrain modification
Replies: 4
Views: 550

Re: Random terrain modification

You can use the [random_placement] wml tag , it also has an explicit option for only doing the change for a fraction of randomly chosen tiles.
by gfgtdf
November 24th, 2019, 9:38 pm
Forum: Coder’s Corner
Topic: Campaign Global "Options"
Replies: 8
Views: 1708

Re: Campaign Global "Options"

Second, a choice's "descriptions" is only a floating tooltip when the mouse hover over. It should instead just be written just above the choice. well there is the name attribute that is shown next to the widget and the description for long explanations that is only shown on tooltip i think the curr...
by gfgtdf
November 24th, 2019, 3:41 pm
Forum: Coder’s Corner
Topic: Campaign Global "Options"
Replies: 8
Views: 1708

Re: Campaign Global "Options"

I disagree with your disagreement, "Configure settings for the selected custom modification." Sounds like you had enabled [modification]s which is not the case here.
by gfgtdf
November 14th, 2019, 4:29 am
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 684

Re: Location-Based Recruit Lists?

Well you could try to use mouseover events to change the recruitlist in a way that would only allow those units that'd be legal for the position (note that it's more complicated because when the location is occupied it will be placed somewhere else) you also have to be careful with sync or other cli...
by gfgtdf
November 1st, 2019, 5:24 pm
Forum: WML Workshop
Topic: [preload] [prestart] [start] events
Replies: 8
Views: 512

Re: [preload] [prestart] [start] events

Ravana wrote:
November 1st, 2019, 5:19 pm
[lua] is not supported in [era], so preload is needed there.
At least in 1.14 and later, this is wrong