Search found 1055 matches

by gfgtdf
Yesterday, 6:33 pm
Forum: Users’ Forum
Topic: Looking for an really old Add-on
Replies: 2
Views: 121

Re: Looking for an really old Add-on

he also has a github account, https://github.com/elidupree so you might be able to contact him by poining him there.
by gfgtdf
Yesterday, 8:59 am
Forum: Ideas
Topic: Do healing on turn 1
Replies: 7
Views: 133

Re: Do healing on turn 1

I thing we should make it so that, only side 1 turn 1 doesn't get healing. For the reason. zookeeper mentioned. I don't think 'And if side 1 doesn't get healing on turn 1, then no other side should either' is really a good point, unless it's for mp balance, that's why I vote for letting income as is...
by gfgtdf
September 16th, 2018, 7:09 pm
Forum: Ideas
Topic: Do healing on turn 1
Replies: 7
Views: 133

Re: Do healing on turn 1

I am quite sure that this was originally intended, but I do agree that we should change it. we cannot change it in 1.14 though.
by gfgtdf
September 16th, 2018, 3:11 pm
Forum: Coder’s Corner
Topic: Two version lines in replay savegames
Replies: 2
Views: 53

Re: Two version lines in replay savegames

I think this is intentional to mage it easier for fine pretends to figure out the version of it appears first.
by gfgtdf
September 15th, 2018, 8:56 pm
Forum: Users’ Forum
Topic: Wesnoth 1.14 on Android
Replies: 81
Views: 11562

Re: Wesnoth 1.14 on Android

I'm also getting an error about invalid characters on multiplayer login screen, using 1.14.4 . No problem on the desktop version.
by gfgtdf
September 15th, 2018, 1:03 pm
Forum: Scenario & Campaign Development
Topic: Custom Campaign 2.0.6 for Wesnoth 1.14
Replies: 86
Views: 18278

Re: Custom Campaign 2.0.6 for Wesnoth 1.14

another issue with this was reported in the world conquest II thread. where this mood caused wesnoth to crash, the crash itself will be fixed in 1.14.5 though but it will still give a lua error then and probably not work as intended.
by gfgtdf
September 13th, 2018, 4:39 pm
Forum: WML Workshop
Topic: [SOLVED] Set remaining movement to 0
Replies: 6
Views: 149

Re: Set remaining movement to 0

the only way in wml to change unit attribute is via store+unstore, if you use lua though you can modify unit attributed directly, ut lua events do have te disadvantage of less easy to use filter and no automatic undoing prevention, the lua code equivalent to shikis event on_event("enter_hex", functi...
by gfgtdf
September 13th, 2018, 10:25 am
Forum: Technical Support
Topic: Mods not appearing in any campaigns
Replies: 6
Views: 145

Re: Mods not appearing in any campaigns

the most important thing to make your mod work in singleplayere is to not put it inside #ifdef MULTIPLAYER
by gfgtdf
September 11th, 2018, 10:55 pm
Forum: Coder’s Corner
Topic: Did you succesfully solve transparency problem with SDL2?
Replies: 2
Views: 113

Re: Did you succesfully solve transparency problem with SDL2?

hmm well i didnt notice any issue with transparency recently so i guess we did fix it somehow, unfortunateley, the aginor who iirc did most of the sdl2 transition (https://github.com/wesnoth/wesnoth/commits?author=aginor) is not longer active. And i personally don't know much about this. Also note t...
by gfgtdf
September 10th, 2018, 3:16 pm
Forum: Technical Support
Topic: game crashes at the end of scenario
Replies: 4
Views: 123

Re: game crashes at the end of scenario

well the point is more that 1.12 is no longer maintained any noone remembers how it worked back then. We won't investigate wesnoth bugs on wesnoth versions older than 1.14.

So when it comes to 1.12, we cannot really help you more than anyone else with knowlegde about computers.
by gfgtdf
September 10th, 2018, 12:22 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 286
Views: 55524

Re: World Conquest II

i tested your savefile and when i remove the victory event from the 'Custom Campaign' mod from that savefile i no longer have problem advancing to the next scenario so i think this is caused by custom campaign mod.

here the savefile where i removed that event:
by gfgtdf
September 4th, 2018, 9:59 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (multiplayer pirate campaign)
Replies: 276
Views: 49891

Re: The Altaz Mariners (multiplayer pirate campaign)

so let me tell people what they need to do too fix their multiplayer TAM saves: if you open your saves they'll begin with something like version="1.14.4" abbrev="" campaign="" campaign_define="" campaign_extra_defines="" campaign_name="" campaign_type="multiplayer" difficulty="NORMAL" end_credits=ye...
by gfgtdf
September 3rd, 2018, 11:29 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 286
Views: 55524

Re: World Conquest II

No objection in a week so i'll put the pickup confirmation dialog in.

Uploaded 0.7.8 which adds the pickup confirmation dialog, it also fixed the following bugs:

- Fix ai side color when player changes colors.
- Fix item drop message.
- Fix bug in preset advancement
by gfgtdf
September 3rd, 2018, 11:27 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (multiplayer pirate campaign)
Replies: 276
Views: 49891

Re: The Altaz Mariners (MP pirate campaign now on 1.14!)

gfgtdf, any idea how I get it to work from the multiplayer and single-player campaign menus? It used to work okay both ways (a couple of versions ago). You can have it appear in both singleplayer and multiplayer, what currenty does not work is having appear in both the map campaigns list and the mp...
by gfgtdf
September 3rd, 2018, 10:02 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 286
Views: 55524

Re: World Conquest II

hmm no idea what could have caused this do you have a savefile? also, did you use other modifications ? EDIT: actually, that's probably a bgu in the 'preset advancement' option will be fixed in the next update until then, you can workaround by manualyl unsetting the units advancement after the unit ...