Search found 1430 matches
- Yesterday, 3:29 pm
- Forum: WML Workshop
- Topic: Reset achievements for UMC campaign?
- Replies: 8
- Views: 312
Re: Reset achievements for UMC campaign?
The main point here is that currently achievement are not supposed to be reset, for example neither steam nor playstation achievements reset when a player restarts a game, and some players would probably be really upset if they did. If op wants to give the player a certain bonus during a run for doi...
- February 20th, 2024, 8:24 pm
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 843318
Re: World Conquest II
I just tested on 1.16.10 and it seems to work as expected, maybe one of the players in the game has an outdated wesnoth version? Or maybe you are using a different version of WC2 from the addon server?
- January 23rd, 2024, 12:47 am
- Forum: Scenario & Campaign Development
- Topic: Ascension
- Replies: 93
- Views: 12270
Re: Ascension
It only happens when I'm trying to load that scenario. And I don't sync my Wesnoth user directory with OneDrive. If it helps, I did finish the previous scenario while debug mode is active, don't know if that has any effect. what operating system are you using? someone mentioned it could be windows ...
- January 18th, 2024, 7:41 pm
- Forum: Lua Labs
- Topic: [solved] GUI: textbox.state_focussed
- Replies: 2
- Views: 530
Re: GUI: textbox.state_focussed
that worked more or less, but it moved the slider every time I made ANY change to the text box. For instance, if I typed in 9999, the slider would move to 9, then 99, and then do nothing because 999>gold. What I want is to let the user finish typing in the text_box, then evaluate the input, then mo...
- January 17th, 2024, 1:02 am
- Forum: Scenario & Campaign Development
- Topic: Ascension
- Replies: 93
- Views: 12270
Re: Ascension
It only happens when I'm trying to load that scenario. And I don't sync my Wesnoth user directory with OneDrive. If it helps, I did finish the previous scenario while debug mode is active, don't know if that has any effect. what operating system are you using? someone mentioned it could be windows ...
- January 16th, 2024, 5:01 pm
- Forum: Scenario & Campaign Development
- Topic: Ascension
- Replies: 93
- Views: 12270
Re: Ascension
So i tried myself, and when i got the the fourth scenario i got this really long error message : 20240116 17:56:38 warning engine/team_construction: when building level, skipping a unit (id=[]) from leader_cfg with no type information, for side: allow_changes = no allow_player = yes chose_random = n...
- January 16th, 2024, 4:30 am
- Forum: Scenario & Campaign Development
- Topic: Ascension
- Replies: 93
- Views: 12270
Re: Ascension
First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1...
- January 16th, 2024, 4:21 am
- Forum: Scenario & Campaign Development
- Topic: Ascension
- Replies: 93
- Views: 12270
Re: Ascension
First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1...
- January 13th, 2024, 9:08 pm
- Forum: Coder’s Corner
- Topic: Experiment in loading past eras/campaigns in cores
- Replies: 27
- Views: 10284
Re: Experiment in loading past eras/campaigns in cores
an assertion is always an error in the c++ engine code, so feel free to file a bug report if you have an somewhat easy way to reproduce (or alternatively a stacktrace), (that said, it is most of the time also a bug in the wml code, the error in the c++ side is then not to give a better error message )
- January 9th, 2024, 5:35 pm
- Forum: Lua Labs
- Topic: GUI: getting started with tree_view
- Replies: 6
- Views: 976
Re: GUI: getting started with tree_view
I don't remember the details, but iirc it goes like this: You have vertical/horizontal grow, this is a property of the cells, a cell can either grow or have an alignment. It determines how a widget behaves inside its cell. You have grow_factor, this is a property of rows/columns, it specifies how th...
- January 9th, 2024, 2:33 am
- Forum: Lua Labs
- Topic: [solved] GUI: slider max/min labels
- Replies: 2
- Views: 460
Re: GUI: slider max/min labels
from a quick look at the code this doesn't seem to be possible. If it isn't you have two options: 1) use your own label and update it accordingly via a callback to the slider (this is what the multiplayer create game code does, also because it shows the label above the sliders), 2) add a custom slid...
- January 7th, 2024, 3:23 am
- Forum: Lua Labs
- Topic: [solved] GUI: dynamic return values
- Replies: 20
- Views: 3221
Re: [solved] GUI: dynamic return values
In most of these cases there is no deeper reason why these are read only, it's just that no one has implemented the (c++) code to read the attribute (yet?). Unlike "pure" lua objects, these attributes aren't stored in the lua data structures themself, but in the c++ data structures so to s...
- January 4th, 2024, 10:44 pm
- Forum: Lua Labs
- Topic: [solved] GUI: dynamic return values
- Replies: 20
- Views: 3221
Re: GUI: dynamic return values
example code
Code: Select all
local dialog_wml = ...
local res = nil
local function preshow(dialog)
function dialog.some_button.on_button_click()
res = "boo"
dialog:close()
end
end
gui.show_dialog(dialog_wml, preshow)
return res
- January 4th, 2024, 10:38 pm
- Forum: Lua Labs
- Topic: [solved] GUI: dynamic return values
- Replies: 20
- Views: 3221
Re: GUI: dynamic return values
return values can only be integers (and not settable in preshow),
And the list of modifiable properties is here https://wiki.wesnoth.org/LuaAPI/types/widget.
what you can do however is to create ac custom on_button_click callback that closes the dialog and sets some variable
And the list of modifiable properties is here https://wiki.wesnoth.org/LuaAPI/types/widget.
what you can do however is to create ac custom on_button_click callback that closes the dialog and sets some variable
- December 31st, 2023, 11:34 pm
- Forum: Lua Labs
- Topic: GUI: getting started with tree_view
- Replies: 6
- Views: 976
Re: GUI: getting started with tree_view
P.S. For the life of me, I can't seem to get the text for the monster labels to center within the column (or align with the top of the image, or move at all really). Can't be that hard? You have to tell the code which part it has to grow (with horizontal_grow=true) because there is more space than ...