Search found 60 matches

by GbDorn
June 15th, 2016, 1:31 pm
Forum: Website
Topic: Wesnoth site and forum security allert.
Replies: 13
Views: 6355

Re: Wesnoth site and forum security allert.

Works fine for Linux/Firefox, with https enforced by the HTTPS-Everywhere add-on Without the add-on it didn't work for me with latest Firefox on Ubuntu 14.04 & 15.10 until today. I always got SEC_ERROR_UNKNOWN_ISSUER . Running SSL Labs's test as advised by Mozilla indicated a broken certificate...
by GbDorn
May 27th, 2016, 11:37 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.4
Replies: 110
Views: 47135

Re: Wesnoth 1.13.4

The bug in [modify_side] reported by James_The_Invisible is already fixed in master. Thanks. @bug #3: Hmm yes this doesn't really suprise me, wha is there exat usecase where you want this behaviour? I reported it because it is a change from 1.12. I don't use it much but it can be handy in debug to ...
by GbDorn
May 27th, 2016, 6:29 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.4
Replies: 110
Views: 47135

Re: Wesnoth 1.13.4

bug #2. I got the same error message than in the bug reported by James_The_Invisible and rogul. The problem comes from: [modify_side] side= # whatever controller=ai [/modify_side] When the modified side is supposed to play the game crashes. This happens before a "side turn" event is played...
by GbDorn
May 27th, 2016, 2:40 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.4
Replies: 110
Views: 47135

Re: Wesnoth 1.13.4

I couldn't reproduce this on 1.13.4+dev on AoI mainline campaigns first scenario. Maybe it has been fixed then. How did you test it? I am doing more testing and it actually depends on the event type: - inside a moveto or recruit event, it works as expected. - inside a "side turn" or "...
by GbDorn
May 27th, 2016, 10:36 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.13.4
Replies: 110
Views: 47135

Re: Wesnoth 1.13.4

[end_turn] no longer affects ai sides in 1.13.4 (compared to 1.12.5; I have not tested other 1.13.x versions).
by GbDorn
March 4th, 2016, 3:17 pm
Forum: Lua Labs
Topic: enclave's Lua thread
Replies: 226
Views: 90863

Re: enclave's Lua thread

To get player's nick in MP, try this:

Code: Select all

wesnoth.sides[$side_you_want].__cfg.current_player
by GbDorn
March 4th, 2016, 3:05 pm
Forum: Technical Support
Topic: random map generator problem..
Replies: 3
Views: 1765

Re: random map generator problem..

enclave wrote:Sad if so..
Just resize the map after the random generation...
by GbDorn
March 3rd, 2016, 12:12 pm
Forum: WML Workshop
Topic: Help with an ability please
Replies: 4
Views: 1483

Re: Help with an ability please

Well, it's not working as in not functioning at all. [if][filter] is invalid as Ravana said, but note a closing [/if] should go after [then]...[/then][else]...[/else]. It is also possible you made an error in the accompanying [unit_type] code you didn't post. Here is a version handling all levels w...
by GbDorn
March 3rd, 2016, 11:07 am
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 856
Views: 301006

Re: My Terrain (Mine!)

What Wussel said. For the other cave walls everything black is supposed to be the removed parts so you can see through. Here I have the impression the props are put next to it because the upper ends are above this imaginary black plane. Also the wood is too bright imho. Maybe make it more like rails...
by GbDorn
February 26th, 2016, 3:00 pm
Forum: WML Workshop
Topic: New weapon specials
Replies: 10
Views: 3083

Re: New weapon specials

Edit: removed previous post Fair enough. One can use custom WML, Lua, or 'no_write=yes' in 1.13.1+ to remove [object]. And one should use one of these to avoid filling up the unit's WML when dealing with on/off effects, so you have to use: - some code to add the ability - some code to remove the abi...
by GbDorn
February 25th, 2016, 10:07 am
Forum: WML Workshop
Topic: New weapon specials
Replies: 10
Views: 3083

Re: New weapon specials

{VARIABLE_OP unit.hitpoints add -16} [if] [variable] name=unit.hitpoints less_than=1 [/variable] [then] [set_variable] name=unit.hitpoints value=1 [/set_variable] [/then] [/if] [unstore_unit] variable=unit find_vacant=no text= _ "-16" red,green,blue=150,0,0 [/unstore_unit] This should be ...
by GbDorn
February 25th, 2016, 8:19 am
Forum: WML Workshop
Topic: Changing unit types
Replies: 9
Views: 2365

Re: Changing unit types

should I put the [filter] tags outside of the [transform_unit] tags? No, just remove them. And you don't need the [if] [have_unit] [then] construct ([transform_unit] will just do nothing if no unit matches the filter) Note that [transform_unit]: - does not modify hit points and move points (just ma...
by GbDorn
February 22nd, 2016, 3:11 pm
Forum: Website
Topic: More info about units
Replies: 3
Views: 2331

Re: More info about units

OP is not proposing to add a new SPECIAL_NOTES to the unit description but to enhance the html pages with something similar to the help entries in 1.13.x, eg: for the bats: (1) feral (1) strong, quick, intelligent, resilient for the WC/Soulless/Ghast/Ghoul/Necrophage: (2) undead, fearless for Trolls...
by GbDorn
February 21st, 2016, 7:07 pm
Forum: Users’ Forum
Topic: Incomplete map editor
Replies: 8
Views: 3099

Re: Incomplete map editor

Most overlay terrains are associated with a default base terrain (visible in data/core/terrain.cfg). When you select an overlay terrain and place it on the map (either with left-click or right-click) the base terrain already in place is replaced by the default base terrain. To keep the existing base...
by GbDorn
January 14th, 2016, 2:02 pm
Forum: Art Contributions
Topic: Mainline campaign sprites and animations needed
Replies: 444
Views: 208342

Re: Mainline campaign sprites and animations needed

Elvish_King wrote:What about this sprites of Deoran?
Obviously the author is a lazy [censored] or was very busy IRL.
Hopefully he'll come back to finish what he promised to do and maybe even more.