Search found 60 matches
- 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...
- 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 ...
- 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...
- 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 "...
- 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).
- 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
- March 4th, 2016, 3:05 pm
- Forum: Technical Support
- Topic: random map generator problem..
- Replies: 3
- Views: 1765
Re: random map generator problem..
Just resize the map after the random generation...enclave wrote:Sad if so..
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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
Obviously the author is a lazy [censored] or was very busy IRL.Elvish_King wrote:What about this sprites of Deoran?
Hopefully he'll come back to finish what he promised to do and maybe even more.