Search found 194 matches

by Shiki
July 6th, 2018, 12:22 pm
Forum: WML Workshop
Topic: Unitmarkers [SP/MP modification for 1.14]
Replies: 37
Views: 7005

Re: Unitmarkers [SP/MP modification for 1.14]

On 1.14, when a unit marked with crossed flaming swords stands on shallow water ( Ww ) and the Animate water wesnoth preference is enabled, the top-left end of the swords blinks: Screenshot_2018-07-04_08-58-48.png The surrounding hexes are all shallow and deep water. Blinking stops if I place a Sky...
by Shiki
July 4th, 2018, 4:05 pm
Forum: Lua Labs
Topic: Gui Debug Tools 0.9.8 for BfW 1.14
Replies: 24
Views: 4356

Re: Gui Debug Tools 0.9.8 for BfW 1.13/1.14

In trait definitions one sets all three statuses, but to not break with abilities and alike which have not been rewritten to check for one of the three instead, non_living is set as well for compatibility. The Feeding ability for example checks for unplaguable now. Basically not_living is or should ...
by Shiki
July 4th, 2018, 2:52 am
Forum: Lua Labs
Topic: Gui Debug Tools 0.9.8 for BfW 1.14
Replies: 24
Views: 4356

Re: Gui Debug Tools 0.9.8 for BfW 1.13/1.14

not_living was the original status, it was split up into the three. Due to compatibility units have it which have all three. Seems to be done by the engine.
by Shiki
July 4th, 2018, 1:58 am
Forum: Lua Labs
Topic: Gui Debug Tools 0.9.8 for BfW 1.14
Replies: 24
Views: 4356

Re: Gui Debug Tools 0.9.8 for BfW 1.13/1.14

Would it be possible to add a way to set the undrainable, unplaguable, unpoisonable and invulnerable status?
(not_living should be set automatically by the game if the first three are set.)

And there is a deprecation notice in stderr.
by Shiki
July 3rd, 2018, 4:00 pm
Forum: Users’ Forum
Topic: Making a browser version of wesnoth?
Replies: 29
Views: 2043

Re: Making a browser version of wesnoth?

Maybe you should remove it then :whistle:
by Shiki
July 3rd, 2018, 2:52 am
Forum: Developers’ Discussions
Topic: Enabling hardening options for Wesnoth's executables
Replies: 13
Views: 2185

Re: Enabling hardening options for Wesnoth's executables

I'm not having deeper information besides the manpage either.
  • -Wl,-O1: I think that would apply for the hardened builds though.
  • --sort-common: It sounds like it would slightly reduce the size.
  • --as-needed: Sounds so...
by Shiki
July 2nd, 2018, 3:19 pm
Forum: Developers’ Discussions
Topic: Enabling hardening options for Wesnoth's executables
Replies: 13
Views: 2185

Re: Enabling hardening options for Wesnoth's executables

How about adding -Wl,-O1,--sort-common,--as-needed to the Optimized builds?
by Shiki
July 1st, 2018, 6:57 pm
Forum: Multiplayer Development
Topic: 3 player colosseum
Replies: 13
Views: 1614

Re: 3 player colosseum

That would be okay. One more thing which I just noticed. The gold is deducted per side turn, and as 3P had less sides than 6P (with the two AI sides, 5 vs 8) one lost less gold. Next version is on the same level as the original 6P version, losing twice as much gold per tun. (for 4 sides, excluding t...
by Shiki
June 29th, 2018, 1:03 pm
Forum: Multiplayer Development
Topic: 3 player colosseum
Replies: 13
Views: 1614

Re: 3 player colosseum

I worked on it. I can't develop it farther though, similar issues. As for a changelog: - mostly technical changes, removed deprecated code and took advantage of 1.14, though there are some visual ones too - @Sapient both should be implemented now. Also no need anymore to end rounds if there's nothin...
by Shiki
June 18th, 2018, 5:06 pm
Forum: WML Workshop
Topic: How to load a map from an array of variables?
Replies: 9
Views: 888

Re: How to load a map from an array of variables?

Although, better use [foreach] or [for], as {FOREACH} is deprecated by them.
by Shiki
June 18th, 2018, 4:46 pm
Forum: Technical Support
Topic: Missing WML child
Replies: 4
Views: 929

Re: Missing WML child

Welcome to the Forums Please fill an bug report at https://bugs.wesnoth.org and include a map which causes this issue. And are you using 1.14.x or a version of the 1.13.x series — if so, please retry with 1.14.3, as such a bug has been fixed during 1.13.x. In the future, please start a new thread in...
by Shiki
June 13th, 2018, 7:05 pm
Forum: WML Workshop
Topic: Sudipta's WML questions
Replies: 24
Views: 1849

Re: Sudipta's WML questions

You can also use debug mode, there are commands for it:
:turn xxx and :turn_limit xxx
https://wiki.wesnoth.org/COMMANDMODE

While I'm not sure, it may be that the commands posted by ravana work from the lua console (available after activating mode with some shortcut, I think `)
by Shiki
June 13th, 2018, 12:12 pm
Forum: Writers’ Forum
Topic: Would someone like to write unit descriptions
Replies: 15
Views: 1510

Re: Would someone like to write unit descriptions

Great Ogre: "Many Ogres don't get too old, as their size and lack of finesse make them valuable prey for the more cunning and ruthless of predators. But those that survive by adapting to their environment continue growing as they age. These great Ogres become veritable giants, surpassing even troll...
by Shiki
June 11th, 2018, 1:43 pm
Forum: Users’ Forum
Topic: Map Editor problem?
Replies: 11
Views: 1250

Re: Map Editor problem?

I think we talk about the same thing. If you take a "map screenshot" you have an image of the whole map, including units and items.

With "map screenshot" I mean a function of wesnoth itself taking the screenshot instead of some third party screenshot tool:
by Shiki
June 11th, 2018, 11:02 am
Forum: WML Workshop
Topic: Turns itself to stone at daybreak ability :|
Replies: 9
Views: 754

Re: Turns itself to stone at daybreak ability :|

You can build your own poison, using events to do stuff.
Here's an example of poison only working on unpoisonable units (undead), with two events to let it work on defence and offence.
The ability itself looks like this, in this case it's combined with the normal poison ability.