Search found 294 matches

by Ayin
October 31st, 2005, 5:51 pm
Forum: Art Development
Topic: Making Canyons using the Castle methodology
Replies: 55
Views: 19386

yobbo wrote:I couldn't help myself.

I really like these canyons.
Yobbo: I especially love your version of the canyons.

Those remind me of Ultima 6. :-)
by Ayin
October 31st, 2005, 7:27 am
Forum: Art Development
Topic: Making Canyons using the Castle methodology
Replies: 55
Views: 19386

Here's another view of how the canyon doesn't quite work. Notice how the North sides of the canyon cover up the hills and mountains. Is there a way to deal with this without some of the revisions discussed for terrain? Yep. This can perfectly well be tweaked using WML (however, defining an alternat...
by Ayin
October 31st, 2005, 7:20 am
Forum: Art Contributions
Topic: Human Village variation?
Replies: 47
Views: 8740

Err, animated terrain is supported. It was supported lots of versions ago, and still is.
by Ayin
October 27th, 2005, 7:41 pm
Forum: Art Contributions
Topic: What YOU Use
Replies: 18
Views: 2078

Jetryl, If GIMP's menu looks like a context menu, it actually isn't at all: there is no context involved. GIMP's on-demand menu always is the same, and exactly mimicks the menu bar on top of the window. Actually, the menu bar is a late addition of the 2.0, which is totally optional. It may be presen...
by Ayin
October 27th, 2005, 5:04 pm
Forum: Art Contributions
Topic: What YOU Use
Replies: 18
Views: 2078

complete with a real macintosh interface, rather than the preposterous menu-bar-in-every-window-that-mocks-fitt's-law which the rest of the computing world has embraced, no thanks to MS. (grrr....) Blaming Microsoft for GIMP's interface is troll bait, Jetryl. But OK, I'll bite. ;-) GIMP was designe...
by Ayin
October 26th, 2005, 4:24 pm
Forum: Art Development
Topic: New castle grapchics (?)
Replies: 205
Views: 58668

Excellent!

As frame said, please continue :-)

Ayin
by Ayin
October 15th, 2005, 9:52 am
Forum: Developers’ Discussions
Topic: Messing it up: Making the Cave based on Light not Terrain
Replies: 15
Views: 4562

Re: Messing it up: Making the Cave based on Light not Terrai

Maybe I misunderstood your post, but the way I see things is that: * The "cave floor" movement penalty is due to the fact that cave terrains are rough, not to the fact it is dark. Actually, schedules only bring combat penalty and no movement penalty. * The "underground" time of day (see file schedul...
by Ayin
October 15th, 2005, 9:44 am
Forum: Coder’s Corner
Topic: Multiplayer campaigns status.
Replies: 0
Views: 1251

Multiplayer campaigns status.

Hi, I have added a page detailing the status of multiplayer campaigns on the wiki . All comments are welcome. Multiplayer campaigns are currently more or less supported by the engine. Multiplayer scenarios, like single-user scenarios, may specify the next_scenario flag. The side_id flag is used to e...
by Ayin
October 9th, 2005, 11:21 am
Forum: Users’ Forum
Topic: GameHippo
Replies: 13
Views: 2333

Dave wrote:Or, they might just not think that Wesnoth is fun, interesting, innovative, or news-worthy.
Or it might just be that Slashdot sucks :P
by Ayin
September 21st, 2005, 8:27 pm
Forum: Multiplayer Development
Topic: Like eastern invasion
Replies: 25
Views: 4072

Disto wrote:Lol, i thought it looked wrong, normally i'm a good speller but a hour or 2 of french every day now probably is scrambling my mind. But Turin is right.
Well, it is "Apostrophe" in French, too :P
by Ayin
September 15th, 2005, 4:48 pm
Forum: Users’ Forum
Topic: Windows User Preferences Location
Replies: 5
Views: 1720

I suppose that, on Win32, making the preferences directory a subdirectory of getenv("AppData") , (like what is done with getenv("HOME") on Unix-like systems), should just do the trick.
by Ayin
September 14th, 2005, 5:14 pm
Forum: Developers’ Discussions
Topic: on the Turkish characters and the other non-ascii chracters
Replies: 9
Views: 3474

Iwa: the problem is in-game character input, not character coding. Coding internation characters has worked correctly for years.
by Ayin
September 14th, 2005, 4:23 pm
Forum: Developers’ Discussions
Topic: on the Turkish characters and the other non-ascii chracters
Replies: 9
Views: 3474

Ihsan: while I don't know about the specific Wesnoth/SDL code I can tell you that C++ doesn't allow unicode in ''. Those specify a char which is usually a 8 bit type. C++ has no problem with Unicode. Depending on the encoding, using UTF-8-encoded strings in std::strings, or wider characters in std:...
by Ayin
April 25th, 2005, 5:46 pm
Forum: Art Contributions
Topic: Generic Unit Portraits
Replies: 86
Views: 9541

Darth Fool wrote:
frame wrote:I think they look really good, but I will put down a vote for less cute.
I agree. These are great, but I am more in favor of less cute. These are soldiers, after all.
I disagree. Wesnoth is supposed to be "cute".
by Ayin
April 24th, 2005, 9:33 pm
Forum: Scenario & Campaign Development
Topic: 0.9.1+ Changes to translating user campaigns in wesnoth
Replies: 16
Views: 6854

scott: Yep, thanks for the example (it is indeed correct).

Cheers,

Ayin