Search found 123 matches

by Dobob
February 1st, 2006, 1:14 am
Forum: Developers’ Discussions
Topic: Terrain Modifiers: an intuitive + flexible change
Replies: 11
Views: 4933

How would bridges (and fords) work under this system? Would they need to become a need base terrain, good for both water and land units?
by Dobob
December 12th, 2005, 8:21 pm
Forum: Art Development
Topic: Default teams colors
Replies: 21
Views: 7565

Well, I did a little research and I've found that I actually have Protanopia, the rarest of the red-green color blindness. But I've found that both people with protanopia and deuteranopia (1% of male) can't see color at 492 nm and 498 nm respectively, and see them white instead. What are these color...
by Dobob
December 10th, 2005, 1:06 am
Forum: Art Development
Topic: Default teams colors
Replies: 21
Views: 7565

Delurking a little... In game, it is very difficult for me to distinguish yellow (255, 255, 0) and green (0, 255, 0). That could be because I'm partly colour-blind ... :roll: . What I want to say is that the most different colours should be first. So grey and white could be put in position 4 et 5. P...
by Dobob
December 6th, 2004, 1:07 am
Forum: Strategies & Tips
Topic: Solutions to hitting
Replies: 40
Views: 13509

It would be even more relevant if Wesnoth was using Java (well-known for the really short lower-bits cycles of its random generator, unfortunately). Hum, last time I checked, Java was using the exact same generator as rand48. Also, bad random lower-bits aren't that bad in Wesnoth, since the modulus...
by Dobob
November 26th, 2004, 1:17 pm
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

Well, I think the maps look pretty nice. If you're interested in having it integrated into the main version of the game, here is what you'd have to do, - convince us it's better than the current random map generator; OR - show that it provides facilities to generate some interesting types of maps t...
by Dobob
November 25th, 2004, 2:06 pm
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

I think it would perhaps be better to post some screenshots of maps generated with it. It's quite alot of effort to plug some code in and getting it compiling ;) David Ok, I'll attach some screenshots. As for compiling, I have included a modified set of wesnoth source files, so you only have to dec...
by Dobob
November 24th, 2004, 10:01 pm
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

Well, ... I posted the new version of my RMG 3 days ago and no one has dowloaded it... It's not a good sign, isn't it ? I would simply like feedback on how the maps generated are looking (after solving the little bug), and if the WML is simple enough to understand without having the full list of key...
by Dobob
November 23rd, 2004, 1:07 am
Forum: Ideas
Topic: Ghost's resistances and drain
Replies: 21
Views: 3483

But, perhaps we should revert to using multiplicative calculations, and then it'd do a 'mediocre-but-not-pathetic' 3 damage. I remember being against additive calculations when they were introduced, but I think they work correctly now. Like it is now, high-resistance units (the ghost is the worst i...
by Dobob
November 22nd, 2004, 3:51 am
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

Version 0.2 - Roads

Okay, not much feedback on the last version, isn't it? Well, I've added roads between each touching clusters, which guarantee at least on passage between each player keep. This also include bridges and cave paths (examples of them are respectively in file bridges.cfg and caves.cfg). Note : to use th...
by Dobob
October 10th, 2004, 1:51 pm
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

Boucman wrote:did you post it to patches.wesnoth.org ?
Rigth now, it's more of a standalone program than a patch, so I didn't put it on the patch management system. Also, there's many improvement to be made to it.
by Dobob
October 10th, 2004, 5:18 am
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

Version 0.1

Here my 0.1 (Baby Step) of the RMG. All of the hard coded data now reside in a WML config file (ranmap.cfg). The format used is a little bulky, but that's what macros are for :roll: . The config file in the tar.gz is just an example and could get some improvement, but the format should be clear enou...
by Dobob
October 3rd, 2004, 3:17 pm
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

so is the point of this to get a better generator than we currently have? its probably a good idea, since the current one is not that good. and the example map looks relatively balanced. It's not meant to be better, just different. I haven't studied the actual RMG, but mine does generate the map on...
by Dobob
October 3rd, 2004, 2:06 am
Forum: Coder’s Corner
Topic: My attempt at a random map generator
Replies: 18
Views: 7459

My attempt at a random map generator

I've tried to do a little random map generator, and here is the first totally working prototype (as : I don't have to modify the result map to play it). The code is currently a mess (only a few French comments, all class members are public and all parameters are hard coded), but I should be able to ...
by Dobob
June 21st, 2004, 11:05 pm
Forum: Developers’ Discussions
Topic: Our Baby's First Birthday!!!
Replies: 12
Views: 2235

I hope Dave (or somebody) is keeping all the old versions on a hard disk somewhere. Version of Wesnoth lying on my hard disk (I should clean it up sometime... :oops: ) : 0.1; 0.2.1; 0.3; 0.3.4; 0.4; 0.4.2; 0.4.3; 0.4.8; 0.5; 0.5.1; 0.6; 0.6.1; 0.6.99.2; 0.6.99.4; 0.6.99.5; 0.7; 0.7.1; 0.7.2; 0.7.3;...
by Dobob
June 9th, 2004, 9:22 pm
Forum: Technical Support
Topic: Not being able to choose leveling type on Multiplayer
Replies: 22
Views: 2908

Another suggestion : Add a new menu item to the unit description if the unit can level. In it, give a list of all possible upgrades (and show the unit stats on the left when selectionned), plus a "random" entry if there's more than 1 upgrade. If there's more than upgrade, add a "choos...