Search found 123 matches
- February 1st, 2006, 1:14 am
- Forum: Developers’ Discussions
- Topic: Terrain Modifiers: an intuitive + flexible change
- Replies: 11
- Views: 5919
- December 12th, 2005, 8:21 pm
- Forum: Art Development
- Topic: Default teams colors
- Replies: 21
- Views: 9413
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...
- December 10th, 2005, 1:06 am
- Forum: Art Development
- Topic: Default teams colors
- Replies: 21
- Views: 9413
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...
- December 6th, 2004, 1:07 am
- Forum: Strategies & Tips
- Topic: Solutions to hitting
- Replies: 40
- Views: 16145
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...
- November 26th, 2004, 1:17 pm
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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...
- November 25th, 2004, 2:06 pm
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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...
- November 24th, 2004, 10:01 pm
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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...
- November 23rd, 2004, 1:07 am
- Forum: Ideas
- Topic: Ghost's resistances and drain
- Replies: 21
- Views: 4323
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...
- November 22nd, 2004, 3:51 am
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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...
- October 10th, 2004, 1:51 pm
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
- October 10th, 2004, 5:18 am
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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...
- October 3rd, 2004, 3:17 pm
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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...
- October 3rd, 2004, 2:06 am
- Forum: Coder’s Corner
- Topic: My attempt at a random map generator
- Replies: 18
- Views: 8515
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 ...
- June 21st, 2004, 11:05 pm
- Forum: Developers’ Discussions
- Topic: Our Baby's First Birthday!!!
- Replies: 12
- Views: 2812
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;...
- June 9th, 2004, 9:22 pm
- Forum: Technical Support
- Topic: Not being able to choose leveling type on Multiplayer
- Replies: 22
- Views: 3706