Search found 785 matches

by Simons Mith
October 26th, 2011, 11:15 pm
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 66600

Re: How to compile Wesnoth on Mac OS X

That was it. Thanks. I had a working copy of the game within 15 minutes, once I'd updated the header files too.
by Simons Mith
October 26th, 2011, 9:49 pm
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 66600

Re: How to compile Wesnoth on Mac OS X

I've tried a large number of different permutations and still can't get Wesnoth to compile. Actually, it compiles OK, but I get six errors from the linker: Building target “Wesnoth” of project “Wesnoth” with configuration “Release” — (6 errors) mkdir /Users/Simon/Subversion/Wesnoth/trunk/projectfile...
by Simons Mith
October 25th, 2011, 10:58 pm
Forum: Ideas
Topic: [mainline] 2x new Trait ideas. I can't resist. BUT:
Replies: 12
Views: 2221

Re: [mainline] 2x new Trait ideas. I can't resist. BUT:

Orcs kind of do have some custom racial traits anyway; the detrimental traits that goblins sometimes get.
by Simons Mith
October 25th, 2011, 10:55 pm
Forum: Art Contributions
Topic: Rotten Woodbridge
Replies: 24
Views: 7840

Re: Rotten Woodbridge

I wouldn't want any statistics changes over the standard bridge either, because it would interfere with using the rotten bridge as a purely decorative variant for the standard bridge. I do have a request for an extra-rotten variant, though, with nothing more than one or two jagged poles of irregular...
by Simons Mith
October 24th, 2011, 1:11 am
Forum: Faction & Era Development
Topic: Khalifate Unit Naming
Replies: 40
Views: 12611

Re: Khalifate Unit Naming

How about starting with a special_notes_pronunciation macro in the unit descriptions?
by Simons Mith
October 23rd, 2011, 3:35 am
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 66600

Re: How to compile Wesnoth on Mac OS X

It's been a good year since I tried to compile from source and I seem to have fallen behind the curve again. Issues arising are: 1. The game now seems to require GCC4.2. XCode 3.0 only goes up to GCC4.0, so it appears you now need Xcode 3.1 to compile the game. If this is right, the minimum version ...
by Simons Mith
October 20th, 2011, 5:06 pm
Forum: WML Workshop
Topic: Custom Terrain Tutorial planning
Replies: 36
Views: 18785

Re: Custom Terrain Tutorial planning

I've only skimmed this thread, so sorry if I missed it, but I would like to make a minor request. As part of this tutorial, please cross-refer users to the /art/ information related to drawing terrain. That is: position of light source angle of view perspective used building scale /item/ scale (e.g....
by Simons Mith
October 19th, 2011, 4:06 pm
Forum: Multiplayer Development
Topic: AI Recruitment Deficiency
Replies: 45
Views: 6657

Re: AI Recruitment Deficiency

As an idea, how about adding some more recruitment types? As well as archer, fighter, mixed, healer, scout, how about options such as 'random', 'fast', 'slow', 'cheap', 'expensive', possibly even 'leader', 'guard' and various races, and possbly unit levels too. 'Fast' might mean >6 MPs, Slow <5, 'Ch...
by Simons Mith
October 17th, 2011, 12:49 am
Forum: Technical Support
Topic: Team recolor macro not working in 1.9.9
Replies: 4
Views: 762

Team recolor macro not working in 1.9.9

I was going mad trying to work out what I was doing wrong. Then as a sanity check I tried loading Northern Rebirth. Talinn, I believe, should have a distinctive purple paint job. But he's just red the same as all the other peasants. In a old SVN build of 1.9.1 he's purple as he should be. I had been...
by Simons Mith
October 16th, 2011, 11:21 pm
Forum: Ideas
Topic: [mainline] non-combatant unit
Replies: 3
Views: 976

Re: [mainline] non-combatant unit

That's not a problem, in fact it's a bonus, because you can have a top-level 'default non-combatant' description and still put custom descriptions for particular variants inside the variation tags. I've just tried it by adding a custom description for the wose variant of the walking corpse.
by Simons Mith
October 15th, 2011, 10:32 pm
Forum: Ideas
Topic: [mainline] non-combatant unit
Replies: 3
Views: 976

[mainline] non-combatant unit

Mainline already has an 'Elvish Lady' unit. Fate of a Princess has a non-combatant Lady in Waiting and Elvish Queen. I've also seen Human Merchant, Human Nobles etc. mentioned in a couple of places. The proposal is to create either one Non-Combatant unit, or several - Elvish Non-Combatant, Dwarvish ...
by Simons Mith
October 13th, 2011, 9:44 pm
Forum: Art Contributions
Topic: Chainmail Discussion from Kitty's Portrait Thread
Replies: 13
Views: 3819

Re: Heir to the Throne: Portraits

I don't think there's any point making chainmail 'form-fitting', and I find it hard to believe anyone would have done it. It's very much a one-size fits all material; if you have a piece hanging under gravity (at maximum density) and you stretch it out to cover the maximum area, it can easily expand...
by Simons Mith
October 13th, 2011, 12:45 pm
Forum: Art Contributions
Topic: Chainmail Discussion from Kitty's Portrait Thread
Replies: 13
Views: 3819

Re: Heir to the Throne: Portraits

Regarding Li'sar's portrait: Her armor seems quite heavy, if she's still a pedestrian it is likely too heavy and cumbersome for a woman "closer to Jennifer Anniston's build". That chainmail is draped like a soft textile. Chainmails do not envelop a body that much: http://img.thesun.co.uk/multimedia...
by Simons Mith
October 13th, 2011, 12:22 am
Forum: WML Workshop
Topic: Always Lit macro query
Replies: 4
Views: 775

Always Lit macro query

I was going to try to create some macros for some permanently-illuminated terrain, but can't find sufficient data about how to do it. Some very old information from the forums is in the first of the spoiler tags below. Here's roughly what I had in mind: #define ALWAYS_LIT_DAWN [time] id=always_lit_d...
by Simons Mith
October 11th, 2011, 12:49 pm
Forum: Multiplayer Development
Topic: [Announcement] No RND Mod
Replies: 19
Views: 8482

Re: [Announcement] No RND Mod

A possible way to stop Poison and Slow being 'all-or-nothing' is to introduce the concept of a partial dose. Say a normal random hit from a ghoul would inflict 5 points to a particular unit. Therefore 5 points of accumulated damage from deterministic attacks would introduce a full 8-point dose of po...