Search found 548 matches

by opensourcejunkie
April 24th, 2009, 10:51 pm
Forum: Music & Sound Development
Topic: a quick thank you
Replies: 2
Views: 1019

Re: a quick thank you

ahh, well thank you too :-)
by opensourcejunkie
April 24th, 2009, 7:27 pm
Forum: Scenario & Campaign Development
Topic: Sceptre of Life, version 0.12.1
Replies: 284
Views: 54594

Re: Sceptre of Life, version 0.12.0

In scenario 11 there is a bug with the daytime cycle. Whenever I attacked someone, the daytime display switched to first watch while the attack dialog was on the screen. Once I clicked OK, the daytime display was back to normal. This is only a display bug, the hit strengths are calculated correctly...
by opensourcejunkie
April 22nd, 2009, 7:05 pm
Forum: Music & Sound Development
Topic: a quick thank you
Replies: 2
Views: 1019

a quick thank you

I don't come to this forum often, so I know that this probably won't mean much coming from a complete stranger :-]. Nonetheless, I wanted to say a quick thank you to whoever has contributed to the (albeit small) ambient sounds collection. I recently discovered the [sound_source] tag, and used it in ...
by opensourcejunkie
April 22nd, 2009, 6:53 pm
Forum: Music & Sound Development
Topic: Besieged
Replies: 10
Views: 2564

Re: Besieged

Hey I just wanted to say that for a while now I have been very much hoping that someone would create a piece that could be used in battle and which also makes use of the opening theme. I think that such a piece would be ideal for climactic scenarios, and that it could help a campaign feel more conne...
by opensourcejunkie
April 22nd, 2009, 5:50 pm
Forum: Scenario & Campaign Development
Topic: Sceptre of Life, version 0.12.1
Replies: 284
Views: 54594

Re: Sceptre of Life, version 0.11.3

All right, scenario 12 is out; I'm really, really proud of this one :-D. I hope ya'll enjoy playing it as much as I enjoyed writing it :-), --OSJ Edit: Oh, and in this release I also implemented CMaster's suggestion about the paused day/night cycle in scenario 11. Edit: One more thing; if you play t...
by opensourcejunkie
April 22nd, 2009, 10:03 am
Forum: WML Workshop
Topic: Modifying Movetypes
Replies: 8
Views: 1301

Re: Modifying Movetypes

oh, yeah zoo; you're right, my bad. I had forgotten that the file mine was in was included inside of a [+units] tag, duh :roll:. Good catch.
--OSJ
by opensourcejunkie
April 21st, 2009, 7:54 pm
Forum: WML Workshop
Topic: Modifying Movetypes
Replies: 8
Views: 1301

Re: Modifying Movetypes

sure it is. You need the [movetype] tag, which you can look up on the wiki. Probably the easiest thing to do would be to copy the code from a core movetype, and modify it accordingly. Here's an example of something I did, but later scrapped: [race] id=sol_animated_statue male_name= _ "race^Animated ...
by opensourcejunkie
April 16th, 2009, 1:13 pm
Forum: Scenario & Campaign Development
Topic: Sceptre of Life, version 0.12.1
Replies: 284
Views: 54594

Re: Sceptre of Life, version 0.11.3

Well, Scenario 12 is almost complete; it's so close that I'm almost tempted to take the next few hours and finish it. However, I gotta sleep, and then I gotta go to a conference for a few days. So, I'll be away from wesnoth during that time, but when I come back, I'll finish up the scenario, and upl...
by opensourcejunkie
April 16th, 2009, 12:57 pm
Forum: WML Workshop
Topic: problems with sound source
Replies: 3
Views: 544

Re: problems with sound source

Gotcha, thanks. I'll make another attempt at it when I get back from my trip.
--OSJ
by opensourcejunkie
April 16th, 2009, 1:53 am
Forum: WML Workshop
Topic: problems with sound source
Replies: 3
Views: 544

problems with sound source

Hey all :-) I'm working on a scenario that involves a forest fire, which advances every turn. I am trying to add a sound source that will play the ambient campfire sound when the screen scrolls over part of the forest fire. Here's my code: [remove_sound_source] id=fire [/remove_sound_source] [sound_...
by opensourcejunkie
April 15th, 2009, 2:39 pm
Forum: Scenario & Campaign Development
Topic: Sceptre of Life, version 0.12.1
Replies: 284
Views: 54594

Re: Sceptre of Life, version 0.11.3

If you put it that way, then it could be that during the first scenario, the orcs try to take Aeryn's village then Aeryn's brother comes (forgot his name) and the orcs know that they will fail so the enemy leader sends an assassin into the village to kill Aeryn and then the orcs would take the vill...
by opensourcejunkie
April 13th, 2009, 6:36 pm
Forum: Scenario & Campaign Development
Topic: Flight to Freedom (drake campaign)
Replies: 773
Views: 156537

Re: Flight to Freedom (drake campaign)

Well I must say, that was a very compelling review of FtF, and the issues of race in fantasy gaming. A very stimulating read :-).

--OSJ
by opensourcejunkie
April 13th, 2009, 5:22 pm
Forum: Scenario & Campaign Development
Topic: Sceptre of Life, version 0.12.1
Replies: 284
Views: 54594

Re: Sceptre of Life, version 0.11.3

Ektheleon wrote:8th scenario: Maybe make the units in the river level 0 or loyal? It kinda screws with the finances to have to pay their upkeep.
Yeah, that's a good idea; I'll change that now. Nice replay, btw :-)
by opensourcejunkie
April 11th, 2009, 7:48 pm
Forum: WML Workshop
Topic: Another question about the sighted [event]
Replies: 17
Views: 2192

Re: About Fog Clearer.

yeah, that's exactly the reason. if movement=0, the fog clearer would only affect fog on its own hex, which is relatively useless. With movement=1, it clears the fog immediately adjacent to it.
--OSJ
by opensourcejunkie
April 11th, 2009, 6:49 pm
Forum: Writers’ Forum
Topic: Introductions
Replies: 28
Views: 5667

Re: Introductions

Hi, my name is Nate; I'm a worker at Target Corporation with absolutely no writing credentials whatsoever. I have had some experience with technical writing; I had to document some software for a college job. More recently, I decided to informally study fiction writing. After reading some books on t...