Search found 97 matches
- October 10th, 2009, 7:16 pm
- Forum: Technical Support
- Topic: control keys don't work
- Replies: 7
- Views: 1392
Re: control keys don't work
ctrl+space is used by some window managers. Are you really able to assign ctrl+space as a hotkey and then it simply doesn't work? Well, I never assigned it to "end turn", AFAIK it's the default one. And no control key at all works for me, eg control+v (ennemy move) or control+r (recruit) ...
- October 10th, 2009, 7:24 am
- Forum: Technical Support
- Topic: control keys don't work
- Replies: 7
- Views: 1392
Re: control keys don't work
Thank you for your hint. Now, I now the title was precise enough: it's not hotkeys that don't work, but precisely control keys. For instance, when changing next turn to alt+space, all works fine. Now, I really have no clue about the source of the issue. Because (as sais above), I have this problem o...
- October 9th, 2009, 5:39 am
- Forum: Technical Support
- Topic: control keys don't work
- Replies: 7
- Views: 1392
control keys don't work
Hello, in-game control-keys, such as control-space to end a turn, do not work by me. Do you know about similar issues? Info: * The issue remains with several releases of wesnoth of both the stable and dev branches. * I tried with several keyboards in case there would be a materiel issue (but control...
- October 7th, 2009, 10:09 am
- Forum: Coder’s Corner
- Topic: statistics on multiple and variant scenario autoplays
- Replies: 0
- Views: 1287
statistics on multiple and variant scenario autoplays
Hello, I'm currently working on the design and implementation of a feature described in the thread title (details below). The purpose of this post is mainly to let you comment on its usefulness (use cases, data accuracy) or help in better designing it. It's basically a python script able to: Let wes...
- October 7th, 2009, 10:06 am
- Forum: Coder’s Corner
- Topic: WML semantic structure -- parsing
- Replies: 24
- Views: 7784
WML semantic structure -- parsing
While designing a personal WML parser (see post to come about "statistics ... autoplays"), I stepped on an (IMO interesting) aspect of such a language. It may be trivial for you, anyway if you have hints on pointers on the topic... The overall WML grammar is extremely simple and easy to pa...
- October 7th, 2009, 7:05 am
- Forum: Coder’s Corner
- Topic: New AI Design for Wesnoth 1.7
- Replies: 51
- Views: 19306
AI allies stealing villages, or not
On the topic of AI allies stealing villages or not, you may have a look at http://www.wesnoth.org/forum/viewtopic.php?f=12&t=27387.
- October 7th, 2009, 7:02 am
- Forum: Ideas
- Topic: allies using vs stealing villages
- Replies: 1
- Views: 1615
allies using vs stealing villages
Hello, Posts in the thread upon the new AI design, at http://www.wesnoth.org/forum/viewtopic.php?f=10&t=24511 , let me think about AI allies stealing villages, or rather not stealing them; and so unable to simply use them. This, actually, has always seemed weird to me. What about you? All the ca...
- October 6th, 2009, 1:02 pm
- Forum: Technical Support
- Topic: additional MP scenarios don't show
- Replies: 3
- Views: 756
Re: additional MP scenarios don't show
OK, thank you, works now.
(But, what is /multiplayer for, then? Also, the mainline MP scenarios are inside /multiplayer. I don't understand the point of putting addon MP scenarios inside /campaigns.)
(But, what is /multiplayer for, then? Also, the mainline MP scenarios are inside /multiplayer. I don't understand the point of putting addon MP scenarios inside /campaigns.)
- October 6th, 2009, 8:03 am
- Forum: Technical Support
- Topic: additional MP scenarios don't show
- Replies: 3
- Views: 756
additional MP scenarios don't show
Hello, wesnoth 1.6.4, ubuntu 9.04 I first tried to write a new MP scenario, but it simply didn't appear in Wesnoth's multiplayer/local menu. As I thought i had done something wrong in code ;-), I then copied a mainline one (scenario + map) into my user dir (created /maps & /scenarios inside /mul...
- October 5th, 2009, 9:27 pm
- Forum: Coder’s Corner
- Topic: How to get end-of-scenario stats for a script?
- Replies: 6
- Views: 1673
Re: How to get end-of-scenario stats for a script?
There might be a simpler solution, but you can always modify the scenario so that the end of the level is delayed to the next turn. That way, you would obtain an additional save file. That's the trick! Thank you. I'll do that at leat as a temporary solution, a simple func (I mean a macro ;-) to set...
- October 5th, 2009, 7:06 pm
- Forum: Coder’s Corner
- Topic: How to get end-of-scenario stats for a script?
- Replies: 6
- Views: 1673
Re: How to get end-of-scenario stats for a script?
The issue for me is that I am not at all a C++ programmer; I can painfully read C code and understand it if clearly written, with much time and sweat and motivation. You don't really need to know C++ to actually output things at the end of a scenario. You could just as well put a victory/defeat eve...
- October 5th, 2009, 3:18 pm
- Forum: Coder’s Corner
- Topic: AI forum(s)?
- Replies: 6
- Views: 2700
Re: AI forum(s)?
Well, I rather agree with both of you about "live" talks such as irc vs "asynchonous". Still, one prefered means of communication doesn't prevent other to exist, be used, and be useful. It's also a question of taste (I used to dislike forums). Read also below. To efficiently (and...
- October 5th, 2009, 2:45 pm
- Forum: Coder’s Corner
- Topic: How to get end-of-scenario stats for a script?
- Replies: 6
- Views: 1673
Re: How to get end-of-scenario stats for a script?
It's easy enough to get hold on the data which is sent to wesnoth stats server, it requires a small patch (i.e., to src/upload_log.cpp , but other approaches can be used, too) to output this information Additional questions: * Is there any other way to get result data than from the save files? hack...
- October 5th, 2009, 1:42 pm
- Forum: Coder’s Corner
- Topic: New AI Design for Wesnoth 1.7
- Replies: 51
- Views: 19306
strategy/tactics: a multidimensional "trend" space scheme
preliminary notes: Strategy & tactics are elaborated according to a main objective; AI's objective depends on opponent's (player's) one and/or story . Q: Where is the border between strategic & tactical levels? Whatever the answer, Wesnoth's game is far too complicated to even hope designing...
- October 5th, 2009, 10:33 am
- Forum: Coder’s Corner
- Topic: AI forum(s)?
- Replies: 6
- Views: 2700
AI forum(s)?
Just a side note after reading the thread at http://www.wesnoth.org/forum/viewtopic.php?f=10&t=24511 : I think there should be one or more forum(s) dedicated to AI development. Actually, I'm rather surprised there are not loads of threads on this topic... First, it's a highly important, a core f...