Search found 784 matches
- July 12th, 2015, 12:16 am
- Forum: WML Workshop
- Topic: Need help for custom terrain transitions
- Replies: 12
- Views: 5404
Re: Need help for custom terrain transitions
The bridge macros actually don't have anything to do with the chasm bridges. Adding them will not do what you think— they're for the complex multi-piece bridges like the wooden bridge or other ones that can extend multiple tiles. This is actually a bug related to how the art is drawn and is just les...
- July 8th, 2015, 12:10 pm
- Forum: WML Workshop
- Topic: Need help for custom terrain transitions
- Replies: 12
- Views: 5404
Re: Need help for custom terrain transitions
There isn't that much help unfortunately. There's a thread I started that covers the WML tags in some detail but basically ignores most of the macros since apart from some of the very common ones, most are so specific to individual terrains that it's unlikely people would use them and for those that...
- July 8th, 2015, 11:58 am
- Forum: WML Workshop
- Topic: What are the terrain macros doing?
- Replies: 2
- Views: 787
Re: What are the terrain macros doing?
I started a project to cover terrain related WML in general, but never got around to covering all of the macros as there were far too many. Most of the non-new ones are more or less clones of each other though: this post covers all of their parameters . I never got around to covering wall or bridge ...
- June 17th, 2015, 2:27 am
- Forum: WML Workshop
- Topic: Need help for custom terrain transitions
- Replies: 12
- Views: 5404
Re: Need help for custom terrain transitions
For the bridge problem, it looks like a layering issue. The NEW:WALL macro should normally avoid such issues - are you using it or something custom? The DISABLE_WALL_TRANSITIONS macro is available specifically to deal with the encampment problem. Just include it after all your other wall transitions...
- June 16th, 2015, 12:34 pm
- Forum: Users’ Forum
- Topic: You really need to rethink your portability strategy
- Replies: 10
- Views: 3062
Re: You really need to rethink your portability strategy
As I recall, everything related to OpenMP on OS X was in relation to the implementation provided by GCC 4.0, as that was the compiler in use by Xcode at the time OpenMP was added. It turned out that that implementation on Mac platforms was very unstable, leading to a much increased crash rate and wa...
- March 1st, 2015, 2:06 pm
- Forum: Under the Burning Suns
- Topic: Scenario Review: (UTBS) 3. A Stirring in the Night
- Replies: 87
- Views: 40884
Re: Scenario Review: (UTBS) 3. A Stirring in the Night
It doesn't matter if you regain the encampment, if you lose it even temporarily it counts as gone for good.
"You lose control (even temporarily) of more than 6 villages"
- January 19th, 2015, 3:04 am
- Forum: Art Contributions
- Topic: Improving castles in cave transitions
- Replies: 26
- Views: 11350
Re: Improving castles in cave transitions
I did the images for cave-encampment some time ago. You can find them in the Roar of the Woses add-on. After I did them, I decided it was not worth trying to do this by adding more images in the existing style. The castles already don't line up well with each other and there are now 4 different type...
- November 30th, 2014, 5:34 pm
- Forum: Scenario & Campaign Development
- Topic: Roar of the Woses
- Replies: 66
- Views: 21420
Re: Roar of the Woses
I finally discovered why people kept mentioning that sometimes the enemy beat the player with no chance to respond in scenario 4 - it appears to require a quick troll, nothing else is able to make it in time and I just hadn't encountered one prior to this. So, new upload: No more trolls for the clos...
- November 23rd, 2014, 6:50 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.12.0
- Replies: 30
- Views: 45614
Re: Wesnoth 1.12.0
My congratulations too. Looks very slick. How disappointing that the third-party bug causing part of the last letter to be cut off in the help tips screen is still not fixed. That must be annoying. (Is that a Mac-only annoyance? I don't remember) I do have one minor thing I'd like to note - when yo...
- November 16th, 2014, 2:07 pm
- Forum: Multiplayer Development
- Topic: Khalifate Era
- Replies: 118
- Views: 36531
Re: Khalifate Era
Btw wouldn't it be a good idea to make the kaliphate appear in utbs? The scenarios play mostly in the desert and one could explain the lack of magic with the loss of knowledge because of the cataclysm. I don’t really see any room for the Khalifate in UtBS, mostly for story reasons. There are no hum...
- November 15th, 2014, 9:13 pm
- Forum: WML Workshop
- Topic: Custom Terrain Tutorial planning
- Replies: 36
- Views: 20384
Re: Custom Terrain Tutorial planning
Image path functions are supported (mainline uses recolouring and I've used CROP). I suspect that all paths may be relative to image/terrain though, so you have to change the blit paths too.
- November 3rd, 2014, 12:41 am
- Forum: WML Workshop
- Topic: Custom Terrain Tutorial planning
- Replies: 36
- Views: 20384
Re: Custom Terrain Tutorial planning
Out of date again.
It was correct at the time of writing, but as of 1.11.7, all of the base terrains were changed to be *t and Vit became Vt in 1.11.9. I've updated the relevant section.
It was correct at the time of writing, but as of 1.11.7, all of the base terrains were changed to be *t and Vit became Vt in 1.11.9. I've updated the relevant section.
- October 5th, 2014, 4:34 pm
- Forum: WML Workshop
- Topic: [remove_shroud] and [terrain] question
- Replies: 113
- Views: 24918
Re: Move unit fake image mods and movement costs
REEDIT : Also, another question: I'm trying to limit a units movement to a specific terrain. (namely rails) Is there a way to do it? [movement_costs] seems to do the trick, but it's limited to terrain groups like deep water or mountain. Is there a way to do this? For this one, you're in luck. There...
- September 18th, 2014, 3:30 pm
- Forum: Off-Topic
- Topic: War Hammer
- Replies: 4
- Views: 3236
Re: War Hammer
Very high. The Warhammer community tends to encourage it. I promise you that the vast majority of the models seen in the following website have some level of modification (it's a Games Workshop sponsored "painting" contest). http://whfm.blogspot.ca/2011/06/golden-demon-award-winners-websit...
- July 28th, 2014, 11:15 pm
- Forum: Multiplayer Development
- Topic: Really a balanced game ?
- Replies: 9
- Views: 2339
Re: Really a balanced game ?
The AI also cannot read maps. If you want to see something sad, watch two AI's play on Arcenclave Citadel. The two AI's will recruit a small force around their leader and then spread. The AI has no idea that it needs to be recruiting all over its half of the map so that it can grab all its villages...