Search found 784 matches
- May 29th, 2014, 2:33 am
- Forum: Under the Burning Suns
- Topic: Scenario Review: (UTBS) 3. A Stirring in the Night
- Replies: 87
- Views: 41203
Re: Scenario Review: (UTBS) 3. A Stirring in the Night
4) Dialog? Good. I'm cool with Garak wanting to die due to a dream, but it doesn't make sense to me that you lose if he dies, but he dies after you win. I think this is what is known as a "script zombie" in the film industry. That is, changes were made without updating everything, I think...
- May 26th, 2014, 11:54 am
- Forum: Heir to the Throne
- Topic: Scenario 17: The Sceptre of Fire
- Replies: 70
- Views: 49260
Re: Scenario 17: The Sceptre of Fire
Except on hard, two of the sides are randomly killed at start, which would explain 4. I assume the code that erases their castles is incorrect (missing array dereference?). Of course, the comments say that there should only be three...
- May 23rd, 2014, 1:03 am
- Forum: Strategies & Tips
- Topic: What do you find to be the worst unit in the default era?
- Replies: 127
- Views: 40840
Re: What do you find to be the worst unit in the default era
All the time. They were actually weakened for 1.10 because they are so strong. Starting with the obvious: they are the fastest unit Loyalists have, so are good as scouts to capture villages early. They have excellent cold resistance: between this and their speed, they force undead players to think t...
- May 13th, 2014, 2:14 am
- Forum: Multiplayer Development
- Topic: First Cataract - 4p Map Contest Entry
- Replies: 15
- Views: 4731
Re: First Cataract - 4p Map Contest Entry
Since you mentioned it's your first map, I should point out that you do not need to use the default base for forest terrain. By holding down shift while painting the terrain you can replace the terrain under the forest with something else, so you can keep the palm trees but not have them all over de...
- May 9th, 2014, 12:36 am
- Forum: Scenario & Campaign Development
- Topic: Roar of the Woses
- Replies: 66
- Views: 21522
Re: Roar of the Woses
Someone very nicely sent me a bunch of comments on the dialog of the campaign. In the process of addressing them, I also found a bug of my own. So, here is a new version, now on the 1.12 server.
- April 5th, 2014, 10:57 pm
- Forum: Technical Support
- Topic: 1.11.12 and Retina MacBook Pro
- Replies: 8
- Views: 4765
Re: 1.11.12 and Retina MacBook Pro
See http://forums.wesnoth.org/viewtopic.php?f=4&t=40042 where another user has the same problem. Unfortunately, the graphics library that Wesnoth currently uses does not handle retina displays at all (to the point that you'll notice significantly better performance if you check the "Open in...
- April 5th, 2014, 8:51 pm
- Forum: Eastern Invasion
- Topic: Scenario Review - EI 12 - Captured
- Replies: 53
- Views: 26080
Re: Scenario Review - EI: Captured
Was this a continuation from 1.10 saves? If so, the deprecated syntax is in the units carried over from the saved games and is unrelated to the scenario itself.Maiklas3000 wrote: (8) WML?
It's good. There are some errors due to deprecated syntax.
- March 30th, 2014, 11:44 pm
- Forum: WML Workshop
- Topic: Whats gonna be count faster?
- Replies: 10
- Views: 2959
Re: Whats gonna be count faster?
I have no need to restock the message list in what I'm writing since trigger happens fewer times than I have messages. The reason I mention leaving the clear out is that once you have enough messages, it's less important that there be no repeats and the clear operation is almost as slow as the switc...
- March 30th, 2014, 11:06 pm
- Forum: WML Workshop
- Topic: Whats gonna be count faster?
- Replies: 10
- Views: 2959
Re: Whats gonna be count faster?
That's about what I expected when you asked the question. Conveniently, I did exactly what you want in a currently unreleased campaign. You want something like this: [event] name=prestart [set_variables] name=alarmed_peasant_messages [value] message= _ "Help!" [/value] [value] message= _ &...
- March 30th, 2014, 10:51 pm
- Forum: WML Workshop
- Topic: Whats gonna be count faster?
- Replies: 10
- Views: 2959
Re: Whats gonna be count faster?
The problem isn't generating random numbers, the problem is in the switch statement. If the switch statement actually has 10^5 different case values, then the Lua code that takes that quickly generated variable will still evaluate every last one of the cases to see if they match. So it takes O(1) to...
- March 30th, 2014, 10:20 pm
- Forum: WML Workshop
- Topic: Whats gonna be count faster?
- Replies: 10
- Views: 2959
Re: Whats gonna be count faster?
ChaosRider: From source inspection, there is no way that (1) would be slower. https://github.com/wesnoth/wesnoth/blob/master/src/game_events/action_wml.cpp#L1984 I assume that you would think that it might be slower because it would cause wesnoth to list all numbers from 1 - 10,000, but that isn't ...
- March 30th, 2014, 9:56 pm
- Forum: WML Workshop
- Topic: Whats gonna be count faster?
- Replies: 10
- Views: 2959
Re: Whats gonna be count faster?
I have no idea, you could always time it and see. Lua can grab the current time if you're curious. However, at that size, I would be very tempted to try some other approach entirely if only to avoid going insane with the amount of writing involved. Also, I would suspect that at that size, you'd end ...
- February 17th, 2014, 9:27 pm
- Forum: Technical Support
- Topic: Macbook pro 15" retina. Mouse and resolution freaking out!
- Replies: 7
- Views: 2550
Re: Macbook pro 15" retina. Mouse and resolution freaking ou
In the Finder, from the Go menu, choose "Go to Folder"
Type
Open Wesnoth_1.10 or whatever version you have.
Open the preferences file and change the values "fullscreen" and "color_cursors" to "no".
Type
~/Library/Application Support
into the dialog.Open Wesnoth_1.10 or whatever version you have.
Open the preferences file and change the values "fullscreen" and "color_cursors" to "no".
- February 2nd, 2014, 4:43 am
- Forum: Lua Labs
- Topic: Sigurd's Lua Questions
- Replies: 6
- Views: 4013
Re: Sigurd's Lua Questions
The thing that immediately comes to mind is this: local q = wesnoth.synchronize_choice(sync_dialog(), nil_func()) You're calling your functions and passing the results, not passing the functions (unlike the example in the wiki). Try local q = wesnoth.synchronize_choice(sync_dialog, nil_func) Instead.
- January 17th, 2014, 9:57 pm
- Forum: Scenario & Campaign Development
- Topic: Roar of the Woses
- Replies: 66
- Views: 21522
Re: Roar of the Woses
A minor update to address the appearance of the overlay indicating that the unit is special with the torc per the feedback.
At some point I'm going to have to redo the thug recruitment scenario, but that will have to wait until I can come up with an interesting scenario for it.
At some point I'm going to have to redo the thug recruitment scenario, but that will have to wait until I can come up with an interesting scenario for it.