Search found 90 matches

by Spixi
May 14th, 2015, 3:17 pm
Forum: Ideas
Topic: [engine] Achievement system
Replies: 8
Views: 3553

Re: [engine] Achievement system

If the game outright tempts me to "try this outlandish challenge!", then for me attempting that instantly loses most of its appeal. I no longer feel like I'm actually doing something special, and I know for certain that it's possible to achieve, achieved by lots of other people, and somet...
by Spixi
May 10th, 2015, 10:32 pm
Forum: Ideas
Topic: [engine] Achievement system
Replies: 8
Views: 3553

[engine] Achievement system

Hi there! Since I did not find anything similar using the search function I am proposing this feature as a new idea. One thing first: This feature is solely a incentive system and does not affect any aspects of the gameplay. However, I am convinced that it will be a great feature, because it will im...
by Spixi
May 18th, 2014, 8:01 am
Forum: Art Contributions
Topic: Avoiding storing sprites in 9000 files, how?
Replies: 15
Views: 7816

Re: Avoiding storing sprites in 9000 files, how?

I don't understand your arguments to zip the images. PNG already supports compression and we use wesnoth-optipng to minimize the file size. There is also no performance win if you read an uncopressed zip, tar or cpio archive instead of single files. All modern OSes collect read() calls in a queue an...
by Spixi
April 6th, 2014, 12:14 am
Forum: Coder’s Corner
Topic: [elseif] in WML
Replies: 29
Views: 8649

Re: [elseif] in WML

By doing that, you are a perpetrator of the very issue you complain of - namely, different coding styles. If/then/elseif/else are very basic logic structures used in many if not all programming languages. It would make little sense not to use them here. Plus, your way only introduces more lines of ...
by Spixi
April 5th, 2014, 9:06 am
Forum: Coder’s Corner
Topic: [elseif] in WML
Replies: 29
Views: 8649

Re: [elseif] in WML

I don't think that tags like [else] or [elseif] are really needed. The only lead to confusion between different coding styles. Think KISS. There should only one way to do something and this way does it well. So I prefer to stay with: Sample for IF-ELSE: [if] {CONDITION} [then] {STATEMENT} [/then] [/...
by Spixi
December 1st, 2012, 10:08 am
Forum: Art Workshop
Topic: Spritesheets instead of single images
Replies: 18
Views: 4701

Re: Spritesheets instead of single images

You will save the overhead of each image and you will save memory while decompressing the image
by Spixi
December 1st, 2012, 12:21 am
Forum: Art Workshop
Topic: Spritesheets instead of single images
Replies: 18
Views: 4701

Re: Spritesheets instead of single images

I know that it CABD. But why isn't it done in mainline? Are there any reasons for that?
by Spixi
November 30th, 2012, 9:24 pm
Forum: Art Workshop
Topic: Spritesheets instead of single images
Replies: 18
Views: 4701

Spritesheets instead of single images

Hi there, i see that Wesnoth contains lots of single image files. This is not always necessary, because it costs disk space (because of the image headers), memory and lots of disk accesses. It would be much more efficient if images which belong together (e. g. animation frames of a unit type, attack...
by Spixi
October 27th, 2012, 10:44 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 3431

Re: LZMA2-compressed savegames

liblzma is a small file compression library. You can check for it in a configure script and only compile lzma-relating code if the library is found (e. g. with a define like HAVE_LZMA). The main difference between LZMA and LZMA2 is, that the latter handles uncompressable files (for example some mega...
by Spixi
October 20th, 2012, 12:35 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 3431

Re: LZMA2-compressed savegames

Maybe we could use the Boost Lzma implementation from fusecompress ...
by Spixi
October 19th, 2012, 6:25 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 3431

Re: LZMA2-compressed savegames

I filed a feature request in the ticket system of Boost here. Maybe - if this would be implemented - it could be used in a later release of BfW.
by Spixi
October 17th, 2012, 9:59 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 3431

Re: LZMA2-compressed savegames

An implementation and integration of LZMA2 compression into GIMP only took 238 lines see here I don't think.that there is much efford ...
by Spixi
October 15th, 2012, 6:58 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 3431

LZMA2-compressed savegames

Hi, I have seen that ai0867 has merged the file-compressor bzip2 to trunk. Why didn't you use LZMA2 (.XZ) LZMA2 has a higher compression rate than bzip2, however it needs a little more memory. The XZ container format is the standard package format in Slackware GNU/Linux and LZMA2 is also used by 7zi...
by Spixi
October 13th, 2012, 9:21 pm
Forum: Ideas
Topic: [terrain] Some notes to the rail terrain
Replies: 16
Views: 3354

Re: [terrain] Some notes to the rail terrain

I did not mean a tunnel as an overlay. I mean it as a way to distinguish regex("M[mds]\^Br[\\\|/]") from regex("M[mds]"). The rails terrain is covered by mountains, as it should not have to. Should I open a bug for this? - I think, it doesn't need to be a tunnel. I also like craz...
by Spixi
October 12th, 2012, 10:10 pm
Forum: Ideas
Topic: [mainline] Cheaper recall of peasants
Replies: 9
Views: 2894

Re: Cheaper recall of peasants

I think it would be better if the recall costs are calculated with the following formula: MIN(unit.cost+5, 20) This causes that the recall costs for units with costs < 14 are lower than 20. The +5 is for the XP and the known traits. I think it woulb be fine to recruit an experienced Peasant which wi...