Search found 183 matches

by denispir
November 5th, 2019, 10:35 am
Forum: Art Workshop
Topic: portraits of female trolls
Replies: 26
Views: 2172

Re: portraits of female trolls

didn't you want a garrigue background? thats what I was rendering and I rather not have to erase it and do another kind of environment when its close to completion. You are right, sorry, I just expressed myself wrongly. Garrigue is in fact mountain vegetation, that's why it's vegetation growing on ...
by denispir
November 5th, 2019, 10:19 am
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 573

path finder usage & functioning

[I post here because it was with Lua that I stepped on these problems, but they are more general in fact.] The way the path finder presently works is pretty weird in my view. I take it for granted that the one we access via wesnoth.findpath is the same as the one in the player interface; in any case...
by denispir
November 5th, 2019, 8:19 am
Forum: Art Workshop
Topic: portraits of female trolls
Replies: 26
Views: 2172

Re: portraits of female trolls

Just an update to see if you really wanna remove the fur cloak. Yes, I do. We see better the "trollic bust" (I like the say you do it), and the knife is better visible. But it's not only me... I won't fight for that. I understand that you are exploring around, but just for the record, I also prefer...
by denispir
November 4th, 2019, 1:57 am
Forum: Art Workshop
Topic: portraits of female trolls
Replies: 26
Views: 2172

Re: portraits of female trolls

BraverPleinair wrote:
November 3rd, 2019, 9:28 pm
Lol, my stuffs not that good to be that useful anyways, heres an update. been slow day for me
I like your drawings very much. Would just remove the fur because it makes the knife less visible. I like the greeny grey. And the somewhat facety body.
by denispir
November 3rd, 2019, 5:43 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 757

Re: purpose of [move_unit_fake]

Many thanks if you will implement this, it's a long-standing feature request. 1266 Great! Yet another mission for me ;-). This one is fun, however! EDIT: just saw your last note. I can implement it in Lua as a new tag, not improve the present [move_units_fake] unless it is in Lua, which is improbab...
by denispir
November 3rd, 2019, 5:39 pm
Forum: Writers’ Forum
Topic: a funny dialect: request for comments
Replies: 4
Views: 903

a funny dialect: request for comments

Hello, I am presently revamping a short campaign originally written by Elven. My native language is not english (french), Elven's neither (slovakian I guess). I have written a new prelude piece of story, plus a few lines of a new initial scenario (to be completed). An interesting point, also for you...
by denispir
November 3rd, 2019, 5:02 pm
Forum: Scenario & Campaign Development
Topic: saving a map as image
Replies: 2
Views: 357

Re: saving a map as image

Pentarctagon wrote:
October 31st, 2019, 1:31 pm
In Wesnoth's preferences you can assign a hotkey to the map screenshot functionality.
Wow great! Thank you Pentarctagon.
by denispir
November 3rd, 2019, 4:40 pm
Forum: WML Workshop
Topic: Inserting predefined leader and units into side def
Replies: 11
Views: 573

Re: Inserting predefined leader and units into side def

Celtic_Minstrel wrote:
November 3rd, 2019, 4:18 pm
A better way to do this is with a time area. [removed code, see above]
A minor downside of that is that the time area might need to duplicate the schedule…
Great! An abvious case of "feature hijacking" however... ;-) But it proves that a feature such aas [area] should exist, no?
by denispir
November 3rd, 2019, 4:34 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 757

Re: purpose of [move_unit_fake]

Isn't this exactly what [move_units_fake] (note the plural) does? (Except for the fact that it's fake movement and not real movement.) Though I've never used it myself, so I could be wrong… Well, I also thought initially. But then I thought at all those scenarios where units move one after the othe...
by denispir
November 3rd, 2019, 4:31 pm
Forum: Lua Labs
Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
Replies: 8
Views: 1812

Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')

I believe the purpose of the separate evaluation and execution is so that the AI engine can determine which actions are available, then select one of them based on their priorities. So… the evaluation function determines an action's priority (which if I recall correctly is zero when the action is u...
by denispir
November 3rd, 2019, 3:54 pm
Forum: WML Workshop
Topic: Inserting predefined leader and units into side def
Replies: 11
Views: 573

Re: Inserting predefined leader and units into side def

[fire_event] does what I think you are asking for. It is easier way to reuse actionWML than [insert_tag]. Yes, thank you Ravana. I start to use much more custom events for all kinds of structured programming needs: I realised that since all things interesting anyway happen in an event, we can code ...
by denispir
November 3rd, 2019, 3:47 pm
Forum: WML Workshop
Topic: [preload] [prestart] [start] events
Replies: 8
Views: 560

Re: [preload] [prestart] [start] events

The main place for these docs would be the wiki's EventWML page. For the first message in this thread, I think (but I'm not sure) that the definition of sides takes place before the [story] . Thank you Octalot. This last info is relevant for another task, namely defining player troops for a "trial ...
by denispir
November 3rd, 2019, 3:40 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 757

Re: purpose of [move_unit_fake]

[move_unit_fake] exists since time immemorial for the purpose of implementing cutscenes, when the proper [move_unit] didn’t exist and there wasn’t any other way to move a unit on the map without the player (or an AI) performing the action. There isn’t much else to say about it. Thank you very much....
by denispir
November 3rd, 2019, 3:33 pm
Forum: Website
Topic: be notified about posts in one's own threads
Replies: 4
Views: 792

Re: be notified about posts in one's own threads

It's part of the group of tickboxes on the post-new-topic and post-reply pages (not the quick-reply page). "Options", "Notify me when a reply is posted". All right, found them. A very, very weird point is that (by me) this box is by default prechecked for a reply, but unchecked when creating a new ...
by denispir
November 3rd, 2019, 3:27 pm
Forum: Lua Labs
Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
Replies: 8
Views: 1812

Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')

First, sorry for reacting so late (!), I had not seen your answer: the forum engine just does not notify of replies, even to our own theads, unless we are explicitely quoted (I know about subscribing). I'm guessing you're running into the fact that the gamestate-changing functions are removed from t...