Search found 237 matches

by Choicerer
May 20th, 2018, 9:30 am
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 3616

Re: wesnoth.game_events.on_load/save

Well, I'm thinking now I'd simply intialise the global variables in the on_load event instead of prestart, but would that be safe? Well, those that don't depend on the number of sides or any coordinates in the game, at least. ^ Edit - Well, it appears it is and I guess it's still less hassle to reca...
by Choicerer
May 20th, 2018, 7:42 am
Forum: Multiplayer Development
Topic: Better Odds
Replies: 23
Views: 4446

Re: Better Odds

It works for both.
by Choicerer
May 19th, 2018, 9:38 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 3616

Re: wesnoth.game_events.on_load/save

That's pretty much what I'm doing (the modification options settings can only be saved in WML), except I declare my data that isn't dependent on those options in LUA. I'd still be writing to wml though. But yes, for the static data that would work better. Only I'm not really going to rewrite my code...
by Choicerer
May 19th, 2018, 9:16 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 3616

Re: wesnoth.game_events.on_load/save

the 'max autosaves' probably works by 'step1= create an autosave, step2) delete all save until n remaining' with no special handling of the case when it is set to 0, but i think there is another preference that allows you to turn of autosave complteley. Hmmm, I haven't been able to find that option...
by Choicerer
May 19th, 2018, 8:32 pm
Forum: Lua Labs
Topic: wesnoth.game_events.on_load/save
Replies: 12
Views: 3616

wesnoth.game_events.on_load/save

I didn't realise global lua variables don't get stored in saves and I based my new version of my add-on around them. Now I'm forced to use on_load and on_save, but there's one weird thing going on. On load is also fired on game start, so I'm forced to add checks in my variable converting function to...
by Choicerer
May 18th, 2018, 7:10 pm
Forum: Multiplayer Development
Topic: Choicerer's Map Randomizer
Replies: 35
Views: 7410

Re: Choicerer's Map Randomizer

2.5c fixes the mod being unplayable in multiplayer due to oos.
Fixes the option Randomise on human players' turns only.
by Choicerer
May 18th, 2018, 4:59 pm
Forum: Multiplayer Development
Topic: Choicerer's Map Randomizer
Replies: 35
Views: 7410

Re: Choicerer's Map Randomizer

2.5 - The entire add-on has been rewritten in Lua. Changed a number of designs, including the terrain selection mechanism. This has greatly improved performance and removed the flaw in the code that caused the map to gradually lose its balance with keep tiles under units on. Also, now any given map ...
by Choicerer
May 15th, 2018, 10:50 am
Forum: Art Workshop
Topic: ghype's Daily Art #81 - Portraits: the Fallen
Replies: 189
Views: 62470

Re: ghype's Daily Art #31 - The Fallen

I really like those sprites. They look twisted and demonic. Not sure about that name, Asperser, though? I don't think that's a word in English. EDIT - Looked it up, means slander, defame, spread false or damaging accusations or insinuations against somebody. It's a rather obscure word and I'm not su...
by Choicerer
May 15th, 2018, 10:15 am
Forum: Multiplayer Development
Topic: Choicerer's Map Randomizer
Replies: 35
Views: 7410

Re: Choicerer's Map Randomizer

Yes. I've introduced that function in 2.3 and sadly made a mistake of initialising it not where it's supposed to be so it fails on game reload. Sorry about that, I'm not gonna be fixing it now as 2.5 is coming soon and it will have the bug fixed.
by Choicerer
May 15th, 2018, 9:21 am
Forum: Multiplayer Development
Topic: Choicerer's Map Randomizer
Replies: 35
Views: 7410

Re: Choicerer's Map Randomizer

ok yeah, it was expecting this answer but I don't recall it wasn't specified anywhere. Maybe i am just bad at reading descriptions It is mentioned in the add-on description, custom options menu, the in-game mod info and this thread ;D. regarding wcII, it now looks so beautiful and new. especially t...
by Choicerer
May 15th, 2018, 1:41 am
Forum: Multiplayer Development
Topic: Choicerer's Map Randomizer
Replies: 35
Views: 7410

Re: Choicerer's Map Randomizer

(1) voting system did not really worked. maybe it was because I moved/recruited units and then clicked voting, or because player 2 did the same. first recruiting then moving. either way, it did not work. just wanted to say that wesnoth 1.14 actuall has an api for exactly that (requesting choices fr...
by Choicerer
May 12th, 2018, 6:49 pm
Forum: Release Announcements, Compiling & Installation
Topic: Nightly flatpak builds
Replies: 10
Views: 7774

Re: Nightly flatpak builds

That works, thanks!
by Choicerer
May 10th, 2018, 2:05 pm
Forum: Release Announcements, Compiling & Installation
Topic: Nightly flatpak builds
Replies: 10
Views: 7774

Re: Nightly flatpak builds

Hi, this seems to be broken? error: GPG verification enabled, but no summary signatures found (use gpg-verify -summary=false in remote config to disable) If i set that to false in the config I get: error: Remote listing for org.wesnoth.Wesnoth-origin not available; server has no summary file Check t...
by Choicerer
May 8th, 2018, 10:16 pm
Forum: Users’ Forum
Topic: The RNG
Replies: 8
Views: 2005

Re: The RNG

Hi, Better Odds doesn't screw you over. Here's a video:
by Choicerer
May 7th, 2018, 8:21 pm
Forum: Scenario & Campaign Development
Topic: Afterlife -- survival and race maps
Replies: 33
Views: 10795

Re: Afterlife -- survival and race maps

Well, the Randomiser doesn't have a single attack or defend event, while this bug seems to happen when (Ai?) units attack. He uses Ageless as well, so it's even harder to pinpoint the issue. I don't think the fact it doesn't originate from Afterlife means anything. One of the addons calls these func...