Search found 2044 matches

by Boucman
April 8th, 2012, 1:40 pm
Forum: Coder’s Corner
Topic: Command-line nogui multiplayer Wesnoth
Replies: 9
Views: 2304

Re: Command-line nogui multiplayer Wesnoth

I reverted the patch, you should be able to start command-line games normally now
by Boucman
April 7th, 2012, 8:15 am
Forum: Coder’s Corner
Topic: Command-line nogui multiplayer Wesnoth
Replies: 9
Views: 2304

Re: Command-line nogui multiplayer Wesnoth

that is a known bug due to a patch that has been reverted...

this should be fixed in 1.10.1 and the patch added back once I find out why it doesn't work on command line
by Boucman
April 4th, 2012, 9:26 pm
Forum: Coder’s Corner
Topic: Yet another map generator (removed)
Replies: 45
Views: 19216

Re: Yet another map generator

At this stage of development, I'm aware of feedback on the software use and results: - to define a final parameter list. It is of course possible to allow users to define quite all in the program, for instance exactly which terrains codes are used in various situations, but it would result in more ...
by Boucman
April 3rd, 2012, 4:53 pm
Forum: Coder’s Corner
Topic: Yet another map generator (removed)
Replies: 45
Views: 19216

Re: Yet another map generator

honestly your results look really good, it would be great if you could integrate that into wesnoth and provide your algorithms as patches to the game... everybody could use such a generator for random MP maps and/or base for scenarii
by Boucman
March 5th, 2012, 7:24 pm
Forum: Coder’s Corner
Topic: Wesnoth test harness for AI development
Replies: 6
Views: 1355

Re: Wesnoth test harness for AI development

automated testing of AI has already been done once, so all the bricks are in place to do batch games in AI vs AI... save/reload of games via AI or WML... I'm not sure if it has been done, but it might not be that complicated to add on the C++ side, and patches would probably be accepted in mainline....
by Boucman
March 3rd, 2012, 7:04 am
Forum: Coder’s Corner
Topic: Ghost images
Replies: 7
Views: 1630

Re: Ghost images

ok, i'll look into it, but since it's a big feature it will most likely take time to review....
by Boucman
February 29th, 2012, 8:44 pm
Forum: Coder’s Corner
Topic: Ghost images
Replies: 7
Views: 1630

Re: Ghost images

multiple files in a single submission, thx
by Boucman
February 27th, 2012, 10:00 pm
Forum: Coder’s Corner
Topic: Ghost images
Replies: 7
Views: 1630

Re: Ghost images

hey, nice change, way deeper in code that what we are used to... please submit this patch at patches.wesnoth.org, it's the best way to not get it burried in the forums if you think your patch is too huge, you might want to separate in multiple logical patches (reorganisation, infrastructure changes,...
by Boucman
December 28th, 2011, 6:58 pm
Forum: Art Contributions
Topic: Hints for a newcomer in artworking
Replies: 17
Views: 4825

Re: Hints for a newcomer in artworking

ok, that's a quote from Jetrel, so it is authoritative... however I don't thinkg it needs to be interpreted that literally... what Jetrel meant was that the last frame should double as a corpse. the actual position of the corpse is probably not that important, and in the case of spiders it definitel...
by Boucman
September 23rd, 2011, 3:01 pm
Forum: Art Development
Topic: Heir to the Throne: Portraits
Replies: 125
Views: 61881

Re: Heir to the Throne: Portraits

there is something that bothers me with the li'sar happy variant...

here smile looks like the kind of smile you get when you take a picture of someone that doesn't want her picture take... the smile is "very forced"

maybe it's just me but I think it's worth checking...
by Boucman
September 2nd, 2011, 1:41 pm
Forum: Users’ Forum
Topic: Android port coming soon...
Replies: 164
Views: 39060

Re: Android port coming soon...

congratulation, great job, testing it right now
by Boucman
August 6th, 2011, 3:23 pm
Forum: Release Announcements, Compiling & Installation
Topic: scons errors since rev 50543 [solved]
Replies: 3
Views: 1007

Re: scons errors since rev 50543

we are upping the boost requirement to 1.36 (previous was 1.35 IIRC)

this is an error though, since that particular function was introduced in 1.40, I fixed it in trunk today
by Boucman
July 24th, 2011, 2:00 pm
Forum: Coder’s Corner
Topic: Why AI never captures ally's villages?
Replies: 4
Views: 1090

Re: Why AI never captures ally's villages?

yes, that's the case... I personally think that it's the only way to have the AI not bother players... A rule like "the AI can only grab allied vilages to heal its leader" or "implement some orders through talk for the AI to grab player's village" the case AI allied with AI is also different from th...
by Boucman
May 30th, 2011, 9:30 pm
Forum: Art Contributions
Topic: LordBob's random stuff : ancient wose
Replies: 203
Views: 50443

Re: LordBob's random stuff : trolls !

would it be possible to do some painted carvings that would be recognisable as such ?

fwiw, I prefer the first one... peanut gallery vote...
by Boucman
May 20th, 2011, 5:58 pm
Forum: Faction & Era Development
Topic: Khalifate Unit Naming
Replies: 40
Views: 11083

Re: Khalifate Unit Naming

honestly, we are short in words equivalent to "archer", "fighter", "rider" in english (and probably other languages too) so it made sense to start using the huge potential of foreign names to add variety... and IIUC the Khalifate is more persian than arabic... not sure if the names are arabic or per...