Search found 2044 matches

by Boucman
May 15th, 2011, 8:49 pm
Forum: Art Contributions
Topic: Kitty's random stuff: The South Guard
Replies: 375
Views: 99123

Re: Kitty's random stuff: The South Guard

Maybe some Khalifate portraits ? or is it still too early for that ?

are we sure of the weapons they use ? or is there a possibility that some of them have to change for balance purpose ?
by Boucman
May 15th, 2011, 7:25 am
Forum: Art Contributions
Topic: [Request] Shuffle sides icon
Replies: 21
Views: 5482

Re: [Request] Shuffle sides icon

zaroth : true, it's usefull for games that are waiting for players, I had forgotten that
by Boucman
May 14th, 2011, 8:40 am
Forum: Art Contributions
Topic: [Request] Shuffle sides icon
Replies: 21
Views: 5482

Re: [Request] Shuffle sides icon

random side only has efect at game creation... do we really need it at the lobby ?
by Boucman
May 3rd, 2011, 6:03 pm
Forum: Art Contributions
Topic: Dead Water artwork (mainline)
Replies: 309
Views: 48231

Re: Dead Water artwork (mainline)

As I understand, the different animations here would be part of the same melee attack, for each strike one would be chosen randomly (or by some algorithm). if no other condition is applied, it's chosen randomly... you could however be very creative with the engine (no left tentacle strikes against ...
by Boucman
May 3rd, 2011, 5:09 pm
Forum: Technical Support
Topic: Submerge anim buggy in BfW 1.9.5
Replies: 5
Views: 2360

Re: Submerge anim buggy in BfW 1.9.5

no, you have to go the svn route or wait for 1.9.6 to come out eventually... there is nothing special with progressive float (compared to other progressive params, just to make clear) however it's true that the duration of an animation is calculated in a complicated way. it's the sum of the duration...
by Boucman
April 30th, 2011, 2:21 pm
Forum: Technical Support
Topic: Submerge anim buggy in BfW 1.9.5
Replies: 5
Views: 2360

Re: Submerge anim buggy in BfW 1.9.5

Ok, the freeze is easy to fix, but I will probably mark the rest as "won't fix" what's happening is that the duration of the submerge= line is longer than the duration of the animation as far as [frame] duration is concerned. In that case the [frame] take precedence, and thus the submerge part is sh...
by Boucman
April 16th, 2011, 6:09 pm
Forum: Technical Support
Topic: Submerge anim buggy in BfW 1.9.5
Replies: 5
Views: 2360

Re: Submerge anim buggy in BfW 1.9.5

Ok, I can reproduce, and it's quite tricky to solve.

I have fixed (locally) the infinite loop, but the animation doesn't work as it's supposed to. I'll look into it some more and keep you posted...
by Boucman
April 15th, 2011, 7:24 pm
Forum: Art Contributions
Topic: Give me a project(s)
Replies: 19
Views: 3299

Re: Give me a project(s)

Eleazar wrote: That's a very good summary, I would suggest making it a sticky, but we already have too many. Maybe it can be incorporated into an existing one...
don't worry about that, we have it already stickified in the moderator forum :)
by Boucman
April 2nd, 2011, 6:47 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.9.5
Replies: 10
Views: 12030

Re: Wesnoth 1.9.5

and you havn't posted a bug yet ? ;)
by Boucman
April 1st, 2011, 1:39 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 842
Views: 195563

Re: My Terrain (Mine!)

a "shelter" in a cave is a place that is dry and not too cold... but don't usually need to provide coverage (since you're underground) So a sort of litter/pelts lying around would probably be the most appropriate...
by Boucman
March 30th, 2011, 9:18 pm
Forum: Coder’s Corner
Topic: IRC channel for GSoC?
Replies: 1
Views: 527

Re: IRC channel for GSoC?

what channel did you log to ?

#wesnoth is mainly for users
#wesnoth-dev is quite active (depens on time of day of course) it's the one you're supposed to join
#wesnoth-mentor is for mentor... so not for you :)
by Boucman
March 10th, 2011, 11:01 pm
Forum: Coder’s Corner
Topic: School project - AI ... LISP
Replies: 2
Views: 1694

Re: School project - AI ... LISP

I would recommand not using lisp and using one of our frameworks... AI in wesnoth is complicated, and we will not accept another language. Translating it to C would probably mean a layer of unreadable code (autogenerated code is usually unmaintainable, since it's not meant to be rad by humans) that ...
by Boucman
March 9th, 2011, 9:41 pm
Forum: Art Contributions
Topic: TSI gets back into it: Drake Enforcer & Warden
Replies: 113
Views: 19681

Re: TSI gets back into it: Drake Enforcer & Warden

I have trouble reading the cape from a practical point of view... the way it rests on the wing makes me think it has been put there to be out of the way, just like the way you hold a coat on your arm when it's too hot to wear it. Assuming the cape was cut to fit a drake (i.e cut for someone with win...
by Boucman
March 7th, 2011, 9:31 pm
Forum: WML Workshop
Topic: Animated unit creation
Replies: 12
Views: 2061

Re: Animated unit creation

aaand fixed

i'm interested in the delay though...

if you could post a savegame and a way to reproduce, open a bug and assign to me or PM me the number so I assign it myself that would be cool
by Boucman
March 7th, 2011, 9:17 pm
Forum: WML Workshop
Topic: Animated unit creation
Replies: 12
Views: 2061

Re: Animated unit creation

in the mean time i'll try to fix the randomness in recruit aniamtions :)