Search found 2044 matches

by Boucman
November 24th, 2010, 5:46 pm
Forum: Art Workshop
Topic: Zero's art
Replies: 926
Views: 184450

Re: Zero's art: In honor of the new Fire Dragon!

no artist suggestion, the movement would seem more powerfull if he used his body weight to smash his target instead of his shoulder strength... I.e he should have his whole shoulder/upper body drop much more
by Boucman
November 24th, 2010, 5:34 pm
Forum: Art Contributions
Topic: A fence as an embellishment
Replies: 20
Views: 7818

Re: A fence as an embellishment

Ok, my bad

I did indeed read your patch backward and that is indeed a bug

sorry about the confusion, i'll commit the fix right away (no need to split the thread at this point, unless you want to discuss it some more, but I think we agree here)
by Boucman
November 24th, 2010, 12:54 pm
Forum: Art Contributions
Topic: A fence as an embellishment
Replies: 20
Views: 7818

Re: A fence as an embellishment

(i"ll reply here since I couldn't find another thread about your WML fix, but when you see and reply to this message i'll probably split to coder's corner in order to keep the noise down in art forum) the fix you propose doesn't really make sense, so my guess is the bug you found needs to be correct...
by Boucman
November 1st, 2010, 9:53 am
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 842
Views: 199859

Re: Terrain

castle macros are designed to handle convex shapes rather than path... it's impossible to do an open castle...

I think you should go with the bridge macros. It's a pity I don't have time to explain hwo they work, but i'm pretty certain they are the way to go...
by Boucman
October 31st, 2010, 4:06 pm
Forum: Art Contributions
Topic: My Terrain (Mine!)
Replies: 842
Views: 199859

Re: Terrain

unfortunately i'll be away for 3 weeks, so help will be slim, but I think the remaining glitches should be easy to fix on the WML side...

could you post your WML and frames ? i'll try to have a look before I leave...
by Boucman
October 25th, 2010, 3:57 pm
Forum: Art Workshop
Topic: Mefisto in vegetative state
Replies: 314
Views: 76318

Re: Some sketches

I don't think 4 is a hard rules, it's probably because it's suffciant for variability

as for the -small variation, it's to avoid graphic artifacts when the forest is next to a tile where overlapping would look weird. the -small variations fit in their hexes, the other ones don't
by Boucman
October 17th, 2010, 4:46 pm
Forum: Art Contributions
Topic: Re-creating the map to hi-res?
Replies: 20
Views: 4951

Re: Re-creating the map to hi-res?

a better random map generator has been on the todo list for some time...

I can guarentee it was never created to be representative of the wesnoth climate, though
by Boucman
October 2nd, 2010, 1:06 pm
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth for iPhone/iPad
Replies: 21
Views: 7115

Re: How to compile Wesnoth for iPhone/iPad

normal version doesn't compile on the ipad/iphone, you need to get the special tree (not sure where it is, though, search for the iphone/ipad threads)
by Boucman
September 27th, 2010, 5:38 pm
Forum: Art Contributions
Topic: Runesmith line plus other stuff
Replies: 31
Views: 8704

Re: Runesmith line plus other stuff

let's wire it to impact damage, that's what has the best realistic/complexity ratio...
by Boucman
September 23rd, 2010, 3:08 pm
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 26099

Re: Comment on Eleazar's Terrain Improvements or other threa

that's because those light terrain only exist in "straight line"... you need to mix some normal wall near the changes of direction to get it to work...
by Boucman
September 19th, 2010, 8:05 pm
Forum: Multiplayer Development
Topic: Planning system/Whiteboard feedback
Replies: 49
Views: 11031

Re: Planning system/Whiteboard feedback

not a bug, more like a missing feature, and i don't think it will be implemented right away...

as gabba stated, we are trying to build a solid base before moving on to secondary features
by Boucman
September 14th, 2010, 9:02 pm
Forum: Art Contributions
Topic: Bridges
Replies: 237
Views: 37122

Re: stone bridge

be careful with new designs...

the wooden bridge is often used for piers, so adding railings wouldn't be an option
by Boucman
September 12th, 2010, 7:28 am
Forum: Multiplayer Development
Topic: Planning system/Whiteboard feedback
Replies: 49
Views: 11031

Re: Planning system/Whiteboard feedback

we can't get rid of order completely, because some actions make other actions possible/impossible you can move units only in a free spot, so if you plan to move unit A, then unit B at unit A's place, the WB needs to be aware of the order same thing with recruitment planning/leader movement... so we ...
by Boucman
August 29th, 2010, 7:57 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.9.0
Replies: 118
Views: 34097

Re: Wesnoth 1.9.0

hmm, I think there is a feature in the terrain WML to replace the terrain depending on ToD

this was specifically done to have lights turn on at night...
by Boucman
August 29th, 2010, 7:55 am
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1138
Views: 285166

Re: Standing and idle animations?

is it an idle anim ? I though these were standing anims... (playing all the time vs playing randomly)