Search found 838 matches

by ott
December 12th, 2005, 8:39 am
Forum: Developers’ Discussions
Topic: Rewriting the unit descriptions
Replies: 30
Views: 10004

To make this effort more productive, I suggest judicious use of the 'svn log' command. Some descriptions were rewritten for 1.0 and extensively polished. It would be silly to rewrite them yet again, when many descriptions are still the quick placeholder texts that were originally committed with the ...
by ott
December 12th, 2005, 7:49 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 22358

Unfortunately the fix seems to cause huge slowdown, to the extent that we may have increased the minimum spec required for the game by a factor of 2 or so. Some optimization seems called for.
by ott
December 7th, 2005, 11:37 am
Forum: Coder’s Corner
Topic: Problems with [message]?
Replies: 6
Views: 2282

Ideal would be a diff against current svn.
by ott
December 7th, 2005, 11:25 am
Forum: Developers’ Discussions
Topic: Discussion of changes to slow?
Replies: 58
Views: 16929

we should IMHO leave it as-is. As-is in 1.0.2, or as-is in trunk? 1.0.2 has "slow-on-attack halves movement rate of defender until end of defending unit's next turn, and reduces defender's attacks by one (with a minimum of 1) until end of defending unit's next turn; slow-on-defend reduces attacker'...
by ott
November 30th, 2005, 8:57 am
Forum: Faction & Era Development
Topic: Wait pointer
Replies: 1
Views: 1389

by ott
November 30th, 2005, 8:32 am
Forum: Developers’ Discussions
Topic: [effect] request
Replies: 6
Views: 2610

Ordering of events can be achieved by using the [command] tag, so you could first apply a 100% removal and then apply the change you want.
by ott
November 29th, 2005, 1:25 pm
Forum: Ideas
Topic: Dealing with tons of save game files is a pain!
Replies: 16
Views: 2285

There is quite a bit of context here, no need to reinvent the wheel. Note that the "Load Game" menu allows sorting savefiles by date or by filename (click on the header). Deleting saved games is the subject of patch https://gna.org/patch/?func=detailitem&item_id=457 as discussed in http://www.wesnot...
by ott
November 29th, 2005, 1:09 pm
Forum: Users’ Forum
Topic: Version 1.0.2 for windows
Replies: 28
Views: 3869

Threatening our founder and project lead is very unlikely to garner you any favours.
by ott
November 29th, 2005, 12:59 pm
Forum: Mainline Campaign Development
Topic: [Historical] Son of the Black Eye Updated!
Replies: 240
Views: 65935

Please note the general tidying up of the official SotBE campaign in both trunk and the 1.0 branch, and the further changes in trunk.
by ott
November 29th, 2005, 12:54 pm
Forum: WML Workshop
Topic: 1.1.x+ upcoming WML changes
Replies: 67
Views: 10599

Also have a look at the "WML improvements" section of the changelog.
by ott
November 29th, 2005, 12:43 pm
Forum: Developers’ Discussions
Topic: Discussion of changes to slow?
Replies: 58
Views: 16929

So, no comments in a week? Does this mean I should code and commit?
by ott
November 28th, 2005, 9:50 am
Forum: Coder’s Corner
Topic: [store_unit] should not clear variable if filter not matched
Replies: 0
Views: 995

[store_unit] should not clear variable if filter not matched

In game_events.cpp, the code for the [store_unit] tag clears the variable even if the filter does not match. So [store_unit] variable=junk [filter] x,y=999,999 [/filter] [/store_unit] (or similarly false filters) will always clear junk. Is anyone relying on this? I would like to change this code so ...
by ott
November 27th, 2005, 7:51 am
Forum: WML Workshop
Topic: Droppable Item sometimes duplicates?
Replies: 2
Views: 1600

Since the wiki macros are user contributed, perhaps you would like to continue this discussion at the Wiki page you reference. A fixed macro would be especially useful, although an explanation of where you see the problem would perhaps be enough.
by ott
November 27th, 2005, 7:47 am
Forum: Art Development
Topic: Enemy Moves Hard To See on Gray Tiles
Replies: 49
Views: 22358

Re: Enemy Moves Hard To See on Gray Tiles

Has anyone noticed that it's really hard to check enemy moves on gray tiles? Do you have a screenshot extract to illustrate what you mean? It has never seemed a big problem to me, though we have had complaints that on certain colour palettes highlighted castle hexes at night are not distinguishable...