Search found 838 matches

by ott
November 15th, 2005, 3:44 am
Forum: Developers’ Discussions
Topic: Updating In-Game Help
Replies: 9
Views: 3220

A tip for those who are irritated by not having all units available in help: run the game once in debug mode. All units will be made available in help, and next time round the game will think you have encountered all units.
by ott
November 15th, 2005, 3:26 am
Forum: Developers’ Discussions
Topic: Discussion of changes to slow?
Replies: 58
Views: 16922

After discussing this with Noy, I'd be happy to support any balanced change that stops Slow messing around with opponent attacks during the current skirmish when the slowing attack hits the opponent. The problem with analysing what is going on is removed if slow only affects "next skirmish", whether...
by ott
November 14th, 2005, 2:43 pm
Forum: Technical Support
Topic: Internet access blocked....on debian linux
Replies: 1
Views: 391

This is the first I've heard of anything like that. BfW makes outgoing TCP connections to port 15000 (when connecting to the multiplayer server) and port 15002 (when connecting to the campaign server), perhaps an overly aggressive firewall setup is in place?
by ott
November 14th, 2005, 9:02 am
Forum: Technical Support
Topic: Bug in Level Advancement
Replies: 7
Views: 1355

If you are sure the unit really was unable to move and was not being obstructed by terrain or enemy zones of control, then please post a replay of the game, and some details of the version of the game you are playing.
by ott
November 12th, 2005, 8:52 am
Forum: Developers’ Discussions
Topic: Discussion of changes to slow?
Replies: 58
Views: 16922

My big problem with slow, both as it stands and this proposal, is that its fiddling with opponent attacks is potentially super-powerful but has been balanced by making slowing attacks very wimpy. So it has the net effect of sometimes affecting the skirmish outcome hugely, but often being irrelevant....
by ott
November 11th, 2005, 5:52 pm
Forum: Technical Support
Topic: Wesnoth not working with widescreen resolutions?
Replies: 1
Views: 512

The game works fine in large resolutions. However, if your window manager pretends that the screen is larger than it actually is, the SDL library that the game relies on can misbehave. For instance, on Mac OS X there is a repeatable crash if you set the resolution to be larger than the actual screen...
by ott
November 11th, 2005, 5:34 pm
Forum: Technical Support
Topic: Game Crashes Randomly
Replies: 22
Views: 2404

Alas, the information you posted isn't really enough to diagnose the problem. You could try running the game from a command window, as

Code: Select all

wesnoth --log-info=all
to increase the verbosity of logging.
by ott
November 11th, 2005, 5:31 pm
Forum: Technical Support
Topic: Halos and :refresh
Replies: 2
Views: 408

I didn't think :refresh had any particular semantics, being a debugging command.
by ott
November 11th, 2005, 5:30 pm
Forum: Technical Support
Topic: Runtime error!
Replies: 5
Views: 825

Moreover, your Windows box might be pasting so called "smart quotes" which are non-ASCII characters.
by ott
November 11th, 2005, 5:25 pm
Forum: Technical Support
Topic: Problems when downloadin campaigns
Replies: 1
Views: 374

Maybe some of your connection settings changed (eg. someone reconfigured a firewall, or your ISP started filtering your traffic)? To access the campaign server you need to be able to make outgoing TCP connections to port 15002 of campaigns.wesnoth.org.
by ott
November 11th, 2005, 5:21 pm
Forum: Technical Support
Topic: Game Crashing Randomly - Please Help
Replies: 6
Views: 890

Is Wesnoth the only application that crashes? Have you tried different drivers for your graphics card? Did you compile the game yourself, or if not, where did you download it from? And what operating system are you running?
by ott
November 11th, 2005, 5:14 pm
Forum: Technical Support
Topic: My game the hiest keep crashing when ever i end my turn
Replies: 23
Views: 2590

Perhaps there is a bug in the scenario, or the scenario is written in a way that generates too many nested levels of WML. This can often be the case when [random] is used: there is usually a different way to rewrite the WML to avoid this problem. For instance, see the Heir to the Throne scenario Cro...
by ott
November 11th, 2005, 5:07 pm
Forum: Technical Support
Topic: reply menu but no action menu in SVN?
Replies: 9
Views: 1120

If anyone wants to follow development, I suggest joining the mailing list (see our project page at Gna! for how to subscribe and archives) and especially the IRC channel #wesnoth-dev; archives are available at http://irclog.wesnoth.org/
by ott
November 11th, 2005, 5:02 pm
Forum: Developers’ Discussions
Topic: prkill - script to calculate %-to-kill
Replies: 30
Views: 13705

Since this is in the game, I have continued this in a more appropriate forum: http://www.wesnoth.org/forum/viewtopic.php?t=8273
by ott
November 2nd, 2005, 3:55 pm
Forum: Strategies & Tips
Topic: %-to-kill
Replies: 1
Views: 2672

%-to-kill

Many people seem to struggle with the distribution of damage in a skirmish, and the in-game calculations are a bit skimpy (they don't deal with drain, and only give the probability of either unit being killed). For more detailed analysis of the probabilities that either unit kills the other in a giv...