Search found 2373 matches

by Eleazar
November 14th, 2010, 5:52 pm
Forum: Art Development
Topic: Eleazar's Terrain Improvements
Replies: 264
Views: 176532

Re: Eleazar's Terrain Improvements

Some further improvements of the appearance of beach in corner cases, mostly by zookeeper revising macros.

I think i know how to keep the transitions off the ice (and other less visible terrains) but that will take some graphics work.
by Eleazar
November 14th, 2010, 5:38 pm
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 41743

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

OK, thanks mostly to zookeeper the issues mentioned by the last two posters are fixed.
by Eleazar
November 14th, 2010, 12:32 am
Forum: Art Contributions
Topic: A fence as an embellishment
Replies: 20
Views: 10259

Re: A fence as an embellishment

The wood is about 2 pixels thick. I think this scrutiny is excessive.
by Eleazar
November 13th, 2010, 3:49 pm
Forum: Ideas
Topic: [mainline] Max Level Units
Replies: 30
Views: 8706

Re: [mainline] Max Level Units

My opinions: * Races or even combat types within races should have distinct lists of AMLA options (though there will be overlap), otherwise the distinctness of the units would be lost. * The player shouldn't be overwhelmed with options. Only two maybe three options should be available at a time. * T...
by Eleazar
November 12th, 2010, 5:08 pm
Forum: Art Contributions
Topic: Comment on Eleazar's Terrain Improvements or other threads
Replies: 153
Views: 41743

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

Some missing transitions. The sand dunes issue i fixed a while ago. The underwater bank is a much trickier issue. If i can get boucman or zookeeper to make a modified version of the NEW:BEACH macro that allows be to specify the 3 possible surrounding terrain types of a corner transition, i think i ...
by Eleazar
November 12th, 2010, 5:05 pm
Forum: Art Contributions
Topic: A fence as an embellishment
Replies: 20
Views: 10259

Re: A fence as an embellishment

I like it. It's quite attractive. Making the fence terrain-scaled is a good idea.

I'm still open to a unit-scaled fence however, which would be impassable.

I sent a pm to get the .cfg looked at.
by Eleazar
November 11th, 2010, 1:37 am
Forum: Art Development
Topic: GUI Overhaul (the Visual Side)
Replies: 2
Views: 13794

Re: GUI Overhaul (the Visual Side)

One question : beyond a visual overhaul of the GUI, what exactly are you aiming at ? Are you refering to * a platform-based differenciation of the GUI's functionnalities and appearance * or a unique GUI that would be shared and equally usable on both pc and touch devices ? I'm not exactly sure of t...
by Eleazar
November 10th, 2010, 5:01 pm
Forum: Ideas
Topic: [mainline] Max Level Units
Replies: 30
Views: 8706

Re: [mainline] Max Level Units

It's not a question of code, as tSI points out, the code is there. But lots of WML specifying the various advances is needed, apparently no one has cared enough to write it. The standard +3HP is technically AMLA, but it's the most minimal, least interesting, easiest, and least objectionable implemen...
by Eleazar
November 10th, 2010, 3:06 pm
Forum: Ideas
Topic: [mainline] Max Level Units
Replies: 30
Views: 8706

Re: [mainline] Max Level Units

And I'd like to point out a sort of solution: In one of the user campaigns I played (Brave Wings, for the record, awesome), units above their max level got a modification when they leveled up. For instance, once a L3 unit would have leveled up, it instead got a choice between +1 damage, +20 resista...
by Eleazar
November 8th, 2010, 10:05 pm
Forum: Art Workshop
Topic: Wesnoth logo favicon
Replies: 6
Views: 5404

Re: Wesnoth logo favicon

Get rid of the swords i think-- they are too small to be "legible" at that size, and it gives you one more vertical pixel for the shield
by Eleazar
November 7th, 2010, 10:27 pm
Forum: Art Development
Topic: Interesting medieval font
Replies: 31
Views: 37087

Re: Interesting medieval font

Pfeffer Mediæval is gorgeous, but "Battle for Wesnoth" did not look especially good in it.

Assuming we were to purchase a license, which of the Pia Frauss fonts were you thinking of?
by Eleazar
November 7th, 2010, 10:05 pm
Forum: Release Announcements, Compiling & Installation
Topic: !#% terrain-graphics in 1.9.2
Replies: 7
Views: 3038

Re: !#% terrain-graphics in 1.9.2

Oddly enough the extra encampment pieces only occur next to a ruin. Which is good enough, even if not intended or understood.
Line removed from trunk.
by Eleazar
November 7th, 2010, 5:13 pm
Forum: Release Announcements, Compiling & Installation
Topic: !#% terrain-graphics in 1.9.2
Replies: 7
Views: 3038

Re: !#% terrain-graphics in 1.9.2

The whole thing is pretty confusing. I made it work as much by trial and error as logic.

I believe if that line was removed encampments would instead be drawn over the UMC castles.

So i can test it without downloading all add-ons, what add-on actually has custom castles?
by Eleazar
November 7th, 2010, 1:15 am
Forum: Art Development
Topic: Interesting medieval font
Replies: 31
Views: 37087

Re: Interesting medieval font

Opps...

Wasn't somebody redesigning the logo?
by Eleazar
November 6th, 2010, 7:45 pm
Forum: Release Announcements, Compiling & Installation
Topic: !#% terrain-graphics in 1.9.2
Replies: 7
Views: 3038

Re: !#% terrain-graphics in 1.9.2

If you wonder what a line is for, all you have to do is: load a map with plenty of relevant terrains comment out the line press CTRL + F5 in the editor and watch what changes In this case it is part of the multi-type castle conversion. For reasons not fully understood by me, the macros ahead of this...