Search found 2044 matches
- January 26th, 2013, 4:44 pm
- Forum: Art Development
- Topic: Replacing the desert mountains
- Replies: 68
- Views: 84438
Re: Replacing the desert mountains
this could be compensated in the same way units are not centerd on castle hexes... maybe
- January 20th, 2013, 9:18 pm
- Forum: Coder’s Corner
- Topic: Simplifying animation frame wml
- Replies: 41
- Views: 16658
Re: Simplifying animation frame wml
just to make things clearer since there seems to be a bit of confusion... I'm all for discussing the syntax and the details openly here, the "send me a PM" was more a "wake me up when you decided what you want and you have a patch" but even that is progressing well, i'll comment ...
- January 18th, 2013, 8:53 pm
- Forum: Coder’s Corner
- Topic: Simplifying animation frame wml
- Replies: 41
- Views: 16658
Re: Simplifying animation frame wml
i'm not against that syntax, but I think that the parsing of that area is already rather complicated,
8680 if you ever implement that, PM me (since i'm not really active with patches anymore) and I'll review it
also PM me if you hae code question with that area of code, I can help...
8680 if you ever implement that, PM me (since i'm not really active with patches anymore) and I'll review it
also PM me if you hae code question with that area of code, I can help...
- January 13th, 2013, 10:45 am
- Forum: Art Development
- Topic: rhyging5 animation comission - trolls
- Replies: 27
- Views: 36020
Re: rhyging5 animation comission - trolls
IIRC the idea at some point was that trolls have skin that look rocky, but it becomes more "polished" with age... so it makes sense that the whelp has particularly rocky skin...
- December 9th, 2012, 8:20 pm
- Forum: Art Contributions
- Topic: The Hammer of Thursagan portrait repaints
- Replies: 396
- Views: 140611
Re: The Hammer of Thursagan portrait repaints
even if it's not used ingame, this definitely has a place somewhere as a ref image
- December 2nd, 2012, 5:46 pm
- Forum: Art Contributions
- Topic: New bridges (bridge-castle-transitions, hanging bridge)
- Replies: 132
- Views: 55051
Re: New bridges (bridge-castle-transitions, hanging bridge)
I can't help but imagine these briges built by saurians in swamps rather than elves... but maybe that's just me...
not much to say on the bridges themselves, they are awesome
not much to say on the bridges themselves, they are awesome
- October 30th, 2012, 11:00 pm
- Forum: Art Contributions
- Topic: Standing and idle animations?
- Replies: 1144
- Views: 456510
Re: Standing and idle animations?
(non-artist opinion here) try to make the bone bigger, it might be more recognisable that way...
you might also try to leave the bone hovering for a couple of frames so we have time to "read" it before it explodes...
you might also try to leave the bone hovering for a couple of frames so we have time to "read" it before it explodes...
- October 28th, 2012, 4:52 pm
- Forum: Developers’ Discussions
- Topic: Another stolen Wesnoth graphics report
- Replies: 37
- Views: 29172
Re: Another stolen Wesnoth graphics report
just to make it clear... anybody that doesn't speaks polish (which is, afaik everybody that spoke in that thread) would be unable to know if it is mentionned that the assets are GPL. moreover, even if it is not mentionned on the website, this could still be perfectly legal if it's mentionned in the ...
- October 15th, 2012, 8:02 pm
- Forum: Art Workshop
- Topic: New Troll Portrait-Still in Making
- Replies: 32
- Views: 10444
Re: New Troll Portrait-Still in Making
okay, Locl a couple of points to answer here.... 1) Lord Bob has been around long enough he knows what the GPL is. 2) This is about including the portrait in wesnoth, not about the right to modify the art or publish your changes, you are legally allowed to do that and LB didn't complain about that. ...
- September 10th, 2012, 6:07 am
- Forum: Art Development
- Topic: Sleepwalker Animation Commissions WIP - Dwarves
- Replies: 223
- Views: 217172
Re: Sleepwalker Animation Commissions WIP - Dwarves
I tested the running in game and after tweaking the timing right it looks quite good... the best I have done so far I think. There are some things that I discovered during my test though: First, there seems to be a bug during movement between hexes where you for a moment see a dark spot on the hexe...
- September 4th, 2012, 6:08 am
- Forum: Art Development
- Topic: Replacing the desert mountains
- Replies: 68
- Views: 84438
Re: Replacing the desert mountains
non-expert talking here.... but I find them still a bit too contrasty for terrain...
terrain is usually low contrast to help readability (contrasty units, non-contrasty terrain) but this one is still a bit high...
terrain is usually low contrast to help readability (contrasty units, non-contrasty terrain) but this one is still a bit high...
- July 23rd, 2012, 9:55 pm
- Forum: Coder’s Corner
- Topic: Patch Submission Format
- Replies: 11
- Views: 12827
Re: Patch Submission Format
ok, all this stuff is for developers and code contributors... do you have modifications you want to contribute back (i.e code change in C++)
if no, you shouldn't concern yourself with patches...
if no, you shouldn't concern yourself with patches...
- July 23rd, 2012, 7:48 am
- Forum: Coder’s Corner
- Topic: RNG produces proper distribution. But that isn't everything
- Replies: 27
- Views: 7714
Re: RNG produces proper distribution. But that isn't everyth
i'm a bit confused... you want a 60% CTH not mean that the unit has 60% chances to hit, but a higher chance so people feel the RNG is more fair ??? i'm confused... we don't lie, we say you have 60% chances, and you do have 60% chances to hit. if you feel you unit doesn't hit enough you need to incre...
- July 22nd, 2012, 8:18 am
- Forum: Coder’s Corner
- Topic: Description of a Patch
- Replies: 6
- Views: 2185
Re: Description of a Patch
clean-ups are accepted, and anything can come as patches (well, imagesand music are tricky, but wml,lua, code, python tools, everything else)
- July 17th, 2012, 7:21 am
- Forum: Coder’s Corner
- Topic: Patch Submission Format
- Replies: 11
- Views: 12827
Re: Patch Submission Format
did you use svn do do your checkout ? (get the source)
if yes, you should have a command line tool called "svn"
go into your terminal, run "svn diff" and redirect the output to a text file. that text file is what you should submit for inclusion
if yes, you should have a command line tool called "svn"
go into your terminal, run "svn diff" and redirect the output to a text file. that text file is what you should submit for inclusion