Search found 498 matches
- January 18th, 2017, 3:56 pm
- Forum: WML Workshop
- Topic: Over complicated [have_unit] wml
- Replies: 20
- Views: 4344
Re: Over complicated [have_unit] wml
Sounds like a job for Lua. I did something similar scanning the entire map. It took almost a minute on a medium map and was almost instantaneous when rewritten using Lua, That would be great, could i have an example of the code you wrote since i don't have experience writing Lua? Thank you! :D HttT...
- January 18th, 2017, 7:07 am
- Forum: WML Workshop
- Topic: Over complicated [have_unit] wml
- Replies: 20
- Views: 4344
Re: Over complicated [have_unit] wml
Sounds like a job for Lua.
I did something similar scanning the entire map. It took almost a minute on a medium map and was almost instantaneous when rewritten using Lua,
I did something similar scanning the entire map. It took almost a minute on a medium map and was almost instantaneous when rewritten using Lua,
- December 21st, 2016, 4:07 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.13.6
- Replies: 197
- Views: 78180
Re: Wesnoth 1.13.6
To me, the question shows how long its been since anyone cared enough about GNA to work on it. After 10 or 15 years of inattention, I'd expect there's been a lot of improvements.
https://en.wikipedia.org/wiki/Dolly_(sheep)
https://en.wikipedia.org/wiki/Dolly_(sheep)
- December 20th, 2016, 8:53 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.13.6
- Replies: 197
- Views: 78180
Re: Wesnoth 1.13.6
Please file a bug report. Confirming a hang using 1.13.6+dev on Windows 10 and Linux. Linux console log shows: 20161220 14:52:44 error addons-client: add-on 'Water_Era' has an icon which cannot be found: 'projectiles/merman.png' 20161220 14:52:45 error display: ~BLIT(): image not found: 'hits/blade-...
- December 14th, 2016, 4:33 pm
- Forum: Coder’s Corner
- Topic: Scenario Builder Program
- Replies: 10
- Views: 4997
Re: Scenario Builder Program
If you ever want your project considered for mainline I would suggest:
1) C++
2) Use the Pango/Cairo and WML UI from the engine.
3) Integrate into the Map Editor (which already creates and edits basic scenario)
1) C++
2) Use the Pango/Cairo and WML UI from the engine.
3) Integrate into the Map Editor (which already creates and edits basic scenario)
- December 14th, 2016, 4:29 pm
- Forum: Heir to the Throne
- Topic: Scenario 11: Ford of Abez
- Replies: 74
- Views: 88328
Re: Scenario 11: Ford of Abez
Already fixed.
- December 14th, 2016, 4:15 pm
- Forum: Users’ Forum
- Topic: Split from [is AI cheating?]
- Replies: 25
- Views: 9006
Re: Split from [is AI cheating?]
This qualitative and subjective approaches look really pointless to me. There are rigorous ways of testing randomness, looking at a string and searching for odd things certainly isn't one of them, especially if you haven't defined what is 'odd' in advance. The probability of having exactly that str...
- December 13th, 2016, 10:17 pm
- Forum: Users’ Forum
- Topic: Split from [is AI cheating?]
- Replies: 25
- Views: 9006
Re: Split from [is AI cheating?]
If you think the numbers being displayed are not correct, you could look at the code, it is all open source. The most significant issue in this regard in wesnoth 1.12 is that we use a much older random number generator, the C "rand" function. [...] Whether it makes a noticeable difference...
- December 11th, 2016, 11:30 am
- Forum: Ideas
- Topic: Recruitment
- Replies: 39
- Views: 11388
Re: Recruitment
The proposed new unit also sounds like something which could be spammed to harry and delay an opponent. Give it a couple more movement points and change its icon to a bat?
- December 3rd, 2016, 12:30 pm
- Forum: Users’ Forum
- Topic: Enemy Spotted stops Move Command
- Replies: 5
- Views: 2772
Re: Enemy Spotted stops Move Command
All that said, I'm adding the feature request to my personal Issues as a "maybe, someday" idea. Frankly, I agree with the OP. I've already considered possible enemy dispositions and pressing "t" is so automatic that the few times I should have not it was too late to stop the musc...
- November 13th, 2016, 5:49 pm
- Forum: Lua Labs
- Topic: Check for campaigns being loaded using [lua]
- Replies: 9
- Views: 4403
Re: Check for campaigns being loaded using [lua]
Not been reading, not sure what you're wanting to do or why, but it seems to me there's almost certainly a better place to handle a unit advancement issue than checking every turn.
- October 28th, 2016, 8:28 pm
- Forum: Users’ Forum
- Topic: Upcoming Music and Art licensing changes
- Replies: 35
- Views: 16652
Re: Upcoming Music and Art licensing changes
My sticking point is the "no NC" part, too. Frankly, I would think that some creators would balk at the idea that others can capitalize upon their freely-given work without even a by-your-leave being asked. Disallowing the prohibition of derivative works seems quite reasonable to me. At th...
- October 28th, 2016, 7:31 pm
- Forum: Users’ Forum
- Topic: Upcoming Music and Art licensing changes
- Replies: 35
- Views: 16652
Re: Upcoming Music and Art licensing changes
To be clear: Vultraz was not the author. He simply copy-and-pasted the article. Pydesigner was the original author. As I read it, the idea was to cut off at no more restrictive than CC-BY-SA. If we look at the hierarchy, https://creativecommons.org/share-your-work/public-domain/freeworks/ it would s...
- October 19th, 2016, 2:15 pm
- Forum: Users’ Forum
- Topic: Big Map Masters
- Replies: 3
- Views: 1961
Re: Big Map Masters
Cool! GIMP Masters. I would _never_ had thought to search for those.
- October 14th, 2016, 7:10 am
- Forum: Coder’s Corner
- Topic: tool for re-encoding addon texts into utf-8
- Replies: 5
- Views: 3138
Re: tool for re-encoding addon texts into utf-8
It's not a question of skill. What you're looking to achieve is provably impossible. If the person needing to convert from a codepage to utf-8 knows the codepage, and can tell your program that codepage, then, yes, your program will do it correctly. But, in that case, it would be faster, probably to...