Search found 2044 matches
- April 8th, 2012, 1:40 pm
- Forum: Coder’s Corner
- Topic: Command-line nogui multiplayer Wesnoth
- Replies: 9
- Views: 3809
Re: Command-line nogui multiplayer Wesnoth
I reverted the patch, you should be able to start command-line games normally now
- April 7th, 2012, 8:15 am
- Forum: Coder’s Corner
- Topic: Command-line nogui multiplayer Wesnoth
- Replies: 9
- Views: 3809
Re: Command-line nogui multiplayer Wesnoth
that is a known bug due to a patch that has been reverted...
this should be fixed in 1.10.1 and the patch added back once I find out why it doesn't work on command line
this should be fixed in 1.10.1 and the patch added back once I find out why it doesn't work on command line
- April 4th, 2012, 9:26 pm
- Forum: Coder’s Corner
- Topic: Yet another map generator (removed)
- Replies: 45
- Views: 27624
Re: Yet another map generator
At this stage of development, I'm aware of feedback on the software use and results: - to define a final parameter list. It is of course possible to allow users to define quite all in the program, for instance exactly which terrains codes are used in various situations, but it would result in more ...
- April 3rd, 2012, 4:53 pm
- Forum: Coder’s Corner
- Topic: Yet another map generator (removed)
- Replies: 45
- Views: 27624
Re: Yet another map generator
honestly your results look really good, it would be great if you could integrate that into wesnoth and provide your algorithms as patches to the game... everybody could use such a generator for random MP maps and/or base for scenarii
- March 5th, 2012, 7:24 pm
- Forum: Coder’s Corner
- Topic: Wesnoth test harness for AI development
- Replies: 6
- Views: 2226
Re: Wesnoth test harness for AI development
automated testing of AI has already been done once, so all the bricks are in place to do batch games in AI vs AI... save/reload of games via AI or WML... I'm not sure if it has been done, but it might not be that complicated to add on the C++ side, and patches would probably be accepted in mainline....
- March 3rd, 2012, 7:04 am
- Forum: Coder’s Corner
- Topic: Ghost images
- Replies: 7
- Views: 2849
Re: Ghost images
ok, i'll look into it, but since it's a big feature it will most likely take time to review....
- February 29th, 2012, 8:44 pm
- Forum: Coder’s Corner
- Topic: Ghost images
- Replies: 7
- Views: 2849
Re: Ghost images
multiple files in a single submission, thx
- February 27th, 2012, 10:00 pm
- Forum: Coder’s Corner
- Topic: Ghost images
- Replies: 7
- Views: 2849
Re: Ghost images
hey, nice change, way deeper in code that what we are used to... please submit this patch at patches.wesnoth.org, it's the best way to not get it burried in the forums if you think your patch is too huge, you might want to separate in multiple logical patches (reorganisation, infrastructure changes,...
- December 28th, 2011, 6:58 pm
- Forum: Art Contributions
- Topic: Hints for a newcomer in artworking
- Replies: 17
- Views: 6873
Re: Hints for a newcomer in artworking
ok, that's a quote from Jetrel, so it is authoritative... however I don't thinkg it needs to be interpreted that literally... what Jetrel meant was that the last frame should double as a corpse. the actual position of the corpse is probably not that important, and in the case of spiders it definitel...
- September 23rd, 2011, 3:01 pm
- Forum: Art Development
- Topic: Heir to the Throne: Portraits
- Replies: 125
- Views: 139801
Re: Heir to the Throne: Portraits
there is something that bothers me with the li'sar happy variant...
here smile looks like the kind of smile you get when you take a picture of someone that doesn't want her picture take... the smile is "very forced"
maybe it's just me but I think it's worth checking...
here smile looks like the kind of smile you get when you take a picture of someone that doesn't want her picture take... the smile is "very forced"
maybe it's just me but I think it's worth checking...
- September 2nd, 2011, 1:41 pm
- Forum: Users’ Forum
- Topic: Android port coming soon...
- Replies: 164
- Views: 56299
Re: Android port coming soon...
congratulation, great job, testing it right now
- August 6th, 2011, 3:23 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: scons errors since rev 50543 [solved]
- Replies: 3
- Views: 1530
Re: scons errors since rev 50543
we are upping the boost requirement to 1.36 (previous was 1.35 IIRC)
this is an error though, since that particular function was introduced in 1.40, I fixed it in trunk today
this is an error though, since that particular function was introduced in 1.40, I fixed it in trunk today
- July 24th, 2011, 2:00 pm
- Forum: Coder’s Corner
- Topic: Why AI never captures ally's villages?
- Replies: 4
- Views: 1829
Re: Why AI never captures ally's villages?
yes, that's the case... I personally think that it's the only way to have the AI not bother players... A rule like "the AI can only grab allied vilages to heal its leader" or "implement some orders through talk for the AI to grab player's village" the case AI allied with AI is al...
- May 30th, 2011, 9:30 pm
- Forum: Art Contributions
- Topic: LordBob's random stuff : Nagas and more
- Replies: 304
- Views: 141883
Re: LordBob's random stuff : trolls !
would it be possible to do some painted carvings that would be recognisable as such ?
fwiw, I prefer the first one... peanut gallery vote...
fwiw, I prefer the first one... peanut gallery vote...
- May 20th, 2011, 5:58 pm
- Forum: Faction & Era Development
- Topic: Khalifate Unit Naming
- Replies: 40
- Views: 16580
Re: Khalifate Unit Naming
honestly, we are short in words equivalent to "archer", "fighter", "rider" in english (and probably other languages too) so it made sense to start using the huge potential of foreign names to add variety... and IIUC the Khalifate is more persian than arabic... not sure ...