Search found 31 matches

by fendrin
November 26th, 2015, 12:02 pm
Forum: Coder’s Corner
Topic: WesScriptLayer
Replies: 14
Views: 6002

Re: WesScriptLayer

After some more testing the idea how to translate WML variables is getting more stable. MoonScript comes with the really nice feature to invert Lua's syntax and behavior regarding local and global variables. Lua side_number = 2 -- a global variable local side_number = 2 -- variable is only visible i...
by fendrin
November 13th, 2015, 11:55 pm
Forum: WML Workshop
Topic: request fo a code
Replies: 9
Views: 2757

Re: request fo a code

Yeah, also note that the unit is resurrected using its original unit_type, not the lvl1 in the advancement tree. Maybe it is possible to use [store_unit_type] to get the previous (lvl -1) unit. (Not the parent unit, the parent concept is different from the advancements.) I also suggest to adjust the...
by fendrin
November 12th, 2015, 8:04 pm
Forum: WML Workshop
Topic: request fo a code
Replies: 9
Views: 2757

Re: request fo a code

[event] first_time_only= no name= "die" [filter] type= "Skeleton Archer, Skeleton Fighter, Skeleton Whatever, Skeleton Again" [/filter [item] image= path/to/floor-corpse.png x=$x1 y=$y1 [/item] [event] first_time_only= yes name= "exit_hex" [filter] x=$x1 y=$y1 ability=...
by fendrin
November 5th, 2015, 11:51 pm
Forum: Coder’s Corner
Topic: WesScriptLayer
Replies: 14
Views: 6002

Re: WesScriptLayer

Here is some update, I plan to integrate it into the first post later. In Wesnoth a UMC Designer can register additional actionWML tags by using the lua api. Wesmere also allows to register additions to the WSL api which are in other scopes of the game. Functions used to register game content are ca...
by fendrin
November 3rd, 2015, 10:35 pm
Forum: Developers’ Discussions
Topic: Lets learn from Spring and think about the future of Wesnoth
Replies: 17
Views: 17044

Re: Lets learn from Spring and think about the future of Wes

Pentarctagon wrote:
beetlenaut wrote::shock: That doesn't look like a joke, but why?
Wesnoth: Dwarf Fortress edition.
Slaves to Armok: Sea of Blood Chapter I: Battle for Wesmere
by fendrin
November 2nd, 2015, 11:17 pm
Forum: Developers’ Discussions
Topic: Lets learn from Spring and think about the future of Wesnoth
Replies: 17
Views: 17044

Re: Lets learn from Spring and think about the future of Wes

:shock: That doesn't look like a joke, but why? I am currently developing the reference implementation of a GameServer using my new WesScriptLayer. I can already load a scenario and play a very simplified Wesnoth game. But the game play is hacking things like kernel\execute_command("move"...
by fendrin
November 2nd, 2015, 5:49 pm
Forum: Developers’ Discussions
Topic: Lets learn from Spring and think about the future of Wesnoth
Replies: 17
Views: 17044

American Standard Code for Information Interchange Client

shevegen wrote:The game was getting much larger than it used to be...
I am working on the solution:

American Standard Code for Information Interchange Client.
by fendrin
October 30th, 2015, 7:21 pm
Forum: WML Workshop
Topic: WesMods
Replies: 0
Views: 1138

WesMods

WesmereModule or short WesMod is a container format for WesScripts . Since they are read by the WesGameServer they do not contain any images, music or sound files. When an Add-on comes with extra (non core) image and music it goes into a "WesPack" which is read by the WesGameClient. Each W...
by fendrin
October 30th, 2015, 6:31 pm
Forum: Coder’s Corner
Topic: WesScriptLayer
Replies: 14
Views: 6002

Re: WesScriptLayer

My own case is admittedly a bit of an outlier, since it's a modification that contains a single right-click menu item. I split things apart with file includes to help deal with it and better organize things, but if the entire menu was in a single file the greatest tag depth would be in the mid 30s....
by fendrin
October 29th, 2015, 1:51 pm
Forum: Coder’s Corner
Topic: WesScriptLayer
Replies: 14
Views: 6002

Re: WesScriptLayer

Reading through the scenario, I think the thing I dislike the most (beyond 'OMG it's different!') is the lack of any closing block markers. It's not really a problem for the scenario since they never get nested too deeply, but it seems like it would be a real pain to try and figure out exactly wher...
by fendrin
October 29th, 2015, 1:12 am
Forum: Coder’s Corner
Topic: WesScriptLayer
Replies: 14
Views: 6002

Re: WesScriptLayer

Pentarctagon wrote:So is this meant as a replacement for WML? For lua? Both?
The WSL can be used with Lua or WesScript.

So it replaces only WML.
Although Lua code making use of Wesnoth's Lua api is not supposed to be supported.

So maybe "both" is the correct answer.
by fendrin
October 28th, 2015, 8:40 pm
Forum: Coder’s Corner
Topic: WesScriptLayer
Replies: 14
Views: 6002

WesScriptLayer

Please note, this first post is still work in progress. I will inform in the thread about updates. I have been developing recently an alternative scripting language which builds on WML, which hopes to be easier to use, with some powerful features that WML lacks, and which is easier to implement in a...
by fendrin
January 9th, 2015, 11:30 pm
Forum: Music & Sound Development
Topic: Change title screen music
Replies: 85
Views: 59394

Re: Change title screen music

shadowm wrote:Journey’s End would’ve been a great replacement.
Indeed.
by fendrin
January 6th, 2015, 10:03 pm
Forum: Music & Sound Development
Topic: Change title screen music
Replies: 85
Views: 59394

Re: Change title screen music

Yes please.
I said that years ago.

Can't stand the intro music any longer.
by fendrin
December 28th, 2014, 11:12 pm
Forum: Users’ Forum
Topic: any link about minimum requirements of wesnoth?
Replies: 10
Views: 5131

Re: any link about minimum requirements of wesnoth?

LoW uses about the same amount of memory.

edit:
The ~800MB is the memory peak usage.
With all libraries.

If the environment already uses some of the libraries then the extra amount for loading Wesnoth is smaller.

Thus the value is a worst case one.