Search found 9589 matches
- July 30th, 2018, 2:34 pm
- Forum: Music & Sound Development
- Topic: New music contribution
- Replies: 17
- Views: 30944
Re: New music contribution
From a more or less layman standpoint, sounds good to me. Hopefully West will chime in for some helpful technical critique.
- July 30th, 2018, 2:09 pm
- Forum: Users’ Forum
- Topic: What manner of the projection is the map of Wesnoth?
- Replies: 5
- Views: 3079
Re: What manner of the projection is the map of Wesnoth?
Has there even been a decision that the world is a globe? Not officially, but it seems like a reasonable assumption regardless. A globe requires no particular explanation, but if it's something else then that means there's some weird cosmology going on and that would require an explanation of some ...
- July 30th, 2018, 8:26 am
- Forum: Users’ Forum
- Topic: What manner of the projection is the map of Wesnoth?
- Replies: 5
- Views: 3079
Re: What manner of the projection is the map of Wesnoth?
The projection used on the existing bigmaps is unspecified (nor does it matter much, considering how small part of the world each map portrays), but it is of course some kind of cylindrical projection.
- July 24th, 2018, 9:36 am
- Forum: WML Workshop
- Topic: Random Unit Dialogue
- Replies: 11
- Views: 3702
Re: Random Unit Dialogue
It seems like one can't do it with a lua_function=, but this does seems to work: [lua] code = << function wesnoth.wml_actions.random_message(cfg) local new_cfg = cfg.__literal local matching_units = wesnoth.get_units(cfg) local random_unit_id = matching_units[math.random(#matching_units)].id table.i...
- July 24th, 2018, 7:57 am
- Forum: WML Workshop
- Topic: Random Unit Dialogue
- Replies: 11
- Views: 3702
Re: Random Unit Dialogue
There's currently no simple way to choose a random unit in a situation like that. You'd have to store all units, pick a random index, and then filter by the id or location of the stored unit in that index. It would be convenient if SUF allowed a key such as random_selection=4 which would cause only ...
- July 23rd, 2018, 9:08 pm
- Forum: Technical Support
- Topic: [1.14.1] Sceptre of Fire - 9 - Caverns of Flame - Repeated messages and possible defeat upon killing final elf
- Replies: 1
- Views: 1463
Re: [1.14.1] Sceptre of Fire - 9 - Caverns of Flame - Repeated messages and possible defeat upon killing final elf
Easy to miss, but it's there: ## Version 1.14.2 ### Campaigns [...] * Sceptre of Fire: * In 'Caverns of Flame', fixed various issues with the volcano eruption. Now, I can't be absolutely positive that I caught all possible problems with that sequence (since it is pretty complicated), but I haven't s...
- July 23rd, 2018, 9:01 pm
- Forum: WML Workshop
- Topic: [solved] Campaign images not showing
- Replies: 5
- Views: 2030
Re: Campaign images not showing
The code you posted is just fine (except for what Ravana already pointed out). It's the location of your images and/or how you're writing their paths in your scenario/unit files that has to be wrong.
- July 22nd, 2018, 7:07 am
- Forum: Technical Support
- Topic: Lich/Ghost flicker bug
- Replies: 5
- Views: 4686
- July 20th, 2018, 6:59 am
- Forum: Art Workshop
- Topic: Female Pesant and Ruffian
- Replies: 8
- Views: 10413
Re: Female Pesant and Ruffian
Gender variations are supposed to visually still look like the same unit at a glance (biggest mainline exception: Arch Mage). Same size, pose, and so on. Granted, it might make sense for the clothing of a female peasant to be different from the male peasant, but less so in the ruffian's case.
- July 18th, 2018, 8:12 pm
- Forum: WML Workshop
- Topic: Routes
- Replies: 6
- Views: 4212
Re: Routes
I once wrote a little GIMP script that I've used for plotting a lot of journey markers. However, I've never bothered to properly finalize it, so it's kind of hacky, clumsy and undocumented and I don't promise to provide any kind of support for it, should one choose to try and use it. I think this is...
- July 17th, 2018, 8:40 am
- Forum: WML Workshop
- Topic: Routes
- Replies: 6
- Views: 4212
Re: Routes
Yes, any image editing software will do, such as GIMP or Paint. They'll all show you the pixel coordinates of where the cursor is, somewhere.
- June 26th, 2018, 6:46 pm
- Forum: Art Workshop
- Topic: Do you even sprite bruh
- Replies: 3
- Views: 2647
Re: Do you even sprite bruh
Frankensteining would be a perfectly good starting point, and will help you get the proportions of different body parts about the same as on the mainline sprites (which are often quite uniform). Mainline sprites provide you with a pretty good library of different poses, too, that you can then draw o...
- June 20th, 2018, 9:42 am
- Forum: Writers’ Forum
- Topic: A new history: need help
- Replies: 46
- Views: 25905
Re: A new history: need help
It was just a filler D&D reference, and one that was actually removed a long time ago in 1.11.
- June 18th, 2018, 7:49 pm
- Forum: Scenario & Campaign Development
- Topic: HttT Revised
- Replies: 31
- Views: 16709
Re: HttT Revised
I took a look at the changes, and the story/dialogue ideas seem pretty solid. There's a lot of details to polish (typos, some of the language in general, some exchanges could perhaps be condensed), but overall I think it does improve some of the characterizations a lot. Some quick thoughts: - Ashevi...
- June 18th, 2018, 5:42 pm
- Forum: WML Workshop
- Topic: How to load a map from an array of variables?
- Replies: 9
- Views: 4265
Re: How to load a map from an array of variables?
If the map is at all large, then saving the map using nothing but [store_locations] would naturally create a gigantic array. You could avoid that by iterating through the columns and rows of the map and constructing a proper map data string that you could later apply using [terrain_mask] [replace_ma...