Search found 9589 matches

by zookeeper
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.
by zookeeper
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 ...
by zookeeper
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.
by zookeeper
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...
by zookeeper
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 ...
by zookeeper
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...
by zookeeper
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.
by zookeeper
July 22nd, 2018, 7:07 am
Forum: Technical Support
Topic: Lich/Ghost flicker bug
Replies: 5
Views: 4686

Re: Lich/Ghost flicker bug

Samonella wrote: July 21st, 2018, 11:04 pm Out of curiosity, I used :choose_level to skip to Isle of the Damned, but nothing unusual happened there.
Same here. I haven't been able to reproduce this so far.
by zookeeper
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.
by zookeeper
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...
by zookeeper
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.
by zookeeper
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...
by zookeeper
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

Ephraim wrote: June 20th, 2018, 6:20 am A new question:

Who is Moradin? There are some references about him in UtBS, but nothing is said about his life. Maybe the first dwarf? Also, in YW, is he alive?
It was just a filler D&D reference, and one that was actually removed a long time ago in 1.11.
by zookeeper
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...
by zookeeper
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...