Discussion of all aspects of the game engine, including development of new and existing features.
Moderators: Forum Moderators, Developers
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Wesnoth on Liberapay
Replies: 18
by
Pentarctagon » April 5th, 2019, 2:09 pm
» in
Users’ Forum
Greetings!
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
- 18 Replies
- 16997 Views
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Last post by shevegen
August 13th, 2019, 7:12 pm
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- 0 Replies
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Last post by Forum Moderators Team
September 3rd, 2011, 1:45 am
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[Policy] Community Guidelines — Updated July 28th 2019
Replies: 5
by
Forum Moderators Team » October 17th, 2010, 2:38 am
» in
Users’ Forum
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
- 5 Replies
- 891927 Views
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Last post by Forum Moderators Team
July 28th, 2019, 6:59 pm
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Getting Started
Replies: 63
by
Iris » July 25th, 2015, 2:17 am
You’ve come here either after reading our latest news post or because you saw this thread crop up in the forum index under the Developers’ Discussions section, which is now open for a limited time to posts from regular users.
So, you probably want to help develop Wesnoth but don’t know where to...
- 63 Replies
- 40012 Views
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Last post by Pentarctagon
May 20th, 2017, 9:09 pm
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Any thoughts on C++ Modules
Replies: 2
by
Tad_Carlucci » December 6th, 2019, 2:40 pm
I read a series of blog posts (specifically, at vector-of-bool) on the ins-and-outs (and some surprising asides) of C++ Modules.
While some of the specifications are still in flux, they're setting down for c++20, and it's looking very interesting.
Of course, as reading, I was thinking of how...
- 2 Replies
- 106 Views
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Last post by Tad_Carlucci
December 6th, 2019, 8:23 pm
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Campaign Global "Options"
Replies: 8
by
denispir » November 1st, 2019, 1:35 pm
Hello,
I discovered with great pleasure the new possibility of introducing user choices (so-called options ) directly in _main, for global campaign choices. However, I have 2 issues with the way it is done now:
First, we are imposed a title and a text, which are:
* title: Configure options
*...
- 8 Replies
- 1663 Views
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Last post by Celtic_Minstrel
December 1st, 2019, 4:58 pm
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vertical lines (Wesnoth geometry)
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denispir » December 1st, 2019, 12:15 pm
This is not a feature request, rather curiosity. Why was it chosen to have vertical lines?, while obviously (see below) horizontal ones seem more intuitive. What were the reasons? A long time ago, I coded a game with hex geometry (although with square tiles for simplicity, see below illustration)....
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- 88 Views
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Last post by denispir
December 1st, 2019, 12:15 pm
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Deprecation Messages
Replies: 5
by
doofus-01 » October 20th, 2019, 12:55 am
Is there documentation on what the deprecation messages mean? I'm getting messages like
But if I look at the wiki, it still mentions helper.child_range, says nothing about wml.child_range. Helper is deprecated, but will be supported indefinitely? Or is it deprecated for now, but might come back...
- 5 Replies
- 993 Views
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Last post by Celtic_Minstrel
November 14th, 2019, 5:58 am
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3 directories of core Wesnoth game data
Replies: 5
by
denispir » November 7th, 2019, 10:39 am
Hello, on my system, there are 3 such dirs (in parens: path by me):
The one we can find from main menu via the {i} icon (/usr/share/games/wesnoth/1.14).
One together with UMC game data (/home/me/.config/wesnoth-1.14/data/wesnoth-1.14.5)
Finally one at the top of my home/...
- 5 Replies
- 365 Views
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Last post by denispir
November 10th, 2019, 9:44 pm
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Glib errors about when erasing cache
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denispir » November 9th, 2019, 9:12 am
Hello,
I occasionnally have errors failed to load scenario which I am totally unable to debug (including right now ), even when resting my mind instead of ( stupidly ) insisting. Then, usually (albeit not in the present case--yet), the error just disappears and I can go on working. I ended up...
- 0 Replies
- 832 Views
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Last post by denispir
November 9th, 2019, 9:12 am
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[difficulty] : add params for image + var
Replies: 10
by
denispir » October 30th, 2019, 10:25 am
Hello,
I was very pleased to discover the new tag. However, there still remain obscure notations about image variants or modifs. Mainly, I guess, we commonly need to indicate a color or a gender. Exemple I would like to be able to code:
Note that this simplifies the C++ side of the affair, since...
- 10 Replies
- 750 Views
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Last post by Tad_Carlucci
November 10th, 2019, 7:53 pm
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External AI control
Replies: 3
by
mattsc » October 25th, 2019, 10:12 pm
The question has come up a few times whether it is possible to have an external mechanism (such as a machine learning framework) interact with Wesnoth without having to change the C++ code. In other words, is it possible to receive the game state from Wesnoth and pass a move back to it, which is...
- 3 Replies
- 417 Views
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Last post by josteph
October 26th, 2019, 5:29 am
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Autofight Utility
Replies: 3
by
Yomar » September 15th, 2019, 8:52 pm
Time ago a guy made an utility for statistical purposes, is there someone than can update it to work with BFW 1.14 ?
Here's the link of the threat;
- 3 Replies
- 1090 Views
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Last post by Yomar
October 16th, 2019, 10:30 pm
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Ask for help to create "asynchronous/PBEM" matches
Replies: 11
by
C4nt3r » September 6th, 2019, 9:59 am
I know this is asked a lot, and not ready for it, but just wanted to know if there is a way to try it, mainly to play with friends.
Probably is not possible using official server, but would like to know if could be possible to host my own server, with matches configured with longtime turns, for...
- 11 Replies
- 830 Views
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Last post by lhybrideur
September 12th, 2019, 4:43 pm
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Lua Bots documentation and samples?
Replies: 3
by
C4nt3r » September 9th, 2019, 9:33 pm
Maybe I’m blind, but I see WML and LUa reference, but can’t find documentation/tutorial where to start developing a bot and/or samples
Some idea?
- 3 Replies
- 1166 Views
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Last post by josteph
September 23rd, 2019, 1:35 pm
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HOWTO: wesnothd + user_handler=forum
Replies: 3
by
psymin » July 18th, 2019, 3:57 pm
I'm posting this here for folks who might be interested in attempting to set up wesnothd (on linux) with forum_user_handler without having to install PHPBB.
When building the project, it looks like you might need to use scons with forum_user_handler=true
Below is a copy of wethnothd.cfg...
- 3 Replies
- 834 Views
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Last post by Pentarctagon
August 13th, 2019, 3:37 am
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Importing ANCIENT maps
Replies: 2
by
SurekUr » July 31st, 2019, 6:20 pm
Greetings everyone! (My first post in the official forum. :D)
In the good ol' days - when trolls were green, and Konrad were a cute child book character instead of a badass crusader - the game had some huge, unbalanced, but also somehow interesting maps.
Today I'm in a nostalgic mood so I'm decide...
- 2 Replies
- 466 Views
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Last post by SurekUr
July 31st, 2019, 7:41 pm
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Out-of-game Map generation and Tiled Map Editor
Replies: 5
by
nyov » July 14th, 2019, 10:27 am
Heya, I'm interested if anyone ever tried to clone the map-rendering logic of BfW and make it standalone , or, more widely accessible.
That probably sounds ridiculous; why take the mapeditor out of the game only create another mapeditor then?
Well, there is this really decent, generic,...
- 5 Replies
- 638 Views
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Last post by nyov
July 18th, 2019, 12:20 am
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png usage
Replies: 2
by
Luc7y » July 15th, 2019, 1:45 am
If I start about the terminal (behind with the reason to experience more about the missing of overlay) is coming the message:
libpng warning: iCCP: known incorrect sRGB profile
Know anyone what this means?
A deeper view into the images, with file *, in core/images/terrain drives to the usage about...
- 2 Replies
- 448 Views
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Last post by Luc7y
July 15th, 2019, 9:03 pm
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fonts missing
Replies: 3
by
Luc7y » July 15th, 2019, 2:52 am
He there,
since my work on a new add-on - I would faster check it out
and found the solution to start with,
wesnoth -d -c ./The_20th
-d for debug
-c for the following campaign
but it is coming in an other way - because truetype fonts are missing,
no panic without these extra-wish is there no...
- 3 Replies
- 530 Views
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Last post by Luc7y
July 21st, 2019, 8:03 pm
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- 2 Replies
- 532 Views
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Last post by Iceblade
July 5th, 2019, 12:29 pm
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Sequence Code
by
Luc7y » July 2nd, 2019, 2:52 am
Since I had found the tool imgcheck, I work with this
possible because the done renaming of the tool in imgcheck.py
Now I can let take that the input-folder with the images for the sequence
with:
python imgcheck.py ./thesubfolder/* > the colorsequence.txt
I became for my drawings inside the folder...
- 0 Replies
- 436 Views
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Last post by Luc7y
July 2nd, 2019, 2:52 am
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New feature to allow for easier voice acting
Replies: 37
by
The_Gnat » January 8th, 2019, 7:25 pm
Hi,
Myself and a few other people are working on voice acting another two campaigns (DiD and AOI). We really think having campaigns with voice acting adds a lot to the campaign and we hope to do even more campaigns soon.
However, currently in order to voice act a campaign the campaign has to be...
- 37 Replies
- 10134 Views
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Last post by josteph
June 26th, 2019, 8:21 am
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Tips for AI development for a beginner
Replies: 8
by
Thnick » February 27th, 2019, 6:09 pm
To clarify, I’m not a beginner developer, but I’m new to Wesnoth. Some friends and I just came back to Wesnoth after a decade, and we noticed the AI made for a very poor teammate. Since I’ve gotten my BS in Computer Science recently I thought it’d be a fun project to mess around with making my own...
- 8 Replies
- 2823 Views
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Last post by Shiki
March 3rd, 2019, 8:53 pm
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possible bug with BaB tile
Replies: 16
by
denispir » January 17th, 2019, 10:54 am
Hello,
(Wesnoth 1.14.4 on Ubuntu 18.10)
I am designing a map in the map editor . When starting the scenario, an error appears Unknown tile in map Wwg^BaB\ . If I replace the sandstone bridge with either Bp (plank) or Bh (hanging), the map is accepted and all runs finely.
PS: I searched for this...
- 16 Replies
- 4418 Views
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Last post by doofus-01
January 20th, 2019, 12:59 am
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WML syntax tree analysis
Replies: 12
by
Ravana » June 1st, 2017, 9:24 pm
Repository:
I am creating a tool, that can read addon folder, and return information on where certain defined WML patterns exist. My first use case is finding events without id.
I use wesnoth -p and wmlparser3.py.
Idea for this is from
Nothing works correctly yet, but it has already been...
- 12 Replies
- 4600 Views
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Last post by Ravana
January 12th, 2019, 6:11 pm
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Tools development
Replies: 12
by
LovCAPONE » December 6th, 2018, 3:45 pm
Hi, in 2014 I was accepted in the development team of Battle for Wesnoth but unfortunately, I couldn’t do a lot of work for the project because of a contract. Now I have time to allocate to work on this project and I was wondering if there are tasks/features that must be done concerning the tools....
- 12 Replies
- 3032 Views
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Last post by Ravana
December 11th, 2018, 10:43 pm
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Has anyone tried actually creating the "less random combat" mod?
Replies: 3
by
Facehunter » November 4th, 2018, 3:15 am
Now let me start by saying I have read Dave's post and understand his decision to include high variance. Apparently the topic gets brought up so often they banned it from the ideas forum(also understandable; after it's brought up the first time, they're really just begging other people to do the...
- 3 Replies
- 15482 Views
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Last post by Facehunter
November 4th, 2018, 3:18 pm
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Did you succesfully solve transparency problem with SDL2?
Replies: 3
by
AlBo » September 11th, 2018, 2:06 pm
Hello,
I'm sorry to come here for my own problem not regarding Wesnoth in any way but I'm currently fighting with SDL2 transparency processing and I've read some quite old posts here talking about this problem when you migrated from 1.2 to 2.0.
It's also why I'm coming here. I cannot find answer...
- 3 Replies
- 6189 Views
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Last post by GunChleoc
October 3rd, 2018, 6:18 pm
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lexical_caster overloads
by
josteph » October 2nd, 2018, 10:56 pm
Commits c57a175fee701b4d19c09653a5c9445b778d139e and a7e1ff85ed10fa56512583648727155a54a2b0cd made the following change:
Isn't this a bug? The patch enabled those overloads for the case that From is char , butthe body of the operator() won't compile in that case.
- 0 Replies
- 2770 Views
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Last post by josteph
October 2nd, 2018, 10:56 pm
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AI based on Deep Learning
Replies: 37
by
milwac » April 11th, 2016, 7:20 am
I don't know if this is the proper forum to discuss this, but lately, after noticing all the great advancements in the field of machine learning, especially deep learning, I was wondering whether anyone has thought about the 'Writing a Wesnoth AI is hard' statement in a different light....
- 37 Replies
- 12493 Views
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Last post by Dugi
September 21st, 2018, 7:21 am
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Level 5 plus
Replies: 3
by
MotherNight » September 17th, 2018, 2:51 pm
Just a quick question: Would it currently cause any issues, to have units in the game that are level 5 or more? Is there a set limit to levels that units can hypothetically reach, in the code? Or is this open, safe territory?
I know that it would, in theory, affect the experience such units would...
- 3 Replies
- 1756 Views
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Last post by josteph
September 17th, 2018, 7:52 pm
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Two version lines in replay savegames
Replies: 2
by
josteph » September 16th, 2018, 2:49 pm
A replay savegame has two version= 1.14.5 lines. What's more, sometimes they have different values.
savegame::write_game() writes the first version= line and calls write_general_info() which calls game_classification::to_config() which generates the second version= line.
I'm not sure if this is a...
- 2 Replies
- 2255 Views
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Last post by Pentarctagon
September 16th, 2018, 3:27 pm
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