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,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
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...
I stumbled across a rather old article on the main page that you're searching for people to do some OpenGL-coding for Wesnoth... Is anyone working on this yet? Do you want me to take a look at it?
Ok, I'm new to coding. Any good books for C++ Coding? Something for beginners that would help in learning WML and basics of coding? Like the theory of it, as in, what it means instead of what I can do. Because I can know something, then I can understand it, I'd rather understand something so I can...
I have seen this message in the units online site:
The units script is currently unavailable, because it used too much resources and took down the server when it was on. The unit information will be back as soon as someone rewrites the script to create static pages, or comes up with a better...
Yesterday I downloaded the source code of 1.3 from svn the first time. I toyed around with it a bit and so far it's quite exciting, even if nearly every piece of code confuses me.
Well, I made a little patch - an extra tag to float text above units which I longed for when writing WML. It's about 5...
Question: In random.cpp , why does the function get_random() do a bitwise and between the output of the built-in rand() function and the number 0x7FFFFFFF?
Metaquestion: Is the Coder's Corner forum the proper place for someone who is just getting acquainted with Wesnoth's code to ask a large...
1) bug #7655 which have problem, that sighted event fire only during move, but move-and-fight have stealth move (so you can use undo) and after fight is called normal recalculate fog, which ignore sight event.
2) bug #4558 which have problem that sighet event...
How can I create shops in the map? Can anyone the code here writing? The shop must have health, +damage (ranged and melee), +attack and +life to buy. (I had see by the data: wesnoth/data/items.cfg but I hadn't found it or is the meaning of the shop wishing well ?). Thx
I just found a thread about png compression in the developers forum, sadly I can't access it to post. However, I've just run optipng in my spec's producing the wesnoth-noarch RPMs. It saves about 3-4 MBs. I think that's very much. Since I am always trying to make our build team convinced that...
Would people appreciate if I would make which unit advances to this unit -tags (or similar) into the Help section in-game?
If, then I would try and get it ready before the Devs release 1.2.0, though if this has been implemented already (in the SNV version), then of course I won't do it... :P
This has been curious to me:
impact=110
impact=100
impact=120
impact=120
The only unit that uses true undeadfoot is the Death_Knight.
I took the liberty to alter undeadfoot in the units.cfg to match the skeleton resistancies, and altered the ghoul line, skeleton (+archer) lines, and...
This patch should add victory animations (should play when a unit kills another unit) to the ever-growing selection of possible animations.
Currently, it is untested, as I am unable to finish compiling on windows, primarily because of errors in files I have not touched. Posting it here is mostly...
Pietro, my advice is to separate the replay-fetching gui into two separate dialogs: the first dialog is the query dialog that sets the term of the search, and the second dialog is the replay download browser. This will make it...
In a discussion about the WML for knockback ability (pushing defender unit by one tile on successful hit), The ideal way of course would be to also prevent knocking units to any terrain they are normally unable to enter, but that unfortunately cannot really be done.
Well I figure out that we just...
Since I've been away for so long, I'm restricting my work to easy things for the time being. First up, on the 'EasyCoding' page on the wiki there are several suggestions I've been looking at. Specifically:
* currently villages can use lake names and river names, this should be extanded to other...
Working with arrays a lot I have always been wondering why arrays aren't interpreted in conditions (within ). It's a bit of a hassle to copy the array element into another variable, and then check it. It's almost made me stop using arrays, until I understood what the problem was.
There's not a lot of space to explain what your UMC is about (C stands for Content here - SP campaign, MP scenario, era, units etc.). An image really helps to get ideas across, and gives a UMC more colour.
However, the campaign server isn't using custom images from the campaign directory - only...
At the moment I'm busy writing a Python AI and I just split my code in 2 modules. After this split the second module is only imported the first turn. Is this a bug or not, if it's a bug I'll file it on gna.
I did find a work-around by starting the first module with the following code
When a campaign is loaded into the memory the sounds an icons should be loaded too. They can be used in the game much faster then. It don't even uses much ram, because many units were used more than once.
I have thought about one bigger binary file, which will have all often used sounds in one...
Thepackaged version of Wesnoth for windows seems to use the 1.2.7 vesion of SDL.. a bit older...
Latest one is 1.2.11
Maybe updating it will help to fix minor some bugs.. (At least one memory leak fixed)
(SAme with SDL image 1.2.5 vs 1.2.3, ...)
Can anyone compile the game in Windows and check...
flags for attributes only:
TRANSLATABLE - displays warning if value does not contain _ operator
UNTRANSLATABLE - displays error if value contains _ operator
I'd suggest not including these, however. The campaign maker decides what he wants to be translatable and no attribute is intrinsically...
It's rather frustrating to try to to force the normal AI to do something specific (like attacking a specific enemy unit), so I guess I'd rather write a clean custom AI to do what I need an AI side to do. The problem, of course, being that I don't really know how. :P
1. A downloadable API and data structure reference.
2. A set of options in the functions (that use pathing) that return lists of units or locations such that it can ignore either/and friendly or enemy units.
3. Sort of related to two: I haven't looked at WML in a while but IIRC it has the concept...
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