Modularize Teleport, no changes to current gameplay
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Re: Modularize Teleport, no changes to current gameplay
No and no. The both code paths are not compatible.Gambit wrote:So will people who haven't compiled it this way still be able to play multiplayer games with [tunnel] in them? Will they be able to host addons with [tunnel] in them?
It will lead to out of sync errors at least if both versions meet on the mp server.
The EXPERIMENTAL flag is for development/testing purposes only.
Re: Modularize Teleport, no changes to current gameplay
(A little thread necromancy ...)
I just added the description for the tunnel tag to DirectActionsWML and AbilitiesWML. Can someone who knows the code proofread my descriptions?
I just added the description for the tunnel tag to DirectActionsWML and AbilitiesWML. Can someone who knows the code proofread my descriptions?
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Re: Modularize Teleport, no changes to current gameplay
Has anyone tested the tag ?pauxlo wrote:(A little thread necromancy ...)
I just added the description for the tunnel tag to DirectActionsWML and AbilitiesWML. Can someone who knows the code proofread my descriptions?
Searching current trunk's files and wml-tags.lua I find nothing (usually I do), and afaik this tag is/was only experimental.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign