Dead Water 1.0 for BfW 1.8
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- beetlenaut
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Re: Merman campaign: Dead Water (0.9.13/14)
I've been very busy lately, but I had a little time today, and updated several things in the 1.5 version. I added some reef terrain, rewrote the drake's dialog, made it much harder for the slaves to kill the saurian slavers, and made a couple small cosmetic changes. I also stuck in my sprite for the level-3 king. It's not animated, but neither are the new mermen, so it's OK. I've been meaning to animate him for months now, and haven't gotten to it. I'm hoping someone else will take it on. So, I'm posting the GIMP file for the warrior king. I'm the only person in the credits right now, but you can get in there by doing a nice animation! The other levels for the king don't really match the style of the new mermen, so if you want to take a stab at fixing them up, that would be great too. (Note: I won't accept anything that is not at least as good as the current stuff. I don't want the campaign to get worse.)
Edit: Also, if you want to give feedback on a scenario, please use the new Add-on Feedback thread.
There had to be a reason for Kai Krellis to go on this whole mission himself.Luke the Flaming wrote:I'm not sure that there is a reason of the (first) dialogue between Kai Krellis and Tyegea
Edit: Also, if you want to give feedback on a scenario, please use the new Add-on Feedback thread.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Merman campaign: Dead Water (0.9.15)
The music track names are wrong at least in Talking to Tyegëa: they have underscores whereas the real filenames have dashes. Can cause a nasty freeze in 1.6, it seems...
Also, you should update Tyegëa's portrait with the transparent one from UtBS. And probably use some completely different one for Caladon, since no transparent version of that hideous old silver mage portrait exists.
Also, you should update Tyegëa's portrait with the transparent one from UtBS. And probably use some completely different one for Caladon, since no transparent version of that hideous old silver mage portrait exists.
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Re: Merman campaign: Dead Water (0.9.15)
scenario The_Mage:
You let Teeloa say some things, but we don't know if he is alive at that point and you don't use [have_unit] (for Gwabbo you do).
I must say, your code is quite readable, macros at the right places, nice comments. Useful as an example-code .
/edit
and a severe problem, same scenario:
"Friendly bat" is also affected by the code that makes the hostile bats disappear...
You let Teeloa say some things, but we don't know if he is alive at that point and you don't use [have_unit] (for Gwabbo you do).
I must say, your code is quite readable, macros at the right places, nice comments. Useful as an example-code .
/edit
and a severe problem, same scenario:
"Friendly bat" is also affected by the code that makes the hostile bats disappear...
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
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Re: Merman campaign: Dead Water (0.9.15)
One nice feature of [message] is that if the unit isn't present, the message isn't displayed. Thus if the conversation can flow well even without a given message, it isn't necessary to encase it in a [have_unit] if. That might be the case here.
what if the Bible's claims about Christ depicted accurate, verifiable history? given some research, you might be surprised at the evidence...
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- Location: Germany
Re: Merman campaign: Dead Water (0.9.15)
Yes. Teeloa says something two times, the first time it doesn't matter, the second time the dialog is broken then.opensourcejunkie wrote:One nice feature of [message] is that if the unit isn't present, the message isn't displayed. Thus if the conversation can flow well even without a given message, it isn't necessary to encase it in a [have_unit] if. That might be the case here.
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
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- Posts: 547
- Joined: August 11th, 2008, 3:19 pm
Re: Merman campaign: Dead Water (0.9.15)
ahh, gotcha
what if the Bible's claims about Christ depicted accurate, verifiable history? given some research, you might be surprised at the evidence...
- beetlenaut
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Re: Merman campaign: Dead Water (0.9.15)
Fixed. I shouldn't have tested with the music off, but I prefer listening to my own music collection.zookeeper wrote:The music track names are wrong at least in Talking to Tyegëa: they have underscores whereas the real filenames have dashes. Can cause a nasty freeze in 1.6, it seems...
I fixed Tyegëa's portrait, but I don't know what to do with the other one. It's hideous, but I'm not sure if it's better to just have nothing. The mainline silver mage portrait is no good either. Caladon is supposed to be at least a little insane, and the mainline mage looks as cool and as steady as possible.zookeeper wrote:Also, you should update Tyegëa's portrait with the transparent one from UtBS. And probably use some completely different one for Caladon, since no transparent version of that hideous old silver mage portrait exists.
I think the second one works fine. Krellis does respond, but his line works on its own as well.Anonymissimus wrote:Yes. Teeloa says something two times, the first time it doesn't matter, the second time the dialog is broken then.
It shouldn't in 0.9.15. I fixed that a while ago, and I can't see anything wrong with the code. What version are you using?Anonymissimus wrote:"Friendly bat" is also affected by the code that makes the hostile bats disappear...
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
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Re: Merman campaign: Dead Water (0.9.15)
It's 0.9.13. I don't bother to follow every updates...beetlenaut wrote:It shouldn't in 0.9.15. I fixed that a while ago, and I can't see anything wrong with the code. What version are you using?Anonymissimus wrote:"Friendly bat" is also affected by the code that makes the hostile bats disappear...
I used
Code: Select all
[not]
side="1"
[/not]
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
Re: Merman campaign: Dead Water (0.9.16)
I would love to translate this campaign, but its not possible for me now. I cant get source .po file from Wescamp.
See:
http://www.wesnoth.org/gettext/?package ... ion=branch
Because of:
Dead_Water/units/Dark_Shape.cfg - empty string marked as translateable
http://www.wesnoth.org/forum/viewtopic.php?f=8&t=18675
Could it be fixed please?
See:
http://www.wesnoth.org/gettext/?package ... ion=branch
Because of:
Dead_Water/units/Dark_Shape.cfg - empty string marked as translateable
http://www.wesnoth.org/forum/viewtopic.php?f=8&t=18675
Could it be fixed please?
- beetlenaut
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Re: Merman campaign: Dead Water (0.9.16)
Done.Septim wrote:Could it be fixed please?
I'm glad they had an explanation for what was wrong. I never would have figured it out.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Merman campaign: Dead Water (0.9.15)
The same problem remains in Wolf Coast.beetlenaut wrote:Fixed.zookeeper wrote:The music track names are wrong at least in Talking to Tyegëa: they have underscores whereas the real filenames have dashes. Can cause a nasty freeze in 1.6, it seems...
- beetlenaut
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- Joined: December 8th, 2007, 3:21 am
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Re: Merman campaign: Dead Water (0.9.16)
That was a slightly different problem, but it should be fixed now, too.Gnork wrote:The same problem remains in Wolf Coast.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Merman campaign: Dead Water (0.9.16)
Just played through 0.9.16 on hard. Quite nice and well balanced campaign and all the items is an nice touch. Only thing I can think of right now that should be added is possibly a lvl 2 brawler.
Soon ready for mainline inclusion?
Soon ready for mainline inclusion?
- beetlenaut
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Re: Merman campaign: Dead Water (0.9.16)
That's a good question.Stedevil wrote:Soon ready for mainline inclusion?
Last edited by beetlenaut on December 11th, 2009, 12:56 am, edited 1 time in total.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Merman campaign: Dead Water (0.9.16)
Dead Water is now available in French !
Great campaign BTW
Great campaign BTW