Search found 69 matches
- April 10th, 2009, 2:58 pm
- Forum: Technical Support
- Topic: Keyboard (gui::textbox?) problem
- Replies: 6
- Views: 2089
Re: Keyboard (gui::textbox?) problem
Um... So, I'm sorry I could not add a patch to it. I'm not used with SVN and I had no success in compiling Wesnoth here. I'm not using Linux at the moment. (Obviously, I could not test it at all). So, I'm just dropping out the code here, it's up to you [dev's / contrib's] to patch and test if you th...
- April 6th, 2009, 12:06 pm
- Forum: Technical Support
- Topic: Keyboard (gui::textbox?) problem
- Replies: 6
- Views: 2089
Re: Keyboard (gui::textbox?) problem
If you are rewritting the gui code, isn't it more pro-active to change the mp-lobby textbox to the new one? It will change anyway, right?
- April 4th, 2009, 5:49 pm
- Forum: Technical Support
- Topic: Keyboard (gui::textbox?) problem
- Replies: 6
- Views: 2089
Re: Keyboard (gui::textbox?) problem
void textbox::handle_event(const SDL_Event& event) { [...] if(c == SDLK_LEFT && cursor_ > 0) --cursor_; if(c == SDLK_RIGHT && cursor_ < static_cast<int>(text_.size())) ++cursor_; // ctrl-a, ctrl-e and ctrl-u are readline style shortcuts, even on Macs if(c == SDLK_END || (c == SD...
- April 4th, 2009, 4:57 pm
- Forum: Technical Support
- Topic: Keyboard (gui::textbox?) problem
- Replies: 6
- Views: 2089
Keyboard (gui::textbox?) problem
Hey guys, I got a problem while using my laptop keyboard. It's a brazilian keyboard, so, I need to hold Right Alt and press W to get a '?' char. The problem is, the '?' char works while typing on textbox from "login" (multiplayer menu). But, after connecting, the textbox from chat does not...
- April 18th, 2008, 12:43 pm
- Forum: Ideas
- Topic: [WML] multi line comments
- Replies: 19
- Views: 7222
Re: [WML] multi line comments
I stay with
Wesnoth's main code is on C++, why not keep the standards?
Code: Select all
/* multi
line
comments
are
cool */
- April 18th, 2008, 12:20 pm
- Forum: Ideas
- Topic: Gryphons standing over water?
- Replies: 8
- Views: 1784
Gryphons standing over water?
Well, gryphons can fly, that's why they pass over water. But, woot? They are standing over water! :o Can't there be a rule, like: if (unit.movement_type == fly && unit.current_terrain == unwalkable) unit.setStandingAnimation(unit.walkingAnimation); I'm not familiar with Wesnoth's code, so I ...
- April 17th, 2008, 1:23 pm
- Forum: Ideas
- Topic: Button size and hotkeys
- Replies: 6
- Views: 1536
Re: Button size and hotkeys
You can change your screen resolution. Or, hope that someone implement a system for buttons and screens sizes based on percentage. I bet this wouldn't happen because if you use a higher resolution (at least on my concept) is to have a bigger working-area. And, by the way this will make buttons and t...
- April 17th, 2008, 12:00 pm
- Forum: Ideas
- Topic: "Pop-up battle"
- Replies: 23
- Views: 4269
Re: "Pop-up battle"
WINFE, I didn't say "Oh, cool, let's start our copy machines on FE!" FE was just an example of it. Just beause WINFE don't mean we can't have something similtar to it. "Orcs can't be there, Wesnoth is not WC!" Do you get it? I'm not that good with english. Battling animations is ...
- April 16th, 2008, 8:59 pm
- Forum: Ideas
- Topic: "Pop-up battle"
- Replies: 23
- Views: 4269
Re: "Pop-up battle"
The attacking and defending sprites will be just 3-4 files, and not 3-4 files for every direction the unit is fighting. So this creates a new problem, and solves another one. And about slowing down the gameplay, it just depends on how much sprites the attack/defendig have. It can just be equals velo...
- April 16th, 2008, 5:24 pm
- Forum: Ideas
- Topic: "Pop-up battle"
- Replies: 23
- Views: 4269
Re: "Pop-up battle"
I think it won't slowdown gameplay, or at least not much. It's just the normal battle, won't require a lot of sprites. Just bigger sprites (adding details to it). Making it a menu option (on/off) will not change Wesnoth's Mainline, it's just an extra-option for those who like seeing the battles and ...
- April 16th, 2008, 11:14 am
- Forum: Ideas
- Topic: "Pop-up battle"
- Replies: 23
- Views: 4269
Re: "Pop-up battle"
Ok, so... Lock the topic? 

- April 15th, 2008, 8:55 pm
- Forum: Ideas
- Topic: "Pop-up battle"
- Replies: 23
- Views: 4269
Re: "Pop-up battle"
Wouldn't you mind in gaving some of your time to do some animations? 
It's very time consuming to get all animations done, but as I said, we can use the old animations if the units have no battling animations [yet].


It's very time consuming to get all animations done, but as I said, we can use the old animations if the units have no battling animations [yet].

- April 15th, 2008, 8:47 pm
- Forum: Ideas
- Topic: "Pop-up battle"
- Replies: 23
- Views: 4269
"Pop-up battle"
Yo, wesnothians! :) It's not a hard idea to implement, but very time-consuming to get it done. Maybe a menu option to choose from: "In-map battles" and "Pop-up battles" (I didn't think in any better name for it). "In-map battles" is the usual battling style of Wesnoth. ...
- July 5th, 2007, 10:42 am
- Forum: Ideas
- Topic: New support-ability idea
- Replies: 6
- Views: 2146
- July 3rd, 2007, 2:20 pm
- Forum: Ideas
- Topic: New support-ability idea
- Replies: 6
- Views: 2146
New support-ability idea
Wesnoth have some support abilities (heals, cure, leadership), my idea is to increase this list. Making a new ability that acts like a "long-range leadership" (just like, it affects only nearby units). When your turn starts, every unit that is near the unit with this ability will receive a...