Search found 69 matches

by hunz
April 10th, 2009, 2:58 pm
Forum: Technical Support
Topic: Keyboard (gui::textbox?) problem
Replies: 6
Views: 1697

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...
by hunz
April 6th, 2009, 12:06 pm
Forum: Technical Support
Topic: Keyboard (gui::textbox?) problem
Replies: 6
Views: 1697

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?
by hunz
April 4th, 2009, 5:49 pm
Forum: Technical Support
Topic: Keyboard (gui::textbox?) problem
Replies: 6
Views: 1697

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 == SDLK_e && (modifiers &...
by hunz
April 4th, 2009, 4:57 pm
Forum: Technical Support
Topic: Keyboard (gui::textbox?) problem
Replies: 6
Views: 1697

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 accept an...
by hunz
April 18th, 2008, 12:43 pm
Forum: Ideas
Topic: [WML] multi line comments
Replies: 19
Views: 3023

Re: [WML] multi line comments

I stay with

Code: Select all

/* multi
line
comments
are
cool */
Wesnoth's main code is on C++, why not keep the standards?
by hunz
April 18th, 2008, 12:20 pm
Forum: Ideas
Topic: Gryphons standing over water?
Replies: 8
Views: 1448

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 can't te...
by hunz
April 17th, 2008, 1:23 pm
Forum: Ideas
Topic: Button size and hotkeys
Replies: 6
Views: 1239

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...
by hunz
April 17th, 2008, 12:00 pm
Forum: Ideas
Topic: "Pop-up battle"
Replies: 23
Views: 3462

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 like the standing/id...
by hunz
April 16th, 2008, 8:59 pm
Forum: Ideas
Topic: "Pop-up battle"
Replies: 23
Views: 3462

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...
by hunz
April 16th, 2008, 5:24 pm
Forum: Ideas
Topic: "Pop-up battle"
Replies: 23
Views: 3462

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 ...
by hunz
April 16th, 2008, 11:14 am
Forum: Ideas
Topic: "Pop-up battle"
Replies: 23
Views: 3462

Re: "Pop-up battle"

Ok, so... Lock the topic? :P
by hunz
April 15th, 2008, 8:55 pm
Forum: Ideas
Topic: "Pop-up battle"
Replies: 23
Views: 3462

Re: "Pop-up battle"

Wouldn't you mind in gaving some of your time to do some animations? :P
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].

:eng:
by hunz
April 15th, 2008, 8:47 pm
Forum: Ideas
Topic: "Pop-up battle"
Replies: 23
Views: 3462

"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. "Pop-up battles" is when two u...
by hunz
July 5th, 2007, 10:42 am
Forum: Ideas
Topic: New support-ability idea
Replies: 6
Views: 1759

Did any dev. read this?
by hunz
July 3rd, 2007, 2:20 pm
Forum: Ideas
Topic: New support-ability idea
Replies: 6
Views: 1759

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 boost on ...