Search found 2392 matches

by beetlenaut
December 10th, 2019, 11:45 pm
Forum: Technical Support
Topic: SLOW Performance Issues: post here to report
Replies: 238
Views: 101458

Re: SLOW Performance Issues: post here to report

Your screen size can be a big factor too. Try playing in a small window and see if that resolves the problem. If it does, then at least you know. Playing in steam may make a difference, but I haven't tried it, so I don't know. (Wesnoth is single-threaded and uses the CPU for a lot of the rendering, ...
by beetlenaut
December 6th, 2019, 3:11 am
Forum: Users’ Forum
Topic: New Portrait Mods?
Replies: 2
Views: 875

Re: New Portrait Mods?

There is no package. However, you can download an old version of Wesnoth that has portraits you like and copy them over the portraits in the current version.
by beetlenaut
November 17th, 2019, 5:26 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 17566

Re: Dunefolk Rework - Base Units

Aldarisvet wrote:
November 17th, 2019, 11:38 am
Stider is the only unit from whole Wesnoth that has a dynamic pose....standing in that pose all the time probably woudnt be logical.
dynamic units.png
dynamic units.png (12.39 KiB) Viewed 1411 times
There aren't a lot of units in more dynamic or illogical poses, but they do exist.
by beetlenaut
November 11th, 2019, 1:47 pm
Forum: WML Workshop
Topic: Mordor's WML Problems
Replies: 4
Views: 399

Re: Mordor's WML Problems

Hey all, first post here, about six months into my hobby writing WML campaigns. Welcome to the forums, then! Even with EarthCake's "help", that's a long time to go without needing to post a question, so: Good work. my leader spawns like a new unit! You've given us just about nothing to go on here. ...
by beetlenaut
November 11th, 2019, 11:10 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 125
Views: 17566

Re: Dunefolk Rework - Base Units

The more-dynamic poses are an improvement--especially the warmaster. I'm fine with the strider as well. I like the cloth on the apothecary line better (Is that the doofusish part?), and the lack of a shield makes sense. All in all, these are some good improvements IMO.
by beetlenaut
November 11th, 2019, 10:49 am
Forum: WML Workshop
Topic: Unexplained Sudden Defeat when Moving a Unit
Replies: 9
Views: 761

Re: Unexplained Sudden Defeat when Moving a Unit

Actually, both of these look good to me as they are (and the code could be shortened even further). I suspect that the problem is that caved_saurians doesn't equal what you think it does. Did you verify that? If not, check it by using :inspect or by having the game print the value in a message right...
by beetlenaut
November 10th, 2019, 7:39 am
Forum: WML Workshop
Topic: Unexplained Sudden Defeat when Moving a Unit
Replies: 9
Views: 761

Re: Unexplained Sudden Defeat when Moving a Unit

I'm trying a lot of things at once, so I'm not sure what's causing the defeat. You shouldn't do this. You should program one thing at a time and test as often as possible. That way, if a problem pops up, you know where to look for it. I would temporarily remove all the events but one, and work on t...
by beetlenaut
November 4th, 2019, 1:29 am
Forum: WML Workshop
Topic: Attempting to Use Old Water Types for UMC; Trouble with TerrainWML
Replies: 1
Views: 240

Re: Attempting to Use Old Water Types for UMC; Trouble with TerrainWML

Terrain strings can only be four letters long, and you have some that are longer than that. Try shortening them and see if that works. You should also try adding your custom terrains one at a time, so if Wesnoth crashes, you know exactly which terrain is causing the problem.
by beetlenaut
November 3rd, 2019, 2:22 am
Forum: Technical Support
Topic: SLOW Performance Issues: post here to report
Replies: 238
Views: 101458

Re: SLOW Performance Issues: post here to report

It may be trying to update all of the tile borders every time you add a tile. Try turning off the automatic transition updates. In the menu, go to Map-->Transition Update, and choose the last option. The map will look very basic that way, but it should place tiles a lot faster. You can use Map-->Ref...
by beetlenaut
October 29th, 2019, 11:44 pm
Forum: Users’ Forum
Topic: New to game -- which mods are essentials?
Replies: 5
Views: 812

Re: New to game -- which mods are essentials?

Wesnoth is mature enough that everything essential to game play is already in the main distribution. There are no mods that everyone knows about and uses. There are some user-made campaigns that have that status though. If you sort the add-on list by downloads, they are the campaigns at the top of t...
by beetlenaut
October 20th, 2019, 9:43 pm
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3491

Re: Indicating hexes that heal / illuminate / etc?

What do you think? How many icons do we really need? Village: Yes. Windmills, temples, and barrels could go either way; there are some combinations of terrain that make a village hard to see; and a new player might not recognize one they haven't seen before (like a merman village). Hides: Yes. Some...
by beetlenaut
October 19th, 2019, 9:53 pm
Forum: Users’ Forum
Topic: let us rant about those nonsense
Replies: 8
Views: 1002

Re: let us rant about those nonsense

Krogen wrote:
October 19th, 2019, 9:30 pm
Is there even any canon example in campaigns or wherever where a WM healed an Undead or even fought on the same side?
Yes.
Spoilers:
by beetlenaut
October 19th, 2019, 6:27 pm
Forum: Users’ Forum
Topic: let us rant about those nonsense
Replies: 8
Views: 1002

Re: let us rant about those nonsense

I don't see this as a problem. Certainly a white mage could stitch bones back together or strengthen the force holding a ghost together if they wanted to. They just don't because raising the undead is considered so evil. However, if the undead are fighting on the mage's own side, they might get over...
by beetlenaut
October 17th, 2019, 3:00 am
Forum: Art Contributions
Topic: Indicating hexes that heal / illuminate / etc?
Replies: 35
Views: 3491

Re: Indicating hexes that heal / illuminate / etc?

The idea of the red cross is good, but I have two problems with it in this implementation. First, it looks like it's part of the text in this case. I honestly didn't know what it indicated since I looked at the picture first instead reading back in the thread. It also covers the text a bit and makes...
by beetlenaut
October 5th, 2019, 9:30 am
Forum: Scenario & Campaign Development
Topic: Orcish Campaign: The Founding of Borstep
Replies: 129
Views: 28626

Re: Orcish Campaign: The Founding of Borstep

Okay. Thanks for all your work! I uploaded it again. I hope it is all good this time.