Search found 2864 matches

by beetlenaut
June 6th, 2025, 7:51 pm
Forum: WML Workshop
Topic: [DEVLOG] Procedural Co-Op Labyrinth
Replies: 4
Views: 366

Re: [DEVLOG] Procedural Co-Op Labyrinth

What you sent me today is much closer to a standard Wesnoth campaign. You don't really need all the empty folders though. I would put the Lua code in utils. I found some time last night and fixed all the code from before. I used it as a challenge for myself and a way to practice Lua coding. Use it i...
by beetlenaut
June 6th, 2025, 7:07 am
Forum: WML Workshop
Topic: [DEVLOG] Procedural Co-Op Labyrinth
Replies: 4
Views: 366

Re: [DEVLOG] Procedural Co-Op Labyrinth

I would like to say things in a nicer way, but I assume you will translate my message, and I don't want the meaning to be lost. map size can be changed I actually did it myself, but unfortunately, it caused major issues like unreachable exits or misaligned positions. It was immediately obvious to me...
by beetlenaut
June 6th, 2025, 2:48 am
Forum: WML Workshop
Topic: [DEVLOG] Procedural Co-Op Labyrinth
Replies: 4
Views: 366

Re: [DEVLOG] Procedural Co-Op Labyrinth

I can’t change the map dimensions without breaking the generation algorithm. I can't imagine this. I can't imagine code that is so bad that you can't change it that way. The size should be a variable that you can change everywhere by modifying one line of code. This is very important for testing. T...
by beetlenaut
June 6th, 2025, 2:36 am
Forum: Multiplayer Development
Topic: Unit Color Variation/Changer (Skin/Scale/Armour)
Replies: 44
Views: 89851

Re: Unit Color Variation/Changer (Skin/Scale/Armour)

Then you could have the information just from looking at the army, or the unit you recruited. That's a really useful idea. It seems like it should have been obvious now that someone has thought of it! I don't think the number of variations is that important, so cutting it down to six in some cases ...
by beetlenaut
April 13th, 2025, 9:30 am
Forum: WML Workshop
Topic: naming a new unique character
Replies: 5
Views: 1849

Re: naming a new unique character

How? And where? Answering this question fully means explaining the structure of a Wesnoth add-on. Nobody is likely to do that since you can just follow the "Create" link at the top of the page to find a thorough description. Maybe if you had some more information, you could ask a more tar...
by beetlenaut
March 8th, 2025, 5:27 am
Forum: Secrets of the Ancients
Topic: Scenario 21: Against the World
Replies: 16
Views: 28752

Re: Scenario 21: Against the World

Well, that was interesting. I didn't think there was any reason to have a turn limit on the final scenario, but I guess you proved me wrong! :)
by beetlenaut
March 3rd, 2025, 6:59 am
Forum: Art Contributions
Topic: New saurian units
Replies: 19
Views: 54258

Re: New saurian units

Refumee wrote: February 27th, 2025, 9:08 pm Why not using it for SotA as unique saurian sprite for Vendraxis?
It's not up to me either, but I assume my vote counts for something. I would prefer using it as intended, and giving Vendraxis a level-3 advancement.
by beetlenaut
February 11th, 2025, 3:05 am
Forum: Users’ Forum
Topic: Enlarged Story Line Text?
Replies: 34
Views: 19875

Re: Enlarged Story Line Text?

The difference is not subtle it if works, so there is a bug in the Pixel Scale Multiplier (I assume only on the Macintosh). That's the problem that needs to be solved. You should put in a bug report. I would do it myself, but I don't have access to a machine with the same problem. I won't know if a ...
by beetlenaut
February 9th, 2025, 12:16 am
Forum: Users’ Forum
Topic: Enlarged Story Line Text?
Replies: 34
Views: 19875

Re: Enlarged Story Line Text?

The pixel scale multiplier does exactly what you are asking for. A pixel scale of 2x makes each interface pixel take up a four-pixel box on the screen, making it much larger, but the map can still be scaled separately so that it looks the same as before. The text can be up to 16 times its default si...
by beetlenaut
November 24th, 2024, 6:39 pm
Forum: WML Workshop
Topic: Catgirls, the WML side
Replies: 11
Views: 1781

Re: Catgirls, the WML side

You are trying to do too much at once I think. We don't know which part is not working, so we need to guess. I think the event code gnombat provided should work fine as long as it is in the right place, but verify that by using a different image path function in it (GS for example) to make sure that...
by beetlenaut
November 24th, 2024, 5:22 am
Forum: WML Workshop
Topic: Catgirls, the WML side
Replies: 11
Views: 1781

Re: Catgirls, the WML side

You could use that [object] code in an event (I would use a unit_placed event), and the [event] can go in [unit_type].
by beetlenaut
November 9th, 2024, 4:13 am
Forum: Users’ Forum
Topic: New and Old Comparison
Replies: 1
Views: 1156

New and Old Comparison

I found some old images. This is what Wesnoth looked like when I started playing.
BfW old.jpg
Those were the large sized portraits, by the way.

It has come a long way.
BfW current.jpg
This isn't even showing the full story because maps are animated now, too.
by beetlenaut
November 7th, 2024, 10:52 pm
Forum: Mainline Campaign Development
Topic: Secrets of the Ancients (Undead Campaign)
Replies: 214
Views: 225408

Re: Secrets of the Ancients (Undead Campaign)

You are playing the version under development, not the stable version, so you should expect some bugs. This does seem to be a bug that nobody else has noticed. Can you report it on the bug tracker site? If you are interested in more technical information, the merfolk side is controlled by a microAI....
by beetlenaut
November 3rd, 2024, 12:57 pm
Forum: WML Workshop
Topic: Log error message
Replies: 20
Views: 3618

Re: Log error message

Celtic_Minstrel wrote: October 28th, 2024, 1:50 pmIf the generator were rewound, you would get the exact same unit when you redo anyway.
Not if you recruited your units in a different order to make sure that didn't happen. This would allow you to fish around for specific traits on at least some of your units.
by beetlenaut
October 18th, 2024, 7:54 pm
Forum: WML Workshop
Topic: Problem stopping a set_menu_item
Replies: 4
Views: 1224

Re: Problem stopping a set_menu_item

I suspect that your roles are not correct, and the code did not fail for the reason you think. The [role] tag is meant to provide a speaking role to one unit, and it is not guaranteed to be set at all. You should use a custom [status] instead. Maybe I am wrong, and you are using : inspect to verify ...