Search found 4069 matches

by Pentarctagon
Yesterday, 3:01 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 239

Re: Wesnoth segfault with [transform_unit]

That'd be good, yeah.
by Pentarctagon
May 28th, 2020, 6:30 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 239

Re: Wesnoth segfault with [transform_unit]

Backtrace: #0 0x0000555555d6f58e in std::__shared_count<(__gnu_cxx::_Lock_policy)2>::__shared_count(std::__weak_count<(__gnu_cxx::_Lock_policy)2> const&) (this=0x7fffffffafc8, __r=...) at /usr/include/c++/7/bits/shared_ptr_base.h:849 #1 0x0000555555e7bf29 in std::__shared_ptr<attack_type const, (__g...
by Pentarctagon
May 24th, 2020, 4:33 pm
Forum: Technical Support
Topic: Error Message in 1.14.12
Replies: 4
Views: 468

Re: Error Message in 1.14.12

Most likely this is caused by OneDrive, since this same issue has been reported before and either removing OneDrive or at least preventing it from syncing Wesnoth's directories fixed the problem.

Edit-
Also, 1.15 and later will be 64-bit on Windows.
by Pentarctagon
May 22nd, 2020, 3:00 pm
Forum: Technical Support
Topic: Cannot get 1920x1080 to work properly
Replies: 6
Views: 715

Re: Cannot get 1920x1080 to work properly

It sounds like your TV isn't 1080p, to be honest.
by Pentarctagon
May 21st, 2020, 1:27 pm
Forum: Users’ Forum
Topic: Naming locations in map editor
Replies: 1
Views: 153

Re: Naming locations in map editor

If you save it as a scenario, then there should be a label tool available on the right panel (a blue, uppercase "A" button).
by Pentarctagon
May 20th, 2020, 2:44 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.14.12
Replies: 2
Views: 1039

Wesnoth 1.14.12

Wesnoth 1.14.12 is out! 1.14 Release Notes This is a regular maintenance release for the stable 1.14.x series, delivering bug fixes and translation updates. As is the norm for updates to the current stable series, this release is fully compatible with previous 1.14.x versions. A full list of change...
by Pentarctagon
May 19th, 2020, 5:37 pm
Forum: Technical Support
Topic: How to fix this game crash?
Replies: 10
Views: 358

Re: How to fix this game crash?

It's been discussed quite a bit as well here and here, but we don't have a solution for it yet unfortunately.
by Pentarctagon
May 19th, 2020, 3:16 am
Forum: Technical Support
Topic: How to fix this game crash?
Replies: 10
Views: 358

Re: How to fix this game crash?

For the assert error, did you see any graphical corruption like was reported in this thread?

For the pango errors in the log, that's an issue with the translations - tag cases shouldn't be mixed, like the log is reporting for <i>疗毒</I> for example.
by Pentarctagon
May 18th, 2020, 9:55 pm
Forum: Technical Support
Topic: How to fix this game crash?
Replies: 10
Views: 358

Re: How to fix this game crash?

Also please provide the information listed here.
by Pentarctagon
May 17th, 2020, 10:19 pm
Forum: Technical Support
Topic: Defeated Players and the Fog of War
Replies: 5
Views: 276

Re: Defeated Players and the Fog of War

Leaving that as an explicit choice is probably best. For example, otherwise there would be cases where someone may drop because of a connection, then the AI immediately takes over and ruins what they had been planning to do.
by Pentarctagon
May 15th, 2020, 2:13 pm
Forum: Technical Support
Topic: Defeated Players and the Fog of War
Replies: 5
Views: 276

Re: Defeated Players and the Fog of War

For 1.15 and later it will be possible to use the command droid <side> all to accomplish this. It's not possible to add this to 1.14, however.
by Pentarctagon
May 14th, 2020, 9:47 pm
Forum: Release Announcements, Compiling & Installation
Topic: Compiling from source with Visual Studio 2019
Replies: 3
Views: 201

Re: Compiling from source with Visual Studio 2019

I updated the wiki to match the steps we currently are using for the automated travis-ci Windows builds, so barring some oddity cropping up those steps should work for you as well.
by Pentarctagon
May 12th, 2020, 12:38 am
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 116
Views: 7062

Re: Expanding The Great Continent - [Dunefolk Habitat]

Is this defining the Dunefolk, or (re)defining an entire set of the existing races in a different location? I think you could argue that they're almost the same thing. The dunefolk are defined at least in part by their interactions with other races around them. While true, I guess what I'm really a...
by Pentarctagon
May 9th, 2020, 5:06 pm
Forum: Art Contributions
Topic: Expanding The Great Continent - [Dunefolk Habitat]
Replies: 116
Views: 7062

Re: Expanding The Great Continent - [Dunefolk Habitat]

Is this defining the Dunefolk, or (re)defining an entire set of the existing races in a different location?
by Pentarctagon
May 8th, 2020, 1:27 am
Forum: WML Workshop
Topic: New to WML, need some help.
Replies: 10
Views: 374

Re: New to WML, need some help.

Your .map files should have just the map data in them, and that's it.