Search found 474 matches

by octalot
July 3rd, 2020, 4:13 pm
Forum: Users’ Forum
Topic: How to disable recruitment of faction units
Replies: 3
Views: 130

Re: How to disable recruitment of faction units

In [side], specify faction=Custom.

I don't know how to make the documentation easier to find, I can only answer so quickly because I had the same problem.
by octalot
July 2nd, 2020, 8:20 am
Forum: WML Workshop
Topic: Recalling via WML
Replies: 4
Views: 152

Re: Recalling via WML

Each [recall] recalls one unit, even if the filter matches multiple units. Sceptre of Fire's final scenario has the code that you need: [store_unit] [filter] side=1 x,y=recall,recall [/filter] kill=no variable=to_be_recalled [/store_unit] [foreach] array=to_be_recalled [do] [recall] id=$this_item.id...
by octalot
June 18th, 2020, 9:05 am
Forum: Technical Support
Topic: Tutorial: part II
Replies: 1
Views: 159

Re: Tutorial: part II

Thanks for the bug report, but this broken scripting has already been completely replaced in the 1.14 version (it was removed in 6b5ba61761f15fe291d29e70df67640c830d76f1).
by octalot
June 16th, 2020, 9:43 am
Forum: Technical Support
Topic: TRoW sewer level - units don't heal in cave villages
Replies: 2
Views: 155

Re: TRoW sewer level - units don't heal in cave villages

They should be normal villages, if they're not working please would you attach a savefile for debugging?

A quick sanity check first: the scorpions on this map have a poison attack, are the units getting cured of poison instead of healing?
by octalot
June 16th, 2020, 9:32 am
Forum: Scenario & Campaign Development
Topic: [Solved] Map editor load created szenario
Replies: 3
Views: 229

Re: Map editor load created szenario

It should work if you load the .cfg file instead of the .map file. The menu option to use is still called "Load Map".
by octalot
June 13th, 2020, 5:06 am
Forum: Release Announcements, Compiling & Installation
Topic: Cannot compile Wesnoth
Replies: 3
Views: 938

Re: Cannot compile Wesnoth

There was a bugfix for compatibility with Boost 1.73, in 1.14's 700beed150379db44457bfc999f9bc937ae23bd7 and master's 7068c5849eca900a3180a39dfa34e0c7a0c95def. Does this solve the problem?
by octalot
May 12th, 2020, 7:49 am
Forum: Technical Support
Topic: shroud after ending turn
Replies: 4
Views: 397

Re: shroud after ending turn

Already logged as issue (#4187), sorry that it hasn't been fixed yet.
by octalot
April 11th, 2020, 4:36 am
Forum: Scenario & Campaign Development
Topic: Defense of Elensefar - single-player scenario for 1.14
Replies: 19
Views: 2701

Re: Defense of Elensefar - single-player scenario for 1.14

Oops, that's a bug. Thanks for spotting it.
by octalot
March 10th, 2020, 1:58 am
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Would that be possible with ^Uf being just an overlay while Tb^Tf is the base terrain + overlay? Yes. Quick proof-of-concept in terrain-graphics.cfg: # Make all of the deprecated non-mixed mushrooms look like Tb^Tf or Tb^Tfi # Quick proof-of-concept: disable transitions to make the effect easier to...
by octalot
March 9th, 2020, 7:25 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

The visual confusion could be solved by changing ^Uf's graphics to the new ones for Tb^Tf. That could be done without needing changes to the individual map files.
by octalot
March 9th, 2020, 5:24 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Elder2 wrote:
March 9th, 2020, 5:09 pm
Again im assuming that automatically all ^Uf gets changed to ^Tf because that is what I was told.
As I already said, your arguments are based on a misunderstanding of what the change is.
by octalot
March 9th, 2020, 12:33 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

^Tf. I assumed ^Uf would get replaced by ^Tf by default because that is what I was told on discord by a dev. Since the new mushrooms terrain would need to substitute the ^Tf mushrooms that now have the composite terrain properties, ... Therefore ideally all mushrooms on all pvp maps would need to b...
by octalot
March 8th, 2020, 2:54 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Since the new mushrooms terrain would need to substitute the old mushrooms that now have the composite terrain properties, ... Therefore ideally all mushrooms on all pvp maps would need to be changed, including survivals, RPGs, whatever, even if one said that campaign balance doesn’t matter and we ...
by octalot
March 4th, 2020, 7:12 pm
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Alright, if you really insist I can change the text and I will add all the terrain codes. Just please don't try to dismiss the arguments because I didn't want to use terrain codes. Also at the time of writing it I wasn't aware that technically there will be 3 mushrooms terrains, including the depre...
by octalot
March 4th, 2020, 3:59 am
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3219

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

3 including the deprecated version. In the original post in this thread, although it talks about "old" and "new", there are 3 terrains referred to by the 2 words "old" and "new" - if Elder tries to clarify the text, I think he/she will find that there's already something wrong in the argument.