Search found 231 matches

by octalot
February 16th, 2019, 10:46 pm
Forum: Translations & Internationalization
Topic: Translating unit names and Music names
Replies: 2
Views: 121

Re: Translating unit names and Music names

This isn't official guidance, just the current status of other translations. Thanks for mentioning "Breaking the Chains" in your examples, it's interesting because it appears in two different .po files: wesnoth-nr as the name of a scenario and wesnoth (core) as the name of the musical track. Here's ...
by octalot
February 9th, 2019, 1:32 pm
Forum: Users’ Forum
Topic: Wesnoth source in 2 parts
Replies: 6
Views: 355

Re: Wesnoth source in 2 parts

download from sourceforge delivers a package in 2 parts, whatever mirror I choose (the second file is named "wesnoth....bz2.part") which my archive manager cannot extract Are you using Firefox, and is the other file called wesnoth....bz2 but 0 bytes long? Firefox does that while it's still download...
by octalot
February 9th, 2019, 12:32 pm
Forum: Multiplayer Development
Topic: SXC Development
Replies: 172
Views: 31789

Re: SXC Development

A new version of SXC has been uploaded, which should hopefully be less likely to hit the cache-corruption bug. Thanks for the bug reports, both in the thread and in private messages. If anyone still gets cache corruption with 0.2.125 then please say, particularly if it only happens to SXC and no oth...
by octalot
February 6th, 2019, 9:54 pm
Forum: Users’ Forum
Topic: map editor help or tutorial
Replies: 13
Views: 3492

Re: map editor help or tutorial

The editor has a scenario-editing feature, which enables those buttons, and it writes a .cfg file as well as a .map file. However, IIRC it has problems with hand-edited .cfg files. There is another feature, for putting named locations on the map; these aren't shown to the players, but can be accesse...
by octalot
February 5th, 2019, 1:28 pm
Forum: Ideas
Topic: [engine] Add filters for attack_ and defense_weight
Replies: 21
Views: 709

Re: [engine] Add filters for attack_ and defense_weight

Not the answer to WhiteWolf's question, but I just fixed the 'wiki is misleading' bit.
by octalot
January 29th, 2019, 7:09 pm
Forum: WML Workshop
Topic: Old and new terrain codes
Replies: 4
Views: 325

Re: Old and new terrain codes

The problem is a missing mapping of (terrain code) to (terrain definition). The mapping of (terrain definition) to (png file) comes later; I haven't tried but expect you'd just get the "image not found" image if the .png was the problem. I guess you've copied code out of the 1.12 version of Delfador...
by octalot
January 29th, 2019, 6:27 pm
Forum: WML Workshop
Topic: Old and new terrain codes
Replies: 4
Views: 325

Re: Old and new terrain codes

I assume you've got some custom terrains that are described in your WML.

In your _main.cfg, you need an #ifdef EDITOR section to include those terrains' descriptions, because the main CAMPAIGN_BLAH_BLAH define won't be defined. See EditorWML.
by octalot
January 24th, 2019, 7:43 pm
Forum: Technical Support
Topic: LoW-Northern Battle, death of Cleodil is missing in the scenario objectives
Replies: 1
Views: 224

Re: LoW-Northern Battle, death of Cleodil is missing in the scenario objectives

Thanks, looks like it was supposed to be hidden in multiplayer mode, but the logic was the wrong way round.

One-liner: #3889 :)
by octalot
January 24th, 2019, 1:34 am
Forum: WML Workshop
Topic: Just starting, some help pls? :)
Replies: 4
Views: 363

Re: Just starting, some help pls? :)

How about a dialog box like the one at the start of the tutorial? It's written in Lua (so a second language to get used to), but you could copy and edit the tutorial's character_selection.lua. That's plumbed in to the campaign in the _main.cfg, and then used in the first scenario's start event by th...
by octalot
January 22nd, 2019, 5:37 am
Forum: Writers’ Forum
Topic: Descent into Darkness revision
Replies: 8
Views: 546

Re: Descent into Darkness revision

A player is unlikely to recruit on that map, but there's a possibility to do so on the trolls' keep. The scenario continues until all the trolls are dead, not just the leader, so the player might do the trick of "jump on the keep, recruit something to shield your leader".
by octalot
January 18th, 2019, 12:08 pm
Forum: WML Workshop
Topic: Make AI not prioritize certain unit for attacks
Replies: 8
Views: 435

Re: Make AI not prioritize certain unit for attacks

You could try to make the unit less attractive to the AI. A very strong emphasis is given to damage done to the unit, and in particular to being able to kill it, so simply increasing its hitpoints, or maybe resistances may be a solution. Maybe give it a "defend-only" weapon that reduces damage when...
by octalot
January 18th, 2019, 4:59 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.1.2 - a new gameplay mode!
Replies: 969
Views: 129192

Re: To Lands Unknown 3.1.2 - a new gameplay mode!

3. The biggest one though is that on the chaos scenario When aeros gets the portal open he is unreachable even by carpets and elementals. There’s also an objective marker but when I moved my leader there nothing happened. The unit who you first met on the previous map is the one that needs to move ...
by octalot
January 13th, 2019, 11:56 am
Forum: Art Contributions
Topic: Even more zombie sprites needed
Replies: 28
Views: 3624

Re: Even more zombie sprites needed

I tried drawing a zombie where the exoskeleton hadn't changed, just the innards, so most of the damage is on the central body and the legs can be in exactly the same position as the already-animated living unit. The result looks like a skeleton rather than a zombie style undead, so it didn't work fo...
by octalot
January 12th, 2019, 6:10 pm
Forum: Art Contributions
Topic: Even more zombie sprites needed
Replies: 28
Views: 3624

Re: Even more zombie sprites needed

Spiders: At this point, I may have to go with my placeholder for both levels and even skip the die frames. This will be rather awkward since the player is likely to want to recruit a couple spiders in the next few scenarios My art skills aren't enough to do much, but here's a slight edit that could...
by octalot
January 5th, 2019, 2:49 pm
Forum: Users’ Forum
Topic: map editor help or tutorial
Replies: 13
Views: 3492

Re: map editor help or tutorial

More documentation is always good. I think it's simply that the people who would write it had already met terrain codes elsewhere, turned them on, and didn't realise how the map editor feels without them. In the Map menu, turn on "Draw Terrain Codes", and then mouse-over the terrain palette. Terrain...