Search found 544 matches

by octalot
April 1st, 2021, 8:13 am
Forum: WML Workshop
Topic: Conflicting files in binary_path
Replies: 3
Views: 330

Re: Conflicting files in binary_path

Suppose two add-ons contain an "images/units/blue-mage.png", and both have a unit that uses that image. The warning means that one of the images is going to be used for both units, and the other image will be ignored.
by octalot
March 29th, 2021, 9:27 am
Forum: Ideas
Topic: [interface] Add-ons manager: show subcategories for modifications
Replies: 2
Views: 200

[interface] Add-ons manager: show subcategories for modifications

The add-ons manager currently has an option for showing only modifications, which lists (for 1.14) about 120 add-ons. I'm wondering if we should add filtering by subcategory to that, so we can say "players looking for less or more challenge might want to check out the add-ons in Modifications (...
by octalot
March 27th, 2021, 8:35 am
Forum: Multiplayer Development
Topic: Proper Flying Mod
Replies: 9
Views: 4452

Re: Proper Flying Mod

Thanks for maintaining these. For Wesnoth 1.16, I'm planning a change to [effect]apply_to=movement so that it always affects vision as well, even if something else has already changed the vision stat; in the bug-tracker this is 3356 . I think that won't cause any problems for your mods, because AFAI...
by octalot
March 7th, 2021, 2:37 pm
Forum: Art Contributions
Topic: Wesnoth Fauna
Replies: 64
Views: 8545

Re: Wesnoth Fauna

Marximilian wrote: March 7th, 2021, 10:46 am So I have a few Fauna laying around which I found ages ago tho strange nobody ever brought them up.
Do you have a link to where they came from and who made them? We can only use them if we're certain that the artist licensed them to us.
by octalot
March 4th, 2021, 11:04 am
Forum: WML Workshop
Topic: Weird error Wesnoth looking into wrong folder
Replies: 6
Views: 552

Re: Weird error Wesnoth looking into wrong folder

Answering your other thread first, in _main.cfg you need to include the macros folder before the units folder so that the #define is read before the place that uses that #define . The preprocessor error means that the game will never see your add-on. You can clear the cache via "Preferences&quo...
by octalot
March 4th, 2021, 9:58 am
Forum: WML Workshop
Topic: Weird error Wesnoth looking into wrong folder
Replies: 6
Views: 552

Re: Weird error Wesnoth looking into wrong folder

Is it the multiple [side]s with side=3?

Have you tried clearing Wesnoth's cache?
by octalot
March 4th, 2021, 8:54 am
Forum: WML Workshop
Topic: Weird error Wesnoth looking into wrong folder
Replies: 6
Views: 552

Re: Weird error Wesnoth looking into wrong folder

These two are case sensitive (I think) :

Code: Select all

define=CAMPAIGN_RotT
...
#ifdef CAMPAIGN_RoTT
by octalot
February 25th, 2021, 9:05 am
Forum: WML Workshop
Topic: Questions about terrain vision_alias.
Replies: 5
Views: 254

Re: Questions about terrain vision_alias.

[terrain_defaults] only works for base terrains. Even if you set values for a mixed terrain, the calculations of mixed terrains' values decompose the mixed terrain to its base terrains before calculating the result, thus ignoring any patched values for mixed terrains. The tag can do it (with the 1....
by octalot
February 20th, 2021, 11:47 pm
Forum: Release Announcements, Compiling & Installation
Topic: compile error with master HEAD
Replies: 6
Views: 415

Re: compile error with master HEAD

It's a bug in GCC, for which the fix has been added to Debian's Experimental distro but not yet to their Testing or Unstable distros. Personally, I've downgraded to the 10.2.1-3 versions of the compiler packages.

https://bugs.debian.org/cgi-bin/bugrepo ... bug=980429
by octalot
February 12th, 2021, 8:42 am
Forum: WML Workshop
Topic: Journey Map Pin Error
Replies: 12
Views: 5185

Re: Journey Map Pin Error

Which version of Wesnoth are you using, and could you post the WML that causes the error, please? I agree with Celtic_Minstrel, that sounds like a bug.
by octalot
February 7th, 2021, 6:48 pm
Forum: Technical Support
Topic: Sitting leader
Replies: 8
Views: 507

Re: Sitting leader

The savefile says that you're using 1.15.0-dev, and the changelog says that there was a lot of work on the AIs in 1.15.3, including bugfixes about passive leaders.
by octalot
February 3rd, 2021, 5:19 am
Forum: Technical Support
Topic: Sitting leader
Replies: 8
Views: 507

Re: Sitting leader

Which scenario is this on, and please would you upload a savefile?

I'd guess that he's meant to stay on the keep, and that the AI has been configured for him not to move - except that the AI for "can give a leadership bonus" has been left unaltered.
by octalot
January 25th, 2021, 4:49 pm
Forum: WML Workshop
Topic: How do I learn the proper tags and keys to use?
Replies: 6
Views: 434

Re: How do I learn the proper tags and keys to use?

WML's tags have been written over a long time by many people, which causes the problem that it's not entirely consistent. I think a lot of the learning curve is to know the mainline campaigns (from player experience, not needing to read all the WML), and using that knowledge to work out where to loo...
by octalot
January 16th, 2021, 1:28 am
Forum: Faction & Era Development
Topic: Ageless Era - Current Version: 4.27
Replies: 1923
Views: 451750

Re: Ageless Era - Current Version: 4.27

main/data/RE_data/amla.cfg has some generically-named #defines that haven't been given an AE_ prefix. Examples: AMLA_SPEED, AMLA_HEAL, AMLA_ABILITY.

This hasn't caused a problem for me, I'm just reviewing add-ons with units that have vision different to movement.