Search found 1357 matches
- Yesterday, 10:22 pm
- Forum: Technical Support
- Topic: Add-on and game crashes when terrain has more than 4 digits
- Replies: 7
- Views: 434
Re: Add-on and game crashes when terrain has more than 4 digits
Meh, as I don't see anything, as the game crashes, I made a mistake while making this campaign. I made a reference to a map in another add-on, you don't have. Gnarf. It is fixed now.
- Yesterday, 8:59 pm
- Forum: Technical Support
- Topic: Add-on and game crashes when terrain has more than 4 digits
- Replies: 7
- Views: 434
Re: Add-on and game crashes when terrain has more than 4 digits
It even corrupts the map editor. I can not load the map editor any more, while this corrupted campaign is inside my add-on folder.
- Yesterday, 5:58 pm
- Forum: Lua Labs
- Topic: glitchy add_hex_overlay animation
- Replies: 7
- Views: 157
Re: glitchy add_hex_overlay animation
I assume it has something to do with SCALE. As far as I know it is only possible to use overlays and graphics that are 72*72 pixel.
When it gets bigger the graphic glitches.
There are some exceptions, units and terrain can be bigger than 72*72.
See Titan units.
When it gets bigger the graphic glitches.
There are some exceptions, units and terrain can be bigger than 72*72.
See Titan units.
- Yesterday, 5:25 pm
- Forum: Technical Support
- Topic: Add-on and game crashes when terrain has more than 4 digits
- Replies: 7
- Views: 434
Re: Add-on and game crashes when terrain has more than 4 digits
Made an add-on for you: Soliton_Bugcampaign. Just download and start it. It is based on A Simple Campaign, which is unfortunately not on the servers yet -,-. Had to use an older version. Have fun. As I said, inside the terrain folder, check the file: terrain-definitions.cfg There you go: [terrain_ty...
- April 16th, 2024, 4:47 pm
- Forum: Technical Support
- Topic: Add-on and game crashes when terrain has more than 4 digits
- Replies: 7
- Views: 434
Re: Add-on and game crashes when terrain has more than 4 digits
Hi Soliton, Hi Spannerbag, first of all you need a terrain folder and which contains Terrain.cfg and a Terrain_Graphics.cfg. Inside the Terrain.cfg you define the types, so that they can be added via the editor and in which group. This one caused the problem: [terrain_type] symbol_image=servedguest1...
- April 15th, 2024, 4:26 pm
- Forum: WML Workshop
- Topic: Clone unit in WML
- Replies: 5
- Views: 441
Re: Clone unit in WML
I'm doing so, when I spawn "shadows" uncle. You can use the code if you like.
- April 14th, 2024, 7:30 pm
- Forum: Technical Support
- Topic: Add-on and game crashes when terrain has more than 4 digits
- Replies: 7
- Views: 434
Add-on and game crashes when terrain has more than 4 digits
Hey guys, I don't need support, but wanted to bring an odd behavior of the game to your attention. So far just 4 digits are allowed when creating a new terrain overlay. If a terrain overlay inside of an add-on has more the than 4 digits, e.g. ^GUS10, and you try to start the add-on the game will cra...
- April 14th, 2024, 8:31 am
- Forum: WML Workshop
- Topic: variable expansion
- Replies: 4
- Views: 304
Re: variable expansion
Maybe I'm wrong, but as far I remember you can't use numbers as value in strings but strings only? It could be that this info is deprecated already, but in older versions I couldn't use numeric values for whatever reason.
- April 14th, 2024, 12:13 am
- Forum: WML Workshop
- Topic: What happens if a leader is promoted?
- Replies: 2
- Views: 250
Re: What happens if a leader is promoted?
As long as the leader id is the same as before, it will ignore anything (such as unit type) you defined inside the scenario and will spawn it in with the promoted rank from the previous scenario.
- April 10th, 2024, 6:00 pm
- Forum: WML Workshop
- Topic: Custom dialog questions
- Replies: 6
- Views: 1528
Re: Custom dialog questions
You could just use a break in the source code itself. To break them, as far as I know there is no automatism here, but it could be that it exists. My knowledge in this matter might be deprecated. I'd be interested in that too, because it is annoying to manually change text in the way I do. You can f...
- April 3rd, 2024, 4:35 pm
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1347
- Views: 381791
Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)
Hi spirit, 1. This campaign has the main quest which has dozens of parts and side quests which have one or two parts. Could you add quests that fall in between? They would have a few parts. Perhaps these new quests will require you to use skills as in RuneScape. Oh, they are called "missions&qu...
- April 3rd, 2024, 4:07 pm
- Forum: Scenario & Campaign Development
- Topic: Trapped 1.13 - The Zombie returns
- Replies: 65
- Views: 28913
Re: Trapped 1.13 - The Zombie returns
Not quite sure what went wrong for you, however this not connected to the reputation. But you have to follow the mission story line, starting with the cook quests, after that the factions will be interested in you, giving you the missions for each faction. You have to defeat the leader of the rats a...
- April 2nd, 2024, 4:32 pm
- Forum: Scenario & Campaign Development
- Topic: Trapped 1.13 - The Zombie returns
- Replies: 65
- Views: 28913
Re: Trapped 1.13 - The Zombie returns
Hi lynx, I'm glad you like the add-on and it seems its running smoothly on 1.18. What a relief. I might need to correct some pictures that are not shown, due to the new version of Wesnoth. The default is "easy" and it used to be harder, as you did not have any boss fight, which provide you...
- March 23rd, 2024, 12:53 pm
- Forum: Scenario & Campaign Development
- Topic: Heindals Minigames II: Dwarf Dwarfson Dwarvenminer
- Replies: 30
- Views: 4919
Re: Heindals Minigames II: Dwarf Dwarfson Dwarvenminer
Hej guys, I made an update for the add-on to merge it to 1.18. I fixed aggression, corrected smaller typos and changed pictures, which was necessary for version 1.18, which broke most pictures in my other campaigns. Furthermore the new version contains a unit called 'Dwarvish Miner', so I had to ren...
- March 8th, 2024, 5:18 pm
- Forum: WML Workshop
- Topic: How to use a custom font in my add-on?
- Replies: 17
- Views: 2541
Re: How to use a custom font in my add-on?
This is really a problem. While it would be easy to implant several free fonts (and really have to be free to be used for commercial purpose) and make the player select a font, it is another caliber of allowing player to upload a custom font. You can never control if there is a copyright issue and i...