Search found 477 matches

by GunChleoc
Today, 4:01 pm
Forum: Lua Labs
Topic: A Look at the Design of Lua [C/ACM]
Replies: 1
Views: 2251

Re: A Look at the Design of Lua [C/ACM]

Good read, thanks!
by GunChleoc
May 16th, 2019, 10:00 pm
Forum: Game Development
Topic: Widelands
Replies: 12
Views: 4058

Re: Widelands

The economy control has been discussed before and we haven't found a solution to the problem yet. The reason that it's on the flags is that you can have multiple economies with individual settings, unlike the other settings which are global. One idea we have had is to make them accessible from wareh...
by GunChleoc
May 15th, 2019, 5:47 pm
Forum: Game Development
Topic: Widelands
Replies: 12
Views: 4058

Re: Widelands

Thanks for your feedback :) If it did take you 3 hours to collect the building materials for a ship in Empire 3, you did not follow the scenario instructions in some place. It might be interesting to find out where you went wrong so that we can tweak it. If you want more of the challenge fro the AI,...
by GunChleoc
May 4th, 2019, 6:25 pm
Forum: Game Development
Topic: Widelands
Replies: 12
Views: 4058

Re: Widelands

Widelands Build 20 Released The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is ...
by GunChleoc
April 24th, 2019, 12:24 pm
Forum: Translations & Internationalization
Topic: Missing in 'Languages'-menu
Replies: 6
Views: 305

Re: Missing in 'Languages'-menu

Assuming you're on Windows, you could edit the shortcut to Wesnoth and add the option to its properties somewhere in there. A second option would be to search for "cmd" to get a command line, then use the cd command to navigate to the Wesnoth installation directory and call wesnoth.exe --all-transla...
by GunChleoc
March 27th, 2019, 5:30 pm
Forum: Website
Topic: Wesnoth Wiki scope
Replies: 20
Views: 865

Re: Wesnoth Wiki scope

I think it looks fine now, thank you :)
by GunChleoc
March 26th, 2019, 5:32 pm
Forum: Website
Topic: Wesnoth Wiki scope
Replies: 20
Views: 865

Re: Wesnoth Wiki scope

I guess I wasn't specific enough - I meant the font size in the info box, which is hard to read.
by GunChleoc
March 23rd, 2019, 12:50 pm
Forum: Website
Topic: Wesnoth Wiki scope
Replies: 20
Views: 865

Re: Wesnoth Wiki scope

I think it looks great :)

Maybe increase the font size a bit?
by GunChleoc
February 19th, 2019, 5:16 pm
Forum: Coder’s Corner
Topic: New feature to allow for easier voice acting
Replies: 35
Views: 7073

Re: New feature to allow for easier voice acting

You could also just use a translatable string in the voice= key, and translators would substitute it with an altered path. I don't think that's a good solution though. Neither do I. It would clutter the po files for those locales who cannot afford to do voice acting. Having a non-translatable voice...
by GunChleoc
February 18th, 2019, 1:14 pm
Forum: Translations & Internationalization
Topic: Translating the Unit Database
Replies: 4
Views: 575

Re: Translating the Unit Database

Got the same question by PM and answered it there.
by GunChleoc
February 18th, 2019, 10:35 am
Forum: Translations & Internationalization
Topic: Translating the Unit Database
Replies: 4
Views: 575

Re: Translating the Unit Database

See viewtopic.php?f=17&t=46324

The changes should appear automatically within 1 week after your translation has been committed.
by GunChleoc
February 17th, 2019, 4:47 pm
Forum: Coder’s Corner
Topic: New feature to allow for easier voice acting
Replies: 35
Views: 7073

Re: New feature to allow for easier voice acting

That will not work for random-generated names though, because that would be a huge effort to record and create a ruleset for.
by GunChleoc
February 17th, 2019, 3:51 pm
Forum: Coder’s Corner
Topic: New feature to allow for easier voice acting
Replies: 35
Views: 7073

Re: New feature to allow for easier voice acting

TODO items: 1. Figure out the target language So, adding a wesnoth.get_language function that returns the current language is easy (I have a prototype of that too). Is there a reason we shouldn't make that value exposed to UMC though? If so we'd have to have some sort of wesnoth.play_localized_soun...
by GunChleoc
February 16th, 2019, 6:44 pm
Forum: Translations & Internationalization
Topic: Translating unit names and Music names
Replies: 2
Views: 371

Re: Translating unit names and Music names

Unit names can definitely be translated - just make sure to create a glossary in order to keep them consistent.