Search found 117 matches
- October 30th, 2008, 6:06 pm
- Forum: Art Contributions
- Topic: Chasm Bridge
- Replies: 91
- Views: 28619
Re: Chasm Bridge
Good question. It might look better, if they have pillars going deeper. I'm not sure how to code the layering then, but i'll try to figure it out.furioso wrote:One question - will the final version have pillars going further down, or will it remain as-is?
- October 30th, 2008, 5:10 am
- Forum: Art Contributions
- Topic: Chasm Bridge
- Replies: 91
- Views: 28619
Re: Chasm Bridge
The bridges are on there way to mainline, but i'm moving slow 
In my eyes the first direction could be ready now.

In my eyes the first direction could be ready now.
- October 23rd, 2008, 6:03 pm
- Forum: Art Contributions
- Topic: Chasm Bridge
- Replies: 91
- Views: 28619
Re: Chasm Bridge
Longer bridges could still be done with multiple or longer arches. I tried to find some reference images on the internet, but they weren't too good. http://www.121-go.de/pics/bruecke.JPG <-- example for a bridge with multiple arches Thanks for the link :) this is good to know. Didn't thought that b...
- October 23rd, 2008, 5:21 am
- Forum: Art Contributions
- Topic: Chasm Bridge
- Replies: 91
- Views: 28619
new layout
The fact, that the current bridge arches the way it does, makes it nearly impossible to draw art for longer bridges. So i decided to work out a completely new layout for the chasm bridge. I used a brik pattern and made the ground flat and moved the arch deeper. Before moving on with drawing, let's s...
- August 19th, 2008, 5:08 pm
- Forum: WML Workshop
- Topic: Five WML questions
- Replies: 9
- Views: 1809
Re: Five WML questions
Using the [switch] statement might be a problem :( Because you want to use 1.4.3 as you said here I have a number of WML questions, regarding a new project I am working on. It is for 1.4.3. Any help would be great. and you can only use it in the dev branch. Look here: http://www.wesnoth.org/wiki/Int...
- August 18th, 2008, 6:47 pm
- Forum: WML Workshop
- Topic: Five WML questions
- Replies: 9
- Views: 1809
Re: Five WML questions
1. Filtering on teams ... team_name belongs to the [side] tag. Try this. [event] name=moveto first_time_only=no [filter] x,y=10,6 [/filter] [store_side] side=$side_number variable=temp [/store_side] [if] [variable] name=temp.team_name not_equals=north [/variable] [then] ... [/then] [/if] {CLEAR_VAR...
- August 17th, 2008, 6:00 pm
- Forum: WML Workshop
- Topic: new easy to use temple macro
- Replies: 0
- Views: 578
new easy to use temple macro
Someone ever played Warlords2? You could bless units at a temple there. I tried to implement such a temple in form of an easy to use macro for Wesnoth. Here is my attempt, i think, it finaly reached the stage of shareing it with the comunity. I put up a test scenario using the PLACE_TEMPLE macro. Ju...
- August 10th, 2008, 6:44 pm
- Forum: WML Workshop
- Topic: filtering a unit by controller
- Replies: 4
- Views: 997
Re: filtering a unit by controller
@zookeeper
Thanks a lot! It works fine
Concerning the danger of OOS errors, i use this check only to skip a dialog for ai turns. That means only human players will see the dialog. I think it shouldn't throw some OOS even if someone droids. But it has to be tested.
Thanks a lot! It works fine

Concerning the danger of OOS errors, i use this check only to skip a dialog for ai turns. That means only human players will see the dialog. I think it shouldn't throw some OOS even if someone droids. But it has to be tested.
- August 10th, 2008, 4:52 am
- Forum: Technical Support
- Topic: Wesnoth 1.4 and 1.5 - openSuSE - Data not found
- Replies: 21
- Views: 4319
Re: Wesnoth 1.4 and 1.5 - openSuSE - Data not found
Strange :? But wait, take a look at this line: Checking video mode: 1280x970x 16 ... Maybe some graphics don't like 16 bit mode. Try to change the xserver settings to 24 bits or 32. But as i see, there is already an error before the video mode setting line. Well i really can't say what's going wrong...
- August 9th, 2008, 8:26 pm
- Forum: Technical Support
- Topic: Wesnoth 1.4 and 1.5 - openSuSE - Data not found
- Replies: 21
- Views: 4319
Re: Wesnoth 1.4 and 1.5 - openSuSE - Data not found
If the images are on the right places as you say, then it can only be a problem with the users rights. Do you have read permission?
Does the same error occur if you start wesnoth as root?
Does the same error occur if you start wesnoth as root?
- August 9th, 2008, 3:15 pm
- Forum: Technical Support
- Topic: Wesnoth 1.4 and 1.5 - openSuSE - Data not found
- Replies: 21
- Views: 4319
Re: Wesnoth 1.4 and 1.5 - openSuSE - Data not found
Start it from a text console and post the output here. It's hard to find the problem without some logging info.
- August 9th, 2008, 3:07 pm
- Forum: WML Workshop
- Topic: filtering a unit by controller
- Replies: 4
- Views: 997
filtering a unit by controller
Hello! Can anybody tell me how i can filter a unit by controller. That means, the event should be executed when the unit is controlled by ai. It couldn't be done by side, because the map is in multiplayer mode and i don't know wich side is controlled by whom before playing. Have to be something like...
- May 27th, 2008, 10:39 pm
- Forum: Art Contributions
- Topic: cave path
- Replies: 28
- Views: 8424
Re: cave path
Here are the transitions. They were quickly done, sorry. But better than nothing 

- May 3rd, 2008, 4:51 pm
- Forum: Art Contributions
- Topic: cave path
- Replies: 28
- Views: 8424
Re: cave path
Sorry, don't have much time to work on this at the moment. I bought me a new notebook and i don't have the ability to work with it during my working hours, and spare time is rare. But i think, i'll get the transitions done some day. Because without these it won't get mainline, i think.
- March 22nd, 2008, 5:35 pm
- Forum: Art Contributions
- Topic: cave path
- Replies: 28
- Views: 8424
Re: cave path
For better illustration, take a look here. The cave hills also draw there transitions over the path 
