Search found 85 matches

by Spixi
December 1st, 2012, 10:08 am
Forum: Art Workshop
Topic: Spritesheets instead of single images
Replies: 18
Views: 3872

Re: Spritesheets instead of single images

You will save the overhead of each image and you will save memory while decompressing the image
by Spixi
December 1st, 2012, 12:21 am
Forum: Art Workshop
Topic: Spritesheets instead of single images
Replies: 18
Views: 3872

Re: Spritesheets instead of single images

I know that it CABD. But why isn't it done in mainline? Are there any reasons for that?
by Spixi
November 30th, 2012, 9:24 pm
Forum: Art Workshop
Topic: Spritesheets instead of single images
Replies: 18
Views: 3872

Spritesheets instead of single images

Hi there, i see that Wesnoth contains lots of single image files. This is not always necessary, because it costs disk space (because of the image headers), memory and lots of disk accesses. It would be much more efficient if images which belong together (e. g. animation frames of a unit type, attack...
by Spixi
October 27th, 2012, 10:44 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 2800

Re: LZMA2-compressed savegames

liblzma is a small file compression library. You can check for it in a configure script and only compile lzma-relating code if the library is found (e. g. with a define like HAVE_LZMA). The main difference between LZMA and LZMA2 is, that the latter handles uncompressable files (for example some mega...
by Spixi
October 20th, 2012, 12:35 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 2800

Re: LZMA2-compressed savegames

Maybe we could use the Boost Lzma implementation from fusecompress ...
by Spixi
October 19th, 2012, 6:25 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 2800

Re: LZMA2-compressed savegames

I filed a feature request in the ticket system of Boost here. Maybe - if this would be implemented - it could be used in a later release of BfW.
by Spixi
October 17th, 2012, 9:59 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 2800

Re: LZMA2-compressed savegames

An implementation and integration of LZMA2 compression into GIMP only took 238 lines see here I don't think.that there is much efford ...
by Spixi
October 15th, 2012, 6:58 pm
Forum: Ideas
Topic: LZMA2-compressed savegames
Replies: 12
Views: 2800

LZMA2-compressed savegames

Hi, I have seen that ai0867 has merged the file-compressor bzip2 to trunk. Why didn't you use LZMA2 (.XZ) LZMA2 has a higher compression rate than bzip2, however it needs a little more memory. The XZ container format is the standard package format in Slackware GNU/Linux and LZMA2 is also used by 7zi...
by Spixi
October 13th, 2012, 9:21 pm
Forum: Ideas
Topic: [terrain] Some notes to the rail terrain
Replies: 16
Views: 2690

Re: [terrain] Some notes to the rail terrain

I did not mean a tunnel as an overlay. I mean it as a way to distinguish regex("M[mds]\^Br[\\\|/]") from regex("M[mds]"). The rails terrain is covered by mountains, as it should not have to. Should I open a bug for this? - I think, it doesn't need to be a tunnel. I also like crazy mountain-climbing ...
by Spixi
October 12th, 2012, 10:10 pm
Forum: Ideas
Topic: [mainline] Cheaper recall of peasants
Replies: 9
Views: 2441

Re: Cheaper recall of peasants

I think it would be better if the recall costs are calculated with the following formula: MIN(unit.cost+5, 20) This causes that the recall costs for units with costs < 14 are lower than 20. The +5 is for the XP and the known traits. I think it woulb be fine to recruit an experienced Peasant which wi...
by Spixi
October 12th, 2012, 9:54 pm
Forum: Ideas
Topic: [interface] Localization of dates in PO files
Replies: 7
Views: 1741

Re: [interface] Localization of dates in PO files

The problem is, that the date format varies from location to location. It would be very difficult to translate. For example:

7. Januar 2003
7 janvier 2003
7 de enero de 2003
2003ko urtarrila 7 a
January 7, 2003
by Spixi
September 2nd, 2012, 6:34 pm
Forum: Ideas
Topic: [terrain] Some notes to the rail terrain
Replies: 16
Views: 2690

Re: [terrain] Some notes to the rail terrain

@nuorc: The hex is rail-covered ...
by Spixi
September 1st, 2012, 5:50 pm
Forum: Ideas
Topic: Players' documentation of the new "vision" attribute
Replies: 3
Views: 1338

Players' documentation of the new "vision" attribute

Since Wesnoth 1.11 there is the new "vision" attribute. This allows units to have another optical range than it can actually move. This value is not documented yet to the user. This is not KISS because users for whom WML is a blackbox can be confused. There is no transparency for the affected units ...
by Spixi
September 1st, 2012, 4:35 pm
Forum: Ideas
Topic: [terrain] Some notes to the rail terrain
Replies: 16
Views: 2690

[terrain] Some notes to the rail terrain

I noticed that the rail is considered to be "flat", but I don't seem that this is wanted. It would be better if rails are a simple decoration embellishment - such as fences or flowers.

Also it would be nice to if there was a visible "tunnel entrance" if you use mountains with a rails overlay.
by Spixi
September 1st, 2012, 7:57 am
Forum: Ideas
Topic: Choice of Defense
Replies: 52
Views: 6813

Re: Choice of Defense

If you could choose your default defense move and your unit would advance in the opponent turn and be attacked by another unit, which defense move would be performed now, if your new unit has other moves as the old one?

You can already use [attack] defense_weight for this purpose.