Search found 489 matches

by GunChleoc
May 4th, 2019, 6:25 pm
Forum: Game Development
Topic: Widelands
Replies: 12
Views: 5417

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: 918

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: 2212

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: 2212

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: 2212

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: 37
Views: 10253

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: 1206

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: 1206

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: 37
Views: 10253

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: 37
Views: 10253

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: 771

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.
by GunChleoc
February 12th, 2019, 8:33 pm
Forum: Coder’s Corner
Topic: New feature to allow for easier voice acting
Replies: 37
Views: 10253

Re: New feature to allow for easier voice acting

Line number is fragile when campaigns get changed. How about adding the speaker's name to the filename? Something like this:

Code: Select all

Baran_<hash>_en_<something human readable that the engine will ignore>.ogg
by GunChleoc
December 5th, 2018, 2:13 pm
Forum: Art Contributions
Topic: Female Wesnoth - Fencer
Replies: 56
Views: 22960

Re: Female Wesnoth - Fencer

Yep. The hair looks great :)

Maybe lighten up the shading around the boobs a bit? Clothing tends not to be snug in the middle and on the bottom in RL.
by GunChleoc
December 5th, 2018, 1:57 pm
Forum: Ideas
Topic: Denser Recall Unit Dialog
Replies: 8
Views: 6272

Re: Denser Recall Unit Dialog

How about having the level and XP above the recall costs and moving the type below the name? That would save 2 columns while preserving all the info. We have the necessary vertical space available because it's taken up by the sprite anyway.