Search found 1212 matches

by gfgtdf
June 13th, 2013, 10:30 pm
Forum: WML Workshop
Topic: Question about WML optimization
Replies: 20
Views: 1954

Re: Question about WML optimization

uhm i have never played online muliplayer ^^. i just clicked "muliplayer" (the first time) but there are only two games shown. but since the games becomes faster after you load the game, i assume the reason is, that the "first time only=yes" events aren't deleted, they are just disabled, to the stil...
by gfgtdf
June 13th, 2013, 9:57 pm
Forum: WML Workshop
Topic: Question about WML optimization
Replies: 20
Views: 1954

Re: Question about WML optimization

hm i never used wml excessive (i like lua more), so i have no idea how the size of wml effects the time of the turn initilization. i just took a look at the scenario, but its quite hard because you use a lot of nested events. (most of you events are first_time_only = yes, so it is hard to know wich ...
by gfgtdf
June 13th, 2013, 9:34 pm
Forum: WML Workshop
Topic: Question about WML optimization
Replies: 20
Views: 1954

Re: Question about WML optimization

well you can find out weather the reason for the slowness are the events, by using some [set_variable] time=stamp.. to check how much time these events use. there might also be some actions that are executed on every player turn, you could check weather that causes the slowness by making the player ...
by gfgtdf
June 13th, 2013, 11:35 am
Forum: Scenario & Campaign Development
Topic: Five Fates 1.03, Dungeoncrawl
Replies: 136
Views: 27352

Re: Five Fates 1.0, Dungeoncrawl

i just took a hasty look at your code, and i wonder why you have a "new_turn" event wich uses a very big "set_menu_item" in OPTION_HELPMENU. Normaly you only have to use set_menu_item once, most likely in a start or prestart event. Is there any special reason you use a "new turn" with "first_time_on...
by gfgtdf
June 9th, 2013, 11:46 pm
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13460

Re: A Scenario with robots

uploaded new version with the following changes:
  • added some images/animations
  • fixed a little bug with the spear booster component
  • added 2 difficulcies
  • added the trap dropper + booster comonents
  • removed the "give random items (debug)" option and added an component shop.
by gfgtdf
June 9th, 2013, 3:06 pm
Forum: WML Workshop
Topic: Fonts
Replies: 0
Views: 445

Fonts

hi i thought about using pango-markup, but since the differnt os have different fonts (ye that is an old problem), i wonder weather it is possible to add my own font to my add-on. if yes, how do the gpl restricts wich fonts a can use? if no, is there another way to fix that problem? (sorry if this i...
by gfgtdf
June 4th, 2013, 5:23 pm
Forum: Lua Labs
Topic: wesnoth.current.event_context and enter_hex
Replies: 7
Views: 2559

Re: wesnoth.current.event_context and enter_hex

am its semms it wasn just changes to : if (ev.loc1.valid()) { cfg["x1"] = ev.loc1.filter_x() + 1; cfg["y1"] = ev.loc1.filter_y() + 1; } but as i said said in my second post that would leave no options to access the units actual location and therefor no option to acces the unit in the lua code. becau...
by gfgtdf
June 4th, 2013, 4:32 pm
Forum: Lua Labs
Topic: wesnoth.current.event_context and enter_hex
Replies: 7
Views: 2559

Re: wesnoth.current.event_context and enter_hex

if anyone changes something about that could he please post that in this thread (with the id of the commit? or the code).
by gfgtdf
June 4th, 2013, 4:25 pm
Forum: WML Workshop
Topic: advance event firing more than once?
Replies: 15
Views: 1763

Re: advance event firing more than once?

you you should also post a safefile, that forces that problemif you have one. i have heared about a bug but never encountered it myself.
by gfgtdf
June 3rd, 2013, 5:25 pm
Forum: Lua Labs
Topic: wesnoth.current.event_context and enter_hex
Replies: 7
Views: 2559

Re: wesnoth.current.event_context and enter_hex

they behave differnt becuase: in the (c++) code that generates event_context: if (ev.loc1.valid()) { cfg["x1"] = ev.loc1.x + 1; cfg["y1"] = ev.loc1.y + 1; } if (ev.loc2.valid()) { cfg["x2"] = ev.loc2.x + 1; cfg["y2"] = ev.loc2.y + 1; } the code for the wml variables: if (init_event_vars) { resources...
by gfgtdf
June 2nd, 2013, 10:02 pm
Forum: Lua Labs
Topic: wesnoth.current.event_context and enter_hex
Replies: 7
Views: 2559

wesnoth.current.event_context and enter_hex

hi i have a problem: i use "wesnoth.game_events.on_event" and "wesnoth.current.event_context" to handle events, worked very good so far. but now i have a problem: in the enter_hex events the location of the unit and the location where the event is trieggered is not aways the same. i think wesnoth.cu...
by gfgtdf
June 2nd, 2013, 2:38 pm
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13460

Re: A Scenario with robots

hm but these all use legs or leviationg while my robots use mosty wheels or propellers. plus my oringinal intention was for the robots to be robots. and not living beeings with robotic accessory. if you have questins about my code feel free to ask. there is also an example by vultraz about gui2 code...
by gfgtdf
June 2nd, 2013, 11:52 am
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13460

Re: A Scenario with robots

for the robotsmenau i used some gui2 code(http://wiki.wesnoth.org/LuaWML:Display#wesnoth.show_dialog). unfornatly that feature is not verygood documented, and if you do something wrong it won't give you a error message but crashes the game instead. you can lern how the dialog WML table could look li...
by gfgtdf
June 1st, 2013, 7:59 pm
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13460

A Scenario with robots

hi i just made & uploadet a scenario "scenario with robots" (for wesnoth 1.12.0 or later). I also contains an era "Era with robots" where you can play with the robots from "scenario with robots" against other players in mp. i'd be happy about some feedback. especialy about difficulcy or existent bug...
by gfgtdf
June 1st, 2013, 7:55 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7283
Views: 1022976

Re: Legend of the Invincibles

@Silux:
the Duke uses it xbows too.
and claws and bolas can only be rafted if i am right. and thundersticks don't exist.