Search found 1343 matches

by gfgtdf
April 12th, 2014, 5:39 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8762

Re: why do we need 2 random generators?

ok i commited a patch some time a ago, changes the rng and more, some of them but not all will go into 1.12: 1)the rng now always behaves like the rng for attacks, this means there is a new seed geerated by the server on for every action, (in fact the server only generates a seed when we need one fo...
by gfgtdf
April 6th, 2014, 7:39 pm
Forum: Art Contributions
Topic: Avoiding storing sprites in 9000 files, how?
Replies: 15
Views: 7605

Re: Avoiding storing sprites in 9000 files, how?

The way of achieving this preferred by the people I saw on #wesnoth-dev is to make sprite sheets, big pictures containing many sprites. Editing would not be much harder in this case, just identifying the desired sprite between many others. A problem would come when adding new sprites with unusual (...
by gfgtdf
April 2nd, 2014, 2:21 pm
Forum: Ideas
Topic: [interface] load menu
Replies: 16
Views: 3778

Re: [interface] load menu

i think the savefile names are already made from the translated names (and that shoudn't be changed).
by gfgtdf
April 1st, 2014, 12:33 am
Forum: Users’ Forum
Topic: Convert a map to an image file
Replies: 6
Views: 1833

Re: Convert a map to an image file

depends on os i think.
by gfgtdf
March 31st, 2014, 8:11 pm
Forum: WML Workshop
Topic: Event which could works before game saving...
Replies: 3
Views: 753

Re: Event which could works before game saving...

note, that different behaviour when reloading is not officaly supported an will cause broken replays.

EDIT: if you want to implement a similar behviour without broken replays you could maybe log loads via preload in global variables, and than check those global variables in side turn events.
by gfgtdf
March 31st, 2014, 6:11 pm
Forum: Ideas
Topic: [interface] load menu
Replies: 16
Views: 3778

Re: [interface] load menu

those are just filenames.

yes there are nonlinear scenarios where you can freely move aroud the world, and each part of the world is represtented a scenario, so one can go from map1 to map2 and then back to map1.
by gfgtdf
March 31st, 2014, 1:13 am
Forum: Website
Topic: saved games repository for testing
Replies: 3
Views: 2188

Re: saved games repository for testing

you can try to use debug commands to jump to scenario.

ps: why do you want to debug mainline scenarios ?
by gfgtdf
March 31st, 2014, 1:08 am
Forum: Ideas
Topic: [interface] load menu
Replies: 16
Views: 3778

Re: [interface] load menu

i think, scenarios don't have numbers, especialy in non linear campaigns they can appear in different orders.
by gfgtdf
March 19th, 2014, 3:14 am
Forum: Users’ Forum
Topic: Can I keep my saves from a previous version
Replies: 1
Views: 906

Re: Can I keep my saves from a previous version

if you load saves from an older version you should try do use the scenario-start saves (the ones that dont ende with ...Turn X)
by gfgtdf
March 16th, 2014, 7:27 pm
Forum: Website
Topic: WIP wiki cleanup and update
Replies: 45
Views: 31839

Re: WIP wiki cleanup and update

i just read the page you linked in your post: MultiplayerContent and there is says the the following code would casue OOS: '[event] name = turn 3 [message] side_for=2 message= _ "Play the casino!" [option] message="Yes, I'll bet 100 gold." [command] {RANDOM 0..200} {MY_ADJUST_SID...
by gfgtdf
March 6th, 2014, 6:25 pm
Forum: Multiplayer Development
Topic: Please try out and give feedback on new features in the beta
Replies: 7
Views: 2263

Re: Please try out and give feedback on new features in the

TBH what I expected was that we would never compute visibility maps except for the playing side for purposes of the game_display... doing it for every side always seems very expensive on a large map with several sides. I think it might be worthwhile to have a [scenario] or [multiplayer] flag "...
by gfgtdf
March 5th, 2014, 10:34 pm
Forum: Multiplayer Development
Topic: Please try out and give feedback on new features in the beta
Replies: 7
Views: 2263

Re: Please try out and give feedback on new features in the

As a bonus however, I *believe* that it will also be significantly faster to rejoin a long game this way, as besides skipping animations, the game will no longer have to compute visibility at every turn. i believe the code that calculates the fog/shroud is the same that calculated the sighted event...
by gfgtdf
February 11th, 2014, 12:10 am
Forum: Ideas
Topic: (?) to sort the recruiting list otherwise
Replies: 6
Views: 2037

Re: (?) to sort the recruiting list otherwise

in that case i am eigher extemely lucky that german aphabetical order is the same as the id order in mainline (which is quite unlikely ), or we are talking about different versions.
by gfgtdf
February 10th, 2014, 11:27 pm
Forum: Ideas
Topic: (?) to sort the recruiting list otherwise
Replies: 6
Views: 2037

Re: (?) to sort the recruiting list otherwise

im pretty sure, that currently the translated unit name is used for sorting.
by gfgtdf
January 11th, 2014, 3:18 pm
Forum: Lua Labs
Topic: Converting a unit to a lua table?
Replies: 7
Views: 3851

Re: Converting a unit to a lua table?

Not so easily actually, see: http://forums.wesnoth.org/viewtopic.php?f=58&t=39036 From that thread I gather it's impossible to get the untranslated string from lua, and saving the translated string to a savefile would be kinda silly. my own thread ^^. Well, i think i can add a way to get untran...