Search found 1056 matches

by iceiceice
October 27th, 2013, 5:06 pm
Forum: Users’ Forum
Topic: Spaghetti code edorsement?
Replies: 33
Views: 6419

Re: Spaghetti code edorsement?

Offhand, one reason might be an extensible design. But UtBS is not going to be extended. There is a reason to put abilities into one file, but not into two files. And it does not explain why the scenario-specific dehydratation code is separated into another file. Maybe the intention of the author w...
by iceiceice
October 27th, 2013, 2:46 pm
Forum: Users’ Forum
Topic: Spaghetti code edorsement?
Replies: 33
Views: 6419

Re: Spaghetti code edorsement?

Creating separate files for everything and macro overusage makes the code less understandable (macros aren't obvious links to files, and not every newbie understands what they are and that some of them are campaign-specific). If a macro is used only in one file, why isn't it defined at the top of t...
by iceiceice
October 27th, 2013, 7:01 am
Forum: Users’ Forum
Topic: Pre-selected traits
Replies: 12
Views: 2998

Re: Pre-selected traits

...in my opinion the change is a feature not a bug, and further I think your style of play in previous versions was actually exploiting a bug. So the burden should be on you... This is the superiority judgement I have seen people run up against in past threads when people suggest this. It is very o...
by iceiceice
October 26th, 2013, 4:18 am
Forum: WML Workshop
Topic: how to convert your savegame file to xml, for easy viewing
Replies: 8
Views: 1554

Re: how to convert your savegame file to xml, for easy viewi

Hmm, it seems that some strings are left untranslated as you say and some appear in translated form. Anyways, yes, it definitely makes it harder to go to xml reverseably and simply.
by iceiceice
October 26th, 2013, 1:24 am
Forum: WML Workshop
Topic: how to convert your savegame file to xml, for easy viewing
Replies: 8
Views: 1554

Re: how to convert your savegame file to xml, for easy viewi

I will say it is not clear to me why the *savegames* are in wml rather than xml, iirc the translator program happens just after preprocessor, I don't think there are any translatable strings in save games files. Maybe they can hang around in lua somehow but I don't think I have ever seen a replay on...
by iceiceice
October 26th, 2013, 12:47 am
Forum: Ideas
Topic: in-scenario messages- I miss half of them
Replies: 11
Views: 1975

Re: in-scenario messages- I miss half of them

Maybe can make an option to log the dialogue to chat or something so you can look at history if you blow through it.
by iceiceice
October 25th, 2013, 8:30 pm
Forum: Music & Sound Development
Topic: Missing good intense music?
Replies: 19
Views: 5442

Re: Missing good intense music?

It is possible for the scenario designer to change the track in response to an event, e.g. switch to some very dramatic track when the final boss approaches or something like this. There is also like ten different UMC music pack add-ons that said designer could add as dependencies to his add-on if h...
by iceiceice
October 25th, 2013, 7:33 pm
Forum: Multiplayer Development
Topic: Rushed By Yetis
Replies: 37
Views: 10335

Re: Rushed By Yetis

Ok, I have tagged the current RBY version as v1.20.24 a "stable release". We won't make any more changes to it until at least after TGT. I thought I should write also a nontechnical explanation of what the new "No Ally Mirror" does, to help people decide if they want to use it. What "No Mirror Era" ...
by iceiceice
October 25th, 2013, 4:53 pm
Forum: Users’ Forum
Topic: Pre-selected traits
Replies: 12
Views: 2998

Re: Pre-selected traits

Is there any way of changing this for the user that I am unaware of, or do I just stop at the 1.10 series of the game? I believe you could quite easily make a umc modification that would let you pick traits -- for instance, wml is powerful enough that you could have a right click menu item that lis...
by iceiceice
October 23rd, 2013, 10:32 pm
Forum: WML Workshop
Topic: how to convert your savegame file to xml, for easy viewing
Replies: 8
Views: 1554

how to convert your savegame file to xml, for easy viewing

Recently I was doing something where I had to poke around in save game files. Doing this in a text editor can get annoying because they can get very long, a lot of information is repeated, some tags like [replay_save] repeat inside of themselves, so it's very easy to get confused where you are. (I a...
by iceiceice
October 23rd, 2013, 9:23 pm
Forum: Off-Topic
Topic: Dirty Words like "sh*t" in unit names
Replies: 12
Views: 5196

Re: Dirty Words like "sh*t" in unit names

johndh wrote:This game is primarily about killing people, but this is what bothers you instead?
Yes wesnoth is a game about killing people, but by and large we try to keep it classy. The question is whether this unit names issue actually impinges on this.
by iceiceice
October 23rd, 2013, 1:20 pm
Forum: Technical Support
Topic: bug with wmlindent
Replies: 2
Views: 792

Re: bug with wmlindent

Thanks!
by iceiceice
October 23rd, 2013, 12:26 am
Forum: Multiplayer Development
Topic: Rushed By Yetis
Replies: 37
Views: 10335

Re: Rushed By Yetis

Fresh update with minor changes on the add-on server, still tagged 1.20.23.

- For some reason Loris River was missing objective tag
- Added comments to lua code blocks as suggested.

Also did some more testing on multiplayer server, didn't get any errors.
by iceiceice
October 22nd, 2013, 8:20 pm
Forum: Users’ Forum
Topic: Coolest Faction (keep it nerdy)
Replies: 17
Views: 3433

Re: Coolest Faction (keep it nerdy)

drakes = baller hiphop Realized that this comment of mine, like so many others, probably makes no sense to people. In my mind, when clashers are stabbing you at day and burners are roasting all of your skeletons, that is like when Michael Jordan is slam dunking on you. (Also in usa pop culture, bal...
by iceiceice
October 22nd, 2013, 8:01 pm
Forum: Multiplayer Development
Topic: Rushed By Yetis
Replies: 37
Views: 10335

Re: Rushed By Yetis

As for [lua] code = << wesnoth.set_variable("random", math.random(0, 19)) >> [/lua] As soon as that has run out, there should be OOS, but I'm guessing it doesn't have a chance to show up. That is, I'm guessing the engine takes the host's "random" variable, sends it to the remote clients, and discar...