Search found 2044 matches
- May 15th, 2011, 8:49 pm
- Forum: Art Contributions
- Topic: Kitty's random stuff: The South Guard
- Replies: 375
- Views: 124452
Re: Kitty's random stuff: The South Guard
Maybe some Khalifate portraits ? or is it still too early for that ?
are we sure of the weapons they use ? or is there a possibility that some of them have to change for balance purpose ?
are we sure of the weapons they use ? or is there a possibility that some of them have to change for balance purpose ?
- May 15th, 2011, 7:25 am
- Forum: Art Contributions
- Topic: [Request] Shuffle sides icon
- Replies: 21
- Views: 7507
Re: [Request] Shuffle sides icon
zaroth : true, it's usefull for games that are waiting for players, I had forgotten that
- May 14th, 2011, 8:40 am
- Forum: Art Contributions
- Topic: [Request] Shuffle sides icon
- Replies: 21
- Views: 7507
Re: [Request] Shuffle sides icon
random side only has efect at game creation... do we really need it at the lobby ?
- May 3rd, 2011, 6:03 pm
- Forum: Art Contributions
- Topic: Dead Water artwork (mainline)
- Replies: 309
- Views: 66642
Re: Dead Water artwork (mainline)
As I understand, the different animations here would be part of the same melee attack, for each strike one would be chosen randomly (or by some algorithm). if no other condition is applied, it's chosen randomly... you could however be very creative with the engine (no left tentacle strikes against ...
- May 3rd, 2011, 5:09 pm
- Forum: Technical Support
- Topic: Submerge anim buggy in BfW 1.9.5
- Replies: 5
- Views: 2865
Re: Submerge anim buggy in BfW 1.9.5
no, you have to go the svn route or wait for 1.9.6 to come out eventually... there is nothing special with progressive float (compared to other progressive params, just to make clear) however it's true that the duration of an animation is calculated in a complicated way. it's the sum of the duration...
- April 30th, 2011, 2:21 pm
- Forum: Technical Support
- Topic: Submerge anim buggy in BfW 1.9.5
- Replies: 5
- Views: 2865
Re: Submerge anim buggy in BfW 1.9.5
Ok, the freeze is easy to fix, but I will probably mark the rest as "won't fix" what's happening is that the duration of the submerge= line is longer than the duration of the animation as far as [frame] duration is concerned. In that case the [frame] take precedence, and thus the submerge ...
- April 16th, 2011, 6:09 pm
- Forum: Technical Support
- Topic: Submerge anim buggy in BfW 1.9.5
- Replies: 5
- Views: 2865
Re: Submerge anim buggy in BfW 1.9.5
Ok, I can reproduce, and it's quite tricky to solve.
I have fixed (locally) the infinite loop, but the animation doesn't work as it's supposed to. I'll look into it some more and keep you posted...
I have fixed (locally) the infinite loop, but the animation doesn't work as it's supposed to. I'll look into it some more and keep you posted...
- April 15th, 2011, 7:24 pm
- Forum: Art Contributions
- Topic: Give me a project(s)
- Replies: 19
- Views: 4436
Re: Give me a project(s)
don't worry about that, we have it already stickified in the moderator forumEleazar wrote: That's a very good summary, I would suggest making it a sticky, but we already have too many. Maybe it can be incorporated into an existing one...

- April 2nd, 2011, 6:47 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.5
- Replies: 10
- Views: 12853
Re: Wesnoth 1.9.5
and you havn't posted a bug yet ? 

- April 1st, 2011, 1:39 pm
- Forum: Art Contributions
- Topic: My Terrain (Mine!)
- Replies: 847
- Views: 252919
Re: My Terrain (Mine!)
a "shelter" in a cave is a place that is dry and not too cold... but don't usually need to provide coverage (since you're underground) So a sort of litter/pelts lying around would probably be the most appropriate...
- March 30th, 2011, 9:18 pm
- Forum: Coder’s Corner
- Topic: IRC channel for GSoC?
- Replies: 1
- Views: 709
Re: IRC channel for GSoC?
what channel did you log to ?
#wesnoth is mainly for users
#wesnoth-dev is quite active (depens on time of day of course) it's the one you're supposed to join
#wesnoth-mentor is for mentor... so not for you
#wesnoth is mainly for users
#wesnoth-dev is quite active (depens on time of day of course) it's the one you're supposed to join
#wesnoth-mentor is for mentor... so not for you

- March 10th, 2011, 11:01 pm
- Forum: Coder’s Corner
- Topic: School project - AI ... LISP
- Replies: 2
- Views: 1935
Re: School project - AI ... LISP
I would recommand not using lisp and using one of our frameworks... AI in wesnoth is complicated, and we will not accept another language. Translating it to C would probably mean a layer of unreadable code (autogenerated code is usually unmaintainable, since it's not meant to be rad by humans) that ...
- March 9th, 2011, 9:41 pm
- Forum: Art Contributions
- Topic: TSI gets back into it: Drake Enforcer & Warden
- Replies: 113
- Views: 26722
Re: TSI gets back into it: Drake Enforcer & Warden
I have trouble reading the cape from a practical point of view... the way it rests on the wing makes me think it has been put there to be out of the way, just like the way you hold a coat on your arm when it's too hot to wear it. Assuming the cape was cut to fit a drake (i.e cut for someone with win...
- March 7th, 2011, 9:31 pm
- Forum: WML Workshop
- Topic: Animated unit creation
- Replies: 12
- Views: 2698
Re: Animated unit creation
aaand fixed
i'm interested in the delay though...
if you could post a savegame and a way to reproduce, open a bug and assign to me or PM me the number so I assign it myself that would be cool
i'm interested in the delay though...
if you could post a savegame and a way to reproduce, open a bug and assign to me or PM me the number so I assign it myself that would be cool
- March 7th, 2011, 9:17 pm
- Forum: WML Workshop
- Topic: Animated unit creation
- Replies: 12
- Views: 2698
Re: Animated unit creation
in the mean time i'll try to fix the randomness in recruit aniamtions 
