Search found 778 matches

by octalot
November 14th, 2019, 11:01 am
Forum: WML Workshop
Topic: problem with filter_side
Replies: 2
Views: 1066

Re: problem with filter_side

Take out the [filter_side] tag, [store_side] is itself a filter.
by octalot
November 14th, 2019, 10:39 am
Forum: WML Workshop
Topic: Location-Based Recruit Lists?
Replies: 5
Views: 1620

Re: Location-Based Recruit Lists?

It wouldn't be a good UX, but maybe show a message, refund the gold, and kill the unit? [event] name=recruit first_time_only=no [filter] race=merman [filter_location] terrain=!,Chw,Khw,Cm*,Km*,W* [/filter_location] [/filter] [message] speaker=narrator message=_ "Merfolk can only be recruited on...
by octalot
November 12th, 2019, 10:55 am
Forum: Technical Support
Topic: No Mainline Campaigns
Replies: 9
Views: 2379

Re: No Mainline Campaigns

Official packages for 1.14 are already in later versions of Ubuntu (although not the LTS) :
1:1.14.4-1 http://packages.ubuntu.com/cosmic/wesnoth-1.14
1:1.14.5-1build1 http://packages.ubuntu.com/disco/wesnoth-1.14
1:1.14.7-1 http://packages.ubuntu.com/eoan/wesnoth-1.14
by octalot
November 11th, 2019, 1:03 pm
Forum: Developers’ Discussions
Topic: Removing mainline campaign(s)
Replies: 74
Views: 128527

Re: Removing mainline campaign(s)

I think TSG's campaign description should drop the bit about being for new players, as the recommendation is to play the tutorial and AToTB before TSG. I'd like to keep AOI. Agreed that it has almost no story and no additions to lore, and that's bad. However, for a rookie campaign, I'd say the scena...
by octalot
November 10th, 2019, 7:11 pm
Forum: Ideas
Topic: more difficulty levels and max gold limit
Replies: 27
Views: 7653

Re: more difficulty levels and max gold limit

So I guess the easiest difficulty could be a story walk-through with warnings that it’s much easier than how it should be ? That could be done as a mod that would work with almost any campaign. Right-click on a keep to spawn Armageddon Drakes on all vacant castle hexes, or something similar that le...
by octalot
November 10th, 2019, 11:13 am
Forum: Coder’s Corner
Topic: 3 directories of core Wesnoth game data
Replies: 5
Views: 2495

Re: 3 directories of core Wesnoth game data

No, that's not normal. But... Why does your system update often crash? If your Linux distro's core application is unstable and Wesnoth has problems for you that aren't being reported by anyone else then I think the diagnosis has to start with the assumption that it's probably something wrong with yo...
by octalot
November 10th, 2019, 11:05 am
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 3305

Re: path finder usage & functioning

The tag's implementation is in data/lua/wml/find_path.lua

Not all WML tags have their own file, many are implemented in one of the large files in the parent directory.
by octalot
November 9th, 2019, 4:36 pm
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 3305

Re: path finder usage & functioning

[find_path] is implemented in Lua (as are most WML tags), and it uses multiple calls to wesnoth.find_path to generate the set of data returned to WML.
by octalot
November 7th, 2019, 5:26 pm
Forum: WML Workshop
Topic: Failed to load scenario (#@%$!)
Replies: 16
Views: 3976

Re: Failed to load scenario (#@%$!)

Just a sanity check - do you have the [scenario] tag with the right id= to exactly match the [campaign] tag's first_scenario= ? Turning on engine logging with --log-debug=engine might help, but there's no log message yet for the specific case of not having a scenario with the right id. That will be ...
by octalot
November 6th, 2019, 1:56 pm
Forum: Lua Labs
Topic: questions about Wesnoth-Lua
Replies: 4
Views: 2232

Re: questions about Wesnoth-Lua

IIUC, the wesnoth module is a table of functions, which can be added to or even overridden. The table is created, and a lot of functions are added in, src/scripting/game_lua_kernel.cpp.
by octalot
November 6th, 2019, 12:47 am
Forum: WML Workshop
Topic: Place Fog
Replies: 2
Views: 802

Re: Place Fog

As far as I know, placing just specific locations of fog isn't supported. What is supported is resetting the fog (putting fog everywhere) and then clearing only the areas that are currently visible - for a start-of-turn event that's not too bad, but if the player has already moved this turn it may b...
by octalot
November 3rd, 2019, 5:19 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 2569

Re: purpose of [move_unit_fake]

That FR is about the missing functionality in [move_units_fake].
by octalot
November 3rd, 2019, 4:07 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 2569

Re: purpose of [move_unit_fake]

Many thanks if you will implement this, it's a long-standing feature request. #1266
by octalot
November 3rd, 2019, 12:17 pm
Forum: Website
Topic: be notified about posts in one's own threads
Replies: 4
Views: 3402

Re: be notified about posts in one's own threads

It's part of the group of tickboxes on the post-new-topic and post-reply pages (not the quick-reply page). "Options", "Notify me when a reply is posted".
by octalot
November 2nd, 2019, 9:21 pm
Forum: WML Workshop
Topic: spawns.lua + Random map = Lua errors
Replies: 8
Views: 1943

Re: spawns.lua + Random map = Lua errors

If your random map generator can put villages next to impassible/unwalkable terrain then you should check for that too.

The two mainline maps that use this code aren't randomly generated, and all hexes adjacent to villages are walkable non-borders.