Search found 851 matches
- December 1st, 2014, 10:01 pm
- Forum: Ideas
- Topic: Make night darker, twilight warmer
- Replies: 25
- Views: 8594
Re: Make night darker, twilight warmer
It'll never happen, but:
Dugi's idea of blurring the landscape could birth an interesting feature- giving chaotic units a better field of vision at night, while penalizing lawful units, and vice-versa. Basically a fog of war based on alignment and ToD.
Dugi's idea of blurring the landscape could birth an interesting feature- giving chaotic units a better field of vision at night, while penalizing lawful units, and vice-versa. Basically a fog of war based on alignment and ToD.
- November 28th, 2014, 10:45 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Linux 1.12
- Replies: 37
- Views: 19669
Re: Linux 1.12
Okay, the official page is here , but since you said you are on Ubuntu here is a simplified version which is basically what I would suggest: Download the source code and extract it. Then navigate your terminal to the place where you extracted it. Execute the following commands to get the wesnoth 1....
- November 27th, 2014, 11:29 pm
- Forum: Ideas
- Topic: [Cosmetic] Battle Scenes
- Replies: 13
- Views: 7844
Re: [Cosmetic] Battle Scenes
I like the zoom in idea, that could be cool if done right. Adding these http://forums.wesnoth.org/viewtopic.php ... 30#p436843 could make it better.
- November 22nd, 2014, 7:57 pm
- Forum: WML Workshop
- Topic: Biased Random Damage Mod
- Replies: 14
- Views: 17299
Re: Biased Random Damage Mod
There is a new version uploaded to the 1.10 and 1.11 servers, the constant miss bug should be fixed.
- November 22nd, 2014, 1:05 am
- Forum: Art Workshop
- Topic: Gudim art's
- Replies: 2
- Views: 1910
Re: Gudim art's
There's some cool character designs here, I especially like the brutish dark warriors and the little guy in the bottom right
- November 16th, 2014, 3:30 pm
- Forum: WML Workshop
- Topic: Problem with creating a unit
- Replies: 16
- Views: 5180
Re: Problem with creating a unit
Don't save over anything, because I'm not used to the new format, but first you should try commenting out all the image="units/despair/phantomcoldsoul.png" If that doesn't work, get rid of everything and change it to this, which I got from here: http://wiki.wesnoth.org/AnimationWML [frame]...
- November 9th, 2014, 12:28 am
- Forum: Ideas
- Topic: [Mainline] Delfador's unit's level is too high for his stats
- Replies: 4
- Views: 2572
Re: [Mainline] Delfador's unit's level is too high for his s
I think Delfador is too powerful, he steals kills. If I were to play HttT again I'd probably nerf his magic damage (even as low as 10-4) and give him some skills, like slow (lightning shocks the enemy) and maybe cure. Make him more of a good support unit. I wonder if you could increase his lightning...
- November 9th, 2014, 12:09 am
- Forum: Multiplayer Development
- Topic: Khalifate Era
- Replies: 118
- Views: 47357
Re: Khalifate Era
I guess firstly, if you want to rename the Khalifate, one would need to know all about them, where they stand in the Wesnoth world, maybe some background on them. Are they a warrior culture, nomads, etc? What is their deal? The other mainline factions are pretty clear cut for the most part in terms ...
- November 2nd, 2014, 8:18 pm
- Forum: WML Workshop
- Topic: Biased Random Damage Mod
- Replies: 14
- Views: 17299
Re: Biased Random Damage Mod
Hmmm, do you mean they never take effect? It's set up to utilize the stock Wesnoth RNG to determine if the actual effect of poison/slow takes place while using the mod for actual damage, the idea being that poison/slow wouldn't be a guaranteed effect. One thing I've noticed happening on occasion is ...
- October 30th, 2014, 9:38 pm
- Forum: Art Contributions
- Topic: Other artists inspirations and References
- Replies: 87
- Views: 135344
Re: Other artists inspirations and References
Krita is amazing, I love Krita, but until it has animation tools I think Gimp is the better choice. But, one cool thing Krita can do that is not in the videos is that one can open up a reference image in the side panel which you can color pick from if you want to stick with a particular color pallet...
- October 23rd, 2014, 10:08 pm
- Forum: Ideas
- Topic: Sprite Scaler
- Replies: 34
- Views: 14137
Re: Sprite Scaler
I'm convinced. I prefer xBRZ for everything. It is a great looking method, no doubt about it. Much better than the current one. I think nearest neighbor may be a bit harsh? It's tough to tell without spending some time playing, it's kind of like font rendering options in an OS in that regard. Seems...
- October 23rd, 2014, 1:08 am
- Forum: Ideas
- Topic: Sprite Scaler
- Replies: 34
- Views: 14137
Re: Sprite Scaler
What about an option for "none?" Similar to gimp's none, where there is no interpolation method at all. I wouldn't mind that and it may be more system resource friendly. In terms of this new algo it needs to do all the graphics, the combination one looks like the units are floating. http:/...
- October 21st, 2014, 9:24 pm
- Forum: Ideas
- Topic: Sprite Scaler
- Replies: 34
- Views: 14137
Re: Sprite Scaler
Getting black lines when scaling images that have an alpha channel is related to/fixed by (it's been a while) something called "premultiply alpha" if that helps any. It's a pretty common graphics issue that has been solved already, some decent code may exist somewhere to use. But your code...
- October 12th, 2014, 10:57 pm
- Forum: Coder’s Corner
- Topic: SDL-gpu port status
- Replies: 3
- Views: 3256
Re: SDL-gpu port status
Hey congrats on joining the coding team!
- October 12th, 2014, 10:55 pm
- Forum: Coder’s Corner
- Topic: Suicidal severely wounded IA troops
- Replies: 3
- Views: 3189
Re: Suicidal severely wounded IA troops
I've seen many times where many wounded AI units will do this to great effect, say to kill a hero. They get their blows in, die, another unit comes in, gets it's blows in, dies, etc. And the hero gets either very wounded or killed on that turn. This is one occasion where you really wish your unit wo...