Search found 498 matches
- December 13th, 2017, 8:19 pm
- Forum: Technical Support
- Topic: Game paths
- Replies: 13
- Views: 5036
Re: Game paths
Did some quick research and the VirtualStore folder has been around for a long time. I see references to Vista and explanations that Window 7 stored stuff there is a misbehaving program attempted to write to protected areas (such as ProgramFiles). I doubt the Windows 10 upgrade did it to you; but it...
- December 13th, 2017, 7:16 pm
- Forum: Technical Support
- Topic: Game paths
- Replies: 13
- Views: 5036
Re: Game paths
*shrug* I dunno. I was more concerned about firing up and checking the Paths dialog than wondering what was happening to the saved games or if I could load them. The game fire up. The dialog looked filled-in. HttT played a few turns. And a re-check of the dialog, now that you mention it, does name a...
- December 13th, 2017, 6:41 pm
- Forum: Technical Support
- Topic: Game paths
- Replies: 13
- Views: 5036
Re: Game paths
Cannot reproduce using fresh Windows 10 Enterprise and fresh download of the Wesnoth 1.12.6 Windows installer. I happened to have a fresh Windows 10 Enterprise, almost a virgin with only Microsoft updates run. So, I fired it up and downloaded Wesnoth using the Download button on the project home pag...
- December 10th, 2017, 3:14 pm
- Forum: WML Workshop
- Topic: Having problems with “invalid string” errors?
- Replies: 1
- Views: 872
Re: Having problems with “invalid string” errors?
Start here: https://en.wikipedia.org/wiki/Specials_(Unicode_block) My first guess would be that this is the very beginning of the file and originally the code-point was a Byte Order Mark and somewhere along the line, instead of discarding it as it should, something converted it to the Replacement Ch...
- November 28th, 2017, 8:30 am
- Forum: Users’ Forum
- Topic: can I use heightmap into the game to make the map look real?
- Replies: 6
- Views: 3896
Re: can I use heightmap into the game to make the map look r
You can do a static image for use during narratives or as a progress map. The game-board, however, will still need to be built out of terrain tiles. I imagine you could write a program which took height-map data and classified it into Wesnoth map tiles. Given the right remote-sensing data (or Terrag...
- November 27th, 2017, 2:09 pm
- Forum: Ideas
- Topic: Aborting the unstarted game
- Replies: 3
- Views: 2082
Re: Aborting the unstarted game
Running 1.13.10+dev current master
Idling awaiting others to join
Cancel closes down the idle game, then I can join or start another game, or
Logout takes me to the main Title screen, then I can play single-player, or
Quit quits to my desktop
Idling awaiting others to join
Cancel closes down the idle game, then I can join or start another game, or
Logout takes me to the main Title screen, then I can play single-player, or
Quit quits to my desktop
- November 27th, 2017, 2:04 pm
- Forum: Users’ Forum
- Topic: can I use heightmap into the game to make the map look real?
- Replies: 6
- Views: 3896
Re: can I use heightmap into the game to make the map look r
Ignoring the wall of text, and knowing what a heightmap is without it:
No.
No.
- November 25th, 2017, 2:38 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.13.10 (1.14 beta 2)
- Replies: 75
- Views: 56124
Re: Wesnoth 1.13.10 (1.14 beta 2)
1.13.11 which was supposed to be 1.14 RC1 was due out last week. It has been postponed indefinitely due to a major bug in the add-ons client-server operation. This bug is being actively worked on and, once squished, I'd expect 1.13.11 to come out shortly afterwards. There is no estimate on completio...
- November 23rd, 2017, 8:20 pm
- Forum: Ideas
- Topic: Relocate & add an "Are you sure?" query on clear all labels
- Replies: 12
- Views: 5783
Re: Relocate & add an "Are you sure?" query on clear all lab
Which is not to say the ideas are not good; just that the Issue would be better received if it were about the current development tree.
Issues against the current stable release are handled separately and this may not rise to the level for making 1.12.7 patch release.
Issues against the current stable release are handled separately and this may not rise to the level for making 1.12.7 patch release.
- November 20th, 2017, 6:31 pm
- Forum: Users’ Forum
- Topic: Anime add on removed
- Replies: 10
- Views: 4816
Re: Anime add on removed
Remember, the rules are different due to the form of the IP. For example, for copyright, it's "work of significant originalality" which is why recoloring isn't enough. You'll probably run afoul of this if you're using background characters from a favorite anime. As background characters, t...
- November 19th, 2017, 3:21 am
- Forum: Lua Labs
- Topic: Lua Errors: Ultra Super Death Gore Fest Chainsawer 3000
- Replies: 5
- Views: 5429
Re: Lua Errors: Ultra Super Death Gore Fest Chainsawer 3000
Don't have the source (it's in the UMC mod) and not chasing down the error but if you want to: The error message usually indicates you're missing a Lua module. Most likely from another UMC. The 'helper' was probably supposed to represent another module, but, for some reason, it did not load and 'hel...
- November 7th, 2017, 11:43 pm
- Forum: Users’ Forum
- Topic: The Random number generator
- Replies: 13
- Views: 5904
Re: The Random number generator
We use the system entropy source. And, IIRC, we use Boost's MT implementation (including the access to the system's entropy). No, its not crypto-strong but it's fine for a game. In my experience PRNGs are a hot topic on games generally due to people falsely thinking they know enough from having take...
- November 7th, 2017, 3:30 pm
- Forum: Users’ Forum
- Topic: The Random number generator
- Replies: 13
- Views: 5904
Re: The Random number generator
You must be mistaken. If you did read it, it was probably another comment/question like the one you just made. The random number generator is Mersenne Twister MT19937. and not biased other than by things like terrain, weapon, time-of-day, etc. The problem with randomness is most people think they un...
- November 7th, 2017, 3:20 pm
- Forum: Users’ Forum
- Topic: Selecting attack during enemy's turn
- Replies: 31
- Views: 8093
Re: Selecting attack during enemy's turn
@beetlenaut Sounds like are on the way to a real design. Yes, I'd forgotten that you might not be able to open the attack dialog. Yes, pre-selecting advancements would also be good. At present there are times when it selects them for you in MP which ppl don't like and, as you said, it is possible to...
- November 7th, 2017, 5:55 am
- Forum: Users’ Forum
- Topic: Selecting attack during enemy's turn
- Replies: 31
- Views: 8093
Re: Selecting attack during enemy's turn
I think players will be least surprised if the counter-attack override reset at the start of their next turn but if we don't allow them a way to make it permanent, they will surely ask for that. My idea was to default to using the selected counter-attack for one combat only and then returning to the...