Search found 391 matches

by Tet
February 14th, 2011, 10:56 pm
Forum: WML Workshop
Topic: Team-Color Function [~TC( )]
Replies: 5
Views: 1393

Re: Team-Color Function [~TC( )]

Do you want to make your own colors? It is pretty simple. They are all defined in one team-colors.cfg in the core. You can change them easily. Making black more black and green more green or so. The rgb values are medium(ingame color), darkest(usually black), lightest (usually white), marker color J...
by Tet
February 10th, 2011, 10:33 am
Forum: WML Workshop
Topic: Castle wall stacking error in 1.6. H2 fix?
Replies: 2
Views: 628

Castle wall stacking error in 1.6. H2 fix?

The stacking of castlewalls is different from column to column on the map. One tile column produces a mistake when an oversized uinit is in the castle the other column produces the mistake if the oversized unit is behind the castle. I show you to examples from the same ingame screen shot. It is a re...
by Tet
February 9th, 2011, 10:41 pm
Forum: Multiplayer Development
Topic: Travelling Tradesmen - a trading scenario with advanced AI
Replies: 44
Views: 8647

Re: Travelling Tradesmen - a trading scenario with advanced

Have you considered bodyguards? Maybe this is to much cross over to regular.
by Tet
February 9th, 2011, 10:34 pm
Forum: Art Workshop
Topic: Travelling Tradesmen sprites
Replies: 30
Views: 10947

Re: Travelling Tradesmen sprites

The sprites are more than adequate for any good use.
That brings me to the point: What do you have in mind for TT?

EDIT: I found the link in the first post. Nice work. You can put links in your signiture too. (Like I do.)
by Tet
February 9th, 2011, 9:11 am
Forum: Scenario & Campaign Development
Topic: Fire-Forged Friends
Replies: 164
Views: 36709

Re: Fire-Forged Friends

Is there some code allready available? Sounds nice to play.
by Tet
February 9th, 2011, 9:02 am
Forum: Scenario & Campaign Development
Topic: The Sojournings of Grog (3.6.1 is out)
Replies: 633
Views: 165898

Re: The Sojournings of Grog (3.0 on its way)

Yep 1.6 so old. Problem is solved. I looked into the wizard in more details.

I am concerened about the shield ability.
There is no filter in place. Would the shield protect an enemy units in direct contact too? Really bad in my humble opinion.
by Tet
February 9th, 2011, 8:01 am
Forum: WML Workshop
Topic: Copied animation code not working in older version
Replies: 4
Views: 1016

Re: Copied animation code not working in older version

@SKy: Thanks for the hint. If Help not solution->Topic not closed. I will check 1.6 server. Your question: I am still using 1.6.

@Anon: Thanks for your quick response and helping attempt. I really apriciated.


EDIT: Problem solved. Thanks to Sky. I still have not seen the differences in the code.
by Tet
February 8th, 2011, 9:11 pm
Forum: Scenario & Campaign Development
Topic: The Sojournings of Grog (3.6.1 is out)
Replies: 633
Views: 165898

Re: The Sojournings of Grog (3.0 on its way)

Can I ask a question about the code for the troll fire shaman? Where did the Fire blast animation came from? How can I use it for Wesnoth 1.6?
by Tet
February 8th, 2011, 8:52 pm
Forum: WML Workshop
Topic: Copied animation code not working in older version
Replies: 4
Views: 1016

Re: Copied animation code not working in older version

Nope, filter_attack is definetly ok in 1.6. I use it everywhere. Something in the original code (see first post) is not working in 1.6. Please help. What is this flame_burst_frame thingy? where is it defined? [attack_anim] [filter_attack] name=touch [/filter_attack] direction=ne,nw [frame] begin=-20...
by Tet
February 8th, 2011, 1:22 pm
Forum: WML Workshop
Topic: Copied animation code not working in older version
Replies: 4
Views: 1016

Copied animation code not working in older version

This code copied from 1.8 is not working in 1.6. Please help. [attack_anim] [filter_attack] name=flame blast [/filter_attack] start_time=-400 offset=0.0 flame_burst_1_start_time=-400 flame_burst_2_start_time=-350 flame_burst_3_start_time=-300 flame_burst_4_start_time=-250 flame_burst_5_start_time=-2...
by Tet
February 8th, 2011, 10:43 am
Forum: Art Workshop
Topic: Woodmouse's art stuff [random stuff, page 49]
Replies: 731
Views: 128244

Re: Woodmouse's sprites [Treeguy, page 47]

Hey Woody, I liked your tweaked troll hero. Really good. You still getting better every month.
by Tet
February 4th, 2011, 10:16 pm
Forum: Faction & Era Development
Topic: War of Chaos Era
Replies: 164
Views: 38541

Re: War of Chaos Era

Well somebody put it on 1.9.
Maybe there is a maintainer?
The unit tree seems to be auto generated anyway. Maybe it is there and I just do not know the right abriviation for the era.
by Tet
February 4th, 2011, 11:35 am
Forum: Faction & Era Development
Topic: War of Chaos Era
Replies: 164
Views: 38541

Re: War of Chaos Era

Really nice work. Can you provide a link to the automated unittree? I want to have some overview. I have seen that computer generated for a lot of things, but can not find the right link.

http://units.wesnoth.org/
by Tet
February 4th, 2011, 10:16 am
Forum: Scenario & Campaign Development
Topic: I Dream (Randomized endless campaign)
Replies: 9
Views: 4181

Re: I Dream (Randomized endless campaign)

It is not working. I downloaded from the server using firefox and did the copying in the addon folder and unpacking by hand. I used 1.9.2 (the structure in 1.9.3 seems to be diffrerent.)

Events create not supported error messages. Nice idea.
by Tet
February 3rd, 2011, 9:30 pm
Forum: Art Workshop
Topic: Aragwaith art thread
Replies: 196
Views: 56464

Re: Aragwaith art thread

wayfarer wrote: @Tet if no one complains the rice hat will stay.
I am so glad to hear that. I would like more versions in terms of angle. Are you planning to animate that unit?
I would like a version where you could see the face too. I really did spent time on a team colored rice hat myself a while ago.