Search found 637 matches

by lipk
January 6th, 2014, 9:25 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.11.8
Replies: 49
Views: 40401

Re: Wesnoth 1.11.8

I found it very odd that you gave a majority of those units a negative impact resistance. I feel like currently footpad swarm as knalgans may give them a hard time.
I feel the arif is going to be way more tough for the footpad with its 9-2 marksman blade than the other way around ;)
by lipk
January 5th, 2014, 3:50 pm
Forum: Scenario & Campaign Development
Topic: Shadows of Deception 0.5.3 [Wesnoth 1.12]
Replies: 82
Views: 56770

Re: Shadows of Deception 0.5.1 [Wesnoth 1.11.6]

I've played through the playable parts on normal difficulty on git HEAD (which happens to be 1.11.8 right now). Thoughts: 1) I hate the 24-hour schedule. It decreases the ToD-mechanism to a static bonus (or malus) within one level. 2) In the mine scenario, only the first miner could deliver the mate...
by lipk
January 2nd, 2014, 9:40 am
Forum: Users’ Forum
Topic: [Poll] Best campaign of 2013
Replies: 14
Views: 8660

Re: [Poll] Best campaign of 2013

Well, I agree that the above one isn't the best list of all possible lists, but I only came up with the idea on January 1, and I needed some quick'n'clean method to select the candidates. Next time, I'll try to start working on this a bit earlier. I voted for After the Storm, by the way. I also love...
by lipk
January 1st, 2014, 11:15 am
Forum: Users’ Forum
Topic: [Poll] Best campaign of 2013
Replies: 14
Views: 8660

[Poll] Best campaign of 2013

A year has come to an end; in these days the whole Internet is about lists and votes of best and worst things of 2013. So why not make our own here on the Wesnoth forums? I took the 10 most downloaded campaigns from the 1.10 add-ons server that were updated at least once during the last year. Vote f...
by lipk
December 28th, 2013, 9:57 am
Forum: Multiplayer Development
Topic: Notable new features in 1.11.1
Replies: 13
Views: 5225

Re: Notable new features in 1.11.1

Bump. Now we have combo boxes as well. (Will be available in 1.11.8 and onwards.)
by lipk
December 22nd, 2013, 12:24 am
Forum: Ideas
Topic: [interface] MP create screen revamp
Replies: 22
Views: 7456

Re: [interface] MP create screen revamp

That's on the todo list, but it's not a trivial thing. The checkboxes you can see there are mere images, not real widgets and can't respond to clicks. Since GUI1 doesn't support compound widgets, it's not really possible to achieve what you want without implementing a brand new widget.
by lipk
December 21st, 2013, 9:39 am
Forum: Ideas
Topic: [interface] MP create screen revamp
Replies: 22
Views: 7456

Re: [interface] MP create screen revamp

Filter controls up and working.
wesnoth-new-create-ready.png
by lipk
December 9th, 2013, 4:43 pm
Forum: Ideas
Topic: [interface] MP create screen revamp
Replies: 22
Views: 7456

Re: [interface] MP create screen revamp

SFault wrote:
lipk wrote:Aaaand... done! Almost. I still need to get the filters working on the create screen.
The sliders could have min and max values at the begin and end of the slider. :roll:
That would be inconsistent with the other parts of the GUI.
by lipk
December 8th, 2013, 9:25 pm
Forum: Ideas
Topic: [interface] MP create screen revamp
Replies: 22
Views: 7456

Re: [interface] MP create screen revamp

Aaaand... done! Almost. I still need to get the filters working on the create screen.
wesnoth-mp-configure.png
by lipk
December 6th, 2013, 2:06 pm
Forum: Scenario & Campaign Development
Topic: Abandoned Add-ons - Need Maintainers - Open to Anyone
Replies: 487
Views: 320498

Re: Abandoned Campaigns - Need Maintainers - Open to Anyone

Dear Forums, I've started working on a new undead campaign like, uh, 1.5 years ago? Many months have passed since I lastly worked on it, and I'm pretty sure that I won't have nor the motivation neither the time to resume developing in the foreseeable future. So, here it is. Play it, finish it, take ...
by lipk
December 6th, 2013, 1:54 pm
Forum: Coder’s Corner
Topic: A map description language ?
Replies: 6
Views: 2681

Re: A map description language ?

Ah, so this is in fact a higher level generator configuration language? That makes sense.
by lipk
December 5th, 2013, 8:47 pm
Forum: Coder’s Corner
Topic: A map description language ?
Replies: 6
Views: 2681

Re: A map description language ?

I'm not sure I get the point of this feature. The map editor is both simpler and gives more control over the result. Why would people use this instead? [stroke] path= # no idea at this point how we could describe the path pencil=mountains [/stroke] Paths are regular in WML, they're described as a li...
by lipk
November 30th, 2013, 11:29 am
Forum: Users’ Forum
Topic: Where does this evolution of sprites lead?
Replies: 63
Views: 19935

Re: Where does this evolution of sprites lead?

I don't want the old rogue mages back, not even with their horrible animations. Rogue mages aren't the only case. There are the also paladin, knight, grand knight, lancer, cavalryman line and elvish riders (ten units in total!). You can't speak about any horrible graphics there. Owaec and Rogue Mag...
by lipk
November 28th, 2013, 8:09 pm
Forum: Music & Sound Development
Topic: Community collab! Post *any* musical ideas here!
Replies: 54
Views: 27783

Re: Community collab! Post *any* musical ideas here!

Here's my try. I've been playing the trumpet for almost 10 years now, but, although I like to think myself as someone who can come up with pretty good motives and melodies, I have no talent nor education at composing. The archive contains two "songs". One of them is a waltzer, one of the m...
by lipk
November 27th, 2013, 9:12 pm
Forum: Music & Sound Development
Topic: Community collab! Post *any* musical ideas here!
Replies: 54
Views: 27783

Re: Community collab! Post *any* musical ideas here!

Wow! Is it Christmas already? *starts downloading MuseScore*