Search found 237 matches
- May 20th, 2018, 9:30 am
- Forum: Lua Labs
- Topic: wesnoth.game_events.on_load/save
- Replies: 12
- Views: 7068
Re: wesnoth.game_events.on_load/save
Well, I'm thinking now I'd simply intialise the global variables in the on_load event instead of prestart, but would that be safe? Well, those that don't depend on the number of sides or any coordinates in the game, at least. ^ Edit - Well, it appears it is and I guess it's still less hassle to reca...
- May 20th, 2018, 7:42 am
- Forum: Multiplayer Development
- Topic: Better Odds
- Replies: 23
- Views: 9579
Re: Better Odds
It works for both.
- May 19th, 2018, 9:38 pm
- Forum: Lua Labs
- Topic: wesnoth.game_events.on_load/save
- Replies: 12
- Views: 7068
Re: wesnoth.game_events.on_load/save
That's pretty much what I'm doing (the modification options settings can only be saved in WML), except I declare my data that isn't dependent on those options in LUA. I'd still be writing to wml though. But yes, for the static data that would work better. Only I'm not really going to rewrite my code...
- May 19th, 2018, 9:16 pm
- Forum: Lua Labs
- Topic: wesnoth.game_events.on_load/save
- Replies: 12
- Views: 7068
Re: wesnoth.game_events.on_load/save
the 'max autosaves' probably works by 'step1= create an autosave, step2) delete all save until n remaining' with no special handling of the case when it is set to 0, but i think there is another preference that allows you to turn of autosave complteley. Hmmm, I haven't been able to find that option...
- May 19th, 2018, 8:32 pm
- Forum: Lua Labs
- Topic: wesnoth.game_events.on_load/save
- Replies: 12
- Views: 7068
wesnoth.game_events.on_load/save
I didn't realise global lua variables don't get stored in saves and I based my new version of my add-on around them. Now I'm forced to use on_load and on_save, but there's one weird thing going on. On load is also fired on game start, so I'm forced to add checks in my variable converting function to...
- May 18th, 2018, 7:10 pm
- Forum: Multiplayer Development
- Topic: Choicerer's Map Randomizer
- Replies: 35
- Views: 16541
Re: Choicerer's Map Randomizer
2.5c fixes the mod being unplayable in multiplayer due to oos.
Fixes the option Randomise on human players' turns only.
Fixes the option Randomise on human players' turns only.
- May 18th, 2018, 4:59 pm
- Forum: Multiplayer Development
- Topic: Choicerer's Map Randomizer
- Replies: 35
- Views: 16541
Re: Choicerer's Map Randomizer
2.5 - The entire add-on has been rewritten in Lua. Changed a number of designs, including the terrain selection mechanism. This has greatly improved performance and removed the flaw in the code that caused the map to gradually lose its balance with keep tiles under units on. Also, now any given map ...
- May 15th, 2018, 10:50 am
- Forum: Art Workshop
- Topic: ghype's Daily Art - Thank You!
- Replies: 249
- Views: 220396
Re: ghype's Daily Art #31 - The Fallen
I really like those sprites. They look twisted and demonic. Not sure about that name, Asperser, though? I don't think that's a word in English. EDIT - Looked it up, means slander, defame, spread false or damaging accusations or insinuations against somebody. It's a rather obscure word and I'm not su...
- May 15th, 2018, 10:15 am
- Forum: Multiplayer Development
- Topic: Choicerer's Map Randomizer
- Replies: 35
- Views: 16541
Re: Choicerer's Map Randomizer
Yes. I've introduced that function in 2.3 and sadly made a mistake of initialising it not where it's supposed to be so it fails on game reload. Sorry about that, I'm not gonna be fixing it now as 2.5 is coming soon and it will have the bug fixed.
- May 15th, 2018, 9:21 am
- Forum: Multiplayer Development
- Topic: Choicerer's Map Randomizer
- Replies: 35
- Views: 16541
Re: Choicerer's Map Randomizer
ok yeah, it was expecting this answer but I don't recall it wasn't specified anywhere. Maybe i am just bad at reading descriptions It is mentioned in the add-on description, custom options menu, the in-game mod info and this thread ;D. regarding wcII, it now looks so beautiful and new. especially t...
- May 15th, 2018, 1:41 am
- Forum: Multiplayer Development
- Topic: Choicerer's Map Randomizer
- Replies: 35
- Views: 16541
Re: Choicerer's Map Randomizer
(1) voting system did not really worked. maybe it was because I moved/recruited units and then clicked voting, or because player 2 did the same. first recruiting then moving. either way, it did not work. just wanted to say that wesnoth 1.14 actuall has an api for exactly that (requesting choices fr...
- May 12th, 2018, 6:49 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Nightly flatpak builds
- Replies: 36
- Views: 33295
Re: Nightly flatpak builds
That works, thanks!
- May 10th, 2018, 2:05 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Nightly flatpak builds
- Replies: 36
- Views: 33295
Re: Nightly flatpak builds
Hi, this seems to be broken? error: GPG verification enabled, but no summary signatures found (use gpg-verify -summary=false in remote config to disable) If i set that to false in the config I get: error: Remote listing for org.wesnoth.Wesnoth-origin not available; server has no summary file Check t...
- May 8th, 2018, 10:16 pm
- Forum: Users’ Forum
- Topic: The RNG
- Replies: 8
- Views: 4457
Re: The RNG
Hi, Better Odds doesn't screw you over. Here's a video:
- May 7th, 2018, 8:21 pm
- Forum: Scenario & Campaign Development
- Topic: Afterlife -- survival and race maps
- Replies: 57
- Views: 25799
Re: Afterlife -- survival and race maps
Well, the Randomiser doesn't have a single attack or defend event, while this bug seems to happen when (Ai?) units attack. He uses Ageless as well, so it's even harder to pinpoint the issue. I don't think the fact it doesn't originate from Afterlife means anything. One of the addons calls these func...