Search found 472 matches
- April 13th, 2012, 4:29 pm
- Forum: Users’ Forum
- Topic: Looking for the oldest version of Wesnoth
- Replies: 4
- Views: 910
Re: Looking for the oldest version of Wesnoth
What happened to wesnoth.whitevine.net? (I think that was it.) I found that archive awhile ago. I think it went down to 0.1...
- April 11th, 2012, 3:25 pm
- Forum: Users’ Forum
- Topic: Preferred level of magnification
- Replies: 6
- Views: 1826
Re: Preferred level of magnification
What shadowmaster said, and much for the same reasons. The scaling algorithm used for zooming in and out messes up the rendering of the artwork for me (the terrain to some extent, but particularly the pixel art graphics), so If I want/need to see more of the battlefield I'll just play Wesnoth in fu...
- April 6th, 2012, 4:11 pm
- Forum: Users’ Forum
- Topic: So I recently started playing Wesnoth again...
- Replies: 4
- Views: 1596
Re: So I recently started playing Wesnoth again...
So, did you take a save-reloading rehab or something? Cuz that thing attacks me. Bad.
- March 18th, 2012, 2:04 am
- Forum: WML Workshop
- Topic: 'game_error: creating unit with empty type field'
- Replies: 1
- Views: 503
'game_error: creating unit with empty type field'
I'm writing a new scenario, and when I store a unit in one event, then unstore it in another, it gives an error. error engine: could not de-serialize unit: 'game_error: creating unit with an empty type field' Here is my code: [event] name=start [store_unit] variable_name=rakhstore kill=yes [filter] ...
- March 17th, 2012, 11:55 pm
- Forum: Scenario & Campaign Development
- Topic: My very first scenario: help requested
- Replies: 4
- Views: 1683
Re: My very first scenario: help requested
*** This is if you plan to make a campaign with this scenario! *** 1. The folder structure should be something like this: userdata/data/add-ons/<your-campaign>/scenarios/ userdata/data/add-ons/<your-campaign>/images/ userdata/data/add-ons/<your-campaign>/units/ userdata/data/add-ons/<your-campaign>...
- March 15th, 2012, 3:41 am
- Forum: WML Workshop
- Topic: Wesnoth User Made Content IDE [2.0.3]
- Replies: 171
- Views: 56363
Re: Wesnoth Eclipse User Made Content Plugin [2.0.0]
I just installed this plugin in Eclipse. I mostly didn't use it earlier because the lack of vim-power in eclipse, but with a plugin. This is gonna be good! Thanks a lot for this.
- March 11th, 2012, 2:33 am
- Forum: Art Workshop
- Topic: Dipsey's Masterpiece Thread
- Replies: 40
- Views: 12080
Re: Dipsey's Masterpiece Thread
Wow, looking good! The shading on the pants is much better, and the legs look better... However, I think there could be more contrast between the chin and the chest. Or I might not know what i'm talking about.
- March 9th, 2012, 6:47 pm
- Forum: Coder’s Corner
- Topic: New map format
- Replies: 27
- Views: 8716
Re: New map format
2) Since Maps are concealed within the [map] tag it's possible to parse map files with the WML parser now. This means that the map editor can be used to produce map files with additional WML content. I use that for placing [label]s within the editor, more usage is going to come. Are we talking, uni...
- March 9th, 2012, 3:42 am
- Forum: Users’ Forum
- Topic: [Poll Ended] Vote Wesnoth for SourceForge’s April PotM
- Replies: 16
- Views: 10700
Re: Vote Wesnoth for SourceForge’s April Project of the Mont
Hmm, yeah. I wish I had a Twitter. Here's a mental vote though.
- March 7th, 2012, 9:21 pm
- Forum: Art Workshop
- Topic: artisticdude's Art
- Replies: 1136
- Views: 254639
Re: artisticdude's Art: Rogues with Long Hair & Other Odditi
Wow, I like the new hair. This new baseframe is really cool, I can't wait for it to be commited
Off-topic: You're name looks good in green.
Off-topic: You're name looks good in green.
- March 1st, 2012, 11:31 pm
- Forum: Scenario & Campaign Development
- Topic: The Brotherhood of Wesnoth 0.9.0 [1.9+]
- Replies: 49
- Views: 12077
Re: The Brotherhood of Wesnoth 0.9.0 [1.9+]
tr0ll, you are awesome. Really awesome. Thanks for the 'speling' stuff (you spelled spelling wrong in the comments for the files). The dialogue looks a lot better now. Also, The Brotherhood of Wesnoth version 0.9.1 is out now! Just one step closer to version 1.0! This update includes a dialogue clea...
- February 29th, 2012, 9:45 pm
- Forum: Art Workshop
- Topic: Random doodles: climbing skeleton WIP
- Replies: 80
- Views: 29533
Re: Random doodle: elephant, lighthouse, obelisks, snowman,
Whoa-- A snowman era/faction would be AWESOME! You should totally make one. Also, your art really is good. Keep it up.
- February 27th, 2012, 3:39 pm
- Forum: Users’ Forum
- Topic: How did you find out about Wesnoth?
- Replies: 666
- Views: 160510
Re: How did you find out about Wesnoth?
I don't know, maybe it's just me, but it seems like 80% of the free games I've played have very incomplete graphics sets, and Wesnoth is just much more complete. OK, you can stop listening to me now.
- February 27th, 2012, 2:48 am
- Forum: Users’ Forum
- Topic: How did you find out about Wesnoth?
- Replies: 666
- Views: 160510
Re: How did you find out about Wesnoth?
LOW QUALITY GRAPHICS??? Dude. The graphics in this game are some of the highest quality you can find in open source games. Pixel art is a very hard style of art, and people spend hours on end drawing for this game. I'm sure there will be some real artists to tell you off.
- February 22nd, 2012, 11:10 pm
- Forum: Scenario & Campaign Development
- Topic: The Brotherhood of Wesnoth 0.9.0 [1.9+]
- Replies: 49
- Views: 12077
Re: The Brotherhood of Wesnoth 0.7.1 [Wesnoth 1.9x Only]
Hello everybody! Version 0.9.0 is out, with a whole new scenario, and new and improved images for the floating eyes on scenario 4.