Search found 9589 matches
- April 19th, 2018, 11:05 pm
- Forum: WML Workshop
- Topic: Hints wanted for Wesnoth Markup Language (WML).
- Replies: 16
- Views: 5268
Re: Hints wanted for Wesnoth Markup Language (WML).
You don't need to rename files. Filenames usually have no significance.
- April 19th, 2018, 4:46 pm
- Forum: Art Contributions
- Topic: Orcish Castle - Destoyed // Mainline?
- Replies: 39
- Views: 29245
Re: Orcish Castle - Destoyed // Mainline?
are you somehow aware of where the actual dirt/fort ground image is or how that actually works? because in the image directory there is an image for keep ground provided called keep.png but none for the fort... i assumed it was some sort of dirt1-7.png but the shade of brown is much darker in the o...
- April 19th, 2018, 12:49 pm
- Forum: Writers’ Forum
- Topic: Descriptions for the Quenoth Elves (Finished drafts)
- Replies: 37
- Views: 21680
Re: New descriptions for the Quenoth Elves
That just makes me wonder who wrote the previous description, because "when one has made common cause with a skilled javelineer on its back" does not, to me, sound like a natural English sentence. I can tease out the meaning, sure, but it's a strange phrasing. I think I wrote all the curr...
- April 19th, 2018, 12:20 pm
- Forum: Art Contributions
- Topic: Orcish Castle - Destoyed // Mainline?
- Replies: 39
- Views: 29245
Re: Orcish Castle - Destoyed // Mainline?
Seeing the screenshot, I too think the focus should be more on the wooden parts, with the stone mostly intact. For the most part, you have the wood simply shorter as if sunken into the ground (as they still have the sharpened tips), and that doesn't really make much sense. To show the fort having fa...
- April 18th, 2018, 9:23 am
- Forum: Art Development
- Topic: Lordbob's commissionned work: UtBS
- Replies: 264
- Views: 330088
Re: Lordbob's commissionned work: UtBS
Also, work in progress for Eloh. Looks good to me. I've been wondering, when and for what dialogs is her "angry" variant used? I'm tempted to make it creepy with hints of borderline cyborg, but we don't want to spoil the player if it shows up too early in the campaign. As said, currently ...
- April 17th, 2018, 8:29 pm
- Forum: Writers’ Forum
- Topic: Descriptions for the Quenoth Elves (Finished drafts)
- Replies: 37
- Views: 21680
Re: New descriptions for the Quenoth Elves
Oh, and when posting descriptions for units that already have one (even if it's short and simple), you might want to post it alongside the existing one, for comparison.
- April 17th, 2018, 7:15 pm
- Forum: Art Contributions
- Topic: Orcish Castle - Destoyed // Mainline?
- Replies: 39
- Views: 29245
Re: Orcish Castle - Destoyed // Mainline?
You can pretty easily test these in-game yourself; in the aforementioned terrain-graphics.cfg, there's 3 NEW:CASTLEWALL* lines for the current castle/orcish/ images. Just change those paths to point to your images instead, and there you go. Then if you want, you can easily take comparison screenshot...
- April 17th, 2018, 11:31 am
- Forum: Art Development
- Topic: Lordbob's commissionned work: UtBS
- Replies: 264
- Views: 330088
Re: Lordbob's commissionned work: UtBS
The only thing about Nym that I think would warrant further iteration (perhaps later, if not immediately) would be the personality (that is, mostly the face, I guess). Of the elf characters, she's basically the only one who isn't serious and gloomy all the time; instead, she's the one somewhat caref...
- April 16th, 2018, 6:44 pm
- Forum: Writers’ Forum
- Topic: Descriptions for the Quenoth Elves (Finished drafts)
- Replies: 37
- Views: 21680
Re: New descriptions for the Quenoth Elves
Unless it just happens that you have experience creating pull requests, this is a perfectly good place to post them.
- April 16th, 2018, 9:56 am
- Forum: Art Contributions
- Topic: Mainline campaign sprites and animations needed
- Replies: 444
- Views: 219694
Re: Mainline campaign sprites and animations needed
Anything that's an improvement gets to go in, I merely did not understand the motivation behind starting a redo of Kaleh and Nym, as it's not even been discussed before (as far as I recall, anyway). Of course it's hard to top the current sprites because they're really good, that's not an insult towa...
- April 16th, 2018, 7:24 am
- Forum: Art Contributions
- Topic: Mainline campaign sprites and animations needed
- Replies: 444
- Views: 219694
Re: Mainline campaign sprites and animations needed
I really don't understand. Was the point of the redo to get all the sprites be in the same style?
- April 15th, 2018, 4:48 pm
- Forum: Art Development
- Topic: Lordbob's commissionned work: UtBS
- Replies: 264
- Views: 330088
Re: Lordbob's commissionned work: UtBS
Everything about the Mystic line seems good to me. Is Zhul still going to get a unique face, though?
- April 15th, 2018, 4:30 pm
- Forum: Art Contributions
- Topic: Mainline campaign sprites and animations needed
- Replies: 444
- Views: 219694
Re: Mainline campaign sprites and animations needed
The new Kaleh and Nym for Under the Burning Suns are still a Work In Progress, but from what I've seen of the portraits, I think these sprites could fit. I like the upper Kaleh better, but he may be too brawny. The guy in white in the NW corner is the sprite Jetrel made for the Quenoth fighter, bef...
- April 6th, 2018, 7:16 pm
- Forum: WML Workshop
- Topic: Problem with my addon's _main.cfg
- Replies: 8
- Views: 2923
Re: Problem with my addon's _main.cfg
Look at the way every campaign with custom images uses a [binary_path]. That's what lets your custom images be found, nothing else.
- April 1st, 2018, 6:25 pm
- Forum: WML Workshop
- Topic: set_variable nested in "if then" using iteration: provisional results
- Replies: 19
- Views: 4397
Re: set_variable nested in "if then" using iteration: provisional results
What he means is:
Don't do this:
Do this:
It's asking for the variable name to use/check/set/etc. So you want to give it the variable name. Only use the $ sign when you want the value of the variable.
Don't do this:
Code: Select all
[if]
[variable]
name=$variablename
Code: Select all
[if]
[variable]
name=variablename