We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
I am looking into the core as a way to load past translated content.
The core is a lightweight mechanism for isolating an add-on from the game configuration. In this way we can see it as sandboxing.
The two limits to the independence to the game engine are:
in the top layer, you still need to...
So with the help of Vultraz i've been working on constructing a compatibility layer for the current rendering system, which should allow everything to be slowly migrated towards three general goals:
support for scaling on high resolution displays
smooth/high-dpi fonts, images, backgrounds and...
At version BFW1.14, wesnoth doesn't offer any support for loading old saves to replay.
If you are interested in replaying old saves, additional support must be added to BFW1.14 code.
Here is an attempt to implement this support from version 1.12 to...
This post is outdated. See here for who to contact for information about different areas of code and here for more information about how to get started.
-- Pentarctagon
You’ve come here either after reading our latest news post or because you saw this thread crop up in the forum index under the...
I had a game on bot created Afterlife today, where AI just behaved crazy -
Enemy leader was an Elvish Ranger
There was once, she has 10hp, on flat with 40% def, with 3 sides open to attack. AI had 6 units that could have attacked the leader but instead all went for other units, ignoring the...
Hello everyone! I wasn't sure if the WML workshop or technical support forum was more appropriate for this topic, although to be sure, this question might span the AI's implementation of either the WML, lua, or C++ (or my own usage of WML, WFL, and lua), so I posted this here.
How to search the irc log?
Downloading every *.log file in takes a long time.
Downloading only the log of developer chats in 2020 takes less time.
$ wget -r -np -nH --cut-dirs=3 -R index.html -A '#wesnoth-dev*.log' -e robots=off
$ grep -rnw . -e continuous-integration
The scenario editor currently has a feature called Item Tool which allows you to easily place images on the ground, which is great for scenery. The problem is that these images currently can't be removed from within the editor.
The question has come up a few times whether it is possible to have an external mechanism (such as a machine learning framework) interact with Wesnoth without having to change the C++ code. In other words, is it possible to receive the game state from Wesnoth and pass a move back to it, which is...
Since I'm actually working on a c++ runtime probably allowing some interesting dynamics for wesnoth 2, I want to ask if there are any concepts to interface. GoDot itself allows C++ modules. Basically it will be about replacing/extending original game dynamics by own dynamics while using the...
I made a costum unit in my own costum era, the only problem is that the unit can't be recruited, and when I have him as my leader, It just shows me the you have been defeated message, please help me
The preprocessor is a small header and a source file (1801 lines) that contains a large class (1402 lines) with a large method (607 lines). The internal workings of the preprocessor is unclear at a quick glance. The output of the preprocessor is in a format that is incompletely documented....
Hi. I have some questions about the documentation for the C++ code of Wesnoth.
I think I only find 1-2 pull requests that only add Doxygen API documentation to the code.
Do you guys accept this kind of pull request?
Generally much effort & time would it take to review and merge this kind of pull...
I read a mention of Wesnoth 2.0 and of project Haldric in the new constitution, and realized I haven't heard about these initiatives (initiative, singular?) before.
Now, I suppose it's a rewrite using a different engine . But other than that I know nothing, so - I was hoping this forum's denizens...
Wesnoth for Löve is a port of Wesnoth to the Löve game engine.
There is no release yet, although I am working towards releasing a not playable Techdemo during the rest of the month.
Löve offers some nice features the current Wesnoth engine can't provide easily.
The particle system might be the...
I have not yet found a way to create menu items, I even tried copying them from eighteenth century warfare but to no succsess, the specific thing I am trying to do is make a unit that can summon another unit, I did that once before but the trigger was the attack Deploy robots could somebody please...
I am trying to mod wesnoths code to make it more fit to host a RPG (DnD like) game. I am struggling with summoning units outside of castles. Can someone help me find the code and how to implement such changes? Thank you in advance.
I discovered with great pleasure the new possibility of introducing user choices (so-called options ) directly in _main, for global campaign choices. However, I have 2 issues with the way it is done now:
First, we are imposed a title and a text, which are:
* title: Configure options
*...
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