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Ok, I first wanted not to answer this query, because I consider my voice
not significant on gameplay changes, but apprently some people consider
my opinion to be important, so here we go...
> - Do we want to add several new factions to mainline?
so fa
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I am currently doing a big refactoring of the unit display engine...
after looking at the files I modified, it seems we have little
intersection, however, I would feel more confident if you did your
changes in a specific branche.
don't get me wrong.
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I plan to add the two folowing flags in the configure.ac to have them on
by default when compiling
as a reminder
-Wall
All of the above -W options combined. This enables all the warn-
ings about constructions that some users consider que
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David Philippi a écrit :
> Am Montag, den 02.01.2006, 08:00 +0100 schrieb Jérémy Rosen:
>
>>please comment
>
>
> Add -pedantic and -ansi as well. :-)
>
OK.
if nobody protests, I'll commit that tomorow evening (my t
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David White a écrit :
>
> There is a question I have for developers though: are we now happy with
> where the project is going? Do we still need more direction? Are the
> concerns of a couple of months ago still alive, or have they been
> qualmed sinc
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adding a border to an image is a one line "convert" command, so I guess
you don't just want a border around images
changing it is a also a one line bash command
OTOH we have little to no image manipulation code ingame for the moment...
I'm not quite
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Richard Kettering a écrit :
>>
>> adding a border to an image is a one line "convert" command, so I guess
>> you don't just want a border around images
>>
>> changing it is a also a one line bash command
>
>
> Because it should be part of the interf
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Jörg Hinrichs a écrit :
> Hello,
>
> i saw a ugly dependency (replay -> playturn) within yanns nice dependency
> graph, which is caused by the structure paths_wiper, whose only concern is
> to call display.set_paths(NULL). I don't see any advantage in
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[EMAIL PROTECTED] a écrit :
> Hello,
>
> In continuing Xan's modifications that made the abilities a little more
> configurable (in WML), i added the possiblity to add a time of day/terrain
> filter to the abilities.
> Multiple abilities of the same f
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Jeff Breidenbach a écrit :
>> 1) test the patch at home, to check it works
>
>
> The patch is preliminary and does NOT work well enough to commit. The
> hex tiling artifacts are unacceptable and I'd love to get an insight as
> to what might be causin
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Jeff Breidenbach a écrit :
> Short story on progress: looks pretty good, kinda slow. I can
> understand why this sort of thing usually gets dumped to graphics
> hardware or fancy libraries.
>
> There's now a bug filed so I won't spam this mailing list
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apparently, the patch wasn't posted properly on gna! and I can't dowload
it, could you repost it either on gna or here ?
thx
boucman
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Jeff Breidenbach a écrit :
>
> However, I am only going to bother tackling the energy bar artifact if
> the resulting code is eventually accepted by Wesnoth mainline. Am I
> wasting my time?
>
not at all...
the fact that I come back to you instea
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ok, this has been commited, thx again for your work, it really looks better
Jeff Breidenbach a écrit :
>>measurable... so yes, if you fix this artifact it will probably get in
>
>
> Artifact addressed, thanks for the motivation. :)
>
>
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Rusty Russell a écrit :
> Hi all,
>
> I think it would be useful to automate feedback for tuning campaigns,
> particularly wrt. the experience of beginning players. Naturally, we
> need to ask permission and collect the minimal relevant informa
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>>ok, apprently, we are "IRC incompatible" so we'll have to discuss it on
>>the ML :)
>
>
> Hmm, OK.
>
maybe we'll have five minute tomorow morning between my wake up and
going to work ;)
about WML
>
> OK, done (plus the other things you request
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rusty I did some quick testing of your patch
you have a typo in the beg screen (missing space)
there seems to be no way to change your overall level after the first
time you go on the help screen...
do you still upload data "from time to time" or do
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Hello all
it was once sugested on IRC to remove Zone of control for slowed units,
because the slow ability was considered not powerfull enough
the attached patch (also #480 on savannah) implements this behaviour, so
it can be discussed with some code
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hey all
after a little more discussion with Sirp and co on the IRC channel, I've
prepared the folowing patch (attached, not on savannah yet)
- - slowed units emit no ZOC
- - slowed units have their movement halved
- - slow doesn't affect the number o
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Ok, my previous mail seems to have disapeared, so I try again
after a little more discussion with Sirp and co on the IRC channel, I've
prepared the folowing patch (attached, not on savannah yet)
- - slowed units emit no ZOC
- - slowed units have thei
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ok, after discussing it a little more with soliton and Dragonking, here
is one more attempt at slo
- - slowed units see their movement halved
actually, movement is not halved, but movement cost is double
this effect was already here be
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Hello all
I'm in the process of making all unit animations callable from WML to
allow custom animations on units and animated scenes in scenarios
but I've hit a problem.
I can easily have all animations called, but for most important things
units do
ter...
> John
>
> On Fri, 18 Nov 2005, Jérémy Rosen wrote:
>
>
> Hello all
>
> I'm in the process of making all unit animations callable from WML to
> allow custom animations on units and animated scenes in scenarios
>
> but I've hit a problem.
>
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>
> So, what do people think? Is this workable? Any other ideas?
>
> David
nice, but since you want to hear other ideas :)
we need a "gameplay" leader or "balance" leader or somehow someone who
has authority on changes that affect the gameplay i
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ott a écrit :
>
> It is already possible to do an inventory using WML, but it is very
> klunky and requires using the "choose an option" menu to manipulate
> variables representing the state of the inventory. Adding a few user
> interface elements to
Le Sun, 19 Jun 2005 07:57:09 -0500,
David White <[EMAIL PROTECTED]> a écrit:
> So, fixing this should be as simple as making the VILLAGE_NAMES macro
> (found in names.cfg) use a translatable string of possible name-endings,
> right?
>
> That way, for instance, the German translation could make
Nils Kneuper wrote:
My proposal in short:
A healer gives a fixed amount of hp (less if the unit would go over
max hp) to every unit close to him, no
matter if ally or own unit. The unit would have a var how much it has
been healed this turn. This var would be maxed when the unit is cured
from po
(note : this is code I don't know well)
all this sound nice and good, I have seen your patch on savannah, at it
looks promising...
Xan, rusty, do you want to merge it or shall I ?
I don't know the code well enough to comment much more than "work for
me" so I think it would be better if one
Rusty Russell wrote:
On Sun, 2006-04-02 at 14:52 +0200, Jérémy Rosen wrote:
I'd prefer to go through in detail and merge it myself. The current
attack_prediction API was a first guess: but looking at the way it's
used I might decide to modify it.
sure, no problem...
I'll as
thx, fixed
Bruno Wolff III wrote:
The 1.1.x campaign server hasn't been building from source for a couple of days
now. The error message I se is:
serialization/parser.o(.text+0x26aa): In function `(anonymous
namespace)::parser::operator()(std::basic_string,
std::allocator >*)':
serialization/
Isaac Clerencia wrote:
Hi, people.
I've been talking with freim a bit on IRC, and he would like to aim for a
1.2 "stable" version soon. I basically agree with him, and would really like
to get rid of Wesnoth 1.0 :)
So I would like to know:
* what do you think about the whole idea of a stabl
hello all
I am correcting a bug that is preventing missile frames from being
displayed properly
the best way to correct that would mean changing missile frames into
halo (no WML change, it's only the way it's handled in code)
however, this would mean that missile frame would not be displaye
Isaac Clerencia wrote:
On Monday, 8 May 2006 21:52, Nils Kneuper wrote:
I don't think that game speed is much affected by using halos. I would
say we really should cleanup the option a little to remove things that
do not make much sense. IMO the halo-option is one of these that should
be removed
thanks, included...
next itme, could you submit a patch using patches.wesnoth.org ?
including a changelog entry and your name for the credit
(btw, if you want to be in the credit, please mail me your name and pseudo)
Boucman
Paul Smedley wrote:
Hi Guys,
ott wrote:
On Sat, May 20, 2006 at
quick answer, because I can't look at it right away...
the idea sounds good, so will probably be included (in 1.2 too since
it's obviously a bugfix)
I'll reread it this WE, stay tuned
I've seen you've already opened a patch... great, thx a lot
Boucman
Nobuhito Okada wrote:
Hello, everyone,
Hello all
I am a bit worried by the number of heavy code commits on 1.2 branches,
since we are -rc release right now.
Maybe I am the only one having that feeling, but I want to make sure we
all agree on that...
I think it would be a good idea to try to limit ourselves to only commit
bugfix
I never considered game startup a criticall path, but I agree it could
be easily improved...
an easier way of doing (though maybe not as effective) would be to
differ object construction until it is needed
that is add a flag to the object "loaded" that starts false, and attach
the WML block
hey all
Nils Kneuper wrote:
Hi everybody!
Now that 1.2 is out, we have to make sure that some things are not
forgotten. These are the things that should be/can be done now:
1) Fixing mistakes: The spelling mistakes listed at
http://www.wesnoth.org/wiki/SpellingMistakes need to be merged to tru
remove or update...
dead code only leads to problems.
Mark de Wever wrote:
The help system contains generators for 'terrains' and 'traits' but both
these generators have comment that they aren't good enough and are
disabled. What to do with the code let it stay and suffer more bitrot
or removed
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