On Mon, Feb 27, 2006 at 09:59:21AM -0600, Bruno Wolff III wrote:
> Part of the problem is that units don't really inherit from their base
> unit type.
Xan's patch r9904 was a step in this direction -- [female] units variants
inherit from the base unit. It should be relatively straightforward to
g
On Fri, Mar 10, 2006 at 10:57:05PM -0500, john w. bjerk wrote:
> Healers/Curers should do a fixed amount of healing per adjacent unit,
> no matter how many units are adjacent. Healing/Curing could stack,
> but the Healing cap of 8HP(+2 resting) per turn per unit would not be
> changed. The
Just documenting my recent experience with QuickTime 7.0.4. Upgraded my
installation (Mac OS X 10.3.9) using the QuickTime 7.0.4 installer, and
suddenly the SDL detection step of Wesnoth's configure failed. Turns out
some of the libraries installed by QT 7.0.4 have unresolved symbols
that the lin
[apologies for replying to private email in public, it seems appropriate]
On Fri, Dec 30, 2005 at 07:33:16PM +0100, J?rg Hinrichs wrote:
> you left on irc so suddenly.
It wasn't originally intended as a permanent departure, but it actually
seems appropriate to scale back my contribution at this p
On Sun, Jan 08, 2006 at 03:12:42AM +0100, Lars N?sbye Christensen wrote:
> It's about the fact that Battle for Wesnoth uses the DejaVu Sans
> font, v.1.12 and since that version quite a few glyphs have been
> added to it.
The new glyphs aren't currently used by any translation. Greek still
us
[Note: my previous message of 10 September 2005 about fonts appears to
have disappeared from the Gna! wesnoth-dev archives, together with the
others posted that month prior to the migration from Savannah. They
should still be available at Savannah to subscribers of the old list.]
I have now repla
On Sun, Jan 29, 2006 at 06:51:26PM +0100, Isaac Clerencia wrote:
> Rosetta is a tool to translate po files on-line, it's still in development and
> it's non-free (closed source), so I would personally say *no*.
I agree, but for completely different reasons.
A decision to use a specific translatio
On Sat, Dec 03, 2005 at 01:19:42PM +0100, Yann Dirson wrote:
> Right, but it seems customary in the source to use "../" to refer to
> src/*.hpp, and not have any prefix for the files in the same
> directory. This change, although it does not hurt because of the wide
> set of -I flags, can imply to
On Mon, Oct 31, 2005 at 05:03:10PM -0600, David White wrote:
> >Then we'll need to have (Windows & Mac?) installer check Python is
> >installed, and with the correct version :)
> >
> Windows and Mac installers would ship Python with the game. Just like
> they ship other dependencies such as SDL at
On Tue, Nov 15, 2005 at 11:23:55AM +0100, Isaac Clerencia wrote:
> > I would really like this one to be reverted to how it was. I've been
> > playtesting it now and find it highly confusing to play with compared to
> > the previous behaviour.
> I agree with Hogne.
Me too.
I tried to give it a c
Regarding https://gna.org/bugs/?func=detailitem&item_id=3986 the
previously broken SDL_x11events.c (which only returned one byte, whatever
the input) has just been fixed in SDL CVS and now supports Unicode.
Time to look at UTF-8 input support again?
-- [EMAIL PROTECTED]
On Sat, Nov 26, 2005 at 01:03:15PM +0100, Hogne H?skjold wrote:
> Are KISS still the mantra? or do we want to add more complicated
> features. What will this do to game stability/code complexity... Do we
> need more rigorous methods or are commit and break ok..
Dave's application of KISS is the
On Sat, Nov 26, 2005 at 02:08:37PM -0600, Bruno Wolff III wrote:
> > While it might be interesting to display the clock optionally, I don't
> > think it is a good "default".
>
> I kind of like it when playing full screen, but I don't like its current
> position. It shouldn't collide with the "end
On Mon, Nov 28, 2005 at 03:33:32AM -0600, Richard Kettering wrote:
> ? Retrofitting of CTH bonus system to allow flexible application.
> Magic and marksman were fine when we had ~5 factions. They're way
> too granular for what is to come.
The changes in your list all sound worthwhile, except
On Mon, Nov 28, 2005 at 12:12:36PM +0100, Nicolas Weeger wrote:
> I haven't had yet any real feedback on Python API, and I don't
> really want to finish everything then be told there are many
> things to change :) So I haven't worked on it for some time.
Maybe the way to get feedback is to write a
On Mon, Nov 28, 2005 at 08:46:20AM -0600, Richard Kettering wrote:
> The inventory system would only be to make sane what we already
> have. It seems absurd that we cannot, for example, trade the Sceptre
> of fire between Konrad and Li'sar, or trade the Storm trident between
> different merm
On Wed, Sep 21, 2005 at 11:41:37AM +0200, Isaac Clerencia wrote:
> Any other delayed changes?
Here is my todo list as it currently stands (some of these are in the
bug tracker already). I have tried to report really big ones to the
bug tracker, so this is really a list of little niggles.
EdB: l
On Sun, Oct 02, 2005 at 04:57:28PM +0200, Isaac Clerencia wrote:
> I've started working a bit on the Wesnoth 1.0 announcement, and I've uploaded
> my first draft to http://www.wesnoth.org/announce10.html .
How is this for a tweak on your text?
Internet. October 2, 2005. The Battle for Wesnoth te
On Sun, Oct 09, 2005 at 08:17:09PM +0200, Isaac Clerencia wrote:
> I'm going to move some stuff under images/, I've only two ideas just now:
> b) put the units images in a units/ directory
This sounds good.
> a) completely separate core images from ones used in campaigns
> images/
> core/
> c
Folks,
I've been taking care of the changelog since Sanna left. The recent
outage of the svn-commits mailing list made me realise just how much
time I have been wasting trying to understand commits and summarising
them into pithy newsbites (complete with crossreferencing them to the
issue tracker
I completed migrating all Savannah bugs and feature requests over to
Gna! while keeping crossreferences to preserve some semblance of history.
(The history was for some reason not preserved during the migration,
hence the xrefs.) All Savannah bugs and feature requests are now closed.
Finally, un-P
On Mon, Oct 10, 2005 at 09:17:30PM -0500, Joseph Simmons wrote:
> The point is, though, that although those units may be used in other
> campaigns, they _shouldn't_ be. They are character-specific. It would be
> like using the Li'sar portrait for some other princess. So, this
> reorganizing is a su
On Mon, Oct 10, 2005 at 11:59:24PM +0200, Yann Dirson wrote:
> Other people have also thought about automatic generation of "changes"
> documents. This can be seen as a part of a more complete "Version
> Description Document" (aka. VDD), which would also include issues
> still open (something whic
FYI...
-- [EMAIL PROTECTED]
--- Begin Message ---
> We think that there may be a memory leak when you create and destroy
> windows on the mac (we are using OSX 10.3.9). I've written this simple
> test code and the memory for the process skyrockets. The memory is
> constant when running the sam
Following on from my previous message of 23 July 2005, I replaced Vera and
Bepa with DejaVuSans version 1.12 since the Russian translation maintainer
was very happy with the new typeface. The changelog for DejaVu states:
Changes from 1.13 to current development state
[...]
* added Greek glyph
On Sat, Sep 10, 2005 at 02:49:58PM +0200, Isaac Clerencia wrote:
> The Spanish translator has just reported some minor glitches in Wesnoth,
> including two screenshots to show them.
>
> He says that in the "orbs" help page, the text appears really close to the
> images (see orbes.jpg), and it wou
A while back Dave speeded up the text drawing routines by using a more
efficient word fitting algorithm. However, for long pieces of text there
is still a discernible delay in drawing. Just wanted to point out some
C++ code posted by Bob Pendleton to the SDL list which prerenders vector
format TT
Since bugfixing activity seems to have slowed as we approach 1.0, I think
we need to at least acknowledge the worst of the open issues. Here is
my first draft of a suggested ISSUES document to be shipped with 1.0.
Hopefully I've managed to convey the gist of the main outstanding
problems, without
On Thu, Sep 15, 2005 at 09:58:55PM -0500, David White wrote:
> A few of the issues are behavior that Works As Designed (WAD). In
> particular, the help system only showing units already encountered is a
> WAD. The behavior of slow is also a WAD (slow takes effect until the
> next end of turn of
On Fri, Sep 16, 2005 at 07:47:02PM -0500, David White wrote:
> I really think we should consider resolving this by choosing different
> shortcuts. Perhaps ctrl+c for command and ctrl+f for 'find' (if they're
> not already used).
Ctrl/Cmd-f would be nice for find, and would probably tie in with
e
On Sat, Sep 17, 2005 at 12:49:24PM +0200, Philippe Plantier wrote:
> >10962: a unit does not level up in a replay if that is the last action
> >
> >Sometimes one of your units will kill the last enemy leader and not only
> >win the scenario, but also receive enough experience points that it
> >leve
Since the IRC channel seems to have become less effective as a way
to discuss dev issues due to timezone disconnects and busy schedules,
here is my summary of the "hang on connecting to server" issue.
The original bug, filed for Debian unstable and BfW 0.8.11 in April 2005
http://savannah.nong
On Sat, Aug 06, 2005 at 10:14:51AM +0200, Isaac Clerencia wrote:
> One problem is that I cannot point people to a working version
> because without BiDi support all Hebrew is reversed.
Note 1) the freebidi support is off by default, 2) does not affect any
code unless it is switched on while config
Looking at the code, it seems to me that the reason people have been
continually complaining about expected value (EV) damage values is that
these values are simply wrong.
The EV statistics are stored as integers, and truncation is done on
each swing. So an Elvish Fighter doing 5-4 with 50% to hi
On Thu, Aug 11, 2005 at 07:30:08AM -0500, David White wrote:
> As Ellestar has pointed out on the forums, the amount of
> damage multiplied by 100 is what is stored in the integers, and it's
> divided by 100 immediately before display.
Right. Apologies for the waste of bandwidth. Move along, n
this, as I have, after editing it, made it
> not merely a portrait for a character in TDH, but a general orcish
> leader portrait for all campaigns.
I presume you are saying that images/portraits/core/James_Woo/*.png are
your modified versions, and that these are meant for general use.
&g
On Fri, Jul 01, 2005 at 10:15:24PM +0200, Yann Dirson wrote:
> So basically, I'd vote for the migration (if anyone still had any doubts ;)
I think this is unanimous, post 1.0.
> IIRC, someone (ettin ? ott ?) had a try at converting the wesnoth history.
> Did this show any promise
On Thu, Jun 30, 2005 at 06:47:06AM -0500, Richard Kettering wrote:
> Do we use the following?
> folder-icon.png
This one is used. Not sure about the other ones, didn't obviously find
references to them in data or src.
And here is a list of images referenced in various files in data/ but
no
On Mon, Jul 04, 2005 at 06:08:21PM +0200, Jord? Polo wrote:
> But if we really want to migrate the repository, we should decide wether
> we want to move the bugs, mailing lists and downloads along with it, or
> continue using savannah and sourceforge.
Since the Savannah mailing lists, the bug trac
I've fixed and tested the fix for
https://savannah.nongnu.org/bugs/index.php?func=detailitem&item_id=13558
but am uncertain about possible negative repercussions of the (trivial)
patch. In the absence of much IRC discussion, could someone more familiar
with the innards please give the goahead?
it, time is running out.
> Pickslide has basically been "appointed" as the portrait artist for
> that campaign. My suggestion, to you, ott, since I doubt anyone else
> cares enough or has time to do this, is to wire in the orcish portraits
> that pickslide drew, using "
It would be good to generate the wesnoth_SOURCES automatic variable
(and its ilk) in src/Makefile.am from an external list of files, so
that other build systems can reuse the list, and so that we can generate
POTFILES.in automatically from these files. Right now we have multiple
lists of sources,
On Sat, Jul 16, 2005 at 08:57:43AM +0200, Guillaume Melquiond wrote:
> On 7/15/05, ott wrote:
> > When we feel comfortable with this addition to the build process, we
> > can add it to autogen.sh. Any objections?
>
> It will break the setup of anybody using "autoreconf
- Forwarded message from anonymous <[EMAIL PROTECTED]> -
> Follow-up Comment #2, bug #13809 (project wesnoth):
>
> It seems the following is the real problem:
> ( (cd . && find data fonts sounds -type d -not \( -name CVS -prune \) -print;
> find: -not: unknown option
>
> If I replace the
On Sun, Jul 17, 2005 at 11:10:47AM +0200, Guillaume Melquiond wrote:
> You should have cited Jam (and its many derivatives) instead. If you
> want to keep a bit of credibility, never use Joerg Schilling as an
> example of good practice and sane design. :-))
Thanks for the improved reference. The
On Sun, Jun 19, 2005 at 04:49:05PM -0400, John McNabb wrote:
> On Sun, 19 Jun 2005, ott wrote:
> > The usage= tags are used in the recruitment_pattern= keys of [ai] tags,
> > to control the AI's behaviour.
>
> So, I would suggest making changes to the glaring discrepa
On Fri, Jun 10, 2005 at 10:39:49PM +0200, Yann Dirson wrote:
> Now I'll have a look at the files uselessly read in the campaigns :)
Any progress on this? I fixed up SotBE a while back, but I haven't seen
any similar fixes for the other campaigns.
-- [EMAIL PROTECTED]
On Thu, Apr 28, 2005 at 10:23:16AM +0100, Sithrandel wrote:
> As for checking for towupper, that is not a solution for the binary
> package which is how most Mac users are going to encounter Wesnoth.
Unfortunately we now have a bug report that states the towupper/towlower
workaround is needed no
- Forwarded message from anonymous <[EMAIL PROTECTED]> -
> Follow-up Comment #2, bug #13808 (project wesnoth):
>
> This is a bug if there are no libpng-config and libpng12-config scripts (like
> e.g. in NetBSD pkgsrc) and thus libpng is not found, even though it is
> installed.
It seems li
On Tue, Jul 12, 2005 at 06:36:27PM -0500, David White wrote:
> I think that we need to freeze strings very very soon.
The unit description rewrite that Jetryl, Noy and I are working on
is progressing well. After 0.9.4 there are another 22 of Jetryl's
human descriptions waiting to be committed, as
Recently many of the HttT scenarios were tweaked to be easier. In some
scenarios, one of the ways this was done was by reducing the AI attack
depth. However, due to the ordering of the AI parameters in the scenario
file, it appears to me as if the changes are going to be ignored -- for
instance,
On Sun, May 15, 2005 at 11:52:32PM +0200, Guillaume Melquiond wrote:
> Here are two bad behaviors I
> noticed in the campaigns. I will give some examples, but don't take it
> as a directed attack: *every* campaign is guilty (of at least one of
> the two problems).
>
> 1) Multiple useless inclusion
DejaVu 1.11 was released recently. This is a high quality free typeface
that would be an improvement for at least Hungarian (based on testing it
in-game) and Turkish (based on ihsan's comments). Moreover, it is planned
to further improve this typeface, see http://dejavu.sourceforge.net/ for
the r
Sanna pointed out that since most villages are aliased to two terrains
(village as well as their base terrain), it doesn't make sense to call
them all "Village". They should rather be named more descriptively.
Further, the coastal village is only aliased to shallow water, so eg. a
spearman on a c
On Mon, Jul 25, 2005 at 04:12:47PM +0200, Isaac Clerencia wrote:
> the contributor has also provided a patch to have RTL support in
> Wesnoth using libfribidi. Could somebody check if it is ok?
Looks good to me. Perhaps you could also try building the next Debian
release with fribidi support?
-
On Tue, Jul 26, 2005 at 07:33:23PM +1000, Rusty Russell wrote:
> On Tue, 2005-07-26 at 10:13 +0200, Isaac Clerencia wrote:
> > We all agree that Wesnoth should switch to SVN for version control.
>
> SVN? It's a real pain to use compared to something modern and
> distributed like mercurial or baza
On Fri, Jul 29, 2005 at 06:14:57PM -0500, David White wrote:
> - problems with replays, seems to be related to WML randomness
> - problems with players ghosts being left on the server hours or days
> after their connections have died
Agreed that these are quite important.
Regarding the replay/ra
I would like to change two hotkeys.
The first is endturn: this is currently alt-e (opt-e), right next to alt-r
(opt-r) for recall. Feature request 8450 deals with this, and proposes
a workaround involving adding a confirmation dialog, modified by some
people wanting an option to switch this confi
On Sat, Jul 30, 2005 at 03:53:00PM +0200, Jord? Polo wrote:
> Yes, there is one string: "Hebrew Translation", in the credits.
> I don't know which is the state of the translation. Will it be usable in
> 1.0? Should we add it to about?
As I understand, the Hebrew translation will only be usable if
On Wed, Jun 29, 2005 at 08:57:42PM +0200, Yann Dirson wrote:
> On Wed, Jun 29, 2005 at 08:36:34AM +0200, Nils Kneuper wrote:
> > I think that we should remove TDH from mainline right after the release
> > of 0.9.3.
>
> Or has anyone a summary of what would have to be done for it to gain
> enough
Some comments about building BfW on Mac OS X, and more specifically a
query on building a static binary for Mac OS X.
Sithrandel has for a long time been making builds with a Cocoa wrapper.
This build creates an application bundle consisting of a dynamically
linked binary, as well as copies of all
On Fri, Jun 17, 2005 at 09:37:31AM +0100, Fairydreams (General) wrote:
> This is not how a well behaved Mac application works, hence the data
> was moved. This should be kept for as long as the target audience are
> Mac users rather than Mac developers.
[...]
> Trying to make the *application*
Talking to sanna about Towards the Mountains of Haag, the second scenario
of SotBE, it became apparent that the run-for-the-flag strategy I've
often used actually doesn't work if the AI recruits at least one fast
Thunderer on turn 1. If this happens, this unit ends up capturing
one village and the
On Fri, Jun 10, 2005 at 08:16:53PM -0500, David White wrote:
> The solution is to remove the {~data/campaigns} reference in the
> game.cfg file. Instead, the game now reads data/game.cfg and then reads
> each file in the pattern ~data/campaigns/*.cfg, and appends them to the
> config object.
Un
On Thu, Jun 23, 2005 at 06:25:55PM -0500, David White wrote:
> I've committed a fix by making
> preprocess_file() once again modify the map that's passed in with the
> new defines. This means that user campaigns will inherit the defines map
> from the parse of game.cfg as they should.
Further i
On Mon, Jun 27, 2005 at 07:25:44AM -0500, David White wrote:
> I made an additional change to game.cpp when I realized there was a
> problem. Did you get this change in the version you compiled?
Yes, the forum summary is current CVS as at the date/time of the last
edit.
-- [EMAIL PROTECTED]
On Mon, Jun 27, 2005 at 07:35:36PM -0500, David White wrote:
> Now if there is an error in the campaign, the parsing will emit some
> error messages. The entire user campaign will be considered corrupt, and
> not loaded as part of the config. Then when Wesnoth gets to step 2, and
> tries to star
On Mon, Jun 27, 2005 at 10:56:20AM -0400, John McNabb wrote:
> I am not sure when exactly this was put
> into place, thus breaking the ability to do an AI walkthrough.
According to cvs annotate and cvs diff, this code was introduced in April
2004, playlevel.cpp 1.107, and your droid code was worki
On Thu, May 05, 2005 at 06:36:41PM -0500, David White wrote:
> It seems that in 0.9.1, the Ulfserker is seen as underpowered in the
> multiplayer community.
>From 0.9.0, we removed berserk-on-defence, which made the unit very
powerful in the eyes of some people (though I am not completely convinc
I have posted a fixed version 1.2 of prkill (perl script to calculate
%-to-kill probabilities), since version 1.1 had an error in reduce() that
could lead to incorrect calculations, in some cases highly significant.
It's available from
http://www.wesnoth.org/forum/viewtopic.php?p=78301#78301
T
On Fri, May 13, 2005 at 10:33:33AM -0400, John McNabb wrote:
> 0) resistance will have the usual meaning ie 100% resistance means you
> take full damage from poison (currently 8 pts)
> 1) units with no explicit poison resistance will be assumed to have 100%.
To clarify: resistance is currently
On Sun, May 01, 2005 at 04:19:09PM -0500, David White wrote:
> In Wesnoth 0.9.1, checksumstream is derived from
> std::basic_ostream, and has a checksumstreambuf sbuf; as a member,
> where checksumstreambuf is derived from std::basic_streambuf
>
> This causes a crash in VC++6 with STLPort.
[...]
On Sun, May 15, 2005 at 11:52:32PM +0200, Guillaume Melquiond wrote:
> 1) Multiple useless inclusions of the same file
SotBE was doing this with both the global and the campaign specific
utils.cfg files, now fixed.
> 2) Garbage in the scenario directory
SotBE did this with three utility files, m
On Fri, May 27, 2005 at 04:44:54PM +0200, Andreas Grosse wrote:
> As I already pointed out in my last mail, I don't think that the
> "Advanced" tab should be distributed to the public.
It was added by Dave after a general hum that there were some options that
it would be nice to be able to add in
On Sat, May 28, 2005 at 09:40:44AM -0500, David White wrote:
> Nils Kneuper wrote:
> >6) LEADING THE GAME TO 1.0:
> >I do really think we do need someone that leads the game to 1.0 it has
> >to be done with a rather hard hand.
> >I would really like it if Dave could continue until 1.0
> >is out and
On Fri, May 27, 2005 at 07:06:14PM -0700, Asa Swain wrote:
> Campaigns: I agree that unless it gets completed
> somehow, in it's current form "The Dark Hordes" is the
> weakest campaign currently included. It's a shame
> because it's one of the only campaigns I know of that
> feature the Undead. Bu
On Sat, May 28, 2005 at 02:58:15AM -0500, Richard Kettering wrote:
> The game looks like a half-finished mess to me, and one which needs at
> least six months before we could think of calling it 1.0.
You are in a minority of one here. Such comments are not useful.
Your work has been very importa
On Sun, May 29, 2005 at 02:15:25PM +0200, Nils Kneuper wrote:
> I think we should only ship the default era with 1.0 and make the
> other ones "extra content" on the campaign server. Maybe we could
> include a fairly balanced Age of Heroes, but some time has to be taken
> for this. That is the only
On Sat, May 28, 2005 at 10:04:19PM +0200, Nils Kneuper wrote:
> 1) Which campaigns should be the ones in 1.0?
HttT, TROW definitely.
SotBE if we can finish balancing it.
TDH if someone is prepared to write two scenarios to wrap it up -- the
next one is supposed to be underground, with a flood to
On Sun, May 29, 2005 at 09:43:16AM -0500, Joseph Simmons wrote:
> To me, EP's gold tweaks also seem like the perfect way to completely
> unbalance every single campaign. They are a good idea, and will
> eventually need to be done, but when they are we are going to have to
> change the amount of gol
On Sun, May 29, 2005 at 01:58:00PM +0200, Nils Kneuper wrote:
> maybe we have
> about 10 complete translations in 1.0.
And keeping perspective here -- with 4000+ strings in mainline, 10
complete translations is a major achievement that puts us up there as
one of the shining lights of international
On Mon, Apr 11, 2005 at 10:53:09AM +0200, Susanna Bj?rverud wrote:
> elf: woodsmen, archers, herbalists, agile, magic
Elves usually dwell in the forests of the world, where few will dare
challenge them in combat. They value agility and most of their forces
are trained to be effective with ranged
The forums are filling up with complaints about the current Ulf stats
in multiplayer making them too powerful. The general consensus seems
to be that they need to be toned down. I suggest their cost should be
raised by 2gp and the hitpoints reduced by 2.
hitpoints 40 -> 38
cost 18 -> 20
On Sun, Apr 17, 2005 at 08:46:57PM -0500, Richard Kettering wrote:
> The kicker is - he's the only one who CAN do the maintenance on this,
> since he is the exclusive source of those files (someone else could of
> course make their own version, essentially forking them, but that would
> be silly
On Sun, Apr 17, 2005 at 09:37:44PM -0700, Asa Swain wrote:
> Right now the early finish bonus is calculated like
> this:
> 2 gold (base income for player's side) + 1 gold per
> each village on the map at the start of the scenario
In addition, as far as I can tell, villages created or destroyed by
On Wed, Apr 13, 2005 at 01:52:32PM -0400, James Barton wrote:
> Anyway, as I a sizeable chunk of the bare bones help system we
> currently have in place, I thought I'd offer a bare bones
> implementation of terrain help which I have lying around.
I like these. In a reversal of my role as en_GB
On Thu, Apr 14, 2005 at 07:03:26AM -0400, James Spencer wrote:
> I tested the -20% XP think, and if you add a description it just
> appends the -20% XP in brackets... That looks odd. There is something
> sitting in a source file someplace... but that's not my department. :)
I tested and committed
On Fri, Apr 22, 2005 at 10:55:35AM +0100, Sithrandel wrote:
> The problem with MacOSX is that 10.2.8 does not support wchar type nor
> the towupper function.
How about doing a configure check for towupper()? This would mean
changing the workaround to depend on something like #ifndef HAVE_TOWUPPE
On Tue, Mar 01, 2005 at 09:01:39PM -0800, Asa Swain wrote:
> the main reason we have the combined races
> is the footpad, becuase the dwarves have no scout.
Why not use some kind of gnomish unit as a dwarf scout, and perhaps call
it Gnomish Vanguard? Stats as quartex proposed, slightly slower th
On Sun, Feb 13, 2005 at 11:12:55PM +0200, ott wrote:
> Review of open bugs
It seemed time to do another of these, with Ayin, forcemstr, yann and
silene fixing many bugs in the last few weeks. Down to 86 right now,
with at least two more that should be trivial to close.
I've categori
On Wed, Feb 09, 2005 at 06:02:29PM -0600, David White wrote:
> Are there any places in Wesnoth where floating point numbers are output
> in a user context (i.e. not debugging)?
At least:
Campaign server (download size).
Statistics (expected values).
-- [EMAIL PROTECTED]
Review of open bugs
Apologies for the long post.
The list of bugs seems to contain many bugs that are related to each
other, and also many that are not really bugs. I went through the
current list of 119 open bugs, excluding the 3 that are marked as Fixed.
Here is a classification of these bugs,
On Wed, Feb 16, 2005 at 11:23:14PM +0100, Guillaume Melquiond wrote:
> In fact, we know of one critical bug. The AI will put all its units in
> the same place, leading to their disintegration (#11550). Some would
> say it is a feature, I consider it a critical bug. It happened once or
> twice in ea
Apologies for following up my own message...
On Thu, Feb 17, 2005 at 11:39:42PM +0200, ott wrote:
> There is also a similar issue with playturn.cpp:2489, which is also
> failing to ignore level 0 ZOC when calculating the possible moves
> indication, and just considering stone() status.
On Sun, Feb 20, 2005 at 05:33:57PM -0600, Richard Kettering wrote:
> Personally, I think most of our descriptions are terrible. I would
> jump at the chance to make really nice, new ones, and could probably
> grab a friend or two from my college to help.
Judging by the recent Undead description
On Tue, Apr 11, 2006 at 04:18:55PM +1000, Rusty Russell wrote:
> As previously referenced in discussions on #wesnoth-dev with Xan and
> decker2, the current damage calculations are quite complex. Currently
> any damage "adders" are added together, then whole thing multiplied by
> multipliers
On Tue, Apr 11, 2006 at 01:33:50PM -0400, Laurent Birtz wrote:
> With Xan's addition of cumulative and non-cumulative ADD and MUL modifiers,
> the computations are even more complex. Therefore I strongly feel that
> simplifying the above formula is necessary.
Was there any reason for these additio
On Tue, Apr 11, 2006 at 06:56:10PM -0400, Laurent Birtz wrote:
> The latest
> version of 'dr' I've found is 1.17. It does not seem
> to be compatible with 1.1.2 units files anymore. Am I
> correct when I assume that 1.17 is the latest version?
It is. Feel free to update it if you want to experime
On Thu, Apr 13, 2006 at 05:27:42AM -0500, Richard Kettering wrote:
> I'm arguing not for a dialog, but for a mouseover. This kind of
> "size-up" calculation is so fundamental to playing the game, just
> like movement costs, that it would be practical to have it such that
> when someone moves
esent in SDL?
These were the relevant svn logs for the three significant divergences
from SDL_ttf:
----
r9651 | ott | 2006-01-12 12:21:19 +0200 (Thu, 12 Jan 2006) | 1 line
fix font renderer messing
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