Search found 480 matches

by octalot
Yesterday, 3:17 pm
Forum: WML Workshop
Topic: Nested quoted string, can someone help me ?
Replies: 9
Views: 167

Re: Nested quoted string, can someone help me ?

The [background] should just have a filename, without curly brackets. The curly brackets trigger the preprocessor, which inserts the contents of the .png file as if it were cut-and-pasted into the text file. For example: [part] story= _ "Eldred was a brave and courageous warrior" background=story/ht...
by octalot
Yesterday, 2:21 pm
Forum: WML Workshop
Topic: Nested quoted string, can someone help me ?
Replies: 9
Views: 167

Re: Nested quoted string, can someone help me ?

Looks like you have an extra double-quote in the line background="{~add-ons/simple_start/images/wesnoth-map.png"}".
by octalot
Yesterday, 12:25 pm
Forum: Multiplayer Development
Topic: SXC Development
Replies: 175
Views: 46088

Re: SXC Development

Please would you give more details about what's wrong with it?

Note - SXC and SXRPG are separate things. If the bug is that the AI doesn't move, then please check that you're using SXC rather than SXRPG.
by octalot
July 25th, 2020, 10:41 pm
Forum: Developers’ Discussions
Topic: Allow more new api in stable releases
Replies: 15
Views: 1244

Re: Allow more new api in stable releases

This would require adding a functionality to store multiple versions of addons on the addon server so that players with older wesnoth versions could then download the older version that doesn't require new features. For multiplayer, that would have to be based on the other players' versions too. If...
by octalot
July 19th, 2020, 2:41 am
Forum: Technical Support
Topic: Choppy Windmill in the editor.
Replies: 1
Views: 930

Re: Choppy Windmill in the editor.

Changing the corresponding line in data/core/editor/items.cfg should make the non-choppy windmill visible, and the choppy windmill invisible. I'm not submitting a bug fix for this - I feel it should go a bit further and support fixing scenario that already have the choppy windmill, and the scenario ...
by octalot
July 15th, 2020, 8:25 pm
Forum: Developers’ Discussions
Topic: [Proposal] Standard Release Schedule
Replies: 24
Views: 1461

Re: [Proposal] Standard Release Schedule

most features, in particular when it come to the api can be added without breaking any code at all. In particular those that are of the type 'the c++ function already exists lets add a lua api for it' or forgotten properties of lua unit/side object are basicially guaranteed not to break old code. A...
by octalot
July 3rd, 2020, 4:13 pm
Forum: Users’ Forum
Topic: How to disable recruitment of faction units
Replies: 3
Views: 232

Re: How to disable recruitment of faction units

In [side], specify faction=Custom.

I don't know how to make the documentation easier to find, I can only answer so quickly because I had the same problem.
by octalot
July 2nd, 2020, 8:20 am
Forum: WML Workshop
Topic: Recalling via WML
Replies: 5
Views: 284

Re: Recalling via WML

Each [recall] recalls one unit, even if the filter matches multiple units. Sceptre of Fire's final scenario has the code that you need: [store_unit] [filter] side=1 x,y=recall,recall [/filter] kill=no variable=to_be_recalled [/store_unit] [foreach] array=to_be_recalled [do] [recall] id=$this_item.id...
by octalot
June 18th, 2020, 9:05 am
Forum: Technical Support
Topic: Tutorial: part II
Replies: 1
Views: 221

Re: Tutorial: part II

Thanks for the bug report, but this broken scripting has already been completely replaced in the 1.14 version (it was removed in 6b5ba61761f15fe291d29e70df67640c830d76f1).
by octalot
June 16th, 2020, 9:43 am
Forum: Technical Support
Topic: TRoW sewer level - units don't heal in cave villages
Replies: 2
Views: 232

Re: TRoW sewer level - units don't heal in cave villages

They should be normal villages, if they're not working please would you attach a savefile for debugging?

A quick sanity check first: the scorpions on this map have a poison attack, are the units getting cured of poison instead of healing?
by octalot
June 16th, 2020, 9:32 am
Forum: Scenario & Campaign Development
Topic: [Solved] Map editor load created szenario
Replies: 3
Views: 264

Re: Map editor load created szenario

It should work if you load the .cfg file instead of the .map file. The menu option to use is still called "Load Map".
by octalot
June 13th, 2020, 5:06 am
Forum: Release Announcements, Compiling & Installation
Topic: Cannot compile Wesnoth
Replies: 3
Views: 1054

Re: Cannot compile Wesnoth

There was a bugfix for compatibility with Boost 1.73, in 1.14's 700beed150379db44457bfc999f9bc937ae23bd7 and master's 7068c5849eca900a3180a39dfa34e0c7a0c95def. Does this solve the problem?
by octalot
May 12th, 2020, 7:49 am
Forum: Technical Support
Topic: shroud after ending turn
Replies: 4
Views: 497

Re: shroud after ending turn

Already logged as issue (#4187), sorry that it hasn't been fixed yet.
by octalot
April 11th, 2020, 4:36 am
Forum: Scenario & Campaign Development
Topic: Defense of Elensefar - single-player scenario for 1.14
Replies: 19
Views: 2839

Re: Defense of Elensefar - single-player scenario for 1.14

Oops, that's a bug. Thanks for spotting it.
by octalot
March 10th, 2020, 1:58 am
Forum: Multiplayer Development
Topic: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms
Replies: 44
Views: 3479

Re: Remove new mushrooms terrain and remove composite terrain properties from the old mushrooms

Would that be possible with ^Uf being just an overlay while Tb^Tf is the base terrain + overlay? Yes. Quick proof-of-concept in terrain-graphics.cfg: # Make all of the deprecated non-mixed mushrooms look like Tb^Tf or Tb^Tfi # Quick proof-of-concept: disable transitions to make the effect easier to...