Search found 294 matches
- October 31st, 2005, 5:51 pm
- Forum: Art Development
- Topic: Making Canyons using the Castle methodology
- Replies: 55
- Views: 26190
- October 31st, 2005, 7:27 am
- Forum: Art Development
- Topic: Making Canyons using the Castle methodology
- Replies: 55
- Views: 26190
Here's another view of how the canyon doesn't quite work. Notice how the North sides of the canyon cover up the hills and mountains. Is there a way to deal with this without some of the revisions discussed for terrain? Yep. This can perfectly well be tweaked using WML (however, defining an alternat...
- October 31st, 2005, 7:20 am
- Forum: Art Contributions
- Topic: Human Village variation?
- Replies: 47
- Views: 12849
- October 27th, 2005, 7:41 pm
- Forum: Art Contributions
- Topic: What YOU Use
- Replies: 18
- Views: 3671
Jetryl, If GIMP's menu looks like a context menu, it actually isn't at all: there is no context involved. GIMP's on-demand menu always is the same, and exactly mimicks the menu bar on top of the window. Actually, the menu bar is a late addition of the 2.0, which is totally optional. It may be presen...
- October 27th, 2005, 5:04 pm
- Forum: Art Contributions
- Topic: What YOU Use
- Replies: 18
- Views: 3671
complete with a real macintosh interface, rather than the preposterous menu-bar-in-every-window-that-mocks-fitt's-law which the rest of the computing world has embraced, no thanks to MS. (grrr....) Blaming Microsoft for GIMP's interface is troll bait, Jetryl. But OK, I'll bite. ;-) GIMP was designe...
- October 26th, 2005, 4:24 pm
- Forum: Art Development
- Topic: New castle grapchics (?)
- Replies: 205
- Views: 80882
- October 15th, 2005, 9:52 am
- Forum: Developers’ Discussions
- Topic: Messing it up: Making the Cave based on Light not Terrain
- Replies: 15
- Views: 5928
Re: Messing it up: Making the Cave based on Light not Terrai
Maybe I misunderstood your post, but the way I see things is that: * The "cave floor" movement penalty is due to the fact that cave terrains are rough, not to the fact it is dark. Actually, schedules only bring combat penalty and no movement penalty. * The "underground" time of d...
- October 15th, 2005, 9:44 am
- Forum: Coder’s Corner
- Topic: Multiplayer campaigns status.
- Replies: 0
- Views: 1476
Multiplayer campaigns status.
Hi, I have added a page detailing the status of multiplayer campaigns on the wiki . All comments are welcome. Multiplayer campaigns are currently more or less supported by the engine. Multiplayer scenarios, like single-user scenarios, may specify the next_scenario flag. The side_id flag is used to e...
- October 9th, 2005, 11:21 am
- Forum: Users’ Forum
- Topic: GameHippo
- Replies: 13
- Views: 3717
- September 21st, 2005, 8:27 pm
- Forum: Multiplayer Development
- Topic: Like eastern invasion
- Replies: 25
- Views: 6114
- September 15th, 2005, 4:48 pm
- Forum: Users’ Forum
- Topic: Windows User Preferences Location
- Replies: 5
- Views: 2371
- September 14th, 2005, 5:14 pm
- Forum: Developers’ Discussions
- Topic: on the Turkish characters and the other non-ascii chracters
- Replies: 9
- Views: 4931
- September 14th, 2005, 4:23 pm
- Forum: Developers’ Discussions
- Topic: on the Turkish characters and the other non-ascii chracters
- Replies: 9
- Views: 4931
Ihsan: while I don't know about the specific Wesnoth/SDL code I can tell you that C++ doesn't allow unicode in ''. Those specify a char which is usually a 8 bit type. C++ has no problem with Unicode. Depending on the encoding, using UTF-8-encoded strings in std::strings, or wider characters in std:...
- April 25th, 2005, 5:46 pm
- Forum: Art Contributions
- Topic: Generic Unit Portraits
- Replies: 86
- Views: 15810
- April 24th, 2005, 9:33 pm
- Forum: Scenario & Campaign Development
- Topic: 0.9.1+ Changes to translating user campaigns in wesnoth
- Replies: 16
- Views: 8371