Search found 873 matches

by Invisible Philosopher
June 27th, 2006, 9:23 pm
Forum: Scenario & Campaign Development
Topic: Wesvoid campaign
Replies: 94
Views: 15818

While this thread is bumped, I may as well mention that I'm working on rewriting this campaign in some of my spare time, so there will (hopefully) be a new version sometime...
by Invisible Philosopher
April 1st, 2006, 11:03 pm
Forum: Game Development
Topic: Elvish Pillager's New Game!
Replies: 8
Views: 3455

Getting it to work on Linux, this worked for me... $ gcc -I/usr/include -I/usr/include/SDL/ -lSDL -lGL -lGLU -o NALILL *.cpp (...after fixing a non--standard C++ usage and changing the #includes to use <GL/...> instead of <OpenGL/...>, and getting rid of some useless files generated by OSX. I've upl...
by Invisible Philosopher
February 1st, 2006, 10:44 pm
Forum: Website
Topic: Advanced tactics
Replies: 2
Views: 1431

Slow still has the old effect in 1.0, which isn't obsolete yet... and better you "dare" to correct it than it remain uncorrected -- it's a wiki! That's how a wiki is supposed to work!
by Invisible Philosopher
February 1st, 2006, 10:11 pm
Forum: Developers’ Discussions
Topic: Multiplayer and RNG cheating
Replies: 28
Views: 9674

The hash function should be one in which it is hard or impossible for a cheater to find a hash collision , because any collision is almost certainly enough to allow the cheater to manipulate the results by waiting for everyone else to send their random numbers before deciding which preimage of the h...
by Invisible Philosopher
January 29th, 2006, 6:45 pm
Forum: Developers’ Discussions
Topic: Multiplayer and RNG cheating
Replies: 28
Views: 9674

Here is a possibility: Make each player generate a random number with a given number of bits. Exchange these and bit-xor them all together to get the actual random number used. As long as a cheater can't deduce the random seed (and algorithm) of every other player (and as long as at least one is act...
by Invisible Philosopher
July 22nd, 2005, 10:36 pm
Forum: Ideas
Topic: god powers
Replies: 33
Views: 3108

Assasin wrote:Yeah, well, if you want to be that complicated about it, you forgot Microsoft Word, iChat AV, and Dashboard :irritated:
I don't use those, if you care enough to mention it. :|
by Invisible Philosopher
July 22nd, 2005, 10:12 pm
Forum: Ideas
Topic: god powers
Replies: 33
Views: 3108

linux sounds complicated. vi, nano, KDE, GNOME, none of those names even sound like a text editing program. Indeed, GNU/ Linux is, among other things, about choice. Speaking of which, I have just installed Gentoo ("you're not going to believe this" :P, but that is the name of a "distribution" of GN...
by Invisible Philosopher
July 13th, 2005, 9:40 am
Forum: Coder’s Corner
Topic: A Flawless[1] Fix for the current broken preprocessor
Replies: 2
Views: 1717

Oh well, I figured out how to use it anyway. Unfortunately I have no real data about when the current preprocessor fails.
by Invisible Philosopher
July 12th, 2005, 4:49 pm
Forum: Scenario & Campaign Development
Topic: variable in turn#
Replies: 5
Views: 1007

[event] name=turn $turns This won't work for the same reason, then, right? I believe that reason would make it not work, although I am not sure. In any case most tags, such as that "name", do not interpolate variables but rather check only for a $ as the first character. However events can generate...
by Invisible Philosopher
July 12th, 2005, 4:07 pm
Forum: Coder’s Corner
Topic: A Flawless[1] Fix for the current broken preprocessor
Replies: 2
Views: 1717

A Flawless[1] Fix for the current broken preprocessor

The current preprocessor is very unreliable. With the previous, old one, at least I knew about what it could do, though it was not very flexible. With the current one, there are many situations in which it fails for no reason I can figure out (My preprocessor implementation finds no problem there). ...
by Invisible Philosopher
July 12th, 2005, 10:29 am
Forum: WML Workshop
Topic: Question
Replies: 7
Views: 2553

[have_unit] side=2,3 #whichever sides are your enemies [/have_unit] so...would it work the same way if I set the have_unit type as Dwarf Yes, except that there is no unit type "Dwarf". Maybe you are looking for race=dwarf? Or set the id=dwarf as being the condition? That would not do anything at al...
by Invisible Philosopher
July 11th, 2005, 1:59 pm
Forum: Developers’ Discussions
Topic: The Elvish Shyde violates RIPLIB!
Replies: 20
Views: 3891

Ankka wrote:Although drain would be for the attack, not unit ability. :)
I know, that's why I didn't put two attack abilities in :) although that's still possible if they're on different attacks.
by Invisible Philosopher
July 10th, 2005, 3:06 pm
Forum: Developers’ Discussions
Topic: The Elvish Shyde violates RIPLIB!
Replies: 20
Views: 3891

Of couse very powerful... 4-2 melee isn't very powerful, even if it does have slow and magical. Yes, it's effective at slowing the enemy, but a 3-3 or 4-3 slow attack would be about as effective... Magical makes an attack better against high defense by a certain amount, less better against medium d...
by Invisible Philosopher
July 10th, 2005, 2:59 pm
Forum: Developers’ Discussions
Topic: Making Wesnoth less frustrating
Replies: 115
Views: 17283

Instead of introducing a new hotkey for one little feature, how about this flexible mechanism: A hotkey (and menu item I suppose) that triggers certain WML events (e.g. [event] name=hotkey or some better name). This could bring up a menu of options (e.g. which unit to resurrect, if any) or whatever ...
by Invisible Philosopher
July 4th, 2005, 11:26 am
Forum: Users’ Forum
Topic: Enhanced Default
Replies: 9
Views: 1120

to give knalgans their FIRST EVER branching unit. A long time ago the Dwarvish Berserker did advance from the Dwarvish Fighter as well as the Steelclad doing so. :twisted: I do think that's a good reason to introduce the Runemaster. I just want to say the runesmith is an awesome unit. 13-2 magic me...