Search found 151 matches
- November 30th, 2005, 3:03 am
- Forum: Art Development
- Topic: Status Bar improved GUI
- Replies: 110
- Views: 37217
That's great! Would it be possible to have distinctly different shades for the XP bar when the unit is 8, 16 and 24 XP away from advancing? I would find this extremely useful - I still make mistakes trying to figure out which unit to kill that orcish warlord leader with to minimize wasted experience...
- November 29th, 2005, 3:09 pm
- Forum: Art Contributions
- Topic: Abyss
- Replies: 27
- Views: 4824
- November 29th, 2005, 9:41 am
- Forum: Art Contributions
- Topic: Abyss
- Replies: 27
- Views: 4824
I just uploaded a new version of the zip file (get it from the first post in this topic (or here )). Only difference is that I included the chasm graphics, so you shouldn't need wesnoth 1.1-svn to make it work. Someone had already invalidated my stars.cfg by changing the name of the chasm icon in sv...
- November 29th, 2005, 9:34 am
- Forum: Art Contributions
- Topic: Abyss
- Replies: 27
- Views: 4824
- November 28th, 2005, 12:44 pm
- Forum: Art Contributions
- Topic: Abyss
- Replies: 27
- Views: 4824
Aaagh! That's another screenshot with the improved mulithex graphics! How do I get them on my version of Wesnoth? (1.0)? This is possible. In fact, that screenshot was of the 1.0 map editor. Eleazar says: Even if you don't like compiling (like me) it's relatively easy to stay up-to-date with the la...
- November 28th, 2005, 9:26 am
- Forum: Art Contributions
- Topic: Abyss
- Replies: 27
- Views: 4824
Abyss
Why not? To use in a campaign: include the stars.cfg file, put the images in the "images/terrain" directory. Make your map with chasm where you want the abyss, then open the map file in a text editor and change the big "X"s into little "x"s. Hooray! You will need Eleaza...
- November 28th, 2005, 1:36 am
- Forum: Users’ Forum
- Topic: HttT on hard: no S/R
- Replies: 21
- Views: 4941
- November 28th, 2005, 1:17 am
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 32439
Yobbo: If I could figure out which files to download, I could try to make the corners look better. ;) Download the latest tar.gz (roads-extra.tar.gz). There are only about 6 images that should need to be changed for nice curvy roads. 8 max. Should be obvious which ones :). I had originally planned ...
- November 27th, 2005, 2:34 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 32439
Looks good. It would be nice if the corners could be curvified. They can, but I don't think I'll be the one to do it, I like the corners ;) It would be really nice to see this used to do streams, as well. This should be possible with the WML I made for the roads. In fact if someone draws them then ...
- November 27th, 2005, 2:23 pm
- Forum: Art Development
- Topic: paved roads
- Replies: 99
- Views: 32439
Well, I got the roads to draw underneath things like hills. And snow. WooOoOoo, snow-covered roads.... I still can't figure out why it says <illegal surface portion...> when wesnoth loads :(. I can't figure out where this damn <error display: could not open image ''> is coming from either, but that'...
- November 26th, 2005, 2:46 am
- Forum: Art Contributions
- Topic: Dwarven ruin
- Replies: 60
- Views: 9580
What do you exactly mean with `python installed´? The program language? Or something esp. for gimp? I mean the programming language. As far as I know, the gimp-python module is installed automatically. But really, I don't know how to make it work. For me, it just does. Can I put the shadow direc...
- November 26th, 2005, 1:56 am
- Forum: Art Workshop
- Topic: Devling Art & Animation Input
- Replies: 77
- Views: 25980
- November 25th, 2005, 4:33 pm
- Forum: Coder’s Corner
- Topic: Any C++ <-> Python programmers interested in contribut
- Replies: 39
- Views: 13546
Hmm, you are quite right. random_walk_ai version 1.1: import wesnoth import random unit_dict = wesnoth.get_units() for location in unit_dict.keys(): src_dst = wesnoth.get_src_dst() if src_dst.has_key(location): moves = src_dst[location] move = random.choice(moves) wesnoth.move_unit(location, move) :)
- November 25th, 2005, 2:42 pm
- Forum: Coder’s Corner
- Topic: Any C++ <-> Python programmers interested in contribut
- Replies: 39
- Views: 13546
Hee hee. I made a random movement AI. It moves. Randomly. import wesnoth import random src_dst = wesnoth.get_src_dst() unit_dict = wesnoth.get_units() for location in unit_dict.keys(): if src_dst.has_key(location): moves = src_dst[location] move = random.choice(moves) wesnoth.move_unit(location, mov...
- November 25th, 2005, 9:14 am
- Forum: Art Contributions
- Topic: New Tutorial - Animation
- Replies: 8
- Views: 1702
I hope you don't mind me editing the layout slightly... (made headers larger, moved the intro section to below the contents box) If you liked it better as it was, It's easy to change back. I also added a few frames of zhukov's grunt attack animation at the bottom to kick off an examples section -- t...