Search found 151 matches

by yobbo
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...
by yobbo
November 29th, 2005, 3:09 pm
Forum: Art Contributions
Topic: Abyss
Replies: 27
Views: 4824

It is up to the scenario designer (c.f. turin's quote above, emphasis added). I wouldn't fly over that. If the scenario designer thinks it makes sense, it makes sense. Period. Hmm, if I had some flying units and a starry abyss I would: 1) Think "wow, I wonder if I can fly over that" 2) Tr...
by yobbo
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...
by yobbo
November 29th, 2005, 9:34 am
Forum: Art Contributions
Topic: Abyss
Replies: 27
Views: 4824

My question is, will they function as an alias of cavewall, or chasm? As an alias of cavewall makes the most sense, since no one would want to fly over that, but it might be chasm... change "aliasof=X" to "aliasof=W" in stars.cfg. Preferably this terrain should not be used in sc...
by yobbo
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...
by yobbo
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...
by yobbo
November 28th, 2005, 1:36 am
Forum: Users’ Forum
Topic: HttT on hard: no S/R
Replies: 21
Views: 4941

I'm up to The Princess of Wesnoth on hard, with no save-loading, and only recruiting elvish shamen ;). (recalling all those loyal characters though).

I think you'll be finished long before me :). Good luck.
by yobbo
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 ...
by yobbo
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 ...
by yobbo
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'...
by yobbo
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...
by yobbo
November 26th, 2005, 1:56 am
Forum: Art Workshop
Topic: Devling Art & Animation Input
Replies: 77
Views: 25980

Aww, cute. If you wanna make the little guy flying along with the club a little more pronounced, try adding another frame with him swinging forwards at the end while the hammer stays still. Right now he just kind of stops rigidly, meaning he's hard to discern as separate from the hammer.
by yobbo
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) :)
by yobbo
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...
by yobbo
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...