Search found 178 matches
- September 14th, 2010, 4:44 pm
- Forum: Multiplayer Development
- Topic: Planning system/Whiteboard feedback
- Replies: 49
- Views: 17245
Re: Planning system/Whiteboard feedback
You're suggesting to use the mouse wheel as a pgUp/pgDown alternative? I like the idea. Maybe I'd limit it to selected units (not just mouseovered) though, since otherwise with a relatively simple implementation the scrolling will stop as soon as your cursor is over a planned move, and it could get...
- September 10th, 2010, 8:37 pm
- Forum: Multiplayer Development
- Topic: Wesnoth II - Wesnoth 3D.
- Replies: 109
- Views: 30544
Re: Wesnoth II - Wesnoth 3D.
Yeah, all the id Software engines are OpenGL based (even if the upcoming Rage will also support DirectX). In fact, any games having a Mac (or PS3) version should also have OpenGL support (e.g. Half-life 2, World of Warcraft...). But that's just unimpressive retro games :P For a multiplatform games, ...
- August 31st, 2010, 8:37 pm
- Forum: Technical Support
- Topic: 1.9.0 bugs and feedback
- Replies: 57
- Views: 11207
Re: 1.9.0 bugs and feedback
Thanks for the report, bug was only when move+teleport+attacking from a fogged village, which hopefully is very rare. Anyway, now fixed on trunk, and will be back-ported to 1.8 too.xudojnik wrote:MS WinXP SP3
When I attack enemy by my silver mage from position on the screenshot, an error was occured.
- August 30th, 2010, 11:49 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 48321
Re: Wesnoth 1.9.0
Small precisions to what Ivanovic says: - Yes GPU power is mostly irrelevant. But one thing which may play a role is screen resolution and these days screens grow fast. Bigger screen means more animated things visible at the same size and more things to redraw when scrolling. Using low color depth (...
- August 29th, 2010, 5:23 pm
- Forum: Users’ Forum
- Topic: Displaying attack info in 1.9
- Replies: 55
- Views: 11007
Re: Displaying attack info in 1.9
Throwing my two cents in, regarding tooltips I think it's bad to rely on them for basic info. First of all, how many people know that they even exist? Does the game tell you that by hoovering over perfectly normal-looking text you get extra information? Because to me personally it's rather counter-...
- August 29th, 2010, 12:45 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 48321
Re: Wesnoth 1.9.0
hmm, I think there is a feature in the terrain WML to replace the terrain depending on ToD this was specifically done to have lights turn on at night... It's ToD [variant] see http://wiki.wesnoth.org/TerrainGraphicsWML And indeed, it allows to change the sprite itself depending of the ToD. For exam...
- August 28th, 2010, 9:38 pm
- Forum: Users’ Forum
- Topic: scrolling, highlighting fields
- Replies: 3
- Views: 1025
Re: scrolling, highlighting fields
i would like if you can implement the srolling in all 4 directions per mousewheels and not only up and down You are probably already aware of it, but if you can click on your mousewheel or have a 3-button mouse, then you can scroll with that. There is an advanced preference controlling how this wor...
- August 27th, 2010, 2:46 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Add-on fixing golden hex for Mac
- Replies: 0
- Views: 974
Add-on fixing golden hex for Mac
It seems that the new golden hex following the mouse cursor is broken in 1.9.0. Besides the missing feature, it's also a problem with debug mode where the "working peasant" masks the hex. I just posted on the 1.9.0 server a new add-on "Fix golden hex (Mac)" which install the miss...
- August 25th, 2010, 2:18 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 48321
Re: Wesnoth 1.9.0
That's why I think using a terrain the current lit would serve the purpose, is less anoying and it doesn't eat up the processor. Yes, as Dixie said, you can use several techniques or combine them depending what result you want. IIRC one UtBS scenario use campfire(an item I think) with halo and ToD ...
- August 25th, 2010, 4:11 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 48321
Re: Wesnoth 1.9.0
I was thinking of a light tile to use in decorative light sources like lamps or campfires, which look kinda odd with the little beams coming from above, and just making it have the same color it would have during daytime is no-no, wouldn't look good at all. Also being optional kinda beats the point...
- August 24th, 2010, 5:17 pm
- Forum: Users’ Forum
- Topic: Displaying attack info in 1.9
- Replies: 55
- Views: 11007
Re: Displaying attack info in 1.9
jb: good :) Adding an advanced preference "precalculate damage" (or better name) is easy. It's just a problem of adding yet another one in that bloated area. And of course, there is the OAB thing and the split of user's UI experience wich may cause problems later if other feature interact ...
- August 24th, 2010, 4:09 pm
- Forum: Users’ Forum
- Topic: Displaying attack info in 1.9
- Replies: 55
- Views: 11007
Re: Displaying attack info in 1.9
Ok, I mentioned that the colors used in my screenshot were not final (I should never post quick WiP screenshot :-/). Anyway, the point was just to use color to indicate that the value is modified, we have plenty of time to tune them later. But, yes they need to be more clear. However, I tried and av...
- August 24th, 2010, 4:17 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 48321
Re: Wesnoth 1.9.0
The lower left windmill seems also cut and at another frame. Could you confirm that the cut is along the hex grid? (easy to see with cursor or the show grid option).PapaSmurfReloaded wrote:Yea it repeats in the same frame.
- August 24th, 2010, 3:36 am
- Forum: Users’ Forum
- Topic: Displaying attack info in 1.9
- Replies: 55
- Views: 11007
Re: Displaying attack info in 1.9
Ok here is a possible improvement to help people to see how or when the value is modified by bonus: Slightly color it in red or green when there is a bonus/malus. - This is an even simpler clue for beginners don't noticing the value changing between turns. Or, as Sapient mentioned, don't noticing th...
- August 24th, 2010, 2:14 am
- Forum: Users’ Forum
- Topic: Displaying attack info in 1.9
- Replies: 55
- Views: 11007
Re: Displaying attack info in 1.9
Ok, thanks for the feedback. This feature was added in trunk since months ago, but to my surprise nobody commented about it. The first 1.9.x releases are for experimenting new ideas and it's needed that people gave opinion early instead of waiting 1.10 (when it's too late to change it). Before expla...