Search found 178 matches

by Alink
August 22nd, 2010, 7:08 pm
Forum: Ideas
Topic: Capturing Villages changes Graphic
Replies: 8
Views: 1540

Re: Capturing Villages changes Graphic

Funny that you ask now, because I recently planned to try that. I just improved code of the unused terrain [variant] which allow to use different images depending of the time of day. The main example should be light behind window for village at night. Other possibilities are special mushrooms in und...
by Alink
August 18th, 2010, 1:11 am
Forum: Developers’ Discussions
Topic: Some Suggestions for Improving the GUI & General Appearance
Replies: 30
Views: 20539

Re: Some Suggestions for Improving the GUI & General Appeara

* A couple people have noted that this chops off the heads of tall units in keeps. This is true, but i don't think it is real problem. Once the player uses the hex for a while, i think he will see "through" it, just as players know where the mouse pointer is, but doesn't notice tangents of the mous...
by Alink
August 17th, 2010, 7:42 pm
Forum: Ideas
Topic: Making Help and Hotkeys WML accessible to UMC authors
Replies: 1
Views: 396

Re: Making Help and Hotkeys WML accessible to UMC authors

Yes some way to add custom help pages would be nice. However, I don't think that total freedom should be given to add-on, even if would be cool for a full mod to replace wesnoth-specific help pages. Some possibilities would be to give more description to some elements like the current scenario/map o...
by Alink
August 17th, 2010, 2:40 am
Forum: Art Development
Topic: Eleazar's Terrain Improvements
Replies: 264
Views: 100245

Re: Eleazar's Terrain Improvements

And maybe it should follow the height adjustments for keeps and things as well. Awesome work by the way! No, that would probably looks ugly when the grid is visible. Also, "hex areas" will start to overlap and that will cause problems for deciding which hex is under the mouse (both for code and int...
by Alink
August 5th, 2010, 5:15 pm
Forum: Ideas
Topic: Force undo command
Replies: 8
Views: 1791

Re: Force undo command

The engine flush the undo stack after each not-undoable move, this is the only thing preventing invalid undo. This is simple and simplicity is needed because undo code is already tricky. So, I doubt that we can add this ":undo" command without make the code more messy, and it will be a rarely used f...
by Alink
July 29th, 2010, 10:54 pm
Forum: Ideas
Topic: terrain description
Replies: 8
Views: 1434

Re: terrain description

- I think there is a problem for terrain combo - Terrain help pages are not generated, but hand written in help.cfg. This is bad and should be fixed first because this feature will not work for special terrain (UMC or mainline), which is bad since they are the ones needing such description. - to be ...
by Alink
July 29th, 2010, 1:22 am
Forum: Ideas
Topic: Annoyance of ambush and move+attack
Replies: 5
Views: 1024

Re: Annoyance of ambush and move+attack

Fixed, it will be in 1.9.0. The problem was that we only consider "not reaching destination" as an interruption. Checking MP is not enough too, because a unit may lose its MP just by the move, or the ZoC or the Ambush etc... Current method is to scan adjacent visible enemies before and after move an...
by Alink
July 19th, 2010, 1:09 am
Forum: Art Development
Topic: Cave & Outdoors Harmonization and Illumination
Replies: 10
Views: 10496

Re: Cave & Outdoors Harmonization and Illumination

And I did it. ;) Trunk has now a prototype of local ToD with light transitions. This is dumb code completly ignoring the performance problem (even if it seems to run decently). So, it's disabled by default with the game_config key 'local_light'=no. It works but I precise that there is a lot of work ...
by Alink
July 18th, 2010, 5:59 pm
Forum: Technical Support
Topic: Petrified Bats
Replies: 9
Views: 2034

Re: Petrified Bats

Yeah the disabling of idle and standing animation when petrified is hardcoded. I believe it should be changed and works like for poisoned units, where it's controlled by a filter. If filter are used, you could have different standing frame when petrified. I asked boucman, our animation expert, to ch...
by Alink
July 18th, 2010, 2:50 pm
Forum: Art Development
Topic: Cave & Outdoors Harmonization and Illumination
Replies: 10
Views: 10496

Re: Cave & Outdoors Harmonization and Illumination

1) Make the color-shift engine more sophisticated, so it can do different parts of the map differently. Pros: flexible, easy to define new ToDs Cons: probably the difference between differently illuminated hexes would be hard-edged I really want to try color-shift and I think that any performance c...
by Alink
July 11th, 2010, 10:18 pm
Forum: Ideas
Topic: Separation of Movement & Line of Sight
Replies: 36
Views: 4542

Re: Separation of Movement & Line of Sight

OK, as a coder who often worked on fog and pathfinding (but less these days), here is my thoughts: - I think that the simplest way to code this in a flexible way is to add a [vision_type] similar to [move_type] defining the MP cost of each terrain. This allow to see through chasms and block vision t...
by Alink
July 10th, 2010, 12:27 am
Forum: Technical Support
Topic: Shaman appears to slow enemy... but doesn't
Replies: 14
Views: 2982

Re: Shaman appears to slow enemy... but doesn't

The replay itself is fine, it's the engine which doesn't load LUA tags used in this scenario and thus breaks quickly. To play it correctly you need to patch your game. See bug #16243: https://gna.org/bugs/index.php?16243 where I attached a possible fix (for source, you need to compile it), which see...
by Alink
July 9th, 2010, 8:59 pm
Forum: Technical Support
Topic: Shaman appears to slow enemy... but doesn't
Replies: 14
Views: 2982

Re: Shaman appears to slow enemy... but doesn't

Ok, indeed, when we talked on IRC I didn't observed your game (sorry I was busy coding wesnoth stuff in the middle of night and didn't want to start debugging some obscure bug before sleep time). But the next day, I did some work to make your replay plays correctly (it's a LUA bug, I think I have a ...
by Alink
July 5th, 2010, 9:23 pm
Forum: WML Workshop
Topic: Race in 1.8
Replies: 5
Views: 991

Re: Race in 1.8

All the WML code looks ok and when I test it, all race info seems correct. IIRC a bad addon can confuses enough the help to break other addons, because in multiplayer all WML unit data are mixed in the same pool. Have you tried after removing all other addons, and keep only the same data you posted?...
by Alink
July 5th, 2010, 6:43 pm
Forum: WML Workshop
Topic: Race in 1.8
Replies: 5
Views: 991

Re: Race in 1.8

This kind of things is easy to debug when I can see the whole code. Can you post a zip of the current state of this addon somewhere? It looks like a bug (even if the fact that it works with mainline seems to show that it's possible to make it work), so I suggest to file a bug on Gna! (http://bugs.we...