Search found 178 matches

by Alink
December 4th, 2009, 2:10 am
Forum: Technical Support
Topic: "Initializing teams" and other slowness; horse graphics
Replies: 8
Views: 1639

Re: "Initializing teams" and other slowness; horse graphics

Did you try with 1.7.9? Because some optimizations were done on the "Initializing teams" phase. Unit creation is cheaper now and loading should scale better with the number of units. OTOH, if you have general slowness then it's possibly a more global problem with wesnoth and your system, and that ch...
by Alink
December 1st, 2009, 3:08 am
Forum: Ideas
Topic: New themes for Wesnoth
Replies: 4
Views: 1241

Re: New themes for Wesnoth

Yes themeWML is hard, but note that some changes can be easy. Just tuning the images and color should be straightforward. However since you can't change the look of other dialogs, you will probably keep something similar. Perhaps, just add some colorful details here and there? Moving few small thing...
by Alink
November 28th, 2009, 5:06 pm
Forum: Users’ Forum
Topic: suggest to decrease the scope range
Replies: 9
Views: 1861

Re: suggest to decrease the scope range

Since you can't directly click on shroud, you will be forced to do separate moves each time you want to explore reachable shroud. This can be annoying. There is a similar problem with fog if you want to avoid ending in surprise ZoC area. The sight range = movement range+1 simplify a lot of these pro...
by Alink
October 16th, 2009, 6:35 pm
Forum: Ideas
Topic: Possible to make a smarter 'next men'?
Replies: 34
Views: 4001

Re: Possible to make a smarter 'next men'?

The problem is, will it be a fraction of a second? With 100 units, the difference between O(n^2) and O(n^3) can be the difference between a fraction of a second, and a full minute. Would it be ok to take a minute to help him with a good unit's order? 100 units would take nearly two hours! What I wa...
by Alink
October 16th, 2009, 3:23 pm
Forum: Ideas
Topic: Possible to make a smarter 'next men'?
Replies: 34
Views: 4001

Re: Possible to make a smarter 'next men'?

Well, it's not like Wesnoth doesn't have issues with algorithmic complexity. I remember scenarios, such as the third-to-last NR scenario, having an AI turn that took ages because they had 100+ units. And clicking to attack takes a ridiculous amount of time, since the damage calculations weren't opt...
by Alink
October 15th, 2009, 11:45 pm
Forum: Ideas
Topic: Possible to make a smarter 'next men'?
Replies: 34
Views: 4001

Re: Possible to make a smarter 'next men'?

Here are random comments about some ideas that I saw here: - We want a reliable order, if we have N units, after N steps we will have visited all units once and be back at the initial unit. - I don't think that we want to progressively grow an order each time the user hits "next unit". The reason is...
by Alink
October 10th, 2009, 9:56 pm
Forum: Ideas
Topic: Possible to make a smarter 'next men'?
Replies: 34
Views: 4001

Re: Possible to make a smarter 'next men'?

Don't forget that any algorithm for this must also work for "next unit" and "previous unit", meaning that simply pick the nearest unit is not good, you will often cycle between 2. Anyway, for this type of things, usually coming up with a relatively working (even if not optimal) algorithm is not the ...
by Alink
October 8th, 2009, 4:58 am
Forum: Technical Support
Topic: C++ Assertion Failed
Replies: 5
Views: 1111

Re: C++ Assertion Failed

Note that any move clearing some shroud or fog will trigger an update (if the "delay shroud update" option is off) and you will not need to do it manually. This should explain the apparent random aspect. This is obvious, but just in case, I mention that playing without fog or shroud should be anothe...
by Alink
October 6th, 2009, 5:07 pm
Forum: Technical Support
Topic: Little problem with ambush (1.7.6)
Replies: 4
Views: 839

Re: Little problem with ambush (1.7.6)

The second bug about leader is now also fixed in svn-trunk (r39125)
The old hack about using hidden=yes to avoid this bug, is now useless.
by Alink
October 6th, 2009, 3:33 pm
Forum: Technical Support
Topic: Little problem with ambush (1.7.6)
Replies: 4
Views: 839

Re: Little problem with ambush (1.7.6)

The first 1.7.6 bug is now fixed in svn-trunk (r39124). Thanks, for the report. Indeed, we refreshed his hex before mark it as now visible.

I confirm the other leader bug. Really weird, but I didn't hunt the bug yet.
by Alink
October 4th, 2009, 3:39 pm
Forum: Technical Support
Topic: Reporting a bug in 1.7.6
Replies: 9
Views: 1530

Re: Reporting a bug in 1.7.6

If you use svn-trunk, it would be useful to test if it's fixed there. Alternatively, just change this in your local copy (and compile): http://svn.gna.org/viewcvs/wesnoth/trunk/src/display.cpp?rev=38947&r1=38946&r2=38947&view=diff silene: perhaps interesting to note that using "text.set_maximum_heig...
by Alink
September 11th, 2009, 2:40 pm
Forum: Ideas
Topic: Screenshot feature
Replies: 15
Views: 2138

Re: Screenshot feature

The hotkey is called "Map Screenshot", seems clear enough to me, so I suppose you didn't searched very long :roll:. Check hotkeys settings to assign one for this. And yes, it works in editor too (maybe need to set the hotkey there too, not sure). Also, using it in editor allow to hide units from the...
by Alink
September 4th, 2009, 3:19 pm
Forum: Writers’ Forum
Topic: Faction and era descriptions in help
Replies: 2
Views: 816

Re: Faction and era descriptions in help

P.S. - the default eras are exactly the same; just that in one, you can recruit lvl 2 units. lol, stupid me, I don't remember ever really noticed that (but I rarely play MP). I guess it simplify the task. And don't pay too much attention to my string freeze remark. I was out of the loop for some ti...
by Alink
September 4th, 2009, 12:30 am
Forum: Writers’ Forum
Topic: Faction and era descriptions in help
Replies: 2
Views: 816

Faction and era descriptions in help

I was not active for few months, but just before that, in 1.7.0, I quickly introduced support for faction and era description in help (see the new section "Factions", only filled with pages when in MP, I must still fully hide it in SP). Then I forget about it :-(. So, it's probably very late with th...
by Alink
August 31st, 2009, 9:18 pm
Forum: Users’ Forum
Topic: I cant move my skirmisher as I want
Replies: 13
Views: 1967

Re: I cant move my skirmisher as I want

But if you go beyond the max MP of the unit, then the engine uses its path finding to get the unit to where the cursor is, clearing the path you had drawn before (if the path is possible at all). Interesting and intuitive idea. Unfortunately, I really wish to make this work for multi-turn too, I th...