Search found 784 matches

by Alarantalara
July 12th, 2015, 12:16 am
Forum: WML Workshop
Topic: Need help for custom terrain transitions
Replies: 12
Views: 4931

Re: Need help for custom terrain transitions

The bridge macros actually don't have anything to do with the chasm bridges. Adding them will not do what you think— they're for the complex multi-piece bridges like the wooden bridge or other ones that can extend multiple tiles. This is actually a bug related to how the art is drawn and is just les...
by Alarantalara
July 8th, 2015, 12:10 pm
Forum: WML Workshop
Topic: Need help for custom terrain transitions
Replies: 12
Views: 4931

Re: Need help for custom terrain transitions

There isn't that much help unfortunately. There's a thread I started that covers the WML tags in some detail but basically ignores most of the macros since apart from some of the very common ones, most are so specific to individual terrains that it's unlikely people would use them and for those that...
by Alarantalara
July 8th, 2015, 11:58 am
Forum: WML Workshop
Topic: What are the terrain macros doing?
Replies: 2
Views: 685

Re: What are the terrain macros doing?

I started a project to cover terrain related WML in general, but never got around to covering all of the macros as there were far too many. Most of the non-new ones are more or less clones of each other though: this post covers all of their parameters . I never got around to covering wall or bridge ...
by Alarantalara
June 17th, 2015, 2:27 am
Forum: WML Workshop
Topic: Need help for custom terrain transitions
Replies: 12
Views: 4931

Re: Need help for custom terrain transitions

For the bridge problem, it looks like a layering issue. The NEW:WALL macro should normally avoid such issues - are you using it or something custom? The DISABLE_WALL_TRANSITIONS macro is available specifically to deal with the encampment problem. Just include it after all your other wall transitions...
by Alarantalara
June 16th, 2015, 12:34 pm
Forum: Users’ Forum
Topic: You really need to rethink your portability strategy
Replies: 10
Views: 2652

Re: You really need to rethink your portability strategy

As I recall, everything related to OpenMP on OS X was in relation to the implementation provided by GCC 4.0, as that was the compiler in use by Xcode at the time OpenMP was added. It turned out that that implementation on Mac platforms was very unstable, leading to a much increased crash rate and wa...
by Alarantalara
March 1st, 2015, 2:06 pm
Forum: Under the Burning Suns
Topic: Scenario Review: (UTBS) 3. A Stirring in the Night
Replies: 87
Views: 36037

Re: Scenario Review: (UTBS) 3. A Stirring in the Night

It doesn't matter if you regain the encampment, if you lose it even temporarily it counts as gone for good.
"You lose control (even temporarily) of more than 6 villages"
by Alarantalara
January 19th, 2015, 3:04 am
Forum: Art Contributions
Topic: Improving castles in cave transitions
Replies: 26
Views: 10049

Re: Improving castles in cave transitions

I did the images for cave-encampment some time ago. You can find them in the Roar of the Woses add-on. After I did them, I decided it was not worth trying to do this by adding more images in the existing style. The castles already don't line up well with each other and there are now 4 different type...
by Alarantalara
November 30th, 2014, 5:34 pm
Forum: Scenario & Campaign Development
Topic: Roar of the Woses
Replies: 66
Views: 19480

Re: Roar of the Woses

I finally discovered why people kept mentioning that sometimes the enemy beat the player with no chance to respond in scenario 4 - it appears to require a quick troll, nothing else is able to make it in time and I just hadn't encountered one prior to this. So, new upload: No more trolls for the clos...
by Alarantalara
November 23rd, 2014, 6:50 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.12.0
Replies: 30
Views: 43708

Re: Wesnoth 1.12.0

My congratulations too. Looks very slick. How disappointing that the third-party bug causing part of the last letter to be cut off in the help tips screen is still not fixed. That must be annoying. (Is that a Mac-only annoyance? I don't remember) I do have one minor thing I'd like to note - when yo...
by Alarantalara
November 16th, 2014, 2:07 pm
Forum: Multiplayer Development
Topic: Khalifate Era
Replies: 118
Views: 31691

Re: Khalifate Era

Btw wouldn't it be a good idea to make the kaliphate appear in utbs? The scenarios play mostly in the desert and one could explain the lack of magic with the loss of knowledge because of the cataclysm. I don’t really see any room for the Khalifate in UtBS, mostly for story reasons. There are no hum...
by Alarantalara
November 15th, 2014, 9:13 pm
Forum: WML Workshop
Topic: Custom Terrain Tutorial planning
Replies: 36
Views: 18827

Re: Custom Terrain Tutorial planning

Image path functions are supported (mainline uses recolouring and I've used CROP). I suspect that all paths may be relative to image/terrain though, so you have to change the blit paths too.
by Alarantalara
November 3rd, 2014, 12:41 am
Forum: WML Workshop
Topic: Custom Terrain Tutorial planning
Replies: 36
Views: 18827

Re: Custom Terrain Tutorial planning

Out of date again.

It was correct at the time of writing, but as of 1.11.7, all of the base terrains were changed to be *t and Vit became Vt in 1.11.9. I've updated the relevant section.
by Alarantalara
October 5th, 2014, 4:34 pm
Forum: WML Workshop
Topic: [remove_shroud] and [terrain] question
Replies: 113
Views: 21880

Re: Move unit fake image mods and movement costs

REEDIT : Also, another question: I'm trying to limit a units movement to a specific terrain. (namely rails) Is there a way to do it? [movement_costs] seems to do the trick, but it's limited to terrain groups like deep water or mountain. Is there a way to do this? For this one, you're in luck. There...
by Alarantalara
September 18th, 2014, 3:30 pm
Forum: Off-Topic
Topic: War Hammer
Replies: 4
Views: 2881

Re: War Hammer

Very high. The Warhammer community tends to encourage it.
I promise you that the vast majority of the models seen in the following website have some level of modification (it's a Games Workshop sponsored "painting" contest).
http://whfm.blogspot.ca/2011/06/golden- ... bsite.html
by Alarantalara
July 28th, 2014, 11:15 pm
Forum: Multiplayer Development
Topic: Really a balanced game ?
Replies: 9
Views: 1964

Re: Really a balanced game ?

The AI also cannot read maps. If you want to see something sad, watch two AI's play on Arcenclave Citadel. The two AI's will recruit a small force around their leader and then spread. The AI has no idea that it needs to be recruiting all over its half of the map so that it can grab all its villages...