Search found 2394 matches

by AI
June 13th, 2014, 1:09 pm
Forum: Users’ Forum
Topic: looking for undead/necromacy campaigns
Replies: 15
Views: 14609

Re: looking for undead/necromacy campaigns

You need to find the book. Look around the map for the most obvious hiding place. Then move Gwiti there.
by AI
June 13th, 2014, 1:01 pm
Forum: Release Announcements, Compiling & Installation
Topic: Could not initialise fonts?
Replies: 10
Views: 25456

Re: Could not initialise fonts?

sudo chmod -R a+r /usr/local/share/wesnoth/ did not fix all the permissions properly (for some reasons, I still can't access data/gui without root permissions) Directories need to be executable or you can't enter them. find /usr/local/share/wesnoth -type d -print0|xargs -0 chmod +x would fix that.
by AI
June 12th, 2014, 2:02 pm
Forum: Writers’ Forum
Topic: Great Strife: How does/should it end?
Replies: 17
Views: 12899

Re: Great Strife: How does/should it end?

14:24 -!- Irssi: Starting query in Freenode with lord-knyghtmare 14:24 <lord-knyghtmare> Are the Silver Drakes ordinary drakes, with a fancy name, or do they possess any particular distinguishing feature? 14:47 <AI0867> the run-of-the-mill drakes are ordinary. They differ in that they have a ruling...
by AI
June 12th, 2014, 1:49 pm
Forum: Release Announcements, Compiling & Installation
Topic: Could not initialise fonts?
Replies: 10
Views: 25456

Re: Could not initialise fonts?

Did you intend to be on that branch? You're not tracking master or 1.12, if that was your intention.

Anyway, if you didn't make any of those changes, you can just git reset --hard to get rid of them.
by AI
June 11th, 2014, 11:51 am
Forum: Release Announcements, Compiling & Installation
Topic: Could not initialise fonts?
Replies: 10
Views: 25456

Re: Could not initialise fonts?

What do git status and git describe output? If you copied the .git directory, the repository itself should be fine.
by AI
June 9th, 2014, 1:14 pm
Forum: Users’ Forum
Topic: Steam Greenlight #2
Replies: 34
Views: 15998

Re: Steam Greenlight #2

Work on it is slowly proceeding in the mailinglist.
by AI
June 4th, 2014, 8:47 am
Forum: Technical Support
Topic: Game quits when using ingame :debug tools
Replies: 1
Views: 978

Re: Game quits when using ingame :debug tools

I've stopped :inspect from creating new variables in c73f236e55b1. This doesn't fix the actual issue (zero-length variable names crashing the inspect dialog) though.
by AI
June 3rd, 2014, 5:15 pm
Forum: Writers’ Forum
Topic: Great Strife: How does/should it end?
Replies: 17
Views: 12899

Re: Great Strife: How does/should it end?

That looks like it's half-based on Eastern_History , but with vastly different dates. From memory (unfortunately, most of the actual history isn't written down, or exists only in IRC logs): The silver drakes are destroyed, except for the ruling council, who are petrified and defeated in a later camp...
by AI
June 2nd, 2014, 6:37 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.11.15 (1.12 beta 5)
Replies: 59
Views: 33662

Re: Wesnoth 1.11.15 (1.12 beta 5)

Bisect says this was fixed in 1e5d58af6a5143f37cd1768f4967bac5b075ccaa.
I'll leave it to someone else to figure out why that is.
by AI
June 2nd, 2014, 5:02 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.11.15 (1.12 beta 5)
Replies: 59
Views: 33662

Re: Wesnoth 1.11.15 (1.12 beta 5)

They do in 1.11.13 and 1.11.10. I'm currently checking 1.11.6.

Update: In 1.11.6 they have grey orbs.
by AI
May 29th, 2014, 9:25 am
Forum: Technical Support
Topic: Legend of Wesmere Map 3
Replies: 7
Views: 2907

Re: Legend of Wesmere Map 3

11:32 < AI0867> fabi: in afef2497bbef10821a716 you adjusted scenario 7, but not scenario 3 11:32 < AI0867> fabi: see http://forums.wesnoth.org/viewtopic.php?f=4&t=40508 11:33 < fabi> AI0867: Thank you :-) 11:34 < AI0867> though it would seem that some labels would fall off the map if lowered by...
by AI
May 27th, 2014, 11:49 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.11.15 (1.12 beta 5)
Replies: 59
Views: 33662

Re: Wesnoth 1.11.15 (1.12 beta 5)

beetlenaut wrote:It seems that "Skip AI moves" has become a bit too aggressive: now the enemy units vanish permanently as soon as they move! You have to deselect the option in preferences and save/reload to bring them back.
Fixed in c55f3cd4c74b.
by AI
May 26th, 2014, 4:30 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.11.15 (1.12 beta 5)
Replies: 59
Views: 33662

Re: Wesnoth 1.11.15 (1.12 beta 5)

It looks like I caused that one with my fix d2f7df568c6fabd1d066f for a bug (units blinking immediately to the end of a fake move, before the fake move happens) introduced by the fix 0f7051b5f3db2e763adcea9890bd9a12f35b80d6 for #21257 [Gna.org].

It should be easy enough to pin down and fix, later.
by AI
May 21st, 2014, 1:39 pm
Forum: Coder’s Corner
Topic: Code for Display of Oversized Portraits Needs Explanation
Replies: 27
Views: 10874

Re: Code for Display of Oversized Portraits Needs Explanatio

Not at this time. I have played around with the GUI2 C++ and WML some, but haven't gotten satisfactory results yet.