Search found 2394 matches
- June 13th, 2014, 1:09 pm
- Forum: Users’ Forum
- Topic: looking for undead/necromacy campaigns
- Replies: 15
- Views: 14637
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.
- June 13th, 2014, 1:01 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Could not initialise fonts?
- Replies: 10
- Views: 25462
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.
- June 12th, 2014, 2:02 pm
- Forum: Writers’ Forum
- Topic: Great Strife: How does/should it end?
- Replies: 17
- Views: 12918
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...
- June 12th, 2014, 1:49 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Could not initialise fonts?
- Replies: 10
- Views: 25462
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
Anyway, if you didn't make any of those changes, you can just
git reset --hard
to get rid of them.- June 11th, 2014, 11:51 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Could not initialise fonts?
- Replies: 10
- Views: 25462
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.- June 9th, 2014, 1:14 pm
- Forum: Users’ Forum
- Topic: Steam Greenlight #2
- Replies: 34
- Views: 16026
Re: Steam Greenlight #2
Work on it is slowly proceeding in the mailinglist.
- 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.- June 3rd, 2014, 5:46 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.15 (1.12 beta 5)
- Replies: 59
- Views: 33686
Re: Wesnoth 1.11.15 (1.12 beta 5)
Fixed by iceiceice in 089ba15ad5f78e8f283f and 0f2777e1679fd09e6.
- June 3rd, 2014, 5:15 pm
- Forum: Writers’ Forum
- Topic: Great Strife: How does/should it end?
- Replies: 17
- Views: 12918
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...
- June 2nd, 2014, 6:37 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.15 (1.12 beta 5)
- Replies: 59
- Views: 33686
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.
I'll leave it to someone else to figure out why that is.
- June 2nd, 2014, 5:02 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.15 (1.12 beta 5)
- Replies: 59
- Views: 33686
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.
Update: In 1.11.6 they have grey orbs.
- May 29th, 2014, 9:25 am
- Forum: Technical Support
- Topic: Legend of Wesmere Map 3
- Replies: 7
- Views: 2915
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...
- May 27th, 2014, 11:49 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.15 (1.12 beta 5)
- Replies: 59
- Views: 33686
Re: Wesnoth 1.11.15 (1.12 beta 5)
Fixed in c55f3cd4c74b.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.
- May 26th, 2014, 4:30 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.11.15 (1.12 beta 5)
- Replies: 59
- Views: 33686
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.
It should be easy enough to pin down and fix, later.
- May 21st, 2014, 1:39 pm
- Forum: Coder’s Corner
- Topic: Code for Display of Oversized Portraits Needs Explanation
- Replies: 27
- Views: 10895
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.