Search found 463 matches
- January 18th, 2012, 8:02 pm
- Forum: Art Workshop
- Topic: Reminding myself why I'm not an artist, again
- Replies: 16
- Views: 7179
Re: Reminding myself why I'm not an artist, again
@Reepurr - It looks like you're doing more or less the same thing I did (although with shading and a more current version of the dragon sprite). I think your wings (well, the wing you completed, anyway) and head came out better, but I like my spine better. @artisticdude - You know, when I started wo...
- January 17th, 2012, 9:37 pm
- Forum: Art Workshop
- Topic: Reminding myself why I'm not an artist, again
- Replies: 16
- Views: 7179
Exasperation reminds himself why he's not an artist
Every once in a while, I get the urge to make unit art, and am forced to refresh my memory of why I don't generally do so. In this case, I started making a Skeletal Dragon, based on the new Fire Dragon (although I started this quite some time ago - over a year - so it's not based on the finished ver...
- January 15th, 2012, 7:31 pm
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 232281
Re: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
Yeah, that's a problem with the Wesband help menu being out of date, I'm going to need to rewrite significant parts of it.
- January 15th, 2012, 2:25 am
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 232281
Re: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
Found the cause of the issue with resting after being spotted, and fixed that as well. I will probably try to get some more cleanup stuff (that I put off in order to get 0.8.0 out sooner) before I release the next version. Let me know if you find any other issues in the meantime, and thanks for the ...
- January 14th, 2012, 11:55 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9929
Re: Crendgrim's Lua Thread
Well, since it's loaded as a string, you could just do something like function get_dynamic_map_data(map_file) return wesnoth.synchronize_choice(function() return { map_data = wesnoth.dofile(map_file) } end).map_data end mask_data = get_dynamic_map_data("~/add-ons/add-on-name/masks/mask-name.lua...
- January 14th, 2012, 10:42 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9929
Re: Crendgrim's Lua Thread
Yeah, you have to paste the map in and out of files to edit it. For me, that's a better trade-off than having to load all the maps regardless of whether they're used or not, but that depends on how often you need to edit your maps.
- January 14th, 2012, 9:55 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9929
Re: Crendgrim's Lua Thread
You pretty much have to use some workaround. The workaround I used in Wesband was to convert all of the mapfiles that would need to be dynamically loaded (masks and the like) into Lua files like so: return [=[ border_size=0 usage=mask _f, _f, _f, _f, _f, _f, _f, _f, _f, _f, _f, Aa, _f _f, _f, _f, _f...
- January 14th, 2012, 9:38 pm
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 232281
Re: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
I'll look into the fog issue, but I don't know what might have caused it at the moment. The item drop issue is troubling, that WML hasn't been changed since the 1.8.x versions, so it might be a result of a 1.8->1.9 WML change that I didn't catch. The issue with the mana costs is a result of WML vari...
- January 14th, 2012, 12:34 am
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 232281
Re: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
0.8.1 is up, should fix that and a couple of other issues.
- January 11th, 2012, 9:48 pm
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 232281
Wesband 0.8.0 is up on the 1.9 add-on server
It's been a long time coming, but Wesband 0.8.0 for BfW 1.9.14 is here! As mentioned, due to a bug in earlier development versions of BfW, Wesband 0.8.0 will not work correctly on any version of BfW prior to 1.9.14, so make sure you have updated to 1.9.14 (aka 1.10-rc1) in order to play the new vers...
- January 9th, 2012, 9:55 am
- Forum: Lua Labs
- Topic: vultraz's lua questions
- Replies: 100
- Views: 41083
Re: vultraz's lua questions
There's probably a simpler way, but that's what I got to work (and I did try a few other things first). It's probably also possible to deal with it using set_dialog_canvas, but I try to avoid using that function if at all possible, and wouldn't be able to help you with it much if you decided to try ...
- January 8th, 2012, 7:51 pm
- Forum: Lua Labs
- Topic: vultraz's lua questions
- Replies: 100
- Views: 41083
Re: vultraz's lua questions
For details_image, just adding it to the image linked_group seems to be enough. For the labels, it looks like you'll have to figure out how many characters they'll need to be able to hold, and fill them with a placeholder string containing that amount of whitespace. I expect that from the C++ interf...
- January 3rd, 2012, 9:46 pm
- Forum: Lua Labs
- Topic: vultraz's lua questions
- Replies: 100
- Views: 41083
Re: vultraz's lua questions
Just a stupid mistake on my part (left another '.' out of a variable path). I also caught where you had declared u_id as local twice, causing it to load the personal values for both personal and shared. local function item_preshow() local u_id = wesnoth.get_variable("unit.id") local functi...
- January 3rd, 2012, 8:22 am
- Forum: Lua Labs
- Topic: vultraz's lua questions
- Replies: 100
- Views: 41083
Re: vultraz's lua questions
Hmm... try replacing wesnoth.set_dialog_callback(select_from_inventory("inventory_list_personal", personal_inv_list_data), "inventory_list_personal") wesnoth.set_dialog_callback(select_from_inventory("inventory_list_shared", shared_inv_list_data), "inventory_list_s...
- January 3rd, 2012, 6:49 am
- Forum: Lua Labs
- Topic: vultraz's lua questions
- Replies: 100
- Views: 41083
Re: vultraz's lua questions
Specifically, #t is the highest number n such that for all i = 1, 2, .. n the statement t ~= nil is true (or 0 if t[1] == nil). So if the table t has entries with indices 1, 2, "a", "b", and 5, #t is 2. Since these particular tables were set up to only have entries with consecuti...