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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dlr365</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dlr365"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Dlr365"/>
	<updated>2026-06-02T15:34:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=27696</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=27696"/>
		<updated>2008-12-23T05:53:39Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Info ==&lt;br /&gt;
*Name - Doug Rosvick&lt;br /&gt;
*Location - Calgary, Canada&lt;br /&gt;
*Profession - Software Engineering student at University of Calgary&lt;br /&gt;
&lt;br /&gt;
== Works in Progress ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* bug #12747 [https://gna.org/bugs/index.php?12747] - holding escape quits titlescreen&lt;br /&gt;
&lt;br /&gt;
=== Previous ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
(info below is out of date)&lt;br /&gt;
&lt;br /&gt;
Allows specific sides to be issued specific results in multiplayer, instead of everyone getting the same result.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If [result] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  If ''summary=yes'' is specified in the [endlevel] tag, then instead of specific victory/defeat messages for only local players, each player is shown the victory/defeat status of all sides.  Any sides who are not given a specific [result] are either shown a summary or nothing, and their result is defaulted to ''continue''.  Observers are shown a &amp;quot;game over&amp;quot; dialog if ''summary=no'', and the summary if ''summary=yes''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=                     {these are the defaults for all [result] tags}&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=                   {controls whether players are shown a summary of all sides, or just their local victory/defeat messages}&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=1&lt;br /&gt;
     outcome=victory          {may be victory, defeat, continue, continue_no_save}&lt;br /&gt;
     fire_events=             {yes/no, controls whether victory/defeat events are fired}&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=4&lt;br /&gt;
     outcome=victory&lt;br /&gt;
     fire_events=&lt;br /&gt;
     carryover_percentage=    {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
     bonus=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     outcome=defeat&lt;br /&gt;
     side=2,3&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Further discussion needed:&lt;br /&gt;
* Handling of ''name=victory'' and ''name=defeat'' events&lt;br /&gt;
* could the default for ''summary'' be controlled by a menu option / preference? to allow players to always see a summary...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another possible format would be as follows: (thanks Sapient for ideas)&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=&lt;br /&gt;
 &lt;br /&gt;
   [victory]&lt;br /&gt;
     side=1&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/victory]&lt;br /&gt;
   &lt;br /&gt;
   [victory]&lt;br /&gt;
     side=4&lt;br /&gt;
     carryover_percentage=&lt;br /&gt;
     carryover_add=&lt;br /&gt;
     bonus=&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/victory]&lt;br /&gt;
 &lt;br /&gt;
   [defeat]&lt;br /&gt;
     side=2,3&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/defeat]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will produce the same result as the above format, but involves less WML typing and is clearer what is going on.  For ''continue'' and ''continue_no_save'' results, there is a ''[continue]'' tag in addition to [victory] and [defeat] tags, which takes a ''save='' key.&lt;br /&gt;
 [continue]&lt;br /&gt;
   side=&lt;br /&gt;
   save=   {yes/no}&lt;br /&gt;
 [/continue]&lt;br /&gt;
&lt;br /&gt;
==== 2008 SoC application ====&lt;br /&gt;
[[MapEditorRewrite]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=27695</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=27695"/>
		<updated>2008-12-23T05:50:17Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Works in Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* bug #12747 [https://gna.org/bugs/index.php?12747] - holding escape quits titlescreen&lt;br /&gt;
&lt;br /&gt;
=== Previous ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
(info below is out of date)&lt;br /&gt;
&lt;br /&gt;
Allows specific sides to be issued specific results in multiplayer, instead of everyone getting the same result.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If [result] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  If ''summary=yes'' is specified in the [endlevel] tag, then instead of specific victory/defeat messages for only local players, each player is shown the victory/defeat status of all sides.  Any sides who are not given a specific [result] are either shown a summary or nothing, and their result is defaulted to ''continue''.  Observers are shown a &amp;quot;game over&amp;quot; dialog if ''summary=no'', and the summary if ''summary=yes''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=                     {these are the defaults for all [result] tags}&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=                   {controls whether players are shown a summary of all sides, or just their local victory/defeat messages}&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=1&lt;br /&gt;
     outcome=victory          {may be victory, defeat, continue, continue_no_save}&lt;br /&gt;
     fire_events=             {yes/no, controls whether victory/defeat events are fired}&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=4&lt;br /&gt;
     outcome=victory&lt;br /&gt;
     fire_events=&lt;br /&gt;
     carryover_percentage=    {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
     bonus=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     outcome=defeat&lt;br /&gt;
     side=2,3&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Further discussion needed:&lt;br /&gt;
* Handling of ''name=victory'' and ''name=defeat'' events&lt;br /&gt;
* could the default for ''summary'' be controlled by a menu option / preference? to allow players to always see a summary...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another possible format would be as follows: (thanks Sapient for ideas)&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=&lt;br /&gt;
 &lt;br /&gt;
   [victory]&lt;br /&gt;
     side=1&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/victory]&lt;br /&gt;
   &lt;br /&gt;
   [victory]&lt;br /&gt;
     side=4&lt;br /&gt;
     carryover_percentage=&lt;br /&gt;
     carryover_add=&lt;br /&gt;
     bonus=&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/victory]&lt;br /&gt;
 &lt;br /&gt;
   [defeat]&lt;br /&gt;
     side=2,3&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/defeat]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will produce the same result as the above format, but involves less WML typing and is clearer what is going on.  For ''continue'' and ''continue_no_save'' results, there is a ''[continue]'' tag in addition to [victory] and [defeat] tags, which takes a ''save='' key.&lt;br /&gt;
 [continue]&lt;br /&gt;
   side=&lt;br /&gt;
   save=   {yes/no}&lt;br /&gt;
 [/continue]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25161</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25161"/>
		<updated>2008-04-08T08:09:59Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Current */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
Allows specific sides to be issued specific results in multiplayer, instead of everyone getting the same result.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If [result] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  If ''summary=yes'' is specified in the [endlevel] tag, then instead of specific victory/defeat messages for only local players, each player is shown the victory/defeat status of all sides.  Any sides who are not given a specific [result] are either shown a summary or nothing, and their result is defaulted to ''continue''.  Observers are shown a &amp;quot;game over&amp;quot; dialog if ''summary=no'', and the summary if ''summary=yes''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=                     {these are the defaults for all [result] tags}&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=                   {controls whether players are shown a summary of all sides, or just their local victory/defeat messages}&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=1&lt;br /&gt;
     outcome=victory          {may be victory, defeat, continue, continue_no_save}&lt;br /&gt;
     fire_events=             {yes/no, controls whether victory/defeat events are fired}&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=4&lt;br /&gt;
     outcome=victory&lt;br /&gt;
     fire_events=&lt;br /&gt;
     carryover_percentage=    {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
     bonus=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     outcome=defeat&lt;br /&gt;
     side=2,3&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Further discussion needed:&lt;br /&gt;
* Handling of ''name=victory'' and ''name=defeat'' events&lt;br /&gt;
* could the default for ''summary'' be controlled by a menu option / preference? to allow players to always see a summary...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another possible format would be as follows: (thanks Sapient for ideas)&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=&lt;br /&gt;
 &lt;br /&gt;
   [victory]&lt;br /&gt;
     side=1&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/victory]&lt;br /&gt;
   &lt;br /&gt;
   [victory]&lt;br /&gt;
     side=4&lt;br /&gt;
     carryover_percentage=&lt;br /&gt;
     carryover_add=&lt;br /&gt;
     bonus=&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/victory]&lt;br /&gt;
 &lt;br /&gt;
   [defeat]&lt;br /&gt;
     side=2,3&lt;br /&gt;
     fire_events=&lt;br /&gt;
   [/defeat]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will produce the same result as the above format, but involves less WML typing and is clearer what is going on.  For ''continue'' and ''continue_no_save'' results, there is a ''[continue]'' tag in addition to [victory] and [defeat] tags, which takes a ''save='' key.&lt;br /&gt;
 [continue]&lt;br /&gt;
   side=&lt;br /&gt;
   save=   {yes/no}&lt;br /&gt;
 [/continue]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25115</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25115"/>
		<updated>2008-04-06T09:28:26Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
Allows specific sides to be issued specific results in multiplayer, instead of everyone getting the same result.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If [result] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  If ''summary=yes'' is specified in the [endlevel] tag, then instead of specific victory/defeat messages for only local players, each player is shown the victory/defeat status of all sides.  Any sides who are not given a specific [result] are either shown a summary or nothing, and their result is defaulted to ''continue''.  Observers are shown a &amp;quot;game over&amp;quot; dialog if ''summary=no'', and the summary if ''summary=yes''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=                     {these are the defaults for all [result] tags}&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=                   {controls whether players are shown a summary of all sides, or just their local victory/defeat messages}&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=1&lt;br /&gt;
     outcome=victory          {may be victory, defeat, continue, continue_no_save}&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=4&lt;br /&gt;
     outcome=victory&lt;br /&gt;
     carryover_percentage=    {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     outcome=defeat&lt;br /&gt;
     side=2,3&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Further discussion needed:&lt;br /&gt;
* ''name=victory'' and ''name=defeat'' events are currently ignored when using [result] tags (possibly need to re-structure the way these events are handled...)&lt;br /&gt;
* could the default for ''summary'' be controlled by a menu option / preference? to allow players to always see a summary...&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25114</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25114"/>
		<updated>2008-04-06T09:03:48Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Works in Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
Allows specific sides to be issued specific results in multiplayer, instead of everyone getting the same result.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If [result] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  If ''summary=yes'' is specified in the [endlevel] tag, then instead of specific victory/defeat messages for only local players, each player is shown the victory/defeat status of all sides.  Any sides who are not given a specific [result] (including observers) are either shown a summary or nothing, and their result is defaulted to ''continue''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=                     {these are the defaults for all [result] tags}&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=                   {controls whether players are shown a summary of all sides, or just their local victory/defeat messages}&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=1&lt;br /&gt;
     outcome=victory          {may be victory, defeat, continue, continue_no_save}&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=4&lt;br /&gt;
     outcome=victory&lt;br /&gt;
     carryover_percentage=    {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     outcome=defeat&lt;br /&gt;
     side=2,3&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Further discussion needed:&lt;br /&gt;
* ''name=victory'' and ''name=defeat'' events are currently ignored when using [result] tags (possibly need to re-structure the way these events are handled...)&lt;br /&gt;
* could the default for ''summary'' be controlled by a menu option / preference? to allow players to always see a summary...&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25113</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=25113"/>
		<updated>2008-04-06T09:02:59Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* [endlevel] giving different results to different sides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
Allows specific sides to be issued specific results in multiplayer, instead of everyone getting the same result.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If [result] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  If ''summary=yes'' is specified in the [endlevel] tag, then instead of specific victory/defeat messages for only local players, each player is shown the victory/defeat status of all sides.  Any sides who are not given a specific [result] (including observers) are either shown a summary or nothing, and their result is defaulted to ''continue''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
 &lt;br /&gt;
   next_scenario=&lt;br /&gt;
 &lt;br /&gt;
   bonus=                     {these are the defaults for all [result] tags}&lt;br /&gt;
   carryover_percentage=&lt;br /&gt;
   carryover_add=&lt;br /&gt;
 &lt;br /&gt;
   summary=                   {controls whether players are shown a summary of all sides, or just their local victory/defeat messages}&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=1&lt;br /&gt;
     outcome=victory          {may be victory, defeat, continue, continue_no_save}&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     side=4&lt;br /&gt;
     outcome=victory&lt;br /&gt;
     carryover_percentage=    {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
   [result]&lt;br /&gt;
     outcome=defeat&lt;br /&gt;
     side=2,3&lt;br /&gt;
   [/result]&lt;br /&gt;
 &lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Further discussion needed:&lt;br /&gt;
* ''name=victory'' and ''name=defeat'' events are currently ignored when using [result] tags (possibly need to re-structure the way these events are handled...)&lt;br /&gt;
* could the default for ''summary'' be controlled by a menu option / preference? to allow players to always see a summary...&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Possible Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24948</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24948"/>
		<updated>2008-03-31T02:25:40Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* [endlevel] giving different results to different sides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If either [victory] or [defeat] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  Any sides who are not given a specific [victory] or [defeat] are given a &amp;quot;Game Over&amp;quot; message(includes observers) ''(future: give a summary of the victories/defeats)''.&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   next_scenario=&lt;br /&gt;
   bonus=&lt;br /&gt;
   carryover_percentage=      {this acts as the default for all [victory] tags}&lt;br /&gt;
   carryover_add=             {also default for [victory] tags}&lt;br /&gt;
   [victory]&lt;br /&gt;
     side=1&lt;br /&gt;
   [/victory]&lt;br /&gt;
   [victory]&lt;br /&gt;
     side=4&lt;br /&gt;
     carryover_percentage=  {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
   [defeat]&lt;br /&gt;
     side=2,3&lt;br /&gt;
   [/defeat]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Issues with current implementation:&lt;br /&gt;
* ''name=victory'' and ''name=defeat'' events are currently ignored&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Possible Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24947</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24947"/>
		<updated>2008-03-31T02:24:42Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* [endlevel] [result] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] giving different results to different sides ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [http://gna.org/bugs/index.php?4960 bug#4960], [https://gna.org/patch/?1032 patch#1032].&lt;br /&gt;
&lt;br /&gt;
If either [victory] or [defeat] tags are found within an [endlevel] tag, the normal ''result='' key will be ignored.  Any sides who are not given a specific [victory] or [defeat] are given a summary (includes observers).&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   next_scenario=&lt;br /&gt;
   bonus=&lt;br /&gt;
   carryover_percentage=      {this acts as the default for all [victory] tags}&lt;br /&gt;
   carryover_add=             {also default for [victory] tags}&lt;br /&gt;
   [victory]&lt;br /&gt;
     side=1&lt;br /&gt;
   [/victory]&lt;br /&gt;
   [victory]&lt;br /&gt;
     side=4&lt;br /&gt;
     carryover_percentage=  {can override the defaults}&lt;br /&gt;
     carryover_add=&lt;br /&gt;
   [defeat]&lt;br /&gt;
     side=2,3&lt;br /&gt;
   [/defeat]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.  Side 1 and 4 will have different carryover amounts.&lt;br /&gt;
&lt;br /&gt;
Issues with current implementation:&lt;br /&gt;
* ''name=victory'' and ''name=defeat'' events are currently ignored&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Possible Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24857</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24857"/>
		<updated>2008-03-29T21:32:18Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Programming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is  dlr365 {at} gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.  The only spoken language I know is English.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if you're interested... most code was written in 2006)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
* I'm working on a patch to add support to [endlevel] such that different sides can be given different results.  [https://gna.org/patch/?1032 Patch#1032]&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
* custom terrain import &amp;amp; support&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenario/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24856</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24856"/>
		<updated>2008-03-29T21:31:39Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Programming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is  dlr365 {at} gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.  The only spoken language I know is English.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if you're interested... most code was written in 2006)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
* I'm working on a patch to add support to [endlevel] such that different sides can be given different results.  [https://gna.org/patch/?1032|Patch#1032]&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
* custom terrain import &amp;amp; support&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenario/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24855</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24855"/>
		<updated>2008-03-29T21:31:21Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Programming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is  dlr365 {at} gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.  The only spoken language I know is English.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if you're interested... most code was written in 2006)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
* I'm working on a patch to add support to [endlevel] such that different sides can be given different results.  [[https://gna.org/patch/?1032|Patch#1032]]&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
* custom terrain import &amp;amp; support&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenario/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24822</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24822"/>
		<updated>2008-03-29T02:54:38Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Possible Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24821</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24821"/>
		<updated>2008-03-29T02:53:51Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Possible Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24820</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24820"/>
		<updated>2008-03-29T02:53:18Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* GSoC Application */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite|Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24819</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24819"/>
		<updated>2008-03-29T02:52:57Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* GSoC Application */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([[MapEditorRewrite Application Wiki Page]])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=24818</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=24818"/>
		<updated>2008-03-29T02:52:40Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since bugs are sometimes a good opportunity to get a first idea of the code, i will add some here that are easy to fix as soon as i stumble upon them (the one i had in mind is fixed already ;-).&lt;br /&gt;
&lt;br /&gt;
--Yogi Bear, 28 February 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WML related features ==&lt;br /&gt;
&lt;br /&gt;
=== Side-specific results ===&lt;br /&gt;
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960]) -- [[User:dlr365|dlr365]] -- patch submitted [https://gna.org/bugs/index.php?4960]&lt;br /&gt;
=== Recall Event ===&lt;br /&gt;
WML event trigger for recalling (the current one triggers on both recalls and recruits) ([http://gna.org/bugs/index.php?3622 FR #3622]) (please read the comments of the report for a proper description of how this should work)&lt;br /&gt;
=== Enabling checking of damage dealt in WML ===&lt;br /&gt;
A WML variable should be set when triggering some combat-related events, allowing WML to know the amount of damage being dealt. ([http://gna.org/bugs/index.php?7673 FR #7673])&lt;br /&gt;
=== Support for leaderless multiplayergames ===&lt;br /&gt;
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])&lt;br /&gt;
=== Other Ideas ===&lt;br /&gt;
See [[FutureWML]]; some ideas there are easier than others.&lt;br /&gt;
== Improvements to FormulaAI ==&lt;br /&gt;
&lt;br /&gt;
Add new formula functions, or minor improvements to the formula language. Make it easier to debug the formula language.&lt;br /&gt;
&lt;br /&gt;
== GUI related features ==&lt;br /&gt;
Note at the moment Mordante is working on a new GUI system, these &lt;br /&gt;
changes will probably affect the way these items need to be implemented.&lt;br /&gt;
Contact Mordante on IRC before starting to work on these.&lt;br /&gt;
  &lt;br /&gt;
--[[User:SkeletonCrew|SkeletonCrew]] 14:04, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Theme Changes ===&lt;br /&gt;
* show number of owned villages/total villages (FR: #3135) (--[[User:Alink|alink]] done but must update help, doc, tooltip...)&lt;br /&gt;
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])&lt;br /&gt;
* hide the hourglass item from the statusbar when there is no timer&lt;br /&gt;
&lt;br /&gt;
=== Widget Changes ===&lt;br /&gt;
* show side number, name and team association information in the status table &lt;br /&gt;
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud) &lt;br /&gt;
* input history (chat, commands, ..), seek Sapient for more info and tips&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== More powerful village naming ===&lt;br /&gt;
'''Adding mountain names and other features to village names, having a second random name in village names'''&lt;br /&gt;
&lt;br /&gt;
Currently the village naming engine has a very good structure that could allow &lt;br /&gt;
more powerfull names to be generated. &lt;br /&gt;
Understanding how it works should be quite easy, and a few usefull improvements could be added.&lt;br /&gt;
&lt;br /&gt;
* Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...&lt;br /&gt;
* It would be nice to have a separate list of &amp;quot;first sylabus&amp;quot; and &amp;quot;last sylabus&amp;quot; for naming. That's not really needed in english, but some translations could use it&lt;br /&gt;
* Again, it is common to have villages with more than one &amp;quot;random&amp;quot; word in them. having a $name2 variable would be nice&lt;br /&gt;
&lt;br /&gt;
ACardboardRobot 2/2/07&lt;br /&gt;
&lt;br /&gt;
=== Debug Mode ===&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
=== Additional Commandline Options ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if one could start Wesnoth from commandline specifying whether one wants to connect to a mp-server, load the last savegame or wants to start a campaign. More detailed information and examples are given in the [http://www.wesnoth.org/forum/viewtopic.php?f=12&amp;amp;t=20243 idea forum].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24817</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24817"/>
		<updated>2008-03-29T02:45:34Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* GSoC Application */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. ([http://www.wesnoth.org/wiki/MapEditorRewrite Application Wiki Page])&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24816</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24816"/>
		<updated>2008-03-29T02:44:58Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: /* Works in Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== GSoC Application ===&lt;br /&gt;
I plan to re-write the map editor. [http://www.wesnoth.org/wiki/MapEditorRewrite]&lt;br /&gt;
&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24815</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24815"/>
		<updated>2008-03-29T02:14:20Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
Allows specific sides to be issued victory/defeat in multiplayer, instead of everyone getting the same.  See [https://gna.org/bugs/index.php?4960 bug#4960].&lt;br /&gt;
&lt;br /&gt;
Example WML syntax:&lt;br /&gt;
 [endlevel]&lt;br /&gt;
   [result]&lt;br /&gt;
     [victory]&lt;br /&gt;
       side=1,4&lt;br /&gt;
     [/victory]&lt;br /&gt;
     [defeat]&lt;br /&gt;
       side=2,3&lt;br /&gt;
     [/defeat]&lt;br /&gt;
   [/result]&lt;br /&gt;
 [/endlevel]&lt;br /&gt;
This will issue a victory message for sides 1 and 4, and a defeat message for sides 2 and 3.&lt;br /&gt;
&lt;br /&gt;
Problems with current implementation:&lt;br /&gt;
* uses ''result=continue'' to suppress regular victory/defeat dialogs, thus bonus gold is never applied to anyone, and ''name=victory'' events are always called regardless of any specific outcomes&lt;br /&gt;
** possible fix -- a new LEVEL_RESULT type that doesn't show dialogs, but gives bonus gold properly and calls the proper ''[event]''s?  Needs more discussion.&lt;br /&gt;
* does not notify the network immediatly that the game has ended, because the dialog for the current player is shown ''before'' the end_level_exception is thrown&lt;br /&gt;
** this could also possibly be fixed by adding a new LEVEL_RESULT type for when end_level_exception is thrown&lt;br /&gt;
* only supports [victory] and [defeat]... not sure if [continue] or [continue_no_save] tags would make sense....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Need More Thought/Discussion ===&lt;br /&gt;
==== [endlevel] [result] tag ====&lt;br /&gt;
* The current implementation has a few key issues still... see above for problems/fix ideas... further ideas/discussion will go here.&lt;br /&gt;
* Want to add support for a [summary] tag that simply shows the results of the [victory] and [defeat] tags to observers (or specific sides).&lt;br /&gt;
&lt;br /&gt;
==== [result] -- new DirectActionWML ====&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
===== Implementation =====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24786</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24786"/>
		<updated>2008-03-28T01:17:18Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is  dlr365 {at} gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.  The only spoken language I know is English.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if you're interested... most code was written in 2006)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
* custom terrain import &amp;amp; support&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenario/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24783</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24783"/>
		<updated>2008-03-28T00:54:37Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is  dlr365 {at} gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.  The only spoken language I know is English.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
* custom terrain import &amp;amp; support&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24782</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24782"/>
		<updated>2008-03-28T00:53:15Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is  dlr365 {at} gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
* custom terrain import&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24781</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24781"/>
		<updated>2008-03-28T00:51:52Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is the same username, @gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
* tree-view based WML editing for larger scenarios&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24780</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24780"/>
		<updated>2008-03-28T00:50:36Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is the same username, @gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...).  Pretty much all my programming knowledge has been self-taught, besides small nuances that I have gleaned from my programming classes.&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into Eclipse or NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level/scenario editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I just recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  This past week I have been familiarizing myself with the Wesnoth code by working on a patch to the [endlevel] tag.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner, fully-commented C++ code, and an improved interface (using the new GUI toolkit that Mordante is working on, if it is ready).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.  Specific ideas for improvement to the map editor itself:&lt;br /&gt;
* opening multiple maps&lt;br /&gt;
* copy-paste of regions of the map&lt;br /&gt;
* terrain changes from holding down the mouse button are considered as one undo step&lt;br /&gt;
* scroll bars&lt;br /&gt;
* custom brushes, with custom shapes and terrain patterns (savable, thus default templates could be created such as a standard castle)&lt;br /&gt;
* random placement functions for terrain elements&lt;br /&gt;
* full-map export to *.png&lt;br /&gt;
* expanded preferences dialog, allowing changes to many nuances of the interface&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended (time-permitting) by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be much easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* commonly used WML templates&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
I intend to have a rewritten map editor, with all current functionality, by the end of June.  The remainder of the summer would be spent expanding the featureset, and moving towards an integrated map/scenario editor.&lt;br /&gt;
More specific dates:&lt;br /&gt;
* end of May, possibly earlier : prototype of rewritten map editor, allowing basic map editing&lt;br /&gt;
* June : many prototypes of the editor as features are expanded&lt;br /&gt;
* end of June : rewritten map editor replicates all current functionality&lt;br /&gt;
* July/August : addition of new features and scenario-editing capabilities, and rigorous testing and polishing&lt;br /&gt;
&lt;br /&gt;
After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am already getting involved with Wesnoth development (whether or not I'm accepted for SoC).&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24755</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24755"/>
		<updated>2008-03-27T06:58:26Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] -- new DirectActionWML ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored. ''(see note#1)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given defeat.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24754</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24754"/>
		<updated>2008-03-27T06:25:57Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] -- new DirectActionWML ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : comma-delimited list of the sides to be given victory.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24753</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24753"/>
		<updated>2008-03-27T06:21:14Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] -- new DirectActionWML ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** --&amp;gt;(not implemented, see note#1)&amp;lt;-- '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  All teammates of the given side will also be given victory.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
# does having multiple opposing sides with victory make sense??&lt;br /&gt;
# out of sync problems in MP with bonus gold?&lt;br /&gt;
# TODO : allow comma-delimited lists for ''side'' in ''[defeat]'' tags&lt;br /&gt;
# TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
#* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24752</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24752"/>
		<updated>2008-03-27T06:13:26Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] -- new DirectActionWML ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  All teammates of the given side will also be given victory.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* out of sync problems in MP with bonus gold?&lt;br /&gt;
* TODO : allow comma-delimited lists for ''side'' in ''[defeat]'' tags&lt;br /&gt;
* TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
** when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24748</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24748"/>
		<updated>2008-03-27T05:31:08Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] -- new DirectActionWML ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  '''CURRENT IMPLEMENTATION DOES NOT ALLOW ''endlevel=no''!'''  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Can have either zero or one ''[victory]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  All teammates of the given side will also be given victory.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''no''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Can have either zero or one ''[defeat]'' tag per ''[results]'' tag.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
* If neither a ''[victory]'' nor ''[defeat]'' tag is specified, then all sides are issued ''default_result''.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* out of sync problems in MP with bonus gold?&lt;br /&gt;
* TODO : allow comma-delimited lists for ''side'' in ''[defeat]'' tags&lt;br /&gt;
* TODO : allow ''endlevel=no'' (may require server-side changes...)&lt;br /&gt;
** when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer?&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24737</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24737"/>
		<updated>2008-03-27T04:25:51Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] -- new DirectActionWML ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides from within events, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  All teammates of the given side will also be given victory.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''no''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* out of sync problems in MP with bonus gold?&lt;br /&gt;
* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer? or just get dropped &amp;amp; then have to rejoin?&lt;br /&gt;
* TODO : allow comma-delimited lists for '''side'''&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24736</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24736"/>
		<updated>2008-03-27T04:23:13Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] event tag ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  All teammates of the given side will also be given victory.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''no''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* out of sync problems in MP with bonus gold?&lt;br /&gt;
* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer? or just get dropped &amp;amp; then have to rejoin?&lt;br /&gt;
* TODO : allow comma-delimited lists for '''side'''&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24734</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24734"/>
		<updated>2008-03-27T04:17:17Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] event tag ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
==== Implementation ====&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  Each ''[victory]'' tag may include multiple ''side'' keys.  If not included, the ''[victory]'' tag is ignored.&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''no''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.&lt;br /&gt;
&lt;br /&gt;
==== Notes ====&lt;br /&gt;
* out of sync problems in MP with bonus gold?&lt;br /&gt;
* when someone is issued defeat in MP (when there is 3 or more teams), could they become an observer? or just get dropped &amp;amp; then have to rejoin?&lt;br /&gt;
* TODO : allow comma-delimited lists for '''side'''&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24722</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24722"/>
		<updated>2008-03-27T03:33:59Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] event tag ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  Each ''[victory]'' tag may include multiple ''side'' keys.  If not included, the ''[victory]'' tag is ignored.  ''(Todo: allow side to be a comma-delimited list of sides)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''no''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.  ''(Todo: allow side to be a comma-delimited list of sides)''&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24721</id>
		<title>User:Dlr365</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Dlr365&amp;diff=24721"/>
		<updated>2008-03-27T03:33:35Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: New page: == Works in Progress == === [result] event tag === This tag would allow scenario authors to issue victory/defeat to specific sides, without the scenario necessarily ending (if it makes sen...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Works in Progress ==&lt;br /&gt;
=== [result] event tag ===&lt;br /&gt;
This tag would allow scenario authors to issue victory/defeat to specific sides, without the scenario necessarily ending (if it makes sense for it to continue).&lt;br /&gt;
&lt;br /&gt;
* The following keys are valid:&lt;br /&gt;
** '''endlevel''' : this key specifies if the level should be ended.  Can be either ''yes'' or ''no''.  Defaults to ''yes''.  The following keys may be used if ''endlevel=yes'':&lt;br /&gt;
*** '''next_scenario''' : the ID of the next scenario that is to be played.  Default specified in ''[scenario]'' tag.&lt;br /&gt;
*** '''default_result''' : sides who are not given specific results are issued this result.  Defaults to ''defeat''.&lt;br /&gt;
&lt;br /&gt;
* The following tags are valid:&lt;br /&gt;
** '''[victory]''' : issues victory to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given victory.  Each ''[victory]'' tag may include multiple ''side'' keys.  If not included, the ''[victory]'' tag is ignored.  ''(Todo: allow side to be a comma-delimited list of sides)''&lt;br /&gt;
*** '''bonus''' : whether the sides specified in this ''[victory]'' tag should get bonus gold.  Can be either ''yes'' or ''no''.  Defaults to ''no''.&lt;br /&gt;
*** '''carryover_percentage''' : Amount of gold carried over into the next scenario.  Defaults to 80%.&lt;br /&gt;
*** '''carryover_add''' : if ''true'' the gold will be added to the starting gold the next scenario, if ''false'' the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is ''false''.&lt;br /&gt;
&lt;br /&gt;
** '''[defeat]''' : issues defeat to the specified sides.  Valid keys:&lt;br /&gt;
*** '''side''' : the side to be given defeat.  Each ''[defeat]'' tag may include multiple ''side'' keys.  If not included, the ''[defeat]'' tag is ignored.  ''(Todo: allow side to be a comma-delimited list of sides)''&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24546</id>
		<title>SummerOfCodeIdeas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24546"/>
		<updated>2008-03-25T04:40:29Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of ideas from ML. Needs to be refined (more detailed description, deliverables, workload estimation?):&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Google Summer of Code students, what should I do... ==&lt;br /&gt;
&lt;br /&gt;
Here is a quick list of things to do to get you started&lt;br /&gt;
* Create an account on gna.org&lt;br /&gt;
* Create an account on the wesnoth forum&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself. We will not give formal interviews, but we will clearly favor people we have learnt to know during the selection process&lt;br /&gt;
* Contact one of our SummerOfCode people (Ivanovic, Sirp, Boucman, Mordante) to have your forum nick marked as a Summer of code student&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** List your account names (gna, forum, irc nick) so that we can recognize you&lt;br /&gt;
** Fill the questionnaire on this page: [[SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now.| List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please give milestones and studies you've done&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to go to the [[EasyCoding]] and [[NotSoEasyCoding]] pages and implement one of these ideas (or any idea of similar scope) so we have an idea how you work. Be sure to use your gna account when submitting these patches so we know who it is coming from. You can also implement some features from our feature request database at gna. When you implement something, also list it on your own page with a reference to the patch.&lt;br /&gt;
&lt;br /&gt;
* Once you have everything done here and think your idea is okay, go to [http://groups.google.com/group/google-summer-of-code-announce/web/guide-to-the-gsoc-web-app-for-student-applicants to page at google] to submit your application. You have to submit it before '''Monday, March 31, 2008''' or you have no chance to get in!&lt;br /&gt;
&lt;br /&gt;
== List of Ideas for the Project (Suggestions from the wesnoth developers) ==&lt;br /&gt;
&lt;br /&gt;
Here is only a short description of possible Ideas we have, each has a page of its own with a more detailed version on it.&lt;br /&gt;
&lt;br /&gt;
=== Writing an AI based on the formula AI ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has always had a simple C++ based AI. David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]&lt;br /&gt;
&lt;br /&gt;
The Wesnoth AI is used as an opponent in most campaigns, and as such is an important piece of code for the Wesnoth project. Unfortunately, because the skills required to understand and modify it are rather arcane, it is also one of the most neglected parts of the Wesnoth code. This is a place where a lot of research and useful work could be done. But keep in mind that [[WhyWritingAWesnothAIIsHard|writing an AI for Wesnoth is difficult]].&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas FormulaAI]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Extending the Multiplayer server ===&lt;br /&gt;
&lt;br /&gt;
Our multiplayer community is generally strong and healthy, but we believe its growth is limited by some problems in the interface of the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Multiplayer server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Scenario/Campaign editor ===&lt;br /&gt;
&lt;br /&gt;
Currently, in order to create campaign or multiplayer scenarios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the creative process easier.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Scenario and Campaign Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Addon server ===&lt;br /&gt;
Wesnoth has an addon server which offers users to upload user &lt;br /&gt;
made content (UMC). This allows all other users of Wesnoth&lt;br /&gt;
to easily download and install this content. The server was &lt;br /&gt;
originally written for user-made campaigns but contains a lot&lt;br /&gt;
more types of addons nowadays. Both the server side and the &lt;br /&gt;
client side need to be improved.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Addon Server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Map editor ===&lt;br /&gt;
The map editor in Wesnoth serves two goals, making it easy to create&lt;br /&gt;
a new map and helping the terrain artists to test their new terrains.&lt;br /&gt;
&lt;br /&gt;
[[SoC_Ideas_Map_Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Other possible ideas to be fleshed out ===&lt;br /&gt;
A MapGenerator rewrite - better scalable for outdoor maps, plus the possibility to define areas (similar to the caverns in the cave generator) etc.&lt;br /&gt;
&lt;br /&gt;
=== Make your own ideas ===&lt;br /&gt;
If you have your own idea the best thing is to join IRC wesnoth-dev at irc.freenode.net and discuss the idea with the developers there. If the developers think your idea is interesting and like the feature you can start to turn it into a full proposal. Once done discuss it again on IRC so the developers can accept your idea.&lt;br /&gt;
&lt;br /&gt;
== Information about our Project ==&lt;br /&gt;
The information we provided google with about our project can be looked up at the site [[SoC Information for Google]].&lt;br /&gt;
&lt;br /&gt;
Also see the [[DeveloperResources]] link (from the [[Project]] page).&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
[[SoC People to bug on IRC]]&lt;br /&gt;
&lt;br /&gt;
== GSoC Student Applicant Ideas == &lt;br /&gt;
&lt;br /&gt;
Every student interested to work on Wesnoth as part of Summer of Code should create a page of his own where several things should be listed. Here is a short list of what should be mentioned on the list (the more info for us, the better...):&lt;br /&gt;
&lt;br /&gt;
* Who are you? Please list your IRC and forum nickname in here and describe yourself so that we get you to know.&lt;br /&gt;
* What do you want to work on? Please flesh out your personal ideas, so that we get to know what you plan to work on.&lt;br /&gt;
* If you already submitted patches, please list those so that we have a reference.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas FormulaAI|Formula AI]]===&lt;br /&gt;
====[[FormulaAIandAdaptation]] (Alesis-Novik) ====&lt;br /&gt;
The new idea and aproach using strategic and inside game knowledge&lt;br /&gt;
&lt;br /&gt;
==== [[FormulaAIandDynamicScripting]] (barbarianhero) ====&lt;br /&gt;
This project idea uses Formula AI and Dynamic Scripting to create a tunable and adaptive AI.&lt;br /&gt;
&lt;br /&gt;
====[[FormulaAIBaseAI]] (Dragonking) ====&lt;br /&gt;
Developing smart and pluggable AI, which would be really easy tweakable by Scenario and Campaign Developers &lt;br /&gt;
&lt;br /&gt;
====[[Building A Strategic Planner with Formula AI|FormulaAI Planner]] (TVincent) ====&lt;br /&gt;
This project idea uses (and maybe extends) Formula AI to create a strategic, responsive AI of the Planner model.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Multiplayer server|Multiplayer Server]]===&lt;br /&gt;
====[[ExtendingMultiplayerServer]] (dudegaurav) ====&lt;br /&gt;
Under Construction ... &lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Scenario and Campaign Editor|Scenario/Campaign Editor]]===&lt;br /&gt;
====[[ExtensibleScenarioEditor]] (david.hilton) ====&lt;br /&gt;
On a conceptual level, this idea combines a finite state machine editor with a code generator to create scenarios.&lt;br /&gt;
&lt;br /&gt;
====[[pyQTScenarioEditor]] (Malle) ====&lt;br /&gt;
That's me!&lt;br /&gt;
&lt;br /&gt;
====[[RujasuScenarioEditor]] (rujasu) ====&lt;br /&gt;
Scenario editor that will coordinate with the look and feel of the Wesnoth game.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Addon Server|Addon Server]]===&lt;br /&gt;
====[[AddonServerSocial]] (lao) ====&lt;br /&gt;
Improving addon Server/Client by adding some social content.&lt;br /&gt;
&lt;br /&gt;
====[[AddonServer]] (giebfried) ====&lt;br /&gt;
This project is to improve the server and client sides of the addon server, as suggested above.&lt;br /&gt;
&lt;br /&gt;
===[[SoC Ideas Map Editor|Map Editor]]===&lt;br /&gt;
====[[EvolutionaryMapEditor]] (xonev) ====&lt;br /&gt;
An evolutionary approach to improving the map editor.&lt;br /&gt;
&lt;br /&gt;
====[[VimzardMapEditor]] (vimzard) ====&lt;br /&gt;
A better random map generator, some essential features and a tie-in with the Scenario Editor.&lt;br /&gt;
&lt;br /&gt;
====[[NewMapEditor]] (Cecen) ====&lt;br /&gt;
This is basically a rewrite of the current map editor with various added features and tweaks to both increase the versatility of the editor and make it easier for the user to create maps with.&lt;br /&gt;
&lt;br /&gt;
====[[MapEditorRewrite]] (dlr365)====&lt;br /&gt;
A rewrite of the map editor, then taking it in the direction of a combined map/scenario editor for both quick scenarios and more complex ones.&lt;br /&gt;
&lt;br /&gt;
===Map Generator===&lt;br /&gt;
====[[RandomCampaignGenerator]] (kartik thakore, refining idea) ====&lt;br /&gt;
Procedural map generation that will hope to give writers better control over the random map generator using an interface.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====[[WesnothStatistics]] (radx) ====&lt;br /&gt;
Project related to Wesnoth statistics (campaign) submission, gathering and presentation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code|*]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24544</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24544"/>
		<updated>2008-03-25T04:37:25Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is the same username, @gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...) and it got lost when I installed a different distro on my computer&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (Warcraft 3 DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I have not played Wesnoth before 2 weeks ago... :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  Also these last few weeks have been crunch time with my coursework, so I have had little time to come up with a thorough concept/timeline.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner code and a possibly improved interface (using the new GUI toolkit that Mordante is working on).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be made easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
Over the summer I would aim to get a fully rewritten map editor running, adding as many extras as time allows.  After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am planning to get involved with Wesnoth development whether or not I'm accepted for SoC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24542</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24542"/>
		<updated>2008-03-25T04:37:01Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is the same username, @gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...) and it got lost when I installed a different distro on my computer&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I have not played Wesnoth before 2 weeks ago... :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
I would like to work on Wesnoth for SoC since I love gaming, I enjoy strategy games, and I like the developer atmosphere and community (from what I have seen on IRC &amp;amp; forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  Also these last few weeks have been crunch time with my coursework, so I have had little time to come up with a thorough concept/timeline.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner code and a possibly improved interface (using the new GUI toolkit that Mordante is working on).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be made easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
Over the summer I would aim to get a fully rewritten map editor running, adding as many extras as time allows.  After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am planning to get involved with Wesnoth development whether or not I'm accepted for SoC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24538</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=24538"/>
		<updated>2008-03-25T04:35:09Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, and I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/email/etc my username is dlr365.  Email is the same username, @gmail.com&lt;br /&gt;
&lt;br /&gt;
I am usually awake from 1500 to 0500 UTC, and would be fine with communicating over IRC/forums/MSN/email/VoIP.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
==== Programming ====&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.&lt;br /&gt;
* I'm very comfortable working in C++ and Java.  I have never used Python before.  I set up my own SVN server a while back, but I didn't end up using it for very long (school got in the way of my hobby project...) and it got lost when I installed a different distro on my computer&lt;br /&gt;
* When coding I currently use [http://www.jedit.org jEdit], but I have been looking into NetBeans (I used to use VB6's IDE extensively)&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game (Minotaur) I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have (some) experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Windows' GDI if anyone is interested)&lt;br /&gt;
* I have worked on software in a team environment through school projects (very small team size though)&lt;br /&gt;
* I have never been involved in GSoC&lt;br /&gt;
&lt;br /&gt;
==== Gaming ====&lt;br /&gt;
* I created many custom Starcraft maps/scenarios in highschool, so I have experience with a commercial level editor.&lt;br /&gt;
* I love most kinds of games, specifically strategy, first person shooters, and (slightly less so) RPG's.&lt;br /&gt;
* Story vs. gameplay.... very tough question... both are important, but if I had to choose I'd say that good gameplay is needed no matter how good your story is.  Any game that excels in both will likely make me lose all track of time :P (examples-- Deus Ex, God of War 1 &amp;amp; 2, Final Fantasy 7, Golden Sun 1 &amp;amp; 2, Warcraft 3)&lt;br /&gt;
* I enjoy playing with highly competitive opponents (DotA leagues), but I also enjoy playing games just for fun/relaxing as well (Unreal Tournament at LAN parties)&lt;br /&gt;
* I have not played Wesnoth before 2 weeks ago... :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interest in Summer of Code ==&lt;br /&gt;
I would love to participate in the Summer of Code, as I have been wanting to get involved with an open source project for some time now.  Since the Summer of Code is paid, it would allow me to dedicate much more time towards it than if I was trying to develop the map editor in my spare time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.  I would eventually like to take the map editor in the direction of a full-fledged scenario editor (likely to be completed after SoC).&lt;br /&gt;
I admit that since I am new to Wesnoth, I don't know a whole bunch of things that may be useful, but I am motivated and willing to learn the codebase, WML, and talk to the users of the map editor (both serious scenario authors and casual map creators) in order to determine what features should be added.  Also these last few weeks have been crunch time with my coursework, so I have had little time to come up with a thorough concept/timeline.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
The current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner code and a possibly improved interface (using the new GUI toolkit that Mordante is working on).  I would modularize the code such that any further improvements would be relatively easy to implement as compared to the current code.&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor would be further extended by merging scenerio/campaign-editing functionality into it (possibly working together with another SoC project?), which would be made easier if the code were made cleaner.  Possible ideas on this front could include:&lt;br /&gt;
* unit placement with custom properties&lt;br /&gt;
* event creation dialogs for simple, commonly used events&lt;br /&gt;
* side-by-side WML editing functionality, for more complex scenarios, and with positions/units/etc in WML linked to a graphical icon in the terrain view&lt;br /&gt;
&lt;br /&gt;
=== Goal/Rough Timeline ===&lt;br /&gt;
Over the summer I would aim to get a fully rewritten map editor running, adding as many extras as time allows.  After the summer I would continue working on the map editor (and Wesnoth in general) as my spare time allows, as I am planning to get involved with Wesnoth development whether or not I'm accepted for SoC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=23837</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=23837"/>
		<updated>2008-03-19T19:23:56Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/etc my username is dlr365.&lt;br /&gt;
=== Experience ===&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.  I'm very comfortable working in C++ and Java.&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Window's GDI if anyone is interested)&lt;br /&gt;
* I was heavily into creating custom Starcraft maps in highschool as well, so I have experience with commercial level editors.&lt;br /&gt;
* I love strategy games, although I've only recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
As I understand it, the current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner code and a possibly improved interface ((more research needed for the interface)).  I would try to structure the code so that any further improvements would be relatively easy to implement as compared to the current code.&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor could be further extended by merging some scenerio/campaign-editing functionality into it (possibly through [[ExtensibleScenarioEditor|david hilton's GSoC proposal]]), which would be easier if the code were made cleaner.&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
Over the summer I would aim to get a fully rewritten map editor running, adding as many extras as time allows.  After the summer I would be very willing to continue working on the map editor as my spare time allows.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=23836</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=23836"/>
		<updated>2008-03-19T19:23:10Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/etc my username is dlr365.&lt;br /&gt;
=== Experience ===&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.  I'm very comfortable working in C++ and Java.&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Window's GDI if anyone is interested)&lt;br /&gt;
* I was heavily into creating custom Starcraft maps in highschool as well, so I have experience with commercial level editors.&lt;br /&gt;
* I love strategy games, although I've only recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
As I understand it, the current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner code and a possibly improved interface ((more research needed for the interface)).  I would try to structure the code so that any further improvements would be relatively easy to implement as compared to the current code.&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor could be further extended by merging some scenerio/campaign-editing functionality into it (see also: [[ExtensibleScenarioEditor|david hilton's GSoC proposal]]), which would be easier if the code were made cleaner.&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
Over the summer I would aim to get a fully rewritten map editor running, adding as many extras as time allows.  After the summer I would be very willing to continue working on the map editor as my spare time allows.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=23835</id>
		<title>MapEditorRewrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapEditorRewrite&amp;diff=23835"/>
		<updated>2008-03-19T19:22:50Z</updated>

		<summary type="html">&lt;p&gt;Dlr365: New page: == Personal == My name is Doug Rosvick, I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/etc my username is dlr365. === Experie...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Personal ==&lt;br /&gt;
My name is Doug Rosvick, I'm currently in my second year of Software Engineering at the University of Calgary (Canada).  On IRC/forums/etc my username is dlr365.&lt;br /&gt;
=== Experience ===&lt;br /&gt;
* I've been into programming as a hobby since 2001, before that I just poked around some QBasic programs on an old 286 my family had.  I'm very comfortable working in C++ and Java.&lt;br /&gt;
* Back in my QBasic days I extended a game called Hunt the Wumpus to support custom level files, and Nibbles to support up to 4 players simultaneously (it originally only allowed 2).&lt;br /&gt;
* I created a few turn-based games on my TI-83 in high school, one of which was a conversion of an old QBasic game I had poked around in, complete with a graphical interface.&lt;br /&gt;
* I have experience with SDL through a platformer/RTS concept that I've been working on the last few summers, although it hasn't gotten very far due to schoolwork and previous summer jobs that did not allow much free time. (I have a prototype VB6 version using Window's GDI if anyone is interested)&lt;br /&gt;
* I was heavily into creating custom Starcraft maps in highschool as well, so I have experience with commercial level editors.&lt;br /&gt;
* I love strategy games, although I've only recently started playing Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== GSoC Idea ==&lt;br /&gt;
&lt;br /&gt;
Rewrite the map editor, and add additional features that are requested by the community.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
As I understand it, the current map editor is sufficient, but the code is in a sorry state.  I would rewrite the map editor so that it still performs its current functions, but with cleaner code and a possibly improved interface ((more research needed for the interface)).  I would try to structure the code so that any further improvements would be relatively easy to implement as compared to the current code.&lt;br /&gt;
&lt;br /&gt;
=== Further Ideas ===&lt;br /&gt;
The map editor could be further extended by merging some scenerio/campaign-editing functionality into it (see also: [[ExtensibleScenarioEditor|david hilton's GSoC proposal]]), which would be easier if the code were made cleaner.&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
Over the summer I would aim to get a fully rewritten map editor running, adding as many extras as time allows.  After the summer I would be very willing to continue working on the map editor as my spare time allows.&lt;/div&gt;</summary>
		<author><name>Dlr365</name></author>
		
	</entry>
</feed>