Search results

  • ...lf. For testing, let's put all of the journey in at the start of the first scenario, Story_of_Wose/scenarios/1_The_Oldwood.cfg ...ually edit journeys represented as specially delimited sections in in .cfg files.
    14 KB (2,279 words) - 18:14, 21 November 2019
  • ...un it, an obscure error appears, stopping him from even entering his first scenario. Such errors are often difficult to debug, leaving the aspiring coder with # [[BuildingCampaignsTutorial/FirstScenario|First Scenario]]
    2 KB (242 words) - 18:22, 24 June 2010
  • to automatically load Wesnoth Mode for all files with a .cfg [scenario]
    14 KB (2,067 words) - 03:24, 7 May 2023
  • ...t is expected that you know most WML tags, comprehend the contents of save files and have good understanding of variables and variable arrays in WML (not al ...events can set up pretty much anything, they are fired before you see the scenario.
    19 KB (2,806 words) - 02:13, 14 February 2023
  • ...to the programmer(s) that included the "speaker" in the comments of the po-files (Ivanovic?)! Those are definitely helpful and make this approach possible. ...d ':;s/\n:/:/;N;T' | sed ':;s/\n\n/\n/;N;T'| sed "s/#. \[scenario\]/\n#. \[scenario\]/g" > target-language-script.txt
    10 KB (1,685 words) - 10:01, 2 April 2021
  • ...], all functionality of [multiplayer], [tutorial] and [test] is ported to [scenario] ...'heavy' logging I mean really verbose things, including logging the entire scenario
    44 KB (7,542 words) - 19:06, 5 May 2023
  • ...(one campaign consists of several scenarios) and multiplayer (one isolated scenario). The savegame information for both share a lot of stuff, but there are als ...vegame format, that allows to store all information needed for any kind of scenario and to write the code supporting this format.
    10 KB (1,689 words) - 22:02, 25 March 2009
  • Here we will show you a very simple scenario file and explain each line of it. ...ot fully functional, but it will show the basics needed to describe what a scenario is all about.
    16 KB (2,648 words) - 22:06, 10 October 2018
  • ...nts suggestions on the EasyCoding page-poisoning imrovement- and i wrote a scenario to test my improvement,under the guidance of boucman and with help of Drago ...familiar with formula AI about 1.5 week -playing game , looking to header files and class reference , read documentations about FAI on wiki , looking for f
    17 KB (2,894 words) - 00:07, 21 March 2013
  • Stable versions of each AI files will be changed *only* for bugfixes or when testing shows that the change i ...extracted into separate library code to avoid unnecessary duplication. The files will be moved into separate dir 'src/ai', since, IMO, 'ai' is a separate mo
    41 KB (7,000 words) - 02:53, 21 March 2013
  • ...y even starting resources on both sides, and just within a very restricted scenario for GSoC, say with 2-3 units on each side..), ===A DETAILED EXAMPLE OF MY DESIGN IN ACTION IN A PROOF-OF-CONCEPT TEST SCENARIO===
    35 KB (5,527 words) - 00:08, 21 March 2013
  • I have eliminated several redundancies in save files, the biggest being the [player] tag, which contained persistence (aka carry ...unit,...) are used in the scope of play_controller (i.e., within a single scenario). WML/config objects are used for reading/writing savegames and between sce
    36 KB (5,842 words) - 01:09, 21 March 2013
  • ...on], [campaign] and [resource]. These [lua] tags are then copied into the [scenario]/[multiplayer] when it is played, just like [event]s inside [era] or [modif ...e console. Global variables assigned in the Lua console are not visible to scenario code, but remain between invocations of the console within a single game, a
    22 KB (3,191 words) - 02:14, 25 April 2024
  • ...nerated. A program will also be written to take wesnoth maps, generate PNG files of them (if there isn't already such functionality) and color in each tile | Create a section of stats that gives a breakdown by tile on a scenario of the units killed on that tile. The presentation will be a jscript-enhanc
    13 KB (2,161 words) - 00:17, 21 March 2013
  • ...ake compilation much easier, and svn to make getting access to the group's files much more straightforward. While coding, I usually use a simple Emacs, as ...as intended and it should be fairly straightforward to implement it into a scenario or campaign. Then, tests can be run to see exactly how effective the progr
    20 KB (3,488 words) - 21:58, 3 April 2009
  • ...mming I'm comfortable with: I like designing an architecture, working with files, defining protocols, and so on. * general game information: game type (multiplayer, campaign, etc), scenario, and so on
    28 KB (4,753 words) - 03:32, 21 March 2013
  • ...ath (relative or absolute) to the addon, meaning the creator can store the files wherever they want. # Server sends an archive of icon files. Either a tar, or a custom format.
    39 KB (6,571 words) - 22:12, 20 March 2014
  • *[[MakingCampaignInWML3|Part 3: Improving the first scenario]] '''Important note: after making any changes in your add-on, save all modified files first, then reload Wesnoth either by closing and running it again or by cli
    16 KB (2,681 words) - 09:53, 18 January 2022
  • ...ialog as it was circa 2011. For the up-to-date text, refer to the scenario files}} ==Scenario 1: The Elves Besieged==
    120 KB (21,542 words) - 07:36, 3 February 2023
  • : <i>"I started TRoW last April, even after it was scenario complete it was still eating all of my free time (Time not spent sleeping, ...the story between the scenarios so you can decide what will happen in each scenario:
    9 KB (1,451 words) - 09:32, 15 February 2022

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)