Search found 35 matches

by pipapopinguin
March 16th, 2024, 1:04 pm
Forum: Users’ Forum
Topic: Reflection Modification
Replies: 11
Views: 6840

Re: Reflection Modification

I know about the warnings. My computer has +32GB RAM and for me the AI turns are instant (with random map; one AI vs 1 player). There were some wierd bugs related to unit facing and the way reflection would be handeled and I fixed it. I have uploaded reflections onto the new wesnoth version's server...
by pipapopinguin
March 11th, 2023, 10:29 am
Forum: Users’ Forum
Topic: Reflection Modification
Replies: 11
Views: 6840

Re: Reflection Modification

Thanks for the feedback. I already read your stuff some time ago, but I've only got around fixing the things now. Im not sure if I debugged the thing about units with missing "image=", because I've only tested it with the "fogclearer" unit, though I don't think it is a huge probl...
by pipapopinguin
January 2nd, 2023, 3:34 pm
Forum: Users’ Forum
Topic: Reflection Modification
Replies: 11
Views: 6840

Re: Reflection Modification

I can't explain the cause, but some units have reflections, others not. Some units with reflections has his animations bugged when moving. Here is a video: https://youtu.be/nxcwNPRkp_A Thank you, the video was very helpful. The problem was related to how objects are deleted, when an object has an e...
by pipapopinguin
December 29th, 2022, 10:48 am
Forum: Ideas
Topic: [mainline] Fix inconsistent races
Replies: 27
Views: 2947

Re: [mainline] Fix inconsistent races

I remember when I was still new to Wesnoth and I also thought the monster "race" was kinda off. I think some changes should be done, but not too large ones. I think we should keep this simple and so try to make "a complete newbie" not a bit confused by the monster type as well as...
by pipapopinguin
December 21st, 2022, 5:25 pm
Forum: Users’ Forum
Topic: Reflection Modification
Replies: 11
Views: 6840

Re: Reflection Modification

Hi there,

I already had plans for such updates, I even want to give water in "underground" time of day some crystals shining at rare occasions. Not only that, but I thought about "clearing" the waves of the water-tiles, so that it would look more HD-ish, only plans though.
by pipapopinguin
December 3rd, 2022, 10:05 am
Forum: Art Workshop
Topic: AI-generated Art
Replies: 86
Views: 194575

Re: AI-generated Art

I actually think this is the most appropiate use for DALL - E
by pipapopinguin
December 2nd, 2022, 9:12 pm
Forum: WML Workshop
Topic: Corpse Mod 2
Replies: 10
Views: 7298

Re: Corpse Mod 2

its in 1,17 version. Well, I didn't think anyone would port it into the new version before I did (It's not on the add-ons server there yet). But the problem probably isn't related to that. I think you've (or whoever gave you this version of my mod) used the old version from my mod on 1.16, because ...
by pipapopinguin
November 14th, 2022, 2:18 pm
Forum: WML Workshop
Topic: Corpse Mod 2
Replies: 10
Views: 7298

Re: Corpse Mod 2

Terrain changes still occure here is camparison of one map and another where ai's keep dissapeared. Thank you for informing me, I think I found the problem in the code. I uploaded the new update onto the add-ons-servers. If you want me to maybe fix your map, you can send me it's safe-file and i can...
by pipapopinguin
July 19th, 2022, 9:19 am
Forum: Mainline Campaign Development
Topic: Descent into Darkness
Replies: 232
Views: 173813

Re: Descent into Darkness

Oh and the campaign doesn't have an ending it just sorta stops with the endlessly looping final scenario. I understand the philosophy behind it but I think there needs to be some way to get some sort of closure. A game never feels finished until the credits roll, and we don't get that here, so it f...
by pipapopinguin
June 9th, 2022, 11:16 am
Forum: WML Workshop
Topic: Water terrain code has undocumented WML-Code
Replies: 1
Views: 306

Water terrain code has undocumented WML-Code

I am working on terrain-related add-ons and I've found code in a water-macro from the dev-team: #define NEW:WAVES TERRAINLIST ADJACENT LAYER IMAGESTEM [terrain_graphics] map=" , 2 *, 2 , 1 *, * , *" [tile] pos=1 type={TERRAINLIST} set_no_flag=waves_convex-@R0-@R5,waves_convex-@R0-@R1 [/til...
by pipapopinguin
May 20th, 2022, 7:56 am
Forum: WML Workshop
Topic: Breeze Modfication
Replies: 1
Views: 822

Re: Breeze Modfication

In the most recent update I gave a wind animation to most forest-types (basically all that look good with wind), farmlands aswell as all other grass types.
by pipapopinguin
April 10th, 2022, 6:19 pm
Forum: WML Workshop
Topic: Breeze Modfication
Replies: 1
Views: 822

Breeze Modfication

Here you can give me, Pipapopinguin, feedback about my add-on Breeze/Wind Modfication. I know that it currently just works on normal grass tiles. You can also give suggestions on where to bring this add-on next, but keep mind that I'll hve to programm and paint that stuff myself.
by pipapopinguin
April 3rd, 2022, 10:47 am
Forum: WML Workshop
Topic: Corpse Mod 2
Replies: 10
Views: 7298

Re: Corpse Mod 2

Thanks for informing me, I've corrected the problem by making a seperate mod, that enables the terrain changes from my mod. For people ecountering this problem, just don't install "Corpse Mod Blood-In-Water". Also, I have yet to be sent screenshots of the problem or maps, that seem to be &...
by pipapopinguin
July 30th, 2021, 12:08 pm
Forum: Scenario & Campaign Development
Topic: Forgotten Legacy - Unfinished (5 Scenarios Ready)
Replies: 103
Views: 45920

Re: Forgotten Legacy - Unfinished (5 Scenarios Ready)

Are you still working on this project?
by pipapopinguin
July 21st, 2021, 8:39 pm
Forum: WML Workshop
Topic: Help needed with a "saviour" ability
Replies: 11
Views: 1006

Re: Help needed with a "saviour" ability

There may be a language or terminology issue here, because I am more confused than before. I still don't know which part of the event is happening too early. Also, filters do not trigger, so I don't understand what you mean by that statement. I think this is what you want to have happen: Attack beg...