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Last updated: July 03, 2009 02:16 AM, all times are UTC.

July 03, 2009

Wesnoth wiki

User:Lotsofphil

←Older revision Revision as of 00:38, 3 July 2009
Line 20: Line 20:
* AToTB
* AToTB
* AOI
* AOI
-
* TSG (almost)
+
* TSG
Next on my list: '''Liberty'''
Next on my list: '''Liberty'''

by Lotsofphil at July 03, 2009 12:38 AM

TheSouthGuard

"9A: Vengeance":

←Older revision Revision as of 00:16, 3 July 2009
(4 intermediate revisions not shown.)
Line 103: Line 103:
* Starting units: Sir Gerrick and an Elvish Ranger
* Starting units: Sir Gerrick and an Elvish Ranger
-
This scenario, as mentioned above, is a pushover, Just recruit some Elvish Fighters, and push northwards. None of your opponents will be any match for you.
+
Recruit some Elvish Fighters, and push northwards. None of your opponents will be any match for you. Make sure you have a healer. Try and fight the enemies one at a time; deal with the first batch of enemies, then stay a little to the right and take out the nagas. Then move left and kill the ogre. After that take out the dark adepts. Encounter the enemies on your terms.
=== "7A: Into the Depths" ===
=== "7A: Into the Depths" ===
Line 116: Line 116:
Either way, recall experienced range-attack units on the first turn, then recruit a keep of Elvish Fighters as fodder.
Either way, recall experienced range-attack units on the first turn, then recruit a keep of Elvish Fighters as fodder.
 +
 +
Don't recruit/recall any mounted units and try to get quick ones.
==="8A: Return to Kerlath" ===
==="8A: Return to Kerlath" ===
Line 123: Line 125:
* Starting units: Deoran, Minister Hylas, and Ethiliel
* Starting units: Deoran, Minister Hylas, and Ethiliel
-
This is a straightforward level. Recall a lot of high-level units and the some fodder, then slaughter the bandits.
+
This is a straightforward level. Recall your high-level units then slaughter the bandits. They are relatively strung out and should be easy pickings.
=== "9A: Vengeance" ===
=== "9A: Vengeance" ===
Line 131: Line 133:
* Starting units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders
* Starting units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders
-
Just recruit a lot of fodder to keep the elves busy and send Ethiliel to the tree quickly.
+
Just recruit a lot of fodder (cavalry?) to keep the elves busy and send Ethiliel to the tree quickly. Try and draw the elves away from the tree and don't kill them if possible. When you kill the elves, more come to replace them. Worse, they come from the area where Ethiliel is trying to sneak into.
== Diverging campaign path - Bandit branch ==
== Diverging campaign path - Bandit branch ==
=== "6B: Long March" ===
=== "6B: Long March" ===
 +
* Objectives: Move Deoran across the river
 +
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Urza Afalas die or turns run out
 +
* Turns: 30/25/20 (easy/medium/hard)
 +
* Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek
 +
Just follow Urza Afalas for a standard scenario unless you want a challenge, in which case head north and fight. The end result is the same.
Just follow Urza Afalas for a standard scenario unless you want a challenge, in which case head north and fight. The end result is the same.
Line 144: Line 151:
=== "7B: Pebbles in the Flood" ===
=== "7B: Pebbles in the Flood" ===
 +
* Objectives: Hold out as long as possible
 +
* Lose if: n/a
 +
* Turns: n/a
 +
* Starting units: Sir Gerrick, Urza Afalas and several defenders
Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin.
Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin.
Line 160: Line 171:
=== "8B: The Tides of War" ===
=== "8B: The Tides of War" ===
 +
* Objectives: Defeat Mal M'Brin
 +
* Lose if: Deoran dies or turns run out
 +
* Turns: 60/60/60 (easy/medium/hard)
 +
* Starting units: Deoran, Minister Hylas, Jarek and some defenders
 +
With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.
With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.

by Lotsofphil at July 03, 2009 12:16 AM

July 02, 2009

OpenArena wiki

User talk:79.206.75.201

welcoming new contributor

New page

Hi, welcome to OpenArena. Thanks for your edit to the [[:Main Page]] page.

'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.

Please leave a message on [[User talk:Uberfuzzy|my talk page]] if I can help with anything! -- [[User:Uberfuzzy|Uberfuzzy]] ([[User_talk:Uberfuzzy|Talk]]) 23:47, 2 July 2009

by Wikia at July 02, 2009 11:47 PM

Main Page

← Older revision Revision as of 23:46, 2 July 2009
Line 81: Line 81:
**[[pak0.pk3-files]]
**[[pak0.pk3-files]]
*[[DeveloperFAQ]]
*[[DeveloperFAQ]]
  +
*[http://code.google.com/p/oax/ OpenArena Expanded on googlecode]
== Other Stuff ==
== Other Stuff ==

by 79.206.75.201 at July 02, 2009 11:46 PM

BZFlagWiki

Google Summer of Code/2009

Multiple display support

←Older revision Revision as of 23:26, 2 July 2009
(One intermediate revision not shown.)
Line 138: Line 138:
=== Finish server-side players ===
=== Finish server-side players ===
-
BZFlag includes players that can be run and managed from the server through a server-side plugin. Unlike the client-side BZRobots project, server-side robots have entirely different issues that they have to account for and information that they have access to. This project would entail taking the work that has already been started to completion. As this is a continuation, please do contact the developers before proposing this idea to determine the current status and work required.
+
BZFlag includes players that can be run and managed from the server through a server-side plug-in. Unlike the client-side BZRobots project, server-side robots have entirely different issues that they have to account for and information that they have access to. This project would entail taking the work that has already been started to completion. As this is a continuation, please do contact the developers before proposing this idea to determine the current status and work required.
'''Requirements''':
'''Requirements''':
Line 169: Line 169:
=== Multiple display support===
=== Multiple display support===
-
Add the ability to effectively manage multiple display environments from within the game allowing for the detection, alignment/orientation specification, and resolution parameters for each display via menu options as well as proper full-screen and/or windowed support. An additional feature could involve allowing the user to dedicate a display to the various primary gui elements (the 3D environment, the radar, and the chat console). BZFlag's current context management is mostly handled by SDL or other platform-specific modules, so this could be taken into consideration. There's also the possibility of our move to an integrated graphics engine would similarly impact how multidisplay contexts are created and managed.
+
Add the ability to effectively manage multiple display environments from within the game allowing for the detection, alignment/orientation specification, and resolution parameters for each display via menu options as well as proper full-screen and/or windowed support. An additional feature could involve allowing the user to dedicate a display to the various primary GUI elements (the 3-D environment, the radar, and the chat console). BZFlag's current context management is mostly handled by SDL or other platform-specific modules, so this could be taken into consideration. There's also the possibility of our move to an integrated graphics engine would similarly impact how multidisplay contexts are created and managed.
'''Requirements''':
'''Requirements''':
Line 176: Line 176:
'''Difficulty''': low
'''Difficulty''': low
- 
=== Cross-server communications system ===
=== Cross-server communications system ===

by 17.101.159.214 at July 02, 2009 11:26 PM

AssaultCube wiki

List of AssaultCube world records

individual records date format to match group records format & 'on [date]' instead of 'at [date]'

by Jamz at July 02, 2009 10:31 PM

FreeOrionWiki

Finn stringtable.txt

Added changes from SVN, edited and translated a few strings.

←Older revision Revision as of 21:54, 2 July 2009
Line 73: Line 73:
ERROR ERROR
VIRHE VIRHE
 +
 +RESET
 +Uudelleen aseta
CHAT_WHISPER CHAT_WHISPER
Line 114: Line 117:
SD_MARK1_DESC SD_MARK1_DESC
-Affordable armed patrol frigate.+Edullinen aseistettu vartio fregatti.
SD_MARK2 SD_MARK2
Line 120: Line 123:
SD_MARK2_DESC SD_MARK2_DESC
-Cruiser with strong defensive and offensive capabilities.+Risteilijä, jolla vahvat puolustus- ja hyökkäysominaisuudet.
SD_MARK3 SD_MARK3
Line 126: Line 129:
SD_MARK3_DESC SD_MARK3_DESC
-Advanced cruiser with heavy weaponry and armor to do the dirty work.+Kehittynyt risteilijä, jolla on vahvat aseet ja panssarointi.
SD_MARK4 SD_MARK4
Line 132: Line 135:
SD_MARK4_DESC SD_MARK4_DESC
-Massive state-of-art warship armed and protected with the latest technolgy. Priced accordingly.+Massiivinen sota-alus aseistettuna ja suojattuna viimeisimmällä teknologialla, hinta sen mukainen.
Line 199: Line 202:
OPTIONS_DB_GENERATE_CONFIG_XML OPTIONS_DB_GENERATE_CONFIG_XML
Käyttää kaikkia asetuksia mistä tahansa olemassa olevasta config.xml tiedostosta sekä komentoriville syötettyjä tietoja luodakseen config.xml tiedoston. Tämä tiedosto korvaa mahdollisen jo olemassa olevan config.xml tiedoston. Käyttää kaikkia asetuksia mistä tahansa olemassa olevasta config.xml tiedostosta sekä komentoriville syötettyjä tietoja luodakseen config.xml tiedoston. Tämä tiedosto korvaa mahdollisen jo olemassa olevan config.xml tiedoston.
 +
 +UNABLE_TO_WRITE_CONFIG_XML
 +Config.xml tiedoston luominen ei onnistu.
OPTIONS_DB_MUSIC_OFF OPTIONS_DB_MUSIC_OFF
Line 379: Line 385:
OPTIONS_DB_UI_CTRL_BORDER_COLOR OPTIONS_DB_UI_CTRL_BORDER_COLOR
Sets UI control border color. Sets UI control border color.
- 
-OPTIONS_DB_UI_BUTTON_COLOR 
-Asettaa käyttöliittymän painikevärin.  
OPTIONS_DB_UI_STATE_BUTTON_COLOR OPTIONS_DB_UI_STATE_BUTTON_COLOR
Sets UI state button color. Sets UI state button color.
- 
-OPTIONS_DB_UI_SCROLL_TAB_COLOR 
-Sets UI scroll tab color. 
- 
-OPTIONS_DB_UI_DROPDOWNLIST_INTERIOR_COLOR 
-Sets UI drop-down-list interior color. 
OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR OPTIONS_DB_UI_DROPDOWNLIST_ARROW_COLOR
-Sets UI drop-down-list arrow color.+Asettaa käyttöliittymän pudotusvalikon nuolen värin.
OPTIONS_DB_UI_EDIT_HILITE OPTIONS_DB_UI_EDIT_HILITE
Sets color of hilighting in UI edit controls. Sets color of hilighting in UI edit controls.
- 
-OPTIONS_DB_UI_EDIT_INTERIOR 
-Sets UI edit controls' interior color. 
- 
-OPTIONS_DB_UI_MULTIEDIT_INTERIOR 
-Sets UI multi-line edit controls' interior color. 
OPTIONS_DB_UI_STAT_INCREASE_COLOR OPTIONS_DB_UI_STAT_INCREASE_COLOR
Line 409: Line 400:
OPTIONS_DB_UI_STAT_DECREASE_COLOR OPTIONS_DB_UI_STAT_DECREASE_COLOR
Sets the color of decreased stats in the UI. Sets the color of decreased stats in the UI.
- 
-OPTIONS_DB_UI_SIDEPANEL_COLOR 
-Asettaa sivupaneelin värin. 
OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR OPTIONS_DB_UI_WND_OUTER_BORDER_COLOR
-Sets UI outer border color.+Asettaa käyttöliittymän ulkorajan värin.
- +
-OPTIONS_DB_UI_WND_BORDER_COLOR+
-Asettaa käyttöliittymän rajan värin.+
OPTIONS_DB_UI_WND_INNER_BORDER_COLOR OPTIONS_DB_UI_WND_INNER_BORDER_COLOR
-Sets UI inner border color.+Asettaa käyttöliittymän sisärajan värin.
OPTIONS_DB_UI_KNOWN_TECH OPTIONS_DB_UI_KNOWN_TECH
-Asettaa tunnettujen tekniikoiden värin teknologiapuussa. +Asettaa tunnettujen tekniikoiden värin teknologiapuussa.
OPTIONS_DB_UI_KNOWN_TECH_BORDER OPTIONS_DB_UI_KNOWN_TECH_BORDER
-Asettaa tunnettujen tekniikoiden raja- ja tekstinvärin teknologiapuussa. +Asettaa tunnettujen tekniikoiden raja- ja tekstinvärin teknologiapuussa.
OPTIONS_DB_UI_RESEARCHABLE_TECH OPTIONS_DB_UI_RESEARCHABLE_TECH
-Asettaa tutkittavien tekniikoiden värin teknologiapuussa. +Asettaa tutkittavien tekniikoiden värin teknologiapuussa.
OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER OPTIONS_DB_UI_RESEARCHABLE_TECH_BORDER
Line 459: Line 444:
OPTIONS_DB_UI_SYSTEM_CIRCLES OPTIONS_DB_UI_SYSTEM_CIRCLES
-Toggles whether to draw circles around systems.+Valitsee piirretäänkö ympyrät tähtijärjestelmien ympärille.
OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE OPTIONS_DB_UI_SYSTEM_CIRCLE_SIZE
Line 578: Line 563:
Uses a filled-in effect, as opposed to an outline effect, on selected objects. Uses a filled-in effect, as opposed to an outline effect, on selected objects.
 +OPTIONS_DB_QUICKSTART
 +Uusi nopea aloitus peli, ohittaa päävalikon.
################# #################
Line 704: Line 691:
LAN_GAME_LABEL LAN_GAME_LABEL
Lan peli: Lan peli:
 +
INTERNET_GAME_LABEL INTERNET_GAME_LABEL
Internet peli: Internet peli:
 +
PLAYER_NAME_LABEL PLAYER_NAME_LABEL
Pelaajan nimi Pelaajan nimi
Line 913: Line 902:
OPTIONS_QUICK_CLOSE_WNDS OPTIONS_QUICK_CLOSE_WNDS
-Nopeasti suljettavat ikkunat*+Nopeasti suljettavat ikkunat
OPTIONS_MISC_UI OPTIONS_MISC_UI
Line 1,184: Line 1,173:
OPTIONS_TEXT_COLOR OPTIONS_TEXT_COLOR
Teksti Teksti
- 
-OPTIONS_EDIT_COLORS 
-Muuta kontrolleja 
OPTIONS_HIGHLIGHT_COLOR OPTIONS_HIGHLIGHT_COLOR
Valinnan korostaminen Valinnan korostaminen
 +
 +OPTIONS_DROPLIST_ARROW_COLOR
 +Pudotusvalikon nuoli
 +
 +OPTIONS_STATE_BUTTON_COLOR
 +Toggle button selected
 +
 +OPTIONS_STAT_INCREASE_COLOR
 +Statistic increasing
 +
 +OPTIONS_STAT_DECREASE_COLOR
 +Statistic decreasing
OPTIONS_INTERIOR_COLOR OPTIONS_INTERIOR_COLOR
Line 1,714: Line 1,712:
%1%x %1%x
 +PRODUCTION_QUEUE_EMPTY
 +'''Imperiumin tuotantojono on tyhjä.
 +
 +Lisää projekteja jonoon valitsemalla ensin planeetta sivupaneelista ja tämän jälkeen tuplaklikkaamalla listasta löytyviä projekteja.
 +
 +Huomaa että aluksia voivat rakentaa vain planeetat joilla on alustelakka.'''
############### ###############
Line 2,780: Line 2,784:
THEORY_SHORT_DESC THEORY_SHORT_DESC
-Theoretical Prerequisite+Teoreettinen edellytys
LRN_PHYS_BRAIN LRN_PHYS_BRAIN
Line 3,203: Line 3,207:
SHP_SPACE_TACTICS SHP_SPACE_TACTICS
-Space Tactics+Avaruus taktiikat
SHP_SPACE_TACTICS_DESC SHP_SPACE_TACTICS_DESC
-Battles in microgravity and vacuum require specialized weapon and defensive systems, as well as the theoretical tactics that motivate their use.+Taistelut mikropainovoimassa ja tyhjiössä vaativat erityissuunniteltuja aseita ja puolustusjärjestelmiä, sekä teoreettisia taktiikoita jotka kannustavat niiden käyttöön.
SHP_GAL_EXPLO SHP_GAL_EXPLO
Line 3,699: Line 3,703:
BLD_SHIPYARD_BASE BLD_SHIPYARD_BASE
-Laivatelakka+Alustelakka
BLD_SHIPYARD_BASE_DESC BLD_SHIPYARD_BASE_DESC

by MikkoM at July 02, 2009 09:54 PM

Iris2 wiki

Links

← Older revision Revision as of 21:22, 2 July 2009
Line 162: Line 162:
=== interesting links ===
=== interesting links ===
 +
*[http://www.cg.tuwien.ac.at/research/publications/2009/Habel_09_PGT/ Physically Guided Animation of Trees]
*[http://www.scribd.com/doc/31490/Untersuchung-des-Funktionsumfangs-und-der-Leistungsfahigkeit-der-GrafikEngine-Ogre3D]
*[http://www.scribd.com/doc/31490/Untersuchung-des-Funktionsumfangs-und-der-Leistungsfahigkeit-der-GrafikEngine-Ogre3D]
*[http://www.nesnausk.org/nearaz/projInoutside.html Nice 3D Deme (source also avail.)]
*[http://www.nesnausk.org/nearaz/projInoutside.html Nice 3D Deme (source also avail.)]

by Hagish at July 02, 2009 09:22 PM

ETRacer

How to create a new character figure

New page: <h4>First you should mind the following:</h4> <ul> <li>Tux (and other characters) are still composed of spheres. The figures look very nice but drawing them is quite expensive. For better...

New page

<h4>First you should mind the following:</h4>

<ul>
<li>Tux (and other characters) are still composed of spheres. The figures look very nice but drawing them is quite expensive. For better performance the characters should be shaped with a 3D programm, but currently I keep the sphere-orientated method.</li>
<li>Tux is a hierarchical structure of different nodes. It's a good idea to study this structure first. (<a href="../doc/tux01.html">see the overview</a>) It might be helpful to print out the picture.</li>

<li>The shape is defined in the file "char1.lst". The file is written in SP. Remember that all new lines must begin with *; a line without * is appended to the previous line. Each entry has a plausible default value, so you can omit all entries with standard values. At last: the order of the entries is arbitrary since each data field has its own tag.</li>
</ul>

<h4>And now the rules for shaping a friend of Tux:</h4>

<p>There are 3 commands: material, create and prop. The <b>materials</b> must be defined first because some of the following commands apply to the material definitions. With <b>create</b> you create a new node. All new nodes refer to a parent node, so the parent must already exist. The predefined root node is parent of all and called "root". Apart from this essential rule the order of creating nodes is arbitrary. The <b>prop</b> command is only used in special cases (see below).</p>

<p>Normally you define a new node in one line, e.g.:</p>

<pre>
*[cmd] create [node] 13 [par] head
</pre>

<p>In this case, the name of this node is a number (13), and the parent node is called "head". You are free to use numbers as well as letters. This node is unvisible, to create a visible node you have to add the entry [vis]:
</p>
<pre>
*[cmd] create [node] 74 [par] 04 [vis] 8 [scale] 0.95 1.0 0.8 [mat] blackcol
</pre>

<p>The value of [vis] defines the sphere resolution. 10 is best resolution, a lower value draws a coarser sphere. A negative value (default) makes the node unvisible. You see that the sphere is scaled and has a material.
</p>
<p>All nodes can be translated, rotated and scaled. Example:

</p>
<pre>
*[cmd] create [node] 24 [par] left_shoulder [trans] -0.22 0 0 [rot] 1 -90.0
</pre>

<p>The translation entry should be clear, the rotation entry has 2 values. The first value defines the rotation axis (1 = x, 2 = y, 3 = z) in the coordinate system, and the second value defines the rotation angle.
</p>
<p>And now some words about the <b>prop command</b>. In some cases you can't define all node properties in a single line. A line can contain only one rotation, if there are more you have to enter them in additional prop lines. Of course, the affected node has to be created first.
</p>
<pre>
*[cmd] create [node] 34 [par] 28 [trans] -0.23 0 0 [rot] 3 20.0
*[cmd] prop [node] 34 [rot] 1 -90.0
</pre>

<p>Another reason can be the order of the transformation statements. All transformations are stored in a single 4x4 matrix which is built step-by-step. Without specifying a special order the matrix is built in the order translation -> rotation -> scale. Somestimes you need another order, and you can force it with additional prop lines. Example:
</p>
<pre>
*[cmd] create [node] 22 [par] 03 [rot] 2 180
*[cmd] prop [node] 22 [trans] -0.56 0.3 0
*[cmd] prop [node] 22 [rot] 3 45.0
*[cmd] prop [node] 22 [rot] 1 90.0
</pre>

<p>The first rotation is done in the create line, followed by a translation and two further rotations. And of course, you needn't define any property in the create line. Sometimes it might be clearer to use a particular prop line for each property. The following two examples have the same effect:
</p>
<pre>
*[cmd] create [node] 20 [par] 14 [vis] 5 [trans] 0.12 -0.045 0.4 [rot] 2 18.0 [mat] iriscol

*[cmd] create [node] 20 [par] 14 [vis] 5
*[cmd] prop [node] 20 [trans] 0.12 -0.045 0.4
*[cmd] prop [node] 20 [mat] iriscol
*[cmd] prop [node] 20 [rot] 2 18.0
</pre>

<p>That's all about the syntax. Perhaps you want to experiment with the character shape. You can do it by changing the file char1.lst. For a better view on the result open main.cpp and change the entry "cfg.program_mode" in the function InitConfig () from "RACE" to "TUXSHAPE". Then you will see the following screen. The figure on the right is permanently rotated, so you can view it from all directions.
</p>

<p class="centerp">
<img src="images/tuxshape.png" width="600" height="447" border="0" alt="">
<br clear="all"></p>

by Cpicon92 at July 02, 2009 09:08 PM

How to create keyframes

New page: <h4>So what's a keyframe?</h4> <p>A keyfame describes a state of motion or animation. Between the different states the motion and animation of the character is interpolated by translating...

New page

<h4>So what's a keyframe?</h4>

<p>A keyfame describes a state of motion or animation. Between the different states the motion and animation of the character is interpolated by translating and rotating the entire character or rotating a part of the body. To create a chain of keyframes (also called "keyframe") you have to define at least 2 motion states and the time interval between the two states. Normally a keyframe in Tuxracer consists of 10 - 20 states.</p>

<h4>An Example</h4>

<p>The following keyframe is quite simple</p>

<pre>
*[time] 2.6 [pos] -2 0 0 [yaw] 0 [sh] -60 -60
*[time] 0 [pos] 1.5 0 0 [yaw] 180 [sh] 60 60
</pre>


<p>There are two states, and the time interval from the first to the second state is 2.6 seconds. The position differs from x = -2 to x = 1.5. So the character moves to the right for 3.5 units. The [yaw] defines the viewing direction of the character. With [yaw] 0 the character looks to the viewer, and with [yaw] 180 it shows his rear part. With the keyframe above the character turns smoothly. And the [sh] defines the stance of the arms. The first value is always the left, the second the right arm (or leg, or ankle). The arms are rotated at the schoulder joints (sh).</p>

<p>In this way it goes on, and apparently the last frame doesn't need a time value.
</p>
<h4>List with the possible motions:</h4>

<pre>
[yaw] rotation of the entire body (y-axis)
[pitch] rotation of the entire body (up, down)
[neck] rotation at the neck joint (forward, backward)
[head] rotation of the head (left, right)
[sh] rotation of the arms at the shoulder joints (forward, backward)
[hip] rotation of the legs at the hip joints (forward, backward)
[knee] rotation of the lower legs at the knee joints (forward, backward)
[ankle] rotation of the feed at the ankle joints (forward, backward)
</pre>


<p>Probably you miss some options, for example the arm rotation up and down. At the moment those motions are not implemented, but it's no problem to add them in the code.</p>

<h4>Keyframes in Bunny Hill</h4>

<p>Bunny Hill uses two keyframes: a start keyframe when Tux is moving to the startpoint and the end keyframe after Tux has passed the finishing line. Both must be adapted to the racing phase. That means that the final position in the start keyframe must be (0 0 0) to stop the motion at the startpoint. On the other hand, the end keyframe must begin with the position (0 0 0) to start the motion at the last racing position. Same with the orientation: during the race Tux is sliding on his belly, looking in -z direction. This orientation is described by the following values:
</p>
<pre>
[yaw] 180 [pitch] 110 // pitch = 90&Acirc;° + course angle
</pre>


<p>For the two situations I've written different keyframes, it's really easy! You can choose between 4 start frames (tux_walk, tux_walk2, tux_jump, tux_fast) and 2 finish frames (tux_joice, tux_sad). To enter one of these frames open main.cpp and change the entries in InitConfig ().
</p>
<p>You can test your own keyframes or the modified Bunny Hill keyframes on the course but you may want to see more details. Therefore change the progmode in InitConfig () from RACE to KEYFRAME. Adjust the position with the cursor keys and pagedown/pageup. Press ENTER if you want to repeat the keyframe. The keyframe you want to test must be entered in InitConfig () as "testframe".</p>

by Cpicon92 at July 02, 2009 09:05 PM

How to define terrains

New page: <h2>What are terrains?</h2> <p>Terrains are PNG bitmaps used for covering the natural surface (not the objects and models). Typical terrains are snow, ice, rock, sand, grass etc. The size...

New page

<h2>What are terrains?</h2>

<p>Terrains are PNG bitmaps used for covering the natural surface (not the objects and models). Typical terrains are snow, ice, rock, sand, grass etc. The size of the bitmaps should be 256 x 256. It's possible to define terrains with 512 x 512 or 1024 x 1024 pixels but the larger size doesn't have remarkable advantages. On the contrary, the larger bitmaps slow down the race but don't appear much nicer. Important: all terrain bitmaps must be prepared for getting tiled, that means that the edges of adjacent tiles (of same terrain type) must fit together.
</p>
<p>For each terrain a specific color code is defined. The colors appear on the terrain.png and define the terrain covering on the course. The color code can't be changed once it is used on a course. So the colors should be defined cannily. The colors on the terrain map needn't be 100 % exact, the 3 color channels red, green, blue have a tolerance of +/- 15. It's a good idea to use graduated colors with steps of 30, e.g. 60-0-120 or 90-90-210. to keep the compatibility to the classic terrains snow, ice and rock the following color codes are occupied:</p>
<pre>
0-0-0 (ice)
255-255-255 (snow)
128-128-128 (rock)
</pre>


<p>It won't be good to change these codes because many courses already use them.</p>


<p>The properties of all standard terrains are defined in the list "terrains.lst" which is located in the folder <span class="cour">data/terains</span>, together with the terrain bitmaps. A typical entry:
</p>
<pre>
*[name] snow [id] 3 [texture] snow.png [friction] 0.35 [depth] 0.15
[col] 255 255 255 [sound] snow_sound [vol_type] 1 [part] 1 [trackmarks] 1
[shiny] 0 [track_texture] snow_track.png
</pre>


<h4>The properties:</h4>

<p><b>[name]</b> An arbitratry notation to recognize the terrain. The entry is not used internally.
</p>
<p><b>[id]</b> That's the most important entry. The value is internally used to discern the terrain. An ID can't be used twice, so keep care to use an unique number (0 - 63). Default is the snow ID, so if the loading of a terrain fails it will fall back to snow.
</p>
<p><b>[texture]</b> Clear, the filename of the terrain bitmap. If the bitmap doesn't exist, the snow texture is used.

</p>
<p><b>[depth]</b> This value defines how much to dive into the surface. The depth of ice terrain is typically 0. Default = 0.
</p>
<p><b>[friction]</b> The friction coefficent of the terrain. 0 = no friction, 1 = full friction (no motion possible). Default = 0.5.
</p>
<p><b>[col]</b> Color code for the terrain map (3 values in the order red, green blue).
</p>
<p><b>[sound]</b> The sliding sound when Tux touches the surface.
</p>

<p><b>[vol_type]</b> Kind of sliding sound.
</p>
<p><b>[part]</b> A boolean value: 0 = no snow particles when braking or turning, 1 = particles are generated. Default = 0.
</p>
<p><b>[shiny]</b> A boolean value, only for ice: 0 = no reflections, 1 = reflections on the ice. Default = 0.
</p>
<p><b>[trackmarks]</b> A boolean value: 0 = no trackmarks, 1 = with trackmarks. Default = 0.
</p>
<p><b>[track_texture]</b> In the case that [trackmarks] is set to 1 you have to enter a trackmark texture

</p>



<h2>And your own terrains?</h2>

<p>The explanations above relate to the predefined standard terrains. You may want to create a special terrain for your own course which is used only on this particular course. It doesn't make sense to add the terrain to the list of standard terrains since the installation will be too fiddly. So you can write your own terrain list (called "terrains.lst", too) and put it in the course folder, also the terrain bitmaps. To avoid conflicts with the standard IDs you have to use IDs from 64 up to 99. If an ID is not in the range the terrain will be ignored. The structure of the terrain list is the same as of the standard list.

</p>

by Cpicon92 at July 02, 2009 09:03 PM

The keyframe concept

New page

<p>Courses, especially the contributed courses, are not prepared for keyframes in either case. For example, the destination frame needs a free and flat area behind the finishing line, and that's not always possible. So it's the task of the course creator to decide whether keyframes are used or not - and which frames. The frame names must be registered in the course description (course.lst, in ETR course.tcl):</p>

<pre>
[angle] 25
[length] 1200
...
[start frame] tux_walk.lst
[dest frame] tux_jump.lst
...
</pre>

<p>Perhaps you can enter two destination frames, one for a successful race, another for the failure.</p>

<p>The predefined keyframes for common usage are stored in the <b>character folder</b>. If a course creator wants to use an own keyframe (it's so easy to define it) he can store it in the <b>course folder</b>. The program looks first in the character folder and then in the course folder. If no keyframe ist entered or if the registered frames can't be found the program omits them.</p>

by Cpicon92 at July 02, 2009 09:02 PM

FreeOrionWiki

Compile With Eclipse

Changing maximum memory for Eclipse -

←Older revision Revision as of 20:47, 2 July 2009
(14 intermediate revisions not shown.)
Line 1: Line 1:
Eclipse is open source multiplatform IDE comparable with Visual Studio. Eclipse is open source multiplatform IDE comparable with Visual Studio.
-Eclipse IDE for C/C++ Developers can be downloaded [http://www.eclipse.org/downloads/ here].+Eclipse IDE for C/C++ Developers in version 3.5 can be downloaded [http://www.eclipse.org/downloads/ here].
To compile FreeOrion with Eclipse it is required to install plugins for Eclipse to support: To compile FreeOrion with Eclipse it is required to install plugins for Eclipse to support:
*subversion *subversion
Line 8: Line 8:
==Plugins== ==Plugins==
===Subversion plugin=== ===Subversion plugin===
-In Eclipse install menu there is option to install subversion plugin, but this plugin is buggy. There is better option - Subclipse. It has [http://subclipse.tigris.org/ this homepage], but has url [http://subclipse.tigris.org/update_1.4.x http://subclipse.tigris.org/update_1.4.x].+Click on Help->Install New Software menu, select work with All Avalaible Sites and install Collaboration->Subversive SVN Team Provider.
- +
-Click on Help->Software Updates menu and install all from Subclipse except JavaHL Adapters and Integrations(if errors it helps Select Required). After adding remote site with subclipse update url, you also need to select Ganymede Update Site(with Eclipse 3.4).+
 +Add update url(Help->Install New Software->Add) for subversion connector plugin in Eclipse. Location is
 +[http://www.polarion.org/projects/subversive/download/eclipse/2.0/update-site/ http://www.polarion.org/projects/subversive/download/eclipse/2.0/update-site/]. Install it via Subversive SVN Connectors-> and check:
 +*Subversive SVN Connectors
 +*SVNKit 1.3.x Implementation.
===Python plugin=== ===Python plugin===
-Add update url for Pydev plugin in Eclipse and install it for developing FreeOrion AI written in Python. Update url is [http://pydev.sourceforge.net/updates/ http://pydev.sourceforge.net/updates/].+Add update url(Help->Install New Software->Add) for Pydev plugin in Eclipse. Location is [http://pydev.sourceforge.net/updates/ http://pydev.sourceforge.net/updates/]. Install it for developing FreeOrion AI written in Python.
 +PyDev->PyDev for Eclipse
 + 
 +==Settings==
 +===Insert spaces for tabs===
 +Under Window>Preferences>General>Editors>Text Editors turn on
 +*Insert spaces for tabs
 +===Autorefresh project===
 +Under Windows->Preferences->General->Workspace turn on
 +*Refresh automatically
 +===Changing minimum and maximum memory for Eclipse===
 +Change eclipse.ini file with lines Xms(minimal memory) and Xmx(maximal memory) to
 + 
 +-Xms256m
 + 
 +-Xmx1024m
 + 
 +===Turn automatic Eclipse updates on===
 +Under Windows->Preferences->Install/Update->Automatic Updates turn on
 +*Automatically find new updates and notify me
 +*Download new updates automatically and notify me when ready to install them
==Checkout from repository== ==Checkout from repository==
Line 43: Line 65:
Install with command: Install with command:
sudo apt-get install pylint sudo apt-get install pylint
- +==Compile FreeOrion from Eclipse==
-==Settings==+
-===Insert spaces for tabs===+
-Under Window>Preferences>General>Editors>Text Editors turn on+
-*Insert spaces for tabs+
-===Changing memory for Eclipse===+
-Change eclipse.ini file with lines Xms(minimal memory) and Xmx(maximal memory) to+
- +
--Xms256m+
- +
--Xmx1024m+
===Configuring Eclipse External Tools to using scons to compile=== ===Configuring Eclipse External Tools to using scons to compile===
Run->External Tools->External Tools Configuration->Program and clicked with right mouse button Run->External Tools->External Tools Configuration->Program and clicked with right mouse button
Line 65: Line 77:
debug=0 debug=0
-Clicked Apply and Run to test this configuration.+Clicked Apply.
-==Compile FreeOrion==+===Running compile===
-First time, you have to compile FreeOrion from console because it will generate configuration and will compile correctly project. Then it is possible to compile FreeOrion with Eclipse. After changing some FreeOrion file in Eclipse, run scons via Eclipse External Tools and compile FreeOrion(with properly configured Eclipse to autorefresh and autorebuild project - Windows->Preferences->General->Workspace).+First time, you have to compile FreeOrion from console because it will generate configuration and will compile correctly project. Then it is possible to compile FreeOrion with Eclipse. After changing some FreeOrion file in Eclipse, run scons via Eclipse External Tools and compile FreeOrion.
 + 
 +==Run FreeOrion from Eclipse==
 +Run->Run Configurations->C/C++ Application and clicked with right mouse button
 +New.
 + 
 +Update Location to where C/C++ Application is installed with selecting Browse and find file freeorion(you have to compile FreeOrion first)
 + 
 +Clicked Apply and Run to test this configuration.

by OndrejR at July 02, 2009 08:47 PM

ETRacer

The course concept

New page: <p>The course structure differs from the structure used in Tuxracer / ETRacer. It's more flexible and contains more information. Here the files in the course directory:</p> <p><b>elev.png...

New page

<p>The course structure differs from the structure used in Tuxracer / ETRacer. It's more flexible and contains more information. Here the files in the course directory:</p>

<p><b>elev.png and terrain.png</b>. These bitmaps are wellknown.</p>

<p><b>trees.png and items.lst.</b> The trees.png can be used as yet. But the new courses need a textfile with all items and their positions, scalings and rotations. If this file (called items.lst) exits it will be read and trees.png will be ignored. It items.lst doesn't exist the program will read tree.png and generate a new items.lst. After this additional objects or models can be added manually to the items.lst.</p>

<p><b>course.lst.</b> This textfile contains the course params, it replaces the course.tcl. The entries: </p>

<ul>
<li><b>width - length - play_width - play_length.</b> The wellknown size parameters. I suggest to use a scale factor of 2 - 3. For example, if the width of elev.png is 120 pixels the course width should be in the range 240 - 360. The same with the length. Lower values will effect bumpy motion and with higher values you will lose details.</li>
<li><b>scale.</b> The hight scaling of the course, same as in Tuxracer.</li>
<li><b>angle - speed.</b> In Tuxracer you control the basical speed with the angle of slope, in Bunny Hill there is another param to adjust the speed. It's advisable to set the angle to a value about 20° or lower and fasten the race with the speed param. 1.0 is normal speed.</li>

<li><b>start_keyframe - success_keyframe - failure_keyframe.</b> Here you can enter the keyframe files you want to use. </li>
<li><b>herring - time - scores.</b> That's new. The requirements for a successful course are defined in the course params now. For all kinds of requirements there are 3 values: easy, medium and difficult. Later, in another article, I will describe the rules to determine the values. The third requirement (scores) is a mix of herring and time. The calculation of the scores is normalized, too. Later.</li>
</ul>
<hr noshade size="1">
<h4>Additional resources</h4>

<p>Perhaps the course creator wants to use resources that are not part of the standard resources. In this case he might define his own resources in the course directory. They are only valid for this particular course. The way of defining those resources is the same as of defining the standard resources. For example, if there is a special surface texture the course builder creates a terrains.lst with the same syntax as the list in /data/terrains/. The following extra resources can be defined in the course folder:</p>

<ul>

<li>terrains and related trackmarks,</li>
<li>keyframes for the 3 situations,</li>
<li>object types, objects and object textures,</li>
<li>skyboxes and light adjustments.</li>
</ul>
<hr noshade size="1">

<p>Not to forget: All <b>course-related translations</b> will be in the course directory and not in a common folder. There seem to be two entries which might be translated in different languages: course name and course description. I can't say yet how to enter the translations. In the case there is no translation the program displays the messages in the default language (English).</p>

by Cpicon92 at July 02, 2009 08:44 PM

Redesign old

New page: ===Code Structure=== ===Data Structure and Formats=== *3D Model Format *Course File Format *Campaign Format *Environment Format *Character Format ===Collision Detec...

New page

===[[Code Structure]]===
===Data Structure and Formats===
*[[3D Model Format]]
*[[Course File Format]]
*[[Campaign Format]]
*[[Environment Format]]
*[[Character Format]]
===Collision Detection===
Erin is working on improving collision detection and has posted some helpful documentation here:
http://www.erinacom.de/tux/doc/doc.html
===[[Terrain Rendering]]===
===[[Widget Library]]===
===[[Translation System]]===

by Cpicon92 at July 02, 2009 08:39 PM

jME Wiki

blenderjme_anim_tutorial - clarify zeroing discussion

author: blaine (dot) simpson (at) admc (dot) com Synopsis This tutorial shows you how to export models with or for animation from a Blender scene into jME, using the Blender ⇒ jME Exporter. If you haven't at least skimmed the Basics Tutorial yet, do so before starting this tutorial. I'll cover Blender skin & bones animations (aka actions), as well as some other types. Do scan the exporter's online help page about skin & bones, at least to see what it contains. If you ask for support and it…

by blaine at July 02, 2009 08:38 PM

ETRacer

Redesign Plans

added structure for bunny hill info

←Older revision Revision as of 20:37, 2 July 2009
(One intermediate revision not shown.)
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[[Image:Tuxracer-branches-en.png |thumb|Diagram of the plan for the "Media" and "Redesign" branches of the code.]] [[Image:Tuxracer-branches-en.png |thumb|Diagram of the plan for the "Media" and "Redesign" branches of the code.]]
 +In case somebody didn't notice, Extreme Tux Racer is undergoing a "rewrite"/"clean-up." In other words, the code is being overhauled to be faster, more efficient, and more convenient. Currently the rewrite is in a playable, albeit extremely incomplete state. The the new structures and formats for the rewrite, dubbed "Bunny Hill" by its creator, Reinhard Niehoff, are outlined below, along with information on how to procure the code.
 +
 +===Theoretical structures===
 +
 +*[[The course coordinates]]<br>
 +*[[Methods of optimisation]]<br>
 +*[[Vertex-orientated render topology]]<br>
 +*[[Quad-orientated render topology]]<br>
 +
 +===Program structures===
 +
 +*[[Simulation modules]]<br>
 +*[[Course modules]]<br>
 +
 +===Instructions and manuals===
 +
 +*[[How to define object types]]<br>
 +*[[How to create a new character figure]]<br>
 +*[[How to create keyframes]]<br>
 +*[[How to define terrains]]<br>
 +
 +===Peripheral concepts===
 +
 +*[[The keyframe concept]]<br>
 +*[[The course concept]]<br>
 +
 +===[[Download Bunny Hill|Download]]===
 +
 +===[[Roadmap]]===
 +
 +
 +
 +
 +
 +----
 +
 +'''(old page, will be removed asap)'''
 +
===[[Code Structure]]=== ===[[Code Structure]]===
===Data Structure and Formats=== ===Data Structure and Formats===

by Cpicon92 at July 02, 2009 08:37 PM

LincityWiki

Translate

Greek translation (el): in svn now

← Older revision Revision as of 20:31, 2 July 2009
Line 153: Line 153:
* revision 1496 2009-01-17
* revision 1496 2009-01-17
----
----
-
 
=== Greek translation (el) ===
=== Greek translation (el) ===
Line 161: Line 160:
'''Download'''
'''Download'''
 +
in svn
Translated - Will be here soon!
Translated - Will be here soon!
'''Status:'''  
'''Status:'''  
 +
* revision 1556 2009-07-02
----
----

by WolfgangB at July 02, 2009 08:31 PM

Wesnoth wiki

SpellingMistakes

The South Guard:

←Older revision Revision as of 20:14, 2 July 2009
Line 63: Line 63:
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''
 +
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.
Line 68: Line 69:
* should be
* should be
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."
 +
 +
Same error in scenario 5
 +
 +
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''
 +
side=4
 +
type=Lich
 +
id="Mal M''''b'''rin"
 +
name= _ "?"
 +
profile=portraits/mal-mbrin.png
 +
facing=sw
==Two Brothers==
==Two Brothers==

by Lotsofphil at July 02, 2009 08:14 PM

TheSouthGuard

←Older revision Revision as of 20:10, 2 July 2009
(One intermediate revision not shown.)
Line 62: Line 62:
== "4: Vale of Tears" ==
== "4: Vale of Tears" ==
 +
* Objectives: Defeat all enemies and move Ethiliel to Mebrin's village
 +
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 40/32/28 (easy/medium/hard)
 +
* Starting units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek
 +
I might initially recall a single keep worth of troops, as another five bodies might be overkill on top the now large retinue around Deoran. On the other hand, you'll have to fight Skeletons again, so expect to lose a few. As always, Minister Hylas can take down one every turn. Ethiliel can put her 'ensnare' attack to good use as well. It uses impact damage and has the beneficial effect of slowing down the target [If she hits, the target will only deliver half damage for the remaining of this round and the beginning of next]. It's best to use her to attack an axe-wielding Skeleton, then quickly finish it off with your melee fighters. You'll have to rein in the temptation to have Deoran or any of the mounted fighters charge in ahead of the others, that could be a form of suicide. If you keep your troops shoulder-to-shoulder [in a line] that'll reduce the ability of the enemy to gang up on any one character. Of course, you can afford to take more risks after there are only a few skeletons left. There will also be times when you choose to expose some of your troops in order to surround and defeat an enemy.
I might initially recall a single keep worth of troops, as another five bodies might be overkill on top the now large retinue around Deoran. On the other hand, you'll have to fight Skeletons again, so expect to lose a few. As always, Minister Hylas can take down one every turn. Ethiliel can put her 'ensnare' attack to good use as well. It uses impact damage and has the beneficial effect of slowing down the target [If she hits, the target will only deliver half damage for the remaining of this round and the beginning of next]. It's best to use her to attack an axe-wielding Skeleton, then quickly finish it off with your melee fighters. You'll have to rein in the temptation to have Deoran or any of the mounted fighters charge in ahead of the others, that could be a form of suicide. If you keep your troops shoulder-to-shoulder [in a line] that'll reduce the ability of the enemy to gang up on any one character. Of course, you can afford to take more risks after there are only a few skeletons left. There will also be times when you choose to expose some of your troops in order to surround and defeat an enemy.
Line 71: Line 76:
== "5: Choice In The Fog" ==
== "5: Choice In The Fog" ==
 +
* Objectives: Defeat all enemies
 +
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 50/40/35 (easy/medium/hard)
 +
* Starting units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek
 +
* Other: You must side with either the elves or the bandits when you first sight the bandit keep
 +
The title is a precise summation of this scenario, but more about that later. Right now, you're surrounded by fog that only lets you see as far as you can move in the next turn. One possible [though expensive] means of dealing with this is to make sure that every squad of yours has a fast moving unit like Cavalryman with them. However, cavalry fight at a disadvantage in the woods, which is mostly what you'll be dealing with here. Elves are much better in the forest, and therein lies the choice i mentioned earlier. You won't be forced to chose yet, but you may as well think about it: your decision will affect the type of recruits you are about to gather. As of now, Ethiliel will allow you to recruit Elvish Fighters and Elvish Shamans. The Shaman is the only healing unit you'll get other than Minister Hylas in the whole campaign. If you choose against the elves, you will then be allowed to recruit a powerful unit to fight undead. If you're going to go that way, then don't bother recruiting any elves, as they will all leave you.
The title is a precise summation of this scenario, but more about that later. Right now, you're surrounded by fog that only lets you see as far as you can move in the next turn. One possible [though expensive] means of dealing with this is to make sure that every squad of yours has a fast moving unit like Cavalryman with them. However, cavalry fight at a disadvantage in the woods, which is mostly what you'll be dealing with here. Elves are much better in the forest, and therein lies the choice i mentioned earlier. You won't be forced to chose yet, but you may as well think about it: your decision will affect the type of recruits you are about to gather. As of now, Ethiliel will allow you to recruit Elvish Fighters and Elvish Shamans. The Shaman is the only healing unit you'll get other than Minister Hylas in the whole campaign. If you choose against the elves, you will then be allowed to recruit a powerful unit to fight undead. If you're going to go that way, then don't bother recruiting any elves, as they will all leave you.
Line 87: Line 98:
== Diverging campaign path - Elf branch ==
== Diverging campaign path - Elf branch ==
=== "6A: Tidings, Good and Ill" ===
=== "6A: Tidings, Good and Ill" ===
 +
* Objectives: Move Sir Gerrick to the north of the woods and defeat the Naga Queen
 +
* Lose if: Sir Gerrick dies or turns run out
 +
* Turns: 18/18/18 (easy/medium/hard)
 +
* Starting units: Sir Gerrick and an Elvish Ranger
 +
This scenario, as mentioned above, is a pushover, Just recruit some Elvish Fighters, and push northwards. None of your opponents will be any match for you.
This scenario, as mentioned above, is a pushover, Just recruit some Elvish Fighters, and push northwards. None of your opponents will be any match for you.
=== "7A: Into the Depths" ===
=== "7A: Into the Depths" ===
 +
* Objectives: Root out the source of the undead
 +
* Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 50/45/40 (easy/medium/hard)
 +
* Starting units: Deoran, Minister Hylas, and Ethiliel
 +
One of the few genuinely tough scenarios in this campaign. When you encounter the trolls you may choose to give them gold, which makes them ally with you and also grant you a shortcut to Mal M'Brin's castle.
One of the few genuinely tough scenarios in this campaign. When you encounter the trolls you may choose to give them gold, which makes them ally with you and also grant you a shortcut to Mal M'Brin's castle.
Line 97: Line 118:
==="8A: Return to Kerlath" ===
==="8A: Return to Kerlath" ===
 +
* Objectives: Move Deoran into Kerlath Province
 +
* Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 22/20/18 (easy/medium/hard)
 +
* Starting units: Deoran, Minister Hylas, and Ethiliel
 +
This is a straightforward level. Recall a lot of high-level units and the some fodder, then slaughter the bandits.
This is a straightforward level. Recall a lot of high-level units and the some fodder, then slaughter the bandits.
=== "9A: Vengeance" ===
=== "9A: Vengeance" ===
 +
* Objectives: Keep the elves from sacking Westin, then move Ethiliel to the Great Tree
 +
* Lose if: Deoran or Ethiliel die or turns run out
 +
* Turns: no limit
 +
* Starting units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders
 +
Just recruit a lot of fodder to keep the elves busy and send Ethiliel to the tree quickly.
Just recruit a lot of fodder to keep the elves busy and send Ethiliel to the tree quickly.

by Lotsofphil at July 02, 2009 08:10 PM

AssaultCube wiki

Wesnoth wiki

HeirToTheThrone

Scenario 2 - Blackwater Port:

←Older revision Revision as of 19:58, 2 July 2009
Line 41: Line 41:
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.
-
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman.
+
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].
-
 
+
-
'''Loyal'''<br>
+
-
:Normal troops require upkeep, one gold per level and turn. During a 20-turn scenario, your level-2 elvish Druid will cost you 40 gold pieces on top of the 20 it took to recall her. Loyal units expect no ongoing payment, no matter how long the battle goes. Recalling a Loyal unit is almost always cheaper than recruiting a freshman; this becomes even more pronounced once the Loyal unit has achieved a level or two. The money thus saved can hire you a great many troops at the times when your really need them.
+
'''Horsemen'''
'''Horsemen'''
-
:Now that's cavalry as we know it. Only really useful in reasonably level terrain (details depending on game version), the best defense bonus they'll ever get is 40%, even in Castles and Villages. Clearly, they're not meant to be a defensive unit. On the attack, however, they can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the "Damage Calculations" until you get the knack of it.<br>
+
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the "Damage Calculations" until you get the knack of it.<br>
-
:Horsemen may become Knights or Lancers. In a nutshell, Knighthood tries to mitigate a Horsemans' weakness, while Lancerdom reinforces their strengths. In this campaign, it's probably best if most of your horsemen choose the way of the Lancer, charging down enemies left and right until they eventually run out of luck. Haldiel, of course, should play it safe and become a Knight.
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Back to topic: meeting this scenario's goal (survival) isn't all that difficult. If everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress. The time limit is rather short, there's little to be gained from finishing this scenario early. Instead, you should manouever carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.
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Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!
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If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take those next his castle. Matter of fact, this is a prudent move &ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle. This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle. This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let Haldiel get pinned down and killed.
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The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.
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Early finish bonus for killing the enemy leader.
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There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].

by Schnobs at July 02, 2009 07:58 PM

AssaultCube wiki

Libregame wiki

Frogatto

Reverted edits by Kiba (Talk) to last version by Frab26

← Older revision Revision as of 19:41, 2 July 2009
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by Kiba at July 02, 2009 07:41 PM

List of games

F:

← Older revision Revision as of 19:38, 2 July 2009
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| [[freeVikings]] || [http://freevikings.wz.cz/ homepage] || 0.6 || 2006-06-06
| [[freeVikings]] || [http://freevikings.wz.cz/ homepage] || 0.6 || 2006-06-06
|-
|-
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| [[Frets on Fire]] || [http://fretsonfire.sourceforge.net/ homepage] || 1.2.512 ||
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| [[Frets on Fire]] || [http://fretsonfire.sourceforge.net/ homepage]  
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| 1.2.512  
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| 2007-10-08
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|-
| [[Frogatto]]
| [[Frogatto]]
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| [[Memonix]] || [http://www.viewizard.com/ Homepage], [http://www.viewizard.com/download.php?forceos=source source code] || 1.6_080519 || 2008-05-19
| [[Memonix]] || [http://www.viewizard.com/ Homepage], [http://www.viewizard.com/download.php?forceos=source source code] || 1.6_080519 || 2008-05-19