Search found 22 matches
- November 7th, 2020, 6:54 pm
- Forum: Lua Labs
- Topic: Issue with distribution of Lua code in a multiplayer scenario
- Replies: 10
- Views: 5591
Re: Issue with distribution of Lua code in a multiplayer scenario
I am aware of the problems you described. I did mean that a developer should list the dependencies, or rather the contents o their scenario, explicitly. Works for World of Warcraft add-ons. Sure, developer can forget to upgrade their table-of-contents or manifest file. Developer can also make a mist...
- October 19th, 2020, 8:24 pm
- Forum: Lua Labs
- Topic: Issue with distribution of Lua code in a multiplayer scenario
- Replies: 10
- Views: 5591
Re: Issue with distribution of Lua code in a multiplayer scenario
> The reason is that the game has no way to know which Lua files will be needed. Thank you for the attention. To me it's a matter of implementing a table-of-contents file that lists all of the files that the scenario requires. (It would have been usable for deployment too. I ended up uploading Git r...
- September 20th, 2020, 12:14 am
- Forum: Multiplayer Development
- Topic: GForce0's Multiplayer Scenario's
- Replies: 15
- Views: 139481
Re: GForce0's Multiplayer Scenario's
I would ship map files that are adapted to the scenario in the add-on distribution. I don't know the specifics, just saw passing mentions in scattered tutorials and the like that scenario can potentially load different maps. There is some kind of random map generator for ladder too, from what I know...
- September 17th, 2020, 10:56 am
- Forum: Scenario & Campaign Development
- Topic: Up the River Bork
- Replies: 86
- Views: 8893
Re: Up the River Bork
I am on scenario three. Easy difficulty. So far writing was acceptable. Level design is simple, however. A way to improve it would be to add more micro details that increase variety. Add more fronts in different biomes, for example. Sorry I can't be anymore specific. I struggle with level design mys...
- September 16th, 2020, 8:40 am
- Forum: Scenario & Campaign Development
- Topic: How do you determine a campaign's difficulty and balance, and a player's skill level?
- Replies: 4
- Views: 700
Re: How do you determine a campaign's difficulty and balance, and a player's skill level?
I would like to share an external resource that is applicable to the topic. It is aimed at campaign developers and not on Wesnoth project maintainers. Specifically, it is a generic development method to designing game encounters that I frankly consider profound. [Key Mechanics: Challenge Tuning!](ht...
- September 16th, 2020, 7:27 am
- Forum: Scenario & Campaign Development
- Topic: Questions about a non-Wesnoth campaign creation
- Replies: 3
- Views: 572
Re: Questions about a non-Wesnoth campaign creation
1. Do not set properties that do not apply to the subject. 2. Your campaign is free to incorporate whatever art you muster. Unless they are "explicit" or offensive to the audience, I am guessing. 3. Ask questions regarding implementation of features in separate threads. The topic is very s...
- September 16th, 2020, 7:04 am
- Forum: Lua Labs
- Topic: need help in small lua code for ageless WC2
- Replies: 5
- Views: 1886
Re: need help in small lua code for ageless WC2
I think what you need is in file "era.lua". There is a global function wc2_era#generate_bonus_heroes defined there, on which bonus#ger_random_hero relies on. function wc2_era.expand_hero_types(types_str) local types = wc2_utils.split_to_array(types_str) local types_new = {} local types_res...
- September 16th, 2020, 2:16 am
- Forum: Lua Labs
- Topic: need help in small lua code for ageless WC2
- Replies: 5
- Views: 1886
Re: need help in small lua code for ageless WC2
First I would look up the definition of bonus#get_random_hero function.
- September 16th, 2020, 2:11 am
- Forum: Multiplayer Development
- Topic: GForce0's Multiplayer Scenario's
- Replies: 15
- Views: 139481
Re: GForce0's Multiplayer Scenario's
I liked Battleships. The map layout on land is rather simple however. If there was an easy way to apply this scenario to any map, for example to be able to choose any layout map from a pool, this could be popular in multiplayer. The act of shooting the cannon and sinking a ship is rather satisfying.
- September 16th, 2020, 1:41 am
- Forum: Lua Labs
- Topic: Issue with distribution of Lua code in a multiplayer scenario
- Replies: 10
- Views: 5591
Re: Issue with distribution of Lua code in a multiplayer scenario
I discovered an important option that is related to the issue. To prevent players from running corrupt scenario that is missing the Lua script, the developer should set "require_scenario" property of "multiplayer" tag. [Reference](https://wiki.wesnoth.org/ScenarioWML#require_scen...
- September 15th, 2020, 9:35 pm
- Forum: Multiplayer Development
- Topic: Blatant robbery. Cooperative scenario for two players.
- Replies: 1
- Views: 676
Re: Blatant robbery. Cooperative scenario for two players.
Release 0.1.4 * Add scenario description. * Demand user installs scenario from server as an add-on. * Fix typos. * Minor improvements to project source layout. * Remove units meant for testing. Release 0.1.1 First public release of an unstable version. All core game rules are implemented. Extensive...
- September 15th, 2020, 9:15 pm
- Forum: Multiplayer Development
- Topic: Blatant robbery. Cooperative scenario for two players.
- Replies: 1
- Views: 676
Blatant robbery. Cooperative scenario for two players.
# Blatant robbery Cooperative scenario for two players. Use subterfuge to divert enemy defenders and assassinate their leader. ## Features Pillage peaceful villages, slaughter their inhabitants and steal their property to force the enemy to divert their forces. However, pillaged villages do not pro...
- September 15th, 2020, 8:25 pm
- Forum: Lua Labs
- Topic: Issue with distribution of Lua code in a multiplayer scenario
- Replies: 10
- Views: 5591
Re: Issue with distribution of Lua code in a multiplayer scenario
Thank you. Your responses were enlightening.
- September 15th, 2020, 12:06 am
- Forum: Lua Labs
- Topic: Issue with distribution of Lua code in a multiplayer scenario
- Replies: 10
- Views: 5591
Re: Issue with distribution of Lua code in a multiplayer scenario
What I understood is that Lua files are not transmitted over the network, only the scenario WML and map data. The work-around you suggest is to embed the Lua code into the scenario WML descriptor. Why can't the game simply transfer the Lua file as well? Is there some kind of manifest I can use? In t...
- September 14th, 2020, 11:12 pm
- Forum: Lua Labs
- Topic: Issue with distribution of Lua code in a multiplayer scenario
- Replies: 10
- Views: 5591
Issue with distribution of Lua code in a multiplayer scenario
I encountered an unexpected issue with hosting a custom multiplayer scenario on the official multiplayer server. # Context The layout of the scenario's (the add-on's) directory: ~/add-ons/myscenario/src/myscenario.lua # Important segment ~/add-ons/myscenario/maps/myscenario.map ~/add-ons/myscenario/...