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by doofus-01
January 18th, 2008, 2:18 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

Gnurob's point about updated supporting files is probably the answer. An update to Extended Era (x.32.0, around Jan. 5th) included changing the directory where the units are, so I had to change this campaign's _main.cfg. If you have BMR 0.1.3 and an older version of EE, you would put back the "/stan...
by doofus-01
January 17th, 2008, 10:54 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

I don't plan for it to always be the case, but for now the gate doesn't do anything. Same for the pile of trash and the boxes. The room with the boxes should have had a skeleton at 28,48 that would give you an object. Maybe it's just hard to see? It used to trigger.
by doofus-01
January 17th, 2008, 10:04 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

In the Chase scenario nothing happens after defeating the leader and its recruits in the first keep and the guard next to the stash. No other units were found. I made a typo, should have caught it myself before uploading. Change "Vassak" to "Varrak" at row 174 of the I_Chase.cfg file. [event] name=...
by doofus-01
January 17th, 2008, 2:26 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

It appears the segmentation fault is not fixed after all. You can get around it by running wesnoth in debug mode and attacking Maskov & Scarrion with cheating/debug units (which is why I thought it was fixed). If you use a real unit, wesnoth will crash. The debug and real units can be the same type,...
by doofus-01
January 16th, 2008, 10:08 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

It did not occur to me the AI might get broken, I just checked to see that he would disappear when attacked and not cause a crash by creating a (debug) unit next to him. I'll look at it all again. You can try this to see if it prevents the seg fault: Delete the these lines around row 355 of H_Rumble...
by doofus-01
January 16th, 2008, 2:09 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

I'm about to send 0.1.3 to the server. I just got it to work with 1.3.13 but now 1.3.14 is out. So it goes...
by doofus-01
January 14th, 2008, 12:19 am
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

I updated to 1.3.13 and now I have the same problem as tillea. The segmentation fault happens whenever I try to make the side 6 or 7 leader disappear in an attack event, using [kill] or [store_unit]. It worked in 1.3.11, but no longer... Here's a .cfg that appears to work. It's not quite what I want...
by doofus-01
January 12th, 2008, 11:54 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

On another note, I ran into all sorts of problems getting the update. They're worth mentioning because some issues can be avoided with managing the campaign development: 1. The following command did not update the campaign because (I assume) info.cfg did not have an updated version number Code: cam...
by doofus-01
January 12th, 2008, 9:01 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

Some XE outlaws were dropped because the L3 units are now shipped default in 1.3.13, so that makes sense. However, I had the same error when I called for a Chaos unit, so I'm thinking there are more id and directory changes that I need to accommodate. Maybe it's not as broken as I thought, I'll put ...
by doofus-01
January 12th, 2008, 8:42 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

Ugh. I read your message, updated my version of Extended Era, and now I have the same problem. I also get similar errors on any savefile that calls for an XE unit. This looks like it could be a pretty serious problem, so I'm pulling the campaign off the server until I get this fixed.

Apologies.
by doofus-01
January 12th, 2008, 4:44 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

I was able to finish that scenario from your savefile without crashing, and there were no helpful hints from std i/o. Maybe this is the same bug?

I just sent 0.1.2 to the server.
by doofus-01
January 11th, 2008, 6:13 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

What does that mean?
Disregard the red text "Death of Duval".

I didn't know it would crash, it didn't happen to me.

I'll look at your file, but I won't be able to post any answer until tomorrow (Saturday).
by doofus-01
January 11th, 2008, 2:51 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

Thanks for pointing that out. Looks like it's under control and might not be a problem in 1.3.14. This is the development version, so I guess this sort of thing goes with the territory. If Guardian still won''t load, and you're stuck until the next BFW release, here is a save file for the next scena...
by doofus-01
January 9th, 2008, 2:02 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

I was able to load Guardian with both of your savefiles. Standard i/o showed similar errors about checksums for General, Pikeman, etc, but that didn't prevent it from loading. Someone posted a problem similar to yours on the third page of the 1.3.13 release announcement. I don't know what the answer...
by doofus-01
January 8th, 2008, 2:49 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 22766

I've downloaded your files and will see if I can figure out what's gone wrong. The soonest I'll have an answer would be tomorrow though.