Search found 80 matches

by vcap
August 11th, 2010, 2:59 pm
Forum: Users’ Forum
Topic: been defeated but don't know why
Replies: 23
Views: 2633

Re: been defeated but don't know why

zookeeper wrote:You hit the turn limit.
that should have triggered a dialogue in Two Brothers/scenario 3, though. Or is that a recent addition?
by vcap
August 10th, 2010, 11:07 pm
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 71617

Re: Swamplings - v1.0.5 - 16 scenarios complete

GangrN: only S-Dire_Cave_Tour_43-ClammieKey.gz causes a crash here. Are you sure that the other two do crash on your box?
by vcap
August 10th, 2010, 5:10 pm
Forum: WML Workshop
Topic: Why would this cause a crash?
Replies: 16
Views: 1357

Re: Why would this cause a crash?

vcap, how did you narrow this down to the [animate_unit] tag? I got the same error message on my console here, "map_location.cpp:210: map_location::get_direction(map_location::DIRECTION, int) const: Assertion `false' failed." Unfortunately it gave me no clue as to how to answer Zookeeper's question...
by vcap
August 10th, 2010, 12:18 pm
Forum: WML Workshop
Topic: Recruit error
Replies: 31
Views: 2980

Re: Recruit error

Weeping_Angel wrote:

Code: Select all

    #ifdef NORMAL
     recruit=Elvish Fighter,Horseman,Spearman.Sergeant
     gold=200
    #endif
That dot should be a comma.
by vcap
August 10th, 2010, 10:33 am
Forum: WML Workshop
Topic: Why would this cause a crash?
Replies: 16
Views: 1357

Re: Why would this cause a crash?

Sounds like elvish_hunter read it to quickly too. So, to clarify matters: The crash happens at the beginning of the second event, when $Keyholder brings the key to Clammie (side 1 leader). Crash always happens if $Keyholder happens to be Clammie. No problem with fixing that, I'll add a condition if ...
by vcap
August 10th, 2010, 10:20 am
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 71617

Re: Swamplings - v1.0.5 - 16 scenarios complete

Though I have been looking for translation, I definitely don't understand what "placeholder" means in this context. Could you explain please? A placeholder is an image (or bit of code or whatever) that you know is not quite right but will still use in the meantime to get other things going. Here ar...
by vcap
August 10th, 2010, 9:51 am
Forum: WML Workshop
Topic: Why would this cause a crash?
Replies: 16
Views: 1357

Re: Why would this cause a crash?

Sapient wrote:Whenever WML for a scripted event causes a segfault you should always file a formal bug report at bugs.wesnoth.org :eng:
I just reported it.
by vcap
August 10th, 2010, 3:50 am
Forum: WML Workshop
Topic: trackplacer
Replies: 11
Views: 1528

Re: trackplacer

Python modules are basically what other languages would call "libraries". They have extensions .py when in source form, .pyc when byte-compiled and .pyo when byte-compiled with optimization. All three forms will work, but the byte-compiled one are faster since python doesn't need to compile them fir...
by vcap
August 10th, 2010, 1:59 am
Forum: WML Workshop
Topic: Why would this cause a crash?
Replies: 16
Views: 1357

Re: Why would this cause a crash?

I can reproduce it an a simplified test-case on Arch Linux and Wesnoth 1.8.2 It is the bit where you animate Clammie to face $Keyholder and $Keyholder to face Clammie that cause the crash. It doesn't work when Clammie and $Keyholder are the same. The game crash with an assertation failure: wesnoth: ...
by vcap
August 9th, 2010, 4:50 pm
Forum: WML Workshop
Topic: trackplacer
Replies: 11
Views: 1528

Re: trackplacer

I type "python trackplacer" from %WESNOTH%\data\tools (having added Python to my path variable) and I get the same exact message that Anonymissimus posted. Assuming you mean the "ImportError: No module named pygtk" message, it means that python doesn't find pygtk in its predefined search path. You ...
by vcap
August 8th, 2010, 7:48 pm
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 71617

Re: Swamplings - v1.0.3 - 16 scenarios complete

vcap: Oh. That is interesting. I usually use the flags for another very good reason: the scenario will start with your leader in the center of the map instead of scrolling to him. I don't want my scenarios to start with a scroll. I'll check my maps to see which ones still need flags. Thanks. That w...
by vcap
August 8th, 2010, 6:30 pm
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 71617

Re: Swamplings - v1.0.3 - 16 scenarios complete

I discovered that you can prevent the "error display: Tile at -999,-999 isn't on the map" by providing a starting position for side 1 on the map itself, even if it's completely unnecessary (you can put it anywhere you want, it doesn't seem to affect anything besides this message).
by vcap
August 8th, 2010, 1:05 pm
Forum: WML Workshop
Topic: Where are these core files?
Replies: 1
Views: 279

Re: Where are these core files?

1. {WEAPON_SPECIAL_MAGICAL} I expected this to be in the macros file but it is not. I want to copy it to my campaign, rename and modify it. $ (cd /usr/share/wesnoth && grep WEAPON_SPECIAL_MAGICAL data/core/macros/*.cfg) data/core/macros/abilities.cfg:#define WEAPON_SPECIAL_MAGICAL data/core/macros/...
by vcap
August 8th, 2010, 9:55 am
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 71617

Re: Swamplings - v1.0.3 - 16 scenarios complete

I'm playing the campaign on Hard setting and I'm stuck at "It Takes A Swampling". I'm unable to survive for ten turns: there's nowhere to run (inside the cave = death; around the cave = death; up/left/right = death). :? Actually, there is a way. In the Normal setting at least. It's not much fun tou...
by vcap
August 8th, 2010, 9:40 am
Forum: Scenario & Campaign Development
Topic: Re: Swamplings - v1.1.7 - for 1.8 and 1.9
Replies: 315
Views: 71617

Re: Swamplings - v1.0.3 - 16 scenarios complete

In "It takes a swampling", in the sewer part the rats are sometimes generated in pillars or deep water (and presumably in cave walls too, tough i did not see it happen there). In the case of deep water they may not be able to move if all the adjactent hexes are deep water too. In both SCATTER_UNITS ...