Search found 1343 matches

by gfgtdf
November 24th, 2013, 7:47 pm
Forum: Coder’s Corner
Topic: Fix order of units stored by [store_unit]
Replies: 10
Views: 4096

Re: Fix order of units stored by [store_unit]

ok another question: in which cases id the normal "id" not unique and why do we need the underlying_id ? EDIT: ok i just tested and found out that the game lets you have several units with the same id. i still want to know what could be the disadvantages of storing the underlying_id's in r...
by gfgtdf
November 24th, 2013, 5:40 pm
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 6018

Re: Ideas for handling disconnects/lag in Multiplayer

the replays hosted at replays.wesnoth.org normaly dont't contain asnapshot . they only contain a [replay_start] and a [replay].
the clients communicate durign the game by sending replays for their current turn, thats way the server can easily story these and generate a replay.
by gfgtdf
November 23rd, 2013, 11:56 pm
Forum: Coder’s Corner
Topic: Fix order of units stored by [store_unit]
Replies: 10
Views: 4096

Re: Fix order of units stored by [store_unit]

if i remember correctly there was an intent to replace underlying_id with a UUID which is also saved during savegames and replays, anyone know what happend to this plan ?
(you could also generate the UUID with the deterministic rand.)
by gfgtdf
November 23rd, 2013, 7:51 pm
Forum: WML Workshop
Topic: Adding graphics / menus when moving units?
Replies: 2
Views: 542

Re: Adding graphics / menus when moving units?

in general this sounds like a good and generic solution, that could also allow users to implement unit carrying sytem in wml (ask fabi about this). a but i wouldn't bind this to special traits maybe adding a toplevel [unit_to_unit_action] tag wich specifies when the dialog should appear. how do you ...
by gfgtdf
November 18th, 2013, 1:08 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7456
Views: 1376383

Re: Legend of the Invincibles (now complete)

I have tested it and it worked on my machine. but it didn't work on mine. im getting [hotkey] alt=yes command="wml_menu:xx_unit_info" key="unknown key" shift=yes [/hotkey] generated in my preferences file. you can write [default_hotkey] key=i shift=yes [/default_hotkey] or [defa...
by gfgtdf
November 18th, 2013, 12:40 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7456
Views: 1376383

Re: Legend of the Invincibles (now complete)

i tested and the hotkey thing doesn't work like that.
i suppose you have to use lower latters in the 'key' attribute.
by gfgtdf
November 16th, 2013, 10:59 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

i guess we could use a commit based random system instead of "random seeds form mpserver", but i dont know weather im motivated enough to implement this, plus i think for the player this would be more or less the same. I know what you mean. The only change will be that if someone has comp...
by gfgtdf
November 15th, 2013, 6:14 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

i don't know if i am just stupid or what but on quick look on source code on wesnoth (load /save game) level["random_seed"] = start_data["random_seed"]; level["random_calls"] = start_data["random_calls"]; it seems to me that random seed is stored in SG anyway...
by gfgtdf
November 14th, 2013, 11:09 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

it was an issue with my first proposed solution "make all rnd deterministic", but that's exacty the same with the current (1.11.6) implementation because traits are currently deterministic. Did I miss something and was this a change in the 1.11 branch, or did I just never think about this...
by gfgtdf
November 14th, 2013, 9:04 pm
Forum: WML Workshop
Topic: Silence's WML Questions
Replies: 60
Views: 7336

Re: Silence's WML Problems/Questions

Been away from this game for quite a while and I wanted to try making a simple scenario for practice. How would I be able to make an event happen "every X turns"? (X is greater than 1, otherwise I would've just used new turn + first_time_only=no) For context, I'm trying to make a Wolf spa...
by gfgtdf
November 14th, 2013, 3:13 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

By current solution, you mean how things are currently in the game? I don't know that it's terribly confusing to most players at all. well, when i was new it was confusing for me. As to the save loading to find out traits, I thought Cren was indicating that was an issue with your proposed solution,...
by gfgtdf
November 14th, 2013, 2:42 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

Just a couple thoughts, I don't think this would affect me much but if my opinion counts for something. I like the random number generator being random; in my mind that's what it's there for. To make it so that things aren't too predictable. Now granted, someone would have to work if they wanted to...
by gfgtdf
November 14th, 2013, 12:58 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

great change actually you could make some half deterministic ,to hit ratio, with still rng present maybe some math..., i will try to find good formula at home... so cheating on this manner reload test to hit will still be unpredictable. besides load still give same rng outcome i tried in few games ...
by gfgtdf
November 14th, 2013, 12:57 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

From a player's perspective: For the reasons Alarantalara mentioned, I am against deterministic luck in MP games. The temptation to cheat would be really high, so you always have to expect your opponent cheating. That could potentially destroy the ladder, thus losing an important part for some user...
by gfgtdf
November 14th, 2013, 3:36 am
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8697

Re: why do we need 2 random generators?

iceiceice wrote: No, the load is just a local game on the cheater's machine, so they wouldn't see it.
my fist suggetion was to add it similar like this:
Spoiler:
but as i said in post 562518 thats not my plan anymore.