Search found 183 matches
- November 10th, 2019, 9:54 am
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3971
Re: Failed to load scenario (#@%$!)
Again, if you would upload your add-on, it would be easier since we can look at what your entire code is. It's crazy. I did it, I mean copy the WML file into another campaign name (just "Test") and erase all comments. Then I tried just for fun, and the new campaign works fine! I have not ...
- November 10th, 2019, 9:20 am
- Forum: Coder’s Corner
- Topic: 3 directories of core Wesnoth game data
- Replies: 5
- Views: 2434
Re: 3 directories of core Wesnoth game data
The first is the game data directory, second is the user data directory and third seems like something you created. I know about game & user daya directories. My question was about whether it is normal that the user data directory holds all the mainline game data, exactly like (copied form) the...
- November 10th, 2019, 8:57 am
- Forum: Lua Labs
- Topic: path finder usage & functioning
- Replies: 9
- Views: 3239
Re: path finder usage & functioning
To clarify, I meant to suggest that you should look at that tag's implementation in Lua, rather than the documentation for the tag. Oh, thank you! I wanted to do that, but in fact the pathfinder (as well as many other very useful funcs) seems to be in the core wesnoth module, implemented in cpp. I ...
- November 10th, 2019, 8:51 am
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3971
Re: Failed to load scenario (#@%$!)
Again, if you would upload your add-on, it would be easier since we can look at what your entire code is. Sorry, I slipped on your first message because of the reason below, and then forget (I do several things in //). The reason I did not upload those files immediately is that they are literally s...
- November 9th, 2019, 9:14 am
- Forum: Lua Labs
- Topic: path finder usage & functioning
- Replies: 9
- Views: 3239
Re: path finder usage & functioning
Yes, thank you, I have seen that. But it seems the return value we get under Lua is not the same, or is it? (If it is, why does the doc say otherwise?)Celtic_Minstrel wrote: ↑November 8th, 2019, 2:41 am Second, you might want to take a look at the[find_path]
WML tag, which I believe does most of what you're talking about in your third point.
- November 9th, 2019, 9:12 am
- Forum: Coder’s Corner
- Topic: Glib errors about when erasing cache
- Replies: 0
- Views: 2579
Glib errors about when erasing cache
Hello, I occasionnally have errors "failed to load scenario" which I am totally unable to debug (including right now ), even when resting my mind instead of ("stupidly") insisting. Then, usually (albeit not in the present case--yet), the error just disappears and I can go on work...
- November 9th, 2019, 9:04 am
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3971
- November 7th, 2019, 7:16 pm
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3971
Re: Failed to load scenario (#@%$!)
Just tried: it is not, for sure (I wrote a very visible message).Ravana wrote: ↑November 7th, 2019, 7:09 pm Could verify your scenario is loaded https://wiki.wesnoth.org/PreprocessorRef#.23warning
EDIT: Indeed, this is just what the error means.
- November 7th, 2019, 6:53 pm
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3971
Re: Failed to load scenario (#@%$!)
Just a sanity check - do you have the [scenario] tag with the right id= to exactly match the [campaign] tag's first_scenario= ? Yes, I had checked already such things (as said), but another time does not do bad: # in _main.cfg : first_scenario = "1_Test_Scenario" # in 1_Test_Scenario.cfg ...
- November 7th, 2019, 1:40 pm
- Forum: WML Workshop
- Topic: Failed to load scenario (#@%$!)
- Replies: 16
- Views: 3971
Failed to load scenario (#@%$!)
Why do we have as informative error messages as "Failed to load scenario"? Why doesn't or cannot the parser or engine tell us about the anomaly found? Why isn't there more in the log file? (And why is our log file messed with tons of errors from other campaigns?!) Could we study and docume...
- November 7th, 2019, 10:52 am
- Forum: Lua Labs
- Topic: questions about Wesnoth-Lua
- Replies: 4
- Views: 2181
Re: questions about Wesnoth-Lua
I would then propose "Tad_Carlucci wrote: ↑November 6th, 2019, 4:07 pm "cfg" is named that to reduce the amount of work on the keypunch department, and ensure we stay within the 72-column limit for punchcards, to allow us to re-colate them should we drop the card tray.
i
" as in i/o.- November 7th, 2019, 10:39 am
- Forum: Coder’s Corner
- Topic: 3 directories of core Wesnoth game data
- Replies: 5
- Views: 2434
3 directories of core Wesnoth game data
Hello, on my system, there are 3 such dirs (in parens: path by me): The one we can find from main menu via the {i} icon (/usr/share/games/wesnoth/1.14). One together with UMC game data (/home/me/.config/wesnoth-1.14/data/wesnoth-1.14.5) Finally one at the top of my home/ (/home/me/wesnoth-1.14.5) Al...
- November 6th, 2019, 3:41 pm
- Forum: Lua Labs
- Topic: questions about Wesnoth-Lua
- Replies: 4
- Views: 2181
Re: questions about Wesnoth-Lua
IIUC, the wesnoth module is a table of functions, which can be added to or even overridden. The table is created, and a lot of functions are added in, src/scripting/game_lua_kernel.cpp. Thank you! I will have a look. EDIT: Ok, that's what I was searching for. Unfortunately, it can hardly be useful ...
- November 6th, 2019, 11:37 am
- Forum: Lua Labs
- Topic: questions about Wesnoth-Lua
- Replies: 4
- Views: 2181
questions about Wesnoth-Lua
Hello, About cfg & __cfg & __literal : Maybe it's just an issue of funny naming:Wwhy is cfg called that way? Why not input or params ? Can I safely assume that it is always, and only, params/input stored in a table? (or userdata) What is __cfg? What is, clearly and factually, __literal? And ...
- November 6th, 2019, 6:21 am
- Forum: Writers’ Forum
- Topic: a funny dialect: request for comments
- Replies: 4
- Views: 2631
Re: a funny dialect: request for comments
Yes, the whole text is in dialect.lhybrideur wrote: ↑November 5th, 2019, 3:29 pm Seems good too me. If you mean that the whole text is in dialect, I mean.
Thank you lhybrideur. Do you have other comments?