Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)

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Brian_A
Posts: 29
Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

Re: Wesband 0.6.1, improved inventory management

Post by Brian_A »

Ken_Oh wrote:That's really weird. If you've gone that far, you've obviously used [create_weapon] more than once by that point. I have no idea what would have caused that.

Got a new weirdness for your viewing pleasure.


I started a new one player game. I got two henchmen, and then headed down to the first level.

I got debug / error messages as soon as I showed up. Attached are the replay files from the town and level 1, as well as the save file from level 1 turn 1.


Hope this helps!
Attachments
Wesband_Dungeon_Turn_1-1.zip
Save file prior to doing anything on level 1.
(350.21 KiB) Downloaded 150 times
Wesband_replay_-_init.zip
Replay file from first appearance in town, character setup.
(187.48 KiB) Downloaded 154 times
Wesband_Dungeon_replay_level_1.zip
Replay file from level 1.
(164.37 KiB) Downloaded 145 times
The error messages.
The error messages.
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Xudo
Posts: 561
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Screenshot.jpg
<Lua error> ...<addon location>/lua/UnitConstruction.lua:1218: bad argument #1 to 'insert' (table expected, got nil)
stack traceback:
-> : in function 'insert'
-> <addon location>/lua/UnitConstruction.lua:1218: in function 'construct_unit'
-> <addon location>/lua/UnitConstruction.lua:1233: in function
<addon location>/lua/UnitConstruction.lua:2725[/quote]
Appears when I create "Dwarvish guardsman". Tried several times. Happens only with this type of unit.
[attachment=1]Wesband_Turn_1.gz[/attachment]
[attachment=0]Wesband_replay.gz[/attachment]

P.S. Thank you for your addon. Good Job.
Attachments
Wesband_replay.gz
(172.71 KiB) Downloaded 212 times
Wesband_Turn_1.gz
(356.57 KiB) Downloaded 154 times
Last edited by Xudo on July 30th, 2011, 10:34 pm, edited 4 times in total.
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Xudo
Posts: 561
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Screenshot.jpg
<addon location>/lua/Rousing.lua:42: attempt to compare number with nil
stack traceback:
-> <adon location>/lua/Rousing.lua:42: in function 'rouseUnits'
[string "rouseUnits() "]:1: in main chunk
Appears when I move dwarf guardsman anywhere.
Wesband_replay.gz
(220.34 KiB) Downloaded 146 times
Wesband_Turn_2.gz
(403.43 KiB) Downloaded 155 times
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Xudo
Posts: 561
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Screenshot.jpg
Wesband_Dungeon-Auto-Save12.gz
(417.17 KiB) Downloaded 155 times
Wesband_Dungeon-Auto-Save13.gz
(415.43 KiB) Downloaded 148 times
Happened after Cyclop named "Goruk" levelled up.
There are a lot of similar errors while foodpad levelled to outlaw and tentacle of the deep gets AMLA.

P.S. Is it normal what NPC's fights when they are unable even to see my units?
Last edited by Xudo on July 31st, 2011, 5:16 pm, edited 1 time in total.
Brian_A
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Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

Re: Wesband 0.6.1, improved inventory management

Post by Brian_A »

Hi Xudojnik, I'm not one of the programmers for Wesband or Wesnoth, but I can answer your "NPCs fight each other" question. Yes - if the NPCs are on different teams (say goblins and bandits) and they see each other, then when it's their team's turn to move, they'll attack each other.

I've noticed that too, and it makes perfect sense that different teams would attack each other. It would also make the programming easier for fights.
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Xudo
Posts: 561
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Hi, I'm sure that it's normal what NPC fights each other. But it looks strange when they do it so far away of player.
May be they do it just because I used debug mode when notice it.
Shinobody
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Location: somewhere in Poland

Re: Wesband 0.6.1, improved inventory management

Post by Shinobody »

My question: There is that wishlist for art, I assume it's still actual? If so, who should I talk to about that?
Second question: Is that style of sprites you are asking about?
Elf woman frames; WIP
Elf woman frames; WIP
elfswordframes.PNG (5.46 KiB) Viewed 2732 times
Brian_A
Posts: 29
Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

Typo in UnitConstruction.lua

Post by Brian_A »

I don't speak LUA (I'm a C++/unix person), but after seeing the same sort of "expected table, got nil" out of UnitConstruction.lua too many times, I took a peek at the code referred to in the stack trace.

So arg 1 is "abilities", and I looked upwards in the code for that var.

But on lines 1420, 1437, and 1455, it's spelled "abilties" - missing an 'i' - and is probably responsible for some of the nil values that are being received.

I guess I'll be looking for other typos, as I'd rather level my characters than throw away the games. :)
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Xudo
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Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Bone Knight have no amla/advancement.
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Ken_Oh
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Re: Wesband 0.6.1, improved inventory management

Post by Ken_Oh »

Hi, all. Thanks for the bug reports. Unfortunately, I'm kind of swamped with real life and I think Exasperation is too. Good eye, Brian_A, on that abilities spelling. I'm sure that's all that is. Maybe you could try to change it yourself and see if it improves.

Shinobody: Those sprites look awesome and certainly better than anything I could ever do. The sprite wishlist is indeed up to date. The caveat I can offer is that I'm not sure how much of a pain it would be to introduce just one set of female sprites and none of the others. I'd have to tinker with it to find out for sure. Also, I can't tell you when someone will be able to get around to adding anything, but I will certainly get to it eventually.
Shinobody
Posts: 384
Joined: March 9th, 2011, 5:46 pm
Location: somewhere in Poland

Re: Wesband 0.6.1, improved inventory management

Post by Shinobody »

FYI, elf female sprites are nearly completed, only 12 left, so I'm wrapping this up tonight; I think I will make human woman and dwarf woman till end of this week, maybe drake too. (I'm lazy, so I work slower if I'm not sure if what I'm doing is needed or not :P But if list is up to date, then okay.)
I'm just sorry that I can't help you with interface icons, since I suck at anything but sprites ;)
Brian_A
Posts: 29
Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

Re: Wesband 0.6.1, improved inventory management

Post by Brian_A »

Ken_Oh wrote: Good eye, Brian_A, on that abilities spelling. I'm sure that's all that is. Maybe you could try to change it yourself and see if it improves.
Already did. :)

I backed up a few turns after fixing the typo, but still got the exact same error message. Odd thing is, it looked like the variable 'abilities' was declared as an empty table [map/whatever] and there didnt' seem to be any way to set it to nil afterwards.

But then, I don't speak LUA. 8)
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Xudo
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Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

I'v got a lot of errors, same as in this post while Bone Shooter levelled up to Banebow.

EDIT: And while Banebow get AMLA.
EDIT2: And when Hydra advances to Deep Hydra
EDIT3: and when Woodsman advances to Poacher
EDIT4: Thug -> Bandit causes these errors too :mrgreen:
Last edited by Xudo on August 4th, 2011, 2:30 pm, edited 3 times in total.
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Xudo
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Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

I have no idea why this happened. Here is replay.
strange_loot_screenshot.jpg
Strange_loot_replay.gz
(220.31 KiB) Downloaded 142 times
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Xudo
Posts: 561
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Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

UnitConstruction.lua

Code: Select all

@@ -561,7 +561,7 @@
 						attack_eval.value = attack_eval.value * modifiers.plague
 						attack_eval.specials = true
 					elseif ability_id == "soultrap" then
-						attack_eval.value = attack_eval * modifiers.soultrap
+						attack_eval.value = attack_eval.value * modifiers.soultrap
 						attack_eval.specials = true
 					end
 				end
@@ -594,7 +594,7 @@
 						attack_eval.value = attack_eval.value * modifiers.rage
 						attack_eval.specials = true
 					elseif ability_id == "berserk" then
-						attack_eval.value = attack_eval * modifiers.berserk
+						attack_eval.value = attack_eval.value * modifiers.berserk
 						attack_eval.specials = true
 					end
 				end
@@ -607,10 +607,10 @@
 						attack_eval.value = attack_eval.value * modifiers.evasion
 						attack_eval.specials = true
 					elseif ability_id == "goliath_bane" then
-						attack_eval.value = attack_eval * modifiers.goliath
+						attack_eval.value = attack_eval.value * modifiers.goliath
 						attack_eval.specials = true
 					elseif ability_id == "dread" then
-						attack_eval.value = attack_eval * modifiers.dread
+						attack_eval.value = attack_eval.value * modifiers.dread
 						attack_eval.specials = true
 					end
 				end
@@ -623,7 +623,7 @@
 						attack_eval.value = attack_eval.value * modifiers.storm
 						attack_eval.specials = true
 					elseif ability_id == "brutal" then
-						attack_eval.value = attack_eval * modifiers.brutal
+						attack_eval.value = attack_eval.value * modifiers.brutal
 						attack_eval.specials = true
 					end
 				end
@@ -646,16 +646,16 @@
 						attack_eval.value = attack_eval.value * modifiers.slashdash
 						attack_eval.specials = true
 					elseif ability_id == "cleave" then
-						attack_eval.value = attack_eval * modifiers.cleave
+						attack_eval.value = attack_eval.value * modifiers.cleave
 						attack_eval.specials = true
 					elseif ability_id == "remaining_ammo" then
-						attack_eval.value = attack_eval * modifiers.ammo
+						attack_eval.value = attack_eval.value * modifiers.ammo
 						attack_eval.specials = true
 					elseif ability_id == "bloodlust" then
-						attack_eval.value = attack_eval * modifiers.bloodlust
+						attack_eval.value = attack_eval.value * modifiers.bloodlust
 						attack_eval.specials = true
 					elseif ability_id == "grace" then
-						attack_eval.value = attack_eval * modifiers.grace
+						attack_eval.value = attack_eval.value * modifiers.grace
 						attack_eval.specials = true
 					end
 				end
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