Ravana's Multiplayer Works

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » January 22nd, 2016, 10:58 pm

Mentioning here too that I have been thinking of adding different predefined waves for orocia, started out with https://github.com/ProditorMagnus/Oroci ... ined_1.cfg

Feel free to compose and suggest your own waves.


Seems I have become too enthusiastic making waves harder. I will try to deal with that. Thinking of calling current version hardcore mode, and making normal much easier.


As of 25.01 I found an exceptional fanfic so update might be delayed few days.

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Re: Ravana's Multiplayer Works

Post by Shiki » March 24th, 2016, 1:54 am

I recently had a bug in Orocia.

It seems that the game crashes when a unit levels up through killing another one.
Happened with different units, also with one from the ageless waves.

Code: Select all

20160321 05:49:29 error display: could not open image 'themes/units-t.png'
20160321 05:49:33 error display: could not open image 'units/Freemen/Sultan.png'
The game crashes when one of the Cursed - let's say the one riding - level's up.
20160321 05:57:11 warning unit: Unknown attribute 'no_recruit' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'player' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'no_recruit' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'player' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'no_recruit' discarded.
20160321 05:57:11 warning unit: Unknown attribute 'player' discarded.
20160321 05:57:12 error display: Tile at -999,-999 isn't on the map, can't scroll to the tile.
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: failed to auto-store $unit at (1,1)
20160321 05:57:26 error engine: could not de-serialize unit: 'game_error: creating unit with an empty type field'
20160321 05:58:11 warning config: Terrain 'Qt' has eOrociavaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:11 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:11 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:15 error display: could not open image 'attacks/dive-bomb.png'
20160321 05:58:22 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:22 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 05:58:22 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:30 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:30 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:30 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Mt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:06:53 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:07:09 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:07:09 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:07:09 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:30 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:30 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:30 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:31 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:31 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:12:31 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Mt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:14:59 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:15:43 warning gui/event: distributor mouse button left [wml_message_left]: SDL left button down. The mouse button is already down, we missed an event.
20160321 06:18:05 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:18:05 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:18:05 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:20:28 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:20:28 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:20:28 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:23:33 warning gui/event: distributor mouse button left [wml_message_left]: SDL left button down. The mouse button is already down, we missed an event.
20160321 06:23:59 error display: could not open image 'units/summoners/red-mage+female.png'
20160321 06:25:06 warning unit: Unknown attribute 'ignore_global_traits' discarded.
20160321 06:33:15 warning engine: attempt to filter attack for an event with no attack data.
20160321 06:43:40 warning unit: Unknown attribute 'ignore_global_traits' discarded.
20160321 06:43:40 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:43:40 warning unit: Unknown attribute 'ignore_global_traits' discarded.
20160321 06:44:26 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:26 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:26 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:27 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:44:38 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:38 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:44:38 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:45:37 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:45:37 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:45:37 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:48:11 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:50:50 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:53:03 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:53:23 error display: could not open image 'units/summoners/red-mage-attack-staff-1.png'
20160321 06:53:23 error display: could not open image 'units/summoners/red-mage-attack-staff-2.png'
20160321 06:53:31 warning engine: variable_info: retrieving member of non-existent WML container, advancer_temp.id
20160321 06:53:47 warning config: Terrain 'Mt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning config: Terrain 'Qt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning config: Terrain 'Wdt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
20160321 06:53:47 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 06:58:40 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:00:48 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:04:17 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:04:38 warning engine: variable_info: invalid WML array index, electric_store[]
20160321 07:06:10 warning config: Terrain 'Xt' has evaluated to 100 (cost), which is more than 99; resetting to 99.
Formula error in formula:1
In formula != 
Error: Illegal unary operator: '!='

Game will be aborted.
Attachments
bug_saves.rar
(289.19 KiB) Downloaded 190 times
Maintainer of Era of Myths.
Introduction to WML filtering and WML variables.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » March 24th, 2016, 6:36 am

It is from stone statue unit line. Try to not use those units where possible until next ageless update.

I have removed them from waves lists so it is possible to avoid them.

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IPS
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Re: Ageless Era - Current Version: 4.14

Post by IPS » April 4th, 2016, 2:30 am

So yes! it's possible! Testing a build which theorically was a winning one I made teal side overperform at the game with only 1 lost unit at turn 41 at Experimental difficulty. Also begin was the hardest part of the game. You can look at the replay to watch a nice match.
Attachments
Orocia_PYR_Ageless_game_1.gz
Replay of an Orocia game. 6 recruit ur units were allowed for each player.
(178.19 KiB) Downloaded 168 times
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » April 4th, 2016, 5:42 am

Notice that this was normal difficulty not experimental. Experimental is only subdifficulty of hardcore.
<02:11 IPS> I think the upkeep from thrallment is too high
<02:11 IPS> they should be lv(n-1) than their original verion for lowering upkeeps...
<02:12 IPS> no zone of control, not viable for upgarades most of time, but same upkeep
Yes, I made it so that even if you create some you do not want to keep them, so other side will at least get xp. And currently upkeep is original+1.
<03:34 IPS> 2 of 6 .-.
<03:34 IPS> wtf
I might make ai say similar messages.
<04:26 IPS> banner op
<04:26 IPS> even recently recruited these guys are helpful as [censored]
<04:27 IPS> even if they ... do nothing in the battlefield
Will consider.

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IPS
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Re: Ravana's Multiplayer Works

Post by IPS » April 11th, 2016, 3:47 pm

Well, on here I'm posting a .map file for a future release of Orocia. Hope you like it ;)
Attachments
Swamp Orocia.map
swamp orocia!
(5.52 KiB) Downloaded 162 times
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » April 11th, 2016, 4:04 pm

No time to check it yet, but filenames in wesnoth are not allowed to contain spaces.


I like the look.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » April 27th, 2016, 4:38 pm

I have taken over maintaining Switch Leader, originally created by lipk. Changes amount limit finally works with multiple sides.

I am not really happy with first sentence of the description, would appreciate suggestions.
Allows players to replace a unit they own their original leader.

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IPS
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Re: Ravana's Multiplayer Works

Post by IPS » May 2nd, 2016, 2:36 pm

Well, worked a lot at the old 4p version of Orocia, making it much more presentable than original and intending to make it finally a viable project. Finally 4p orocia recived some love after 8 years of being forgived.

Expecting to see it being played in a not too late future :)
Attachments
Total_Orocia_4p.map
2008's 4p orocia reworked
(3.75 KiB) Downloaded 154 times
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » May 2nd, 2016, 3:15 pm

It would speed up if you created(or just took from its original files if you didnt change anything relevant) the sets of x,y where units should be created at the same time, like 3p version has

Code: Select all

#define BORDER_1 TYPE
    {DEFAULT_UNIT {TYPE} 6 19}
    {DEFAULT_UNIT {TYPE} 25 15}
    {DEFAULT_UNIT {TYPE} 11 3}
#enddef

#define BORDER_2 TYPE
    {DEFAULT_UNIT {TYPE} 6 19}
    {DEFAULT_UNIT {TYPE} 25 15}
    {DEFAULT_UNIT {TYPE} 11 3}
    {DEFAULT_UNIT {TYPE} 18 21}
    {DEFAULT_UNIT {TYPE} 21 5}
    {DEFAULT_UNIT {TYPE} 3 11}
#enddef

#define LAND_A_1 TYPE
    {DEFAULT_UNIT {TYPE} 3 15}
    {DEFAULT_UNIT {TYPE} 22 19}
    {DEFAULT_UNIT {TYPE} 17 3}
#enddef

#define LAND_A_2 TYPE
    {DEFAULT_UNIT {TYPE} 4 16}
    {DEFAULT_UNIT {TYPE} 3 16}
    {DEFAULT_UNIT {TYPE} 21 20}
    {DEFAULT_UNIT {TYPE} 24 16}
    {DEFAULT_UNIT {TYPE} 18 3}
    {DEFAULT_UNIT {TYPE} 14 3}
#enddef

#define LAND_A_3 TYPE
    {DEFAULT_UNIT {TYPE} 3 12}
    {DEFAULT_UNIT {TYPE} 3 14}
    {DEFAULT_UNIT {TYPE} 4 17}
    {DEFAULT_UNIT {TYPE} 20 20}
    {DEFAULT_UNIT {TYPE} 23 19}
    {DEFAULT_UNIT {TYPE} 24 17}
    {DEFAULT_UNIT {TYPE} 19 4}
    {DEFAULT_UNIT {TYPE} 15 3}
    {DEFAULT_UNIT {TYPE} 13 3}
#enddef

#define LAND_B_1 TYPE
    {DEFAULT_UNIT {TYPE} 11 22}
    {DEFAULT_UNIT {TYPE} 25 9}
    {DEFAULT_UNIT {TYPE} 5 6}
#enddef

#define LAND_B_2 TYPE
    {DEFAULT_UNIT {TYPE} 10 21}
    {DEFAULT_UNIT {TYPE} 13 22}
    {DEFAULT_UNIT {TYPE} 25 11}
    {DEFAULT_UNIT {TYPE} 24 7}
    {DEFAULT_UNIT {TYPE} 6 5}
    {DEFAULT_UNIT {TYPE} 4 7}
#enddef

#define LAND_B_3 TYPE
    {DEFAULT_UNIT {TYPE} 8 20}
    {DEFAULT_UNIT {TYPE} 16 21}
    {DEFAULT_UNIT {TYPE} 12 21}
    {DEFAULT_UNIT {TYPE} 23 7}
    {DEFAULT_UNIT {TYPE} 25 10}
    {DEFAULT_UNIT {TYPE} 23 6}
    {DEFAULT_UNIT {TYPE} 7 5}
    {DEFAULT_UNIT {TYPE} 5 7}
    {DEFAULT_UNIT {TYPE} 4 8}
#enddef
(the default_unit and everything else I can add with replace all, no need to worry about that)

Can-ned_Food
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Color Modification

Post by Can-ned_Food » December 4th, 2016, 6:18 pm

Heigh-llo, Can-ned the Food here.
  • A more descriptive name would help.

    Code: Select all

    24c24
    <     name=_"Color Mod"
    ---
    >     name=_"Color Changer"
    

    Code: Select all

    24c24
    <     name=_"Color Mod"
    ---
    >     name=_"Recolor Mod"
    

    Code: Select all

    24c24
    <     name=_"Color Mod"
    ---
    >     name=_"Change of Colors"
    
    None of those are quite proper, though. The first one sounds like it provides a toolkit, the third is maybe too poetic. The second one, although more accurate, is much less descriptive than it should be.
  • Perhaps you would consider using a combo dropdown for the Core Light Blue and Custom Light Blue.
    code excerpt deleted
  • Have you thought of using a series of

    Code: Select all

    ~BLIT("flags/flag-icon.png"~BLEND(_,_,_,_),_,_)
    for the add-on icon? You could make a staggered row of flags, each with the new colors.
EDIT 1: added third proposal.
Last edited by Can-ned_Food on December 4th, 2016, 7:08 pm, edited 1 time in total.

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » December 4th, 2016, 6:33 pm

Hello,

Not sure about names either..

Combobox seems good, would you just send me the new version? Diff I get from git anyways, https://github.com/ProditorMagnus/Color_Modification


Uploaded.


Thanks for the icon idea, implemented.
Image

Can-ned_Food
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Color Mod icon, another version

Post by Can-ned_Food » December 8th, 2016, 11:39 pm

I toyed with something like that, but my arrangements looked much sillier — like a troop of psychedelic pachyderms. I don't know why i didn't consider something like yours.

Anyway, here's an alternate which i later devised with the long flag. You might be interested in keeping a copy of it for further use. Yours looks much more appealing to browsers.
Rav_colors-mod_icon-2.png
code by Image Path Functions provided below
Rav_colors-mod_icon-2.png (9.19 KiB) Viewed 2535 times

Code: Select all

icon = "misc/empty.png"~SCALE(72,72)~NOP("black -> Rav_pink")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(090,090,090,0.7),0,0)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(255,192,203,0.7),0,8)~NOP("brown -> Rav_yellow")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(148,080,039,0.7),24,0)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(231,237,045,0.7),24,8)~NOP("teal -> Rav_cyan")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(048,203,192,0.7),48,0)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(000,255,255,0.7),48,8)~NOP("blue -> Rav_blue_light")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(046,065,155,0.7),12,24)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(071,151,255,0.7),12,32)~NOP("purple -> Rav_purple_light")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(147,000,157,0.7),36,24)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(255,000,255,0.7),36,32)~NOP("blue -> lightblue")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(046,065,155,0.7),8,48)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(000,164,255,0.7),8,56)~NOP("brown -> gold")~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(148,080,039,0.7),40,48)~BLIT("flags/long-flag-icon.png"~RC(flag_green>white)~BLEND(255,243,090,0.7),40,56)

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Ravana
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Re: Ravana's Multiplayer Works

Post by Ravana » December 8th, 2016, 11:47 pm

There is additional thing that can be done - no image path operations are used for http://add-ons.wesnoth.org/ interface.

Thats why I started mine with flags/long-flag-1.png~O(0)

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Wolfer
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Re: Ravana's Multiplayer Works

Post by Wolfer » September 15th, 2017, 3:53 pm

Hi
I was wondering why in XP MOD did not include an improvement in the range attack. Improving damage refers only to melee attacks.

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