Wesnoth Units database - how frequently it regenerates?
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Wesnoth Units database - how frequently it regenerates?
at the bottom of units tree database page - http://units.wesnoth.org/1.12/mainline/ ... nline.html
I could see "generated on Sat Feb 7 00:41:47 2015".
What is a schedule of these regenerations?
I am curious because I've submitted a new era and would like to be able to see online unit tree for it
I could see "generated on Sat Feb 7 00:41:47 2015".
What is a schedule of these regenerations?
I am curious because I've submitted a new era and would like to be able to see online unit tree for it
- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Wesnoth Units database - how frequently it regenerates?
That's a really interesting topic - atleast for me - I also would like to know what is required (or how it should be done) to see your era at Wesnoth tree database online page.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
- Elvish_Hunter
- Posts: 1576
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: Wesnoth Units database - how frequently it regenerates?
Since this isn't a bug report for mainline, but a question about how a certain part of the website works, I moved this topic to the proper forum.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: Wesnoth Units database - how frequently it regenerates?
This WML parser looks through all the submitted add-ons automatically.ChaosRider wrote:That's a really interesting topic - atleast for me - I also would like to know what is required (or how it should be done) to see your era at Wesnoth tree database online page.
But, it is required to code an add-on in a proper ("not-difficult") way, so that wml parser would successfully "understand" your add-on and parse it into a unit tree.
Here is a link to problems with various add-ons: http://units.wesnoth.org/1.12/overview.html
If the authors of add-ons would fix these problems, their unit trees should be visible as well
- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Wesnoth Units database - how frequently it regenerates?
Im creating for now on 1.10 (so I check it here http://units.wesnoth.org/1.10/overview.html), so in my both WOTG and MWC addons I have 1 error for each of them.Generous wrote:Here is a link to problems with various add-ons: http://units.wesnoth.org/1.12/overview.html
If the authors of add-ons would fix these problems, their unit trees should be visible as well
for WOTG
Spoiler:
for MWC
Spoiler:
Once I will be at home I will take a closer look on it.
Last edited by ChaosRider on February 15th, 2015, 2:59 pm, edited 1 time in total.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
Re: Wesnoth Units database - how frequently it regenerates?
I can understand timeout for ageless, but why is OrociaRandomMod also with timeout, I dont even have new unit types there, everything is referenced from ageless.
Then again would be nice to be able to request more time to indeed make ageless work there.
Most of
Then again would be nice to be able to request more time to indeed make ageless work there.
Most of
wml error
seem to be for animation macro change between 1.10 and 1.12.- beetlenaut
- Developer
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- Contact:
Re: Wesnoth Units database - how frequently it regenerates?
I didn't know about that list, but it doesn't seem very helpful: Every add-on is said to define CAMPAIGN_Trader and have a problem with Pirateship.cfg included from Trader/_main.cfg. So, there is apparently a poorly written campaign that is causing errors for all the rest.Generous wrote:If the authors of add-ons would fix these problems, their unit trees should be visible as well
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Wesnoth Units database - how frequently it regenerates?
I believe this is exactly where 1.10 and 1.12 difference shows up. Like this random error message about thisbeetlenaut wrote:I didn't know about that list, but it doesn't seem very helpful: Every add-on is said to define CAMPAIGN_Trader and have a problem with Pirateship.cfg included from Trader/_main.cfg. So, there is apparently a poorly written campaign that is causing errors for all the rest.Generous wrote:If the authors of add-ons would fix these problems, their unit trees should be visible as well
Code: Select all
79838 /home/allefant/1.12/temp/wmlparser_2aMrhk/wmlparser_bGW2Kg.cfg.plain
1 /home/allefant/1.12/temp/wmlparser_mJqwDj.cfg
Defines: SKIP_CORE,CAMPAIGN_Trader,EASY
Battle for Wesnoth v1.10.7+dev
Started on Sat Feb 7 02:30:21 2015
20150207 02:30:28 error config: preprocessor symbol 'MISSILE_FRAME_MUZZLE_FLARE_MISS' expects 2 arguments, but has 0 arguments at ~add-ons/Trader/units/mechanic/Pirateship.cfg:59
included from ~add-ons/Trader/_main.cfg:262
included from /home/allefant/1.12/temp/wmlparser_bGW2Kg.cfg:1
Line 4 shows 1.10.
I know from personal experience that MISSILE_FRAME_MUZZLE_FLARE_MISS did change required amount of arguments between 1.10 and 1.12
For 1.12 its
Code: Select all
#define MISSILE_FRAME_MUZZLE_FLARE_MISS X Y
missile_start_time=-250
missile_offset=0.1
missile_halo_x={X}
missile_halo_y={Y}
[missile_frame]
halo="projectiles/misfire-spark-[1~4].png:100"
[/missile_frame]
#enddef
Code: Select all
#define MISSILE_FRAME_MUZZLE_FLARE_MISS
missile_start_time=-250
missile_offset=0.1
[missile_frame]
duration=100
halo="projectiles/misfire-spark-1.png"
[/missile_frame]
[missile_frame]
duration=100
halo="projectiles/misfire-spark-2.png"
[/missile_frame]
[missile_frame]
duration=100
halo="projectiles/misfire-spark-3.png"
[/missile_frame]
[missile_frame]
duration=100
halo="projectiles/misfire-spark-4.png"
[/missile_frame]
#enddef
- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Wesnoth Units database - how frequently it regenerates?
In MWC only thing which is ending in name with "list.cfg" is "items list.cfg" - it doesnt show whole name of file in which is problem. This file looks like this:
I see no reason why here should be error and what is this "invalid literal for int() with base 10" - "base 10" (why not with base 9, or 8 or any other number)?
Spoiler:
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
Re: Wesnoth Units database - how frequently it regenerates?
I may be wrong but I think the units database only lists campaigns/eras/factions with at least one non-mainline unit, so many add-ons wouldn't be listed even if they were error-free.Generous wrote:If the authors of add-ons would fix these problems, their unit trees should be visible as well.
That would be Strange Legacy - Trader which is listed for all campaigns on e.g. http://units.wesnoth.org/1.12/A_Beastly_Tale/index.html or http://units.wesnoth.org/1.12/Children_ ... index.html.beetlenaut wrote:I didn't know about that list, but it doesn't seem very helpful: Every add-on is said to define CAMPAIGN_Trader and have a problem with Pirateship.cfg included from Trader/_main.cfg. So, there is apparently a poorly written campaign that is causing errors for all the rest.
Another weird thing is 'Wesnoth v1.10.7+dev' being displayed for 1.12 error logs, as Ravana said.
Should the units database's 1.12 branch list UMCs only from 'addons.wesnoth.org/1.12' (and 'addons.wesnoth.org/1.11')? Or UMCs from 'addons.wesnoth.org/1.10' too? Because the list here http://units.wesnoth.org/1.12/overview.html certainly does not match addons.wesnoth.org/1.12 but seems to contain all add-ons from http://units.wesnoth.org/1.10/overview.html (I haven't checked).
For example the campaigns 'A New Order', 'A Story of the Northlands', or 'County of Beichlingen' appear on 'units.wesnoth.org/1.12' but not on 'addons.wesnoth.org/1.12' or 'addons.wesnoth.org/1.11'. They appear on 'addons.wesnoth.org/1.10' however.
Edit: typo and layout
Last edited by GbDorn on February 16th, 2015, 11:18 am, edited 1 time in total.
- Elvish_Hunter
- Posts: 1576
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: Wesnoth Units database - how frequently it regenerates?
I didn't know about that as well, but I suppose that a poorly made add-on shouldn't generate a chain of errors - except on itself, of course.beetlenaut wrote:I didn't know about that list, but it doesn't seem very helpful: Every add-on is said to define CAMPAIGN_Trader and have a problem with Pirateship.cfg included from Trader/_main.cfg. So, there is apparently a poorly written campaign that is causing errors for all the rest.Generous wrote:If the authors of add-ons would fix these problems, their unit trees should be visible as well
I'm under the impression that this may be a heavy bug with the script, and that one of us should send a PM to allefant, including as much details as possible (I don't have the time to do it right now).
That's a Python error message:ChaosRider wrote:I see no reason why here should be error and what is this "invalid literal for int() with base 10" - "base 10" (why not with base 9, or 8 or any other number)?
Code: Select all
>>> int('blah')
Traceback (most recent call last):
File "<pyshell#0>", line 1, in <module>
int('blah')
ValueError: invalid literal for int() with base 10: 'blah'
>>>
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: Wesnoth Units database - how frequently it regenerates?
Addons server doesnt accept spaces in filenames, so this script doesnt need to account for them either.
- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Wesnoth Units database - how frequently it regenerates?
Ok, so when addon is tested once again? I've already changed this file from cfg to txt (since there wasn't anything used by game), also deleted space in file name but still I see the same error. New version is uploaded on wesnoth 1.10 server.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
Re: Wesnoth Units database - how frequently it regenerates?
This is the same error, as in new version has not been tested. Anyways 1.10 is irrelevant, I dont think this is going to get updates on that site. Notice last updated times. November for 1.10.
- ChaosRider
- Posts: 846
- Joined: April 15th, 2012, 1:15 pm
Re: Wesnoth Units database - how frequently it regenerates?
It wasnt be better to test such a addon after each update (with new version) on server or set up automatic testing once per week, month?
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.