Unitmarkers [SP/MP modification for 1.14]
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Re: Unitmarkers [SP/MP modification for 1.12/1.13]
I've just installed this add-on for the first time.
Using Wesnoth v1.13.10+dev (38e31aa61f-Clean), when I enable the mod in SP mode, I get:
Edit: I see there are separate sets of markers for leaders/loyals/others.
Edit2: This is https://github.com/wesnoth/wesnoth/issues/2229
Using Wesnoth v1.13.10+dev (38e31aa61f-Clean), when I enable the mod in SP mode, I get:
That doesn't happen with 1.13.8.User Interaction Required
The currently chosen era is not compatible with your setup. Please select a compatible one.
[default]
Edit: I see there are separate sets of markers for leaders/loyals/others.
Edit2: This is https://github.com/wesnoth/wesnoth/issues/2229
- Paulomat4
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- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: Unitmarkers [SP/MP modification for 1.12/1.13]
Even though this seems to be a wesnoth issue, thank you for reporting 

Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
- Paulomat4
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- Posts: 715
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: Unitmarkers [SP/MP modification for 1.14]
Unitmarkers has now been uploaded to the 1.14 add-on server. There has also been a bugfix that prevented heroes and leaders to go back to normal.
Changelog (also for the previous version for completeness sake):
Changelog (also for the previous version for completeness sake):
Code: Select all
Version 1.4.2
-Fixed the bug of Hero and Leader units getting the loyal Icon after "revert all changes"
-upload to 1.14
Version 1.4.1
-Manually reshaded every pixel of the flag icon (finally happy with it)
-complete macro-rewrite to use objects for filtering (hopefully unlocking overlay storing)
-recoloring of leader crowns
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: Unitmarkers [SP/MP modification for 1.14]
On 1.14, when a unit marked with crossed flaming swords stands on shallow water (
The surrounding hexes are all shallow and deep water. Blinking stops if I place a Sky Drake in the adjacent hex to the NE, but not if I place a Peasant in that hex.
Ww
) and the Animate water
wesnoth preference is enabled, the top-left end of the swords blinks:The surrounding hexes are all shallow and deep water. Blinking stops if I place a Sky Drake in the adjacent hex to the NE, but not if I place a Peasant in that hex.
- Paulomat4
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- Posts: 715
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: Unitmarkers [SP/MP modification for 1.14]
Hello Josteph,
Thanks for reporting first of all. I think the problem you're having is due to the way that wesnoth renders overlays. Maybe I could place the swords a few pixels farther down so it won't be cut off from the hex?
Thanks for reporting first of all. I think the problem you're having is due to the way that wesnoth renders overlays. Maybe I could place the swords a few pixels farther down so it won't be cut off from the hex?
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: Unitmarkers [SP/MP modification for 1.14]
Hi Paulomat, you're welcome. Placing the overlay a bit farther down should work, but I wonder if this isn't a wesnoth bug, in that the water animation shouldn't be rendered over the overlay.
Re: Unitmarkers [SP/MP modification for 1.14]
Does it fit into https://github.com/wesnoth/wesnoth/blob ... /alpha.png ?josteph wrote: ↑July 4th, 2018, 9:05 amOn 1.14, when a unit marked with crossed flaming swords stands on shallow water (Ww
) and theAnimate water
wesnoth preference is enabled, the top-left end of the swords blinks:
Screenshot_2018-07-04_08-58-48.png
The surrounding hexes are all shallow and deep water. Blinking stops if I place a Sky Drake in the adjacent hex to the NE, but not if I place a Peasant in that hex.
If not, then it is not an issue specific to water, I saw it with caves. It has an impact when you move the mouse over certain adjacent hexes.
Re: Unitmarkers [SP/MP modification for 1.14]
Thanks Shiki. The chopped part starts a few pixels outside the yellow frame that marks the hex under the cursor. I can reproduce the issue in caves too as you describe. Is there anything I can do to help fix this?
Re: Unitmarkers [SP/MP modification for 1.14]
Commit https://github.com/wesnoth/wesnoth/comm ... 59d6da560c in master causes the markers to disappear when a unit advances.
(That commit had a syntax error that was fixed by the next commit, https://github.com/wesnoth/wesnoth/comm ... a2c2688627)
(That commit had a syntax error that was fixed by the next commit, https://github.com/wesnoth/wesnoth/comm ... a2c2688627)
- Paulomat4
- Moderator
- Posts: 715
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: Unitmarkers [SP/MP modification for 1.14]
thanks for informing me josteph! I'll see if I can get around to create a fix.
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: Unitmarkers [SP/MP modification for 1.14]
Thanks Paulomat. I'm not sure if Unitmarkers should be changed or if wesnoth upstream should come up with a backwards compatible solution. If the former, then the change should certainly be mentioned in changelog.
Re: Unitmarkers [SP/MP modification for 1.14]
Hi again Paulomat. When a unit has a marker, removing the marker also removes all other objects the unit has (for example, if the unit had picked up a storm trident, removing the marker also removes the storm trident attack from the unit). This is because the [remove_object] on event_macros.cfg:138 does not specify an
The following patch fixes it in my testing (I had unit1 pick up a storm trident, gave unit1 a marker, gave unit2 a marker, and reverted unit1's marker), but it leaves the unit with both the name=normal_unit object and with two copies of the _last_last_overlays object. I'm not sure if that's the correct outcome.
I discovered this the hard way - I removed the marker from a unit that had picked up an item, and had to replay a few turns when I found out...
object_id
.The following patch fixes it in my testing (I had unit1 pick up a storm trident, gave unit1 a marker, gave unit2 a marker, and reverted unit1's marker), but it leaves the unit with both the name=normal_unit object and with two copies of the _last_last_overlays object. I'm not sure if that's the correct outcome.
Spoiler:
Re: Unitmarkers [SP/MP modification for 1.14]
Hi Paulomat, any news on the regression in master (4 posts up)?
Re: Unitmarkers [SP/MP modification for 1.14]
I just updated the unitmarker part of the addon world conquest II to 1.15 which does basicially the same thing as this addon, maybe it'll help you: https://github.com/gfgtdf/World_Conques ... marker.lua . (it currently only supports 2 images, but you can easily add more images to the list at the top of that file), it required the wc2_utils.menu_item function that you'll also find in that addon. The code won't work in 1.14 though, only in 1.15+
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.