End_turn crash; 1.13.4
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End_turn crash; 1.13.4
Windows 10pro; 1.13.4.
Playing my UMC, the game crashes at the ninth scenario (tried this three times). It occurs after I make my first moves. The screen alert shows
/wesnoth.exe
File: src/playsingle_controller.cpp; Line 646
Expression end_turn_==END_TURN_SYNCED
Here is the log:
and here is the scenario:
Is this my problem, or something in the program?
Thanks.
Playing my UMC, the game crashes at the ninth scenario (tried this three times). It occurs after I make my first moves. The screen alert shows
/wesnoth.exe
File: src/playsingle_controller.cpp; Line 646
Expression end_turn_==END_TURN_SYNCED
Here is the log:
Code: Select all
Battle for Wesnoth v1.13.4
Started on Mon Apr 25 21:27:07 2016
Automatically found a possible data directory at C:\Program Files (x86)\Battle for Wesnoth 1.13.4
Data directory: C:\Program Files (x86)\Battle for Wesnoth 1.13.4
User configuration directory: C:\Users\Staff\Documents\My Games\Wesnoth1.13
User data directory: C:\Users\Staff\Documents\My Games\Wesnoth1.13
Cache directory: C:\Users\Staff\Documents\My Games\Wesnoth1.13\cache
Setting mode to 1449x839
20160425 21:27:09 warning config: add-on 'Son_Of_The_Black_Eye_easy' has no _info.cfg; cannot read version info
Checking lua scripts... ok
20160425 21:27:17 warning gui/event: distributor mouse button left [game_load]: . Mouse down on non focused widget and mouse not captured, we missed events.
20160425 21:27:23 warning preprocessor: Redefining macro SPELL_ARTHIAN without explicit #undef at ~add-ons\\Crin_of_Crenlyn\\scenarios\\16_The_search_begins.cfg:226
included from ~add-ons\\Crin_of_Crenlyn\\_main.cfg:38
previously defined at ~add-ons\\Crin_of_Crenlyn\\scenarios\\10_A_contentious_chat.cfg:275
included from ~add-ons\\Crin_of_Crenlyn\\_main.cfg:38
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'find_vacant' discarded.
20160425 21:28:07 warning unit: Unknown attribute 'recruit' discarded.
20160425 21:28:09 error engine: Networked team encountered by playsingle_controller.
Code: Select all
#textdomain wesnoth-CoC
#TODO
#give income to sides
#for time expiration, have the fog disappear
# Translation. Ignore Crin's odd speech: agloin; faruel; ulgahan; ulgahan; emeloch kalt; glotern; halken glatnur; besplah; sholgo tol; giltern noch;
#Translation: for Arlaina's speech remove "be" from bewant, belike, begoing, becloser, battacked, besummoning, becalled, beteach
[scenario]
id=08_Danonk_Pass
next_scenario=09_Orcs_in_the_way
name= _ "Danonk Pass"
map_data="{~add-ons/Crin_of_Crenlyn/maps/08_danonk_pass.map}"
victory_when_enemies_defeated=yes
turns=44
{SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC knolls.ogg}
{DEFAULT_SCHEDULE}
[side]
id=delero
name= _ "Sergeant Delero"
unrenamable=yes
type=Sergeant
side=1
canrecruit=yes
recruit=Poacher,Thug,Thief
{GOLD 120 115 110}
{INCOME 13 12 11}
save_id=crinee
controller=human
team_name=good_guys
user_team_name= _ "Good Guys"
fog=yes
[unit]
type=Trapper
id=brell
name= _ "Brell"
side=1
x,y=53,46
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
[/unit]
[unit]
type=Footpad
id=dirkus
name= _ "Dirkus"
side=1
x,y=50,47
[/unit]
[/side]
[side]
type=Lieutenant
id=streng
name= _ "Lieutenant Streng"
side=2
canrecruit=yes
controller=ai
recruit=Spearman,Bowman,Swordsman,Longbowman,Horseman
{GOLD 20 30 40}
{INCOME 0 0 0}
team_name=bad_guys
user_team_name= _ "Bad Guys"
fog=yes
[/side]
[side]
side=3
no_leader=yes
canrecruit=yes
recruit=Spearman,Bowman,Swordsman,Longbowman
{GOLD 0 8 12}
{INCOME 1 2 3}
team_name=bad_guys
user_team_name= _ "Bad Guys"
controller=null
fog=yes
[/side]
[side]
side=4
no_leader=yes
canrecruit=yes
recruit=Spearman,Bowman,Swordsman,Longbowman
{GOLD 0 10 20}
{INCOME 0 0 1}
team_name=bad_guys
user_team_name= _ "Bad Guys"
controller=null
fog=yes
[/side]
[side]
side=5
no_leader=yes
{GOLD 15 20 25}
{INCOME 0 1 2}
team_name=bad_guys
user_team_name= _ "Bad Guys"
controller=null
fog=yes
[/side]
[side]
side=6
no_leader=yes
{GOLD 20 25 30}
{INCOME 0 0 1}
team_name=bad_guys
user_team_name= _ "Bad Guys"
controller=null
fog=yes
[/side]
[side]
side=7
no_leader=yes
{GOLD 20 25 30}
{INCOME 1 2 3}
team_name=bad_guys
user_team_name= _ "Bad Guys"
controller=null
fog=yes
[/side]
[side]
side=8
no_leader=yes
{GOLD 20 25 30}
{INCOME 0 1 2}
team_name=bad_guys
user_team_name= _ "Bad Guys"
controller=null
fog=yes
[/side]
[side]
side=9
no_leader=yes
{GOLD 20 25 30}
{INCOME 0 1 2}
controller=null
team_name=bad_guys
user_team_name= _ "Bad Guys"
fog=yes
[/side]
[event]
name=prestart
{VARIABLE crin_passed no}
{VARIABLE arlaina_passed no}
{VARIABLE side3_seen no}
{VARIABLE side4_seen no}
{VARIABLE side5_seen no}
{VARIABLE side6_seen no}
{VARIABLE side7_seen no}
{VARIABLE side8_seen no}
{VARIABLE side9_seen no}
[objectives]
side=1
[objective]
description= _ "Crin and Arlaina get through Danong Pass . . . "
condition=win
[/objective]
[objective]
description= _ "Death of Crin, Arlaina, or Sergeant Delero"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[recall]
id=crin
x,y=51,46
[/recall]
[recall]
id=arlaina
x,y=51,45
[/recall]
[store_unit] #storing all the recallable units; level three last so they will be used last
[filter]
side=1
x,y=recall,recall
level=2
[/filter]
kill=yes
variable=recall_list
[/store_unit]
[store_unit]
[filter]
side=1
x,y=recall,recall
level=1
[/filter]
kill=yes
variable=recall_list
mode=append
[/store_unit]
[store_unit]
[filter]
side=1
x,y=recall,recall
level=3
[/filter]
kill=yes
variable=recall_list
mode=append
[/store_unit]
[unstore_unit]
variable=recall_list[0]
x,y=50,46
find_vacant=yes
[/unstore_unit]
[unstore_unit]
variable=recall_list[1]
x,y=50,46
find_vacant=yes
[/unstore_unit]
[unstore_unit]
variable=recall_list[2]
x,y=50,46
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE recall_list[0],recall_list[0],recall_list[0]}
{FOREACH recall_list i}
[unstore_unit]
variable=recall_list[$i]
x,y=recall,recall
[/unstore_unit]
{NEXT i}
{GENERIC_UNIT 2 Bowman 9 28}
{GENERIC_UNIT 2 Swordsman 17 4}
{GENERIC_UNIT 2 Spearman 15 10}
{GENERIC_UNIT 2 Longbowman 19 23}
{GENERIC_UNIT 3 Bowman 20 36}
{GENERIC_UNIT 3 Swordsman 21 46}
{GENERIC_UNIT 3 Spearman 28 12 }
# {GENERIC_UNIT 3 Spearman 30 19}
{GENERIC_UNIT 3 Swordsman 37 13}
{GENERIC_UNIT 3 Spearman 37 15}
# {GENERIC_UNIT 3 Longbowman 38 14}
{GENERIC_UNIT 3 Longbowman 55 25}
{GENERIC_UNIT 3 Spearman 55 37}
{GENERIC_UNIT 4 Spearman 24 26}
# {GENERIC_UNIT 4 Bowman 30 14}
{GENERIC_UNIT 4 Longbowman 38 19}
{GENERIC_UNIT 4 Spearman 40 4}
{GENERIC_UNIT 4 Bowman 42 14}
{GENERIC_UNIT 4 Bowman 51 23}
# {GENERIC_UNIT 5 Swordsman 22 26}
{GENERIC_UNIT 5 Bowman 24 27}
{GENERIC_UNIT 5 Swordsman 27 29}
{GENERIC_UNIT 5 Spearman 40 5}
{GENERIC_UNIT 5 Bowman 41 24}
# {GENERIC_UNIT 5 Bowman 44 19}
{GENERIC_UNIT 5 Swordsman 46 19}
{GENERIC_UNIT 5 Bowman 55 3}
{GENERIC_UNIT 6 Spearman 31 34}
{GENERIC_UNIT 6 Bowman 31 32}
# {GENERIC_UNIT 6 Bowman 32 1}
{GENERIC_UNIT 6 Swordsman 38 19}
{GENERIC_UNIT 6 Spearman 40 28}
{GENERIC_UNIT 6 Spearman 47 26}
{GENERIC_UNIT 7 Spearman 3 22}
{GENERIC_UNIT 7 Swordsman 7 37}
{GENERIC_UNIT 7 Bowman 38 35}
# {GENERIC_UNIT 7 Spearman 40 31}
{GENERIC_UNIT 7 Bowman 41 31}
{GENERIC_UNIT 7 Swordsman 46 32}
{GENERIC_UNIT 8 Longbowman 13 48}
{GENERIC_UNIT 7 Spearman 24 36}
{GENERIC_UNIT 8 Swordsman 45 41}
{GENERIC_UNIT 8 Bowman 46 41}
{GENERIC_UNIT 9 Spearman 18 29}
{GENERIC_UNIT 9 Bowman 36 48}
{GENERIC_UNIT 9 Bowman 42 47}
{GENERIC_UNIT 9 Spearman 43 49}
#ifdef NORMAL
{GENERIC_UNIT 4 Longbowman 29 33}
# {GENERIC_UNIT 2 Spearman 35 47}
#endif
#ifdef HARD
# {GENERIC_UNIT 7 Swordsman 27 4}
{GENERIC_UNIT 3 Spearman 18 7}
{GENERIC_UNIT 4 Bowman 31 35}
# {GENERIC_UNIT 5 Spearman 35 48}
#endif
[label]
x,y=7,1
color=200,200,200
text= _ "Danonk Pass"
[/label]
[label]
x,y=10,7
color=160,160,200
text= _ "Lake Danonk"
[/label]
[disallow_recruit]
side=1
type=Spearman,Bowman,Horseman
[/disallow_recruit]
[/event]
[story]
[part]
background=data/add-ons/Crin_of_Crenlyn/images/story/Weldyn_map.png
story= _ "The knights on horseback were ineffective in the hills at the ruined fortress, and when night fell the prison escapees moved deep into the Dulatus Hills leaving the pursuers behind."
[/part]
[part]
background=data/add-ons/Crin_of_Crenlyn/images/story/Weldyn_map.png
story= _ "The royal army, however, did not abandon their pursuit. Some forces were sent into the hills and others were stationed around to box the escapees in."
[/part]
[part]
show_title=yes
{TO_DANONK_PASS}
[/part]
[/story]
[event]
name=start
[message]
speaker=brell
message= _ "There are troops to the west and north."
[/message]
[message]
speaker=delero
message= _ "Aye, and they will have stationed men to the south also, but perhaps we can elude them by moving east through these mountains."
[/message]
[message]
speaker=brell
message= _ "I'm surprised they followed us into these hills. Why are they so persistent?"
[/message]
[message]
speaker=arlaina
message= _ "They bewant Crin."
[/message]
[message]
speaker=brell
message= _ "You mean that if we hand Crin over to them, they might let us go?"
[/message]
[message]
speaker=delero
message= _ "That will not happen. I've decided that I'm going to get him to Alduin. If you wish you can leave and perhaps save yourself."
[/message]
[message]
speaker=arlaina
message= _ "Sergeant, I don't belike the idea of begoing east. We would be getting becloser to the evil that pursues us."
[/message]
[message]
speaker=brell
message= _ "What evil is that?"
[/message]
[message]
speaker=arlaina
message= _ "We have been battacked by sorcerers besummoning the undead and wolves. They are led by someone becalled Roigrun."
[/message]
[message]
speaker=delero
message= _ "There are too many troops everywhere else. Aye, all our options are poor."
[/message]
[message]
speaker=brell
message= _ "Undead must be destroyed. I shall stand with you even if the prospects are poor. I suggest moving north. There is fog in the valley and at this time of year it usually sticks around all day, so we might get through if we're cautious. And if we're seen, those soldiers will have difficulty summoning help. You could then travel to Blackwater Port and sail to Alduin."
[/message]
[message]
speaker=delero
message= _ "Aye, that's the best of a poor situation."
[/message]
[message]
speaker=dirkus
message= _ "I'm not sticking around to get killed."
[/message]
{MOVE_UNIT id=dirkus 57 46}
[kill]
id=dirkus
[/kill]
[message]
speaker=arlaina
message= _ "Crinee, we're begoing into battle; stay close."
[/message]
[message]
speaker=crin
message= _ "That giltern noch I will do. If they get near, halken glatnur."
[/message]
[message]
speaker=arlaina
message= _ "And I better quickly beteach you how to strengthen your attack."
[/message]
[message]
speaker=delero
message= _ "Oh Lord, this is really getting dangerous."
[/message]
[object]
duration=forever
silent=yes
[filter]
id=crin
[/filter]
[effect]
apply_to=attack
name=missile
increase_damage=2
[/effect]
[/object]
{HIGHLIGHT_IMAGE 6 2 data/add-ons/Crin_of_Crenlyn/images/items/signpost.png ()}
[/event]
#If side seen, then enemy becomes aggressive.
#Since ai=null for enemy sides, visible is when side 1 sees the enemy
[event] #side3
name=side turn
first_time_only=no
[if]
[variable]
name=side3_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=3
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=3
controller=ai
[/modify_side]
[unit]
type=Swordsman
id=jim
name= _"Jimthro"
side=3
canrecruit=yes
recruit=Spearman,Bowman
x,y=55,37
find_vacant=yes
[/unit]
{GENERIC_UNIT 3 Spearman 54 36}
[set_variable]
name=side3_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
[event] #side4
name=side turn
first_time_only=no
[if]
[variable]
name=side4_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=4
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=4
controller=ai
[/modify_side]
[unit]
type=Swordsman
id=ard
name= _"Ardete"
side=4
canrecruit=yes
recruit=Spearman,Bowman
x,y=52,24
find_vacant=yes
[/unit]
{GENERIC_UNIT 4 Spearman 51 22}
[set_variable]
name=side4_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
[event] #side5
name=side turn
first_time_only=no
[if]
[variable]
name=side5_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=5
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=5
controller=ai
[/modify_side]
[unit]
type=Swordsman
id=con
name= _"Conol"
side=5
canrecruit=yes
recruit=Spearman,Bowman
x,y=54,3
find_vacant=yes
[/unit]
{GENERIC_UNIT 5 Spearman 54 5}
[set_variable]
name=side5_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
[event] #side6
name=side turn
first_time_only=no
[if]
[variable]
name=side6_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=6
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=6
controller=ai
[/modify_side]
[unit]
type=Swordsman
id=urt
name= _"Urthen"
side=6
canrecruit=yes
recruit=Spearman,Bowman
x,y=32,1
find_vacant=yes
[/unit]
{GENERIC_UNIT 6 Spearman 30 1}
[set_variable]
name=side6_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
[event] #side7
name=side turn
first_time_only=no
[if]
[variable]
name=side7_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=7
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=7
controller=ai
[/modify_side]
[unit]
type=Swordsman
id=ter
name= _"Ternon"
side=7
canrecruit=yes
recruit=Spearman,Bowman
x,y=3,23
find_vacant=yes
[/unit]
{GENERIC_UNIT 7 Spearman 4 22}
[set_variable]
name=side7_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
[event] #side8
name=side turn
first_time_only=no
[if]
[variable]
name=side8_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=8
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=8
controller=ai
[/modify_side]
[unit]
type=Swordsman
id=gre
name= _"Gressel"
side=8
canrecruit=yes
recruit=Spearman,Bowman
x,y=24,36
find_vacant=yes
[/unit]
{GENERIC_UNIT 8 Spearman 24 37}
[set_variable]
name=side8_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
[event] #side9
name=side turn
first_time_only=no
[if]
[variable]
name=side9_seen
equals=no
[/variable]
[then]
[if]
[have_unit]
side=1
[filter_vision]
visible=yes
side=9
[/filter_vision]
[/have_unit]
[then]
[modify_side]
side=9
controller=ai
[/modify_side]
[unit]
type=Spearman
id=kar
name= _"Kartl"
side=9
canrecruit=yes
recruit=Spearman,Bowman
x,y=21,7
find_vacant=yes
[/unit]
{GENERIC_UNIT 9 Spearman 24 37}
[set_variable]
name=side9_seen
value=yes
[/set_variable]
[/then]
[/if]
[/then]
[/if]
[/event]
#ending events
[event]
name=time over
[message]
speaker=narrator
message= _ "The fog unexpectedly cleard and the royal troops quickly led to defeat."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=moveto
[filter]
id=crin
x=1-6
y=1-3
[/filter]
[if]
[variable]
name=arlaina_passed
equals=yes
[/variable]
[then]
[message]
speaker=crin
message= _ "We agloin made it."
[/message]
{CLEAR_VARIABLE arlaina_passed}
{CLEAR_VARIABLE crin_passed}
{CLEAR_VARIABLE recall_level1}
{CLEAR_VARIABLE recall_level2}
{CLEAR_VARIABLE recall_level3}
{CLEAR_VARIABLE side3_seen}
{CLEAR_VARIABLE side4_seen}
{CLEAR_VARIABLE side5_seen}
{CLEAR_VARIABLE side6_seen}
{CLEAR_VARIABLE side7_seen}
{CLEAR_VARIABLE side8_seen}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[else]
{VARIABLE crin_passed yes}
[message]
speaker=crin
message= _ "Hurry dolgot."
[/message]
[/else]
[/if]
[/event]
[event]
name=moveto
[filter]
id=arlaina
x=1-6
y=1-3
[/filter]
[if]
[variable]
name=crin_passed
equals=yes
[/variable]
[then]
[message]
speaker=arlaina
message= _ "We have bescaped."
[/message]
{CLEAR_VARIABLE arlaina_passed}
{CLEAR_VARIABLE crin_passed}
{CLEAR_VARIABLE recall_level1}
{CLEAR_VARIABLE recall_level2}
{CLEAR_VARIABLE recall_level3}
{CLEAR_VARIABLE side3_seen}
{CLEAR_VARIABLE side4_seen}
{CLEAR_VARIABLE side5_seen}
{CLEAR_VARIABLE side6_seen}
{CLEAR_VARIABLE side7_seen}
{CLEAR_VARIABLE side8_seen}
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/then]
[else]
{VARIABLE arlaina_passed yes}
[message]
speaker=arlaina
message= _ "Hurry."
[/message]
[/else]
[/if]
[/event]
{DEATHS}
[/scenario]
Thanks.
rmj
Re: End_turn crash; 1.13.4
a similar issue was reported recently where the casue was a current_player= attribute in a [side] but since i see no current_player= atribute in you posted wml it might have a different casue here.
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.