New Add-ons
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Re: New Add-ons
Thanks for your suggestions, I must say, It's a pretty good campaign.Crendgrim wrote:I didn't play the campaign yet, just wanted to leave some input about your file structure.
"Copy of Copy of dbd.cfg" is not a good file name, actually. It's both quite long and inconclusive. If you have about 12 scenarios, you won't remember which one that was. So a file name scheme like "01_Intro.cfg", "02_The_Assault.cfg" and "03_Journey.cfg" (or something alike, of course) is helpful both for you and for people who run into trouble and want to help you figuring out the source of the bug. If the files are called like I suggested, I know in which file the bug will be and can go directly to that one. However, if it is as you did, I would see those files and immediately leave, so all work - including figuring out the correct file - will be up to you.
The same applies to the map files, by the way.
I'm maybe going to give this campaign a shot later today and comment on it gameplay-wise then.
Crend
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- artisticdude
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Re: New Add-ons
Running 1.9.4 dev branch. I only managed to get through the first scenario. When the second scenario was loading, the game registered an error message that said there was an illegal character 'Ket' in the map file. My comments on the campaign:
-All your paths led to the core campaign folder, which is how most of us start out. However, they really should lead to '~add-ons/name of your campaign', since that's where add-ons are installed when they are downloaded from the server. Otherwise potential players will have to go through the hassle of either fixing all the paths or putting the campaign in the game core.
-The name of the campaign folder is 'Xos', but the title that appears in the in-game campaign interface says 'Sos'. Which is it?
-There are a fair number of grammatical errors in the dialogue. You might want to proofread it. I'd advise using less slang-ish language, too... but that's up to you.
-You left some code (specifically, death events) from TSG in the scenario .cfg's. You don't need that.
-It's all very well to start off designing campaigns by modifying one of the mainline campaigns, but this is pretty much an exact replica of TSG with different characters and different dialogue in places. I think you can do more to make it a more original campaign.
-When night falls, you get a message telling you to stay back and hold the river. When the sun rises, however, you get message telling you that it's better to defeat the bandits during the night, since that's when your troops are strongest (which is true)!
-I easily killed the bandits with using only 'Sir ten', 'Piko', and 'Zuma' (I didn't even have to use 'crest'). Either make the heros less powerful or the bandits more so, because currently the player's side is way superior to the bandits'.
-All your paths led to the core campaign folder, which is how most of us start out. However, they really should lead to '~add-ons/name of your campaign', since that's where add-ons are installed when they are downloaded from the server. Otherwise potential players will have to go through the hassle of either fixing all the paths or putting the campaign in the game core.
-The name of the campaign folder is 'Xos', but the title that appears in the in-game campaign interface says 'Sos'. Which is it?
-There are a fair number of grammatical errors in the dialogue. You might want to proofread it. I'd advise using less slang-ish language, too... but that's up to you.
-You left some code (specifically, death events) from TSG in the scenario .cfg's. You don't need that.
-It's all very well to start off designing campaigns by modifying one of the mainline campaigns, but this is pretty much an exact replica of TSG with different characters and different dialogue in places. I think you can do more to make it a more original campaign.

-When night falls, you get a message telling you to stay back and hold the river. When the sun rises, however, you get message telling you that it's better to defeat the bandits during the night, since that's when your troops are strongest (which is true)!
-I easily killed the bandits with using only 'Sir ten', 'Piko', and 'Zuma' (I didn't even have to use 'crest'). Either make the heros less powerful or the bandits more so, because currently the player's side is way superior to the bandits'.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
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Re: New Add-ons
QFT. It's better to start off with anonymissimus's A Simple Campaign. It's better commented and will actually teach you. Leave the mainline campaigns only for reference. (Even then, I would prefer using TFoB or such as an example.)artisticdude wrote:-It's all very well to start off designing campaigns by modifying one of the mainline campaigns, but this is pretty much an exact replica of TSG with different characters and different dialogue in places. I think you can do more to make it a more original campaign.![]()
ASC can be found on both the 1.8 and 1.9 add-on servers.
Re: New Add-ons
The campaign is made for 1.9.5; and the campaign gets some much more original after scenario 1, of course, if you haven't gotten past that point, then I could agree the first scenario is "Frankensteined"(if scenarios can even be that.). The slang language is on purpose, their thieves. I realized some of the grammar mistakes but there isn't spellchecker on notepad unfortunately. 

Last edited by powershot on June 15th, 2011, 9:18 pm, edited 1 time in total.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
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Re: New Add-ons
If you want to stick with this, I suggest going through the whole code again, line for line, and removing everything that doesn't fit, is unnecessary or invalid.
-you still got the label from scenario 1 in scenario 2 ("The river fort")
-Sir Gerrick from TSG is recalled numerous times and has some [message]s left
-you still have got TSG's terrain modifying code
-you have plenty of #ifdef's, of which a half is unnecessary because since you only have one difficulty they never trigger (and you don't need #ifdef EASY then anymore)
-in scenario 3, you have some objectives and an [allow_recruit] floating around outside an event tag (both are redundant anyway)
-aswell as some other things that you copied from TSG and don't need, like the mermen and the variable leader_attacked.
Modding Mainline is good practice, but only to a certain degree, as you see. So I'd really suggest ASC, it's simpler and made for teaching the basics by modifying it.
-you still got the label from scenario 1 in scenario 2 ("The river fort")
-Sir Gerrick from TSG is recalled numerous times and has some [message]s left
-you still have got TSG's terrain modifying code
-you have plenty of #ifdef's, of which a half is unnecessary because since you only have one difficulty they never trigger (and you don't need #ifdef EASY then anymore)
-in scenario 3, you have some objectives and an [allow_recruit] floating around outside an event tag (both are redundant anyway)
-aswell as some other things that you copied from TSG and don't need, like the mermen and the variable leader_attacked.
Modding Mainline is good practice, but only to a certain degree, as you see. So I'd really suggest ASC, it's simpler and made for teaching the basics by modifying it.
Co-Creator of The Fellowship of the Clay (BfW 1.10) ~~ Maintainer of the German Code of Conduct
How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
Re: New Add-ons
It recalls a guy from another campaign, Wow! Still, even with the extra stuff the campaign still plays well, and that's what matters right? Anyway, as the levels go on the script gets cleaner. I'm almost done with scenario 4.Ceres wrote:If you want to stick with this, I suggest going through the whole code again, line for line, and removing everything that doesn't fit, is unnecessary or invalid.
-you still got the label from scenario 1 in scenario 2
-Sir Gerrick from TSG is recalled numerous times and has some [message]s left
-you still have got TSG's terrain modifying code
-you have plenty of #ifdef's, of which a half is unnecessary because since you only have one difficulty they never trigger (and you don't need #ifdef EASY then anymore)
-in scenario 3, you have some objectives and an [allow_recruit] floating around outside an event tag (both are redundant anyway)
-aswell as some other things that you copied from TSG and don't need, like the mermen and the variable leader_attacked.
Modding Mainline is good practice, but only to a certain degree, as you see. So I'd really suggest ASC, it's simpler and made for teaching the basics by modifying it.
P.S. Maybe I should change the id of Sir ten.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
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Re: New Add-ons
(Sorry for the misunderstanding, I meant you try to recall him, which doesn't work)powershot wrote:It recalls a guy from another campaign, Wow!
I'd still recommend cleaning up your code, I found it only barely readable. But it's your own decision after all.
Co-Creator of The Fellowship of the Clay (BfW 1.10) ~~ Maintainer of the German Code of Conduct
How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
Re: New Add-ons
Scenario number 4 is out and Packaged! More bugs fixed! Thanks you Forum writes for your suggestions.
Additions: Extra non-code tags cleared up.
Some extra Hard and Normal tags cleared up.
Sir ten's id changed.
The "More units you kill during the night" advice is removed.
Additions: Extra non-code tags cleared up.
Some extra Hard and Normal tags cleared up.
Sir ten's id changed.
The "More units you kill during the night" advice is removed.
- Attachments
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Xos.zip
- (17.39 KiB) Downloaded 165 times
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
Re: New Add-ons
I won't be on the computer tomorrow so there will be no forum posts or campaigns developments on 6/15/2011 from your [in]forumed
friend
-Powershot-

-Powershot-
- Attachments
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- Copy of Copy of fencer-attack-5.png (1.93 KiB) Viewed 3500 times
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
Re: New Add-ons
I'm Back! Yea! Sorry for triple posting.
Anyway, I'm going to start scenario 5 today; but I have an add-on and I couldn't put it on the server, so I'm putting it on the forum. It's called Doom unit pack and it includes borrowed art to use for the new race, Venosians.
Here it is:


- Attachments
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doom_unit_pack.zip
- Put this in your add-on in the data\add-on's folder. Then un-zip it.
If it doesn't work tell me. - (1.52 MiB) Downloaded 155 times
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
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- artisticdude
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Re: New Add-ons
M'kay, a couple things I think you should know:powershot wrote:...I have an add-on and I couldn't put it on the server...
•Why not take another look at this page about uploading content to the server.
•the .pbl file doesn't actually inside the campaign folder. It goes in /data/add-ons (in the same place as the campaign folder, but not in the campaign folder)
•the .pbl file should have the same name as the campaign folder (e.g., Xos.pbl)
•the 'version=x' in the .pbl file is intended to be the version of the add-on, not the version of the Wesnoth the add-on is meant for
•if you have the .pbl file and the campaign folder (you don't need to compress either one of them or anything, just leave them as they are) in /data/add-ons, launch Wesnoth and click the button 'add-ons' from the home screen. All the way at the bottom of the list of add-ons, there should be an option that allows you to upload the add-on. Before you do this, however:
•Make sure to change the password in the .pbl file. Not only because now everyone who downloaded the .zip file above now knows your password, but also because it isn't a very secure password. Try using a word that would have meaning only to you, preferably mixed with numbers (e.g., a sibling's middle name with '99' added at the end).
...and, just wondering, why do you name everything 'copy of copy of xyz'? Why not give files more meaningful names, so that they will be easier to find and organize?

"I'm never wrong. One time I thought I was wrong, but I was mistaken."
Re: New Add-ons
That's not correct. It's also possible to place a file calledartisticdude wrote: •the .pbl file doesn't actually inside the campaign folder. It goes in /data/add-ons (in the same place as the campaign folder, but not in the campaign folder)
•the .pbl file should have the same name as the campaign folder (e.g., Xos.pbl)
_server.pbl
in the add-on's directory. See this page I already linked before in this thread: PblWML
Look at the last post of page 1. I already suggested to change this.artisticdude wrote: ...and, just wondering, why do you name everything 'copy of copy of xyz'? Why not give files more meaningful names, so that they will be easier to find and organize?

Crend
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Re: New Add-ons
I find them easier to organize...artisticdude wrote:powershot wrote:
...and, just wondering, why do you name everything 'copy of copy of xyz'? Why not give files more meaningful names, so that they will be easier to find and organize?

Post 2: Here is one with a different passphrase:
P.S. The campaign does not have a server.pbl
--------
Ok, here's scenario 5/7. Number 6-7 I will make tomorrow.
Unrelated:Can you change your user name? If you can, how do you do it. Here is Scenario 6-7 and I'm sorry I couldn't finish it on Saturday. I have now finished the campaign today(Monday) and it is complete.
- Attachments
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Xos.zip
- (38.28 KiB) Downloaded 173 times
Last edited by Pentarctagon on June 17th, 2011, 6:12 pm, edited 1 time in total.
Reason: stop double posting
Reason: stop double posting
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.