Inky's Quest - The Cuttlefish Campaign

Discussion and development of scenarios and campaigns for the game.

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Ravana
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Ravana » June 3rd, 2018, 8:19 pm

I suspect

Code: Select all

			terrain=Kud
,Kte

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Re: Inky's Quest - The Cuttlefish Campaign

Post by IIIO_METAL » June 4th, 2018, 8:47 am

Hello Telchin.
There is an image for "Magic Tentacle" created from a new graphic of "Tentacle of the Deep"... Do you use it?
magic-tentacle.png
magic-tentacle.png (18.25 KiB) Viewed 322 times
mystic-tentacle.png
mystic-tentacle.png (18.25 KiB) Viewed 322 times
eldritch-tentacle.png
eldritch-tentacle.png (18.26 KiB) Viewed 322 times
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Telchin
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 4th, 2018, 3:56 pm

@Ravana - I may be thickheaded, but I still don't see what's wrong. I thought that those are valid terrain codes (dwarvish and troll keep) and that listing several terrain codes in the filter is OK (otherwise the desired effect would také much more lines of code). The game still tells me the error is on the line 457, but by my Notepad's count there is only a single [/message] tag on that row. What am I missing?

@IIIO_METAL - I'm aware that there is a new animated sprite for the tentacle and I would like to update the tentacles in my campaign, though I'd like to solve the game-breaking error first. I assume that you made those magic tentacle images by simply recoloring the mainline sprite in Gimp (or equivalent program). If yes, could you tell me the hue/lightnes/saturation used, so I can recolor whole animation?

On the topic of the new tentacle animation, I've noticed that the water ripples below the tenacle are now a halo rather than a apart of the sprite. This leads me to a question if it's possible to filter the halo, so it only shows when the tentacle actually is in the water (the mainline tentacle can't go outside water, but those in my campaign can). I suppose it can be done, though it doesn't have as high priority as the game-breaking bug mentioned above.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by ForestDragon » June 4th, 2018, 3:59 pm

Telchin wrote:
June 4th, 2018, 3:56 pm
On the topic of the new tentacle animation, I've noticed that the water ripples below the tenacle are now a halo rather than a apart of the sprite. This leads me to a question if it's possible to filter the halo, so it only shows when the tentacle actually is in the water (the mainline tentacle can't go outside water, but those in my campaign can). I suppose it can be done, though it doesn't have as high priority as the game-breaking bug mentioned above.
It could probably be done by making each animations have two variants with terrain filter (with the water-exclusive one using the halo).
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Ravana » June 4th, 2018, 4:12 pm

You have unquoted \n in that filter value.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 4th, 2018, 5:50 pm

You have unquoted \n in that filter value.
I apologize for my ignorance, but I didn't find any \n in the file. I suppose I'm missing something obvious. :oops: So far I've only moved the error from line 457 to 455. In case there is a mistake elsewhere I'll attach the file again and also the scenario which calls that macro (the game tells me there is an error on line 793) and the main.cfg (I've noticed that the game now stores add-ons in a different folder, so maybe I made an error there too).
EDIT: I've removed the attachments, because the problem was solved - see below.
Last edited by Telchin on June 18th, 2018, 4:31 pm, edited 2 times in total.


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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 4th, 2018, 7:01 pm

Success! The campaign seems to work (or at least its first scenario). Thanks Ravana! :D
It seems that a part of the problem was that I edit .cfg files in the default Windows text editor, but the lines are numbered differently in whatever Ravana uses (I suppose it's wmlint?) and that's what the error message refered to. I know that the wiki provides guide how to use specialised Wesnoth maintenance tools, but I didn't get past the line "You will also need to know how to run command-line tools on your systém." (If I was gifted at technical skills I wouldn't become a lawyer :P )

Anyway I'm going to update my campaign, but I can't tell how fast I can do it, hopefully it wouldn't také longer than a month. (Question for other add-on creators: how do you find time for creating Wesnoth content while also having a full-time job?)

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Re: Inky's Quest - The Cuttlefish Campaign

Post by Ravana » June 4th, 2018, 7:35 pm

I suggest using something more advanced viewtopic.php?f=21&t=13799. I use notepad++ on windows.

wmllint does some syntax checking, but I havent found it useful for me. I occasionally use wmlindent before release if I remember. There is GUI for those tools as well https://wiki.wesnoth.org/Maintenance_tools#GUI.pyw.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by IIIO_METAL » June 5th, 2018, 1:51 am

If yes, could you tell me the hue/lightnes/saturation used, so I can recolor whole animation?
Actually, the animation is completed for the image. It is included in the add-on called add_creature_pack, so it can be used at any time.
I also noticed recently that the ripple of the water is misaligned, I think that this is adjustable.
(Question for other add-on creators: how do you find time for creating Wesnoth content while also having a full-time job?)
Avoid concentrating on the activities of Wesnoth so that it will have a negative effect on your work. There is no client in Wesnos, so you do not need to hurry.
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 5th, 2018, 4:48 pm

I use notepad++ on Windows.
It is included in the add-on called add_creature_pack, so it can be used at any time.
I've installed Notepad++ and downloaded add_creature_pack. Thank you both for your help.
Avoid concentrating on the activities of Wesnoth so that it will have a negative effect on your work. There is no client in Wesnos, so you do not need to hurry.
I agree, that's a part of the reason why I didn't do anything Wesnoth related for over a year as I was getting used to my current job and I don't want to lose it. That said I'd like to update Inky's Quest before I go on summer vacation.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » June 13th, 2018, 5:02 pm

Inky's Quest has been released for the 1.14 branch of Wesnoth! :D
This version is called 1.5.0 and from gameplay perspective is pretty much the same as the last release for the 1.12 branch. However, the sprites for the tentacles are updated to look like the new mainline sprite (and I even figured how to filter the ripples halo, so it doesn't appear when the tentacle is on dry land). Also, the current version of Wesnoth provides terrain textures for aquatic encampements, so the cuttlefish don't have to start every scenario in a flooded human ruin (They still sometimes do for storyline reasons).
I've noticed that there might be some problems with translations, as I fixed few typos in the original (English) lines. Unfortunately it's been so long since I updated the translations last time, that I forgot how it's done or where I put the .po files. IIRC last time Espreon had something to do with it, but I don't know if that's still true. :hmm:
As always I look forward to see your responses or ideas, though I'm going on a vacation this weekend, so I preemptively apologize if I don't respond to your feedback in timely fashion.

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Re: Inky's Quest - The Cuttlefish Campaign

Post by tamanegi » Yesterday, 4:02 pm

Welcome back! :D
I give you a present; pot file of this campaign. ;)


Also, I updated Japanese translation, please replace the mo file.

(EDIT) Files removed.
Last edited by tamanegi on June 18th, 2018, 10:27 pm, edited 1 time in total.
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Re: Inky's Quest - The Cuttlefish Campaign

Post by Telchin » Yesterday, 4:42 pm

Welcome back! :D
I give you a present; pot file of this campaign. ;)
Thanks, but it seems it's the .pot file of the last version for the 1.12 branch, as I've added some strings in the latest release (such as mentioning IIIO_METAL in the credits) and it's missing them.

Speaking of missing items, the units page for Inky's Quest only shows the Anglerfish. That's not a new issue, but I still don't know why. Maybe there is some issue with anglerfish's abilities that breaks whatever script the units.wesnoth.org page uses to load units? I'll attach the files in case somebody knows what's going on.
Attachments
fish.cfg
(908 Bytes) Downloaded 1 time
IQ_Anglerfish.cfg
(2.1 KiB) Not downloaded yet
abilities.cfg
(5.28 KiB) Downloaded 1 time

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Re: Inky's Quest - The Cuttlefish Campaign

Post by tamanegi » Yesterday, 10:43 pm

Oh, sorry. :oops:
Some of files (_main.cfg etc.) were cot correctly handled due to the errors below.
This is the new one.
inky.pot.zip
translation template
(33.8 KiB) Downloaded 1 time
And Japanese translation.
ja.zip
japanese translation
(62.54 KiB) Downloaded 1 time
Regarding units, I'm not sure but I can see following error messages in the game.
The database script met the same error in IQ_Blind_Seer (the second unit in alphabetical order) and gave up?

20180619 07:01:14 error config: Skipping over a utf8 BOM at ~add-ons/Inky_Quest/_main.cfg:1
20180619 07:01:14 error config: Skipping over a utf8 BOM at ~add-ons/Inky_Quest/units/IQ_Blind_Seer.cfg:1
included from ~add-ons/Inky_Quest/_main.cfg:166
20180619 07:01:14 error config: Skipping over a utf8 BOM at ~add-ons/Inky_Quest/units/IQ_Gargantuan_Clam.cfg:1
included from ~add-ons/Inky_Quest/_main.cfg:166
20180619 07:01:14 error config: Skipping over a utf8 BOM at ~add-ons/Inky_Quest/units/IQ_Giant_Clam.cfg:1
included from ~add-ons/Inky_Quest/_main.cfg:166
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