Five Fates 1.03, Dungeoncrawl

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lu_zero
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Re: Five Fates 1.02, Dungeoncrawl

Post by lu_zero » November 4th, 2013, 2:56 am

Here two saves, btw the orcish warlord side-quest seems broken, no orcs at all in the map
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saves.zip
One working and the one broken the turn after.
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lu_zero
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Re: Five Fates 1.02, Dungeoncrawl

Post by lu_zero » November 4th, 2013, 3:02 am

in [variables] you have something like

1="detected.x" and such that for some reason do not upset wesnoth, then they become -999="detected.x" and that causes the problem.

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Heindal
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Re: Five Fates 1.02, Dungeoncrawl

Post by Heindal » November 4th, 2013, 7:16 pm

This was the corrupt variable I found yesterday, too. But I did not believed that this would cause a problem.
I will check the warlords side. Thank you for your help lu_zero.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical
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mpolo
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Re: Five Fates 1.02, Dungeoncrawl

Post by mpolo » November 23rd, 2013, 9:55 pm

Just to confirm that I also am getting corrupt saves on Linux. An example is attached.
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FFa-Light,_when_least_expe..._Turn_1.gz
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Heindal
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Re: Five Fates 1.02, Dungeoncrawl

Post by Heindal » November 24th, 2013, 11:25 am

Seems to be the same problem with variable -999="detected.x". It should work when this is replaced by 1="detected.y" - but a test did not work. As I don't have linux I can not really test that.

I suppose that the problem could be connected to my "Detect Spell". It creates variables with the same name :/.
I will see what I can do.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Dugi
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Re: Five Fates 1.02, Dungeoncrawl

Post by Dugi » November 24th, 2013, 11:42 am

I think that variables can't have plain numbers as names or they'll cause some issues, but I am not sure about that (maybe negative ones cause trouble, because of the - sign in their name). I have seen save files getting corrupted on Windows for having an empty string as name, maybe numbers as variable names cause corruption on Linux.

I think that variables with the same name aren't a problem (supposing you mean variable arrays, I don't know how you can set a single variable twice without overwriting the first value by the second one).

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Heindal
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Re: Five Fates 1.02, Dungeoncrawl

Post by Heindal » November 24th, 2013, 1:13 pm

Thats exactly what I assume. I think that the detect.x and detect.y, which are used by my detect spell overwrite the original detect.x / detect.y .
By clearing the variable at the end, they might end up as -999. Its however hard to code an addon with (real) new content, that works on every os.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Dugi
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Re: Five Fates 1.02, Dungeoncrawl

Post by Dugi » November 24th, 2013, 1:24 pm

It isn't hard to write codes that work on all operating systems, in my opinion. There are just a few exotic things that you should avoid, and one of them can be using numbers as variable names. If you clear a variable, it should vanish instead of being renamed somehow. If you need numbers to be in variable names, you can name them like s_1 or s_234 et cetera.

ydcl
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Re: Five Fates 1.02, Dungeoncrawl

Post by ydcl » November 25th, 2013, 12:20 am

I advise you I can't load on 1.11, with main.cfg error

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Heindal
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Re: Five Fates 1.02, Dungeoncrawl

Post by Heindal » November 26th, 2013, 6:43 pm

Thanks ydcl. What OS do you use? (just if you want to tell)

I so far tested it on windows 7 without problems :/.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical
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ydcl
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Re: Five Fates 1.02, Dungeoncrawl

Post by ydcl » November 26th, 2013, 7:09 pm

I use windows xp

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Dugi
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Re: Five Fates 1.02, Dungeoncrawl

Post by Dugi » November 26th, 2013, 9:06 pm

@Heindal
You might need to know that 1.11.7 brings changes to some macros, like bullet missile frame (that dwarvish gunmen use). It renders all add-ons using that macro impossible to load both 1.11.7 and previous version unless you use some #ifver blocks. I recommend you to install wesnoth 1.11.7, it adds hotkeys for campaign-specific menu items, that makes it much more comfortable to access spells and inventory.

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Heindal
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Re: Five Fates 1.02, Dungeoncrawl

Post by Heindal » November 27th, 2013, 6:23 pm

If I had time to look into that, I'd create some campaigns for World of Wesnoth, too. But I don't have time for that beside 11.7 isn't the stable branch.
I don't see much sense in making complicated bugfixes just for such an unstable branch. Its annoying enough that they change entire map and terrain definition, making it much harder to exchange between too different version. There are more recently more important things to do in my life.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Heindal
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Re: Five Fates 1.02, Dungeoncrawl

Post by Heindal » January 15th, 2014, 8:38 pm

I've uploaded a version with some bugfix for 10 and 11 version. So far it seemed to work. The new version features an overworked randomdungeon system, which contains different guards and different randomgenerated treasures.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dirtshifter
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Re: Five Fates 1.03, Dungeoncrawl

Post by Dirtshifter » August 16th, 2014, 8:19 am

Sorry but can't reload any saves, so if you mess up or god forbid die one has to start from scratch. ( windows 7)
description.txt
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Some changes and spelling you may want to look at.

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