Multiplayer Campaigns HOWTO
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Yes. And No.Rhuvaen wrote:Just for the record, the [story] tag has been proved not to work in network games - only the host will see the story parts.
It's actually a feature, not a bug. I debugged the code on this one and it turned out to be the "quick replay" check! Turn it off and everyone is going to see the story .
Now i need some input if this feature makes any sense the way it is (i guess rather not, at least not for regular clients that are not observers).
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
- DEATH_is_undead
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Re: Multiplayer Campaigns HOWTO
But with regular maps it does, it makes no sense.Rhuvaen wrote: - [story] is unavailable over the net. All your carefully crafted [story] information is not available to players who haven't downloaded your content. It's thus not a reliable way to share the story with all players.
3P MP Scenario - Great Dwarves Escape
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
Re: Multiplayer Campaigns HOWTO
My description of the problem was incorrect. See Yogi Bear's explanation above: player who have "quick replays" enabled will miss the [story]. The host will always see the [story], because what he sees isn't a replay. Thus my wrong assumption.DEATH_is_undead wrote:But with regular maps it does, it makes no sense.Rhuvaen wrote: - [story] is unavailable over the net. All your carefully crafted [story] information is not available to players who haven't downloaded your content. It's thus not a reliable way to share the story with all players.
Besides this one, I heard that in 1.3.12 the host must save and reload at the beginning of each new scenario - because all the players get kicked during the transition.
Try some Multiplayer Scenarios / Campaigns
Update: I haven't been catching up in this thread for a while. All of the bugs mentioned in this thread have been fixed in 1.3.14 / 1.3.15 in readiness for the upcoming 1.4. It looks like MP Campaigns could have a bright future in the next stable release (and that we have more bugs yet to discover...)
Try some Multiplayer Scenarios / Campaigns
- Ken_Oh
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Re: Multiplayer Campaigns HOWTO
I'm just breaking the ice with this, but I think I found something worth mentioning. Using the save_id, canrecruit=1 unit gets carried over with only its [modifications] and its base unit state. If you alter anything directly, it doesn't show in the next scenario. Why refer back to the base unit cfg when you could just renew the unit by maxing hp/mp/attacks_left/status/etc and then put in the desired x,y? However, I've gotten around this.
The real problem for me is with prestart/start events not sending to networked players correctly: http://www.wesnoth.org/forum/viewtopic. ... 29#p303329
The real problem for me is with prestart/start events not sending to networked players correctly: http://www.wesnoth.org/forum/viewtopic. ... 29#p303329
Re: Multiplayer Campaigns HOWTO
I think it is generally a good idea not to modify units directly when you want the changes to stay in effect, but I can look into it.Ken_Oh wrote: Using the save_id, canrecruit=1 unit gets carried over with only its [modifications] and its base unit state. If you alter anything directly, it doesn't show in the next scenario. Why refer back to the base unit cfg when you could just renew the unit by maxing hp/mp/attacks_left/status/etc and then put in the desired x,y?