Afterlife -- survival and race maps

Discussion and development of scenarios and campaigns for the game.

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vasya
Multiplayer Moderator
Posts: 48
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya »

Saratos: I've made a new release to work-around the problem. Specific numbers are calculated for teams now, which should be impossible for other [modification]-s to change. Hopefully that'll fix things. Update to version 1.6.2 (or higher) to get the changes. ;-)

Saratos
Posts: 20
Joined: June 29th, 2016, 8:05 am

Re: Afterlife -- survival and race maps

Post by Saratos »

Thanks! And you're welcome :)

hay207
Double Style Tourney #1 Champ
Posts: 90
Joined: November 26th, 2009, 5:46 am
Location: Egypt

Re: Afterlife -- survival and race maps

Post by hay207 »

Hi vasya, in afterlife race map

there is no percentage above 70%, Is this a bug?

Game just ends
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p

vasya
Multiplayer Moderator
Posts: 48
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya »

Hi hay207, the map doesn't indeed have markers higher than 70%. This is by design. Moving fast at 70% is very hard already. If you want to make the end-game higher, chose more waves in game settings.

I have some plans to move this setting to game start (instead of configuring before game starts), so it'll *maybe* be more convenient. But no promises on that. By the way, opinions on that welcomed.:)

Verbatov
Posts: 20
Joined: October 5th, 2019, 5:33 pm

Re: Afterlife -- survival and race maps

Post by Verbatov »

Hi :) I play these maps a bit and I noticed an error. After loading the game after saving the units are duplicated.
I like these maps, just a pity there are so few of them. Could you add some maps?

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ghype
Posts: 978
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Afterlife -- survival and race maps

Post by ghype »

I can confirm this the reloading/doubling error

vasya
Multiplayer Moderator
Posts: 48
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya »

Hey ghype, long time no see. What is the "reloading/doubling error" though? Can you provide a screenshot? Savefile? I'm clueless otherwise. Also, which map is it exactly. I'm only maintaining two of them - the original ones. For others, I might take a look and try understand, but then I'll still have to somehow communicate that to the other author.

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ghype
Posts: 978
Joined: December 13th, 2016, 4:43 pm
Location: Berlin, Germany

Re: Afterlife -- survival and race maps

Post by ghype »

Alright, I was not aware that you are not aware of the all the other maps.

I too think I encountered this error only on the new ones, but I cannot be sure.
Basically whenever you save a game and then reload it, it doubles the copies of the next wave.

I guess it has the unit stored from before the save and then stores them another time after the reload.

A simple save file should be enough, i think
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Fluffbeast
Posts: 6
Joined: February 22nd, 2005, 9:45 pm

Re: Afterlife -- survival and race maps

Post by Fluffbeast »

I ran into a issue using the latest 1.15 version of Wesnoth when the Dune Falconer appeared. I traced the problem to the copied unit's id field being treated as a numerical value when the "distract" ability is being animated.

I tried changing the line in afterlife_scenario/lua/utils.lua from:
local id = helper.rand("0..1000000000")
to:
local id = "afterlife_" .. helper.rand("0..1000000000")

and it seems to have solved the problem.
Death is not extinguishing the light; it is putting out the lamp, because dawn has come. - Rabindranath Tagore

vasya
Multiplayer Moderator
Posts: 48
Joined: August 29th, 2012, 1:53 pm

Re: Afterlife -- survival and race maps

Post by vasya »

To be honest I have no clue why id would be considered numerical or what does it have to do with "distract" animation. But the change seems non-harmful, and I'm glad you did the research to confirm it fixes the problem. I'll trust you on that and merge.:) (Only I may change the commit-s description to include the text you wrote here in forums.)

Thanks!

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