Search found 31 matches

by demario
February 26th, 2021, 1:30 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

Before making a pause on this, I am putting in attachment a compilation of information for comparison in the use of random between BFW1.10, 1.12, 1.14. It is likely making no sense at all and you shall open it at your own risk of brain damage. :mrgreen: I am also going to record the current progress...
by demario
February 6th, 2021, 10:58 pm
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

I made some progress on another front. Here is the changes to apply over BFW1.14 (I used wesnoth-1.14.14) to be able to load replays from BFW1.12. While most of the known replay breaking OOS are fixed, the unit checksum is still breaking and can't be disabled from WML (like removing the original che...
by demario
February 3rd, 2021, 1:29 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

First question: how many random calls to recruit a unit? In BFW1.12, it seems all "drake faction" units are recruited with 14 calls to random. In BFW1.14, saurians are still recruited with 14 seeds but drakes are taking 22 seeds. So the situation is getting clearer now. One of the differe...
by demario
January 27th, 2021, 6:05 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

Occasionally how stuff works is changed and that is not necessarily just contained in WML/lua. I see what you mean now. If I look at the code of the healthy trait, there is no parameter that gives any details on its behavior If we want another behavior, we need to either change the code in a compat...
by demario
January 25th, 2021, 4:40 am
Forum: Release Announcements, Compiling & Installation
Topic: Compiling ancient wesnoth versions on debian (lenny)
Replies: 1
Views: 1098

Compiling old wesnoth versions on debian (jessie)

Following-up on this, debian Jessie is one candidate (I used version 8.6) in the debian serie to complete the compilation of all old versions of wesnoth to run them on virtualbox. Most default tools available from the installation disks are suitable to cover a range from BFW 1.8 to BFW 1.12 I tested...
by demario
January 22nd, 2021, 2:03 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

Occasionally how stuff works is changed and that is not necessarily just contained in WML/lua. I see what you mean now. If I look at the code of the healthy trait, there is no parameter that gives any details on its behavior #define TRAIT_HEALTHY # Units with trait Healthy get 1 more HP plus 1 per ...
by demario
January 18th, 2021, 10:35 pm
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

To give an ancient example: Drain used to be able to "heal" units above max HP. A replay played with that logic will unlikely work now. A little more recently drain was changed to only drain as much as the victim had HP left. (It always drained half damage regardless before.) Same outcome...
by demario
January 18th, 2021, 5:17 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

You're focusing a lot on random number generation as the source of OOS but surely there are countless other reasons. I will clarify the limits of my endeavor: I am not interested in recovering local campaign replays to keep playing in the next version. I am only interested in multiplayer game repla...
by demario
January 14th, 2021, 6:27 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Re: Questions about replays, random seed, recruit and unit checksum

Third question: is is there any incompatibility in random seed (new_seed in replays) between the two versions? A replay from BFW1.12 is giving seed as integer while the seed for BFW1.14 is a string. So it seems that the incompatibility must be broken down in two parts: - integer vs string format: B...
by demario
January 8th, 2021, 2:34 am
Forum: Coder’s Corner
Topic: Questions about replays, random seed, recruit and unit checksum
Replies: 11
Views: 1973

Questions about replays, random seed, recruit and unit checksum

I am trying to load some 1.12 replays in wesnoth 1.14.14. It raises a couple of OOS that I have trouble to understand. Maybe someone is knowledgeable to help? First question: how many random calls to recruit a unit? In BFW1.12, it seems all "drake faction" units are recruited with 14 calls...
by demario
December 9th, 2020, 9:50 am
Forum: Multiplayer Development
Topic: Ladder Era - Competitive 1v1 play on the Ladder of Wesnoth
Replies: 31
Views: 7955

Re: Ladder Era - Competitive 1v1 play on the Ladder of Wesnoth

Hi guys, thanks for the great work on this era. I wish I could play it more and be good enough to give insight. Let me suggest some changes in the random map picker that could increase the usability: 1. While this is part of the ladder era add-on (and your own work), using the random map picker for ...
by demario
October 31st, 2020, 8:40 am
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 8
Views: 500

How to value a wounded unit?

[unit] Next factor is the all-or-nothing choice between XP and HP. Maybe something like type.cost * (%hp + %xp) or type.cost * (type.max_hp * %hp + best_adv.max_hp * %xp)/type.max_hp would be better. Another problem with the formula is that a very low XP, from 1 HP to less than type.max_hp/type.cos...
by demario
October 27th, 2020, 6:09 am
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 8
Views: 500

What gold difference leads to sure defeat?

Seems the code is running now with the modified am_i_victorious from Creep wars (from Vasya N, well done!). I also want to improve the tie criteria so as to make a draw more an usual result when game stops at fixed number of turns. The current code is checking equality of score, which make it unlike...
by demario
October 24th, 2020, 7:18 am
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 8
Views: 500

How to use [endlevel] in PvP multiplayer?

Awarding victory to one side can probably be done with an [endlevel]result=victory inside the time over event. Man, I am completely confused here. It is not working. The victory (or defeat) result is passed to both sides equally. If I try to write both turn_limit_victory and turn_limit_defeat and c...
by demario
October 23rd, 2020, 8:47 am
Forum: WML Workshop
Topic: Questions about [event] name=time over
Replies: 8
Views: 500

Re: Questions about [event] name=time over

it's all in data/multiplayer/eras.lua , and it's triggered by an [event]name="time over" in data/multiplayer/eras.cfg. Kudos octalot, things are very clear now: final score = income score + unit score + gold score gold score = team's gold income score = income * 5 unit score = math.max(ty...