Search found 1342 matches

by gfgtdf
May 16th, 2014, 5:37 pm
Forum: Multiplayer Development
Topic: 1.12+ mod: pick your recruits, no preparation turn.
Replies: 10
Views: 4868

Re: 1.11.13+ mod, pyr no preperation turn needed.

PYR faction making mechanism is going on the road of getting official? Of course i'm going to test it! Even if i'm a bit tied up momentarily. no its not, this addon just uses some sync mechanisms that are new in 1.13 which i implemented that allow code things like all players get concurrently dialo...
by gfgtdf
May 16th, 2014, 3:21 pm
Forum: Multiplayer Development
Topic: 1.12+ mod: pick your recruits, no preparation turn.
Replies: 10
Views: 4868

1.12+ mod: pick your recruits, no preparation turn.

This is the feedback thread of my 'Pick your recruits. No preparation turn' add on. This mod supports wesnoth 1.14 and 1.12 but onyl the 1.14 version is actively developed. This mod allows you to freely pick your recruits recruitlist at the start of the game, unlike other 'pick your recruits' addons...
by gfgtdf
May 10th, 2014, 3:31 pm
Forum: WML Workshop
Topic: As I said, I try not to be left behind.
Replies: 6
Views: 1209

Re: As I said, I try not to be left behind.

hm this code should do what the first 300 lines of your code do. Note, that this uses formula SUF which might be bugged in some older versions. Also note that this code is untested and will most likley contain typos in non-comment code. #define EVENT_FOR_CHANGING_WEAPONS ATTACK_TYPE ATTACK_RANGE [lu...
by gfgtdf
May 10th, 2014, 12:32 am
Forum: WML Workshop
Topic: As I said, I try not to be left behind.
Replies: 6
Views: 1209

Re: As I said, I try not to be left behind.

ChaosRider wrote: cause with this higher i had "lua caught unknown exception", i already tried that way on local game (code was stopped).
"lua caught unknown exception" sounds like an engine bug. Which version are you using ?
by gfgtdf
May 9th, 2014, 3:52 pm
Forum: WML Workshop
Topic: As I said, I try not to be left behind.
Replies: 6
Views: 1209

Re: As I said, I try not to be left behind.

why are you telling me this? Assuming you posted this becasue you wanted that someone tells you about the drawbacks of this code: the marco EVENT_FOR_CHANGING_WEAPONS is quiet huge so if you use it very often you might get a code blowup. But what bothers me more is your excessive use of [filter_wml]...
by gfgtdf
May 5th, 2014, 8:49 pm
Forum: Users’ Forum
Topic: Luck in multiplayer
Replies: 50
Views: 11406

Re: Luck in multiplayer

Okay, maybe rand() is like that, but the man page specifically points out random(3) as a portable alternative. i am sure that "rand()" never returns a value where the first bit is set because rand() always returns a positive value (the first bit is the sign bit here becasue rand doesnt return an un...
by gfgtdf
May 5th, 2014, 8:36 pm
Forum: Users’ Forum
Topic: Luck in multiplayer
Replies: 50
Views: 11406

Re: Luck in multiplayer

sure changing the top bit could have an effect. But just show me just one line where we have a & 0x7fffffff where we actualy change it with & 0x7fffffff
by gfgtdf
May 5th, 2014, 7:28 pm
Forum: Users’ Forum
Topic: Luck in multiplayer
Replies: 50
Views: 11406

Re: Luck in multiplayer

In fact, wesnoth uses a "tweaked" version of rand. For instance, 3 years ago someone decided that our seed should not be fully random, instead the leading bit should always be 0. (github: https://github.com/wesnoth/wesnoth/comm ... f60f5a5fa0. see the lines which introduce & 0x7FFFFFF) I would like...
by gfgtdf
April 29th, 2014, 4:24 pm
Forum: Technical Support
Topic: SLOW Performance Issues: post here to report
Replies: 248
Views: 121665

Re: SLOW Performance Issues: post here to report

ok now, ive recompiled wesnoth, -O3 wasnt flagged for everything, ive changed that. it took long, but it had an effect. the game is a little bit faster. the fps drops anyway. its not 1 frame per second anymore, but below 10 fps. without fog and shroud, everything works fine... I also tried with dis...
by gfgtdf
April 25th, 2014, 12:03 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.11.13 (1.12 beta 4)
Replies: 18
Views: 12208

Re: Wesnoth 1.11.13 (1.12 beta 4)

Yes. It was reported here https://gna.org/bugs/?21961 and discussed on irc today (see Duthlet and gfgtdf, 21:52). http://www.wesnoth.org/irclogs/2014/04/%23wesnoth-dev.2014-04-23.log I think it is fixed now on master at least, not sure though, I certainly didnt test. https://github.com/wesnoth/wesn...
by gfgtdf
April 24th, 2014, 10:16 pm
Forum: Technical Support
Topic: Wesnoth 1.11 crash
Replies: 8
Views: 1719

Re: Wesnoth 1.11 crash

ok i was able to reproduce the bug with the code you posted above. I get a "ran out of memorty" or a segfault (rather random wich one) as soon as i my mouse goes over the unit. I wsa able to invoke same behaviour with this code: [event] name=start [unit] x= 3 y= 3 type= "Spearman" id= "traitman" sid...
by gfgtdf
April 24th, 2014, 9:12 pm
Forum: Technical Support
Topic: Wesnoth 1.11 crash
Replies: 8
Views: 1719

Re: Wesnoth 1.11 crash

did you check whether there was information in your stderr.txt file?

window disapperating can be related to an expection beeing caught in game.cpp which would normaly print somethign in the file.
by gfgtdf
April 24th, 2014, 8:40 pm
Forum: WML Workshop
Topic: non MP-safe WML
Replies: 42
Views: 11591

Re: non MP-safe WML

Are custom events safe if triggered from inside a synchronized event? I have never used custom event since i usually code nearly everything in lua when coding addons, so i have never tested, but from looking at the code i see no reason why they shouldn't be synced. A side note to Devs: in 1.10 the ...
by gfgtdf
April 13th, 2014, 12:46 am
Forum: WML Workshop
Topic: WML questions: invalid wml
Replies: 170
Views: 22553

Re: WML questions: invalid wml

idk whether select events fire in this case but i think not. Another hacky option is trying to emulate a hover event with wesnoth.theme_items/wesnoth.get_displayed_unit.
by gfgtdf
April 12th, 2014, 5:39 pm
Forum: Users’ Forum
Topic: why do we need 2 random generators?
Replies: 49
Views: 8309

Re: why do we need 2 random generators?

ok i commited a patch some time a ago, changes the rng and more, some of them but not all will go into 1.12: 1)the rng now always behaves like the rng for attacks, this means there is a new seed geerated by the server on for every action, (in fact the server only generates a seed when we need one fo...