Search found 1342 matches

by gfgtdf
December 21st, 2013, 1:15 pm
Forum: Technical Support
Topic: Microsoft visual c++ crash
Replies: 14
Views: 3235

Re: Microsoft visual c++ crash

unfortunately the file didn't tell me anything (but i don't knowa lot about that part of the code though). do you have problems with other (non-browser) online games aswell? if no other posts come, i think annonymous' suggestions may be the only options left: compile & backtrace (quite complicated i...
by gfgtdf
December 19th, 2013, 9:06 pm
Forum: Technical Support
Topic: Microsoft visual c++ crash
Replies: 14
Views: 3235

Re: Microsoft visual c++ crash

maybe we should ship wesnoth windows version with a second "debug all" shortcut for people who don't know what "pass --log-debug=all to it " means. @te: you are realy sure you don't have a proxy or a very strange internet connection? to "pass --log-debug=all to it": 1) create or copy a shurtcut to w...
by gfgtdf
December 11th, 2013, 2:01 am
Forum: Technical Support
Topic: Error in file:<unknown>
Replies: 7
Views: 1512

Re: Error in file:<unknown>

have you eliminated add-ons as a reason by switching to an empty tempory userdata directory?
if you run a self compiled version you could maybe also check the correctness of your data directoy with git diff.
by gfgtdf
December 11th, 2013, 1:23 am
Forum: Technical Support
Topic: Error in file:<unknown>
Replies: 7
Views: 1512

Re: Error in file:<unknown>

have you tried deleting your cache directory or pressing F5 ?
by gfgtdf
December 8th, 2013, 7:53 pm
Forum: Technical Support
Topic: Microsoft visual c++ crash
Replies: 14
Views: 3235

Re: Microsoft visual c++ crash

I misunderstand i though you used msvc.
post content removed.


still it would be nice to know wether that bug appears in 1.11.7 aswell.
by gfgtdf
December 2nd, 2013, 3:26 am
Forum: WML Workshop
Topic: Dig ability
Replies: 27
Views: 3696

Re: Dig ability

ChaosRider wrote: units with 3 or more mp cant go by this part in filter:
"formula="moves >= 3""
you have to write "movement_left >= 3" but from my experience that is not realy reliable.
by gfgtdf
December 1st, 2013, 1:08 am
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 5707

Re: Ideas for handling disconnects/lag in Multiplayer

Ok, I thought everyone was talking about the situation when a player joins the game. It is obvious that for just a turn between connected players you should just send the moves of the turn. puh i already thought the majority of people in this theads wants to replace the current sync system with sen...
by gfgtdf
November 30th, 2013, 9:38 pm
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 5707

Re: Ideas for handling disconnects/lag in Multiplayer

just to be sure, are you talking about the situaltion during a normal game or when one player disconnects and rejoins? i am talking about the first. ahm no my point was that it no use to compare the size of a 20 turn replay because during one turn only the replay data from one turn is send, which is...
by gfgtdf
November 30th, 2013, 8:54 pm
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 5707

Re: Ideas for handling disconnects/lag in Multiplayer

even if the replay in a savefile is be bigger than the snapshot in a savefile, remember that the replay in the savegame contains the whole replay, of the game, if for example the savegame is from turn 20, it contains the replay of 20 turns and the replay start, to estimate which data is less to send...
by gfgtdf
November 30th, 2013, 7:17 pm
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 5707

Re: Ideas for handling disconnects/lag in Multiplayer

I know it needs the gamestate, but why does it need the game history as well? If I understand what has been posted correctly, it gets the history instead of the game state. The game state is then calculated from the history. There is no game state transmitted at all. yes exactly, the gamestate is c...
by gfgtdf
November 29th, 2013, 11:16 pm
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 5707

Re: Ideas for handling disconnects/lag in Multiplayer

I tried playing Wesnoth multiplayer again the other night from a location with 330K/second down / 37K / second up bandwidth, and again suffered lag on the 2nd turn and had to quit a multiplayer game, after notifying the other players of the problem. I have had to quit about 20 - 50 multiplayer game...
by gfgtdf
November 29th, 2013, 1:57 am
Forum: Ideas
Topic: Ideas for handling disconnects/lag in Multiplayer
Replies: 29
Views: 5707

Re: Ideas for handling disconnects/lag in Multiplayer

the terraindata is normaly only a small part of a game snapshot. a repletive complicatede scenario has a mapfile of uncompressed ~50kb and the snapshot part of the savefile is uncompressed 2.5 mb. I think you'll get less network traffic if the other uses just send you their actions like it is surren...
by gfgtdf
November 29th, 2013, 1:45 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7444
Views: 1306632

Re: Legend of the Invincibles (now complete)

in chapter 3 scenario 2: RANDOM_ITEM marco is misplaced at scenario toplevel and doesn't work.
by gfgtdf
November 28th, 2013, 7:24 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7444
Views: 1306632

Re: Legend of the Invincibles (now complete)

in chapter 2 scenarios 4 and 8 are deprected abilites descptions .
in chapter 2 scenario 9 you dont loose when lethalia dies.
by gfgtdf
November 24th, 2013, 7:47 pm
Forum: Coder’s Corner
Topic: Fix order of units stored by [store_unit]
Replies: 10
Views: 3889

Re: Fix order of units stored by [store_unit]

ok another question: in which cases id the normal "id" not unique and why do we need the underlying_id ? EDIT: ok i just tested and found out that the game lets you have several units with the same id. i still want to know what could be the disadvantages of storing the underlying_id's in replays, or...