v1.15.18 [side] leader not being created
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- Spannerbag
- Posts: 535
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
v1.15.18 [side] leader not being created
Hello to what is becoming a series...
I've ported my work-in-progress UMC from 1.14 to 1.15 and am currently (re)playesting the existing (worked in 1.14) code.
Now I have another fun query.
In the first instance I'd just like a fresh pair of eyes to check my WML and ensure I'm not doing something stupid.
The problem
Side 3's leader (
There are 7 sides in all but I've only included the top 3 here for brevity and clarity.
Note: when side 2 units appear, the side changes thus:
and elsewhere
This is why side 2 has
Interestingly, sides with
Here's an
There are no errors in-game, the unit simply does not appear.
Everything else (as far as I can test) seems fine: side 1, music, schedule and story.
What I've tried that hasn't worked
Explicitly set
Removed side 2 and made side 3 into side 2
Made side 2
Made side 3
Used starting position in map rather than
As mentioned previously, commented out side 2
The logfile complains about custom terrain (ignored because custom terrain works fine in game and I cannot find any fix?) but does not mention anything relevant to this issue.
The errors below probably have nothing to do with the problem here - but are included in case I'm wrong...
This may not be relevant but the logs usually contain the "standard" custom terrain error of:
Even though this terrain works fine?
However sometimes it instead reports:
Just to clarify this last I've split one of the lines up, so that the path conflict is clearer:
I tried to fix this in various ways but the old settings seemed to be expected (makes sense I suppose, the game won't expect terrain to change mid-campaign). Having said that I didn't try everything (e.g. delete the conflicting files in
I'm surprised that the game complains because yes, the actual terrain images share the same name but the filepaths are different and the campaigns have different namespaces...
Anyway, if anyone has any ideas or suggestions I'd be very grateful.
Otherwise I'll just keep trying random stuff in the hope that something works or remove chunks of code until what's left works (could be a long job hence I hope I have done something wrong)...
Cheers!
--Spannerbag
I've ported my work-in-progress UMC from 1.14 to 1.15 and am currently (re)playesting the existing (worked in 1.14) code.
Now I have another fun query.
In the first instance I'd just like a fresh pair of eyes to check my WML and ensure I'm not doing something stupid.
The problem
Side 3's leader (
Cobblenog
) does not appear. I cannot sensibly test this scenario until this is fixed but am running out of ideas.There are 7 sides in all but I've only included the top 3 here for brevity and clarity.
Code: Select all
[scenario]
id=09_medley
name=_"Medley"
next_scenario=10_slaughter
map_data="{~add-ons/LSB/maps/09_medley.map}"
turns={HEW_ARRIVE_TURN}
victory_when_enemies_defeated=no
[side]
team_name=woses
user_team_name= _ "Elves"
side_name=_"Alacritous"
side=1
{ALACRITOUS}
x,y=9,22
save_id=Greenstock
recruit=
controller=human
{GOLD 160 150 140} # No carryover.
color=brightgreen
{FLAG_VARIANT wood-elvish}
fog=yes
shroud=yes
[/side]
# Dwarves (arrive later)
[side]
team_name=woses
user_team_name= _ "Dwarves"
side_name=_"Hew"
side=2
no_leader=yes
recruit=
controller=null
gold=0
{NO_INCOME}
color=gold
{FLAG_VARIANT knalgan}
fog=yes
shroud=yes
hidden=yes
[/side]
# Dwarvish Civilians
[side]
team_name=woses
user_team_name= _ "Dwarvish Civilians"
side_name=_"Cobblenog"
side=3
type=Dwarvish Miner
x,y=3,8
id=Cobblenog
name=_"Cobblenog"
unrenamable=yes
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_HEALTHY}
[/modifications]
recruit=Dwarvish Mason,Dwarvish Tinker # Cobblenog only recruits *regular* civilians
controller=ai
gold=60 # Recruit a full keep at start
income=20 # Should recruit at least 1 civ each turn (even with a few levelled up units)
[ai]
grouping=offensive
passive_leader=yes # Cobblenog stays put (until Hew arrives)
[/ai]
color=gold
{FLAG_VARIANT knalgan}
hidden=no
[/side]
Code: Select all
[modify_side]
side=2
controller=human
income=2
hidden=no
[/modify_side]
amount={ON_DIFFICULTY 160 150 140}
This is why side 2 has
fog=yes
and shroud=yes
. I did comment these out but it made no difference.Interestingly, sides with
no_leader=yes
start the scenario with lost=yes
and side 3 is the same, despite having a leader.Here's an
inspect
snippet (scroll to end for relevant setting):
Code: Select all
action_bonus_count=0
allow_player=yes
auto_shroud=yes
carryover_add=no
carryover_bonus=1
carryover_gold=0
carryover_percentage=80
chose_random=no
color="gold"
controller="ai"
countdown_time=0
current_player=""
defeat_condition="no_leader_left"
disallow_observers=no
faction="Custom"
faction_name=_"Custom"
flag="flags/knalgan-flag-[1~4].png:150"
flag_icon="flags/knalgan-flag-icon.png"
fog=no
fog_data=""
gold=60
hidden=no
id="Cobblenog"
income=20
lost=yes
no_leader=no
Everything else (as far as I can test) seems fine: side 1, music, schedule and story.
What I've tried that hasn't worked
Explicitly set
no_leader=no
Removed side 2 and made side 3 into side 2
Made side 2
controller=human
(with side 3 as above)Made side 3
controller=human
(with side 2 as above)Used starting position in map rather than
x,y=3,8
As mentioned previously, commented out side 2
fog=yes
and shroud=yes
.The logfile complains about custom terrain (ignored because custom terrain works fine in game and I cannot find any fix?) but does not mention anything relevant to this issue.
The errors below probably have nothing to do with the problem here - but are included in case I'm wrong...
This may not be relevant but the logs usually contain the "standard" custom terrain error of:
Code: Select all
20211012 18:16:14 error config: Error while loading the map: Unknown tile in map: (Aa^Vlwy) 'Aa^Vlwy'
20211012 18:16:14 error config: Error while loading the map: Unknown tile in map: (Aa^Vlwy) 'Aa^Vlwy'
20211012 18:16:16 error config: Error while loading the map: Unknown tile in map: (Aa^Vlwy) 'Aa^Vlwy'
20211012 18:16:16 error config: Error while loading the map: Unknown tile in map: (Aa^Vlwy) 'Aa^Vlwy'
20211012 18:16:19 error config: Error while loading the map: Unknown tile in map: (Aa^Vlwy) 'Aa^Vlwy'
However sometimes it instead reports:
Code: Select all
20211012 18:18:24 warning filesystem: Conflicting files in binary_path: 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\LSB\images\terrain\snowbits\snowbits3.png' and 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\stub\images\terrain\snowbits\snowbits3.png'
20211012 18:18:24 warning filesystem: Conflicting files in binary_path: 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\LSB\images\terrain\snowbits\snowbits.png' and 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\stub\images\terrain\snowbits\snowbits.png'
20211012 18:18:24 warning filesystem: Conflicting files in binary_path: 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\LSB\images\terrain\snowbits\snowbits4.png' and 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\stub\images\terrain\snowbits\snowbits4.png'
20211012 18:18:24 warning filesystem: Conflicting files in binary_path: 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\LSB\images\terrain\snowbits\snowbits2.png' and 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\stub\images\terrain\snowbits\snowbits2.png'
20211012 18:18:24 warning filesystem: Conflicting files in binary_path: 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\LSB\images\terrain\ci\ci.png' and 'C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\stub\images\terrain\ci\ci.png'
Code: Select all
C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\LSB\images\terrain\snowbits\snowbits3.png
C:\Users\USER\Documents\My Games\Wesnoth1.15\data\add-ons\stub\images\terrain\snowbits\snowbits3.png
stub
).I'm surprised that the game complains because yes, the actual terrain images share the same name but the filepaths are different and the campaigns have different namespaces...
Anyway, if anyone has any ideas or suggestions I'd be very grateful.
Otherwise I'll just keep trying random stuff in the hope that something works or remove chunks of code until what's left works (could be a long job hence I hope I have done something wrong)...
Cheers!
--Spannerbag
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: v1.15.18 [side] leader not being created
I'd suggest trying the [leader] tag.
The warning is there because Wesnoth doesn't reference images by their absolute path, it references them by the path relative to
The warning is there because Wesnoth doesn't reference images by their absolute path, it references them by the path relative to
images
. Thus terrain\snowbits\snowbits3.png
is identical to terrain\snowbits\snowbits3.png
and it then has to choose which image to use and which image to ignore. Wesnoth has also always worked this way - the only new thing here is that it's now warning when this situation occurs.99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: v1.15.18 [side] leader not being created
Maybe change the side defeat condition like so:
and then change it back after they appear.
Code: Select all
[modify_side]
side=3
defeat_condition=never
[/modify_side]
- Spannerbag
- Posts: 535
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: v1.15.18 [side] leader not being created
Many thanks for the suggestion - but sadly no change
I can't find any info regarding the
lost
value within side
but if I could discover how/why that is being set to yes I rather suspect that would greatly enlighten me. Any idea where I might find any background on this?OK - changed subdirectory names so they now have a namespace-like prefix.Pentarctagon wrote: ↑October 12th, 2021, 6:50 pm The warning is there because Wesnoth doesn't reference images by their absolute path, it references them by the path relative toimages
. Thusterrain\snowbits\snowbits3.png
is identical toterrain\snowbits\snowbits3.png
and it then has to choose which image to use and which image to ignore. Wesnoth has also always worked this way - the only new thing here is that it's now warning when this situation occurs.
Should, I hope, stop the binary path conflicts but haven't rigorously tested this yet (map editor still finds all the terrains).
Ah well, will probably start with a minimalist setup and see if that works...
If it does I'll add stuff until something breaks it.
If that doesn't work, I'll try and replicate the behaviour in my test campaign.
Thanks again for your explanation and suggestion!
Cheers!
--Spannerbag
- Spannerbag
- Posts: 535
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: v1.15.18 [side] leader not being created ***FIXED***
Many thanks for the suggestion - that wasn't the problem but it forced the system to report what the fault was.vghetto wrote: ↑October 12th, 2021, 10:24 pm Maybe change the side defeat condition like so:and then change it back after they appear.Code: Select all
[modify_side] side=3 defeat_condition=never [/modify_side]
As I'd rather suspected I had done something daft - I'd got the unittype wrong
Funny thing is the same typo was in the v1.14 code and a) I never spotted it and b) it worked... so it must've got a unittype from somewhere...
Anyway, fixed the leader unittype and it works fine, so many thanks for the suggestion.
I must've reviewed that code a dozen times over the last few days and never noticed the typo.
I'm going senile.
Put me in a home.
I'll just drool quietly in a corner...
Very annoyed with myself and sorry I wasted your time.
Only another 3 scenarios (including this one) to test on v15 then I can resume code/test of new stuff.
Cheers,
--Spannerbag