Under the Burning Suns

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quartex
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Post by quartex »

Dave wrote:
Btw I think this campaign would be a great place for an aspiring artist to jump in and start collaborating with quartex on making a whole new bunch of units, starting with the desert Elves who would probably dress in khaki, not green :)

David
Yes, I thought of that as well. I figured the first step was to release the basic version of the campaign and then work on improving the graphics.

So now that I have people's attention here's a wishlist of art I'd love to see:

-My rubble terrain image. This was original copied from Christophe33's old rubble image, but I'd love something that looked better. I'm using the hex for destroyed buildings and castles, so when I say rubble I mean lots of fallen stones and debris scattered across the sands. (not just a few rocks like we have in other rubble images)

-The Elvish Hunter->Sentinel->Prowler line of units. The level 1 unit looks pretty cool, but the level 2 and 3 units need work. Diffierent poses, different outfits would make these guys look a lot more impressive.

-As I mentioned above, I'd love to have new time of day images for a land with 2 suns. With the differing short and long nights this could be a lot of fun.

-Finally, if anyone want to edit the entire line of elves and to make a race of desert elves, that was would awesome. Dave's idea of khaki clothed elves makes sense. I tried filtering some images to get wash out the color and make them all sepia toned, but it didn't quite work. Personally I don't think you'd need to re-draw the artwork, just re-color their outfits. Presumably their skin and horses would be the same color, although a race of dark skinned elves would be a cool racial change.

I just wanted to throw out this list to anyone who might be interested in helping to improve my graphics. Thanks in advance.
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Elvish_Pillager
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Post by Elvish_Pillager »

quartex wrote:Sorry about you not liking the ambushes in the second scenario. I guess people don't like monsters appearing out of nowhere and slaughtering your units?
It's not that, it's that you can be going along fine and suddenly you lose the game.

Even if this happens only once, and isn't likely, it can still ruin the entire scenario.

Also, you have to make you actually lose the game when the main characters die!
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
quartex
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Post by quartex »

Elvish Pillager wrote:
quartex wrote:Sorry about you not liking the ambushes in the second scenario. I guess people don't like monsters appearing out of nowhere and slaughtering your units?
It's not that, it's that you can be going along fine and suddenly you lose the game.

Even if this happens only once, and isn't likely, it can still ruin the entire scenario.

Also, you have to make you actually lose the game when the main characters die!
Point taken. It's one thing that makes hard, hard. I suppose it encourages save loading, becuase I give you no margin for error. Which probably isn't a good thing. I know it's annoying, but the plot requires that you keep the main heroes alive. So I'll try to make it less likely that one of them can suddenly die.
quartex
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Post by quartex »

Everyone who is playing this campaign should go to the campaign server and download the new version. (0.1.1) It fixes a nasty bug I accidently made last night that kills Kaleh on turn 2 of scenario 2. I was testing to see if the death events worked, and forgot to take out the bug checking code that kills Kaleh instantly.

Changes in 0.1.1
Added cuttlefish attack animations for "Deep One" in scenario 1
Fixed typos in scenario 1
Fixed bug in scenario 2 where Kaleh dies on turn 2
Encounters in scenario 2 now happen right before your turn, not right after.
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Post by Glowing Fish »

I liked this scenario so far...it seems to have a lot of RPG elements, which I like.I want to keep playing it, to find out what exactly is going on.

When I was playing it, there seemed to be some graphical bugs. The desert hunters didn't have graphics, and some terrain graphics were just blank. However, that was last night, so maybe I need to download a new version.
quartex
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Post by quartex »

New update, 0.1.2! No bug fixes, but other improvements. You can download it from the campaign server.

0.1.2
-Changed undead recruitment list and increased his gold/income for scenario 1

-Changed outlaw recruitment list for scenario 2

-Updated the time of day pictures, so that there is no moon during the dusk or dawn surrounding the Long Dark (The Long Dark is such a long night that the moon rises and sets during the middle of it)

-Added a temporary end of campaign scenario so that when you finish the last scenario you save your game, in preparation for the last scenario. (I always hated it when I finally won the last scenario in a campaign that was under development, but I couldn't save before the campaign abruptly ended)

-Added a new level 2 unit: Desert Horseman
More powerful than the Desert Rider, but less powerful than the Desert Outrider, this unit is designed to give the elves a stronger mounted fighter. Like other Desert Elves it has a strong melee attack and a weak ranged attack. And it slower than the Desert Rider, but faster than other fighters.

-People complain that scouts are very weak. And they are pretty weak fighting units. But they're supposed to be scouts, not hardcore fighters. So with that attitude in mind I spruced up the Desert Rider and Outrider by giving them skirmish, so that can more easily run through enemy lines. Combined with the Desert Horseman, these are both motivations to level up your Desert Scouts
Last edited by quartex on January 30th, 2005, 11:35 pm, edited 1 time in total.
quartex
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Post by quartex »

Glowing Fish wrote:I liked this scenario so far...it seems to have a lot of RPG elements, which I like.I want to keep playing it, to find out what exactly is going on.

When I was playing it, there seemed to be some graphical bugs. The desert hunters didn't have graphics, and some terrain graphics were just blank. However, that was last night, so maybe I need to download a new version.
Glowing Fish, help me out here. Are you using Linux? And you can't see either the desert rubble nor the Desert Hunters. Just for the record, you are able to see custom graphics on other campaigns, like "The South Guard"?

In general, can anyone besides me see the custom graphics I've added? I'm trying to see if this is only happening on some systems. I must be doing something different than other people, I'm just not quite sure what this is. I definitely want to fix this becuase not being able to use Desert Hunters or see other custom graphics is very bad.
quartex
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Post by quartex »

Also does it make any difference if you download the campaign manually from my website, versus downloading it from the campaign server? Theoretically zipping the files might have had an effect on the images, but it seems unlikely.
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Post by Dave »

quartex wrote:Also does it make any difference if you download the campaign manually from my website, versus downloading it from the campaign server?
It shouldn't really make a difference, but getting it from the campaign server automatically puts it in the right place, so there is no real possibility for the user to make mistakes with putting it in the wrong directory.

David
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quartex
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Post by quartex »

One user running Linux has the .png images in the directory:

~/.wesnoth/data/campaigns/Under_the_Burning_Suns/images/

So I don't think location is the problem...
l'ultimo cruco
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Post by l'ultimo cruco »

Dave wrote:
quartex wrote:Also does it make any difference if you download the campaign manually from my website, versus downloading it from the campaign server?
It shouldn't really make a difference, but getting it from the campaign server automatically puts it in the right place, so there is no real possibility for the user to make mistakes with putting it in the wrong directory.

David
Downloaded from the campaign server and can't see the custom graphics (desert hunter), or more precisely I can only see the "defense" image in a glimpse when the unit is attacked. I'm not sure on the terrain graphics as it's the first time I play a campaign with the new desert tiles...
BfW 0.8.9 on MacOS 10.3.7
the files are in home/library/preferences/wesnoth...

Beside this inconvenience I LOVE this campaign. It has a great feel and atmosphere. I only played the first scenario as I got the "kill leader on turn 2" version. I'll download the latest version and let you know.

I actually liked the no-recruit situation in the first scenario. You could think about keeping this option up - these guys left home after all - leaving just the recall option. And adding new troops through encounters... - just an idea so, I don't want to interfere with your plot or story.
:wink:

Keep it going


PS: yes I can see custom graphics in other campaigns (South Guard)

[Edit]
I moved a copy of the newest version into the wesnoth directory resources/data/campaigns and now I can see the custom graphics
:shock:
[/Edit]
quartex
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Post by quartex »

l'ultimo cruco thanks for the post.

The terrain I was referring to was a large block of rubble that appears often in the first scenario. Usually when it's missing you just see a blank hex. I'm really glad that the new version (I assume you mean 0.1.2) fixed you problem. But can you test for me if the location of the campaign files makes a difference in the custom graphics appearing?

As you may know on OS X there are 2 places you can store campaigns. One is within the wensoth app contents/resources/data/campaigns/
The other is in your home/library/preferences/wesnoth/data/campaigns/

(I had a problem with my links in the past which meant that the campaign only ran when it was in the former location, and I want to see if the custom graphics are a similar issue)

Right now I'm running the campaign fine from library/preferences/wesnoth/data/campaigns/. But can you check for me on your computer? You said that the custom graphics appeared when you put the campaign in contents/resources/data/campaigns/, if you remove that copy and move it to library/preferences/wesnoth/data/campaigns/, does the custom graphics still work?

It would be wonderful if it is just a glitch with an older version, but since I haven't changed anything that should fix this, I think there still may be a problems.

I'm glad you liked the first scenario where you couldn't recruit. It was tempting at first to make all the scenarios like this, but while I like streching the bounds of a wesnoth scenario and doing different things, scenarios are just more fun when you can recall units from previous scenarios, or when you have some control over what units are in your army. It would be kind of boring if you always had the same units becuase you only had the units I gave you in each scenario.

The storytelling excuse I use to explain why you can recall units mid-journey is that you are escorting a large band of elves, and so you can recruit units from that pool of elves. I thought of having some maps where you had to actually escort/protect wagons of elves. But people complain as it is that you have to keep 4 heroes alive, imagine having to keep a bunch of wagons of elves alive as well (since they probably wouldn't be very good fighters). And in some of the places you're going you'll have enough trouble as it is without babysitting wagon units. So the elves are there, just symbolically instead of literally.
scott
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Post by scott »

You don't have a pointer to your images directory.

{@campaigns/Under_the_Burning_Suns/images}
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quartex
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Post by quartex »

scott wrote:You don't have a pointer to your images directory.

{@campaigns/Under_the_Burning_Suns/images}
Okay, I did actually think of that. But everything else I was linking to in the campaign.cfg was text files that I wanted to append to the campaign file. I am basically telling the program to append all the scenario files to the campaign file, and append all the unit files and all the miscellaneous files (time.cfg, macros.cfg and so on). Techincally I don't want the program to append all the images to the campaign file, do I? The images don't contain code like all the other files.

And isn't the reason I define the [binary_path] is to tell the program where images are stores. Becuase I assume Wesnoth searches for images in two places, in the main image respository (contents/resources/images/ on Mac OS X) and in any supplementary locations (which is what is defined by the binary_path). My other excuse is that other campaigns, like "The South Guard" don't have any special links for images either.

That said, I have a sinking suspicion that you're probably right. I've been doing much of my coding by just copying others. Could someone explain to me what the [binary_path] syntax is for, and why some systems require that you manually link the images folder?
quartex
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Post by quartex »

I just uploaded version 0.1.3 to the campaign server. This version has the added line of code to the campaign.cfg file:
{@campaigns/Under_the_Burning_Suns/images}

I'm not sure if it will solve the custom images problem, but I encourage anyone who is having problems seeing the custom images to download it from the campaign server.
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