Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Discussion and development of scenarios and campaigns for the game.

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mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by mattsc »

Part 1 of Grnk the Mighty (v2.1.0) is now on the Wesnoth 1.12 and 1.14 add-ons servers

Part 2 will be uploaded as soon as I have made sure that everything works correctly in 1.14.

The majority of the changes are internal and invisible, to ensure that the campaign works in both 1.12 and 1.14. However, I also made a number of other, player-visible changes, incl. some (mostly minor) balance adjustments and several important bug fixes. I believe that all comments made in this thread about Part 1 have been addressed with this.
Grnk 2.1.0 changelog

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----- 2.1.0, 18 March 2018 (port Part 1 to Wesnoth 1.14) -----

- Ensure that Part 1 works without errors in Wesnoth 1.14
  - This consists of many internal, under-the-hood changes
  - Tested on 1.13.12 - 1.13.14 (1.14 RC 1 - 1.14 RC 3)
  - It also still works on 1.12. Older version are not supported any more.
  - Part 2 is not done yet and does not work in 1.14. It is therefore disabled
    in this release. To be updated soon.
- Changes affecting balance
  - P1S1 Flight: make length of mountain passage dependent on difficulty
  - P1S5 Shadows: increase turn limit
  - P1S8 Trap: make second part of scenario somewhat easier
  - P1S12 Prunes: trigger message about prunes earlier
- Other potentially player visible changes
  - P1S2 Shmaltupp: don't trigger assassin on Turn 1
  - P1S3 Mercenaries: don't trigger ogre message if Grnk has already left
  - P1S5 Shadows, P1S7 Disillusion: fix bugs that made it impossible to end the
    scenarios under rare circumstances
  - P1S8 Trap: AI units should not grab villages in second part
  - P1S9 Chaos: remove left-over units from Grnk's recall list
  - P1S11 Escape: trigger lurker message also when moving next to a lurker
  - P1S13 Wizards: fix enemies not always being fully healed when they appear
  - Minor changes to wording, display/animations, triggers for some events
    (specifically some moveto events were changed to enter_hex events)
- Other changes
  - P1S7 Disillusion: Add error message if scenario ends without Vanak
carpii
Posts: 8
Joined: April 24th, 2018, 9:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by carpii »

Hi,

I'm trying to play Grnk the Mighty on iOS, but keep getting a lua scripting error right at the start

Image

and then subsequently when I launch Wesnoth...

Image

On latest iOS (iPad), 1.13.13...

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The Battle for Wesnoth version 1.13.13
Running on Darwin 17.4.0 Darwin Kernel Version 17.4.0: Fri Dec  8 19:35:52 PST 2017; root:xnu-4570.40.9~1/RELEASE_ARM64_T7001 iPad5,3

Game paths
==========

Data dir:        /private/var/containers/Bundle/Application/9F1EED53-6491-46F8-A25B-041CA838C857/battleforwesnoth-iPad.app
User config dir: /private/var/USER/Containers/Data/Application/8E2DEED9-DA13-4C58-8E5C-FC583A2CBC41/Library/Application Support/wesnoth.org/iWesnoth/.wesnoth1.13
User data dir:   /private/var/USER/Containers/Data/Application/8E2DEED9-DA13-4C58-8E5C-FC583A2CBC41/Library/Application Support/wesnoth.org/iWesnoth/.wesnoth1.13
Saves dir:       /private/var/USER/Containers/Data/Application/8E2DEED9-DA13-4C58-8E5C-FC583A2CBC41/Library/Application Support/wesnoth.org/iWesnoth/.wesnoth1.13/saves
Add-ons dir:     /private/var/USER/Containers/Data/Application/8E2DEED9-DA13-4C58-8E5C-FC583A2CBC41/Library/Application Support/wesnoth.org/iWesnoth/.wesnoth1.13/data/add-ons
Cache dir:       /private/var/USER/Containers/Data/Application/8E2DEED9-DA13-4C58-8E5C-FC583A2CBC41/Library/Application Support/wesnoth.org/iWesnoth/.wesnoth1.13/cache

Libraries
=========

Boost:     1.60
Cairo:     1.10.0 (runtime 1.10.0)
Pango:     1.28.3 (runtime 1.28.3)
SDL:       2.0.5  (runtime 2.0.5)
SDL_image: 2.0.1  (runtime 2.0.1)
SDL_mixer: 2.0.1  (runtime 2.0.1)
SDL_ttf:   2.0.14 (runtime 2.0.14)

Features
========

Experimental OpenMP support:    no
JPG screenshots:                no
Lua console completion:         no
Legacy bidirectional rendering: no
Cocoa notifications back end:   yes
Growl notifications back end:   no
Any ideas? Thanks
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by gfgtdf »

> and then subsequently when I launch Wesnoth...

this menas the cache gotsomehow curupted, wipe our wesnoth case and restart the application.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
carpii
Posts: 8
Joined: April 24th, 2018, 9:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by carpii »

gfgtdf wrote: April 24th, 2018, 10:28 pm > and then subsequently when I launch Wesnoth...

this menas the cache gotsomehow curupted, wipe our wesnoth case and restart the application.
Ok thanks. Do you know if there's a way to clear the cache on iOS version, or is it a case of deleting the app and reinstalling?

All the docs seem to refer to F5 or some other keyboard input
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by gfgtdf »

i don'tknow anything about thte ios version, but wsnoth 1.13 should somewhere have a button to wipe the cache. And at least on the desktop version uninstalling it does not wipe the cache.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
carpii
Posts: 8
Joined: April 24th, 2018, 9:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by carpii »

Thanks, I'll have a dig around.

Worst case uninstalling would definitely delete the cache on iOS, since every app has its own isolated 'filesystem' and cant access any underlying storage
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by mattsc »

carpii wrote: April 24th, 2018, 10:24 pm I'm trying to play Grnk the Mighty on iOS, but keep getting a lua scripting error right at the start
carpii: When you have it done, could you let me know if fixing the cache resolved the problem with Grnk? The error message is complaining about Lua function math.atan2() not existing, but that function is present in both the Lua versions used for the Desktop and the iOS Wesnoth versions. So if that error persists, it means something strange is going on (probably with the iOS port, rather than with Grnk).
carpii
Posts: 8
Joined: April 24th, 2018, 9:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by carpii »

mattsc wrote: April 25th, 2018, 4:41 pm
carpii wrote: April 24th, 2018, 10:24 pm I'm trying to play Grnk the Mighty on iOS, but keep getting a lua scripting error right at the start
carpii: When you have it done, could you let me know if fixing the cache resolved the problem with Grnk? The error message is complaining about Lua function math.atan2() not existing, but that function is present in both the Lua versions used for the Desktop and the iOS Wesnoth versions. So if that error persists, it means something strange is going on (probably with the iOS port, rather than with Grnk).
Hi,

Clearing the cache did not fix the issue. I ended up uninstalling Grnk add-on, which meant Wesnoth started up without the initial error.

But I've since installed Galuldur's First Journey, and it produces an identical error on startup, so might be a more general problem.
In this case though, I can't seem to start a Galuldir campaign to see if it gets the in-game lua error, as I don't see it in the list
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singalen
iOS Port Maintainer
Posts: 314
Joined: January 3rd, 2007, 10:18 am
Location: bay

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by singalen »

Hi,
Building a new build for iOS soon, will update Lua there. This might help.
Certain addons revealing a cache corruption is another issue, which is, sadly, hard to catch 8(
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by mattsc »

BTW, I didn't say that earlier, but I was not able to reproduce the error using the same Wesnoth version as you on macos (I don't have an iOS device). Also, the fact that Grnk and Galuldur both produce the same or similar errors is not surprising, as they have a lot of overlapping code. Hopefully singalen's new version will fix the problem for you when it is ready.
carpii
Posts: 8
Joined: April 24th, 2018, 9:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by carpii »

singalen wrote: April 25th, 2018, 9:34 pm Hi,
Building a new build for iOS soon, will update Lua there. This might help.
Certain addons revealing a cache corruption is another issue, which is, sadly, hard to catch 8(
Thankyou, I'll reinstall from scratch and do a full retest once it lands
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by mattsc »

carpii: FYI, this was indeed a problem with Lua in the iOS version. singalen figured out what the problem was and has it fixed locally. He will release a new version within the next few days. After that, everything will hopefully work as intended.
carpii
Posts: 8
Joined: April 24th, 2018, 9:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 and 1.14 server

Post by carpii »

Awesome, thanks
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Post by mattsc »

Grnk the Mighty v2.2.0 is now on the Wesnoth 1.12 and 1.14 add-ons servers

As was done with Part 1 a couple weeks ago, the majority of the changes in this update are internal and ensure that Part 2 of the campaign works in both 1.12 and 1.14. However, it also includes some balance adjustments and a few other player-visible changes.
Grnk 2.2.0 changelog

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----- 2.2.0, 30 April 2018 (port Part 2 to Wesnoth 1.14) -----

- Ensure that Part 2 works without errors in Wesnoth 1.14
  - This consists of many internal, under-the-hood changes
  - Tested on 1.13.12 (1.14 RC 1) - 1.14.0
  - It also still works on 1.12. Older version are not supported any more.
- Changes affecting balance and other potentially player visible changes
  - P2S1: rename scenario Intervention -> Prelude
  - P2S02 Blockade: increase aggression of Phorhoot troops
  - P2S3 Beasts:
    - Add scorpions
    - Make turn limit the same on all difficulties
    - Small change to dog attack stats
  - P2S4 Cart:
    - Make troll leader more aggressive
    - Trolls no longer ignore lurkers
  - P2S5 Fred: remove Fred AI from scenario (for now) and adjust enemy gold
  - P2S8 Converted: make scenario slightly easier
  - P2S10 Impasse: add more gold for player
  - P2S13 Lockout: let Karcyn attack adjacent units
  - P2S13 - 15: make goblin recall cost unit specific in 1.13
  - P2S15b Showdown:
    - Enable recalling trolls for Rok
    - Ensure that Langzight does not recall trolls
    - Move Master appearing closer to Grossauba
  - Prunes:
    - Have prunes teleport to an area, not a single hex
    - Add images to prunes advancements menu options
  - Minor changes to wording, display/animations, event sequences etc.
- Other changes
  - P2S2 Blockade: use mainline Bottleneck Micro AI

mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Post by mattsc »

Grnk now speaks Russian !
Grnk_Russian.png
A big thank you to marat, iven and olga_flox for translating the campaign and finding all the places where I had missed the translation marks or screwed up otherwise when it comes to translations!
Grnk 2.3.0 changelog

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----- 2.3.0, 19 May 2018 (Russian translation) -----

- Add Russian translation by iven, olga_flox and marat
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