Under the Burning Suns

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claus
Posts: 186
Joined: April 4th, 2005, 5:51 am

Re: If Zhul dies, scenario does not end

Post by claus »

quartex wrote:P.S. I have a feeling this death bug occurs most often in "A Subterranean Struggle" becuase of all the complicated code I have in that scenario. "A Subterranean Struggle" is the most troublesome by far of all the scenarios in UTBS.
I believe that when the player defeated the cloaked figure the variable immortal_hero equals 1 until either the victory event, where it is cleared, or the death of Nym, Zhul or Elyssa, where it cancels the [endlevel] and is set to 0.

Edit: A possible fix would be to check wether the stored unit is one of the heros [if] [variable] name=elf_var.description equals=Nym [/variable] [or] [variable] name=elf_var.description equals=Zhul [/variable][/or] ...[then] [set_variable] name=immortal_hero value=1 [/set_variable] [/then] [/if]
instead of just [set_variable] name=immortal_hero value=1 [/set_variable]
and adding a first_time_only=no to the relevant die events.
quartex
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Location: Boston, MA

Post by quartex »

scott wrote: Edit: Here's a tip: if you get ahold of a program called BBEdit Lite or TextWrangler (both free), you'll be able to convert your line feeds to unix line endings. The line feeds will show up as rectangular boxes. Copy one of the boxes onto the clipboard. Go to the find/replace dialog, paste the rectangular box in the first window, then type \r in the second window (\r = the unix line ending). Then select replace all. You can open all the config files at once, select the "multi-file" box in the find/replace dialog, and take care of everything at once. Then, go to the "preferences" > "text" > "saves" and select unix text format. Quit the program to save everything.
That's a horrible joke, scott. In response to your tip, I understand that OS X TextEdit may not the best editor to write text files with, but why would I want to covert my line feeds to unix line endings? I'm not sure what the benefit is.
quartex
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Re: If Zhul dies, scenario does not end

Post by quartex »

claus wrote:
quartex wrote:P.S. I have a feeling this death bug occurs most often in "A Subterranean Struggle" becuase of all the complicated code I have in that scenario. "A Subterranean Struggle" is the most troublesome by far of all the scenarios in UTBS.
I believe that when the player defeated the cloaked figure the variable immortal_hero equals 1 until either the victory event, where it is cleared, or the death of Nym, Zhul or Elyssa, where it cancels the [endlevel] and is set to 0.

Edit: A possible fix would be to check wether the stored unit is one of the heros [if] [variable] name=elf_var.description equals=Nym [/variable] [or] [variable] name=elf_var.description equals=Zhul [/variable][/or] ...[then] [set_variable] name=immortal_hero value=1 [/set_variable] [/then] [/if]
instead of just [set_variable] name=immortal_hero value=1 [/set_variable]
and adding a first_time_only=no to the relevant die events.
Thanks for the suggestion claus, I'll look into it.
scott
Posts: 5248
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Location: San Pedro, CA

Post by scott »

quartex wrote: That's a horrible joke, scott. In response to your tip, I understand that OS X TextEdit may not the best editor to write text files with, but why would I want to covert my line feeds to unix line endings? I'm not sure what the benefit is.
I guess none. It just shows up funny under other systems.
PS I think TextEdit is a good text editor. I just wish Linux, Mac, and Windows could get together on line feed vs carriage return vs both. It will probably never happen.
Hope springs eternal.
Wesnoth acronym guide.
quartex
Inactive Developer
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Location: Boston, MA

Post by quartex »

1.1.1 has been released.

You'll find the update on the 1.0 campaign server. I haven't been able to update it on the new campaign server yet. With claus's help, I have gone back and rewritten the code for Scenario 5, fixing the bug that caused the scenario not to end when a main character died. Hopefully when the three main characters die the campaign should punish you appropriately.

1.1.1 changelog

Scenario 5:
-fixed a bug where Kaleh/Nym/Zhul's death wouldn't cause defeat
-after cloaked figure is killed, if he had replaced an enemy unit, that enemy reappears
luciano
Posts: 36
Joined: December 13th, 2004, 2:26 pm

Post by luciano »

That's a horrible joke, scott. In response to your tip, I understand that OS X TextEdit may not the best editor to write text files with, but why would I want to covert my line feeds to unix line endings? I'm not sure what the benefit is.
I don't know about scott. But definitely, the files look funny in vim, some of the lines following unix convention and some using DOS (or macintosh) convention. I don't care about which one you prefer, but it should be used constantly, in my opinion...
rangek
Posts: 12
Joined: August 12th, 2004, 7:26 pm

Post by rangek »

I think something is messed up.

Code: Select all

[rangek@asimov ~]$ ls .wesnoth/data/campaigns/Under_the_Burning_Suns/scenarios/
5Struggle.cfg
Where are all of the other scenarios? Wesnoth says:

Code: Select all

error general: Unknown scenario: 'MorningAfter'
This is with 1.1.1
quartex
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Post by quartex »

rangek wrote:I think something is messed up.

Where are all of the other scenarios? Wesnoth says:
Sorry, that's a result of staying up too late to try to get a new version out. When I test a scenario, I often remove all others in order to cause the campaign to load faster. In this case, I forgot to insert the missing scenarios before I uploaded the new version. I just updated a fixed version will the full complement of scenarios.
Mustelid
Posts: 73
Joined: December 20th, 2005, 8:27 am
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Post by Mustelid »

Another bug with the cloaked figure in Descending Into Darkness (don't you just love me?); in the 1.1 version.

Cloaked figure pops out right next to L3 Kaleh on a cave floor, with a Ranger on the other side of him. Kaleh hands cloaked figure his ass, ranger backstabs to finish him. Cloaked figure says his dialogue.

Now I have two Kalehs, identical except that the original has two more xp and a bunch less hp from fighting the cloaked figure. And the clone Kaleh is standing in a cave wall.

Gotta say, an extra Desert Champion with Strong and move 6 is going to come in very handy...
quartex
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Location: Boston, MA

Post by quartex »

Thanks for the update. Though it probably won't solve this bug, you should update to version 1.1.1. Any chance you can send me the savefile from right before this bug happens?

More importantly when the cloaked figure appears, does it replace any existing unit, or does it appear on an empty hex? If it appears on top of an existing unit, that unit is supposed to reappear upon the cloaked figure's death. Of course, Kaleh never disappears, so a second copy of him should never be created.

Edit: when the second Kaleh appeared, did the two Kaleh's have a conversation?
Mustelid
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Joined: December 20th, 2005, 8:27 am
Contact:

Post by Mustelid »

*checks* Yeah, it's 1.1.1.

The closest savefile I have is about a dozen turns before the bug showed up. (Sorry - should have gone back to the autosave when I saw this happen, but I wanted to test if Clone Kaleh showed up on the recall list in the next scenario). I'll see if I can replicate it, but given that the figure appears randomly I don't know how likely that is.

I'm not sure if the figure replaced a unit or not - it happened just after I moved Kaleh through the northeastern cave-mouth, so all my troops were kind of bunched up. My guess would be that it did, but I didn't miss any of my prized troops.

Conversation - no, I'm pretty sure Kaleh didn't chat with himself afterwards. But I've played this scenario enough times that I tend to skip over the dialogue, and I was pretty tired... wow, this is all unhelpfully vague.
userqwerty
Posts: 4
Joined: February 12th, 2006, 3:22 am

Post by userqwerty »

the monsters in 1.1.1 attack with short and long weapons while the elves have melee and ranged weapons. it does nto seem like a wad

during each attack phase only the defender can take damage
Elestel
Posts: 61
Joined: February 8th, 2006, 1:09 pm
Location: Valladolid, España

Post by Elestel »

Hello, I'm translating Under the burning suns to spanish... (bajo los soles ardientes) yes, a big challenge. I think is the best campaing I ever have played... so I will have too work :wink: .
One thing... if Zhul would die in the end... how can she make a celebration after?
Ignacio Dadoverde Elestel
Nada es lo que parece, y lo que parece nada es...
Always there's more you can't see than you can...


Spanish translator of UTBS, TB, SPMPP
quartex
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Location: Boston, MA

Post by quartex »

Elestel wrote:Hello, I'm translating Under the burning suns to spanish... (bajo los soles ardientes) yes, a big challenge. I think is the best campaing I ever have played... so I will have too work :wink: .
One thing... if Zhul would die in the end... how can she make a celebration after?
Awesome. When you've finished translating the campaign to spanish, let me know, and I'll be sure to update the campaign files. To answer your question, she doesn't. That happy event only happens if Zhul and Nym both survive.

¡Muchas gracias para su ayudo y buena suerte!
lougarou
Posts: 12
Joined: January 15th, 2006, 10:48 pm

Post by lougarou »

quartex wrote:Thanks for the update. Though it probably won't solve this bug, you should update to version 1.1.1. Any chance you can send me the savefile from right before this bug happens?

More importantly when the cloaked figure appears, does it replace any existing unit, or does it appear on an empty hex? If it appears on top of an existing unit, that unit is supposed to reappear upon the cloaked figure's death. Of course, Kaleh never disappears, so a second copy of him should never be created.

Edit: when the second Kaleh appeared, did the two Kaleh's have a conversation?
I think I also stumbled upon the bug. I can send a save file from turn 15. I believe this is due to the following code:

Code: Select all

		[store_unit]
		[filter]
			description=Kaleh		
		[/filter]	
			variable=elf_var
		[/store_unit]

		[store_unit]
		[filter]
			x={X_LOC}
			y={Y_LOC}		
		[/filter]	
			variable=elf_var
		[/store_unit]

		[kill]
		x,y={X_LOC},{Y_LOC}
		animate=no
		fire_event=no
		[/kill]
I am certainly not an expert in WML, but I think this puts Kaleh in the variable whatever happens, and when the assassin dies, the second Kaleh is restored.
Attachments
DID15.txt.gz
Descending into Darkness turn 15 double kaleh bug
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