Problem to connect to the campain server

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BalkanTyp
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Problem to connect to the campain server

Post by BalkanTyp »

I have a problem since i downloaded 1.1.2 i cant connect to the campain server-. does anybody have the same problem and where can i else download some campains because i want to play some orc campains =))
toms
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Post by toms »

You can also download them here.
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scott
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Post by scott »

toms wrote:You can also download them here.
But that brings you to the 1.0 campaign server. If you're desperate, you can try to use the perl modules and the correct port number (I think it's 15003) to make your own http access. http://www.wesnoth.org/forum/viewtopic.php?t=6826
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fox
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Post by fox »

perl modules?

Any further info on that?
toms
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Post by toms »

The link... :roll:
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allefant
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Post by allefant »

CampGen also allows downloading campaigns from port 15003 :) But chances are, if wesnoth itself can't connect, it can't either.
freim
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Post by freim »

I just tried connecting to both campaign servers and they work just fine here.
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Post by Soliton »

Bruno Wolff set up a page for the development campaignd as well now: http://wolff.to/campaigns/dev/.
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Post by bruno »

Some further notes on this.
The web server needs to be able to contact the campaign server in order to check if cached campaigns are up to date. When one of the campaign servers is down (and the 1.0 server has been hanging a lot lately) you won't be able to fetch campaigns.
There are also two campaigns that are so large that the web server times out before the cgi script can update the cache. I have to manually load these when I notice updates for them. At some point I will see if I can get the perl modules to be reasonably memory efficient so this doesn't happen any more.
szopen
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Post by szopen »

bruno wrote: There are also two campaigns that are so large that the web server times out before the cgi script can update the cache.
:twisted:
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Ranger M
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Post by Ranger M »

szopen wrote:
bruno wrote: There are also two campaigns that are so large that the web server times out before the cgi script can update the cache.
:twisted:
:twisted: (I'll be reducing mine in size next release after a clean up.)
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Post by szopen »

ANO will be temporarily a little bit reduced in size in 0.7.3a (by some 60-80k), but the size will probably then grow again :(
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turin
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Post by turin »

Ranger M wrote: :twisted: (I'll be reducing mine in size next release after a clean up.)
Why don't you 1. not include all of the new units from the Imperial Era, and 2. list the Imperial Era as a dependency?

In the next version of the Imperial Era, all you are going to have to do is put

Code: Select all

#ifdef CAMPAIGN_NAME
#define IMPERIAL_ERA
#enddef
#endif
And, if they have the Imperial Era downloaded, it will activate those units. Would probably reduce the size at least a megabyte...
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szopen
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Post by szopen »

Turin, great idea. This is the same as in my campaign. However, the problem will be with some very few people, who will then claim that our campaigns are broken ...

And then, Imperial Era units IIRC stats are a bit different from what I use in ANO (I use outdated version). This could change the carefully crafted balance of some scenarios.
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turin
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Post by turin »

szopen wrote:Turin, great idea. This is the same as in my campaign. However, the problem will be with some very few people, who will then claim that our campaigns are broken ...
I think that if you put at the very beginning in a story tag the message "YOU NEED THE IMPERIAL ERA TO PLAY THIS" (similar to how UTBS and SE have messages telling the player that the campaigns are abnormal in some way), people will listen... or at least most of them.
szopen wrote:And then, Imperial Era units IIRC stats are a bit different from what I use in ANO (I use outdated version). This could change the carefully crafted balance of some scenarios.
Hm... the only units you use from the IE are the Aragwaithi, right? Or do you use some of the others as well?
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And I hate stupid people.
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