Dead Water 1.0 for BfW 1.8

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Anonymissimus
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by Anonymissimus »

latest campaign version now
the crash mostly happens at the start of the scenario, so there are units recalled
it probably didn't crash one or two times with the event mentioned commented out that's why i thought it depends on it but now it seems it just depends on chance...
when killing Mal Kevek (in case that i have a chance to do that :lol:) i get the same error message like mich above

Code: Select all

Error while playing the game: game_error: Unknown unit type " while generating traits
this is very strange...this BfW version runs stable with some mainline campaigns and my own one...
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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beetlenaut
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by beetlenaut »

Anonymissimus wrote:Error while playing the game: game_error: Unknown unit type " while generating traits
I think that's a regression error. My main computer died, and I had to switch to my laptop, which had older versions of some files. You can fix this yourself if you want. Edit a save file from any time before killing Mal Kevek. Search for "Bat2", and replace with "Bat". It's also fixed on the server now.
Anonymissimus wrote:so there are units recalled
OK, yes, but not the ones mentioned in the the error log messages. I still think this is an engine bug, because I can't reproduce it with BfW 1.5.8.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Anonymissimus
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by Anonymissimus »

items.cfg, line 281:
...adds two hitpoints... (it's three)

ok it seems the crashes do not happen with 1.5.8, but it still has something to do with your campaign, too...wmllint complains about your {SIDE_1} macro, for example (->"side without type")
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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beetlenaut
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by beetlenaut »

Good catch on the hitpoints. I changed my mind about five times, and ended up in between two and three I guess.

wmllint is not complaining about the macro, because it doesn't expand them. The type key is in the macro, but wmllint can't see it. I could go put in all the commands to make wmllint ignore sections, recognize characters, and so on, but I haven't gotten around to it, because it doesn't seem that important. Besides that, why do you think the crashes have to do with the campaign? If it works with a newer version of the game, doesn't that suggest it was the game engine?
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Jym
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by Jym »

Hello,

I've just finished this nice campaign and found a couple of bugs. I've browsed this thread and, strangely, could not find mention of them. As far as I have understood, you recently ported the campaign for BfW 1.5 and I'm still playing on 1.4.7, so that's might be the only cause for the problems...
(Dead water 0.9.7, downloaded on Jan. 15)

* Both the loyal bat and Inky caused an error when they appeared that crashes the scenario (and it's back to the title screen). This is caused because the scenario code refer to the unit type as "Vampire bat2" but the unit doesn't exists. What I did was simply copying the mainline unit into the campaign directory and edit to change the ID tag into the right value. I guess simply changing the name in the scenario could work if it was done before actually loading the scenario.

* In the second scenario, if you kill the SW leader third, then the scenario ends before you can actually move a unit on the ring because all the leaders are dead... That's pretty frustrating given the time it took me to kill them all... On second try with a different strategy I managed to kill him second and get all three bonuses... Maybe, if he's thrid to die the ring should automatically go to the killer, so at least it's not wasted.

* In "The mage", when bats go back into the cave, your loyal bat also does so because the code doesn't match the side the unit belong. This marks the unit as dead and it won't be back in the next night or the later scenarios (presumably killed be the ennemy bats in the cave). Since it's loyal and you have no choice to recall it or not, that's a bit frustrating...

Thanks for the work.
Hypocoristiquement,
Jym.
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beetlenaut
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by beetlenaut »

Jym wrote:I've browsed this thread and, strangely, could not find mention of them. As far as I have understood, you recently ported the campaign for BfW 1.5 and I'm still playing on 1.4.7, so that's might be the only cause for the problems...
I think the reason you are the first to find two of them is that very few people are good enough at the game to get all three bonuses. (1.4 and 1.5 are different enough that there is a separate version of the campaign for each. Neither one would run at all in the wrong version of the game.)
Jym wrote:* Both the loyal bat and Inky caused an error when they appeared that crashes the scenario
Yeah, my bad. I introduced this bug myself in 0.9.7, but it was fixed in 0.9.8.
Jym wrote:In the second scenario, if you kill the SW leader third, then the scenario ends before you can actually move a unit on the ring because all the leaders are dead
I never thought of that! I never tested it in that order either, or I would have noticed. I thought of a way to fix it up so that you can choose the unit and everything.
Jym wrote:In "The mage", when bats go back into the cave, your loyal bat also does so because the code doesn't match the side the unit belong.
That's almost funny.... Sorry about that.

I'll fix these later tonight, and edit this post when I finish.

Edit: Both new bugs are now fixed. The version on the server has no bugs anymore. Guaranteed! :eng:
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
AI
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Re: Merman campaign: Dead Water (0.9.12/13)

Post by AI »

Are you aware that though translate is set to true, the translation files are broken?
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beetlenaut
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Re: Merman campaign: Dead Water (0.9.12/13)

Post by beetlenaut »

AI wrote:Are you aware that though translate is set to true, the translation files are broken?
I'm not even sure what that means. I thought that was all automatic. Is there something I needed to do that I didn't? How do I fix it?
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
AI
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Re: Merman campaign: Dead Water (0.9.12/13)

Post by AI »

It is done automatically *if* you set it up right, I had a similar problem with the era of strife myself. (compare the translation stats of dead water with the translation stats of era of strife)

I'll download your campaign to see what could be the problem.

Update:
Same problem as mine, the textdomain *must* be equivalent to 'wesnoth-PATH', so in your case, do a search/replace of 'wesnoth-deadwater' to 'wesnoth-Dead_Water'.
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beetlenaut
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Re: Merman campaign: Dead Water (0.9.12/13)

Post by beetlenaut »

That little piece of information doesn't seem to be in the wiki anywhere. Thanks for bringing it to my attention, and for giving me the fix!
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
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Iris
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Re: Merman campaign: Dead Water (0.9.13/14)

Post by Iris »

It's a pretty nice campaign, specially considering it has merfolk. It is nice to be able to play with more unit types as well, with the introduction of the citizen and the brawler.

I just made it to scenario 7, and I don't have many comments to make except a bug in scenario 2: the friendly bat is a non-existent unit type "Vampire Bat2"; I saved my gameplay by writing a hacky "inherited" unit with that id ([unit_type][base_unit]...), but I guess you need to fix this. :P

EDIT: oops, didn't notice you released more versions after 0.9.11. Sorry about the outdated bug report.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Anonymissimus
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by Anonymissimus »

beetlenaut wrote:Besides that, why do you think the crashes have to do with the campaign? If it works with a newer version of the game, doesn't that suggest it was the game engine?
Because other campaigns run stable; this suggests that the engine is the reason but the campaign is the occasion.
Why does wmllint want to have a type attribute inside the [side] tag ? Because sometimes, under some circumstances, a missing type attribute can cause problems...that's how I interpret it. My goal is always to have wmllint reporting no messages at all, just like compiling a program - it won't run otherwise. Of course this is my opinion and I'm a perfectionist, I know. ;) On the mainline campaigns wmllint also reports nothing, though. Enough of that.


I actually killed all leaders in scenario two on Normal and I now have 4 priestesses not counting Cylanna ;), and other good units...
Currently in scenario 4; great idea to let the player decide when the slaves shall revolt. Great campaign.

/edit
Please add a level 2 unit for brawlers, even if they share graphics then. It's a pain that I can't level up the loyal brawler given at the start of scenario 4.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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Iris
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Re: Merman campaign: Dead Water (0.9.10/11)

Post by Iris »

Anonymissimus wrote:Why does wmllint want to have a type attribute inside the [side] tag ? Because sometimes, under some circumstances, a missing type attribute can cause problems...that's how I interpret it. My goal is always to have wmllint reporting no messages at all, just like compiling a program - it won't run otherwise. Of course this is my opinion and I'm a perfectionist, I know. ;) On the mainline campaigns wmllint also reports nothing, though. Enough of that.
If a mod feels it's appropriate to move this conversation elsewhere, let so be it.

wmllint is written under certain assumptions of what the WML coding style of the author is. Particularly, it fails horribly if you use macros because it doesn't know how to expand them. ESR has expressed no intention of fixing that.

In particular, my add-on "Invasion from the Unknown" doesn't pass the wmllint tests, and I don't have the time to go back and fix that. It works the way I want, good; but I won't waste my time it making it work the way wmllint/ESR want. It only distracts me from bug-fixing and text clean-up.

Back to [side] and type=: the 'type' attribute is required as long as you don't have 'no_leader' set to 'yes' for that particular side. Again wmllint will fail to recognize this stuff is it is macroified in some form.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Anonymissimus
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Re: Merman campaign: Dead Water (0.9.13/14)

Post by Anonymissimus »

In scenario 4, when killing all enemy leaders too early, one doesn't get the loyal drake. I don't think this is fair...

The problem occured because the former slaves killed the northern leader in their first turn (scenario turn 5), and the other two leaders put themselves into danger. I "accidentally" killed one of them before realizing the problem, and the other one was already wounded so that the slaves could kill him in their next turn.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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beetlenaut
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Re: Merman campaign: Dead Water (0.9.13/14)

Post by beetlenaut »

Anonymissimus wrote:The problem occured because the former slaves killed the northern leader in their first turn
That is a problem. The slaves aren't supposed to be powerful enough to do much damage no matter when they revolt. They didn't when either time I tried it on normal, but this scenario may need some more balancing--especially on other difficulties. What difficulty were you playing at, and would you mind posting a replay? (You could post it in a PM to me too.)
Anonymissimus wrote:Please add a level 2 unit for brawlers
Nope. Sorry, not going to happen. I like varied unit trees for one thing, and for another, that could make this campaign a little too easy. They're pretty strong for a level one. The main reason I added them was to give you a weapon against the skeleton archer line, and they are great at that. They do an impressive 7-4 against skeletons (and bats!) during the day. It's 9-4 if they're strong, and leadership can take it all the way to 13-4! They AMLA fast too, so you can get them more hit points. You don't need a level two.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
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