Lords of the North, version 0.0.2 ready! (1.8)
Moderator: Forum Moderators
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Lords of the North, version 0.0.2 ready! (1.8)
Version 0.0.2 is on the add-ons server and (hopefully) bug-free! There's not much done, but please give feedback.
EDIT: Updated version 0.0.2 is there!
EDIT: Updated version 0.0.2 is there!
Last edited by styles1005 on September 30th, 2010, 9:18 pm, edited 11 times in total.
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
-
- Inactive Developer
- Posts: 2461
- Joined: August 15th, 2008, 8:46 pm
- Location: Germany
Re: As-yet nonexistent campaign, The Problems of Others
Just in case you try building a campaign from scratch: That won't work. Start with e.g. A simple campaign (see my signature) instead. Modify it slightly (e.g. change some message= string) and test instantly; if it no longer works, go back.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: As-yet nonexistent campaign, The Problems of Others
Actually, I'm working from a slightly more complex starting point: The Ice Age. It was the nearest campaign in the add-ons folder to the campaign's original name. It's probably not the best one to start from, but I can check it against others when I get bugs. By the way, I've finally come up with the new name: Lords of the North. I've also rethought a bit of the story.
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
- Mountain_King
- Translator
- Posts: 569
- Joined: May 31st, 2010, 7:54 pm
Re: As-yet nonexistent campaign, Lords of the North
Ice Age? *perks up and raises eyebrow* What does that mean? hmmmmmm.
Projects: Ice Age Fun, Japhel's Journey (same link), Shameless Crossover Excuse (Maintainer), and Age of Dinosaurs!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: As-yet nonexistent campaign, Lords of the North
Yup. The one by you. It's an old version, but I managed to play through it and found no bugs (as far as I can remember, anyway,) so it should work well enough. In any case, I've changed my model to HttT; I figured a mainline campaign wouldn't have any problems.
EDIT: By the way, I've just now finished the first scenario's coding (yay for me!) and need a map. That's right. I'm lousy at mapmaking, so if anybody could help/direct me to someone who could help, it would be greatly appreciated.
EDIT: By the way, I've just now finished the first scenario's coding (yay for me!) and need a map. That's right. I'm lousy at mapmaking, so if anybody could help/direct me to someone who could help, it would be greatly appreciated.
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
- Mountain_King
- Translator
- Posts: 569
- Joined: May 31st, 2010, 7:54 pm
Re: As-yet nonexistent campaign, Lords of the North
What kind of map? As you probably know, I have several snowy ones. So does BMR, come to think of it.
Projects: Ice Age Fun, Japhel's Journey (same link), Shameless Crossover Excuse (Maintainer), and Age of Dinosaurs!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: As-yet nonexistent campaign, Lords of the North
A swamp one, actually. I'm thinking of having a few spokes of land going from place to place, though.
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Re: As-yet nonexistent campaign, Lords of the North
You can modifiy that swamp map from TRoW.styles1005 wrote:A swamp one, actually. I'm thinking of having a few spokes of land going from place to place, though.
I'm not really around any more, but you can find me in TvTropes.
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: As-yet nonexistent campaign, Lords of the North
Really? I didn't know there was a swamp map in TRoW. Thanks for the advice.
EDIT: Two things.
1) Do you mean "A Beach"? If so, actually that seems like it would be better served as scenario 3's map.
2) Errr . . . How would I edit it? I have no idea.
EDIT 2: Ah, you probably meant "The River Road." That would work.
EDIT 3: Ok, so apparently I'm not as bad as I make myself out to be - I've created my own map. Now, to test out the scenario!
EDIT 4: Yeah, I'm edit-happy. Anyway, it's not working. I corrected a whole bunch of missing/incorrect closing tags and a thing where I had LotN in some places, and LoTN in others, added the starting gold for the sides, and corrected the incorrect format of the difficulty-based starting gold. Now it's giving me this error message:
An error due to possibly invalid WML occurred
The error message is :
A map without a header is not supported
When reporting the bug please include the following error message :
Condition '!(header_offset == std::string::npos || comma_offset < header_offset)' failed at src/map.cpp:163 in function 'read'.
Due to this error message, I compared my .map file for this scenario to that of HttT scenario 1 and found no differences (aside from the obvious different map.) I'm using Windows Vista, if that helps.
EDIT: Two things.
1) Do you mean "A Beach"? If so, actually that seems like it would be better served as scenario 3's map.
2) Errr . . . How would I edit it? I have no idea.
EDIT 2: Ah, you probably meant "The River Road." That would work.
EDIT 3: Ok, so apparently I'm not as bad as I make myself out to be - I've created my own map. Now, to test out the scenario!
EDIT 4: Yeah, I'm edit-happy. Anyway, it's not working. I corrected a whole bunch of missing/incorrect closing tags and a thing where I had LotN in some places, and LoTN in others, added the starting gold for the sides, and corrected the incorrect format of the difficulty-based starting gold. Now it's giving me this error message:
An error due to possibly invalid WML occurred
The error message is :
A map without a header is not supported
When reporting the bug please include the following error message :
Condition '!(header_offset == std::string::npos || comma_offset < header_offset)' failed at src/map.cpp:163 in function 'read'.
Due to this error message, I compared my .map file for this scenario to that of HttT scenario 1 and found no differences (aside from the obvious different map.) I'm using Windows Vista, if that helps.
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Re: As-yet nonexistent campaign, Lords of the North
Sound suspiciously like a lowercase/uppercase mismatch.styles1005 wrote: An error due to possibly invalid WML occurred
The error message is :
A map without a header is not supported
When reporting the bug please include the following error message :
Condition '!(header_offset == std::string::npos || comma_offset < header_offset)' failed at src/map.cpp:163 in function 'read'.
Make sure that if your map is named Mymap.map in windows, you call it Mymap.map in the scenario 'mapdata='; not mymap.map, MyMap.map, or mYmAp.MaP. This problem doesn't usually happen on windows (when asked for a file by an application it tries to to serve the closest match case-wise), but is systematic on linux and (i guess) on mac.
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: Lords of the North, one scenario done but not working
Nope. I just checked; in the scenario mapdata= (which is actually map_data= for me; could that be it? I'll check in just a second.) it's "{~add-ons/Lords of the North/maps/LotN_01_Murky_Swamp.map}"; the name of the .map file is LotN_01_Murky_Swamp. Wait just a second . . . I don't know if . . . nope. It wasn't saved as a .map file. Lemme see if that solved it.vcap wrote:Sound suspiciously like a lowercase/uppercase mismatch.styles1005 wrote: An error due to possibly invalid WML occurred
The error message is :
A map without a header is not supported
When reporting the bug please include the following error message :
Condition '!(header_offset == std::string::npos || comma_offset < header_offset)' failed at src/map.cpp:163 in function 'read'.
Make sure that if your map is named Mymap.map in windows, you call it Mymap.map in the scenario 'mapdata='; not mymap.map, MyMap.map, or mYmAp.MaP. This problem doesn't usually happen on windows (when asked for a file by an application it tries to to serve the closest match case-wise), but is systematic on linux and (i guess) on mac.
EDIT: Nope. No difference - it gives me the same error. Let me check out the map_data/mapdata thing.
EDIT 2: Nope. It said "Map not found" this time.
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Re: Lords of the North, one scenario done but not working
You're right, it's map_data, not mapdata.styles1005 wrote: Nope. I just checked; in the scenario mapdata= (which is actually map_data= for me; could that be it? I'll check in just a second.)
Not sure if it could cause this problem, but whitespaces in filepath is not a good idea. The "Lords of the North" directory should be renamed "Lords_of_the_North" and _main.cfg changed accordingly.styles1005 wrote: it's "{~add-ons/Lords of the North/maps/LotN_01_Murky_Swamp.map}"; the name of the .map file is LotN_01_Murky_Swamp. Wait just a second . . . I don't know if . . . nope. It wasn't saved as a .map file. Lemme see if that solved it.
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: Lords of the North, one scenario done but not working
Wait a second . . . it is Lords_of_the_North. It's wrong in the scenario. Thanks! I'll see if that works.
EDIT: It works! Some minor adjustments are in order, but it works!
EDIT: It works! Some minor adjustments are in order, but it works!
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Re: Lords of the North, one scenario done but not working
btw, i tried and having whitespaces in the directory name itself doesn't work. It would have caused a different error (unknown scenario), though. Apparently something breaks its arguments across whitespaces, so that the game eventually tries to get '.../add-ons/Lords' instead of '.../add-ons/Lords of the North/scenarios/somefile'.
-
- Posts: 179
- Joined: December 21st, 2009, 12:10 am
- Location: Somewhere
Re: Lords of the North, one scenario done but not working
And . . . there are more problems. I swear, you spend more time debugging this stuff than actually writing it! I tested it last night, and, first of all, the Saurian (allied) leader starts running to the top-left corner of the map. I gave him
[ai]
passive_leader=yes
[/ai]
in the [side] definition, but he still does it. He doesn't even recruit first!
Second, I realized that it was a little odd to have the Naga leader saying "Humansss! They mussst have come to aid the sssauriansssss! Kill them!" when you can't even see him, so I removed the fog, but 1) that necessitates a name change for the sssscenario (sorry, I had to) and 2) it really doesn't fit with my vision of the scenario. Thus, I'm wondering if there's a way to code it so that, when you first see the Naga/they first see you, it has the unit you see say it. I know the second part's possible (having the unit involved in an event speak), but I don't know about the first (triggering an event upon seeing an enemy).
[ai]
passive_leader=yes
[/ai]
in the [side] definition, but he still does it. He doesn't even recruit first!
Second, I realized that it was a little odd to have the Naga leader saying "Humansss! They mussst have come to aid the sssauriansssss! Kill them!" when you can't even see him, so I removed the fog, but 1) that necessitates a name change for the sssscenario (sorry, I had to) and 2) it really doesn't fit with my vision of the scenario. Thus, I'm wondering if there's a way to code it so that, when you first see the Naga/they first see you, it has the unit you see say it. I know the second part's possible (having the unit involved in an event speak), but I don't know about the first (triggering an event upon seeing an enemy).
*has nothing else to say*
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!
Necromancy most foul! - Doc Paterson
All hail my new campaign, Lords of the North! Now on the add-ons server!