The Sojournings of Grog (3.6.1 is out)

Discussion and development of scenarios and campaigns for the game.

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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

This is my idea: use the new WML preprocessor function #ifhave #ifnhave to add such tracks ONLY if UMC Music is installed, and do the same in _main.cfg to avoid what happens in Love to Death, where if UMC Music is missing the campaign won't load. I'm not sure if it's possible, but I'll try and let you know what happens.
Good idea.
It was 2 in 1.0.2, I learned from A Gryphon's Tale thread. From 1.2 onwards, it was always 3
Howabout on easy we make the young gryphon move better in caves as it is smaller so could fit down tunnels easily?
This is why I proposed Scorpions: Cactoses in A0 looked wrong to me, and Scorpions aren't much of a challenge for the Elves.
Nothing? OR just hiding around the signpost (scenario only camouflage ability)
NB: Could we make your units for the intro to A2-1 be hidden while the dwarves talk?
prefer to have a SMALL hint, so the player will be able to choose the hard way to get a possible reward
SMALL!!!!!!! :) howabout this then "We should avoid the dwarves in the north if we don't want a fight but there might..." Though for a secret like this the smaller the hint the better.
It can be a problem, and I explain why. When you accidentally wrote a coordinate where Grog had to move, that was the border of the map, in the next scenario Grog was reverted to level 2, clear sign that moving him in the border killed him. Only solutions that I can think right now are using the [move_unit] tag, and moving them only halfway. There will still be the chance that the Trolls can end their move in a cave wall, depending on how much they are.
That is a peculiarity for the edge of the map which only happens if you ORDER the unit to the edge of the map and I dont thinkt that it should be a problem.
I already lowered XP increasing, that now is 10/15/20% depending on the advancement. About the HP increase... time for me to go back at the debug console and calculator.
Good, and I like it. I like the shaman though I think he needs to take the top part of his shirt off. I can have a go if you want.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Elvish_Hunter
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Eros wrote:Howabout on easy we make the young gryphon move better in caves as it is smaller so could fit down tunnels easily?
Only one word: RIPLIB.
Eros wrote:NB: Could we make your units for the intro to A2-1 be hidden while the dwarves talk?
Of course yes. I haven't tested yet the code that you placed in comments... :oops:
Eros wrote:"We should avoid the dwarves in the north if we don't want a fight but there might..."
..."there might be someone here..." :?:
Eros wrote:I think he needs to take the top part of his shirt off. I can have a go if you want.
It's not a shirt, it's a necklace. And yes, I really appreciate your help offer :) This will give me a bit more time to do all your suggested changes and to improve my Lua. Just in case that you want to know, I picked the colours from the White Whelp sprite that we're using now.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

I haven't tested yet the code that you placed in comments...
It doesnt work :oops:
Dont say "someone there" it is to blatent and reveals the nature of the bonus say something useful or "we might be able to glean some useful information from the prisoners"

I will have a go on the white troll. Could you post the origonals as well ASAP? :)
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Eros wrote:I will have a go on the white troll. Could you post the origonals as well ASAP? :)
The originals are in the campaign folder :) If you're referring to the old Shaman sprite, go here: http://svn.gna.org/viewcvs/wesnoth/bran ... ts/trolls/
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

Thanks :)
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Anonymissimus
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Re: The Sojournings of Grog (3.0 on its way)

Post by Anonymissimus »

Elvish_Hunter wrote:
Eros wrote:Adding the music will be fine event hough it breaches our mainline policy (A bit extra music in BfW would be brilliant)
This is my idea: use the new WML preprocessor function #ifhave #ifnhave to add such tracks ONLY if UMC Music is installed, and do the same in _main.cfg to avoid what happens in Love to Death, where if UMC Music is missing the campaign won't load. I'm not sure if it's possible, but I'll try and let you know what happens.
great idea
This is however maybe the only case where a missing ressource is not fatal.
Only solutions that I can think right now are using the [move_unit] tag, and moving them only halfway. There will still be the chance that the Trolls can end their move in a cave wall, depending on how much they are.
Should not happen. Be sure to pass valid coordinates (passable for the particular units) as the first-choice target position. (And to report if you find corner case bugs...)
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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Elvish_Hunter
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Anonymissimus wrote:
Elvish_Hunter wrote:This is my idea: use the new WML preprocessor function #ifhave #ifnhave to add such tracks ONLY if UMC Music is installed, and do the same in _main.cfg to avoid what happens in Love to Death, where if UMC Music is missing the campaign won't load. I'm not sure if it's possible, but I'll try and let you know what happens.
great idea
This is however maybe the only case where a missing ressource is not fatal.
Not exactly, because UMC Music needs to be loaded in _main.cfg, otherwise doesn't work. It's this the reason why Love to Death doesn't load at all if UMC Music is missing - and this some time ago made me believe that a single image missing could cause a fatal error on 1.9.
Anyway, I bring news: I just finished testing, and my idea works! :D :mrgreen:
I implemented it this way in _main.cfg (pointing #ifhave to UMC Music _main.cfg because I'm not sure if it works pointing to a directory):
Spoiler:
and in S1-Prologue:

Code: Select all

{INTRO_AND_SCENARIO_MUSIC "doug_kaufman-music_score.ogg" "elvish-theme.ogg"}
{EXTRA_SCENARIO_MUSIC "calm-before-storm.ogg"} # one track just for testing
{EXTRA_SCENARIO_MUSIC "wanderer.ogg"}

# a special story part...
#ifnhave ~add-ons/UMC_Music/_main.cfg
	[part]
		story= _ "It is recommended to install the UMC Music Pack add-on, because it contains some tracks that are used in some scenarios."
	[/part]
#endif
The only problem that I noticed is that, if I wrap calm-before-storm in a #ifhave directive, such track isn't played, no matter what. The strange thing is that placing a Lua message immediatly before it, the Lua message was printed correctly! In fact, I used this code:

Code: Select all

#ifhave ~add-ons/UMC_Music/_main.cfg
	[lua]
		code=<<wesnoth.message("New track added")>>
	[/lua]
	{EXTRA_SCENARIO_MUSIC "calm-before-storm.ogg"}
#endif
Lua code was only for my own use, to keep track of where the error was. Removing it didn't had any effect. It looks like a bug, so I'll do some more testing on ASC and file a report.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Anonymissimus
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Re: The Sojournings of Grog (3.0 on its way)

Post by Anonymissimus »

That line
{~add-ons/The_Sojournings_of_Grog/music/}
does nothing. Music is loaded with [binary_path].
And put the
[binary_path]
path=data/add-ons/UMC_Music/
[/binary_path]
into the campaign #ifdef.

EDIT
Really, your normal [binary_path] needs to be in the campaign #ifdef too. Yon can reference custom binary files (images) in the difficulty menu etc despite that. (look in ASC)
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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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Fixed, thanks. Now it works correctly, except for one thing: the track wrapped inside the #ifhave apparently must be the last in the playlist, otherwise the tracks after this one are played only on the second playlist loop, not on the first one. I haven't yet tried by having two different playlists, with a structure like #ifhave #else #endif, or with #ifhave #endif #ifnhave #endif, but of course I'll do.

EDIT: Never mind, after more testing it was just the RNG that played the tracks exactly in the same sequence for four or five times, that tricked me. So, no problem. And I also found that using #ifhave #else #endif I can define two completely different playlists, one if the player has UMC Music installed and one if not. :)
Last edited by Elvish_Hunter on November 19th, 2010, 6:11 pm, edited 2 times in total.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Anonymissimus
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Re: The Sojournings of Grog (3.0 on its way)

Post by Anonymissimus »

"the tracks after this one are played only on the second playlist loop, not on the first one"
????? (Actually, I don't understand the whole post.)
Aren't scenarios supposed to have a single playlist ? And the tracks are chosen randomly from the list afaik.
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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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Eros wrote:White troll and mudcrawler changes look good but the option with the little heart that is equivalent to AMLA_DEFAULT should be labelled as Full Heal.
This was mainline AMLA_DEFAULT. Having the need to mark it as fullheal (this option was available from 1.2.8 that, for what I remember, didn't fully healed upon AMLA, except for Necrophage), I copied its content in the above units' files.
As well as continuing my Lua work, I also made two replacement icons for that little heart. Not being an artist, I used OpenOffice (Eros, just to know, do you have it?) to draw the heart, pasted it in Gimp, and removed all strange pixels. As a result, we have two icon, which one should I use?
heart1.png
heart1.png (1.99 KiB) Viewed 2556 times
heart2.png
heart2.png (2.32 KiB) Viewed 2556 times
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

As well as continuing my Lua work, I also made two replacement icons for that little heart. Not being an artist, I used OpenOffice (Eros, just to know, do you have it?) to draw the heart, pasted it in Gimp, and removed all strange pixels. As a result, we have two icon, which one should I use?
Yes, I use OpenOffice.

Search the internet for 3D hearts to match the semi-3d icons for all the rest of the upgrades. (Or just have no icon at all.) Keep up the good work :-)
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Eros wrote:Search the internet for 3D hearts to match the semi-3d icons
This made me remember of OpenClipArt.org. So, I went here and searched "heart". There are 9 pages of results, but I think that some good examples are these:

http://www.openclipart.org/detail/75055
http://www.openclipart.org/detail/21138
http://www.openclipart.org/detail/29043
http://www.openclipart.org/detail/80623
http://www.openclipart.org/detail/91609

Which one do you prefer? They should render well once placed inside the border like all other icons, they're SVG after all. And there are no license problems:
www.openclipart.org wrote:The actual clipart content on open clipart library is Public domain
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

I like the third one darkened a little.

I have done as much work as I can on the white troll. I dont understand palettes so if by randomly changing colours revert to the origonals. The main changes are
(1) Lighten the borders slightly on all frames (to go with lightening the skin colour)
(2) Recolour the necklace to gold. (Thought the efect isnt awesome I personally think its a little better)
Other than that that is the end of my art! :)
Your orig ones are OK if I have messed up the palettes.
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"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Eros wrote: I dont understand palettes
Palettes are just the colours that I used, and I picked them from the White Whelp sprite.
Eros wrote:Other than that that is the end of my art! :)
Thanks, I'll add them to the next release (Lua slowed me a bit this time), but I'll not remove for now the White Whelp sprite, in case that it may be useful. Maybe I can use it as L1 and our new sprite as L2?
I also have some questions:
1) I almost cleaned the spellchecker output. Several things were solved with # wmllint: local spelling and # wmllint: no spellcheck, some other were spelling mistakes that I fixed, some other were British words that I had to fix because mainline uses American English (colour -> color, honour -> honor, recognise -> recognize, centre -> center, and go on...). There is one word that I cannot fix: in B6 intro, there is written "cewwed". How should I correct this? Is it a spelling mistake, or should I add it to the local spelling (ignore) comments?
2) I shortened the starting tunnel in A4, added the missing tunnel at 19,20 and added some more cave path hexes: better now?
A4-Siege_Perilous.map
(24.16 KiB) Downloaded 261 times
3) If you want that the scenario spams Undeads also from the tunnel at 19,20, maybe it's better to remove the zombies spawned in water, to avoid making it too much difficult?
4) This one is for Anonymissimus: wmllint output is almost clean (except for the spelling mistake above), but adding the #ifhave #ifnhave directives, the following happens:
Spoiler:
It seems like wmllint doesn't yet know about #ifhave #ifnhave... Later I'll file a proper bug report.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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