Wesnoth 1.10.5 for iphone/ipad & source code is out now!

General feedback and discussion of the game.

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jkocornik
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Joined: May 2nd, 2013, 12:46 pm

Bad Moon Rising

Post by jkocornik »

I get an error message when I try to load several different UMC campaigns.

When I tried to load Bad Moon Rising. For Example I got this for selecting the Difficulty Level each level "Normal <span color 'aaa' size 'small'>(better balanced)</span>"

Once I select a level I get ...

Unknown scenario 'ZZ_Error'

Thanks for keeping Wesnoth on iPad going.

Regards.
dailin
Posts: 123
Joined: September 29th, 2012, 8:34 am

Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by dailin »

NaughtHere wrote:Forgive me if this had been discussed previously, but is there a way to play cooperatively online?
Wesnoth native support cooperatively online.
jkocornik wrote:I get an error message when I try to load several different UMC campaigns.

When I tried to load Bad Moon Rising. For Example I got this for selecting the Difficulty Level each level "Normal <span color 'aaa' size 'small'>(better balanced)</span>"

Once I select a level I get ...

Unknown scenario 'ZZ_Error'

Thanks for keeping Wesnoth on iPad going.

Regards.
I find PC version has this bug too,so i think this add_ons may not support wesnoth 1.10.X.
Jrivenonathan
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Joined: November 16th, 2012, 6:15 pm

Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Jrivenonathan »

During Coloseum, iwesnoth becomes extremely unstable. Random crashes occur all the time. Never while you are upgrading, but just randomly during the ai's turn, or right before or after an attack. Also, when you get into the higher waves, the ai will take up to 15 minutes per turn.
I don't know if any of these can be fixed or not, but I thought I'd let you know.
Btw, I am using a 4th gen iPod.

Thanks for all your work!
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Pentarctagon
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Pentarctagon »

The ai taking a really long time per turn happens on normal wesnoth as well, since there are a lot of units with lots of hp and attacks and it has to evaluate all of them before it makes a move.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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lindsay40k
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by lindsay40k »

Quick query - my computer died and I want to play my PC- owning friend from my iPhone 4S for a few months; does iOS Wesnoth support cross format multiplayer?
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Telcontar
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Telcontar »

jkocornik wrote:I get an error message when I try to load several different UMC campaigns.

When I tried to load Bad Moon Rising. For Example I got this for selecting the Difficulty Level each level "Normal <span color 'aaa' size 'small'>(better balanced)</span>"

Once I select a level I get ...

Unknown scenario 'ZZ_Error'

Thanks for keeping Wesnoth on iPad going.

Regards.
I find PC version has this bug too,so i think this add_ons may not support wesnoth 1.10.X.[/quote]

I can play the first two parts of Bad Moon Rising fine, with no glitches except the extra tags in the difficulty selection (which is just appearance). However, in the middle of part 3, I get the following problem:

"An error due to possibly invalid WML occurred/The error message is:/Image doesnt' fit on canvas.
When reporting the bug please include the following error message:
Condition 'static_cast<int>(y) >= 0' failed at /dailin/Wesnoth/battleforwesnoth/battleforwesnoth/gui/auxiliary/canvas.cpp:1097 in function 'draw'. Extra development information: Image 'portraits/nemesis.png', y = -42".

I don't know if Wesnoth has a helper function to scale down the image (which seems 42 pixels too high, or 84 pixels in case it is vertically centered).

The following fix may work: Change
assert(static_cast<int>y >= 0);
to
if (static_cast<int>y < 0) {
y = 0;
// if this does not work, scale down the image.
}
In that case, the image may extend beyond the lower part of the screen; if that is a problem, it needs to be scaled down.

I have attached a save file (I hope I got the right one).
Just load the save file and tap through the cut scene until you get the assertion failure, which ends the game.
Attachments
BMR3-Escape_the_Legion.gz
(20.13 KiB) Downloaded 274 times
dailin
Posts: 123
Joined: September 29th, 2012, 8:34 am

Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by dailin »

Jrivenonathan wrote:During Coloseum, iwesnoth becomes extremely unstable. Random crashes occur all the time. Never while you are upgrading, but just randomly during the ai's turn, or right before or after an attack. Also, when you get into the higher waves, the ai will take up to 15 minutes per turn.
I don't know if any of these can be fixed or not, but I thought I'd let you know.
Btw, I am using a 4th gen iPod.

Thanks for all your work!
Can you tell me which campaign crash? offical campaign or addon campaign?
lindsay40k wrote:Quick query - my computer died and I want to play my PC- owning friend from my iPhone 4S for a few months; does iOS Wesnoth support cross format multiplayer?
Of course support.
Telcontar wrote: I can play the first two parts of Bad Moon Rising fine, with no glitches except the extra tags in the difficulty selection (which is just appearance). However, in the middle of part 3, I get the following problem:

"An error due to possibly invalid WML occurred/The error message is:/Image doesnt' fit on canvas.
When reporting the bug please include the following error message:
Condition 'static_cast<int>(y) >= 0' failed at /dailin/Wesnoth/battleforwesnoth/battleforwesnoth/gui/auxiliary/canvas.cpp:1097 in function 'draw'. Extra development information: Image 'portraits/nemesis.png', y = -42".

I don't know if Wesnoth has a helper function to scale down the image (which seems 42 pixels too high, or 84 pixels in case it is vertically centered).

The following fix may work: Change
assert(static_cast<int>y >= 0);
to
if (static_cast<int>y < 0) {
y = 0;
// if this does not work, scale down the image.
}
In that case, the image may extend beyond the lower part of the screen; if that is a problem, it needs to be scaled down.

I have attached a save file (I hope I got the right one).
Just load the save file and tap through the cut scene until you get the assertion failure, which ends the game.
Thanks very much for your saved game, it is very helpful. I will test and fix this bug.
Last edited by dailin on May 12th, 2013, 2:21 am, edited 1 time in total.
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lindsay40k
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by lindsay40k »

Downloaded :)

Is there any way audio options independent of the iPhone master volume could be included? I want to communicate with my friend via Skype and the music completely overwhelms them :/
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lindsay40k
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by lindsay40k »

If volume controls aren't possible, then I'd suggest the general app volume needs to come down. We really struggle to hear one another in Skype.

Also, we've had some issues with losing all audio - in and out - in Skype upon a game being won.
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gnomius
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by gnomius »

I don't know if it works, but have you tried changing the volume in app "Preferences"?
dailin
Posts: 123
Joined: September 29th, 2012, 8:34 am

Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by dailin »

lindsay40k wrote:Downloaded :)

Is there any way audio options independent of the iPhone master volume could be included? I want to communicate with my friend via Skype and the music completely overwhelms them :/
As gnomius said,you can try volume option in app "Preferences. :)
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doofus-01
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by doofus-01 »

dailin wrote:
Telcontar wrote:quote="jkocornik":I get an error message when I try to load several different UMC campaigns.

When I tried to load Bad Moon Rising. For Example I got this for selecting the Difficulty Level each level "Normal <span color 'aaa' size 'small'>(better balanced)</span>
"

Once I select a level I get ...

Unknown scenario 'ZZ_Error'

Thanks for keeping Wesnoth on iPad going.

Regards.

I find PC version has this bug too,so i think this add_ons may not support wesnoth 1.10.X.
I can play the first two parts of Bad Moon Rising fine, with no glitches except the extra tags in the difficulty selection (which is just appearance). However, in the middle of part 3, I get the following problem:

"An error due to possibly invalid WML occurred/The error message is:/Image doesnt' fit on canvas.
When reporting the bug please include the following error message:
Condition 'static_cast<int>(y) >= 0' failed at /dailin/Wesnoth/battleforwesnoth/battleforwesnoth/gui/auxiliary/canvas.cpp:1097 in function 'draw'. Extra development information: Image 'portraits/nemesis.png', y = -42".

I don't know if Wesnoth has a helper function to scale down the image (which seems 42 pixels too high, or 84 pixels in case it is vertically centered).

The following fix may work: Change
assert(static_cast<int>y >= 0);
to
if (static_cast<int>y < 0) {
y = 0;
// if this does not work, scale down the image.
}
In that case, the image may extend beyond the lower part of the screen; if that is a problem, it needs to be scaled down.

I have attached a save file (I hope I got the right one).
Just load the save file and tap through the cut scene until you get the assertion failure, which ends the game.
(Sorry for the screwed up quoting, the forum doesn't let us make quote tunnels more than two deep, it seems.)

Such a workaround can probably be avoided. That particular error has come up numerous times, but it did not hit me (BMR's author) hard until BfW 1.11.x. In principle, 500px^2 isn't supposed to be a real limit, and I got away with large portrait images for quite a few BfW versions, but I now see it doesn't work anymore. My reason for the large image was that I'd wanted the figure to have wings, but not look like a tiny Tinkerbell - I think this image mostly accomplishes that within the allowed pixels, and it is what is in BfW 1.11/1.12:
nemesis.png
nemesis.png (255.82 KiB) Viewed 5058 times
I don't have BfW 1.10.x installed anymore, and don't want to spend the hours needed to re-install it to test an update (I don't have that many hours to work on Wesnoth). But this image is 500 by 500 px, and I think it should be safe to use. If anyone using BfW 1.10.x is willing to help me with updating this, give me a PM. Thanks.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Feareth
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by Feareth »

dailin wrote:
Feareth wrote:IF you can tell me how to get a saved game out of an iphone 4s i will gladly post it
you can use iFunbox. ifunbox -> User Applications -> iWesnoth ->Documents -> saves, then you can copy your saved game to pc :)
:( been gone for a bit finally had time to to play the game it loaded up started to load a saved game it crashed i loaded it up again looked at my saves and everything was gone as well as all of my downloaded addons yet my phone still registered all the storage that was being taken i had to delete the app and redownload it so i now have to go do all of my stuff again :( lost all of my warriors with months of hardwork
dailin
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by dailin »

Feareth wrote: :( been gone for a bit finally had time to to play the game it loaded up started to load a saved game it crashed i loaded it up again looked at my saves and everything was gone as well as all of my downloaded addons yet my phone still registered all the storage that was being taken i had to delete the app and redownload it so i now have to go do all of my stuff again :( lost all of my warriors with months of hardwork
It doesn't matter. :)
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lindsay40k
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!

Post by lindsay40k »

gnomius wrote:I don't know if it works, but have you tried changing the volume in app "Preferences"?
Took a third look to realise the preferences had a scrollbar. Solved :D

Will Retina support be coming any time soon-ish? Packing more menu selections onscreen will be good for recruiting. And I gather I'm not alone in looking forward to the addition of zooming; doing so in SD will make things tricky to make out.
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