Grnk the Mighty: Parts 1 & 2 now on 1.12 and 1.14 server

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
sreesreearul
Posts: 118
Joined: February 18th, 2013, 12:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 server, Part 2 soon

Post by sreesreearul »

Thanks it worked, after few tries though. Didn't work the first two times (may be some typo). There is one more error, Koorzhar also fails to appear in chaos, it say error with unit id.
And here are the replays. I'm attaching save of disillusion last turn as well, in case you need it.
Attachments
Grnk1-Disillusion_Turn_31.gz
(147.4 KiB) Downloaded 331 times
Grnk1-Disillusion_replay.gz
(111.57 KiB) Downloaded 403 times
Grnk1-Chaos_replay.gz
(83.6 KiB) Downloaded 350 times
aquileia
Inactive Developer
Posts: 120
Joined: August 25th, 2012, 5:13 pm

Re: Grnk the Mighty: Part 1 now on 1.12 server, Part 2 soon

Post by aquileia »

Hi mattsc,

no pull request as it seems you didn't push your repo to GitHub yet, so I'll list what I found:
  • P1S1: Line 227, I;m --> I'm
  • P1S3: Line 240, Faulhorn --> Faulorn (the same applies to some id's that aren't shown to the user, BTW)
  • P1S3: Line 360,You didn't immobilize Faulorn himself so he attacked a Footpad on a forested hill (could be exploited...)
I'm eager to test part 2! Unfortunately, I don't really have time to play, so even less sleep for me :augh:
sreesreearul
Posts: 118
Joined: February 18th, 2013, 12:55 pm

Re: Grnk the Mighty: Part 1 now on 1.12 server, Part 2 soon

Post by sreesreearul »

Same error again, this time while triggering the event
Spoiler:
Waited for 10 more turns nothing happened. Even Vanak didn't leave to gather more help. Hope it will be fixed soon.
Spoiler:
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 now on 1.12 server, Part 2 soon

Post by mattsc »

sreesreearul: Thanks for sending me the saves! The files say that you are playing this with Wesnoth 1.11.12? If so, that would explain the problems. The way how units/sides carry over from scenario to scenario in Wesnoth was changed in 1.11.13 and then again in 1.11.15 (if I remember correctly) and unfortunately they could not be done in a way that is compatible across those versions. Sorry for that, I didn't think of that... I will add a comment that this requires at least 1.11.15 (or whatever the correct version is, I'll check that; ideally one would use 1.12.0 or later).

Given this, there are three options:
Spoiler:
Just let me know what you prefer. Thanks for playing and sorry again for this, I'll make sure to add the version requirement.


aquileia: Thanks for identifying those typos and the bug! Oops. No, the repo won't be on GitHub until Part 2 is on the add-ons server, so reporting here will have to do for the time being. And don't hold your breath for Part 2 quite yet. While I think that I could get it ready in about 2 weeks from here if this were the only thing I had to do besides work, that's not how my (non-Wesnoth) life is working at the moment. So it will still be several times that long ... I much appreciate the interest though. :)
User avatar
Chief_Chasso
Posts: 132
Joined: December 15th, 2012, 2:36 am

Re: Grnk the Mighty: Part 1 now on 1.12 server, Part 2 soon

Post by Chief_Chasso »

Hi mattsc,
Just started playing (playing v1.1.0 on BfW 1.12.1)- it's a great campaign so far. I just wanted to let you know I found a very minor typo.
-P1S1- in the objectives dialogue box- "Shmalltupp" should be "Shmaltupp" (only one "l").
SP Campaign: Rally For Roanic
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 now on 1.12 server, Part 2 soon

Post by mattsc »

Hi Chief_Chasso,
Argh! I cannot believe that, given how many times I have checked for and fixed that exact typo, I made it and had it slip through yet again. Thank you!
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 2 now on 1.12 server

Post by mattsc »

Well, it's been a long, long time, but Grnk the Mighty, Part 2 is finally done and up on the 1.12 add-ons server.

I also made a few minor changes to Part 1 (fixed the things reported by others in this thread, and a few changes for consistency with Part 2), but nothing significant.

I guess that's all I have to say for now, I'll let Grnk speak for himself. ;)
Grnk the Mighty v2.0.0 changelog

Code: Select all

----- 2.0.0, 10 May 2015 (release of Part 2) -----

Part 1:
- P1S3 Treasure:
  - Immobilize Faulorn himself also until Rutburt is discovered
- P1S4 Mercenaries:
  - Remove work-around for a Wesnoth bug fix (gold in recruit event)
- Prunes:
  - Weaken initial prunes effects for consistency with Part 2
- Other:
  - Fix some spelling errors as pointed out by players in the forum thread
  - Minor changes to several maps: village base terrain and for consistency
  - Some internal changes, mostly for consistency with Part 2
  - Add version requirement to campaign menu entry

Part 2: Released for first time
PS: A big thank you to sreesreearul for play testing and bug finding!
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by mattsc »

Grnk v2.0.1 is now on the 1.12 add-ons server.

This release features a lot of small changes to Part 1. For me personally, the biggest improvement is that the replays now work without out-of-sync errors for all scenarios. But I also played through all scenarios carefully, several times for most, and made many other adjustments, some visible some "under the hood." If you are currently playing Grnk, I would suggest that you update to this version, but there is no need to restart again from the beginning.
Grnk the Mighty v2.0.0 changelog

Code: Select all

----- 2.0.1, 30 May 2015 -----

Part 1:
- P1S2 Shmaltupp:
  - Fix Grnk's personal gold not being displayed at scenario start
  - Add workaround for engine bug/feature that causes OOS errors in replays
- P1S3 Treasure: keep Faulorn on his keep also after Grnk is discovered
- P1S7 Disillusion:
  - Add workaround for engine bug that causes OOS errors in replays
  - Fix Grnk falsely triggering Vadak to come back out
- P1S8 Trap:
  - Give Karcyn some starting villages
  - Match type of wolf running away to Grnk's level
- P1S9 Chaos: fix fog not being reset correctly from previous chaotic event
- P1S11 Escape: keep Mal An from ever moving
- P1S12 Prunes:
  - Ensure skeletons start arriving no later than turn 2
  - Make prune cart loyal
- P1S13 Wizards:
  - Add workaround for engine bug that causes OOS errors in replays
  - Remove driver image from prune cart when driver steps off
  - Change schedule by one to sync better with Grnk's arrival
  - Make Stonehand not complain in die event if he is allied with Grnk by then
  - Fix gold for Mal An at scenario start
- Healing potion: only show menu item on Grnk's side's turn
- Lots of minor changes to dialog, movements and facings of units, information
  displayed in status table, etc.
- Adjust [ai] tags in all scenarios to values that make more sense
- Internal changes to code as found by wmllint

Part 2:
- Update the scenario number in the menu from 15 to 16
GodlyDragon
Posts: 61
Joined: December 11th, 2013, 8:34 pm
Location: Divine Mountain, on the Gromgor Island

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by GodlyDragon »

Great campaign, so far I've seen only 1 major bug on part 2: in the Fred scenario, Grnk can't do counterattack in enemy's turn

Good job so far continue your good work!
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by mattsc »

GodlyDragon: Thank you. :)

As for the bug you reported, I'm not sure that I understand you correctly. You mean that he does not strike back when he is attacked during the enemy's turn? If that's what you're seeing, could you send me a saved game or a replay, so that I can see what's going on, because I tried and it works for me. But maybe I am misunderstanding what you're saying anyway...
GodlyDragon
Posts: 61
Joined: December 11th, 2013, 8:34 pm
Location: Divine Mountain, on the Gromgor Island

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by GodlyDragon »

You understand right, sorry if I wasn't clear. Also, could you tell me how to send you a replay, I don't know how ( I know, I'm a noob :oops: )
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by mattsc »

No worries - you were clear, I just have no idea how something like that would happen. That's why I asked to make sure I did not misunderstand.

I still have no idea what might be going on here, so it would probably indeed be easiest if you sent me a replay (and a start-of-scenario save might be useful too). To do so, open the preferences window, click on 'Paths' and then either copy the path to the saved games from there or open a file browser with the button on the right. Then you can either post the files in this thread (I am looking for Grnk2-Fred.gz and Grnk2-Fred_replay.gz) or send them to me in a PM.

Thanks!
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by mattsc »

GodlyDragon:

Argh! Turns out that I messed this up more than 2 months ago. Fixed one bug, introduced another ... This is a pretty bad one, so thank you very much for letting me know about it (and for the saved games you sent me)!

I just uploaded version 2.0.2 to the 1.12 add-ons server with the bug fixed. It originated in P2S3 Beasts and affects all scenarios after that. If you want to use the new version, you will have to replay from the beginning of 'Beasts.' Alternatively, you could let me know from which scenario you want to continue, send me the start-of-scenario save for that scenario (if I don't have it yet), and I'll fix it in there for you. That way you won't have to go back several scenarios if you don't want to.

Thank you very much again for letting me know!

Grnk the Mighty v2.0.2 changelog

Code: Select all

----- 2.0.2, 2 June 2015 (critical bug fix) -----

- P2S3 Beasts: bug fix: reenable Grnk's magical spear on defense at scenario end
- Tweak behavior of [adjust_facing] tag
mattsc
Inactive Developer
Posts: 1217
Joined: October 13th, 2010, 6:14 pm

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by mattsc »

Version 2.0.3 has been uploaded to the 1.12 add-ons server. It's another minor update with a few things that I'd been meaning to do but hadn't had the time for previously.
Grnk the Mighty v2.0.3 changelog

Code: Select all

----- 2.0.3, 5 June 2015 -----

Part 1:
- P1S2 Shmaltupp: add a custom Lua AI for the villagers sides
- P1S6 Hunting: use Big Animals Micro AI for the wolves

Part 2:
- P2S12 Alliance:
  - Moving next to Karcyn is now sufficient for victory (as opposed to having
    to land a strike)
  - Make saurians allied with Karcyn
- P2S15 Endgame/Showdown: significantly speed up scenario prestart event

Both parts:
- Set up all last breath and die events to play out correctly
- Set save_id values for all sides that don't have one (for status table)
blackjack
Posts: 179
Joined: February 11th, 2004, 11:12 am

Re: Grnk the Mighty: Part 1 & 2 now on 1.12 server

Post by blackjack »

Great campaign… I just played through Part I and am now on Part II.

I'm finding "Converted" to be quite difficult… because you destroy villages, your units have nowhere to heal and you don't have enough gold to be constantly recycling. I'm not sure I'm finding a way to complete this under the time limit. (this is on the middle difficulty, which I recognise is pretty hard) I can beat the main horde but can't get past the line of defenders by the time limit.
A witty saying proves nothing.
-Voltaire
Post Reply