Wesnoth 1.16.1

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Pentarctagon
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Re: Wesnoth 1.16.1

Post by Pentarctagon »

It's required only if you want to use the database functionality of the multiplayer server, which as far as I'm aware has only ever actually been used on the official servers and has only ever been at all tested on Linux.
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Re: Wesnoth 1.16.1

Post by PapaSmurfReloaded »

Has anything changed in the way that [replace_schedule] works in 1.16.1?

Code: Select all

[replace_schedule]
{DEFAULT_SCHEDULE_24H}
current_time=0
[/replace_schedule]
The above lines of code worked just fine until the last stable version, today I realized it is no longer the case in one of my add-ons. (ARRPGA)
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Pentarctagon
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Re: Wesnoth 1.16.1

Post by Pentarctagon »

It shouldn't have stopped working. Are you saying it did work in 1.16.0 and doesn't work in 1.16.1?
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Re: Wesnoth 1.16.1

Post by PapaSmurfReloaded »

Pentarctagon wrote: December 31st, 2021, 5:56 am It shouldn't have stopped working. Are you saying it did work in 1.16.0 and doesn't work in 1.16.1?
It doesn't work now.

ARRPGA has a couple of options that allow the player to change the time of the day of the scenario. They worked by using [replace_schedule] and different values for current_time.

Spoiler:
It seems to not be working now (it did before), no matter of the value of current_time it always changes time to Dawn (0).
Last edited by PapaSmurfReloaded on December 31st, 2021, 3:41 pm, edited 1 time in total.
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Re: Wesnoth 1.16.1

Post by Lord-Knightmare »

Seems to be this Bug Report
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Re: Wesnoth 1.16.1

Post by PapaSmurfReloaded »

Lord-Knightmare wrote: December 31st, 2021, 3:38 pm Seems to be this Bug Report
Looks like it
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Pentarctagon
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Re: Wesnoth 1.16.1

Post by Pentarctagon »

That was reported long before 1.16.0 though, so if that code was working until 1.16.1, then it can't be the same issue.
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Re: Wesnoth 1.16.1

Post by PapaSmurfReloaded »

Pentarctagon wrote: December 31st, 2021, 6:42 pm That was reported long before 1.16.0 though, so if that code was working until 1.16.1, then it can't be the same issue.
My bad, I wasn't clear.

When I say it worked just fine before I am talking about the last of the 1.14 stable versions of Wesnoth. I don't know if it was also broken in 1.16.0, it could have been and I just did not notice it.
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Re: Wesnoth 1.16.1

Post by Bob_The_Mighty »

I've been porting campaigns to the new version of Wesnoth and it seems 1.16.x has become a bit too fussy about potentially missing scenarios. I had to rewrite a chunk of code in The Altaz Mariners because it has a unique campaign structure. Now a different issue has cropped up with Den of Thieves. This is an MP campaign that was designed so only the host needed the add-on. On 1.16.x players get these big warnings telling them that the campaign is broken, when it isn't. See the screenshot. This was displayed continually to non-host players who didn't have the scenario files, but they shouldn't need them. I have got rid of these warnings by forcing a download, but it's not ideal. Was this intended or an oversight?
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Re: Wesnoth 1.16.1

Post by octalot »

Oops - that was an oversight. Have logged #6420 to remind myself to fix it.
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