Problem with "The Heist"
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I'll install 1.0.2 and see if the scenario works with binary saves enabled. In 1.0, the four random variables per turn are enough to crash the game.No, but 4 random numbers between commands isn't going to be a problem. For 1.0.2 I just ended up raising the max recursion limit to 1000. (Previously it was 100.)
1.0.2 still doesn't have a windows install executable available for download, but I imagine that will change over the weekend.
First, ensure that you have the latest version of the campaign. The scenario wasn't completed until version 0.6.0.i know that this question shouldn´t be there, but what is to do in "The statues"?
In "The Statues", you must play a game of backgammon against Ursula. Each of the 24 points (black and white castles) has a corresponding cockatrice. To begin each turn (including the first turn), you must press "End Turn". To move a statue, move its point's cockatrice to a bridge with a die image.
Are you sure you are really running 1.0.2? What OS are you using? What error message do you get? Do you have a save game from right before the problem occurs?Emmanovi wrote:Well...
For me, binary saves must be turnes off for level two. This goes for both 1.0.1, and 1.0.2.
I can save games in level 2 of the latest version of "The Heist" (0.6.3) and I am not seeing this.
Note that a 1.0.2 executable for Windows has not been released yet. If you are running under a Windows OS, you may not really be running 1.0.2.
If you are, it really helps to be able to reproduce the problem in order to find out what is wrong. If you really want this fix, please do more than just complain.
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I hate to do this, but I answered nearly all those questions at:
http://www.wesnoth.org/forum/viewtopic. ... sc&start=0
But anyway:
1. Almost completely. I will check again later (when I have more time).
2. Suse Linux.
3. None.
4. I am still unaware of how to locate a save file once I have saved it.
5. I have not tried to save my game. All I have got is that the game will crash (if binary saves are on) if you end your turn on level 2, The Battle.
6. I was just informing everybody that the bug was not fixed with 1.0.2 (for those that experienced it) and that they will need to turn binary saves off if the game crashes on level 2. I do not even know what binary saves are.
http://www.wesnoth.org/forum/viewtopic. ... sc&start=0
But anyway:
1. Almost completely. I will check again later (when I have more time).
2. Suse Linux.
3. None.
4. I am still unaware of how to locate a save file once I have saved it.
5. I have not tried to save my game. All I have got is that the game will crash (if binary saves are on) if you end your turn on level 2, The Battle.
6. I was just informing everybody that the bug was not fixed with 1.0.2 (for those that experienced it) and that they will need to turn binary saves off if the game crashes on level 2. I do not even know what binary saves are.
If white was black and black was white, what would happen to zebra crossings?
At the end of each turn there is an autosave done and that is what would be killing the game. I am running the game on Fedora Core 4, with Wesnoth built from source from rev 8886 (the rev tagged 1.0.2) in the 1.0 branch and I am no longer seeing this problem.Emmanovi wrote:I hate to do this, but I answered nearly all those questions at:
http://www.wesnoth.org/forum/viewtopic. ... sc&start=0
But anyway:
1. Almost completely. I will check again later (when I have more time).
2. Suse Linux.
3. None.
4. I am still unaware of how to locate a save file once I have saved it.
5. I have not tried to save my game. All I have got is that the game will crash (if binary saves are on) if you end your turn on level 2, The Battle.
6. I was just informing everybody that the bug was not fixed with 1.0.2 (for those that experienced it) and that they will need to turn binary saves off if the game crashes on level 2. I do not even know what binary saves are.
Your description matches the problem with exceeding max_recursion_levels while do a compressed save. The limit was rasied from 100 to 1000 for 1.0.2 which should be enough for "The Heist".
My primary suspicion is that you are not running the exact same version of 1.0.2. This could be a packaging error, or merely running an out of date executable.
My back up conjecture is that "The Heist" is somehow running different for you and generating 1000+ random numbers at the start of "The Battle". A bunch of units are created in a prestart event, but there should be so many as to generate 1000 random numbers. But perhaps you have some other customization affecting unit generation that bumps this up a bit more.
If you are building from source check what max_recursion_levels is set to in src/serialization/binary_wml.cpp .
If the value is 100, then you have an older version. If the value is 1000, there is something different about how things work on your system, but you can probably get it to work for you by raising it to 10000.
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Ugh... need to get my head around this technical language...bruno wrote: At the end of each turn there is an autosave done and that is what would be killing the game. I am running the game on Fedora Core 4, with Wesnoth built from source from rev 8886 (the rev tagged 1.0.2) in the 1.0 branch and I am no longer seeing this problem.
Your description matches the problem with exceeding max_recursion_levels while do a compressed save. The limit was rasied from 100 to 1000 for 1.0.2 which should be enough for "The Heist".
My primary suspicion is that you are not running the exact same version of 1.0.2. This could be a packaging error, or merely running an out of date executable.
My back up conjecture is that "The Heist" is somehow running different for you and generating 1000+ random numbers at the start of "The Battle". A bunch of units are created in a prestart event, but there should be so many as to generate 1000 random numbers. But perhaps you have some other customization affecting unit generation that bumps this up a bit more.
If you are building from source check what max_recursion_levels is set to in src/serialization/binary_wml.cpp .
If the value is 100, then you have an older version. If the value is 1000, there is something different about how things work on your system, but you can probably get it to work for you by raising it to 10000.
Right. The way I downloaded the update was that I downloaded it and then unzipped it to my wesnoth directory (in a new fiel). I then took everything in that file and pasted it over everything matching it in the shared folder.
I have no idea what "building from source" is, but I don't think I'm doing it.
"But perhaps you have some other customization affecting unit generation that bumps this up a bit more."
I can't think of anything that this might be. What in addition could affect the units being created that need random numbers generating?
If white was black and black was white, what would happen to zebra crossings?
You also need to replace the binary named "wesnoth". That should be in a "bin" directory somewhere, perhaps in a subdirectory of the shared folder you refer to above.Emmanovi wrote: Right. The way I downloaded the update was that I downloaded it and then unzipped it to my wesnoth directory (in a new fiel). I then took everything in that file and pasted it over everything matching it in the shared folder.
I have no idea what "building from source" is, but I don't think I'm doing it.
Installing from Source
That's for downloading the binary. Dealing with the source within SuSE takes some more (technical) steps.bruno wrote:You also need to replace the binary named "wesnoth". That should be in a "bin" directory somewhere, perhaps in a subdirectory of the shared folder you refer to above.
Maybe the specfile is useful. It should work for 9.x SuSE dists, too.
(To list the steps seems a bit off topic. But let me know if anyone's interested.)
- Attachments
-
wesnoth.spec.tar.gz
- SUSE 10.0 spec file for wesnoth 1.0.2
- (2.07 KiB) Downloaded 167 times
The void of man that gives the chance to rethink...
Playing backgamnon?genosuke wrote:
I'll install 1.0.2 and see if the scenario works with binary saves enabled. In 1.0, the four random variables per turn are enough to crash the game.
First, ensure that you have the latest version of the campaign. The scenario wasn't completed until version 0.6.0.i know that this question shouldn´t be there, but what is to do in "The statues"?
In "The Statues", you must play a game of backgammon against Ursula. Each of the 24 points (black and white castles) has a corresponding cockatrice. To begin each turn (including the first turn), you must press "End Turn". To move a statue, move its point's cockatrice to a bridge with a die image.
Cool

Isn´t it difficult to write a scenario where you play a game?
I don´t know, I haven´t much expirience at this.[/b]
First read, then think. Read again, think again. And then post!
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There isn't one. I checked.bruno wrote:You also need to replace the binary named "wesnoth". That should be in a "bin" directory somewhere, perhaps in a subdirectory of the shared folder you refer to above.Emmanovi wrote: Right. The way I downloaded the update was that I downloaded it and then unzipped it to my wesnoth directory (in a new fiel). I then took everything in that file and pasted it over everything matching it in the shared folder.
I have no idea what "building from source" is, but I don't think I'm doing it.
And why on earth did I say shared folder? I mean the previous folder... but you get the idea.
I had a look through the files but could not find the bin file.
If white was black and black was white, what would happen to zebra crossings?
Seems like we've got another campaign here which hasn't found it's way into WesCamp yet? This ought to be forbidden! 

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i have got up to the guillotine with no bugs, and then it says there is no guillotine level, the statues was fun beat it on my second try, when introducing a foreign or new game u should explain the rules or have the witch asking if he remembers how to play, with a choice no or yes
Also there is a better witch piture as someones avatar around here, looks more wesnothy
Also there is a better witch piture as someones avatar around here, looks more wesnothy
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
Give your comments to the World of Orbivm
Backgammon is a pretty simple game to program (even in WML). The only difficulty is in making the AI challenging.Isn´t it difficult to write a scenario where you play a game?
I'll send it to WesCamp when it's complete.Seems like we've got another campaign here which hasn't found it's way into WesCamp yet? This ought to be forbidden!
Do you have the latest version of the campaign? There should be two scenarios after "The Statues": "The Guillotine" and "The Informant".i have got up to the guillotine with no bugs, and then it says there is no guillotine level
I might add an intro screen explaining the rules.when introducing a foreign or new game u should explain the rules or have the witch asking if he remembers how to play, with a choice no or yes
The witch is the best I could do with my limited artistic ability (it's from Invasion of Eliador).Also there is a better witch piture as someones avatar around here, looks more wesnothy

Problem with Halbardier unit in The Heist Campaign
Hello,
I'm using a self compiled wesnoth 1.3.7 on Debian (testing) and
faced a problem with "The Heist" Version 1.2.8. The Halbardier
unit is mentioned in several scenarios but there is no such unit
available.
Kind regards
Andreas.
I'm using a self compiled wesnoth 1.3.7 on Debian (testing) and
faced a problem with "The Heist" Version 1.2.8. The Halbardier
unit is mentioned in several scenarios but there is no such unit
available.
Kind regards
Andreas.