Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
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Re: Wesband 0.4.4, now with 4 players
Yes, exactly, I reloaded a game, then, after going back to town he reappeared, same happens as i said when i lvl them up and then die(and appear at original lvl).
The MP thing I am now looking for a mate to try it with
The MP thing I am now looking for a mate to try it with

Re: Wesband 0.4.4, now with 4 players
Ok, I know it is double-post, but I found a partner to check it with.(Leid)
I downloaded "Haunted Woods", and It looks like it is the same problem, I initially controlled 1;3 and he 2, then after a change it was me 2;3 he 1.
It gave us error at even setting one label, he gave me one screen sot he did, and I had my own, we are in different positions...
Here are the screenshots:
Mine:
I guess this is work for MP dev...(or summer of code).
Leid's:
I downloaded "Haunted Woods", and It looks like it is the same problem, I initially controlled 1;3 and he 2, then after a change it was me 2;3 he 1.
It gave us error at even setting one label, he gave me one screen sot he did, and I had my own, we are in different positions...
Here are the screenshots:
Mine:
Spoiler:
I guess this is work for MP dev...(or summer of code).
Leid's:
Spoiler:
Re: Wesband 0.4.4, now with 4 players
It was so strange... :-/
The creator of "City Defense", a 2P survival on the add-ons list.
Visite my Art Gallery!
http://forums.wesnoth.org/viewtopic.php?f=23&t=30931
Visite my Art Gallery!
http://forums.wesnoth.org/viewtopic.php?f=23&t=30931
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Re: Wesband 0.4.4, now with 4 players
I believe found the source of the problem with the henchmen, a variable wasn't getting cleared at the right point(s). This should be fixed in the next version.
For the other one, I don't think it's even possible to detect through WML that the players are switching sides around, and I don't know that I could do anything about it even if it was detectable. You should probably submit a bug report for the issue.
For the other one, I don't think it's even possible to detect through WML that the players are switching sides around, and I don't know that I could do anything about it even if it was detectable. You should probably submit a bug report for the issue.
Re: Wesband 0.4.4, now with 4 players
Immortal henchman fix in next release: good, that really breaks immersion in Wesband/Wesnoth 1.8.3.
Also...wondering if the death drop is having a slight difficulty with throwable melee weapons. It seems that equipping a throwable weapon also gives a phantom ranged attack, which is handled correctly when manually unequipping a PC.
NPC death drops, however, end up with both the main weapon, and a throwable version which has price one.
Other than that, didn't see any other obvious bugs on Wesband 0.4.4 DL 1. Has the store stocking process been eyeballed to see how well it copes with the massive item sales?
Also...wondering if the death drop is having a slight difficulty with throwable melee weapons. It seems that equipping a throwable weapon also gives a phantom ranged attack, which is handled correctly when manually unequipping a PC.
NPC death drops, however, end up with both the main weapon, and a throwable version which has price one.
Other than that, didn't see any other obvious bugs on Wesband 0.4.4 DL 1. Has the store stocking process been eyeballed to see how well it copes with the massive item sales?
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Re: Wesband 0.4.4, now with 4 players
Well, it turns out the resurrecting henchman thing wasn't a variable issue, but an engine bug. I managed to put together a workaround, so it should still be fixed in the next version.
I haven't been able to reproduce the throwable weapon issue - I just killed something with a spear, and it only dropped a spear, no thrown spear. Do you have any more specifics (unit type, weapon type, etc)?
The shop restocking doesn't care how many items are in the shop when it refreshes, just how many players there are; it just throws away all the old equipment and starts afresh. That means that it shouldn't have any issues coping with the item sales.
On an unrelated note, here's some screenshots of what I've been working on recently (still giving it a final shakedown, and there's a couple of little bits left to implement, but it's looking pretty good). It's a revamping of the inventory management system. It has pros and cons compared to the old menus, but I'm pretty sure the tradeoffs I had to make are worth it. Disadvantages: there's an extra menu layer to go through before getting/dropping/giving items; dropped items are now in your hex instead of an adjacent hex. Advantages: equipment management and give/get/drop are all in a single right-click option now, so there's less clutter in the right click menu and you can do things like picking up a new weapon, equipping it, and giving your old weapon to someone standing next to you all without exiting the menu; you can now see what's in all your slots at once, swap out weapons in one slot while dual/triple wielding without affecting your other slots, and view what you have equipped even if you don't have the necessary actions to swap out your equipment; there's an undo stack for the inventory menu, so if you decide you made a mistake you can undo your inventory management actions one step at a time (all the way back to the beginning if you like); and last but not least, the equipment management menu now works the same for your henchmen as for you, so you can have your henchman collect items for you, control their equipment (no more 'refuses to take' messages), etc..

Edit - a couple more notes about the new inventory system: 1) the issue with the adjusted ranged weapon stats has already been fixed, 2) don't expect to see the new menu in the next version, maybe in the version after that
I haven't been able to reproduce the throwable weapon issue - I just killed something with a spear, and it only dropped a spear, no thrown spear. Do you have any more specifics (unit type, weapon type, etc)?
The shop restocking doesn't care how many items are in the shop when it refreshes, just how many players there are; it just throws away all the old equipment and starts afresh. That means that it shouldn't have any issues coping with the item sales.
On an unrelated note, here's some screenshots of what I've been working on recently (still giving it a final shakedown, and there's a couple of little bits left to implement, but it's looking pretty good). It's a revamping of the inventory management system. It has pros and cons compared to the old menus, but I'm pretty sure the tradeoffs I had to make are worth it. Disadvantages: there's an extra menu layer to go through before getting/dropping/giving items; dropped items are now in your hex instead of an adjacent hex. Advantages: equipment management and give/get/drop are all in a single right-click option now, so there's less clutter in the right click menu and you can do things like picking up a new weapon, equipping it, and giving your old weapon to someone standing next to you all without exiting the menu; you can now see what's in all your slots at once, swap out weapons in one slot while dual/triple wielding without affecting your other slots, and view what you have equipped even if you don't have the necessary actions to swap out your equipment; there's an undo stack for the inventory menu, so if you decide you made a mistake you can undo your inventory management actions one step at a time (all the way back to the beginning if you like); and last but not least, the equipment management menu now works the same for your henchmen as for you, so you can have your henchman collect items for you, control their equipment (no more 'refuses to take' messages), etc..

Edit - a couple more notes about the new inventory system: 1) the issue with the adjusted ranged weapon stats has already been fixed, 2) don't expect to see the new menu in the next version, maybe in the version after that
Re: Wesband 0.4.4, now with 4 players
I was getting the "rusty dagger" and "rusty thrown dagger" drop pairs from Saurian Trainees. Based on comparing wielding a rusty glaive with wielding a rusty spear with the Guardian-template dwarf after-battle, I'm thinking this just should be "rusty dagger".
It looks like this happened with each of the 22 Saurian Trainees. (counting how many "rusty thrown dagger"s were sold to the weapons shop at value 1 each.)
edit: save game of the battle is still on my system. Would that help you?
edit: some more experimentation indicates that store-bought normal daggers don't have this phantom ranged attack either (they just are melee). So I was confusing a special-casing of spears with the normal implementation for throwable weapons.
It looks like this happened with each of the 22 Saurian Trainees. (counting how many "rusty thrown dagger"s were sold to the weapons shop at value 1 each.)
edit: save game of the battle is still on my system. Would that help you?
edit: some more experimentation indicates that store-bought normal daggers don't have this phantom ranged attack either (they just are melee). So I was confusing a special-casing of spears with the normal implementation for throwable weapons.
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Re: Wesband 0.4.4, now with 4 players
Yeah, daggers don't have throwable, throwing daggers are a separate item (and a rank 0 rusty throwing dagger just isn't worth much). Spears, pitchforks, and kusarigama are currently the only weapons with the throwable special.
This is done to mirror the normal units; pretty much any unit with a spear has a thrown spear attack as well (there are only a couple of exceptions), but there are lots of cases of units with dagger attacks but no thrown attacks (Thief, Woodsman/Poacher/Trapper/Hunter, Thunderer/Thunderguard/Dragonguard).
This is done to mirror the normal units; pretty much any unit with a spear has a thrown spear attack as well (there are only a couple of exceptions), but there are lots of cases of units with dagger attacks but no thrown attacks (Thief, Woodsman/Poacher/Trapper/Hunter, Thunderer/Thunderguard/Dragonguard).
Re: Wesband 0.4.4, now with 4 players
I have been playing this too much on hotseat (controlling all four player sides). Some observations about 0.4.4:
Spoiler:
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Re: Wesband 0.4.4, now with 4 players
I've already fixed the 0 mp thing for the next version, I think (it's only happening after you've loaded a saved game, right?), and also the analogous bug for enemies after re-entering a dungeon level from town.
My current for-fun game (as opposed to the ones I do to test specific issues) is a lone Saurian Augur with no henchmen, I think he's around floor 7 or 8 of the dungeon (with no save-loading aside from saving the game between play sessions... just don't ask how many of my previous games ended on floor 1).
My current for-fun game (as opposed to the ones I do to test specific issues) is a lone Saurian Augur with no henchmen, I think he's around floor 7 or 8 of the dungeon (with no save-loading aside from saving the game between play sessions... just don't ask how many of my previous games ended on floor 1).
Re: Wesband 0.4.4, now with 4 players
We'll find out. For into-dungeon, I've only seen this when using the side 2/3/4 leader to trigger entering the dungeon. The severity of this into-town is reduced by using the side-1 leader, but that isn't foolproof for the side 2 leader.Exasperation wrote:I've already fixed the 0 mp thing for the next version, I think (it's only happening after you've loaded a saved game, right?),
I have been able to trip into-dungeon without any manual saving at all (straight to DL1).
Good.Exasperation wrote:and also the analogous bug for enemies after re-entering a dungeon level from town.
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Re: Wesband 0.4.4, now with 4 players
Just to be clear, when I say 'loading a saved game', that includes autosaves (even using the 'back to turn x' options in the menu). For whatever reason, when you load a saved game it messes up the information for persistent sides (at least in local games, not sure if it also happens in games on the MP server), so there needs to be WML in the scenarios to catch & correct the errors this causes (for example, reverting all units to the state they were in at the start of the previous scenario - the cause of the resurrecting henchmen issue). I think what was happening with the 0 moves thing is that the saved 'correct' versions of the units had 0 moves when stored because it wasn't their turn, and needed their moves reset before replacing the broken versions of the units. Something similar was happening (although for reasons having nothing to do with persistent sides or loading saved games) with enemies stored upon returning to town.
If it's happening to PCs when there's been no loading of saves whatsoever, then there's something else going on that I wasn't aware of (the corrective code only triggers after you've loaded a saved game at least once, before then it can just rely on the persistent sides).
If it's happening to PCs when there's been no loading of saves whatsoever, then there's something else going on that I wasn't aware of (the corrective code only triggers after you've loaded a saved game at least once, before then it can just rely on the persistent sides).
Re: Wesband 0.4.4, now with 4 players
Well, won't be able to test that until I lose my current game.
I'm going to assume the following is fixed in the next version:
* load game in town from save game.
* immediately enter dungeon with P1. On the first turn, no player leader is paralyzed.
* complete dungeon level 5 in ironman mode (do not either save or reload once).
* enter town with P1. The first turn in town, all of P2-P4 are paralyzed.
I'm going to assume the following is fixed in the next version:
* load game in town from save game.
* immediately enter dungeon with P1. On the first turn, no player leader is paralyzed.
* complete dungeon level 5 in ironman mode (do not either save or reload once).
* enter town with P1. The first turn in town, all of P2-P4 are paralyzed.
Re: Wesband 0.4.4, 4th Level Dungeon Crash
My friends and I are getting a constant crash when we try to enter the 4th dungeon level. We are using 1.8.3 with Wesband 0.4.4 and there are 3 of us. We've replicated the crash on 3 different computers 4 times. The crash message is:
Microsoft Visual C++ Runtime Library
Runtime Error !
Program: C:\Program Files\Battle for Wesnoth 1.8.3\wesnoth.exe
This application has requested the Runtime to terminate it in an unusual way.
Please contact the applications support team for more information.
Microsoft Visual C++ Runtime Library
Runtime Error !
Program: C:\Program Files\Battle for Wesnoth 1.8.3\wesnoth.exe
This application has requested the Runtime to terminate it in an unusual way.
Please contact the applications support team for more information.
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Re: Wesband 0.4.4, now with 4 players
Is there any additional information in stderr.txt (if you're on windows, this file should be generated automatically in your BfW install directory when you run the program)?