Defense of the Marshal (MP Scenario) [Version: 1.2.2]
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- Retired Developer
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And here we go:
http://prdownloads.sourceforge.net/wesn ... p?download
1. Download
2. Extract the archive content into the program directory
3. go and have fun
.
btw, quick replay for multiplayer observer reliably works now, too.
Edit: Changed the link to point to the new fix that really works now
http://prdownloads.sourceforge.net/wesn ... p?download
1. Download
2. Extract the archive content into the program directory
3. go and have fun

btw, quick replay for multiplayer observer reliably works now, too.
Edit: Changed the link to point to the new fix that really works now
Last edited by Yogibear on July 9th, 2006, 12:25 pm, edited 1 time in total.
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
A possible workaround for 1.1.7 (until the next release) would be to cause the unit spawns on turn events instead of side turn events. Unit spawns on AI side turn events were the problem, I think.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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- Retired Developer
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Yes, this is true, it's a problem with AI side turns. Since the AI is running on the host computer (the host of the game), he is the only one who must have the fix installed.Sapient wrote:A possible workaround for 1.1.7 (until the next release) would be to cause the unit spawns on turn events instead of side turn events. Unit spawns on AI side turn events were the problem, I think.
However, i recommend any participant to get the fix in case the host leaves and gets replaced.
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
- Mythological
- Inactive Developer
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still broken
I just tried a 2v2 where everyone had the fix... purple creeps showed up OK, but as soon as white creeps spawned everyone but host got OOS and the white goblins were not visible to anyone but the host.
I wonder if it is a cross-platform issue... solme were on windows and some were on linux. I will try to do some testing to isolate if that's the case. But for now it does not appear to work
I wonder if it is a cross-platform issue... solme were on windows and some were on linux. I will try to do some testing to isolate if that's the case. But for now it does not appear to work

OK I did some more testing and this is what I've found:
A) No difference if players are all windows, or some linux and some windows. Only scenario i haven't tried is with linux player as host.
B) It is always one side of creeps visible, and one side of creeps invisible. This seems to always follow the side of the host: that is to say if host is on the west side, then white creeps are visible and purple invisible. If host is on east side then purple creeps visible and white creeps invisible. This leads me to think there is still a problem with moves happening on host's computer.
C) I have attached the out-of-synch errors that are generated for a non-host player. You get an out-of-synch error with each goblin spawn, and it says something like "unfound location for source of movement".
A) No difference if players are all windows, or some linux and some windows. Only scenario i haven't tried is with linux player as host.
B) It is always one side of creeps visible, and one side of creeps invisible. This seems to always follow the side of the host: that is to say if host is on the west side, then white creeps are visible and purple invisible. If host is on east side then purple creeps visible and white creeps invisible. This leads me to think there is still a problem with moves happening on host's computer.
C) I have attached the out-of-synch errors that are generated for a non-host player. You get an out-of-synch error with each goblin spawn, and it says something like "unfound location for source of movement".
- Attachments
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dotm_oos_errors.zip
- Here are the out of synch logs from a non-host player's perspective. There is an out of sync error when each creep is spawned on the non-host side.
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- Retired Developer
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You are right, the first fix was only partial. This one is supposed to work without any problems:
http://prdownloads.sourceforge.net/wesn ... p?download
The first link is no longer existent.
And again: The only one that needs to have the fix is the host (really
).
http://prdownloads.sourceforge.net/wesn ... p?download
The first link is no longer existent.
And again: The only one that needs to have the fix is the host (really

Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
Follow up:
Apparently we're still having problems. I had a game with alchemist 1v1 and we both had the fix installed. However we still get OoS errors. We had some instances where only 1 goblin from each side appear and the other remaining goblins would not appear (to the non host players). Another instance involves either one side with no goblins or no goblins at all I believe.
So in the end... DOTM is still not playable =/
Apparently we're still having problems. I had a game with alchemist 1v1 and we both had the fix installed. However we still get OoS errors. We had some instances where only 1 goblin from each side appear and the other remaining goblins would not appear (to the non host players). Another instance involves either one side with no goblins or no goblins at all I believe.
So in the end... DOTM is still not playable =/