Search found 1617 matches

by Soliton
January 17th, 2021, 9:43 pm
Forum: Coder’s Corner
Topic: [mod] Adding support to replay old saves (1.4-1.12 1v1) in BFW1.14 and 1.16
Replies: 38
Views: 23077

Re: Questions about replays, random seed, recruit and unit checksum

You're focusing a lot on random number generation as the source of OOS but surely there are countless other reasons. There is generally no effort spent to keep compatibility between different stable versions.
by Soliton
January 4th, 2021, 12:40 pm
Forum: Technical Support
Topic: Multiplayer login error
Replies: 2
Views: 693

Re: Multiplayer login error

If you're using the android port then make sure to use the OK-Button and not Enter on the keyboard.
by Soliton
December 26th, 2020, 9:31 am
Forum: Multiplayer Development
Topic: Almost all best 1v1 replays for default era and ladder era played on 1.14
Replies: 12
Views: 3534

Re: Almost all best 1v1 replays for default era and ladder era played on 1.14

Maboul, are you willing to do something else with this? I think creating a website where you could explore the replays, search for factions, players, maps, etc. would be a nice idea. Rather then doing this for a manual selection of games that'd be more interesting to do for replays.wesnoth.org in g...
by Soliton
December 18th, 2020, 9:13 am
Forum: Technical Support
Topic: unable to join main 1.14 server
Replies: 12
Views: 2686

Re: unable to join main 1.14 server

It seems like your connection to wesnoth.org is bad. The filtered in nmap output means it got no response. You could try connecting to server.wesnoth.org:14999 and see if that works a little better. Do you notice issues when loading webpages on wesnoth.org as well? do you use the same device to brow...
by Soliton
October 14th, 2020, 8:58 am
Forum: WML Workshop
Topic: Adding moves to a unit after it has attacked
Replies: 24
Views: 1400

Re: Adding moves to a unit after it has attacked

What complicates matters is (according to the Wiki) sometimes the AI will expend some of an enemy unit's moves while thinking and strategizing, even if the unit doesn't actually move anywhere. I need to make sure this behavior doesn't throw a monkey wrench into the BATTLEHOP machinery. Do you expec...
by Soliton
October 14th, 2020, 8:16 am
Forum: Technical Support
Topic: Strange crash when loading scenario
Replies: 2
Views: 608

Re: Strange crash when loading scenario

tribes55 wrote: October 13th, 2020, 9:08 pm I found the issue was that I mistakenly assigned a unit to a side which I didn't define with [modify_unit]. Once I fixed it to an existing side, the problem was resolved.
Please post the actual WML to reproduce this issue.
by Soliton
October 13th, 2020, 9:37 am
Forum: WML Workshop
Topic: Adding moves to a unit after it has attacked
Replies: 24
Views: 1400

Re: Adding moves to a unit after it has attacked

I just realized that this proposed solution would probably let the frog attack twice if it was managed just right. If that's a problem, then either you're going to need a more complicated way to let it move again after attacking, or else you're going to need a complicated way to restrict its attack...
by Soliton
October 1st, 2020, 6:13 pm
Forum: WML Workshop
Topic: WML for tournament settings
Replies: 4
Views: 1110

Re: WML for tournament settings

I would suggest another pairing called "mirror" or so. With that players would play the same map twice with sides and factions reversed. The winner would be the player that won in less turns and if turns are equal the one with the highest total value of killed units for all/both games. &qu...
by Soliton
September 24th, 2020, 2:23 pm
Forum: Release Announcements, Compiling & Installation
Topic: Problem to compile wesnothd server in 1.14.14
Replies: 6
Views: 1563

Re: Problem to compile wesnothd server in 1.14.14

I understand that I can not easily combine different boost versions with wesnoth, but it is also really tedious to have to carry a particular boost version about only for wesnoth ... it's not a good situation IMO, boost is simply way too complex and complicated. What do you base this on? There is a...
by Soliton
September 23rd, 2020, 2:27 pm
Forum: Release Announcements, Compiling & Installation
Topic: Problem to compile wesnothd server in 1.14.14
Replies: 6
Views: 1563

Re: Problem to compile wesnothd server in 1.14.14

GCC 4.9.2 is pretty old. Can you use a newer compiler? (at least GCC 5.1)

Otherwise changing the line to

Code: Select all

 auto g_ptr = record.get_game();
should work as well.
by Soliton
September 10th, 2020, 6:56 am
Forum: Technical Support
Topic: connection problem
Replies: 2
Views: 712

Re: connection problem

When your connection times out it’s normal that the server side will not notice that immediately either. So once you login again your old connection can still be there and you can kick it. It’s not a different player.
by Soliton
July 3rd, 2020, 7:20 pm
Forum: Users’ Forum
Topic: How to disable recruitment of faction units
Replies: 4
Views: 1205

Re: How to disable recruitment of faction units

In Wilderlands it is done by setting the recruit list to empty in a prestart event:
https://github.com/wesnoth/wesnoth/blob ... #L149-L152
by Soliton
June 22nd, 2020, 12:08 pm
Forum: WML Workshop
Topic: Connection failed:An existing connection was forcibly closed by the remote host
Replies: 32
Views: 5675

Re: Connection failed:An existing connection was forcibly closed by the remote host

That's entirely normal.Your connection timed out. The server side will have a different timeout or is in a different state to discover the disconnect so your old connection can still be there when you re-connect. You can just click OK and your old connection will be removed. Then you can create your...
by Soliton
June 21st, 2020, 8:53 pm
Forum: Technical Support
Topic: Help Please with Local Server crash
Replies: 1
Views: 667

Re: Help Please with Local Server crash

Something is already using the port. Perhaps you have the debian package installed and a server is already running? Otherwise there are multiple tools that can tell you if something is already listening on a port, like netstat, ss or lsof. The default port for wesnothd is 15000. You can also tell we...
by Soliton
June 19th, 2020, 4:13 pm
Forum: Users’ Forum
Topic: Steam Addons/Mods In Windows (10) C:\Users Subdirectory, And Damage_Distribution_Mod.
Replies: 5
Views: 1252

Re: Steam Addons/Mods In Windows (10) C:\Users Subdirectory, And Damage_Distribution_Mod.

StevenAus wrote: June 19th, 2020, 2:13 pm All-So Why Does Damage_Distribution_Mod Not Show Up On Addons Server Despite Being Available On The Website?
Where are you looking? As far as I can tell it is on the website for 1.12 addons and on the corresponding addon server.