code questions #1

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needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

code questions #1

Post by needmoreplayers »

in random maps > wesband

what is it:

4 player coop rpg, single unit each


need to know if each of these need lua, or would lua make each of these easier, or can wml do it

assuming for now wesnoth doesnt support other code languages until i discover/learn any new info

1 in popup 'selection type' menu, font dont have colors, can font have colors?

2 can different types of fonts/typograprjry be embedded, or this game always use same font?

menu has list of options

3 - some options can be seleected but cant be picked, but you can still press ok

- clicking 'ok' does nothing

can lua or wml update/fix this menu (or any other 'menus' or ui elements)


4 menu also has a transparent background making text/font hard to read

not good color contrast or accessibility, probably breaks lots of good practices in web accessibility and related topics and stuff etc


5

when (a unit is) on a hex (like a 'shop' or dungeon')

- you have to right click > to open menu to enter w/e thing shop dungeon etc

- can you hotkey or other ways to enter X (shop, dungeon, w/e thing, etc)



trying briefly different extensions to see what can/cant be done

also trying them to find anything interesting
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

code basic learning #2

Post by needmoreplayers »

code problem:

for single player campagin, why can players create single player campagins when creating those maps breaks the campaign and game?

when using 'create game' in wesnoth for single player campagin, it breaks single player campagins (not sure right now if it does for all of them)

is it cos wesnoth (game) code is just like that basically?


example:

single player campagin > war of jewel

when starting game using 'campaign' in wesnoth

after completing one of early objective in large castle place, nothing happened

no idea if one of the basic addon/mods broke it

what is it
no idea, very confusing campaign or w/e it is



when starting game using 'create game' in wesnoth

summary: it completely broke game basically

setting other players to either ai or players both broke campaign/game

makes campaign unplayable basically - ai units are controlled by player


one of player (3rd) has 1 unit > and you need to right click to make it a leader to buy units



when creating game

with all addons/mods off

when clicking/enabling 'unitmarker mod' >

all of

'random recruits'
additional saurian advancemtnts
faction theme flags

all turned on by itself


preferences > cache > purge all
cos who knows what in the world is wrong with addons/addon cache

retried

clicked unitmarker mod'

4 other addons turned on by itself

again

3 other addons turned on by itself (ones in 1st example)



turned on 'random recuirts'

4 other addons turned on by itself (but random rec stayed off ?? )


have no idea which addons work or dont work with this
single player campagin > war of jewel


which one of these addons/mods need to be fixed/updated?



started game with only 'unitmark' on

took forever to load again..
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

#3 wesnoth code learning

Post by needmoreplayers »

multiplayer campagin > greatest quest

what is it
seems like wc
3 players wc
not sure which is more newly updated

seems like need custom fractions/classes, maybe even more than 1 of them

the custom fractions/classes that are needed for this, or that are meant for this map doesnt auto-select when creating a map/game using this custom addon/map

can lua or wml update or fix that or what can, whats needed to update/fix that

when creating games, is wesnoth's ability to autoselect the correct fractions/classes that a map is meant or designed for not in the wesnoth code yet?

is that a wesnoth code problem or a addon code problem basically

what would i or anyone need to learn to fix this
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

#4 wesnoth code learning

Post by needmoreplayers »

'scenarios' > war of gods stuff

in 'create game'

all 'war of gods' maps seem like they need 'war of god era'

descritpion/info of this addons says that but do not know if thats correct/accurate or not

doesnt seem like you can choose 'war of god ear' in any of the 'war of gods' maps

none of the maps for 'war of gods' appears to work

cannot select 'war of god ear' for any 'war of gods' map

did not test with 'default' or other fractions/classes


i dun know if this is a wesnoth code problem or a addon code problem (or both)

i dun know if its either or for sure
uninstalled
dont think it should be in the addons

there should be a addon section call 'broken/bugs/very buggy' in addition to campaigns/era/etc
theres too many of those
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

whole addons thing is a fuking mess

Post by needmoreplayers »

Spoiler:
mutiplayer campaign > seafire 2

all addons/mods off

started game

random recuirts popup shows in game

then

uninstalled a few addons
including random recruits

and random recruits popup didnt show up anymore

this fixed that problem


reinstalled random recruits
but not the other uninstalled addons
this problem didnt happened again

then
re-installed 'unit marker'
problem didnt happened again

then
re-installed 'corpse mod'
problem didnt happened again

dont remember which other few addons uninstalled
but all the addons need to be checked and updated


most likely this is all problems related to wesnoth addon code overall

or any of the other codes related to wesnoth addons, like 'preferences cache' or whatever else

theres something wrong with different addon in combo with other different addons, and other way around, and/or just with wesnoth addon code of however it works

or it could possibly be other parts of the code in wesnoth (like map editor where going into map editors causes addons to break) - like what happened before

how to fix various parts of wesnoth code and addon's code in combo with other addons


update: extra testing

no problems with 1st 2 seafires or however those maps are ordered

except that enabling addon 'unitmarker' did not work on these map

didnt test other addons

didnt work on any of the maps (seafires maps)



checked a default singplayer campaign via 'campagins' and addon worked

so there's specifically something wrong with 'create game' or its settings or addons


tried that same default singleplayer campaign via 'create game' and that addon didnt work also

so there's something wrong with 'create game' and/or anything else along in the process

but that sounds like wesnoth code problem for sure

conclusion so far: wesnoth code problem with addons related to 'create game' and all code closely related to all that stuff of 'create game'
Last edited by needmoreplayers on December 24th, 2023, 1:30 pm, edited 1 time in total.
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Ravana
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Re: code questions #1

Post by Ravana »

You should focus on your post structure. I do not have much interest to try understand random fragments of text without any sentence structure.
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Heindal
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Re: code questions #1

Post by Heindal »

From what I see, you mix experimental add-ons and wonder why experimental add-on author A hasn't taken in regard what experimental add-on author B had in his mind. Which is imho impossible, as some add-ons change the game in many ways, it is impossible to foresee all possible combinations.

Considering the menu points - some menu points in Wesband don't have a function, they work as kind of a "headline". It is an easy way to sort options:

For example make an option for "Swords" under which all possible swords can be equipped. But as Ravana said: we don't even know what you want. You will get no answers you want in the way you post. Also it seems you jump to conclusions and make conclusions that are not correct:

such as above: the experimental add-on designer A CAN NOT know what experimental add-on designer B made. You can do a lot of stuff with these add-ons and it's possible to change the game itself in many ways. That on the other hand just creates some add-on that are just incompatible and this can not be fixed by the core game, imho. At least not without destroying most of the existing add-ons, because it's feature are blocked.
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needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

addon code #1: fixing addon road movement bonus

Post by needmoreplayers »

these are the errorless approved addons with no errors from limited testing

color changer
corpse mod
zombie variation
breeze modification
unitmarker
fencing fencer
non fatal wounds extended

these work without any problems in combinations with each other

these were tested in

- more than 1 singlplayer campaigns (aka: 'campaign button in game')
- more than 1 mutiplayer maps (various maps/games in mutiplayer)

and no errors happened from limited playtests


there arent many addons that improve the overall of the game itself (meaning the playing experience and/or usability like corpose mod or color changer) but these were what i focused on

other things may do that (like 'fractions/classes' or 'maps') but those arent things that fundamentally improves the overall of this game (not sure how to really describe this part, its hard to explain) - but those mods above are examples

advance wars (fork version) adds a few good features, but very few like really 1 or 2 (most of it is just different, and more importantly its not noticeably different in game) and im not sure if that one is buggy)



there may have been other ones without bugs but i dont think they added anything that were either

1 useful
2 important
3 or significant
4 or were well done

to the game
so were uninstalled

just tested fencing fencer right now

in mutiplayer > local game (aka: a regular map/game)

and its funny (counts as #4)
and games are about fun



road movement

doesnt show any errors in mutiple singleplayer and multiplayer maps

but its very unclear what it exactly its suppose to do so its hard to tell if its bugged

its definitely bugged before i had uninstalled all addons


but it may have been (other addons or 'mutiplayer' option) affecting this addon but seems this addon is just bugged


with only addons that are approved

road movement increase set to 50%

what its doing is when a unit is next to a 'road hex/tile'

and its increasing their movement but the movement increase is off mathematically (not 50%)

another thing its doing is when its not even next to a 'road hex/tile', its sometimes increasing movement (seems very random)


in past with different addons before uninstalled

on different maps and different campagins, some of the problems seem were:

your units and enemy units movement would be decreased to like 3-0 (so you couldnt even move it when it was 0) - for mutiple turns - and their movement would change ever single turn

how exactly would the code in this be fixed
and what in this addon code needs to be fixed or looked at in detail ?
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

addon code: reflections

Post by needmoreplayers »

reflections has this error from the beginning (from all addons being uninstalled and later on eventually installing only 1 addon each time)

how exactly would anyone fix this error, to update it, and reload/publish it, and why would that fix work for this type of error, w/e this type of error is

this error always showed in 'multiplayer' or anywhere else

20231211 20:07:34 warning preprocessor: Redefining macro VILLAGE_PROBABILITY without explicit #undef at ~add-ons/Reflection/reflection.cfg:532
included from ~add-ons/Reflection/_main.cfg:10
previously defined at core/terrain-graphics/new-macros.cfg:3851
included from core/_main.cfg:15
included from _main.cfg:18
20231211 20:29:26 error general: Duplicate terrain code definition found for ^Ftr
Failed to add terrain tropical_forest (Forest) []
which conflicts with rainforest (Forest) [forest]

20231211 18:33:58 warning preprocessor: Redefining macro VILLAGE_PROBABILITY without explicit #undef at ~add-ons/Reflection/reflection.cfg:532
included from ~add-ons/Reflection/_main.cfg:10
previously defined at core/terrain-graphics/new-macros.cfg:3851
included from core/_main.cfg:15
included from _main.cfg:18
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Pentarctagon
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Re: addon code: reflections

Post by Pentarctagon »

It just means that the same macro name was defined multiple times.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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Ravana
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Re: addon code: reflections

Post by Ravana »

You have not described any errors in this post.
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

graphics: pixels / resolutions / vector art / graphics art stuff in gamess

Post by needmoreplayers »

what resolution are default units meant and designed for, which is optimal res

what resolution are addon units meant and designed for, which is optimal res

whats max resolution of display/screen for each, that's optimal for each

what size to resolution ratio default units are designed and meant for, which is optimal size and res combination

what size to resolution ratio addon units are designed and meant for usually and on average, which is optimal size and res combination


some units in some campaign/maps are very difficult to see, not sure if its a design problem, a color problem, a pixel problem, a visual design problem, a terrain problem, a map problem, a resolution problem, or all of the above

other games of this type do not have this problem (sometimes)

for current wesnoth version, or/and w/e is next version

related

New Graphics System Details
viewtopic.php?t=55695
https://wiki.wesnoth.org/Scaling_Digital_Images
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

unanswered: graphics / art stuff: cgi vfx shadows etc stuff

Post by needmoreplayers »

unanswered:


who: for whoever does the graphics code stuff in wesnoth

why basically cant jpeg 'store transparency data'

why would units need to 'store transparency data' - does it affect how it looks

what does transparency have to do with how units look, are many units in total currently using 'transparency data' within the units ?


with images, why are there 'performance and graphical glitch issues' - is that a wesnoth code problem

is that part outdated info?

fractions/classes in era magic units have larger units and dont think therse any 'performance and graphical glitch issues' ? any examples if there are?

related / ref
https://wiki.wesnoth.org/Creating_Unit_ ... ifications
Last edited by needmoreplayers on December 24th, 2023, 12:25 pm, edited 1 time in total.
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Ravana
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Re: graphics: pixels / resolutions / vector art / graphics art stuff in gamess

Post by Ravana »

Units are expected to be 72x72.
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Re: graphics / art stuff: cgi vfx shadows etc stuff

Post by Ravana »

jpeg has nothing wesnoth-specific, feel free to google. And feel free to convert unit to jpeg and back and try it how it looks.

Images covering multiple hexes can have issues of redrawing only main unit hex, leaving parts of image on nearby hexes.
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