Some bugs
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A couple of issues
When I play a multiplayer game against the computer, have less than 100 gold, save and then reload, the gold is set to 100.
Another thing with loading and saving is that when saving a previously loaded game, the turn nuber is just appended, not replaced. So I save "Across the River Turn 1", then load it, and when trying to save next round, it suggests the save name "Across the River Turn 1 Turn 2". I usually just press enter without reading the name closely, so after some rounds my savegames get really long and confusing names. This is really not a bug per se, but it is a bit irksome to edit the name every time I save.
Another thing with loading and saving is that when saving a previously loaded game, the turn nuber is just appended, not replaced. So I save "Across the River Turn 1", then load it, and when trying to save next round, it suggests the save name "Across the River Turn 1 Turn 2". I usually just press enter without reading the name closely, so after some rounds my savegames get really long and confusing names. This is really not a bug per se, but it is a bit irksome to edit the name every time I save.
--Lysander--
Reset gold on load in multiplayer
If it is fixed, why was it submitted as a bug at Savannah 21. jan?
http://savannah.nongnu.org/bugs/?func=d ... em_id=7366
http://savannah.nongnu.org/bugs/?func=d ... em_id=7366
--Lysander--
Newlines in source code
The source code uses both \r and \r\n to represent newlines, even in the same file!
Se at the end of submitted bug (not by me):
http://savannah.nongnu.org/bugs/?func=d ... em_id=7389
This is annoying when I'm using nedit to view the *.cpp files, as some newlines show up as <CR>. Many editors only looks at the first newline in the text to decide what scheme is being used (win, unix or mac), and thus cannot cope with a mixture of newlines and carriage returns.
Se at the end of submitted bug (not by me):
http://savannah.nongnu.org/bugs/?func=d ... em_id=7389
This is annoying when I'm using nedit to view the *.cpp files, as some newlines show up as <CR>. Many editors only looks at the first newline in the text to decide what scheme is being used (win, unix or mac), and thus cannot cope with a mixture of newlines and carriage returns.
--Lysander--
Re: Newlines in source code
We found out that it was only partially fixed:Lysander wrote:If it is fixed, why was it submitted as a bug at Savannah 21. jan?
start multiplayer game -> use your gold -> save -> quit multiplayer game -> load game -> works just fine
start multiplayer game -> use your gold -> save -> quit wesnoth -> load game -> 100 gold bug
Dave is developing on u$win until he can get new computer where he can run GNU/Linux (computer he currently uses is not his). Good text editors can handle mixed newlines.Lysander wrote:The source code uses both \r and \r\n to represent newlines, even in the same file!
This is annoying when I'm using nedit to view the *.cpp files, as some newlines show up as <CR>. Many editors only looks at the first newline in the text to decide what scheme is being used (win, unix or mac), and thus cannot cope with a mixture of newlines and carriage returns.
Before release (at least v1.0) we will dos2unix the files. At the moment if you fix them... they come back (nothing stops you running dos2unix to files by yourself).
- Miyo
Removing carriage returns
Unfortunately dos2unix did not ship with 8.1 Slackware, so ran this shell script instead, it got the job done.
Code: Select all
#!/bin/sh
dir="$HOME/wesnoth/src/"
cd $dir
for f in *.?pp; do
cp $f $f.tmp
tr -d '\r' < $f.tmp > $f
rm $f.tmp
done
--Lysander--
More playtesting
I've played Wesnoth extensively the last two-three days, and just submitted some bugs I found to the bugtrack list on savannah. There is a couple of things I have noticed about the AI, which probably doesn't count as bug, but are worth mentioning.
I. Tha AI doesn't use Thieves effectively, i.e it doesn't take advantage of their backstab ability. Sometimes it attacks from the opposite side of an enemy _after_ attacking with the thief! Specifically, it doesn't know how to use thieves in pairs, which I have found to be extremely efficient (especially at night). Apropos, does the backstab bonus apply when a thief is defending?
II. Trolls only heal 8 HP when they are placed in villages, not 16 as I expected. This may be a feature, but perhaps it should be stated in the description if it is so. (When I think about it, a Troll Warrior holding a village would be quite an adversary...)
III. Does the AI use units with the 'leadership' ability to enhance the fighting skills of other units? It certainly does not seem to be the case.
IV. The new feature of Tooltips when you move the mouse over an ability, trait etc. is cool.
The stats for 'strong' seem to lack the +1 bonus for close combat, and there is nothing for 'loyal'. I found that if I added [traitname]_description="..." to the translation file, the description is included before the stats. (But 'loyal' repeats it twice!)
@Norwegians: The Norwegian translation is almost done, lacking only scenarios 12 and 13
(I'll leave the Undead stuff for Circon). I'll post it in a new thread as soon as it is finished.
I. Tha AI doesn't use Thieves effectively, i.e it doesn't take advantage of their backstab ability. Sometimes it attacks from the opposite side of an enemy _after_ attacking with the thief! Specifically, it doesn't know how to use thieves in pairs, which I have found to be extremely efficient (especially at night). Apropos, does the backstab bonus apply when a thief is defending?
II. Trolls only heal 8 HP when they are placed in villages, not 16 as I expected. This may be a feature, but perhaps it should be stated in the description if it is so. (When I think about it, a Troll Warrior holding a village would be quite an adversary...)
III. Does the AI use units with the 'leadership' ability to enhance the fighting skills of other units? It certainly does not seem to be the case.
IV. The new feature of Tooltips when you move the mouse over an ability, trait etc. is cool.
The stats for 'strong' seem to lack the +1 bonus for close combat, and there is nothing for 'loyal'. I found that if I added [traitname]_description="..." to the translation file, the description is included before the stats. (But 'loyal' repeats it twice!)
@Norwegians: The Norwegian translation is almost done, lacking only scenarios 12 and 13
(I'll leave the Undead stuff for Circon). I'll post it in a new thread as soon as it is finished.
--Lysander--
Re: More playtesting
Backstab works only when you attack from "behind" - if you get attacked the enemies don't leave their back at you.Lysander wrote:Apropos, does the backstab bonus apply when a thief is defending?
Maximum healing is 8. You are free to enhance the manual - http://wiki.wesnoth.org -> WesnothManualLysander wrote:II. Trolls only heal 8 HP when they are placed in villages, not 16 as I expected. This may be a feature, but perhaps it should be stated in the description if it is so. (When I think about it, a Troll Warrior holding a village would be quite an adversary...)
- Miyo
Wiki manual
I have now updated the manual, and clearly stated that 8HP is max amount of healing.
--Lysander--
Backstab
You don't have to attack with another unit to get the backstab bonus, just move any unit to the opposite side of your enemy, then attack with the thief. If the thief doesn't kill the enemy, maybe the other unit can finish it off. This can be a very useful tactic, especially if the other unit has a secondary target to attack if the thief makes a kill. A good tactic is to use thieves in pairs, and attack enemy units from both sides with the two thieves. Both of them will get to use 'Backstab'. Also, thieves are cheap (12 gold) and level up easily (28 exp needed). Someone ought to write this in the Wiki -> GettingStarted (or maybe start a new topic, AdvancedTactics?).miyo wrote:Yes. First attack target with non-thief from some side, then attack target with thief from opposite side - backstab bonus.turn123 wrote:Does this mean I need to worry about which direction the unit I'm attacking is faceing?
- Miyo
--Lysander--