--- Log opened Tue Dec 11 00:00:14 2018 20181211 00:52:13< celmin|sleep> @Tycho X - FTR if you like using the scenario editor to create your scenario, you can always make a _main.cfg that includes the scenario file directly, rather than editing the scenario file to wrap it in [multiplayer], 20181211 09:31:41-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20181211 09:35:48-!- vn971 [~vasilii@office.zivver.org] has joined #wesnoth-umc-dev 20181211 12:14:27-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20181211 12:29:49-!- gfgtdf [~Daniel@x4dba9a7f.dyn.telefonica.de] has joined #wesnoth-umc-dev 20181211 13:15:15<+wesdiscordbot> Celmin, I've spent my time today 'porting' things from the semi-operational editor->scenarios directory to a custom campaign directory. Sadly, even after essentially copying 'A Tale of Two Brothers' _main.cfg file (added in own IDs, description and all of course) it fails to load in the Campaign section. I can select it, view the description, title, even select a difficulty. But after that it simply says 'Failed to 20181211 13:15:16<+wesdiscordbot> load scenario.' and I've been at a complete loss here tinkering, trying to get it to work 20181211 13:37:44-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20181211 13:40:35< celmin|sleep> @Tycho X - Some possible problems... the [campaign] tag needs to reference the id of the first [multiplayer] scenario, and you need to make sure it's all in an #ifdef MULTIPLAYER ... #endif section if it's supposed to be available in MP Create. 20181211 13:41:03-!- celmin|sleep is now known as celmin|away 20181211 13:41:18< celmin|away> If you showed us your actual _main.cfg we could give more specific advice. 20181211 13:43:07< celmin|away> If it's not multiplayer it still needs to be in a similar ifdef section, but instead of MULTIPLAYER, you use the define specified in the [campaign] tag. 20181211 13:44:04< celmin|away> (For an MP campaign the [campaign] tag needs to be in ifdef MULTIPLAYER, but for non-MP, it should be in no ifdef section.) 20181211 13:44:44< celmin|away> (Also, if it's not MP you need to use [scenario] ... [/scenario] instead of [multiplayer] ... [/multiplayer].) 20181211 13:45:08<+wesdiscordbot> Would you like me to copy & paste the thing? It's about 70 lines 20181211 13:45:28<+wesdiscordbot> Please use Pastebin, GitHub Gist or a similar service. 20181211 13:45:29<+wesdiscordbot> Prolly too large for Discrod hmm 20181211 13:45:39<+wesdiscordbot> And way too large for IRC. 20181211 13:45:44<+wesdiscordbot> Alrighty 20181211 13:46:48<+wesdiscordbot> https://pastebin.com/u94y9ZwQ 20181211 13:46:51< celmin|away> (IRC is only about 500 characters per message, and no line breaks within a message; the Discord bot unfortunately removes the line breaks instead of splitting each line to a separate message.) 20181211 13:46:52<+wesdiscordbot> Gotcha covered 20181211 13:47:52< celmin|away> ... 20181211 13:48:03< celmin|away> Normal and nightmare? Now that's gonna be a nightmare. :P 20181211 13:48:38<+wesdiscordbot> Oh to be honest I really just wanted to keep it simple, AToTB had like 4 difficulties so I cut some away. I might even dumb it down to a single difficulty. 20181211 13:48:44< celmin|away> I'd recommend just doing the standard EASY / NORMAL / HARD set, as that will allow you to use the standard macros for varying things by difficulty. 20181211 13:48:59< celmin|away> Um. Isn't AToTB the only mainline campaign to have only two difficulties? 20181211 13:49:23<+wesdiscordbot> Or another one. I've been using 2 campaigns for reference 20181211 13:49:28< celmin|away> FTR my campaign was originally with no difficulties; I slotted in difficulties later. 20181211 13:49:36<+wesdiscordbot> Ah, A Beastly Tale was the one 20181211 13:49:39<+wesdiscordbot> celmin: Indeed, AToTB has only easy and normal difficulties. 20181211 13:49:46< celmin|away> I think Dead Water is the only campaign with 4 difficulties. Maybe SotA, haven't looked at it. 20181211 13:50:12<+wesdiscordbot> you're correct, only DW 20181211 13:50:31< celmin|away> Anyway I don't see anything wrong in your _main.cfg, could it be that your scenarios use [multiplayer] rather than [scenario]? 20181211 13:50:52<+wesdiscordbot> Let me check that 20181211 13:51:57<+wesdiscordbot> what error do you get, the one you pasted above about TRAIT_LOYAL syntax error ? 20181211 13:52:22< celmin|away> josteph: "Failed to load scenario" 20181211 13:52:41< celmin|away> That's why I suggested it might be the wrong tag. 20181211 13:54:04<+wesdiscordbot> I didn't use either tag anywhere Celmin, it worked fine in Local Multiplayer up to this point 20181211 13:54:07<+wesdiscordbot> Reference: https://pastebin.com/CG8qvL0B 20181211 13:54:11< celmin|away> ... 20181211 13:54:35< celmin|away> You need a file with [scenario]{path-to-that-file][/scenario] 20181211 13:54:39< celmin|away> (Not all on one line.) 20181211 13:54:56<+wesdiscordbot> what's that description line ? 20181211 13:54:57< celmin|away> Put that file in the scenarios folder and the actual scenario file the editor created in the maps folder. 20181211 13:54:59<+wesdiscordbot> Yeah, but I need that within the scenario file itself?? 20181211 13:55:14< celmin|away> Well, that works too. 20181211 13:55:27< celmin|away> Just add [scenario] at the top and [/scenario] at the bottom. 20181211 13:55:34<+wesdiscordbot> @Tycho X Try taking your scenario and replace, say, the entire contents of Two_Brothers/scenarios/01_Defend_the_Forest.cfg with your stuff 20181211 13:55:43< celmin|away> TBH I think you should never be editing the scenario file the editor generated. 20181211 13:55:47<+wesdiscordbot> then start playing AToTB and see if you get your scenario 20181211 13:56:00<+wesdiscordbot> once that works, see about marrying it with your campaign's _main.cfg 20181211 13:56:04<+wesdiscordbot> Yeah I'm starting to see why it's problematic, but it seemed like a good idea when I started 20181211 13:56:16<+wesdiscordbot> Hmmm 20181211 13:57:02<+wesdiscordbot> @josteph The description is a WIP really, I'm not sure what you're asking? 20181211 13:57:20< celmin|away> What I'd suggest is having two files, the editor-generated one included in the one with the [scenario] tags. 20181211 13:57:35<+wesdiscordbot> @Tycho X SP scenarios don't have descriptions https://wiki.wesnoth.org/ScenarioWML#The_.5Bscenario.5D_tag 20181211 13:58:15<+wesdiscordbot> the scenario description will just be ignored as it's an SP campaign 20181211 13:58:23<+wesdiscordbot> Celmin, where do you suggest I place these scenario tags? Where do they normally belong? 20181211 13:58:33<+wesdiscordbot> I'll remove the desc ASAP 20181211 13:58:49<+wesdiscordbot> before the first line and after the last line 20181211 14:00:09<+wesdiscordbot> So you're saying I should put scenario and have those envelop the entire scenario file itself. But celmin was saying I needed to define a path to that scenario (which I thought i had done in _main.cfg) 20181211 14:00:51<+wesdiscordbot> let me explain ... 20181211 14:01:06<+wesdiscordbot> the stuff you pasted would be valid as the contents of a [scenario] tag 20181211 14:01:24<+wesdiscordbot> when wesnoth plays your campaign, it simply loads the _main.cfg file 20181211 14:01:33<+wesdiscordbot> Right. 20181211 14:01:35<+wesdiscordbot> and expands {macros} and {file} inclusions in it 20181211 14:01:57<+wesdiscordbot> now, what people usually do is write {.../scenarios/} to include everything in that directory 20181211 14:02:11<+wesdiscordbot> so that's why the path would have come in 20181211 14:02:31<+wesdiscordbot> that, and also celmin suggested you move the campaign to data/add-ons/, instead of in editor/ 20181211 14:02:49<+wesdiscordbot> I have already moved it to the date/add-ons/ directory 20181211 14:02:59<+wesdiscordbot> Abandoned the editor because it's chaos 20181211 14:03:10<+wesdiscordbot> 😐 20181211 14:03:35<+wesdiscordbot> we have to improve the editor then. 20181211 14:03:35<+wesdiscordbot> I made sure to have a seperate folder with just the .map file, that's all fine and dandy 20181211 14:03:48<+wesdiscordbot> Yes please do improve that, it would be great 20181211 14:04:03<+wesdiscordbot> if you have specific suggestions please bring them up on the Ideas forum or on github 20181211 14:04:22<+wesdiscordbot> https://github.com/wesnoth/wesnoth/issues?q=is%3Aopen+is%3Aissue+label%3AEditor 20181211 14:04:40<+wesdiscordbot> I'll definitely note some stuff down, but my struggles are mainly due to my lack of knowledge and experience using WML 20181211 14:04:52<+wesdiscordbot> The editor isn't entirely at fault 20181211 14:04:57<+wesdiscordbot> the best way to start is to download some existing add-on and start modifying it 20181211 14:05:10<+wesdiscordbot> tbh it sounds like it might be better to change it back into being just a map editor. it sounds really broken for scenarios right now. 20181211 14:05:48<+wesdiscordbot> personally, what I'd do is, download a campaign, then go to data/add-ons/That_Campaign and do git init; git add *; git commit 20181211 14:05:53<+wesdiscordbot> so if I break something, I can revert 20181211 14:06:08<+wesdiscordbot> (I never used the editor as a scenario editor.. I just write WML by hand) 20181211 14:06:23<+wesdiscordbot> @josteph Nitpicking, but I prefer git add -A to git add * 20181211 14:06:36<+wesdiscordbot> Damn wizards 20181211 14:07:05<+wesdiscordbot> Alright time to delve back into testing and hoping it finally boots up 20181211 14:07:19<+wesdiscordbot> @jyrkive Thanks, I didn't know that flag. 20181211 14:07:54<+wesdiscordbot> the difference being that -A adds brand new files as well, I believe? 20181211 14:07:59<+wesdiscordbot> would take care of dotfiles, I wondered about that 20181211 14:08:26<+wesdiscordbot> And -A also honors .gitignore (in other words, does not add ignored files). 20181211 14:09:24-!- vn971 [~vasilii@office.zivver.org] has left #wesnoth-umc-dev ["Leaving."] 20181211 14:24:49<+wesdiscordbot> By adding the [scenario] tags which I had somehow completely been oblivious to I got my test campaign to run, with custom recruitment lists and all. I love you guys! 20181211 14:25:11<+wesdiscordbot> scribbles down credits 20181211 15:19:51<+wesdiscordbot> "coming soon on an add-ons server near you" 20181211 15:56:07-!- hk238 [~kvirc@unaffiliated/hk238] has joined #wesnoth-umc-dev 20181211 21:25:35-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20181211 21:52:37<+wesdiscordbot> Guess who's back 20181211 21:53:04<+wesdiscordbot> Currently I am trying to modify the existing 'Transport Galleon' - I have copied & pasted both the unit file and image file. I've made the changes to the config file (basic stuff like HP increase, description, image path ...) and have renamed it to War Galleon. I made sure to change the ID and all that to War Galleon as well, but now my Transport Galleons disappear from the map/scenario completely (I changed them to 20181211 21:53:05<+wesdiscordbot> 'War Galleons' in the scenario file). Adding it to the recruit list meant I could not open the list and recruit at all. So I think it's a small mistake in pathing or code or whatevertheshmack, but I'm not entirely sure. I've followed the instructions on BuildingUnits BfW wiki. Unit .cfg file - https://pastebin.com/f5jqL36y --- Log closed Wed Dec 12 00:00:15 2018