Customize luck settings - Sauron's mod for 1.6.4
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Re: Customize luck settings - Sauron's mod for 1.6.4 and 1.7.3
So, I've always wanted to try this mod. If I could only remove say the 2% most offensive rolls I'd be very happy.
However, I don't use Windows and no amount of awesomeness is going to get me to use it again. Is there an easy method for installing this mod? I assume the only method is downloading the source code, applying the patch and compiling my own custom version?
Is there an executable that will apply the patch for us? Or can someone make an Ubuntu/deb .deb that will install the patched version? Package creation has always been over my head... I can handle source compilation, but only with directions.
However, I don't use Windows and no amount of awesomeness is going to get me to use it again. Is there an easy method for installing this mod? I assume the only method is downloading the source code, applying the patch and compiling my own custom version?
Is there an executable that will apply the patch for us? Or can someone make an Ubuntu/deb .deb that will install the patched version? Package creation has always been over my head... I can handle source compilation, but only with directions.
Re: Customize luck settings - Sauron's mod for 1.6.4 and 1.7.3
Chains, I cannot help you with binary for ubuntu. I hope in the future there will be more compilations for various platforms. At the moment you might try using windows emulator http://www.winehq.org/download/. I realize it is a half-measure - but at the moment - the only way to avoid compilation.
There's also other way - download the source, extract, patch the source (see http://stephenjungels.com/jungels.net/a ... nutes.html), then
If you have all required libraries this should work fine. Otherwise you would have to download and install all libraries.
There's also other way - download the source, extract, patch the source (see http://stephenjungels.com/jungels.net/a ... nutes.html), then
Code: Select all
./configure
make
make install
Sauron
Customize yourself random factor in game:
GET my mod [available as C++ sourcecode and compiled Windows executable] for wesnoth 1.6.4
at http://saurons-mod.zor.org/
Mod thread
http://www.wesnoth.org/forum/viewtopic.php?t=26803
Customize yourself random factor in game:
GET my mod [available as C++ sourcecode and compiled Windows executable] for wesnoth 1.6.4
at http://saurons-mod.zor.org/
Mod thread
http://www.wesnoth.org/forum/viewtopic.php?t=26803
Re: Customize luck settings - Sauron's mod for 1.6.4 and 1.7.3
I was reading the mod's diff from here and I found this little oddity:
Notice that this is the sort of things that are better decided by the build mechanism, not forced in the source code. At the moment all three recipes define it by default since IIRC the memory pool allocator caused problems in 32-bit Linux platforms or something. (Not sure if one or more recipes also use a C89-enforcing switch that would spit a couple of warnings here for using C++/C99-style comments instead of the old /* comments */.)
Also it seems to me that your editor doesn't understand UTF-8 with its current configuration. There's a diff chunk for src/multiplayer_connect.cpp (which I shall not paste here to avoid confusing certain web browsers) that apparently corrupts some multibyte sequences for the male/female symbol characters. Maybe you should check that.
Code: Select all
Index: src/poolalloc.c
===================================================================
--- src/poolalloc.c (revision 38141)
+++ src/poolalloc.c (working copy)
@@ -1,4 +1,7 @@
/* $Id$ */
+//<SAURON>
+#define DISABLE_POOL_ALLOC
+//</SAURON>
#ifndef DISABLE_POOL_ALLOC
/*
Copyright (C) 2008 by David White <dave@whitevine.net>
Also it seems to me that your editor doesn't understand UTF-8 with its current configuration. There's a diff chunk for src/multiplayer_connect.cpp (which I shall not paste here to avoid confusing certain web browsers) that apparently corrupts some multibyte sequences for the male/female symbol characters. Maybe you should check that.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Customize luck settings - Sauron's mod for 1.6.4 and 1.7.3
I could not compile it at my platform unless added these lines. On asking Ivanovic I was informed it is not used for windows compilation anyway, that's where from it got there. I move it to readme in SRC file and to remarks.shadowmaster wrote:(...)Notice that this is the sort of things that are better decided by the build mechanism, not forced in the source code.(...)Code: Select all
+#define DISABLE_POOL_ALLOC
I forgot to set UTF-8 on workspace, that's why SVN project got by default derived Cp1250. Fixed. I removed 1.7.3 sources - useless after 1.7.4; I redo mod for development edition after 21.09.2009.shadowmaster wrote:Also it seems to me that your editor doesn't understand UTF-8 with its current configuration.
Thank you for helpful remarks.
Sauron
Customize yourself random factor in game:
GET my mod [available as C++ sourcecode and compiled Windows executable] for wesnoth 1.6.4
at http://saurons-mod.zor.org/
Mod thread
http://www.wesnoth.org/forum/viewtopic.php?t=26803
Customize yourself random factor in game:
GET my mod [available as C++ sourcecode and compiled Windows executable] for wesnoth 1.6.4
at http://saurons-mod.zor.org/
Mod thread
http://www.wesnoth.org/forum/viewtopic.php?t=26803
-
- Posts: 1
- Joined: September 14th, 2009, 10:52 am
Re: Customize luck settings - Sauron's mod for 1.6.4
Hi Sauron! can I use this mod also with the 1.6.5 version? How use it with linux? If you need help ask me. Thank you
Re: Customize luck settings - Sauron's mod for 1.6.4
In my mod, that i'm still working awfully slow, I wanted to de deterministic damage. The problem is that if you make deterministic damage the standard numbers of 40% on grass, 60% on forest is completly unelegant.
Then the standard would be 0% on grass, but you need negative number on water etc. While you can do it. If you make the game display those numbers it crashes.
I asked someone to touch the numbers to solve the problem and i did had what i wanted, only to realize the exe was incompatible with the new version of wesnoth (i did all this for 1.5) I think that frustrated me and set back my mod working.
I decided from that point to wait to some improvements to the WML theme, and mabye someway to allow me to add the determinstic way without the need of exe modification.
Today i decided that i will do my mod with the tools i have and will be a way inferior game that i visioned. But i think that is better to have a watered down version of the game i wanted than none at all.
I post this because while i appreciate the sauron addition, i think that unless there is too many people willing to upgrade the files again and again, it will become tired and ultimately just a better thing to modify the game in other places to compensate for the randomness. That is unless is possible to do this via WML or something that people can just download from the add-on server.
I want to note that just the fact that people have to use a different method that the add on server will make any mod MUCH MUCH less played.
Then the standard would be 0% on grass, but you need negative number on water etc. While you can do it. If you make the game display those numbers it crashes.
I asked someone to touch the numbers to solve the problem and i did had what i wanted, only to realize the exe was incompatible with the new version of wesnoth (i did all this for 1.5) I think that frustrated me and set back my mod working.
I decided from that point to wait to some improvements to the WML theme, and mabye someway to allow me to add the determinstic way without the need of exe modification.
Today i decided that i will do my mod with the tools i have and will be a way inferior game that i visioned. But i think that is better to have a watered down version of the game i wanted than none at all.
I post this because while i appreciate the sauron addition, i think that unless there is too many people willing to upgrade the files again and again, it will become tired and ultimately just a better thing to modify the game in other places to compensate for the randomness. That is unless is possible to do this via WML or something that people can just download from the add-on server.
I want to note that just the fact that people have to use a different method that the add on server will make any mod MUCH MUCH less played.
Re: Customize luck settings - Sauron's mod for 1.6.4
The mod will be rewriten for 1.8, I will not maintain code for 1.6.* branch. If somebody feels like modding 1.6.5 - please post binaries and code in this thread.
Sauron
Customize yourself random factor in game:
GET my mod [available as C++ sourcecode and compiled Windows executable] for wesnoth 1.6.4
at http://saurons-mod.zor.org/
Mod thread
http://www.wesnoth.org/forum/viewtopic.php?t=26803
Customize yourself random factor in game:
GET my mod [available as C++ sourcecode and compiled Windows executable] for wesnoth 1.6.4
at http://saurons-mod.zor.org/
Mod thread
http://www.wesnoth.org/forum/viewtopic.php?t=26803