The Altaz Mariners (2p pirate RPG) now with French translation!
Moderator: Forum Moderators
Re: The Altaz Mariners (pirate co-op campaign) big update!
yes, it's the macro, if you use
you'll get a string to translate (in the .pot and .po files) like this
if you do
you'll get a string to translate like this
Last case is more friendly for the translator. It's usually a best practice to give just simple texts to translators.
Moreover, if he preprocesses translations with an online tool (like i did), he might get this
color value might be translated... And it's not the worst case, he might simply break the html...
Anyway, i've put your addon on github,where i have an account : https://github.com/Maboul/The_Altaz_Mariners
I've pushed 2 commits: thess pages display the changes i've made on your code :
https://github.com/Maboul/The_Altaz_Mar ... 3ec51a1ea7
https://github.com/Maboul/The_Altaz_Mar ... 8bb15c2075
if you just want to download the zip : https://github.com/Maboul/The_Altaz_Mar ... master.zip
I'll probably modify the translations, i'll have to play the campaign again.
PS:
In the description of the campaign, you put the version directly in the text to translate, when you'll update your version number, the text won't be translated anymore. It's better to put the version outside the text to translate
I used GUI.pyw to generate the .pot file, it's easy to use. If you change your code, and modify some texts, you have to regenerate the pot file. Then, translators can update their .po file with the new .pot file
I've made the modifications on the latest version, taken from addons server. It seems the first time i did, it wasn't the latest. Ihope i didn't rollback some of your latest changes... please, check:
- You're using macro ABILITY_LEADERSHIP_LEVEL_2, ABILITY_LEADERSHIP_LEVEL_3, ABILITY_LEADERSHIP_LEVEL_4. But in the first version i've modified, it was the latest macro ABILITY_LEADERSHIP
- Probably in scenario black_rock-a.cfg, i'm not sure of the duration value (line 182, duration=level)
Finally, there are a lot of files, you've done an impressive work, congratulation
Code: Select all
label=_ "<span color='blue'>Get some sleep and look for him in the morning</span>"
Code: Select all
<span color='blue'>Get some sleep and look for him in the morning</span>
Code: Select all
"<span color='{TAM_BLUE}'>" + _ "Get some sleep and look for him in the morning" + "</span>"
Code: Select all
Get some sleep and look for him in the morning
Moreover, if he preprocesses translations with an online tool (like i did), he might get this
Code: Select all
<span color='bleu'>Get some sleep and look for him in the morning</span>
Anyway, i've put your addon on github,where i have an account : https://github.com/Maboul/The_Altaz_Mariners
I've pushed 2 commits: thess pages display the changes i've made on your code :
https://github.com/Maboul/The_Altaz_Mar ... 3ec51a1ea7
https://github.com/Maboul/The_Altaz_Mar ... 8bb15c2075
if you just want to download the zip : https://github.com/Maboul/The_Altaz_Mar ... master.zip
I'll probably modify the translations, i'll have to play the campaign again.
PS:
In the description of the campaign, you put the version directly in the text to translate, when you'll update your version number, the text won't be translated anymore. It's better to put the version outside the text to translate
I used GUI.pyw to generate the .pot file, it's easy to use. If you change your code, and modify some texts, you have to regenerate the pot file. Then, translators can update their .po file with the new .pot file
I've made the modifications on the latest version, taken from addons server. It seems the first time i did, it wasn't the latest. Ihope i didn't rollback some of your latest changes... please, check:
- You're using macro ABILITY_LEADERSHIP_LEVEL_2, ABILITY_LEADERSHIP_LEVEL_3, ABILITY_LEADERSHIP_LEVEL_4. But in the first version i've modified, it was the latest macro ABILITY_LEADERSHIP
- Probably in scenario black_rock-a.cfg, i'm not sure of the duration value (line 182, duration=level)
Finally, there are a lot of files, you've done an impressive work, congratulation
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: The Altaz Mariners (pirate co-op campaign) big update!
Hi Maboul. Version 3.3 was the latest release of the campaign. I had made a few changes to slavenia-a.cfg and inventory.cfg since then, but I can redo. Where would you suggest putting the version number instead of in the intro text? We could just remove it. I don't remember changing which leadership macro is used, I guess it should be using the latest mainline macro. Oh, and duration=level is old code that should be removed. How is the translation going?
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Re: The Altaz Mariners (pirate co-op campaign) big update!
Hi,
A couple of message menus look funny because it mixes
You can see examples of that when talking to the dwarf on fort bastille and the leader on griply.
The deprecation warning suggests that they all should be replaced with
A couple of message menus look funny because it mixes
[message][option]description=
and [message][option]message=
, resulting in some of the options getting tabbed to the right.You can see examples of that when talking to the dwarf on fort bastille and the leader on griply.
The deprecation warning suggests that they all should be replaced with
[message][option]label=
for consistency.Re: The Altaz Mariners (pirate co-op campaign) big update!
Hi,
The spices defined in 'scenarios/ivory_tower1.cfg' can be picked up in the upper levels (ivory_tower2.cfg, ivory_tower3.cfg) when you go to those same x,y values.
Also, {TAM_PICK_UP_GOODS} is called twice in that scenario, {TAM_GLOBAL_EVENTS} already included it.
Edit:
In the scenario solant_tower-a.cfg, the moveto for the shape should either have first_time_only=no or
Otherwise, you won't get the message on each shape change.
Edit2:
tomb_underground.cfg scenario needs a {LIMIT_CONTEMPORANEOUS_RECRUITS} or something similar. There's so many of them I'm unable to teleport.
Edit3:
on fort_liberty_coastal.cfg the female variant of TAM_Cannon don't have an image and appear invisible until attacked.
changing the female second [standing_anim] direction to
The spices defined in 'scenarios/ivory_tower1.cfg' can be picked up in the upper levels (ivory_tower2.cfg, ivory_tower3.cfg) when you go to those same x,y values.
Also, {TAM_PICK_UP_GOODS} is called twice in that scenario, {TAM_GLOBAL_EVENTS} already included it.
Edit:
In the scenario solant_tower-a.cfg, the moveto for the shape should either have first_time_only=no or
[filter_condition]
like:
Code: Select all
[filter_condition]
{CONDITION current_rune equals triangle}
[/filter_condition]
Edit2:
tomb_underground.cfg scenario needs a {LIMIT_CONTEMPORANEOUS_RECRUITS} or something similar. There's so many of them I'm unable to teleport.
Edit3:
on fort_liberty_coastal.cfg the female variant of TAM_Cannon don't have an image and appear invisible until attacked.
changing the female second [standing_anim] direction to
direction=nw,sw
seems to fix that.- Atreides
- Posts: 1074
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off
Re: The Altaz Mariners (pirate co-op campaign) big update!
Well another loss. Died on Dahazi beach. Not sure how one can defeat 20 loyalists and more coming with only the 2 leaders, 2 ogres and 6 loyal saurians. (plus the allied saurian handful) other than spending the gold I'm trying to save for the ship on recall/recruit. I sat in the good 60% terrain and the loys were on the open road yet it was still a massacre.
I know that the description says it is an expert level campaign but it seemed too interesting to ignore. Perhaps I should do what I read some folks do, just debug my way through the campaign to enjoy the atmosphere and the story and forget about playing any battles. I guess half a campaign is better than none.
I know that the description says it is an expert level campaign but it seemed too interesting to ignore. Perhaps I should do what I read some folks do, just debug my way through the campaign to enjoy the atmosphere and the story and forget about playing any battles. I guess half a campaign is better than none.
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: The Altaz Mariners (pirate co-op campaign) big update!
I've just uploaded new version of The Altaz Mariners to the add-ons server for Wesnoth 1.16.
This version incorporates Maboul's impressive French translation and a bunch of bug fixes (thanks to vghetto).
Please let me know how it runs on 1.16.
This version incorporates Maboul's impressive French translation and a bunch of bug fixes (thanks to vghetto).
Please let me know how it runs on 1.16.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
Awesome!
I'll give the code a thorough look tomorrow.
Btw, the poacher unit attack images are missing.
In 1.16 the files changed from poacher-attack[1-3].png to poacher-bow-attack[1-7].png. Check the core unit definition in 1.16 for reference to update the TAM_Poacher animations.
Edit:
These are not a big deal.
In macros/ability_events.cfg Glutton side turn event. The filter has side=1,2 and side=$side_number.
Still using the deprecated [option]message=. And mixing of [option]label= and [option]description=.
Preferably they should all be [option]label=
Overlays still assigned in some places. In other places it was updated to [effect]
./scenarios/blade_point-c.cfg: overlays="misc/hero-icon.png"
./scenarios/fort_liberty_coastal.cfg: overlays="misc/leader-crown.png"
./scenarios/fort_liberty_sewers.cfg: overlays="misc/loyal-icon.png"
./scenarios/fort_liberty_throne_room.cfg: overlays="misc/loyal-icon.png"
./scenarios/gaol-a.cfg: overlays=misc/hero-icon.png
./scenarios/gaol-cheat.cfg: overlays=misc/hero-icon.png
./scenarios/greystone_port-a.cfg: overlays="misc/loyal-icon.png"
./scenarios/hideout-a.cfg: overlays="misc/loyal-icon.png"
./scenarios/morteau-c.cfg: overlays="misc/leader-crown.png"
./scenarios/solant_onboard.cfg: overlays=misc/hero-icon.png
./scenarios/temple_of_ice-b.cfg: overlays=misc/hero-icon.png
./scenarios/temple_of_ice_underground-b.cfg: overlays=misc/hero-icon.png
./scenarios/x-encounter-ghostship-mermen.cfg: overlays="misc/leader-crown.png"
I'll give the code a thorough look tomorrow.
Btw, the poacher unit attack images are missing.
In 1.16 the files changed from poacher-attack[1-3].png to poacher-bow-attack[1-7].png. Check the core unit definition in 1.16 for reference to update the TAM_Poacher animations.
Edit:
These are not a big deal.
In macros/ability_events.cfg Glutton side turn event. The filter has side=1,2 and side=$side_number.
Still using the deprecated [option]message=. And mixing of [option]label= and [option]description=.
Preferably they should all be [option]label=
Overlays still assigned in some places. In other places it was updated to [effect]
./scenarios/blade_point-c.cfg: overlays="misc/hero-icon.png"
./scenarios/fort_liberty_coastal.cfg: overlays="misc/leader-crown.png"
./scenarios/fort_liberty_sewers.cfg: overlays="misc/loyal-icon.png"
./scenarios/fort_liberty_throne_room.cfg: overlays="misc/loyal-icon.png"
./scenarios/gaol-a.cfg: overlays=misc/hero-icon.png
./scenarios/gaol-cheat.cfg: overlays=misc/hero-icon.png
./scenarios/greystone_port-a.cfg: overlays="misc/loyal-icon.png"
./scenarios/hideout-a.cfg: overlays="misc/loyal-icon.png"
./scenarios/morteau-c.cfg: overlays="misc/leader-crown.png"
./scenarios/solant_onboard.cfg: overlays=misc/hero-icon.png
./scenarios/temple_of_ice-b.cfg: overlays=misc/hero-icon.png
./scenarios/temple_of_ice_underground-b.cfg: overlays=misc/hero-icon.png
./scenarios/x-encounter-ghostship-mermen.cfg: overlays="misc/leader-crown.png"
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
I'm playtesting now and I got some problems.
As soon as I got to the world map. I got a big warning about broken campaign branches.
I got invalid pango markup in the text when I accessed the trader on Rutt. I don't think the text changes done for the translation was done correctly :/
Edit: console output
As soon as I got to the world map. I got a big warning about broken campaign branches.
I got invalid pango markup in the text when I accessed the trader on Rutt. I don't think the text changes done for the translation was done correctly :/
Edit: console output
Code: Select all
20211030 11:50:44 error engine: Unknown next scenario 'black_rock-d'
20211030 11:50:44 error engine: Unknown next scenario 'blade_point-d'
20211030 11:50:44 error engine: Unknown next scenario 'dahazi_beach-d'
20211030 11:50:44 error engine: Unknown next scenario 'elixion-c'
20211030 11:50:44 error engine: Unknown next scenario 'elixion-d'
20211030 11:50:44 error engine: Unknown next scenario 'farmville-c'
20211030 11:50:44 error engine: Unknown next scenario 'farmville-d'
20211030 11:50:44 error engine: Unknown next scenario 'farrow-c'
20211030 11:50:44 error engine: Unknown next scenario 'farrow-d'
20211030 11:50:44 error engine: Unknown next scenario 'fire_abbey-b'
20211030 11:50:44 error engine: Unknown next scenario 'fire_abbey-c'
20211030 11:50:44 error engine: Unknown next scenario 'fire_abbey-d'
20211030 11:50:44 error engine: Unknown next scenario 'fort_bastille-b'
20211030 11:50:44 error engine: Unknown next scenario 'fort_bastille-c'
20211030 11:50:44 error engine: Unknown next scenario 'fort_bastille-d'
20211030 11:50:44 error engine: Unknown next scenario 'fort_liberty-c'
20211030 11:50:44 error engine: Unknown next scenario 'gaol-c'
20211030 11:50:44 error engine: Unknown next scenario 'gaol-d'
20211030 11:50:44 error engine: Unknown next scenario 'greystone_port-b'
20211030 11:50:44 error engine: Unknown next scenario 'greystone_port-c'
20211030 11:50:44 error engine: Unknown next scenario 'greystone_port-d'
20211030 11:50:44 error engine: Unknown next scenario 'hideout-c'
20211030 11:50:44 error engine: Unknown next scenario 'hideout-d'
20211030 11:50:44 error engine: Unknown next scenario 'isle_of_neafsey-c'
20211030 11:50:44 error engine: Unknown next scenario 'isle_of_neafsey-d'
20211030 11:50:44 error engine: Unknown next scenario 'judro_pits-d'
20211030 11:50:44 error engine: Unknown next scenario 'lantos-c'
20211030 11:50:44 error engine: Unknown next scenario 'lantos-d'
20211030 11:50:44 error engine: Unknown next scenario 'lludwyn-c'
20211030 11:50:44 error engine: Unknown next scenario 'lludwyn-d'
20211030 11:50:44 error engine: Unknown next scenario 'mertropolis-c'
20211030 11:50:44 error engine: Unknown next scenario 'mertropolis-d'
20211030 11:50:44 error engine: Unknown next scenario 'newhart-c'
20211030 11:50:44 error engine: Unknown next scenario 'newhart-d'
20211030 11:50:44 error engine: Unknown next scenario 'peoria_ruins-c'
20211030 11:50:44 error engine: Unknown next scenario 'peoria_ruins-d'
20211030 11:50:44 error engine: Unknown next scenario 'polupa-b'
20211030 11:50:44 error engine: Unknown next scenario 'polupa-c'
20211030 11:50:44 error engine: Unknown next scenario 'polupa-d'
20211030 11:50:44 error engine: Unknown next scenario 'port_rutt-b'
20211030 11:50:44 error engine: Unknown next scenario 'port_rutt-c'
20211030 11:50:44 error engine: Unknown next scenario 'port_rutt-d'
20211030 11:50:44 error engine: Unknown next scenario 'reef_town-b'
20211030 11:50:44 error engine: Unknown next scenario 'reef_town-c'
20211030 11:50:44 error engine: Unknown next scenario 'reef_town-d'
20211030 11:50:44 error engine: Unknown next scenario 'royal_palace-c'
20211030 11:50:44 error engine: Unknown next scenario 'royal_palace-d'
20211030 11:50:44 error engine: Unknown next scenario 'slavenia-b'
20211030 11:50:44 error engine: Unknown next scenario 'slavenia-c'
20211030 11:50:44 error engine: Unknown next scenario 'slavenia-d'
20211030 11:50:44 error engine: Unknown next scenario 'solant-c'
20211030 11:50:44 error engine: Unknown next scenario 'solant-d'
20211030 11:50:44 error engine: Unknown next scenario 'temple_of_ice-d'
20211030 11:50:44 error engine: Unknown next scenario 'thantos_jungle-c'
20211030 11:50:44 error engine: Unknown next scenario 'thantos_jungle-d'
20211030 11:50:44 error engine: Unknown next scenario 'tomb-c'
20211030 11:50:44 error engine: Unknown next scenario 'tomb-d'
20211030 11:50:44 error engine: Some of the possible next scenarios are missing, you might not be able to finish this campaign.
Please report the following missing scenarios to the campaign’s author:
• black_rock-d
• blade_point-d
• dahazi_beach-d
• elixion-c
• elixion-d
• farmville-c
• farmville-d
• farrow-c
• farrow-d
• fire_abbey-b
• fire_abbey-c
• fire_abbey-d
• fort_bastille-b
• fort_bastille-c
• fort_bastille-d
• fort_liberty-c
• gaol-c
• gaol-d
• greystone_port-b
• greystone_port-c
• greystone_port-d
• hideout-c
• hideout-d
• isle_of_neafsey-c
• isle_of_neafsey-d
• judro_pits-d
• lantos-c
• lantos-d
• lludwyn-c
• lludwyn-d
• mertropolis-c
• mertropolis-d
• newhart-c
• newhart-d
• peoria_ruins-c
• peoria_ruins-d
• polupa-b
• polupa-c
• polupa-d
• port_rutt-b
• port_rutt-c
• port_rutt-d
• reef_town-b
• reef_town-c
• reef_town-d
• royal_palace-c
• royal_palace-d
• slavenia-b
• slavenia-c
• slavenia-d
• solant-c
• solant-d
• temple_of_ice-d
• thantos_jungle-c
• thantos_jungle-d
• tomb-c
• tomb-d
Once this is fixed, you will need to restart this scenario.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
' has broken markup, set to normal text.
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
Ok, the pango bug didn't turn out to be that bad. Just a missing '.
One thing i'm not sure of is fort_liberty-c. That scenario id doesn't exist and in no where does the variable fort_liberty get assigned to c. So I just commented out that condition.
The other map names I hid them inside a variable to not show the big ass warning.
I also updated the defs for TAM_Bandit, TAM_Poacher, TAM_Trapper to match 1.16. The trapper death animation was removed, but the images are still there. So I kept it.
Attaching a diff for the fixes.
One thing i'm not sure of is fort_liberty-c. That scenario id doesn't exist and in no where does the variable fort_liberty get assigned to c. So I just commented out that condition.
The other map names I hid them inside a variable to not show the big ass warning.
I also updated the defs for TAM_Bandit, TAM_Poacher, TAM_Trapper to match 1.16. The trapper death animation was removed, but the images are still there. So I kept it.
Attaching a diff for the fixes.
- Attachments
-
- bugs.diff
- (10.4 KiB) Downloaded 80 times
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
Thanks vghetto. That missing scenario pop-up is pretty annoying - you'd think it was enough just to mention it in the error log! Anyway, I'd already found a solution by simplifying the macro and repeating it. I implemented your unit changes, but there's something up with the Trapper. My 1.16 Trapper file doesn't have the new melee animation. Where did you get the attack_anim in your bugs file? What's stranger is that the new attack anim doesn't show, even when I copied your code into my add-on.
I'm also getting lots of this: "libpng warning: iCCP: known incorrect sRGB profile" - any idea what that means?
I'm also getting lots of this: "libpng warning: iCCP: known incorrect sRGB profile" - any idea what that means?
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
I don't know how to copy and paste
It seems I made some mistakes in copying the Poacher and Trapper animations. Please revert them back to your original version.
I was trying to mimic the [attack_anim] blocks from wesnoth 1.16 core and I failed.
/home/amnesia/local/games/wesnoth/1.16/share/wesnoth/data/core/units/humans/Woodsman_Poacher.cfg
/home/amnesia/local/games/wesnoth/1.16/share/wesnoth/data/core/units/humans/Woodsman_Trapper.cfg
Here is my suggestion. Try to take the [attack_anim] blocks from 1.16. Or, stick to the original TAM_Poacher and TAM_Trapper and copy the core poacher and trapper images from 1.14 into The_Altaz_Mariners/images/units/human-mariners. Then simply update the image file paths for TAM_Poacher and TAM_Trapper.
Edit: The mushrooms look weird on elixion. Simply replace Uf to Tf to fix in these maps.
maps/bighorns_liberation.map
maps/black_blade_cavern.map
maps/black_rock-b.map
maps/black_rock.map
maps/blade_point.map
maps/elixion.map
maps/fort_liberty_sewers.map
maps/judro_pits_underground.map
maps/lantos.map
maps/peoria_ruins.map
maps/slavenia.map
maps/temple_of_ice.map
maps/thurh_gar.map
I did it using
Question, why was COPYING.txt removed?
Edit2:
It is possible to get stuck on farmville-b when subquest_tet is 4 and farrow is a.
TAM_MORTEAU_MACHINE doesn't take into account if the building has been destroyed. Maybe add an additional [filter_condition] that checks the value of subquest_lab being less than 3
It seems I made some mistakes in copying the Poacher and Trapper animations. Please revert them back to your original version.
I was trying to mimic the [attack_anim] blocks from wesnoth 1.16 core and I failed.
/home/amnesia/local/games/wesnoth/1.16/share/wesnoth/data/core/units/humans/Woodsman_Poacher.cfg
/home/amnesia/local/games/wesnoth/1.16/share/wesnoth/data/core/units/humans/Woodsman_Trapper.cfg
Here is my suggestion. Try to take the [attack_anim] blocks from 1.16. Or, stick to the original TAM_Poacher and TAM_Trapper and copy the core poacher and trapper images from 1.14 into The_Altaz_Mariners/images/units/human-mariners. Then simply update the image file paths for TAM_Poacher and TAM_Trapper.
I get this too. I don't know what it means. I don't think it is TAM related.I'm also getting lots of this: "libpng warning: iCCP: known incorrect sRGB profile" - any idea what that means?
Edit: The mushrooms look weird on elixion. Simply replace Uf to Tf to fix in these maps.
maps/bighorns_liberation.map
maps/black_blade_cavern.map
maps/black_rock-b.map
maps/black_rock.map
maps/blade_point.map
maps/elixion.map
maps/fort_liberty_sewers.map
maps/judro_pits_underground.map
maps/lantos.map
maps/peoria_ruins.map
maps/slavenia.map
maps/temple_of_ice.map
maps/thurh_gar.map
I did it using
sed -i 's/Uf/Tf/g' *.map
Question, why was COPYING.txt removed?
Edit2:
It is possible to get stuck on farmville-b when subquest_tet is 4 and farrow is a.
TAM_MORTEAU_MACHINE doesn't take into account if the building has been destroyed. Maybe add an additional [filter_condition] that checks the value of subquest_lab being less than 3
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
So, there is another update to The Altaz Mariners for Wesnoth 1.16. Apologies to the 50+ people who downloaded the campaign since Friday. And thanks again to vghetto for helping me with the port. There may be other wrinkles hiding in the folds, but it seems playable now.
Remember, this campaign was designed to be played as a multiplayer game over the game lobby, but it can also be played as a single-player campaign through the standard campaign menu. (Go here for vgehtto's patch to improve the single-player experience).
Remember, this campaign was designed to be played as a multiplayer game over the game lobby, but it can also be played as a single-player campaign through the standard campaign menu. (Go here for vgehtto's patch to improve the single-player experience).
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Re: The Altaz Mariners (2p pirate RPG) now with French translation!
I recently discovered this campaign and I'm a fan. It's quite challenging and I've needed to reload a lot. If I was playing with another person that would be annoying but for SP its fine.
In some scenarios I've come very close to running out of time. I'm not done with the playthrough but so far the Sea Serpent escape I finished at 78/80 turns without enough time to go for the brain. I didn't spot the cuttlefish though so maybe on a replay that's doable. And rescuing the heroes from the Isle of Neafsey was quite difficult too. I finished it on turn 28/30, though I did spend several turns killing the wraith before learning its immortal.
There have also been a couple instances where even reloading the scenario wouldn't have saved me if I didn't have gold on hand. For example I was attacked by undead pirates while sailing around and if I wasn't fortunate enough to have gold for recruits saved up that would've been unbeatable. I currently have no followers and I imagine that greatly influences the difficulty level of scenarios.
In some scenarios I've come very close to running out of time. I'm not done with the playthrough but so far the Sea Serpent escape I finished at 78/80 turns without enough time to go for the brain. I didn't spot the cuttlefish though so maybe on a replay that's doable. And rescuing the heroes from the Isle of Neafsey was quite difficult too. I finished it on turn 28/30, though I did spend several turns killing the wraith before learning its immortal.
There have also been a couple instances where even reloading the scenario wouldn't have saved me if I didn't have gold on hand. For example I was attacked by undead pirates while sailing around and if I wasn't fortunate enough to have gold for recruits saved up that would've been unbeatable. I currently have no followers and I imagine that greatly influences the difficulty level of scenarios.
-
- Posts: 14
- Joined: September 25th, 2018, 10:29 pm
SPOILERS: Altaz Mariners stuck on the storm barrier
I have been to every island above the storm barrier and The last hint that I received about Marco leads me into the storm barrier, but . Please help.
Spoiler:
Spoiler:
We will descend upon the foe, we will overwhelm them, we will leave none alive! Meanwhile our guardsmen will ensure the full defense of our headquarters. We are the Footpads! We are Thursagan's fury!!
- Pentarctagon
- Project Manager
- Posts: 5561
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: SPOILERS: Altaz Mariners stuck on the storm barrier
There's the Altaz Mariners forum thread you could ask in too.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code