Update of bug #20895 (project wesnoth):
Open/Closed:Open = Closed
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Update of bug #20895 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #18:
That is, commit 8617a02a88a38d8fe01ee0a3672d75fc5fe72924
Follow-up Comment #17, bug #20895 (project wesnoth):
This can be marked fixed.
8617a02a88a38d8fe01ee0a3672d75fc5fe72924 fixed the assertion error, while the
'scenario is invalid because it has no id' error aspect has been given it's
own report in #22068.
Follow-up Comment #16, bug #20895 (project wesnoth):
A more through check with testing reverting starting at:
84b8dbafd26fdd1000a8f677d65973cd836999b3
Reveals that commit: c63e52ca143a78272cfd213934f3ccb0e1493c57 Changed the way
carryover info is stored in gamestate (0212/08/01)
introduced a
Follow-up Comment #13, bug #20895 (project wesnoth):
Some things in std_err when using --log-debug=all
that might be relevant to the remaining error of The scenario is invalid
because it has no id when loading a start of scenario save in multiplayer.
20140505 11:28:45 debug config: Key »id«
Follow-up Comment #14, bug #20895 (project wesnoth):
Something that might be relevant to the scenario has no id error:
when I switched to 91139b26c76817c089b4ee9ab1ce10c74c074af5 (2012-08-25)
it produced the has no id from a multiplayer start of scenario save as
expected.
From this point, when
Follow-up Comment #15, bug #20895 (project wesnoth):
For clarification, the referred to start of scenario saves are all ones that
are using the default map generator.
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Follow-up Comment #12, bug #20895 (project wesnoth):
No special reason to think it can be fixed soon.
No plans to do it myself. My C++ knowledge is dreadfully insufficient to
handle this situation.
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Follow-up Comment #11, bug #20895 (project wesnoth):
It's an interesting (and undocumented :( ) commit you have found there. But my
knowledge about that part of the code is quiet low, and most likely i cannot
do anything else than the other thing before 1.12. Maybe i'll try to refcator
Follow-up Comment #10, bug #20895 (project wesnoth):
8617a02a88a38d8fe01ee0a3672d75fc5fe72924 fixed the assertation failure that
occurred with loading MP random map start of scenario saves through the Main
Screen - Load Game menu; loading a start of scenario save from the in game
top of screen
Follow-up Comment #8, bug #20895 (project wesnoth):
I've tried solve this by doing an alternate git timeline, but I'm not really
familiar enough with git at this point to resolve all the conflicts that
appeared. I've done all I can with this at this point. If anyone has any
questions about any of
Follow-up Comment #7, bug #20895 (project wesnoth):
More info: If you load a multiplayer start of scenario save that uses a random
map with a road, what happens depends on how you load it.
Launch game - Load button - mp scenario start = crash (Same assertation
failure line #74 as below)
Launch
Follow-up Comment #3, bug #20895 (project wesnoth):
Some more info:
Final lines in 1.11.7+dev stderr using --log-debug=all
where it raises the assertion failure
20140102 15:53:48 info engine: placing roads...
20140102 15:53:48 info engine: 0
20140102 15:53:48 { BEGIN: creating road
20140102
Follow-up Comment #4, bug #20895 (project wesnoth):
Also,
Running the map generator code in a strictly multiplayer setup does not cause
problems.
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Update of bug #20895 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #5:
Fixed in
Update of bug #20895 (project wesnoth):
Status: Fixed = None
Assigned to: ai0867 = None
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Follow-up Comment #6:
Wrong bug.
Follow-up Comment #2, bug #20895 (project wesnoth):
This has something to do with road placement in the default map generator, as
removing all [road_cost] tags from [generator] will prevent the assertion
failure from occurring.
As an example, Mystery Campaign uses removing [road_cost] tags as a
Follow-up Comment #1, bug #20895 (project wesnoth):
Some more info on the bug:
I've narrowed the bug's introduction to between:
1a27a8cb08e846722005f618bdb8a14c843eee7e on 2012-02-22
and
84b8dbafd26fdd1000a8f677d65973cd836999b3 on 2012-08-24.
Due to the map format changes, I can't narrow it down
URL:
http://gna.org/bugs/?20895
Summary: Using the default random map generator in sp causes
assertation failure
Project: Battle for Wesnoth
Submitted by: sigurdfdragon
Submitted on: Thu 13 Jun 2013 05:30:09 PM GMT
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