Update of bug #21776 (project wesnoth):
Item Group: None of the others = WML
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Follow-up Comment #18, bug #21776 (project wesnoth):
Correction of a sentence:
wesnoth.synchronize_choice: Recovers a WML table that was computed on one
client only or WAS STORED IN A REPLAY
(i tried to use italic in place of capitals and failed)
Follow-up Comment #17, bug #21776 (project wesnoth):
Especialy in a mp game, a controller can also change during the game without
reloading.
Inside of a mp game, the hosting player who changes the controller from/to AI
can take a measure before, by a context menu.
And yes, a new event
Follow-up Comment #15, bug #21776 (project wesnoth):
Like the lua environment that is not saved.
Well it's hard to do so. And most likeley that won't be fixed soon.
don't forget the save/load process doesn't lead to an identical situation,
since the controller may change.
Especialy in a mp
Follow-up Comment #16, bug #21776 (project wesnoth):
PS: how do i make yellow blocks ?
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Follow-up Comment #14, bug #21776 (project wesnoth):
(I agree this is a minor cause, probably not worth to work on it. Wesnoth has
much more serious problems. :) Like the lua environment that is not saved.
)
Also becasue i currently believe that relaoding should not change the
gamestate
I
Follow-up Comment #12, bug #21776 (project wesnoth):
so you want to use things like [option][message] or luas sync_choice during
preload events?
I was rather theoretizing.
Hmm ... it could still work if a preload event just detected a reloaded game
and then first moveto event (or select event or
Follow-up Comment #13, bug #21776 (project wesnoth):
it could still work if a preload event just detected a reloaded game and
then first moveto event (or select event or wesnoth.game_events.on_event(?))
arranged a menu for a player.
that'd prevent the ui problem but still the dilaog wouldn't
Follow-up Comment #11, bug #21776 (project wesnoth):
so you want to use things like [option][message] or luas sync_choice during
preload events? im pretty sure that this shouldn't work Especialy because you
are not allowed to (that means you sholdn't) use ui things befreo the start
events.
Idk
Follow-up Comment #10, bug #21776 (project wesnoth):
a savefile can serve as the starting point of the game and can offer
choices
hmm i still don't understand what you mean.
Normally players choose a scenario, set its parameters in the game lobby or in
the game beginning, and play.
Similarly
Follow-up Comment #7, bug #21776 (project wesnoth):
but in the game the lua variables are deleted during reload, in the replay
that doesnt happen. And the prelaod events are normaly executed to compensate
that.
Oh, I didn't know that.
thats also possible with the current implementation. save
Follow-up Comment #9, bug #21776 (project wesnoth):
Also this bug happens with reloaded savefiles:
that bug is indeed very strange but if i am correct (im not 100% sure though)
these savefiles are generated by the server, while this bug is completely
localted on client side, so i doubt they are
Follow-up Comment #1, bug #21776 (project wesnoth):
the preload event event is normaly meant to intilialize things that are not
prsitent in savefiles. For instance Lua environments, wml variables ARE
persitent thats why you get OOS errors, it would be good if you gave us an
example where you get
Follow-up Comment #2, bug #21776 (project wesnoth):
There is no OOS in the game. An OOS may occur in the replay though, because
the replay is not synchronized with the real game.
This is because preload events are skipped in the replay.
In the example below, after the 'preload' event runs 2nd
Follow-up Comment #3, bug #21776 (project wesnoth):
so you realy want to have reloading an influence on the players game?
thats currently not realy supported so i'd rather call that a feature request
than a bug.
People currently use preload events to initialize lua envornemts, and load
data
Follow-up Comment #4, bug #21776 (project wesnoth):
I named it a bug because I expected the replay should replay the game exactly
how it went in reality.
people would have to check wether their envoronment is already loaded in
every preload event then.
I cannot imagine how any problem could
Follow-up Comment #5, bug #21776 (project wesnoth):
If the real game had no problem and the replay is equal to the real game
then the replay must be problem-free too, musn't it?
but in the game the lua variables are deleted during reload, in the replay
that doesnt happen. And the prelaod events
URL:
http://gna.org/bugs/?21776
Summary: Replays of reloaded games skip 'preload' event
handlers
Project: Battle for Wesnoth
Submitted by: slowthinker
Submitted on: Sun Mar 9 20:43:26 2014
Category: Bug
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