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Topic: Empire03 bug or intentional?

tothxa
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Joined: 2021-03-24, 12:44
Posts: 436
OS: antix / Debian
Version: some new PR I'm testing
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Posted at: 2021-04-24, 02:06

In the 3rd scenario of the Empire campaign, the spot on the map that is shown during the intro and then hidden can't be revealed again during the game. The hidden area also contains one of the artifacts which are needed to win the scenario, so this may hinder some players. But that may be an intentional logical challenge...

I was able to find that the scenario's mission_thread.lua calls the function hide_randomly in data/scripting/field_animations.lua, which in turn calls the LuaPlayer::hide_fields method in src/scripting/lua_game.cc, but I don't understand the C++ code for selecting between kHide and kUnreveal, and how to pass an argument to affect it, and I wasn't able to figure out how these values work anyway.

There is a constant True value passed by hide_randomly to ::hide_fields, but if I change it to False, it causes the area to remain revealed.

Edited: 2021-04-24, 08:30

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kaputtnik
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Joined: 2013-02-18, 20:48
Posts: 2433
OS: Archlinux
Version: current master
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Location: Germany
Posted at: 2021-04-24, 08:41

Yes, this is known and currently a showstopper for version1.

There is also a pull request for a quickfix for this issue but no one get around to verify this.


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

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tothxa
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Joined: 2021-03-24, 12:44
Posts: 436
OS: antix / Debian
Version: some new PR I'm testing
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Posted at: 2021-04-24, 11:29

Oh, sorry! I searched for it here in the forums, but not on github...


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