[Wesnoth-bugs] [bug #23345] remove preload event

2015-04-11 Thread Ignacio R. Morelle
Update of bug #23345 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-06 Thread Pentarctagon
Follow-up Comment #22, bug #23345 (project wesnoth): I mean that the code: [event] name=preload first_time_only=no [music] name=defeat.ogg append=no immediate=yes [/music] [/event] will cause defeat.ogg to play in SP, but is ignored in MP. _

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-05 Thread Daniel
Follow-up Comment #21, bug #23345 (project wesnoth): > Interestingly though, changing the playlist doesn't work during a preload event in MP. What do you mean by 'doesnt work' ? If you mean that [get_global_variable] returns different results on all clients, that's intentional. If you talk about

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-05 Thread Pentarctagon
Follow-up Comment #20, bug #23345 (project wesnoth): "That was mostlikeley 1.10. See this code https://github.com/wesnoth/wesnoth/blob/1.10/src/replay.cpp#L1244. In 1.12/1.13 wou will still get a note in the stderr but the game wont quit and you also wont get oos if you dont use the result variabl

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-05 Thread Daniel
Follow-up Comment #19, bug #23345 (project wesnoth): > Last I checked it would just exit back to the lobby in MP, so this is an SP mod. I'd actually really like to be able to desync the variables easily, but that's neither here nor there. That was mostlikeley 1.10. See this code https://github.co

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-04 Thread Chris Beck
Update of bug #23345 (project wesnoth): Status:None => Invalid ___ Follow-up Comment #18: I think that anon is likely right in that many uses of preload can be replaced with either pres

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-04 Thread Pentarctagon
Follow-up Comment #17, bug #23345 (project wesnoth): "I thought the playlist was persitent in savefiles, so why do you need to reset it when reloading a game?" Because the default one might not be the last one that was being played. "This sounds like like would cause OOS (depends on how the glob

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-04 Thread anonymous
Follow-up Comment #16, bug #23345 (project wesnoth): > far more easy rather than look throught all my add on files for events name=prestart and rename them. It should not be hard to do issue commands like "replace all 'prestart' with 'rodrigo_prestart' in folder 'some_extra_events' and 'more_ex

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-04 Thread Pentarctagon
Follow-up Comment #15, bug #23345 (project wesnoth): I am also using a preload event as part of my add-on "Music" to force the playlist to change to a user-chosen default one on scenario load. A prestart event won't work, since it will only change the playlist on the first load and not any subseq

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread Rodrigo López Caruana
Follow-up Comment #14, bug #23345 (project wesnoth): I am just doing what looks more comfortable and clean. I had a lot of eventn name=prestart because I was writting them directly inside [scenario]. Once I dediced load them from variables, use event name=preload looked by far more easy rather tha

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread anonymous
Follow-up Comment #13, bug #23345 (project wesnoth): > I use first_time_only=no because wiki says it is mandatory such key in preload events. I doubt it is. The wiki just wants to say that it doesn't make sense to use preload events with first_time_only=yes (since one would usually use prestart ev

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread Rodrigo López Caruana
Follow-up Comment #12, bug #23345 (project wesnoth): I use preload instead prestart because my add on have several name=prestart events that wouldn´t work beingn loaded from prestart. I use first_time_only=no because wiki says it is mandatory such key in preload events. _

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread anonymous
Follow-up Comment #11, bug #23345 (project wesnoth): @tekelili That looks like something that should be done in a prestart event and not in a preload event. Also, why do you use first_time_only=no and then remove that event with remove=yes? ___

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread Rodrigo López Caruana
Follow-up Comment #10, bug #23345 (project wesnoth): This macro is present currently in 60 scenarios of my add on #define WORLD_CONQUEST_TEK_SCENARIO_EVENTS [event] name=preload id=WCT_Scenario_Events first_time_only=no [insert_tag] name=event variable=enemy_army.e

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread Rodrigo López Caruana
Follow-up Comment #9, bug #23345 (project wesnoth): I am currently making use of preload event in add on "World Conquest II" Reason for use preload event is load all campaign events from scenario variables, and reduce considerabily memory space taken for multiple possible scenarios (each new scen

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread Chris Beck
Follow-up Comment #8, bug #23345 (project wesnoth): Correction: This is the code that does this actually, in master, in the "save_game(" method of the lua kernel: https://github.com/wesnoth/wesnoth/blob/30e670f5a8babd17fa5647d1ef12176a04be44de/src/scripting/game_lua_kernel.cpp#L4067 So actually

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread Chris Beck
Follow-up Comment #7, bug #23345 (project wesnoth): Well, I learned something today. Apparently, putting [lua] inside [scenario] adds whatever code there is to the collection of preload scripts. I knew about putting lua at top level (outside of scenario) and inside events, but I did not know this

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
Follow-up Comment #6, bug #23345 (project wesnoth): just to clarify in case it was not clear: I am talking about [lua] tags inside [scenario] like [scenario] ... [event] ... [/event] [lua] code = << ... >> [/lua] [/scenario] __

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
Follow-up Comment #5, bug #23345 (project wesnoth): > Instead, preload events were added. Preload events are not like other events. They are fired exactly once for each game session just before you load. The idea is that you put your lua library initializations here. That's what we have [lua] tag

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread Chris Beck
Follow-up Comment #4, bug #23345 (project wesnoth): Also, anon 2, adding events via units has some known bugs (search tekelilis posts in forums). In general I don't really recommend to use this feature, because the current implementation is boneheaded IMO and a bit hard to fix. __

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread Chris Beck
Follow-up Comment #3, bug #23345 (project wesnoth): See also this discussion: https://gna.org/bugs/index.php?21776 ___ Reply to this item at: ___ Message sent v

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread Chris Beck
Follow-up Comment #2, bug #23345 (project wesnoth): There is a lot of confusion around preload events. The purpose of preload events right now is to work around a short-coming of lua, which is that the lua state is not persistent. That is, when the user saves the game and reloads it, all the lua

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
Follow-up Comment #1, bug #23345 (project wesnoth): There are some advantages of preload events over [lua] tags in [scenario]: 1) It is possible to add then via units 2) It is possible to removve them via [remove_event] 3) It is possible to prevent duplication by using event ids still: I see no u

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
URL: Summary: remove preload event Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 02 Mär 2015 20:41:10 UTC Category: Bug Severity: 3 - Normal Pr