Redwall: Warlords

Discussion => General Discussion => Topic started by: The Lady Shael on September 08, 2006, 11:15:27 PM

Title: Code Department
Post by: The Lady Shael on September 08, 2006, 11:15:27 PM
Hey members! In case you haven't heard, the RWL Admin Triumvirate (me, Peace and Wolf) have divided responsibility into three departments. I'm in charge of the Code Department, and therefore will be handling any code/bug-related issues.

This topic is to be used to list any issues or problems you think the Code Department should be aware of. I'm open to ideas on improving the code, maybe even new features, but the MOST CRUCIAL thing right now is fixing the bugs.

So, as you find them, please post any code/game errors, broken links, misspellings, etc, in this topic.


Thanks,

Shael

[edit]

The Code Dept is aware of:
-the broken game guide link
-broken race-specific abilities
-the turn thing (7 turns in 60 min, not getting turns when supposed to)
-broken cities
-broken races
-attacking without having turns
-"A Fatal Error Has Occurred!"
-unpredictable move north
-security violations
-phantom land
Title: Re: Code Department
Post by: Ruddertail on September 08, 2006, 11:18:47 PM
The turn thing, if not fixed, might rank somewhere on the list. As well as that some of the race specific abilities don't even work, not the mention the fact that they're useless... Game guide links also don't seem to work. If you could get that fixed up, it might help some of the newbies.

Title: Re: Code Department
Post by: The Lady Shael on September 08, 2006, 11:23:17 PM
This may sound a little silly, but I need specifics. I haven't played the game for almost two years (sorry >.<), so I need elaboration. This comment is somewhat aimed at "the turn thing", but also goes for anyone who plans to post in this topic.
Title: Re: Code Department
Post by: Ruddertail on September 08, 2006, 11:30:11 PM
Last time I checked, we got 7/60 on Reg and 30/60 on Turbo, instead of the standard 1/10, 5/10. It's not a major problem, but kind of odd, and anoying... Something to clean up before we kick off the add campain, at least.

Though it might have been fixed since. Somebody with a game account...?

Title: Re: Code Department
Post by: The Lady Shael on September 08, 2006, 11:32:48 PM
*after logging in her admin account* It hasn't been fixed. That IS annoying. No wonder no one wants to play this game anymore...
Title: Re: Code Department
Post by: wolf bite on September 08, 2006, 11:48:54 PM
People were using sub programs to keep their acounts on line. This caused our server host to almost drop us. So turns were set to hourly until we could be sure it was fixed.


Wolf Bite


Title: Re: Code Department
Post by: windhound on September 09, 2006, 01:26:36 AM
are we sure its been fixxed though?
lets not lose the server  :|

cities need to be added to the list of things to fix
either get rid of them or fix them so it doesnt spew things at you when you try to take one (which also needs to be fixxed in terms of what it tells you, fail, succeed)

ofcourse, fixxing the races is the biggie
Title: Re: Code Department
Post by: Neobaron on September 09, 2006, 01:45:37 PM
I am not sure if the "turn thing" includes not recieving turns according to schedule.

Often times I will sit in front of Turbo for a full hour if ive overshot my 450 only to not get any turns when i'm supposed to.

I never have this problem in Reg as I normally dont make a full run.
Title: Re: Code Department
Post by: Ruddertail on September 09, 2006, 05:42:14 PM
Meh, there's like a 10 - 20 minute delay off the hour... I think.

Turns are /really/ messed up. Don't risk the server, but when it's safe to fix them, do so, please.
Title: Re: Code Department
Post by: Wolf Snare on September 09, 2006, 06:25:39 PM
turns aren't messed up at all. sure, they come when it says 49 minutes until turns, but they come every hour on that mark. so no big deal really.

hmm, I remember a bug with drive a while ago, in which you could attack people without actually having turns. I reported it to wolf bite but it should go on the list.
Title: Re: Code Department
Post by: Gen. Volkov on September 09, 2006, 07:37:45 PM
And fix it so that it stops saying a fatal error has occured every time you do something.
Title: Re: Code Department
Post by: Neobaron on September 09, 2006, 09:25:07 PM
I actually thought that was a built in clan detterent when I first came to the game...

Joined the (V)obs clan (or something like that) and it told me I had commited a fatal error.

In the next few days my account got shushed by Peace Alliance so from that point on I have been wary of joining a clan because it might be a fatal error which has been foretold by some computer mastermind out there who is more intelligent than me.
Title: Re: Code Department
Post by: The Lady Shael on September 09, 2006, 09:42:58 PM
Neo, you amuse me. I'm almost tempted to leave the bug just to hear more stories like that one.  :wink:
Title: Re: Code Department
Post by: Scarwake on September 10, 2006, 12:32:03 AM
If you go to the General's Hut and for example: Stoat Pressgang is what you intend on using...It doesn't work and that goes for all Race specific leader abilities.
Title: Re: Code Department
Post by: bjornredtail on September 10, 2006, 01:33:15 AM
Over at my site we did a security audet of the FAF code. It turned up quite a bit of stuff. IF RWL's development team has really changed thier ways and will not take action aginst me, my website, or the community at large, I would be willing disclose the results of this audet. Although some of it doesn't appily to RWL at all, quite a bit comes from our common ancestor.


On a diffrent note, it may be worthwhile to use the FAF codebase. With somewhat minor modifications you could implement most of BAXX's distinsitive features (cities, procterates and split attacking), and still retain most of the advantages our development has brought (fewer bugs, flexable troops, skinning and better administration). In fact, I would be willing to help with such modifications. (I'm a computer science major... How hard can this be?)
Title: Re: Code Department
Post by: Neobaron on September 10, 2006, 10:18:03 PM
Wait so you would be willign to help us fix RWL (pending the admins)?

Is that what youre saying?
Title: Re: Code Department
Post by: bjornredtail on September 10, 2006, 11:46:35 PM
Sortof. I'm thinking more along the lines of useing what we run over at FAF as the basis of a new version of RWL. Given the resaults of the FAF security audet that we did a while ago, and RWL's experiance with varous security problems, it may be easier than trying to work from the BAXX codebase. Such an effort I would be willing to help with, to spite my limited codeing experiance.
Title: Re: Code Department
Post by: wolf bite on September 11, 2006, 12:24:56 AM


Add:
Unpredictable move north
Security violations

Sheal, Please remember that the email for game signup questions needs to be change to someplace we can get to it.


Wolf Bite
Edit: I had posted that the attack without using turns was a fluke Not a bug. But snare has showed me that the flaw is still out there. Thanks.
Title: Re: Code Department
Post by: The Lady Shael on September 12, 2006, 01:13:28 AM
I explored the code A LOT today (seriously, I've pretty much been sitting at the computer all day, it's probably not healthy) and I did fix several things, though you might not think they're very noticeable (give me a break, it's my first day).

One of them is that I re-linked Help link on the menu to the old Game Guide, as kind of a temporary thing until the new Help pages are finished. At least the old Game Guide is prettier than a bunch of error gibberish.

I didn't touch the turn thing.....as said earlier, it may have been the turns' fault that we were almost shut down. We're not putting it back until we're quite sure that it didn't contribute to the problem

I fixed the "A Fatal Error Has Occurred" problem (it should now say "Something Has Occurred" when a non-negative event happens)....though I need your help. I'm sure there's still many "Fatal Errors" out there that don't belong, but I don't have time to go through all the code, so as you see them, list them here, or message me on Reg (#2). 

Again, there were other things I fixed, but things you might not notice unless you were trying to find an error, or you're just having a really bad day. (example: trying to become a protectorate of a dead warlord)
One thing that really annoyed me was "Clans" in the menu having two S's...as in "Clanss". I'm not sure if I was the only one who was immensely annoyed by that...hm.


I did look into the other problems on the list, but it's hard to pinpoint them. I would greatly appreciate it if anyone can give any more details about the bugs, or message me on Reg if they recently happened. Also, I'm on AIM more than I used to be, so even if I have my away message up, I should still reply. (AIM: The Lady Shael) 
Title: Re: Code Department
Post by: Wolf Snare on September 12, 2006, 07:25:53 AM
good job shael. I know how hard it is to even understand code, let alone fix it. I added you on aim, when we are both on at a convenient time we can go over a couple bugs that I am aware of.
Title: Re: Code Department
Post by: White Fang on September 15, 2006, 07:03:59 PM
Can we get the phantom land bug fixed? Currently, on turbo, I've got around 1,000 land that the score pages/main stat bar say I have, but the building screen says I don't.

Highly annoying, especially since it messes with my leader/land ratio.
Title: Re: Code Department
Post by: wolf bite on September 15, 2006, 08:34:39 PM
Extra land is known as the immortality bug. Seems to happen when there is an online fight. Some land is lost on the account, but does not record on the main page as being lost. Thus the player shows more land then they have to use. The player can not die.


Wolf Bite
Title: Re: Code Department
Post by: White Fang on September 15, 2006, 08:39:27 PM
Haha! That's a pretty sweet bug! Guess I don't have to worry about being killed anymore.... ;)
Title: Re: Code Department
Post by: wolf bite on September 15, 2006, 08:46:36 PM
Most people are happy about getting that one. No one seems to notify me that they came on line and had 0 land but could still take turns.  Hehe.


Wolf Bite
Title: Re: Code Department
Post by: Ruddertail on September 15, 2006, 09:59:22 PM
o.0 That's a strange bug...

Then again, most people wouldn't notice that, because normally you see your dead, and immediately delete so you can get on to creating a new account...
Title: Re: Code Department
Post by: bjornredtail on September 16, 2006, 02:10:13 AM
Does the attacker still get credit for the kill?
Title: Re: Code Department
Post by: wolf bite on September 16, 2006, 02:43:05 PM
There is no kill in the immortality bug (thus the name). After all the build-able land is gone, the attacker keeps winning the fight but 0 land is lost despite the scores page saying the target has land. The bugged account signs on and sees at the top of their page that they have land, But if they go to their build page, there is none. The bugged account can ether scout or attack to gain land back. The way we have been dealing with this bug is that if someone is going for a kill and takes 3 shots at someone and gets no land, they contact the admins. Assuming we can verify the person would have been killed, we delete them.


Wolf Bite
Title: Re: Code Department
Post by: The Lady Shael on September 28, 2006, 10:44:44 PM
I'm working on fixing the bugs again, so I should be online a lot more. If you have experienced a bug, I really really really want to hear about it. My AIM is The Lady Shael, and if it's about a RWL bug, I'll be more than happy to talk to you.

I've already fixed some minor things, but as I said before, the other bugs are more general, and really only occur through loopholes in the code, and so I need more details. This includes attacking without turns, not getting turns when supposed to, moving north unpredictably....I just have to take your word for it right now, because the code says it should work.

Don't forget to tell me about spelling/grammer errors, broken links, broken features.....ANYTHING that you see that isn't working the way it's supposed to. Fixing it might help lead the way to fixing a bigger bug.
Title: Re: Code Department
Post by: The Lady Shael on October 01, 2006, 12:25:27 AM
Shame on me for double posting, but it's necessary.

Just an update on what I'm doing...schoolwork has loosened its grip on me, so I've had a bit more time to work on this stuff.

These are the bugs I'm working on and investigating now(in no particular order):
-unpredictable move north (I really need more info on this)
-phantom land/immortality bug
-clan officers are still officers after they leave clan (almost fixed)
-not really a bug, but trying to figure out how to put vacationers lower on the scores list
-incorrect abandoned warlords count
-bug with clans (but I'm not saying what it is  :-P)

We think we've fixed the attacking with turns bug...let me know if it still hasn't been fixed. (it's the right thing to do, people)

Also, if there's anything you think should be added to the list above, or any bug you think deserves high priority, please let me know.

[edit] forgot to mention that I'm really enjoying this.  :-) And I'm learning a ton. Don't think you're inconveniencing me in any way by piling more bugs and coding work on me.

[edit2] Because my pride prevents me from triple-posting.

List of bugs we're working on and investigating:
-unpredictable move north (NEED MORE INFO)
-phantom land/immortality bug (again, don't have enough details to go on)
-what caused the server to threaten to shut us down
-why it's not recognizing turbo hordes are using training settings to full potential

Besides those bugs, I still have to comb the old bugs topics and I might find something in there I can work on, because I'm running out of bugs to fix.
Title: Re: Code Department
Post by: bjornredtail on October 04, 2006, 01:33:10 AM
Any idea on when there may be a relatively stable relase?

May I also suggest that RWL set up a testing server to allow the public at large to help in finding bugs. Set quite a high turn rate to allow a verity of conditions that might not occure in typical play to occure. Relax regulations on multis for that server to allow individuals to test bugs involving many players at once. If RWL's host doesn't have the space/reasources to spare, you may concider signing up for an account at sourceforge.net, as they give out hosting to most types of open source projects.
Title: Re: Code Department
Post by: The Lady Shael on October 04, 2006, 02:53:06 AM
Unfortunately, we won't have an estimate for a release date until we get a testing server set up. We've been complaining about this to ourselves for the past couple weeks, in fact, and we haven't been quite sure what to do about it except for contacting Retto. 

SourceForge sounds amazing...I just checked it out, and I'm sure we'll look into it if all else fails.
Title: Re: Code Department
Post by: windhound on October 04, 2006, 11:15:11 AM
sourceforge..  I was under the impression that the space they give would be mostly for informational purposes and hosting of downloadable files..  not for running off of...
a note that to be on sourceforge assumes (requires I belive) you share your source (thus the name)
Title: Re: Code Department
Post by: bjornredtail on October 04, 2006, 11:33:46 AM
That is true, but they do offer the use of some webspace and a database for the project. The really neat stuff is really a bit too complicated to be of much use to folks develolping small projects like ours. I'm thinking subversion and CVS and the like. They also mirror the files (once you make a relase) a whole bunch of places... But again not much of a problem as the game is under a couple of megabytes.
Title: Re: Code Department
Post by: Riverpaw on October 04, 2006, 06:56:34 PM
I'm not sure Sourceforge would let you use their resources that way. I always thought they were for collaborating on a project and for releasing it to the world.

Someone might consider using free hosting somewhere, or using their own home computer (would anyone take the risk/electric bills?).

If you're looking for a free webhost, there was one I use a while ago called GrinHost that has php and mySQL at the cost of requiring you to be semi-active on their forums.

But, er, why not just make a subdirectory within RWL's main directory, make a new database, and such? It wouldn't be that much more load on the server, would it?
Title: Re: Code Department
Post by: The Lady Shael on October 04, 2006, 08:17:50 PM
Our testing server issue has been solved, thanks to windy. But thanks for your suggestions.
Title: Re: Code Department
Post by: windhound on October 04, 2006, 08:41:53 PM
that was the issue rudder..  turns come in packets every hour on turbo (and reg as well?) because the game was being too much of a burden on its host

the testing server will probably be hosted on my box, a twin P3 667mhz ibm webserver, which is directly connected to the campus network (uberfast speed)
we'll see how it goes
Title: Re: Code Department
Post by: Wolf Snare on October 05, 2006, 03:37:34 AM
ummmmmm. problem in turbo with warlords and generals hut. the error that I'm getting is:

Parse error: syntax error, unexpected '[' in /home/redwallw/public_html/t/spells.php on line 814

wont let me attack or cast spells. shael?  :-D :-D :-D :-D
Title: Re: Code Department
Post by: The Lady Shael on October 05, 2006, 07:33:32 AM
Sorry about that. >.< It should work now. Meh, I'm so used to programming in Java...
Title: Re: Code Department
Post by: Wolf Snare on October 05, 2006, 05:40:16 PM
 :-P thanks
Title: Re: Code Department
Post by: bjornredtail on October 17, 2006, 05:43:00 PM
Any word on progress on the testing server? If windhound's box (which is in all ways better than my proposal) falls through, I might be able to set it up RWL on my falcon/hornet account that is given to me through the school. I'm just not entirely sure if we get a database with the webserver.
Title: Re: Code Department
Post by: windhound on October 17, 2006, 06:01:36 PM
I've had Devari and Beatles look at it nev, and neither can figgure out why rwl doesnt want to run
( http://rwl.no-ip.org/rwl ) its a standard, clean install of Fedora core 5 with about everything a webserver would need to run plus quite a bit of stuff it doesnt need
about everything I've tried except rwl runs fine, so go figgure

*shrug*  Shael is / was looking into another possibility, it would be nice to go ahead and get testing started
Title: Re: Code Department
Post by: Riverpaw on October 17, 2006, 09:18:33 PM
Windy's server now runs RWL. Except it doesn't want to let us stay logged in.
Title: Re: Code Department
Post by: windhound on October 17, 2006, 09:43:18 PM
blackbird doesnt like cookies
maybe we should try oatmeal raisen
Title: Re: Code Department
Post by: windhound on October 18, 2006, 03:41:46 PM
tried oatmeal raisen + enabling a setting and she likes cookies now

we seem to be good to go
Title: Re: Code Department
Post by: bjornredtail on October 18, 2006, 08:14:48 PM
Okay... I'm just confirming that multing or hacking will not get me shot, shot again, and then drawn and quartered. I can (attempt) these activities aginst the development head on the test server, right?
Title: Re: Code Department
Post by: windhound on October 18, 2006, 08:57:49 PM
bring down blackbird or 'hack' any files outside /rwl and you'll get tarred, feathered, strung up with a noose then shot

other than that I dont really care.  this assumes that you'll provide an explanation of the flaw (unrequired but nice would be a suggustion for a patch)
multis should still get you disabled, assuming the auto-disable is functioning.  I guess I'll talk to the others and see if it should be opened up for now

unless ofcourse I'm overruled, but these are my thoughts. 
be kind to blackbird.  OS reinstalls are not my idea of fun.
Title: Re: Code Department
Post by: Devari on October 21, 2006, 01:47:20 AM
Just a tip - I'm fairly sure that the "immortality bug" is due to a problem with the land gained by the defender during a failed attack. The land, if memory serves, does not properly go into the defender's free land, but is added to the defender's land total. This creates a situation where more land is reported than actually exists, preventing the account from "dying".

Just going on memory, I never actually fixed that one on Ragnarok. But I'm fairly sure that is the problem.
Title: Re: Code Department
Post by: White Fang on October 23, 2006, 08:54:05 PM
Okay, the "you'll run out of food in x turns" seriously needs fixing. First it said I would run out of food in 32 turns; 20 turns later, it said I would run out in 4. Of course, it didn't effect me this time, but this type of miscalcution has made me lose lots of leaders in the past.

Title: Re: Code Department
Post by: Peace Alliance on October 23, 2006, 11:19:19 PM
Thats probably because you produced more troops during those turns. I think the calculation is based on your current troops, not troops you make in the future too.
Title: Re: Code Department
Post by: White Fang on October 25, 2006, 10:05:24 PM
Nope, I gained no troops OR leaders during that time.
Title: Re: Code Department
Post by: Peace Alliance on October 25, 2006, 10:28:21 PM
Okey, well as always when you find a problem like this either report it in the bugs section (including a full description of the problem) or report it to one of the admins via e mail or PM or in game message.

thanky
Title: Re: Code Department
Post by: Shadow on April 26, 2007, 02:17:22 PM
Your Leaders tremble at your attack on such a strong opponent. Many desert!
Missions: Success
Your Leaders battle it out with Gladius Ignis's...


this is the message i get when using the "create attack opportunity" attack
it also does not do anything, he is still maxxed

whats wrong?
Title: Re: Code Department
Post by: Ruddertail on April 26, 2007, 03:29:11 PM
You have the ratio to actually execute the mission, but not enough to succeed against me. There's a bug in reporting, it shows it as a success because it was executed, but doesn't take into account the fact that it failed.

Or to summarize - PWN't. :P
Title: Re: Code Department
Post by: Peace Alliance on April 26, 2007, 05:06:15 PM
ya, but i think the spell has more wrong with it. I know i've tried an open op on him too and it has failed even when i FAR exceed his ratio and amount of leaders.

originally when i designed the spell i said it should work like espionage. But i can espionage people yet fail an attack op right now, so i don't think thats how retto programmed it.
Title: Re: Code Department
Post by: Alazar is Back on April 26, 2007, 06:10:39 PM
this leader business is so confusing.......a few bugs that need to be worked out also
Title: Re: Code Department
Post by: windhound on April 26, 2007, 07:34:45 PM
the problem is that the code looks at your ratio, and if its good enough it spits out that the spell worked..
/but/ after that it checks if your ratio is better than x*your enemy's ratio, where x is some set number.  if so, it does the attack.  if not it just kinda ends, afterall it already said you succeeded

leaders are not all that confusing really
Title: Re: Code Department
Post by: Shadow on May 02, 2007, 09:48:25 PM
i have no idea what you just said, but many people have tried to open attack op, i even tried on some guy i knew it would work on, and it failed, or said it succeeded but didnt actually open an attack opp. there is something wrong with the spell. the way it trails off...

leaves you hanging
Title: Re: Code Department
Post by: taekwondokid42 on June 21, 2007, 06:43:50 AM
Quote from: White Fang on October 23, 2006, 08:54:05 PM
Okay, the "you'll run out of food in x turns" seriously needs fixing. First it said I would run out of food in 32 turns; 20 turns later, it said I would run out in 4. Of course, it didn't effect me this time, but this type of miscalcution has made me lose lots of leaders in the past.




If you were building buildings, it does not take into account the fact that you will be spending money on making biuldings. When I tried to start indying with 40mil cash, that happened to me.
Title: Re: Code Department
Post by: Ruddertail on June 21, 2007, 02:49:54 PM
He's talking about food, not cash. You don't "spend" food while building, it's only your upkeep.

Title: Re: Code Department
Post by: idunno on June 21, 2007, 03:48:32 PM
But its still the same principal.
Title: Re: Code Department
Post by: Ruddertail on June 21, 2007, 03:58:13 PM
No, it is not.

When you build, you spend cash to build, in addition to the cash you spend on upkeep. You do not spend food to build, so that does not explain a sudden decrease in the amount of turns you can go as calculated on the missions page.



Title: Re: Code Department
Post by: Shadow on August 31, 2007, 05:06:30 PM
i dont think that calculator takes into account the fact that as you gain leaders/troops your -food per turn will increase. It calculates turns left based on your -food remaining constant over those turns. Am i right?
Title: Re: Code Department
Post by: slickslayer on September 10, 2007, 10:04:44 PM
I am guarantying that this is a stupid question but: what language is this engine built on? couldnt anyone just take the promisance thing and alter it?
Title: Re: Code Department
Post by: windhound on September 10, 2007, 10:18:06 PM
built in php
yes.  thats the whole basis of promi and other projects like it
there's a standard base that some guy(s) made and released, then other people use the code and add their improvements and fixxes then release their code.  As long as you give credit where its due and release what changes you've made there's no problems
RWL has stated that it will release its code when its  done fixxing things, if you're looking for a good stable version to play around with I sugguest FAF (http://frostnflame.org/), there's a download link on the sidebar

edit:  and yeah, its fairly easy to setup a promi-based game, harder to get a good stable player-base
Title: Re: Code Department
Post by: cloud on May 31, 2009, 04:25:40 AM
Are Sack/Capture fixed yet?
Title: Re: Code Department
Post by: The Lady Shael on May 31, 2009, 07:40:17 AM
Nope, it's currently in testing stages.