Search found 239 matches
- March 31st, 2011, 1:52 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Dialogue Portraits Devolving
- Replies: 10
- Views: 5507
Re: Dialogue Portraits Devolving
I guess you followed my instructions and made a package? I'm impressed. :) If you upload it somewhere, I'll test it and put it on SF. You did make sure to include translations, update version numbers in Info.plist, and update the changelog in the nib file? If so it should all be good! The reason I h...
- September 18th, 2010, 4:01 pm
- Forum: Technical Support
- Topic: 1.9.1 over prev 1.8.4 dir
- Replies: 5
- Views: 1700
Re: 1.9.1 over prev 1.8.4 dir
The titlescreen was totally redone to use the new GUI code. It still has some issues, but it will surely get fixed up.
- August 29th, 2010, 3:50 am
- Forum: Technical Support
- Topic: 1.9.0 bugs and feedback
- Replies: 57
- Views: 11138
Re: 1.9.0 bugs and feedback
That's because the shortcut opens the game with command-line parameters that tell it where your data is. It's still opening the same program, just opening it with different settings. Not entirely sure how that works, but I'm glad it's not anything serious - since they're the same file, at least I t...
- August 28th, 2010, 10:55 pm
- Forum: Technical Support
- Topic: 1.9.0 bugs and feedback
- Replies: 57
- Views: 11138
Re: 1.9.0 bugs and feedback
That's because the shortcut opens the game with command-line parameters that tell it where your data is. It's still opening the same program, just opening it with different settings.
- August 24th, 2010, 6:42 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 47863
Re: Wesnoth 1.9.0
From what I gather, it seems that it's caused by our Boost copy being compiled for a later version of Windows. Loonycyborg uses Windows XP IIRC, but maybe he could try to figure out a fix anyway... Someone else reported the same thing in Frogatto , there's some info about how to fix it here . Maybe...
- August 22nd, 2010, 4:13 am
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.9.0
- Replies: 118
- Views: 47863
Re: Wesnoth 1.9.0
Yeah, that's possible, just drag Wesnoth.app somewhere other than Applications. Once you've done that, you can rename it "Wesnoth 1.9" or something, and put it in Applications too. Or rename your current Wesnoth in Applications to "Wesnoth 1.8" first. Basically, just make sure th...
- August 15th, 2010, 2:35 pm
- Forum: Technical Support
- Topic: Problem locating userdata directory.
- Replies: 1
- Views: 591
Re: Problem locating userdata directory.
Did you run the game yet? If not it wouldn't be there. But maybe more likely: it's in the Library in your home folder, not in the root of your harddrive.
- August 12th, 2010, 10:09 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: How to compile Wesnoth on Mac OS X
- Replies: 179
- Views: 78405
Re: How To Compile On A Mac
I've committed an updated project file to projectfiles/Xcode/, with a readme, and a new zip of libraries and headers on SF (the link is in the readme). Let me know if you have any problems!
- August 11th, 2010, 6:48 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: How to compile Wesnoth on Mac OS X
- Replies: 179
- Views: 78405
Re: How To Compile On A Mac
Err, right, sorry for neglecting this for so long! I haven't done anything with the project file in svn (ever), because I haven't tried to compile 1.9 yet. Usually I just update when there's a release and build right then - and there hasn't been a 1.9 release yet. I've tried CodeBlocks, and personal...
- August 3rd, 2010, 2:36 am
- Forum: Release Announcements, Compiling & Installation
- Topic: How to compile Wesnoth on Mac OS X
- Replies: 179
- Views: 78405
Re: How To Compile On A Mac
Err, right, sorry I'm being so slow. I will try to get to that very soon.
Yeah, that was a step too far - there are some files you need to not include.Simons Mith wrote:In fact I even tried removing and re-adding the entire /src directory tree, which may have been a step too far.
- July 10th, 2010, 7:37 pm
- Forum: Game Development
- Topic: Frogatto
- Replies: 82
- Views: 25566
Re: Frogatto
They're the same currently, so you're fine on that count - but thanks for letting us know. It was a capitalization issue; "frogatto" not "Frogatto".Lastmerlin wrote:1. Source package link did not work. I got the SVN version then
- July 10th, 2010, 5:35 am
- Forum: Game Development
- Topic: Frogatto
- Replies: 82
- Views: 25566
Re: Frogatto
Frogatto 1.0rc1 is out ! If all goes as planned, we'll probably release it this weekend. :) Also note, that currently I'm making the Windows builds, but that hopefully loonycyborg will make the actual release builds, and I'll just do the periodic development ones, since I don't know anything about ...
- July 9th, 2010, 4:04 am
- Forum: Release Announcements, Compiling & Installation
- Topic: How to compile Wesnoth on Mac OS X
- Replies: 179
- Views: 78405
Re: How To Compile On A Mac
Yeah, I could. I'm just being lazy about it - how about I just update it and commit the file in projectfiles/xcode/ soon? And if I don't do it soon, you can feel free to pester me.
- July 8th, 2010, 8:50 pm
- Forum: Game Development
- Topic: Frogatto
- Replies: 82
- Views: 25566
Re: Frogatto
I would appreciate an option to reconfigure the control keys. As three of the arrow keys on my keyboard are dead, I haven't been able to try the game. :( Well that sucks. What platform are you on? Certainly we want to provide configurable controls at some point, but for now I could fairly easily ch...
- July 6th, 2010, 3:31 pm
- Forum: Game Development
- Topic: Frogatto
- Replies: 82
- Views: 25566
Re: Frogatto
The limitation for wall jumps, is just that you have to be still in the upward part of your jump. You can most certainly run and wall jump. I wanted a separate key for running as well, but we definitely couldn't have one for the iPhone (well, maybe we sort of could...), and we were talking about rem...