-
-
Wesnoth on Liberapay
Replies: 18
by
Pentarctagon » April 5th, 2019, 2:09 pm
» in
Users’ Forum
Greetings!
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
- 18 Replies
- 15783 Views
-
Last post by shevegen
August 13th, 2019, 7:12 pm
-
-
- 0 Replies
- 170586 Views
-
Last post by Forum Moderators Team
September 3rd, 2011, 1:45 am
-
-
[Policy] Community Guidelines — Updated July 28th 2019
Replies: 5
by
Forum Moderators Team » October 17th, 2010, 2:38 am
» in
Users’ Forum
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
- 5 Replies
- 886899 Views
-
Last post by Forum Moderators Team
July 28th, 2019, 6:59 pm
-
-
Sketching out an improved GUI2 API
Replies: 2
by
Celtic_Minstrel » Today, 2:18 am
The existing Lua GUI2 API for custom dialogs is very procedural and not very well-designed. It was only ever intended to be temporary anyway, from what I understand, and people have kept patching it and patching it, adding new features rather than fixing the design flaws. (Every other GUI2 function...
- 2 Replies
- 70 Views
-
Last post by gfgtdf
Today, 2:07 pm
-
-
A grand design for singleplayer mainline lore
Replies: 19
by
nemaara » November 20th, 2019, 10:24 pm
Okay so the title is kind of facetious, but a little bit serious too. :roll: :lol:
There are spoilers to follow. If you have not played much mainline singleplayer yet, or would like to find out about this new lore later on, please disregard this post.
Basically, along the lines of the previous...
- 19 Replies
- 1480 Views
-
Last post by Pentarctagon
December 4th, 2019, 4:04 am
-
-
Packaging changes for 1.14.10 and 1.15.3
Replies: 13
by
Pentarctagon » October 23rd, 2019, 6:09 am
As of 4446 , which was merged into 1.15 and backported to 1.14, a new column will be populated by wesnothd for clients that connect to the official multiplayer server. The motivation for this change is that a question has come up during discussions more than once regarding how many players get...
- 13 Replies
- 1107 Views
-
Last post by Pentarctagon
December 4th, 2019, 1:47 am
-
-
Idea: A 2nd Tutorial of 3 Scenarios Starring Li’sar
Replies: 1
by
SigurdFireDragon » December 3rd, 2019, 7:15 pm
Since the player has already played the basic tutorial, this can focus on larger strategic considerations for new players.
This would appear immediately after the basic tutorial in the campaign menu in default order
This would move Li’sar from the basic tutorial to the additional tutorial.
Some...
- 1 Replies
- 93 Views
-
Last post by Pentarctagon
December 4th, 2019, 12:59 am
-
-
Removing mainline campaign(s)
Replies: 32
by
nemaara » November 11th, 2019, 4:01 am
I've been thinking about the general state of our SP lore/campaigns for some time, and am thinking that, although unfortunate, some of our mainline campaigns should be removed to improve the quality of Wesnoth's singleplayer. I'll put my reasoning below; for now I'll state that I think we should...
- 32 Replies
- 3278 Views
-
Last post by SigurdFireDragon
November 30th, 2019, 6:48 pm
-
-
Wesnoth Inc Board Members -- Election 2019
Replies: 4
by
Dave » November 3rd, 2019, 9:51 pm
The time has come to choose a board of three members to decide the course of Wesnoth, Inc, and some important policy decisions for Wesnoth.
While most day-to-day Wesnoth work is developer driven, we do have some financial, legal, and strategic issues which need to be firmly decided by a small...
- 4 Replies
- 989 Views
-
Last post by Dave
November 10th, 2019, 8:26 pm
-
-
Wesnoth Inc Board Members -- Request for Nominations
Replies: 11
by
Dave » October 21st, 2019, 2:29 am
The Wesnoth board was established in 2016, a little over three years ago. Since that time, Jetrel, Vultraz, and doofus01 have served on the board and taken responsibility for discussing commissions and managing the finances of the project.
We originally intended to hold new elections for the board...
- 11 Replies
- 1947 Views
-
Last post by Jetrel
November 10th, 2019, 2:50 am
-
-
iPhone/tinygui2 went dark for too long
by
singalen » November 6th, 2019, 6:49 am
Let me boast some progress.
An iPhone release is coming. Its main features are iCloud saves (took 2 hours of work) and so called tinygui2 (took a pretty great amount of resources and cursing).
While I was working on this new implementation of TinyGUI on and off (more off), apparently the smaller...
- 0 Replies
- 884 Views
-
Last post by singalen
November 6th, 2019, 6:49 am
-
-
Release schedule for 1.15.2 and 1.15.3 (1.16 beta 1)
Replies: 2
by
josteph » October 10th, 2019, 10:41 pm
Hi,
Vultraz has appointed me deputy release manager.
As announced on discord/IRC topics, we've scheduled 1.15.2 to Oct 20 00:00 UTC and 1.15.3 to mid-December. 1.15.3 will be beta 1 and string freeze will start immediately after it.
If there's any work that needs to happen before either of these...
- 2 Replies
- 367 Views
-
Last post by josteph
October 12th, 2019, 1:44 am
-
-
GitHub milestones review
by
josteph » August 15th, 2019, 9:01 pm
Now that 1.15.0 has been released, and with 1.15.1 scheduled to next week, it's probably time to go through the milestoned issues on github:
1.15.0 milestone
1.15.1 milestone
1.16.0 milestone
Please go through the issues, merge what's ready to be merged, or update milestones/labels where...
- 0 Replies
- 1528 Views
-
Last post by josteph
August 15th, 2019, 9:01 pm
-
-
Time for 1.14.6?
Replies: 5
by
josteph » December 23rd, 2018, 5:01 pm
Is it time to release 1.14.6 yet? There have been multiple reports of top bar issues ( 3714 , f78887fb1665cf5ab82d7b08c50fb583b2605e7f , 461cd2c4bdeb2eb0e84ede6e57cd0b315dee2cee ), nemaara's major revisions to TSG and THoT ( 3648 , 3126 ) have been merged, and there's a bunch of other changes in...
- 5 Replies
- 3893 Views
-
Last post by josteph
December 26th, 2018, 4:40 pm
-
-
Progress on new master branch
Replies: 1
by
josteph » October 28th, 2018, 4:49 am
As you all know, the master branch was renamed and recreated ( 3603 ). The lion's share of the work is complete. The main remaining things are:
1. 3633 - forward-ports from 1.14 to master that don't conflict
2. 3614 - overview of all forward-ports from 1.14 to master
Please help with the...
- 1 Replies
- 18498 Views
-
Last post by josteph
November 8th, 2018, 10:52 pm
-
-
On Mainlining Drake Campaigns
Replies: 4
by
SigurdFireDragon » July 21st, 2018, 5:37 pm
My Investigation of the Existing UMC Options for Mainlining
12 campaigns total on 1.2-1.14 servers - 2 single scenario campaigns not considered here
Campaign are listed with latest version of BfW available on and Year Wesnoth that it takes place if applicable. The campaigns are grouped into...
- 4 Replies
- 5264 Views
-
Last post by SigurdFireDragon
July 30th, 2018, 4:21 pm
-
-
Enabling hardening options for Wesnoth's executables
Replies: 13
by
Pentarctagon » June 11th, 2018, 6:02 am
It was mentioned on Discord that it would be beneficial to enable by default the hardening/security features added in PR 3015 . To expand a bit on what it does:
Makes Wesnoth a Position Independent Executable(PIE, info ). This allows it to make better use of ASLR, and is done vs the -fPIE -pie...
- 13 Replies
- 6965 Views
-
Last post by Pentarctagon
July 8th, 2018, 5:39 pm
-
-
Semantic Versioning compliance proposal
Replies: 3
by
loonycyborg » May 23rd, 2018, 12:48 pm
Currently wesnoth's versioning scheme isn't compliant to semver spec . While for stable versions it more or less fits, dev releases work totally not in semver way. We also lack a way to signal forward compatible(that is not breaking existing UMC) feature additions in the stable branch.
Here's the...
- 3 Replies
- 3150 Views
-
Last post by Soliton
May 29th, 2018, 8:49 am
-
-
Proposal for a Development Cycle Schedule
Replies: 5
by
SigurdFireDragon » March 21st, 2018, 4:36 pm
I’ve seen some interest in this sort of thing on irc/discord, so this is to get the ball rolling.
I think there would be significant benefits for the project to adopt a standardized release routine/ cycle/schedule.
One such benefit:
Provide clear expectations to the community at large, so it is...
- 5 Replies
- 3930 Views
-
Last post by SigurdFireDragon
March 24th, 2018, 3:50 pm
-
-
ActionWML to remove [object]s
Replies: 14
by
AI » August 4th, 2013, 1:03 am
With 's new 'turn' duration, along with the renamed 'scenario' duration (freeing up 'level' for objects to be removed on levelup somewhere in the future), direct modifications to units are less and less needed. If an object needs to be removed at a different time though, only option other than...
- 14 Replies
- 18128 Views
-
Last post by Celtic_Minstrel
July 11th, 2017, 3:22 am
-
-
Multiplayer Timer Settings, and more (!)
Replies: 10
by
iceiceice » September 30th, 2016, 5:44 am
While spectating one of the International Wesnoth Tournament games, there were a number of things that occurred to me in regards to how we can make the timer work better. A small discussion took place among observers there.
Here are my thoughts. Note that there are probably two or three...
- 10 Replies
- 5209 Views
-
Last post by Zap-Zarap
February 11th, 2017, 5:27 am
-
-
Wesnoth Inc Board Members -- Election
Replies: 9
by
Dave » September 17th, 2016, 6:52 am
The time has come for us to choose a board of three members to decide the course of Wesnoth, Inc and some important policy decisions for Wesnoth. The way this board will work is by discussing important issues that need to be decided upon and then decide on the best course to take.
While most...
- 9 Replies
- 6741 Views
-
Last post by Dave
September 28th, 2016, 1:59 am
-
-
Wesnoth Inc Board Members -- Request for Nominations
Replies: 18
by
Dave » August 31st, 2016, 6:36 am
To begin with, I would like to apologize for the lack of clear communication and efficiency of operations around our financial side, Wesnoth, Inc, over the last seven years or so. As matter of explanation, as often happens in an Open Source project, the people who originally took on responsibility...
- 18 Replies
- 8250 Views
-
Last post by Dave
September 17th, 2016, 6:52 am
-
-
Getting Started
Replies: 63
by
Iris » July 25th, 2015, 2:17 am
You’ve come here either after reading our latest news post or because you saw this thread crop up in the forum index under the Developers’ Discussions section, which is now open for a limited time to posts from regular users.
So, you probably want to help develop Wesnoth but don’t know where to...
- 63 Replies
- 39840 Views
-
Last post by Pentarctagon
May 20th, 2017, 9:09 pm
-
-
Tiny Request
Replies: 7
by
Velensk » March 25th, 2016, 1:59 am
Just a small feature I'd like to ask for to enable a feature in one of my eras to not be a problem.
Could a change be implemented that would make it so that while a factions leader is unknown, the flag shown appears to be the default flag?
The reason I'd like this is that in the Era of Four Moons...
- 7 Replies
- 4116 Views
-
Last post by Eagle_11
April 1st, 2016, 7:00 am
-
-
SDL2 movement
Replies: 1
by
Aginor » August 3rd, 2015, 7:47 am
Hi All,
I've started to look into some of the SDL2 work from the NotSoEasyCoding page, and I think there's some reasonable low hanging fruit to try to get feature parity with the current status of SDL1.2. I've made a wiki page with some of my thoughts and steps and I'm soliciting feedback. You can...
- 1 Replies
- 5893 Views
-
Last post by Aginor
December 19th, 2015, 1:52 am
-
-
Lets learn from Spring and think about the future of Wesnoth
Replies: 17
by
AF_ » July 26th, 2015, 7:12 pm
Warning: Semi-Coherent Rambling Ahead
The spring engine has just posted a cry for help:
Sadly, a hard truth must be faced: The Spring Engine, as a project, is understaffed. At this time, there are fewer than half a dozen developers working on each new version of the engine, and even fewer of...
- 17 Replies
- 11462 Views
-
Last post by fendrin
November 3rd, 2015, 10:35 pm
-
-
Python Toolchain - Moving forward.
Replies: 20
by
Tetha » July 29th, 2015, 7:04 pm
Hey,
I've been doing some digging and thinking about the python tool
chain, and given that we have a number of interested python
programmers buzzing around, I think it's more important to get
discussion going. My idea isn't 100% thought through in all
important details so far, but I'm feeling...
- 20 Replies
- 10074 Views
-
Last post by GunChleoc
September 3rd, 2015, 4:14 pm
-
-
Add-ons registration API and UI proposal
Replies: 4
by
Iris » August 1st, 2015, 11:00 pm
Note: this is a highly technical post and you are expected to be fully familiarized with general WML concepts and the WML syntax used in .pbl files before reading.
How often has it happened to you that you have downloaded an add-on only to see it conflict with yours, be it in-game or in the map...
- 4 Replies
- 4349 Views
-
Last post by Celtic_Minstrel
August 14th, 2015, 7:50 am
-
-
Developers’ Discussion is open for replies!
by
Iris » July 25th, 2015, 2:30 am
EDIT 2016-08-31: This limited offer has now expired, a year later. Thanks for your contributions. -- shadowm
Hi,
As you may have noticed, we made an important announcement which you should read which deals with the future of Wesnoth.
Since this is a pretty exceptional situation, the Developers’...
- 0 Replies
- 3112 Views
-
Last post by Iris
July 25th, 2015, 2:30 am
-
-
Write mp server bots in lua
Replies: 2
by
iceiceice » August 27th, 2014, 1:54 am
Hi,
I have had an idea for some time that it would be useful to extend the lua scripting built into the game, to also allow scripting of things like mp lobby interaction, including sending and receiving chats, starting a game, joining a game, exiting a game. Basically, while the existing lua...
- 2 Replies
- 7869 Views
-
Last post by iceiceice
January 6th, 2015, 5:42 pm
-
-
Strict mode in lua
by
iceiceice » January 6th, 2015, 3:44 am
One change which I pushed recently to master was to add strict globals mode to wesnoth's lua.
Strict globals is a standard modification to the lua environment, documented on the lua users wiki and distributed with lua ( It makes lua treat it as an error if you try to access a global variable that...
- 0 Replies
- 3744 Views
-
Last post by iceiceice
January 6th, 2015, 3:44 am
-
-
Feature Plan 1.13
by
fabi » December 4th, 2014, 7:16 pm
Note: this thread is obsolete. We don’t currently have a feature plan for 1.14.x and all the people whose plans were here have since left the project. — shadowm
Please add your planed projects by editing this post.
- 0 Replies
- 4363 Views
-
Last post by fabi
December 4th, 2014, 7:16 pm
Forum permissions
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum