Wesnoth 1.5.14 - 1.6rc3

Get help with compiling or installing the game, and discuss announcements of new official releases.

Moderators: Forum Moderators, Developers

Post Reply
User avatar
ivanovic
Lord of Translations
Posts: 1147
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Wesnoth 1.5.14 - 1.6rc3

Post by ivanovic »

Wesnoth 1.5.14 aka 1.6rc3 is out!

This is the third (and most likely last) release candidate for the new 1.6 series. If no bigger problems show up, we will tag 1.6 in the next days. The current work is to just get rid of the bugs left and polish things a little further.

It looks like we somehow managed to improve the AI a little, so that it should not feel as dumb anymore as in the last versions. Additionally to this another high quality music piece was added to the game. Beside this several smaller bugs as well as crashes were fixed over the last week.

So far it looks rather good regarding 1.6, but to make sure that no bigger problems are left, you should switch to this version as soon as you can and point us to any bugs left.

Some other important things to mention:
***
This release is the third 1.6 release candidate. We invite all UMC authors to test this release for compatibility with their add-ons. We also encourage players to playtest this release heavily. Now is the time to report all the bugs that are obvious to you but which we may not have noticed.
***
Under the Burning Suns: Kaleh's advancement tree has been reworked. This breaks compatibility with older savegames thus you need to restart the campaign.
***
The font used for all Asian translations was replaced with one that should have clearer characters. We welcome any feedback if this changes things to the better or the worse.
***

Of course there is also the full changelog listing (almost) all the changes since 1.5.12. A changelog with changes that might be visible to most users (and only includes these) is the players changelog.

Downloads
Sources:
http://downloads.sourceforge.net/wesnot ... 2?download (215.0 MB) md5sum
Here is the xDelta for the sources:
http://downloads.sourceforge.net/wesnot ... a?download (1.5.13 to 1.5.14, 15.3 MB)
Check http://www.wesnoth.org/forum/viewtopic.php?t=7034 for info on using xdelta.

The Windows package is available on the download page.

The MacOSX package is available on the download page.

All known packagers have been contacted. Information about where to get the respective binaries or how to get them work you get on the Linux binaries site for the Linux binaries. Download links for the other supported systems will be listed at the downloads page once the binaries are available.

As a fallback you can also get the sources from http://files.wesnoth.org/ - you should first try to get files through SourceForge to help us save bandwidth. Please get the files from sourceforge.net if possible.

The multiplayer server for 1.5.14 is already up and running. This server can be used to play with 1.5.13 and later. We plan to have the server working for 1.5.13, 1.5.14 as well as all 1.6.x releases that are still to come. If you do encounter problems, please report them.

With the release of 1.5.12 a new add-on server for the new stable branch was started. The reason for this is to make sure that no old content which is not compatible with the soon to come 1.6 stable series is left. Have a look at this forum post for the new rules which are to be followed from now on. If you encounter any problems with content from the add-on server not working as expected, please notify the content's author, most of them should be here in the forums.

If you find any bugs don't hesitate to report them, but please read the instructions on how to post bugs first. Instructions for bug reporting can be found at http://www.wesnoth.org/wiki/ReportingBugs.

Enjoy!

PS: Within the next seven days anyone asking when the binary for xyz will be ready will be banned and the post will be deleted. Such questions just distract the developers and packagers and don't do any good, so better not ask them...
Bugreports in the forums tend to get forgotten. You will get better results by following the guidelines and report them in the bugtracker.
Gallifax
Posts: 131
Joined: October 23rd, 2006, 5:36 pm
Location: Who cares?

Re: Wesnoth 1.5.14 - 1.6rc3

Post by Gallifax »

Hi,

New version crahes for me randomly while playing. I am on windows XP.
opensourcejunkie
Posts: 547
Joined: August 11th, 2008, 3:19 pm

Re: Wesnoth 1.5.14 - 1.6rc3

Post by opensourcejunkie »

Hey, I'm really sorry to have to post this bug report here, but I've been IP blacklisted on GNA, so I can't post it there.

My problem is a very small issue, almost not even worth mentioning. I had a piece of code that used to work on 1.4, but now on 1.6 (after updating to 1.6 code) it behaves somewhat incorrectly. The code is supposed to turn a peasant into a level 1 unit of some sort, then take away its ZoC, and give it a dashed ellipse to represent the lack of ZoC. The difficulty is with the ellipse; the dashed ellipse no longer shows on most of the unit types.

There is one unit type which does happen to show the ellipse; incidentally, this type (Medic) is specially defined in my campaign, whereas all others (Mage, Heavy Infantryman, Horseman, Spearman, and Bowman) are from the core set of units. So it seems that the bug only affects core units for some reason.

Here's the pertinent code, in case you need it:

Code: Select all

##   helper functions for training grounds
#define SOL_04_NEWBS ID
    ##:: Remove Zoc
    [object]
        silent=yes
        duration=level
        
        [filter]
            id={ID}
        [/filter]
        [effect]
            apply_to=zoc
            value=0
        [/effect]
    [/object]
    
    ##:: Change Zoc Ellipse
    {SOL_STORE_UNIT id={ID} SOL_04_NEWBS_temp}
    {VARIABLE SOL_04_NEWBS_temp.ellipse "misc/ellipse-nozoc"}
    {SOL_UNSTORE_UNIT SOL_04_NEWBS_temp no}
    {CLEAR_VARIABLE SOL_04_NEWBS_temp}
#enddef

#define SOL_04_IF_TYPE ID TYPES CONTENT
[if]
    [have_unit]
        id={ID}
        type={TYPES}
    [/have_unit]
    
    {CONTENT}
[/if]
#enddef

##   training grounds
#define SOL_04_TRAINING_GROUNDS X Y
    ## if there's a "teacher" in the "school"
    [if]
        [have_unit]
            x,y={X},{Y}
            side=1,3
            [not]
                type=Peasant
            [/not]
        [/have_unit]
        
        [then]
            ## grab all surrounding peasants
            [store_locations]
                variable=peasants_training
                [and]
                    x,y={X},{Y}
                    radius=1
                [/and]
                [filter]
                    side=3
                    type=Peasant
                [/filter]
            [/store_locations]
            
            
            ## check for any peasants
            {IF_VAR peasants_training.length greater_than 0 (
                [then]
                    ##:: Store Teacher
                    {SOL_STORE_UNIT x,y={X},{Y} teacher}
                    
                    ##:: Store Trainee
                    {SOL_STORE_UNIT x,y=$peasants_training[0].x,$peasants_training[0].y trainee}
                    
                    ##:: Determine Trainee's New Type
                    {SOL_04_IF_TYPE $teacher.id (Heavy Infantryman,Shock Trooper,Iron Mauler,SOL Dwarvish Runesmith,SOL Dwarvish Runemaster,SOL Dwarvish Arcanister) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Heavy Infantryman)}
                            {SOL_FULL_HEAL id=$trainee.id}
                            {SOL_04_NEWBS $trainee.id}
                        [/then]
                    )}
                    {SOL_04_IF_TYPE $teacher.id (Bowman,Longbowman,Master Bowman,Elvish Ranger,Elvish Avenger) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Bowman)}
                            {SOL_FULL_HEAL id=$trainee.id}
                            {SOL_04_NEWBS $trainee.id}
                        [/then]
                    )}
                    {SOL_04_IF_TYPE $teacher.id (Spearman,Javelineer,Pikeman,Halberdier,Swordsman,Royal Guard,Sergeant,Lieutenant,General,Grand Marshal) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Spearman)}
                            {SOL_FULL_HEAL id=$trainee.id}
                            {SOL_04_NEWBS $trainee.id}
                        [/then]
                    
                    )}
                    {SOL_04_IF_TYPE $teacher.id (Mage,Red Mage,Arch Mage,Great Mage,Silver Mage,White Mage,Mage of Light) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Mage)}
                            {SOL_FULL_HEAL id=$trainee.id}
                            {SOL_04_NEWBS $trainee.id}
                        [/then]
                    )}
                    {SOL_04_IF_TYPE $teacher.id (Medic,Doctor,Rune Healer) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Medic)}
                            {SOL_FULL_HEAL id=$trainee.id}
                            {SOL_04_NEWBS $trainee.id}
                        [/then]
                    )}
                    {SOL_04_IF_TYPE $teacher.id (Elvish Scout,Elvish Rider,Elvish Outrider,Horseman,Knight,Grand Knight,Paladin,Lancer) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Horseman)}
                            {SOL_FULL_HEAL id=$trainee.id}
                            {SOL_04_NEWBS $trainee.id}
                            {SOL_04_MID_DIALOGUE_4 teacher trainee}
                            {VARIABLE_OP flag_horseman value yes}
                        [/then]
                    )}
                    [redraw][/redraw]
                [/then]
            )}
        [/then]
    [/if]
#enddef
The most important code is in the first macro; that's where the ellipse is changed.

To recreate the error, download the attached savefile (placing it in your saves directory), and download my campaign (Sceptre of Life) from the add-on server. Load the save file, and play through the first couple of turns. Once the training grounds is set up (on turn 3, I believe), right-click on the training grounds for instructions. Follow the instructions to change a peasant to a mage (for example), and another peasant to a medic (using your side 1 leader as a teacher). The mage should have a solid ellipse, and the medic should have a dashed.

Again, sorry I couldn't put this on GNA; hopefully it'll find its way into the right hands.
--OSJ
Attachments
SOL-Alone_Time.gz
(13.55 KiB) Downloaded 425 times
what if the Bible's claims about Christ depicted accurate, verifiable history? given some research, you might be surprised at the evidence...
joshudson
Posts: 501
Joined: January 17th, 2006, 8:04 pm
Contact:

Re: Wesnoth 1.5.14 - 1.6rc3

Post by joshudson »

The MP server is refusing 1.5.13. Is that intentional?
CHKDSK has repaired bad sectors in CHKDSK.EXE
Soliton
Site Administrator
Posts: 1622
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Re: Wesnoth 1.5.14 - 1.6rc3

Post by Soliton »

joshudson wrote:The MP server is refusing 1.5.13. Is that intentional?
Nope, fixed.
"If gameplay requires it, they can be made to live on Venus." -- scott
Post Reply