Wesnoth 1.7.2

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

Moderator: Forum Moderators

Post Reply
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Wesnoth 1.7.2

Post by ivanovic »

Wesnoth 1.7.2 is out!

This is the third release of the 1.7.x development branch. That means it may include a bigger amount of bugs than the 1.6.x branch and each version is not compatible with another one from the 1.6.x and 1.7.x branch since we do change quite a lot between the releases. Keep in mind, it might be a lot more buggy than the 1.6.x branch so don't be disappointed if you get a crash every now and then. "Normal" players should not use this release, you should stay with the stable branch. But if you want to test the future of Wesnoth and help us find bugs early, you are welcome to check out 1.7.2.

Lots of things were changed, many things were fixed. Because of the amount of changes I don't have a good overview either. All I can tell you is that there were many changes related to graphics and some in the user interface, though most things there were just "under the hood".

Some other important things to mention:
***
Artwork has seen some great progress, also due to our Wesnoth Summer Art Scholarship. Because of this several new portraits were added. Beside this some drakes /got new base frames with complete animations.
***

Of course there is also the full changelog listing (almost) all the changes since 1.7.1. A changelog with changes that might be visible to most users (and only includes these) is the players changelog.

Downloads
Sources:
http://sourceforge.net/projects/wesnoth ... 2/download (232.8 MB) md5sum
Here is the xDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.7.1 to 1.7.2, 8.2 MB)
Check http://www.wesnoth.org/forum/viewtopic.php?t=7034 for info on using xdelta.

The Windows package is already available. You can find it on the download page.

The MacOSX package is already available. You can find it on the download page.

The OpenSolaris package is not available yet. Once it is you can find it on the download page.

Many of the Linux packages have already been created. 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 1.7.2 is already up and running. This server can probably only be used to play with 1.7.2. If you do encounter problems, please report them.

A new add-on server for the new development branch was started, too. 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.
Kess
Posts: 52
Joined: February 10th, 2006, 6:27 pm
Location: Some hemisphere

Re: Wesnoth 1.7.2

Post by Kess »

Congratulations and many thanks! :mrgreen:

Some small typos:
· Forum link in the news message goes to 1.7.1 forum thread
· Post above says this is the second release

Edit: Sourceforge seems to have changed the download links...
E. g. from: http://downloads.sourceforge.net/wesnot ... 2?download
to: http://sourceforge.net/projects/wesnoth ... 2/download
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: Wesnoth 1.7.2

Post by Turuk »

Kess wrote:Edit: Sourceforge seems to have changed the download links...
E. g. from: http://downloads.sourceforge.net/wesnot ... 2?download
to: http://sourceforge.net/projects/wesnoth ... 2/download
Both of those links go to the same page.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Kess
Posts: 52
Joined: February 10th, 2006, 6:27 pm
Location: Some hemisphere

Re: Wesnoth 1.7.2

Post by Kess »

The first link gives me a “400 Bad Request”:
400 Bad Request
The server could not comply with the request since it is either malformed or otherwise incorrect.

filename: Missing value
p. s. The released tarball isn’t a “release tarball”, it has the attic/ directory for instance and I had to run ./autogen.sh.
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Re: Wesnoth 1.7.2

Post by ivanovic »

Kess wrote:The first link gives me a “400 Bad Request”:
400 Bad Request
The server could not comply with the request since it is either malformed or otherwise incorrect.

filename: Missing value
Okay, I fixed all the download links on the front page as well as in the wiki on the main download page as well as the xdelta page. Thanks for this hint.
Kess wrote:p. s. The released tarball isn’t a “release tarball”, it has the attic/ directory for instance and I had to run ./autogen.sh.
This was already the case with 1.7.0. Starting from this version the release tarball is in fact a plain svn snapshot. And you don't have to run autogen.sh, you can also use scons or cmake to compile Wesnoth (personally I switched to using cmake).
lmelior
Posts: 116
Joined: June 16th, 2009, 3:30 am

Re: Wesnoth 1.7.2

Post by lmelior »

What is the recommended way to test? I've just been running normally, but I tend to forget to look out for bugs that way. It's built with debugging symbols by default, right? Should I mess with the log level at all (which I don't really understand)? I've already discovered that running fullscreen isn't ideal because I miss all of the standard error messages that way.

I'm running on Ubuntu 8.10 AMD64, building with scons (I haven't tried cmake but I'm liking scons, BTW).
User avatar
mabeenot
Posts: 92
Joined: July 1st, 2009, 8:17 pm

Re: Wesnoth 1.7.2

Post by mabeenot »

Oooo... we finally got filters in the multiplayer lobby. The lobby filters should be added to the player's changelog. That's something people will definitely notice, even if the 1.7 server isn't crowded enough to really need the filters.
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Re: Wesnoth 1.7.2

Post by ivanovic »

mabeenot wrote:Oooo... we finally got filters in the multiplayer lobby. The lobby filters should be added to the player's changelog. That's something people will definitely notice, even if the 1.7 server isn't crowded enough to really need the filters.
Currently the MP Lobby is being completely rewritten as part of Google Summer of Code. That is you can have a preview (still work in progress and such) by using "--new-widgets" as start parameter. Though keep in mind that the whole new gui engine is still work in progress and only parts of it are active and used without setting this switch. We will enable stuff without requiring such a switch once we think it is ready for "normal use". Until then we got this switch so that the ones working on things can easily test their work without breaking anything for "normal" users.
User avatar
mabeenot
Posts: 92
Joined: July 1st, 2009, 8:17 pm

Re: Wesnoth 1.7.2

Post by mabeenot »

I didn't use "--new-widgets" as a starting parameter but I still have a slightly different lobby with a search box and check boxes for empty slots, etc. Is this a different lobby from the preview?
Wolff
Posts: 2
Joined: August 3rd, 2009, 8:17 pm

Re: Wesnoth 1.7.2

Post by Wolff »

Props to the summer artists... the new drakes look slick 8)

Just out of curiosity how many of the unit graphics are you overhauling? Just primarily the drakes or will there be more to come from the summer interns in future 1.7.x releases?
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: Wesnoth 1.7.2

Post by thespaceinvader »

All of the Drakes, are on the line to be done, and I'm aiming to have them finished by the end of this month. The Glider line will definitely be in the next release (two out of three units in trunk already), probably some of the Burners and Fighters too. The Dwarvish Scout line has already been done and is in 1.7.2. The Troll Hero has already been done and will be in the next release. The Great Troll is on line to be done and will hopefully be finished before the end of the summer. These, along with a large number of portraits, many of which are complete (including a number of mermen, the Goblin Wolf Rider line, a number of outlaws, a couple of dwarves, a couple of drakes etc etc), comprise the sum total of the WSAS work, which is being done by myself and kitty.

Many other units are getting revamped including the Mermen, the horse units throughout, and the higher level ghosts, among others. But these are not part of the WSAS project, and are not likely to be finished soon.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Wolff
Posts: 2
Joined: August 3rd, 2009, 8:17 pm

Re: Wesnoth 1.7.2

Post by Wolff »

Cool, thanks for the response.

I look forward to seeing the fruits of your labor, and might I make a suggestion for the new bandit portrait?

Image
Post Reply