Wesnoth 1.9.3

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ivanovic
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Wesnoth 1.9.3

Post by ivanovic » December 10th, 2010, 11:00 am

This is the fourth release of the 1.9.x development branch. As with normal development releases, it may include many more bugs than stable releases from the 1.8.x series — additionally, 1.8 content is not compatible with 1.9.x due to the many changes in the game engine and WML syntax between both branches. Don't be disappointed if the game crashes every now and then — "normal" players (those who want a stable gaming experience) should not use this release, and stick to the stable branch instead.. However, if you want to test the future of Wesnoth and help us find bugs early, you are welcome to check out 1.9.3. We require your help for finding and fixing issues. If you find a bug, please do not assume that it is so obvious that we already know about it. Report it and make sure that we are aware of it.

The known issues mentioned in the 1.9.2 announcement were fixed. Besides this we had the usual bug fixes, graphics and translation updates.

So far there are no known issues (besides the stuff listed in the bug tracker). So let's directly head over to the most important features of this new release (at least the most important things that the other devs do want you to know about :wink: ).

Important changes and new features
Conversion of game interface dialogs to GUI2
Various additional game interface dialogs have been converted to the new GUI2 toolkit in this release.
  • Every yes/no confirmation dialog, except for the add-ons dependencies resolution window.
  • The gamemap labels editor dialog, and the MP create/set password dialog.
  • The following list-type dialogs: display resolution (Preferences), theme selection (Preferences), remove add-ons (Add-ons) scenario selection (Debug :cl), campaign difficulty selection (Campaigns).
Add-on authors who were using old-style markup in the campaign difficulty options (the difficulty_descriptions attribute under [campaign]) should be aware that only Pango markup is supported now, combined with menu item markup as in [message] [option] tags.
Of course there is also the full changelog listing (almost) all the changes since 1.9.2. A changelog for the most visible changes for users is the players changelog.

Known Issues (might be fixed in the next release(s))
  • Basically everything listed in the bug tracker can be considered as 'known'. But we won't manage to fix all those problems for the next release. :wink: Besides this there is nothing special to mention
Downloads

Source code:
http://sourceforge.net/projects/wesnoth ... 2/download (317.2 MB) md5sum
Here is the XDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.9.2 to 1.9.3, 5.8 MB)
Check http://forums.wesnoth.org/viewtopic.php?t=7034 for information 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 OpenPandora package is already available. You can find it on the download page.

Many of the Linux packages have already been created, and all known packagers have been contacted. Information about where to get the respective binaries or how to get them to work can be found in the Linux binaries page in the wiki. Download links for other supported systems will be available at the downloads page once the packages are created and published.

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

The multiplayer server for 1.9.3 is up and running. This server can be only be used to play with other 1.9.3 users. If you do encounter problems, please report them.

A new add-ons server for 1.9.x is already running. It was started during the development of 1.9.0. If you encounter any problems with content from the add-ons server not working as expected, please notify the content's author — most of them should be here in the Scenario & Campaign Development forum.

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 ReportingBugs. Again, we require your help for finding and fixing issues, no matter how trivial or complicated they are!

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...

Bug reports in the forums tend to get forgotten. You will get better results by following the guidelines and report them in the bugtracker.

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doofus-01
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Re: Wesnoth 1.9.3

Post by doofus-01 » December 10th, 2010, 1:52 pm

I'm not sure if this is a bug, or intended behavior that I just disagree with, but the portraits are significantly smaller:
example:
Also,
announcement typo:
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects

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Crendgrim
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Re: Wesnoth 1.9.3

Post by Crendgrim » December 10th, 2010, 4:29 pm

You release so often :shock:
Didn't really started to run 1.9.2 and 1.9.3 is just there :) Really great, devs! :D
I'll have a look at it today / tomorrow.


Crend
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Boucman
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Re: Wesnoth 1.9.3

Post by Boucman » December 10th, 2010, 4:57 pm

Crendgrim wrote:You release so often :shock:
Didn't really started to run 1.9.2 and 1.9.3 is just there :) Really great, devs! :D
I'll have a look at it today / tomorrow.


Crend
Carefull, this is a developement release, not a stable one...

you will have much less players on the servers, and much less user made content...
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Dixie
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Re: Wesnoth 1.9.3

Post by Dixie » December 10th, 2010, 6:27 pm

I didn't find the info: was the [tunnel] tag enabled in 1.9.3? As far as I remember, it wasn't in 1.9.2, and it isn't mentionned anywhere.
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Ferox
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Re: Wesnoth 1.9.3

Post by Ferox » December 10th, 2010, 6:31 pm

I use 1.9.2 for everything since 1.8.5 doesn't run well on my computer (I can't even get it to start up without running it as Admin). Does this mean it might be okay for me to upgrade to 1.9.3 or would it be better if I stick with 1.9.2?

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Crendgrim
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Re: Wesnoth 1.9.3

Post by Crendgrim » December 10th, 2010, 8:55 pm

Boucman wrote: Carefull, this is a developement release, not a stable one...

you will have much less players on the servers, and much less user made content...
I know - but Wesnoth release versions are as stable as the "stable" ones (this was the way I experienced it until now...)
So it's always great to see that something's going on.

I'm running 1.8.5, 1.9.2, 1.9.3 and the trunk version parallel, so I'm able to look what all happens :P


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Ferox
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Re: Wesnoth 1.9.3

Post by Ferox » December 11th, 2010, 2:11 pm

I found a bug on Legend of Wesmere Scenario 1 on easy:

At the top of the screen it says you have 20 turns but the scenario objectives say 16.

AI
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Re: Wesnoth 1.9.3

Post by AI » December 12th, 2010, 1:19 am

doofus-01 wrote:I'm not sure if this is a bug, or intended behavior that I just disagree with, but the portraits are significantly smaller:
example:
I'm pretty sure this wasn't intentional. It was probably caused by the "more than 500 px tall" change.

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shadowm
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Re: Wesnoth 1.9.3

Post by shadowm » December 12th, 2010, 2:45 am

I have too noticed that portraits at lower resolutions than, say 1280 x ~800 look smaller than in previous versions, while uncannily enough, portraits at higher resolutions became larger.

So yeah.
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Ferox
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Re: Wesnoth 1.9.3

Post by Ferox » December 14th, 2010, 5:33 pm

Serious bug:

This happened with 1.8.5 and now this:

I got on today and all my .sol files for other games had been wiped clean. I had backups for those and this as well. But my preferences keeps getting all of it's data erased (I say erased because the file is still there, but when I open it with notepad, all the text is missing). I would like a fix for this.

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pauxlo
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Re: Wesnoth 1.9.3

Post by pauxlo » December 14th, 2010, 6:21 pm

I don't see how Wesnoth would relate at all to ".sol" files, as these are created by the Adobe Flash Player, and Wesnoth does not use Flash, AFAIK.

You may have another problem on your computer, though.

Nabo0o
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Re: Wesnoth 1.9.3

Post by Nabo0o » December 14th, 2010, 11:28 pm

pauxlo wrote:I don't see how Wesnoth would relate at all to ".sol" files, as these are created by the Adobe Flash Player, and Wesnoth does not use Flash, AFAIK.

You may have another problem on your computer, though.
I think so too, but the problem about preferences getting deleted or changed might be caused by the way you built 1.92.

If you want several versions of Wesnoth installed you have to specify so, there is information about that in the INSTALL text.
Hope that helped you...
Edit: That is if you built(compiled) the game, not if you got it in an exe or something...

Nabo0o
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Re: Wesnoth 1.9.3

Post by Nabo0o » December 15th, 2010, 2:08 am

Sorry for double post....

But I see you fixed the Wesmere problems all together! Thank you! Now I can finally play further!
Also for those of you who want to continue from v1.9.2, you have to load the previous scenario, but to make it work you have change the name "04_Elvish_Treasury" into "04_The_Elvish_Treasury". I think it is three names in total in the save file.... worked for me anyway :D

Crunkss
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Re: Wesnoth 1.9.3

Post by Crunkss » December 16th, 2010, 11:05 am

hey Im new to the server but I played the game for at least a year... I was just wonderin can any 1 tell me how to make a campaign like I no I need a storyline You no stuff like that but I was just wonderin where do i go like where to when I go to campaign builder it just tells me what I should do but dont tell me how to open the campaign creater can some1 plz tell me how I have a brilliant campaign in mind I already wrote a story line my family loves it I just wanna show you all plz reply some1

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