Wesnoth 0.8.5 released
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We all have fond memories of your work, Fmunoz. I hope you're having fun in Denmark and aren't working too hard. I look forward to more of your work, we've missed your contributions and your presence on the forums.fmunoz wrote:Stop working so hard!!!!
I was unable to finish any of my pending wesnoth images to be included in the last 3 releases.
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- Posts: 212
- Joined: May 14th, 2004, 10:10 pm
- Location: East Brunswick, NJ
if you go to the preferences menu and click on "display" and then "video mode," you can change the resolution yourself.Ilya wrote:The game is very good. Thank for it. But it has one very serious bug. In fullscreen mode resolution is 1024x768. I need 800x600 in fullscreen. When will be fix it? And when will be available Russian translation?
As for russian translation, we only have translations in the languages which helpful contributers happen to speak - if you want to become a helpful contributer, then go to the Translations & Internationalization forum and post a thread about how to do a russian translation. I'm sure they'll be happy to teach you, as wesnoth is always happy for contributions.
Space is big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the drug store, but that's just peanuts to space.
---Douglas Adams
---Douglas Adams
"There are no alternative video modes available"joshbosh321 wrote:if you go to the preferences menu and click on "display" and then "video mode," you can change the resolution yourself.
I wrote in ~/.wesnoth/preferences:
xwindowsize="800"
ywindowsize="600"
but fullscreen resolution is 1024x768.
OS: Mandrake 10.1 Community
driver: Nvidia 1.0-6111
game version: 0.8
why are you using game version 0.8? it is not the most recent version, and doesn't have many of the features referred to by devs.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
It's an officially stable release.
By implication all the rest are unstable.
I see little difference between stable and unstable releases except that after an unstable release seems to work without a whole lot of bug fixes, then they fix the small # of bugs and slap a .1 increment on it.
But it clearly means something to somebody.
By implication all the rest are unstable.
I see little difference between stable and unstable releases except that after an unstable release seems to work without a whole lot of bug fixes, then they fix the small # of bugs and slap a .1 increment on it.
But it clearly means something to somebody.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
yes, but if you are using a stable version bug reporting becomes less useful, since the bug might already be fixed in latest unstable version.scott wrote:It's an officially stable release.
By implication all the rest are unstable..
Its like the problem with people not checking bugs in CVS, but magnified about 5 times (since 5 releases in between...)
well, its a two-edged sword. It IS more stable, but it comes with a price.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
I must admit that Wesnoth 'stable' versions thusfar seem mostly to be simply be derived from the "development has been going on for a while, we should release a new stable version" mindset, rather than anything which would actually make them that much more stable.
I am hoping to change this by 1.0, but at the moment they don't mean much. Part of this, to our credit, is because the 'development' versions are usually pretty stable in their own right.
Most projects that are very committed to stable versions will branch every time they release a stable version, and backport fixes to serious bugs to their stable version, and release a new version of it. The main reason we haven't done this in Wesnoth is probably because I have a poor understanding of CVS, and find it hard to get my head around branching
I think it's something we'll have to tackle after 1.0. For our game to be useful to people who aren't always interested in 'bleeding edge' stuff, we must show commitment to our stable versions.
David
I am hoping to change this by 1.0, but at the moment they don't mean much. Part of this, to our credit, is because the 'development' versions are usually pretty stable in their own right.
Most projects that are very committed to stable versions will branch every time they release a stable version, and backport fixes to serious bugs to their stable version, and release a new version of it. The main reason we haven't done this in Wesnoth is probably because I have a poor understanding of CVS, and find it hard to get my head around branching
I think it's something we'll have to tackle after 1.0. For our game to be useful to people who aren't always interested in 'bleeding edge' stuff, we must show commitment to our stable versions.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Y'know Dave, what you just said is quite possibly the one thing which to me sets you apart from all the other game developers I've seen. I don't think I've ever heard any of them say, "For our game to be useful to people who aren't always interested in 'bleeding edge' stuff, we must show commitment to our stable versions."
Thank you.
Thank you.
as kingfishers catch fire
so dragonflies draw flame
-GMH
so dragonflies draw flame
-GMH
windows VC6 build failing
It could well be my setup, but with the 0.8.5 source I get the following (sorry about the length of some of these):-
g:\dev\wesnoth-0.8.5\src\multiplayer.cpp(80) : error C2040: 'i' : 'struct config *const * ' differs in levels of indirection from 'class std::_Tree<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,struct std::p
air<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const ,struct player_info>,struct std::map<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,struct player_info,struct
std::less<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > >,class std::allocator<struct player_info> >::_Kfn,struct std::less<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<cha
r> > >,class std::allocator<struct player_info> >::iterator'
g:\dev\wesnoth-0.8.5\src\multiplayer.cpp(81) : error C2100: illegal indirection
g:\dev\wesnoth-0.8.5\src\multiplayer.cpp(81) : error C2676: binary '[' : 'struct std::pair<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const ,struct player_info>' does not define this operator or a convers
ion to a type acceptable to the predefined operator
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(115) : error C2371: 'i' : redefinition; different basic types
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(90) : see declaration of 'i'
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(115) : error C2039: 'first' : is not a member of 'iterator'
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(115) : error C2039: 'second' : is not a member of 'iterator'
fatal error C1083: Cannot open source file: 'G:\dev\wesnoth-0.8.5\src\editor\scenario_editor.cpp': No such file or directory
Call it curiosity, but the programmer in me would really like to get this building . If its something wrong on my end then fair enough, but I thought I'd point it out in case its the distributed source that's to blame.
Btw, is it theoretically possible to build wesnoth with Mingw or Cygwin?
g:\dev\wesnoth-0.8.5\src\multiplayer.cpp(80) : error C2040: 'i' : 'struct config *const * ' differs in levels of indirection from 'class std::_Tree<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,struct std::p
air<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const ,struct player_info>,struct std::map<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,struct player_info,struct
std::less<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > >,class std::allocator<struct player_info> >::_Kfn,struct std::less<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<cha
r> > >,class std::allocator<struct player_info> >::iterator'
g:\dev\wesnoth-0.8.5\src\multiplayer.cpp(81) : error C2100: illegal indirection
g:\dev\wesnoth-0.8.5\src\multiplayer.cpp(81) : error C2676: binary '[' : 'struct std::pair<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const ,struct player_info>' does not define this operator or a convers
ion to a type acceptable to the predefined operator
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(115) : error C2371: 'i' : redefinition; different basic types
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(90) : see declaration of 'i'
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(115) : error C2039: 'first' : is not a member of 'iterator'
g:\dev\wesnoth-0.8.5\src\multiplayer_connect.cpp(115) : error C2039: 'second' : is not a member of 'iterator'
fatal error C1083: Cannot open source file: 'G:\dev\wesnoth-0.8.5\src\editor\scenario_editor.cpp': No such file or directory
Call it curiosity, but the programmer in me would really like to get this building . If its something wrong on my end then fair enough, but I thought I'd point it out in case its the distributed source that's to blame.
Btw, is it theoretically possible to build wesnoth with Mingw or Cygwin?
Re: windows VC6 build failing
What compiler are you using? VC++? What version?Iron wrote:It could well be my setup, but with the 0.8.5 source I get the following (sorry about the length of some of these):-
Theoretically, yes. No-one has ever actually managed it though.Iron wrote: Btw, is it theoretically possible to build wesnoth with Mingw or Cygwin?
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming