Wesnoth 1.7.0

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ivanovic
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Wesnoth 1.7.0

Post by ivanovic » May 18th, 2009, 7:21 pm

Wesnoth 1.7.0 is out!

This is the first 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 1.7.0.

The release includes many engine changes like initial work to make the AI more modular. Beside that there were quite many other changes, too. The savegames from the 1.6.x line will probably not be compatible with 1.7.0 and usermade content from 1.6.x is likely to cause problems, too. Please uninstall your old version of Wesnoth and remove your userdata before installing the 1.7.0 release.

So what is really noteworthy? A new campaign was added to mainline, Some new music was added. Many graphics were changed or added. Though most changes happened under the hood and might make the game be a little more stable and maybe even faster in some specific situations.

Some other important things to mention:
***
The add-ons directory, <preferences>/data/campaigns, has been renamed to <preferences>/data/add-ons in order to better reflect its current purpose: holding not only singleplayer campaigns, but also any other kinds of single or multiplayer add-ons.
***
A new campaign has found its place in mainline after being cared for by the Wesnoth-UMC-Dev Project for polishing and bug-fixing. It is Delfador's Memoirs, a novice level campaign with 24 scenarios, some of which are brand-new; other scenarios were actually cut from the original Legend of Wesmere before the latter was added to mainline.
***
Notes for packagers and those who build themselves:
* We now depend on lua >= 5.1.4
* If you build Wesnoth using cmake, you have to upgrade to a version >=2.6
* If you build Wesnoth using scons, you have to upgrade to a version >=0.98.3
* If you want to build Wesnoth using autotools, you now have to generate the configure script first using ./autogen.sh (requires autoconf >=2.60 and automake >=1.9)
***

Of course there is also the full changelog listing (almost) all the changes since 1.6. 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 (229.1 MB) md5sum
Here is the xDelta for the sources:
http://downloads.sourceforge.net/wesnot ... a?download (1.6.2 to 1.7.0, 22.2 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 1.7.0 is already up and running. This server can only be used to play with 1.7.0. 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.

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Darkaros
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Re: Wesnoth 1.7.0

Post by Darkaros » May 19th, 2009, 12:09 am

Saw this thread as I was before I left for something, and after I came home. Was excited enough to respond. The decision to add in the Dwarvish Scout line for THoT was probably what surprised me enough to post, and I'm more or less wondering what compelled you guys to add it in, since I've been browsing this forum for about 2 months and haven't seen anything about it in development.

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Viliam
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Re: Wesnoth 1.7.0

Post by Viliam » May 19th, 2009, 8:14 pm

ivanovic wrote:The add-ons directory, <preferences>/data/campaigns, has been renamed to <preferences>/data/add-ons in order to better reflect its current purpose: holding not only singleplayer campaigns, but also any other kinds of single or multiplayer add-ons.
Good idea, but maybe just "<userdata>/addons" would be even better. The directory structure like "program files / wesnoth / userdata / data / campaigns / YourCampaign / scenarios / scenario001.cfg" is IMHO pretty long. What other "data" is there in $userdata directory besides add-ons anyway? By reducing "data / addons" to "addons" there would be one level less.

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Re: Wesnoth 1.7.0

Post by Jozrael » May 19th, 2009, 8:52 pm

Hurrah! General w00ts to the devs!

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Re: Wesnoth 1.7.0

Post by AI » May 20th, 2009, 3:39 pm

Viliam wrote:
ivanovic wrote:The add-ons directory, <preferences>/data/campaigns, has been renamed to <preferences>/data/add-ons in order to better reflect its current purpose: holding not only singleplayer campaigns, but also any other kinds of single or multiplayer add-ons.
Good idea, but maybe just "<userdata>/addons" would be even better. The directory structure like "program files / wesnoth / userdata / data / campaigns / YourCampaign / scenarios / scenario001.cfg" is IMHO pretty long. What other "data" is there in $userdata directory besides add-ons anyway? By reducing "data / addons" to "addons" there would be one level less.
There will probably be other stuff in <userdata>/data again someday (soon, hopefully), the rest of it was removed because there was nothing referencing it.

shevegen
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Re: Wesnoth 1.7.0

Post by shevegen » June 3rd, 2009, 2:48 pm

But aside of the location, he also meant "addon" instead of "add-on" as a name.

It is not really important, but personally I do not really have any directories with "-" inside.
I do have a very few directories with "_" like "build_tools" directory, but I really dont have
any dir that has a "-" as part of its name.

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tr0ll
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Re: Wesnoth 1.7.0

Post by tr0ll » June 4th, 2009, 2:36 am

Changelog says
* In TROW, the Lady Jessica is now the Lady Jessene. This was the last
major character in mainline (and probably the last named unit of any
kind) to have an earth-human name.
how long will this assumption stay valid?
if i had a kid i'd be tempted to use a Wesnoth name :D

great work once again!

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Re: Wesnoth 1.7.0

Post by Boucman » June 5th, 2009, 12:44 pm

We tried to convince Dave to name his first-born Konrad, but it didn't work :P
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ghyr-easeus
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Re: Wesnoth 1.7.0

Post by ghyr-easeus » March 8th, 2010, 10:09 am

tr0ll wrote:* In TROW, the Lady Jessica is now the Lady Jessene. This was the last
major character in mainline (and probably the last named unit of any
kind) to have an earth-human name.
It's lie. In Son of the Black Eye, nearly all enemies have our names

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Re: Wesnoth 1.7.0

Post by thespaceinvader » March 8th, 2010, 10:26 am

You felt the need to bump a nearly-year-old thread for that... why, exactly?
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tr0ll
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Re: Wesnoth 1.7.0

Post by tr0ll » March 10th, 2010, 3:04 am

well i was commenting on a changelog entry from that version.
perhaps it didnt reflect any sort of policy,
but was someone's perception of a sort of milestone.
if SotBE in 1.7 and later has lots of human names it is just a matter of
clarifying the scenario and writers policy.

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Re: Wesnoth 1.7.0

Post by Ken_Oh » March 10th, 2010, 11:45 am

The necro-bumping suddenly isn't as weird as the schizophrenia.

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