Wesnoth 0.9 for Windows
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Wesnoth 0.9 for Windows
I have compiled and packaged version 0.9 for Win32!
Edit: Get the package here: http://prdownloads.sf.net/smooth/Wesnot ... e?download
I have also made a zip package: http://prdownloads.sf.net/smooth/Wesnot ... p?download
The game is compiled using MinGW GCC 3.4.2 and should run on all 32-Bit Windows platforms. Works fine for me.
Old:
I will make it available online if someone provides the webspace. The files are 35MB (Setup Exe) and 36MB (Zip Archive). Contact me if you have a server running that can handle some Gigs of traffic.
Edit: Get the package here: http://prdownloads.sf.net/smooth/Wesnot ... e?download
I have also made a zip package: http://prdownloads.sf.net/smooth/Wesnot ... p?download
The game is compiled using MinGW GCC 3.4.2 and should run on all 32-Bit Windows platforms. Works fine for me.
Old:
I will make it available online if someone provides the webspace. The files are 35MB (Setup Exe) and 36MB (Zip Archive). Contact me if you have a server running that can handle some Gigs of traffic.
Last edited by enzo on April 19th, 2005, 11:23 pm, edited 4 times in total.
I can do it or the BFW project can do it. You can PM Dave or Issac I guess. I can put it up in the meantime if you get it to me somehow.
EDIT: I just had an awesome idea. What if you uploaded it to the campaign server? I wonder if that would be too much for it to handle.
EDIT: I just had an awesome idea. What if you uploaded it to the campaign server? I wonder if that would be too much for it to handle.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
I built it on Windows using the MinGW GCC compiler. I first tried to compile it using MSVC6, but I found that the project files were outdated and there were many STL related problems which I couldn't fix easily. GCC compiled everything without even a warning message.
I won't provide a detailed description of how to compile it here, 'cause it took me ~6 hours to get it working and listing every detail here would probably take another two.
Here's what you need to build it yourself:
MinGW Compiler Suite v3.2: http://sf.net/projects/mingw/
DLLs for running Wesnoth:
GNU gettext runtime: ftp://ftp.gnu.org/gnu/gettext/
SDL 1.2.8: http://www.libsdl.org/download-1.2.php
SDL Image: http://www.libsdl.org/projects/SDL_image/
SDL Mixer: http://www.libsdl.org/projects/SDL_mixer/
SDL Net: http://www.libsdl.org/projects/SDL_net/
SDL TTF: http://www.libsdl.org/projects/SDL_ttf/
For running the compile.sh script:
Bash Shell for Cygwin: ftp://ftp.gwdg.de/pub/misc/sources.redh ... ease/bash/
Cygwin Runtime: ftp://ftp.gwdg.de/pub/misc/sources.redh ... se/cygwin/
For building the translation files:
GNU gettext for Windows: http://sf.net/projects/gnuwin32/
I needed to compile sdl_main_win32.c from SDL 1.2.8 first. The libSDLmain.a included in the SDL devel package didn't work for me.
I attached the script I used to compile Wesnoth. Maybe it's useful for you too.
I'll probably write a Makefile tomorrow. That will make the build process more modular and straightforward.
Good Luck!
I won't provide a detailed description of how to compile it here, 'cause it took me ~6 hours to get it working and listing every detail here would probably take another two.
Here's what you need to build it yourself:
MinGW Compiler Suite v3.2: http://sf.net/projects/mingw/
DLLs for running Wesnoth:
GNU gettext runtime: ftp://ftp.gnu.org/gnu/gettext/
SDL 1.2.8: http://www.libsdl.org/download-1.2.php
SDL Image: http://www.libsdl.org/projects/SDL_image/
SDL Mixer: http://www.libsdl.org/projects/SDL_mixer/
SDL Net: http://www.libsdl.org/projects/SDL_net/
SDL TTF: http://www.libsdl.org/projects/SDL_ttf/
For running the compile.sh script:
Bash Shell for Cygwin: ftp://ftp.gwdg.de/pub/misc/sources.redh ... ease/bash/
Cygwin Runtime: ftp://ftp.gwdg.de/pub/misc/sources.redh ... se/cygwin/
For building the translation files:
GNU gettext for Windows: http://sf.net/projects/gnuwin32/
I needed to compile sdl_main_win32.c from SDL 1.2.8 first. The libSDLmain.a included in the SDL devel package didn't work for me.
I attached the script I used to compile Wesnoth. Maybe it's useful for you too.
I'll probably write a Makefile tomorrow. That will make the build process more modular and straightforward.
Good Luck!
- Attachments
-
- compile.zip
- (820 Bytes) Downloaded 421 times
I don't think that's a good idea. The server would probably be able to handle the load, but hey, it's a campaign server!scott wrote:I just had an awesome idea. What if you uploaded it to the campaign server? I wonder if that would be too much for it to handle.
I'll upload it to SourceForge and release it under my 'smooth Class Library' project. You'll be able to get the files from http://sf.net/projects/smooth/ then.
I'll need about an hour to upload the files, so be patient if it's not there, yet.
In the meantime have a look at my BonkEnc Audio Encoder project, a ripper, encoder and converter for many audio formats: http://www.bonkenc.org/. And please not that you can donate for the project via PayPal (to donate@bonkenc.org)
Congratulations on compiling Wesnoth with GCC compiler under windows! It is huge effort... I tried it few times (with wesnoth 0.7.4 i think), but I failed miserably. My compiled binaries didn't run. I am glad to see it is possible now. Thanks for windows binary, i am going to "test" it for few hours
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- Posts: 99
- Joined: April 14th, 2005, 2:32 pm
- Location: Blacksburg, VA, USA
When I try to start your version (after installing iconv.dll), it exits without bringing up the menu screen or anything and stderr.txt is as follows:
Battle for Wesnoth v0.9.0
Started on Wed Apr 20 01:37:54 2005
started game: 1
locale could not be determined; defaulting to system locale
no valid cache found. Writing cache to 'C:/Program Files/Wesnoth/userdata/cache/game.cfg-cache-v0.9.0-MEDIUM-NORMAL-lang_default'
closing audio...
final closing audio...
done closing audio...
Could not initialize video. Exiting.
This error message is not informative enough for me to have any idea what is actually going wrong. 0.8.11 worked fine on my system, until I installed 0.9.0 and it automatically clobbered the old version (for something that hasn't reached 1.0 yet, it might be better to give the user the option of installing it to a separate directory). So I guess I can revert until the "official" windows 0.9.1 comes out.
Battle for Wesnoth v0.9.0
Started on Wed Apr 20 01:37:54 2005
started game: 1
locale could not be determined; defaulting to system locale
no valid cache found. Writing cache to 'C:/Program Files/Wesnoth/userdata/cache/game.cfg-cache-v0.9.0-MEDIUM-NORMAL-lang_default'
closing audio...
final closing audio...
done closing audio...
Could not initialize video. Exiting.
This error message is not informative enough for me to have any idea what is actually going wrong. 0.8.11 worked fine on my system, until I installed 0.9.0 and it automatically clobbered the old version (for something that hasn't reached 1.0 yet, it might be better to give the user the option of installing it to a separate directory). So I guess I can revert until the "official" windows 0.9.1 comes out.
You should not install the new release over an old version. Next time choose a different directory in the installer.what wrote:try deleting your 'Wesnoth/userdata/data' folder
Deleting the userdata folder should fix the problem.
Last edited by enzo on April 20th, 2005, 3:46 pm, edited 1 time in total.
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- Posts: 99
- Joined: April 14th, 2005, 2:32 pm
- Location: Blacksburg, VA, USA
This works; however, it's kind of annoying that the installer *automatically* installs over the old version, especially if this is already known to break Wesnoth! At least, an attempt to auto-detect whether there is an old version and warn the user to uninstall it first would be nice.
And is there any way to avoid re-downloading campaigns that I already downloaded?
And is there any way to avoid re-downloading campaigns that I already downloaded?
You should not forget that people do build the windows version in their free time. they get nothing for it. So the installer will for sure not be checking for everthing.
And it is not known, that it WILL cause probs to reuse the old data dir. Sometimes it can make probs, sometimes it works. If you copyied your old campaigns it would have worked. But some campaigns are known to break the game because of some changes to the parser. The parser is now much stricter and does eg not allow spaces in atributes anymore (movement costs --> movement_costs). This can make the game not to start at all.
And you should not be so happy about having the 0.9.0 release, because it is quite buggy. There are some great changes between 0.8.11 and 0.9.0 (it has been a long time between these releases) but there are also quiete a lot of new bugs. If I were you I would wait for the next release. Yes, it will be out quite soon :) Lots of very anoying bugs will be fixed in it (maybe there will also be some new ;) )
And don't forget that all of the releases are somehow only "Snapshots" of the cvs code. This means there are for sure some bugs in all the pre 1.0 versions.
And it is not known, that it WILL cause probs to reuse the old data dir. Sometimes it can make probs, sometimes it works. If you copyied your old campaigns it would have worked. But some campaigns are known to break the game because of some changes to the parser. The parser is now much stricter and does eg not allow spaces in atributes anymore (movement costs --> movement_costs). This can make the game not to start at all.
And you should not be so happy about having the 0.9.0 release, because it is quite buggy. There are some great changes between 0.8.11 and 0.9.0 (it has been a long time between these releases) but there are also quiete a lot of new bugs. If I were you I would wait for the next release. Yes, it will be out quite soon :) Lots of very anoying bugs will be fixed in it (maybe there will also be some new ;) )
And don't forget that all of the releases are somehow only "Snapshots" of the cvs code. This means there are for sure some bugs in all the pre 1.0 versions.