Search found 239 matches

by penguin
March 31st, 2011, 1:52 am
Forum: Release Announcements, Compiling & Installation
Topic: Dialogue Portraits Devolving
Replies: 10
Views: 3550

Re: Dialogue Portraits Devolving

I guess you followed my instructions and made a package? I'm impressed. :) If you upload it somewhere, I'll test it and put it on SF. You did make sure to include translations, update version numbers in Info.plist, and update the changelog in the nib file? If so it should all be good! The reason I h...
by penguin
September 18th, 2010, 4:01 pm
Forum: Technical Support
Topic: 1.9.1 over prev 1.8.4 dir
Replies: 5
Views: 817

Re: 1.9.1 over prev 1.8.4 dir

The titlescreen was totally redone to use the new GUI code. It still has some issues, but it will surely get fixed up.
by penguin
August 29th, 2010, 3:50 am
Forum: Technical Support
Topic: 1.9.0 bugs and feedback
Replies: 57
Views: 5553

Re: 1.9.0 bugs and feedback

That's because the shortcut opens the game with command-line parameters that tell it where your data is. It's still opening the same program, just opening it with different settings. Not entirely sure how that works, but I'm glad it's not anything serious - since they're the same file, at least I t...
by penguin
August 28th, 2010, 10:55 pm
Forum: Technical Support
Topic: 1.9.0 bugs and feedback
Replies: 57
Views: 5553

Re: 1.9.0 bugs and feedback

That's because the shortcut opens the game with command-line parameters that tell it where your data is. It's still opening the same program, just opening it with different settings.
by penguin
August 24th, 2010, 6:42 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.9.0
Replies: 118
Views: 33232

Re: Wesnoth 1.9.0

From what I gather, it seems that it's caused by our Boost copy being compiled for a later version of Windows. Loonycyborg uses Windows XP IIRC, but maybe he could try to figure out a fix anyway... Someone else reported the same thing in Frogatto , there's some info about how to fix it here . Maybe...
by penguin
August 22nd, 2010, 4:13 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.9.0
Replies: 118
Views: 33232

Re: Wesnoth 1.9.0

Yeah, that's possible, just drag Wesnoth.app somewhere other than Applications. Once you've done that, you can rename it "Wesnoth 1.9" or something, and put it in Applications too. Or rename your current Wesnoth in Applications to "Wesnoth 1.8" first. Basically, just make sure their names don't conf...
by penguin
August 15th, 2010, 2:35 pm
Forum: Technical Support
Topic: Problem locating userdata directory.
Replies: 1
Views: 286

Re: Problem locating userdata directory.

Did you run the game yet? If not it wouldn't be there. But maybe more likely: it's in the Library in your home folder, not in the root of your harddrive.
by penguin
August 12th, 2010, 10:09 pm
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 60830

Re: How To Compile On A Mac

I've committed an updated project file to projectfiles/Xcode/, with a readme, and a new zip of libraries and headers on SF (the link is in the readme). Let me know if you have any problems!
by penguin
August 11th, 2010, 6:48 pm
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 60830

Re: How To Compile On A Mac

Err, right, sorry for neglecting this for so long! I haven't done anything with the project file in svn (ever), because I haven't tried to compile 1.9 yet. Usually I just update when there's a release and build right then - and there hasn't been a 1.9 release yet. I've tried CodeBlocks, and personal...
by penguin
August 3rd, 2010, 2:36 am
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 60830

Re: How To Compile On A Mac

Err, right, sorry I'm being so slow. I will try to get to that very soon.
Simons Mith wrote:In fact I even tried removing and re-adding the entire /src directory tree, which may have been a step too far.
Yeah, that was a step too far - there are some files you need to not include.
by penguin
July 10th, 2010, 7:37 pm
Forum: Game Development
Topic: Frogatto
Replies: 82
Views: 16535

Re: Frogatto

Lastmerlin wrote:1. Source package link did not work. I got the SVN version then
They're the same currently, so you're fine on that count - but thanks for letting us know. It was a capitalization issue; "frogatto" not "Frogatto".
by penguin
July 10th, 2010, 5:35 am
Forum: Game Development
Topic: Frogatto
Replies: 82
Views: 16535

Re: Frogatto

Frogatto 1.0rc1 is out ! If all goes as planned, we'll probably release it this weekend. :) Also note, that currently I'm making the Windows builds, but that hopefully loonycyborg will make the actual release builds, and I'll just do the periodic development ones, since I don't know anything about ...
by penguin
July 9th, 2010, 4:04 am
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Mac OS X
Replies: 179
Views: 60830

Re: How To Compile On A Mac

Yeah, I could. I'm just being lazy about it - how about I just update it and commit the file in projectfiles/xcode/ soon? And if I don't do it soon, you can feel free to pester me.
by penguin
July 8th, 2010, 8:50 pm
Forum: Game Development
Topic: Frogatto
Replies: 82
Views: 16535

Re: Frogatto

I would appreciate an option to reconfigure the control keys. As three of the arrow keys on my keyboard are dead, I haven't been able to try the game. :( Well that sucks. What platform are you on? Certainly we want to provide configurable controls at some point, but for now I could fairly easily ch...
by penguin
July 6th, 2010, 3:31 pm
Forum: Game Development
Topic: Frogatto
Replies: 82
Views: 16535

Re: Frogatto

The limitation for wall jumps, is just that you have to be still in the upward part of your jump. You can most certainly run and wall jump. I wanted a separate key for running as well, but we definitely couldn't have one for the iPhone (well, maybe we sort of could...), and we were talking about rem...