Wesnoth 1.3.3

Get help with compiling or installing the game, and discuss announcements of new official releases.

Moderator: Forum Moderators

Post Reply
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Wesnoth 1.3.3

Post by ivanovic »

Wesnoth 1.3.3 is out!

Just another development release. This time we feature a whole lot of new stuff. Eg due to our changed policy for adding campaigns to mainline 4 new campaigns did find their way into this release. Of course most of these campaigns are not completely translated yet, but if you want to help getting them complete, contact the translation maintainers listed here. We did add some "comment" about the length of every campaign to the selection and tried to adjust the difficulty level naming scheme to be more uniform over all campaigns. Now you can more easily see the difficulty level because if difficulty levels are named the same in two campaigns, they should be about equally difficult in that level.

Beside this the whole directory structure was changed to make sanity checking more simple for our tools and to regain some structure. Ingame you won't see any difference, as long as you do make sure that the game was uninstalled before the new version is installed. If you don't do so, you might get quite some problems.

Due to some strange bug in our tools, some mp maps do have a problem, they lack the topmost row. This results in these maps (not all of them, only some) being broken/unbalanced. There is already a patch for this available in this forum thread.

Of course there were many other changes. For example balancing was further adjusted and many other things did change. For a more complete list (not 100% complete, some devs tend to forget adding entries) have a look at the changelog. A changelog with the changes that might be visible to most users (and that does only include these) is the players_changelog.


Downloads
Sources:
http://prdownloads.sourceforge.net/wesn ... 2?download (81.9MB) md5sum
Here is the xDelta for the sources:
http://downloads.sourceforge.net/wesnot ... a?download (1.3.2 to 1.3.3, 22.4MB)
Check http://www.wesnoth.org/forum/viewtopic.php?t=7034 for info on using xdelta.

Now even the Windows binary is ready, it does directly include the hotfix for the problems with the MP maps:
http://downloads.sourceforge.net/wesnot ... e?download (75.5MB)

But the MacOSX Binary is ready and seems to work now (the filename has a 1.3.3a in it, the plain 1.3.3 did not work). The size did even reduce compared to the last release, even though all the new content made the sourcetarball increase a lot... Please keep in mind that OSX 10.3+ is required:
http://downloads.sourceforge.net/wesnot ... g?download (full version, 81.9MB)
http://downloads.sourceforge.net/wesnot ... g?download (lite version (no artwork and music), 49.1MB)

No idea which Linux binaries are ready, but all the known packagers have been contacted. Infos about where to get the respective binaries or how to get them work you get on the Linux binaries site.

This time we even have one new package for you: An (Open) Solaris Binary.

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.

Soon we will forbid 1.3.2 on the mp server because it does cause problems when playing together with 1.3.3 clients. So consider to update as soon as possible.

If you find any bugs don't hesitate to report them after reading the instructions about how to post them. Instructions for bug reporting can be found at http://www.wesnoth.org/wiki/ReportingBugs.

Enjoy!
Last edited by ivanovic on June 24th, 2007, 6:49 pm, edited 2 times in total.
User avatar
Baufo
Inactive Developer
Posts: 1115
Joined: January 29th, 2006, 4:53 pm
Location: Vienna, Austria

Post by Baufo »

I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
Sombra
Posts: 273
Joined: August 11th, 2006, 6:38 pm

Post by Sombra »

:) Thx very much. The new version is allready more active on the MP server. I like the new toned down fear trait.

Small but significant improvement regarding the graphic.

Only downside is slight performance problems on my computer 2,66 Ghz, Windows, 512 MB. In no way a high end machine
Performance in the way that a click does not immeadtly shows a response but needs the fraction of a sec to respond. Kind of strange.
Snarius
Posts: 18
Joined: May 16th, 2007, 4:30 am

Post by Snarius »

Sombra wrote::) Thx very much. The new version is allready more active on the MP server. I like the new toned down fear trait.

Small but significant improvement regarding the graphic.

Only downside is slight performance problems on my computer 2,66 Ghz, Windows, 512 MB. In no way a high end machine
Performance in the way that a click does not immeadtly shows a response but needs the fraction of a sec to respond. Kind of strange.
Sombra, if you compile from source you could make these couple changes:
http://svn.gna.org/viewcvs/wesnoth?rev= ... 0&view=rev

It has to do with the way all the units on a map are being passed to a pathfinding function.
Zonzi
Posts: 6
Joined: June 4th, 2007, 11:20 am
Location: Finland Turku Varissuo

Post by Zonzi »

Hey im a new user and i downloaded the 1.3.3 and when i had it extracted form winrar the install icon wont go(it will come but it ask with what process do you want to run with it) Plz help!(still using 1.2.3 cause dont understand a thing when have to compile 1.2.4)
All hail Finland!
torangan
Retired Developer
Posts: 1365
Joined: March 27th, 2004, 12:25 am
Location: Germany

Post by torangan »

Stop fetching the source code and get the Windows installer binary?
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp

Translators for all languages required: contact me. No geek skills required!
Zonzi
Posts: 6
Joined: June 4th, 2007, 11:20 am
Location: Finland Turku Varissuo

Post by Zonzi »

Thx alot
All hail Finland!
Falconer3141
Posts: 2
Joined: June 11th, 2007, 4:25 pm

Post by Falconer3141 »

I got the new 1.3.3 download and when I run the setup, it says that the "files are corupted" and that I should "obtain a new copy of the program". Please help. (note: I am somewhat technologically impaired.)
torangan
Retired Developer
Posts: 1365
Joined: March 27th, 2004, 12:25 am
Location: Germany

Post by torangan »

Well, the error message is rather clear. Something went wrong with your download and data got corrupted. If you don't have such problems all the time, doing a fresh download should fix it.
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp

Translators for all languages required: contact me. No geek skills required!
Falconer3141
Posts: 2
Joined: June 11th, 2007, 4:25 pm

Post by Falconer3141 »

I re-downloaded it several times, restarted the computer, etc. It never worked. It is probably just something with my computer, if other people are not having this problem. Later, I downloaded 1.2.4, and all was fine.
Mutant
Posts: 6
Joined: December 21st, 2006, 2:09 pm

Post by Mutant »

Snarius wrote:
Sombra wrote::) Thx very much. The new version is allready more active on the MP server. I like the new toned down fear trait.

Small but significant improvement regarding the graphic.

Only downside is slight performance problems on my computer 2,66 Ghz, Windows, 512 MB. In no way a high end machine
Performance in the way that a click does not immeadtly shows a response but needs the fraction of a sec to respond. Kind of strange.
Sombra, if you compile from source you could make these couple changes:
http://svn.gna.org/viewcvs/wesnoth?rev= ... 0&view=rev

It has to do with the way all the units on a map are being passed to a pathfinding function.
I just subscribed to this thread hoping that some user who's smarter than me will compile and upload a properly working windows version.

Waiting 2 or more (sometimes 10) seconds for every unit to move is much too much. :(

TIA 8) :)

ps. I remember learning Basic on ZX Spectrum ~20 years ago - pathfinding routines in very simple games took less than one tenth of a second. :P
Post Reply