Wesnoth 1.3.10

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

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Jack the Ripper
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Post by Jack the Ripper »

Thank you very much! :D

Does anyone know, when the 1.3.x branch will be stable?
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pauxlo
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Post by pauxlo »

Jack the Ripper wrote:Does anyone know, when the 1.3.x branch will be stable?
When it is stable, it will be named 1.4.
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Jack the Ripper
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Post by Jack the Ripper »

pauxlo wrote:
Jack the Ripper wrote:Does anyone know, when the 1.3.x branch will be stable?
When it is stable, it will be named 1.4.
Thank you for this information! :)
lwa
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Post by lwa »

Here is a Mac OS X image:

http://prdownloads.sourceforge.net/wesn ... g?download
http://prdownloads.sourceforge.net/wesn ... g?download

It has been compiled and tested on Leopard (10.5) but should work on 10.3.9 and later systems.

The new Xcode (3.0) don't allow to cross-compile Battle for Wesnoth in universal binary (multiple reasons, but specialy the png lib is only shipped for i386). Reverting to Xcode 2.5 produced this build.
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JW
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Post by JW »

WOW!!!!

There have been so many great interface changes since I last played!! :shock:

Several of the ones we were talking about when I left have been implemented:
-No need to restart Wesnoth after Add-on downloads
-Option to remain in-game after scenario ends
-Idle-animation frequency slider (may have been implemented as I was just leaving...I don't remember exactly)
-Several data-save options
-Consolidation of MP game-type options (were my suggestions helpful?)

I'm sure many other changes have been made that I am still unaware of because either (1) I didn't have the opportunity to see them playing only against computers; or (2) I was unaware of them because of ignorance (like how native Americans couldn't see approaching ships at sea as they didn't know what ships were).

Since I played with the Era of Myths (of course 8) ), I didn't see any of the new graphics I'm sure have been included, nor any of the scenario updates.

Dang, why did I have to play a game before my finals!!!!!
(That means "excellent work!!")
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Bob_The_Mighty
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Post by Bob_The_Mighty »

JW wrote:-No need to restart Wesnoth after Add-on downloads
When was this implemented? Does it also mean that you no longer need to restart wesnoth after tinkering with WML? It would be most helpful if that is the case.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
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JW
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Post by JW »

Bob_The_Mighty wrote:
JW wrote:-No need to restart Wesnoth after Add-on downloads
When was this implemented? Does it also mean that you no longer need to restart wesnoth after tinkering with WML? It would be most helpful if that is the case.
Well, I'm unsure if this applies to online, but when I just played solo against the comp I didn't need to restart. I ended up going online later and Oreb told me he needed to restart afterwards. I'm unsure which MP requires.

AND OMG THE NEW UNDEAD GRAPHICS ARE AMAZING!!!! (Only saw the necrophage and bone shooter!!!) :shock: :shock:
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thespaceinvader
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Post by thespaceinvader »

Ghoul, banebow, Dark Adept line, draug, (possibly) revenant all await your eager attention, then. And check out the closed art dev forum for undeniable awesomeness to come with the Deathblade, Liches and Death Knight... They're all in the massive 48-page thread about TC.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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