Wesnoth 1.9.9

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

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ivanovic
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Wesnoth 1.9.9

Post by ivanovic »

This is another release of the 1.9.x development branch. As with normal development releases, it may include many more bugs than stable releases from the 1.8.x series — additionally, 1.8 content is not compatible with 1.9.x due to the many changes in the game engine and WML syntax between both branches. Don't be disappointed if the game crashes every now and then — "normal" players (those who want a stable gaming experience) should not use this release, and stick to the stable branch instead. However, if you want to test the future of Wesnoth and help us find bugs early, you are welcome to check out this release. We require your help for finding and fixing issues. If you find a bug, please do not assume that it is so obvious that we already know about it. Report it and make sure that we are aware of it.

This release includes various fixes and changes. This release should include all work completed duing the Google Summer of Code 2011. This means more work on the Eclipse based UMC Development IDE, additional improvements for the whiteboard, work on Lua AI stuff as well as a new WML Validator. Beside this there were many balancing changes, especially changing the Khalifate.

So far there are no known issues (besides the stuff listed in the bug tracker). So let's directly head over to the most important features of this new release (at least the most important things that the other devs do want you to know about :wink: ).

Important changes and new features
Dependencies
Wesnoth now requires boost 1.36 when building. This dependency was bumped to add support for "unordered map".
WML Validation
A validation engine was created during Google Summer of Code 2011. Validation is done via schema. Also, a schema generating tool was created. Schema is built from schema markup inside C++ sources. This feature also allows validation of GUI WML. For more information about this, have a look at the Validation Wikipages.
Of course there is also the full changelog listing (almost) all the changes since 1.9.8. A changelog for the most visible changes for users is the players changelog.

Known Issues (might be fixed in the next release(s))

There are no known issues at the moment.

Downloads

Source code:
http://sourceforge.net/projects/wesnoth ... 2/download (324.8 MB) md5sum
Here is the XDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.9.8 to 1.9.9, 4.8 MB)
Check http://forums.wesnoth.org/viewtopic.php?t=7034 for information 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 OpenPandora package is already available. You can find it on the download page.

Many of the Linux packages have already been created, and all known packagers have been contacted. Information about where to get the respective binaries or how to get them to work can be found in the Linux binaries page in the wiki. Download links for other supported systems will be available at the downloads page once the packages are created and published.

As a fallback you can also get the sources from http://files.wesnoth.org/ — but you should first try to get files through SourceForge.net to help us save bandwidth. Please get the files from SourceForge.net if possible.

The multiplayer server for 1.9.9 is up and running. This server can be only be used to play with other 1.9.9 users. If you do encounter problems, please report them.

A new add-ons server for 1.9.x is already running. It was started during the development of 1.9.0. If you encounter any problems with content from the add-ons server not working as expected, please notify the content's author — most of them should be here in the Scenario & Campaign Development forum.

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 ReportingBugs. Again, we require your help for finding and fixing issues, no matter how trivial or complicated they are!

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...

Bug reports 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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Crendgrim
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Re: Wesnoth 1.9.9

Post by Crendgrim »

It may be noted for UMC authors, that between 1.9.8 and 1.9.9 [remove_item] got changed: It now takes a StandardLocationFilter, thus using an empty [remove_item] tag may lead to unintended behavior, as it now removes all items instead of those on $x1,$y1 as before (see here: Re: Important v1.10 Syntax Changes (also applies to 1.9+)).


Crend
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Lord-Knightmare
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Re: Wesnoth 1.9.9

Post by Lord-Knightmare »

@ Crendgrim: Thanks for the note.

Does this version have the problem with Mac Book Pros (the games hangs and the app is said to be not responding), as the previous two versions did? If no, then I'm definitely downloading it.

HaJo
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Re: Wesnoth 1.9.9 / translation

Post by HaJo »

I found a small issue with translations in Help/Contributions, about 3/4 down.
The titles are listed as "Kampagnengestaltung" etc, which should be shown
as "Campaindesign" etc.

Systemdefault is German, but I selected English/GB.
Happens also for English/US, French, etc.

Also, after switching to french, the helptext on the startpage
remains in english.
-HaJo

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tekelili
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Re: Wesnoth 1.9.9

Post by tekelili »

After create a game on mainlain map "Ruins of Terra-Dwelve" I saw that transitions between darven castle and stone wall are working bad on 1.9.9. I still didnt check it with other keeps, but problably problem will be in stone wall terrain, I guess.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II

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Alarantalara
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Re: Wesnoth 1.9.9

Post by Alarantalara »

tekelili wrote: After create a game on mainlain map "Ruins of Terra-Dwelve" I saw that transitions between darven castle and stone wall are working bad on 1.9.9. I still didnt check it with other keeps, but problably problem will be in stone wall terrain, I guess.
It's already been fixed in trunk, so no need to submit a bug report there: http://gna.org/bugs/?18587

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Lord-Knightmare
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Re: Wesnoth 1.9.9

Post by Lord-Knightmare »

The bug I reported earlier still persists so I filed a bug report on http://gna.org/bugs/index.php?18718

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EagleEye
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Re: Wesnoth 1.9.9

Post by EagleEye »

I have a question.
When will SX Collection be released?
Will it be soon or should I play 1.8.5 for a while?
:| :?: :|
You can run but you can't hide from my....

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Pentarctagon
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Re: Wesnoth 1.9.9

Post by Pentarctagon »

This thread is about mainline only, not add-ons. I suggest you either do a forum search (or just look through the first page or two of Multiplayer Development) and ask in the add-on's thread.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

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EagleEye
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Re: Wesnoth 1.9.9

Post by EagleEye »

Okay, sorry, couldn't find another one. :P
You can run but you can't hide from my....

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Pentarctagon
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Re: Wesnoth 1.9.9

Post by Pentarctagon »

Split the wolf sounds to this thread.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

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Rigor
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Re: Wesnoth 1.9.9

Post by Rigor »

you accidently split my post too :) here goes the part after the wolf sound:

as for the other changes, good stuff, good job! i liked how you realized the option to shuffle teams a lot and im glad that my idea on github was processed in the end. maybe you know already that the ladder will undergo a big change in the future with a lot of ideas that will enhance the player's game experience. i wanted to ask you for the first time if you considered a cooperation in points of mutual interest, for instance statistics about map/race that could highly increase balance. i imagine it could work with an automatic processing of the replay from the replay server that has a clear information who won or lost the game while playing which faction on what map. of course, for an automatic replay processing there would have to be a function in wesnoth.exe that makes it possible for you to lose/draw during the game with a command or a button, otherwise its an unfinished game that cannot be evaluated (when we actually managed to write a code that can read a victory for one or the other side). i will writer a more detailed github request after positive resonance.

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Iris
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Re: Wesnoth 1.9.9

Post by Iris »

Rigor wrote:github
Github?
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.

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Rigor
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Re: Wesnoth 1.9.9

Post by Rigor »

i was a bit in a hurry when i wanted to post the message already, i meant gna of course (dont ask me why i thought of github first, maybe because of the STRIKING similarity between those two names? :lol2: )

https://gna.org/bugs/?15798
https://gna.org/bugs/?16733

so you see i am not completely unfamiliar with this kind of requests, so? 8)

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Rigor
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Re: Wesnoth 1.9.9

Post by Rigor »

while im waiting for a reply, ill just let u know that the ladder supports the active development and improvement of wesnoth: check out the news on http://ladder.subversiva.org/

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