Wesnoth 1.13.5

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Celtic_Minstrel
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Re: Wesnoth 1.13.5

Post by Celtic_Minstrel » September 8th, 2016, 6:54 pm

Commit e654fbbb49119e49b280ee44ac44be2b400d68f9 fixes what gfgtdf just noted, so I'm guessing it'll fix the issue. The reason UtBS worked is probably because it uses unit variations, which causes the unit to be rebuilt.
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Re: Wesnoth 1.13.5

Post by doofus-01 » September 10th, 2016, 10:44 am

Celtic_Minstrel wrote:Commit e654fbbb49119e49b280ee44ac44be2b400d68f9 fixes what gfgtdf just noted, so I'm guessing it'll fix the issue.
Yes, it looks like that fixed it.
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Re: Wesnoth 1.13.5

Post by Eagle_11 » September 12th, 2016, 12:16 pm

The new logo looks like something made out of plastic, that came out of an 3d printer.
The 1.12. logo has this rustic organic looks to it, can we please keep the old logo instead ?

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Re: Wesnoth 1.13.5

Post by Transfermium » September 12th, 2016, 12:33 pm

Eagle_11 wrote:The new logo looks like something made out of plastic, that came out of an 3d printer.
The 1.12. logo has this rustic organic looks to it, can we please keep the old logo instead ?
Agreed.
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Re: Wesnoth 1.13.5

Post by beetlenaut » September 12th, 2016, 12:51 pm

Huh. I think the new one looks a lot better.
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Re: Wesnoth 1.13.5

Post by Whiskeyjack » September 13th, 2016, 2:10 pm

I´m sorry if this is the wrong place, but I´m not even sure if this counts as a bug and this is not the time for me to start with Gna (I hopefully will if the need arises again).

The problem encountered is the interaction of the undeads submerge ability with mixed terrain. It still works on e.g. bridges (flat) over deep water and makes the unit invisible. This is counterintuitive on almost any level and should be changed IMO.
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Re: Wesnoth 1.13.5

Post by vultraz » September 15th, 2016, 1:29 am

Sorry, we're not reverting logos.
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Re: Wesnoth 1.13.5

Post by Eagle_11 » September 15th, 2016, 2:41 pm

vultraz wrote:Sorry, we're not reverting logos.
Ahh, shame.. whatever.

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Re: Wesnoth 1.13.5

Post by SigurdFireDragon » September 15th, 2016, 6:32 pm

I've always liked the new logo. I found the removal of the text from the logo on the load screen a bit jarring at first, but I've gotten used to it.

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Re: Wesnoth 1.13.5

Post by Pentarctagon » September 16th, 2016, 11:10 pm

The new logo does seem more... "industrialized", if that makes any sense. Even disregarding style though, the new logo does look a lot higher quality.
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Re: Wesnoth 1.13.5

Post by yuusho » September 17th, 2016, 7:32 am

I was wandering if I can have multiple versions of wesnoth or if I have to download the new one and have it override the old one

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Re: Wesnoth 1.13.5

Post by vultraz » September 17th, 2016, 12:11 pm

You can many any number of versions of Wesnoth installed - even multiple copies of the same one.
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Re: Wesnoth 1.13.5

Post by doofus-01 » September 17th, 2016, 12:32 pm

yuusho wrote:I was wandering if I can have multiple versions of wesnoth or if I have to download the new one and have it override the old one
vultraz wrote:You can many any number of versions of Wesnoth installed - even multiple copies of the same one.
I've seen this question come up many times, but I don't remember the answer as to how to do it.
(I know how to do it when compiling with scons, but most people would probably want to know how to do it with Windows binaries.)
I'm sure the answer is out there, but I think a logical place to explain it would be here: https://wiki.wesnoth.org/Download
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Re: Wesnoth 1.13.5

Post by Whiskeyjack » September 17th, 2016, 12:44 pm

doofus-01 wrote:
yuusho wrote:I was wandering if I can have multiple versions of wesnoth or if I have to download the new one and have it override the old one
vultraz wrote:You can many any number of versions of Wesnoth installed - even multiple copies of the same one.
I've seen this question come up many times, but I don't remember the answer as to how to do it.
(I know how to do it when compiling with scons, but most people would probably want to know how to do it with Windows binaries.)
I'm sure the answer is out there, but I think a logical place to explain it would be here: https://wiki.wesnoth.org/Download
Uhm, isn´t this done automatically though? I´m pretty sure Wesnoth autoinstalls as a new 1.xx.y folder for me. All the 1.xx share the same saved games folder (so for example 1.12.1 and 1.12.4 share it as 1.12, but not with 1.11.3) in /documents, but otherwise I see no "problem" for this.
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Re: Wesnoth 1.13.5

Post by doofus-01 » September 17th, 2016, 12:58 pm

Whiskeyjack wrote:Uhm, isn´t this done automatically though?
Uhm. How would I know? More importantly, how would someone who is nervous about trying know?
Whiskeyjack wrote:I´m pretty sure Wesnoth autoinstalls as a new 1.xx.y folder for me. All the 1.xx share the same saved games folder (so for example 1.12.1 and 1.12.4 share it as 1.12, but not with 1.11.3) in /documents, but otherwise I see no "problem" for this.
That could be a problem (or "problem"). What happens if some new user tries to install 1.12 and 1.13? Something could be said about that on the Download page.
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