Wesnoth 1.13.6

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Re: Wesnoth 1.13.6

Postby jyrkive » December 31st, 2016, 9:33 am

wesnothbug wrote:I just upgraded to 1.13.6, and had performance issue right from the bat with just running Wesnoth. Without even starting the game, the main screen has been freezing and game becoming unresponsive for a few seconds, when changing options. Is there anything new that can cause this and can I turn it off?


Fixed: https://github.com/wesnoth/wesnoth/commit/7d403bcd696edd1db3a596a4a4a2e1b77fc71196
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Re: Wesnoth 1.13.6

Postby Pentarctagon » December 31st, 2016, 9:57 pm

jyrkive wrote:
wesnothbug wrote:I just upgraded to 1.13.6, and had performance issue right from the bat with just running Wesnoth. Without even starting the game, the main screen has been freezing and game becoming unresponsive for a few seconds, when changing options. Is there anything new that can cause this and can I turn it off?


Fixed: https://github.com/wesnoth/wesnoth/commit/7d403bcd696edd1db3a596a4a4a2e1b77fc71196


Interestingly, this seems to have fixed this issue for me as well. Though, now drop down menus aren't registering any of my clicks - selecting an option in the right-click menu, selecting an option from the in-game Menu (Menu > Preferences, for example), etc don't seem to do anything. I can still get into them via hotkeys though, and everything seems to be working at that point - I can enable and disable Music volume, etc. The log is also now filled with "SDL left button" warnings. My log:
Code: Select all
Battle for Wesnoth v1.13.6+dev
Started on Sat Dec 31 15:51:31 2016

Automatically found a possible data directory at /home/derpy/Desktop/wesnoth-dev

Data directory:               /home/derpy/Desktop/wesnoth-dev
User configuration directory: /home/derpy/.config/wesnoth
User data directory:          /home/derpy/.local/share/wesnoth/1.13
Cache directory:              /home/derpy/.cache/wesnoth

Setting mode to 1920x1054
Checking lua scripts... ok
20161231 15:51:35 warning gui/event: distributor mouse button left [mp_method_selection]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:35 warning gui/event: distributor mouse button left [mp_method_selection]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:35 warning gui/event: distributor mouse button left [title_screen]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:38 warning gui/event: distributor mouse button left [mp_create_game]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:38 warning gui/event: distributor mouse button left [mp_staging]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:42 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:45 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:51:48 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:52:42 warning gui/event: distributor mouse button left [wml_message_double]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:52:45 warning gui/event: distributor mouse button left [wml_message_double]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:52:46 warning gui/event: distributor mouse button left [wml_message_double]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:52:48 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:52:51 warning gui/event: distributor mouse button left [preferences_dialog]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:52:52 warning gui/event: distributor mouse button left [preferences_dialog]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:53:47 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:53:57 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:08 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:21 warning gui/event: distributor mouse button left [edit_label]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:23 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:29 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:45 warning gui/event: distributor mouse button right [drop_down_menu]: SDL right button up. The mouse button is already up, we missed an event.
20161231 15:54:46 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:48 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:50 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:56 warning gui/event: distributor mouse button left [wml_message_double]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:57 warning gui/event: distributor mouse button left [wml_message_double]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:57 warning gui/event: distributor mouse button left [wml_message_double]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:54:58 warning gui/event: distributor mouse button right [drop_down_menu]: SDL right button up. The mouse button is already up, we missed an event.
20161231 15:54:59 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:12 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:14 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:22 warning gui/event: distributor mouse button left [preferences_dialog]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:27 warning gui/event: distributor mouse button left [preferences_dialog]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:49 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:50 warning gui/event: distributor mouse button right [drop_down_menu]: SDL right button up. The mouse button is already up, we missed an event.
20161231 15:55:50 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:51 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:53 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:55:59 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:56:03 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:56:10 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
20161231 15:56:19 warning gui/event: distributor mouse button left [drop_down_menu]: SDL left button up. The mouse button is already up, we missed an event.
99 little bugs in the code, 99 little bugs
take one down, patch it around
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Re: Wesnoth 1.13.6

Postby doofus-01 » January 2nd, 2017, 5:09 am

I don't have a specific bug to report, but I have some feedback on the UI changes, if that's worth anything. Sorry if someone mentioned these already, I skimmed the 7 pages but probably missed something.
1. The new faction selection menu, accessed from the third image in the OP, seems pretty unintuitive; I'm supposed to click on the puffy ">>" symbol to choose my faction. Am I the only moron who wouldn't understand that?
2. Pop-ups are pretty obnoxious. Moving all the info from a dedicated panel or at least those old tool-tips at the bottom of the screen to the opaque pop-up-style tool-tips seems like a pretty big step backwards, not matter how slick. Is this pop-up stuff set in stone?
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Re: Wesnoth 1.13.6

Postby Celtic_Minstrel » January 3rd, 2017, 2:42 am

I agree that the >> for faction selection is rather bizarre; what would you suggest instead? As for tooltips, I believe the plan is to use the new tooltips for the most part, but certain specific screens may be changed back to the bottom-of-the-screen type. Also, the placement formulas for the popup tooltips could still potentially be tweaked a little (in fact vultraz already did so in master if I recall correctly).
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Re: Wesnoth 1.13.6

Postby doofus-01 » January 3rd, 2017, 5:47 am

Celtic_Minstrel wrote:I agree that the >> for faction selection is rather bizarre; what would you suggest instead?
How about a drop-down menu, like the "local player/computer player/etc." or "West/East" fields to the right of it? Maybe "Random" string would need to be replaced with "Random Faction".

The "Choose your faction" menu could just pop up whenever the player releases the drop-down selection. Or the "choose your faction" dialog could become a "choose your leader" dialog instead. ... Or the whole thing could be done with drop-down menus in faction, leader, and gender fields, instead of pop-up dialog.

Celtic_Minstrel wrote:As for tooltips, I believe the plan is to use the new tooltips for the most part, but certain specific screens may be changed back to the bottom-of-the-screen type.
Cool. Maybe some things can still be moved out of tool-tips and back to a scroll_label (or whatever it's called)? For example, I'm running 1280x960 resolution, which I don't think is on the large side, and there seems to be plenty of room for era descriptions in the MP "Create Game" screen, without resorting to tool-tips.
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Re: Wesnoth 1.13.6

Postby jyrkive » January 3rd, 2017, 6:54 pm

Pentarctagon wrote:


Interestingly, this seems to have fixed this issue for me as well. Though, now drop down menus aren't registering any of my clicks - selecting an option in the right-click menu, selecting an option from the in-game Menu (Menu > Preferences, for example), etc don't seem to do anything.


Indeed, my fix was incorrect and caused such a regression. Fixed.
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Re: Wesnoth 1.13.6

Postby Celtic_Minstrel » January 3rd, 2017, 6:56 pm

doofus-01 wrote:The "Choose your faction" menu could just pop up whenever the player releases the drop-down selection. Or the "choose your faction" dialog could become a "choose your leader" dialog instead. ... Or the whole thing could be done with drop-down menus in faction, leader, and gender fields, instead of pop-up dialog.
If I recall correctly, vultraz didn't like the idea of having three drop-down menus for some reason. Your first idea sounds a little interesting, but I don't quite get it.

doofus-01 wrote:
Celtic_Minstrel wrote:As for tooltips, I believe the plan is to use the new tooltips for the most part, but certain specific screens may be changed back to the bottom-of-the-screen type.
Cool. Maybe some things can still be moved out of tool-tips and back to a scroll_label (or whatever it's called)? For example, I'm running 1280x960 resolution, which I don't think is on the large side, and there seems to be plenty of room for era descriptions in the MP "Create Game" screen, without resorting to tool-tips.
Fitting everything in the MP Create Game screen into the window has been a major pain in the neck for me, but I guess there is indeed plenty of room at larger resolutions, so additional elements could be added there. Originally era and mod descriptions were shown in a label though, the same one that shows the scenario description... was this changed?
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Re: Wesnoth 1.13.6

Postby doofus-01 » January 4th, 2017, 2:56 am

Celtic_Minstrel wrote:If I recall correctly, vultraz didn't like the idea of having three drop-down menus for some reason.
I wonder what that reason could be?
Celtic_Minstrel wrote: Your first idea sounds a little interesting, but I don't quite get it.
I was just trying to think of an easy way to have drop-down menu replace the ">>", without needing to change everything else. So, basically same behavior as now, but replace the ">>" with a text-string, drop-down menu field. It's not so great an idea, especially if vultraz has written off drop-down menus for some strange reason, but it would be better than the current state of affairs.

Celtic_Minstrel wrote:Originally era and mod descriptions were shown in a label though, the same one that shows the scenario description... was this changed?
Yes, that was how it used to be, but no longer. I updated today to ... uh, the snapshot ID doesn't seem to get displayed anymore... In any case, era description is a tool-tip now, and it was same case in late November.
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Re: Wesnoth 1.13.6

Postby The_Gnat » January 5th, 2017, 6:32 am

doofus-01 wrote:I was just trying to think of an easy way to have drop-down menu replace the ">>", without needing to change everything else. So, basically same behavior as now, but replace the ">>" with a text-string, drop-down menu field. It's not so great an idea, especially if vultraz has written off drop-down menus for some strange reason, but it would be better than the current state of affairs.


Yeah the ">>" (arrows) in the mutliplayer menu seem out of place if they could be replaced with a drop down menu or even an alternate button (a different icon) that would be better.
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Re: Wesnoth 1.13.6

Postby Paulomat4 » January 7th, 2017, 1:50 pm

May I ask since when since when images that have been placed with the [item] tag are no longer affected by TOD lighting? And if that is a wanted effect who made that decision?
the only thing related to that that i could find in the changelog was for version 1.13.0

Code: Select all
   * [item] images are now subject to local ToD lighting effects instead of
     just the current map-wide ToD lighting (bug #22215).


But as far As I can see they are not affected by TOD at all anymore.
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Re: Wesnoth 1.13.6

Postby Paulomat4 » January 11th, 2017, 9:17 pm

images that have been placed with the [item] tag are no longer affected by TOD lighting?

I have checked and it doesn't for mainline campaigns as well as can be seen in this save of heir to the throne:
DT-Die_Tore_der_Zwerge.bz2
(4.71 KiB) Downloaded 17 times

Just wait for the night and check the dwarven doors.
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Re: Wesnoth 1.13.6

Postby Kylix » January 12th, 2017, 5:33 pm

1. When we are on a crossroad, there shoud be new loyal units and useful objects in both ways (for example in "The Rise of Wesnoth", in the Swamp of Esten, we can find both Minister Edren, a White Mage, and Sir Ruddry, a knight, while in The Midlands we can find only Sir Ladoc, Sir Ruddry's "counterpart"; in "The Heir to the Throne", in Isle of the Damned, we can find Delurin, an outlaw who allows us to recruit outlaws, yet unfortunately only in that scenario, and Moremirmu, an anomalous white mage, while in Muff Malal's Peninsula we don't find anyone and in Swamp of Dread we can find the Void Armor, while in Snow Plains we can't find anything).
2. In The South Guard, Jarek should be a loyal unit (same thing for other units like Sisal in Northern Rebirth) and, in Choice in the Fog, instead of choosing between elves and outlaws, Urza Afalas should be from the first turn an ally unit, but it would be the only scenario in which we couldn't control him. Ethiliel would threaten him, until, in the cave, she and the others realize he had been right.
3. In Northern Rebirth we shoud be defeated even when Krash and Eryssa are killed and Abhai should have a death dialogue, like all the important loyal units.
4. Recurrant enemies (for example Dela Keshar in Descent into Darkness) should have death dialogues when they're finally killed/definitely defeated.
5. New avatars for some units, precisely those who have the same avatar after they have evolved, like all the Saurian, whose lineages have the same avatar.
6. Liminal units should have +25% during dawn and dusk, just like lawful and chaotic units.
7. New campaigns that fill the holes in the gap between Son of Black Eye and Under the Burning Suns (the Fall, Zhangor, Uria and "Eloh" mentions a staff of Ishtar). But, remember that, according to Descent into Darkness' storyline, Mal Keshar has been destroyed by the Foolish Hero.
8. Avatars for the units who don't have one, like Khalifate and Quenoth elves factions (I know LordBob is working for the last faction).
9. Improve the campaigns Dead Water and Under the Burning Suns.
10. Loyal units who join the battle, like Burin the Lost, Grog/Jarl, etc. should allow us to recruit their fellow.
11. In "The Heir to the Throne", from Isle of the Damned on, we should be able to recruit outlaws even in the other scenarios until Delurin dies.
12. Lenghten "Tales of two brothers", it's a nice campaign, but, unfortunately, too short.
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Re: Wesnoth 1.13.6

Postby Celtic_Minstrel » January 13th, 2017, 3:03 pm

Kylix wrote:1. When we are on a crossroad, there shoud be new loyal units and useful objects in both ways [...snip examples...]
It's probably intentional that different routes provide different advantages.

Kylix wrote:2. In The South Guard, Jarek should be a loyal unit (same thing for other units like Sisal in Northern Rebirth) and, in Choice in the Fog, instead of choosing between elves and outlaws, Urza Afalas should be from the first turn an ally unit, but it would be the only scenario in which we couldn't control him. Ethiliel would threaten him, until, in the cave, she and the others realize he had been right.
This honestly doesn't make much sense. Why should he be an ally? He has little to no reason to join you.

Kylix wrote:5. New avatars for some units, precisely those who have the same avatar after they have evolved, like all the Saurian, whose lineages have the same avatar.
8. Avatars for the units who don't have one, like Khalifate and Quenoth elves factions (I know LordBob is working for the last faction).
You don't need to tell us. We know the khalifate are lacking portraits.

Kylix wrote:6. Liminal units should have +25% during dawn and dusk, just like lawful and chaotic units.
This is probably the only thing you've said here that might actually be potentially useful. I'm not sure it's easily doable though.

Kylix wrote:7. New campaigns that fill the holes in the gap between Son of Black Eye and Under the Burning Suns (the Fall, Zhangor, Uria and "Eloh" mentions a staff of Ishtar). But, remember that, according to Descent into Darkness' storyline, Mal Keshar has been destroyed by the Foolish Hero.
Oh sure, we'll just whip up six new campaigns, 15 or so scenarios each, in a month or two. (Hint: It's not gonna happen.)

Kylix wrote:9. Improve the campaigns Dead Water and Under the Burning Suns.
Well sure, campaigns are always being improved. That goes without saying.

Kylix wrote:10. Loyal units who join the battle, like Burin the Lost, Grog/Jarl, etc. should allow us to recruit their fellow.
Why should they? Perhaps they had no fellows, or perhaps they were the only one who wished to join up.

Kylix wrote:11. In "The Heir to the Throne", from Isle of the Damned on, we should be able to recruit outlaws even in the other scenarios until Delurin dies.
I see no reason for this.

Kylix wrote:12. Lenghten "Tales of two brothers", it's a nice campaign, but, unfortunately, too short.
I'm pretty sure the shortness of Tale of Two Brothers is kind of the point.
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Re: Wesnoth 1.13.6

Postby Kylix » January 13th, 2017, 4:03 pm

Celtic_Minstrel wrote:
Kylix wrote:1. When we are on a crossroad, there shoud be new loyal units and useful objects in both ways [...snip examples...]
It's probably intentional that different routes provide different advantages.
I imagine, but if my idea goes ahead, many players couldn't prefer anymore advantaged routes, but they could have nearly equal choices.


Kylix wrote:2. In The South Guard, Jarek should be a loyal unit (same thing for other units like Sisal in Northern Rebirth) and, in Choice in the Fog, instead of choosing between elves and outlaws, Urza Afalas should be from the first turn an ally unit, but it would be the only scenario in which we couldn't control him. Ethiliel would threaten him, until, in the cave, she and the others realize he had been right.
This honestly doesn't make much sense. Why should he be an ally? He has little to no reason to join you.
And why can we choose between elves and outlaws? Your answer is completely senseless, since Urza Afalas manages to gain Deoran and the other's confidence, to the point of sacrifice in an attempt to stop Mal M'Brin. If the things went like I proposed, Mal M'Brin would be defeated quickly, Urza Afalas would no longer need to fear Ethiliel's anger, in addition to earning her and the other's trust and outlaws wouldn't persecute us in the next scenario (to remedy this, there could be other hostilities).


Kylix wrote:5. New avatars for some units, precisely those who have the same avatar after they have evolved, like all the Saurian, whose lineages have the same avatar.
8. Avatars for the units who don't have one, like Khalifate and Quenoth elves factions (I know LordBob is working for the last faction).
You don't need to tell us. We know the khalifate are lacking portraits.
I know you know this. But from 1.10 to 1.12 many units still don't have an avatar, regardless of their faction. The worst thing I've seen is that the Wose have received a new avatar, but the previous one has been scrapped, instead of being used for level 1.


Kylix wrote:6. Liminal units should have +25% during dawn and dusk, just like lawful and chaotic units.
This is probably the only thing you've said here that might actually be potentially useful. I'm not sure it's easily doable though.
I fear too...


Kylix wrote:7. New campaigns that fill the holes in the gap between Son of Black Eye and Under the Burning Suns (the Fall, Zhangor, Uria and "Eloh" mentions a staff of Ishtar). But, remember that, according to Descent into Darkness' storyline, Mal Keshar has been destroyed by the Foolish Hero.
Oh sure, we'll just whip up six new campaigns, 15 or so scenarios each, in a month or two. (Hint: It's not gonna happen.)
Don't make fun, of course each campaign will take the time it requires. In addition, there are extensions that try to fill those holes in the story.


Kylix wrote:9. Improve the campaigns Dead Water and Under the Burning Suns.
Well sure, campaigns are always being improved. That goes without saying.

Kylix wrote:10. Loyal units who join the battle, like Burin the Lost, Grog/Jarl, etc. should allow us to recruit their fellow.
Why should they? Perhaps they had no fellows, or perhaps they were the only one who wished to join up.

Kylix wrote:11. In "The Heir to the Throne", from Isle of the Damned on, we should be able to recruit outlaws even in the other scenarios until Delurin dies.
I see no reason for this.
Like in "Liberty", outlaws have reason to join the battle against Asheviere.


Kylix wrote:12. Lenghten "Tales of two brothers", it's a nice campaign, but, unfortunately, too short.
I'm pretty sure the shortness of Tale of Two Brothers is kind of the point.
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Re: Wesnoth 1.13.6

Postby doofus-01 » January 14th, 2017, 9:17 pm

Running a snapshot from today, bca0a2e, I got a show-stopping error with lua/wml add-on code that used to work. Is it obvious what the problem is from this? (Aside from the general fact that I tried to draw a line.)
error general: An error due to possibly invalid WML occurred
The error message is :
Line doesn't fit on canvas.

When reporting the bug please include the following error message :
Condition 'static_cast<int>(x1) < canvas->w && static_cast<int>(x2) < canvas->w && static_cast<int>(y1) < canvas->h && static_cast<int>(y2) < canvas->h' failed at src/gui/core/canvas.cpp:596 in function 'draw'.
It's possible the add-on code is no good, but it used to work until fairly recently (not sure which 1.13.6+ version though).

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