Wesnoth 1.13.10 (1.14 beta 2)

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

Moderators: Forum Moderators, Developers

Tad_Carlucci
Developer
Posts: 289
Joined: April 24th, 2016, 4:18 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Tad_Carlucci » January 2nd, 2018, 3:13 pm

@axiomatic Works in current master.

There has been a lot of work on DiD since 1.13.10. If you can, please upgrade to the current master and re-test.

For future reference: This sort of issue is best entered as the Github Issue, it will get faster attention.
I forked real life and now I'm getting merge conflicts.

Wussel
Posts: 590
Joined: July 28th, 2012, 5:58 am

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Wussel » January 3rd, 2018, 12:48 pm

Can we go 1.14.1 now?
Is anybody still working on something?
Or are we waiting to get beta for a full year? Maybe a beta 3? Just kidding.

Tad_Carlucci
Developer
Posts: 289
Joined: April 24th, 2016, 4:18 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Tad_Carlucci » January 3rd, 2018, 2:14 pm

No, we're going to do 1.14.0, first. To get there, though, we need to finish testing.

Yes, there are several people still working hard, and progress is made almost every day. A few have been making a lot of changes to the mainline campaigns. This is not so much "for" 1.14 as they're not on the critical path, so they're using the time to improve things while the critical path is worked by subject-matter specialists. In recent weeks, DiD has been getting a lot of attention.

At present, we're working on bugs in the MP and Addons servers.

/s (back at ya): We could push out a release at any time, if you do not mind giving up MP and Addons.

At its heart, the issue is that "normal players" rarely test things opting, instead, to wait for an "official" release. Unfortunately, that means that most testing is done by the programmers making the changes. That often means the testing is directed at the specific change and its effect upon other areas is left untested. "Normal" players don't have those blinders on and provide better results.

So, if you're impatient for progress toward the next "official" release, and don't want to help with the programming itself, the best thing you can do is download the testing version (or, better yet, download the current master and compile it yourself), play as normal, and let us know what doesn't work.
I forked real life and now I'm getting merge conflicts.

User avatar
SigurdFireDragon
Developer
Posts: 396
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by SigurdFireDragon » January 3rd, 2018, 11:26 pm

Axiomatic wrote:I found a problem of this release in campaign "Descent_into_Darkness", scenario "A_Small_Favor_—_Part_2".
The gates in undeground can not opens. Save is attached
Tad_Carlucci wrote:@axiomatic Works in current master.

There has been a lot of work on DiD since 1.13.10. If you can, please upgrade to the current master and re-test.
Yes, this was one of the fixes that was done since 1.13.10.
To be able to continue playing DiD on 1.13.10, place the attached file in the following location in your Wesnoth 1.13.10 installation directory:

data/campaigns/Descent_Into_Darkness/utils

overwriting the existing macros.cfg file. Then start Wesnoth and restart the scenario.
Attachments
macros.cfg
(2.65 KiB) Downloaded 123 times

User avatar
Xara
Posts: 268
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Xara » January 11th, 2018, 4:38 am

Seems that purple side's AI have some problem.
wesnoth_aibug.png
Last edited by Pentarctagon on January 11th, 2018, 5:39 am, edited 1 time in total.
Reason: Put image as inline attachment so it doesn't get cropped
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
Pentarctagon
Forum Administrator
Posts: 3483
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Pentarctagon » January 11th, 2018, 5:54 am

Xara wrote:Seems that purple side's AI have some problem.
wesnoth_aibug.png
This has already been fixed in master, and will be in the next release :)
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

User avatar
Sadaharu
Posts: 109
Joined: December 13th, 2017, 11:39 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Sadaharu » January 17th, 2018, 12:00 am

About releases… I was checking the repository for Mint and found this post by a DarrenG in the comments, dating from November 2015:
I am seriously addicted to this game. but version 1.10.7 came out in 2013! if you want version 1.12 or 1.13 check out http://community.linuxmint.com/tutorial/view/2199
It remains unfixed (I checked). Is there… is there anything that can be done to fix it, i.e. uploading a new version? People keep downloading the old BfW 1.10 and complain about bugs from the time.

If you need a grunt, well… I haven't ever compiled or uploaded a game, but once the next stable version (1.14.?) comes out, if somebody promises to hold my hand, I might give it a try (the timing depends on RL e.g. university finals).

User avatar
Pentarctagon
Forum Administrator
Posts: 3483
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Pentarctagon » January 17th, 2018, 1:13 am

Sadaharu wrote:About releases… I was checking the repository for Mint and found this post by a DarrenG in the comments, dating from November 2015:
I am seriously addicted to this game. but version 1.10.7 came out in 2013! if you want version 1.12 or 1.13 check out http://community.linuxmint.com/tutorial/view/2199
It remains unfixed (I checked). Is there… is there anything that can be done to fix it, i.e. uploading a new version? People keep downloading the old BfW 1.10 and complain about bugs from the time.

If you need a grunt, well… I haven't ever compiled or uploaded a game, but once the next stable version (1.14.?) comes out, if somebody promises to hold my hand, I might give it a try (the timing depends on RL e.g. university finals).
The current version of Wesnoth available for Ubuntu 16.04 and later is 1.12, so people would only still be downloading 1.10 if they were on 14.04. The PPA that those instructions link to hasn't been updated since 1.13.8 as well. Obviously that's not ideal, but as far as I know nobody on the Wesnoth team is part of or responsible for how any linux distro packages Wesnoth, so the most anybody(whether they're a developer or a user) can do is poke the people who are in charge of packaging Wesnoth and ask that they update to a more recent version.

That said, if you want 1.13 and are on Ubuntu 16.04 or a derivative distro(like Mint 18.x), getting the very latest 1.13.x code and compiling it yourself is very simple, though the first time through might take quite a while to complete. I posted the instructions here on the previous page.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

User avatar
Sadaharu
Posts: 109
Joined: December 13th, 2017, 11:39 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Sadaharu » January 17th, 2018, 1:30 am

Hmmmm… poking people, eh? If they are on the linuxmint.com forums I could prod them.

User avatar
Pentarctagon
Forum Administrator
Posts: 3483
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Pentarctagon » January 19th, 2018, 2:57 am

Sadaharu wrote:Hmmmm… poking people, eh? If they are on the linuxmint.com forums I could prod them.
The PPA that has Wesnoth's development releases says to send questions and comments to the people listed here, so I'd guess that you'd need to either message them on Launchpad or send them an email.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

User avatar
Eagle_11
Posts: 728
Joined: November 20th, 2013, 12:20 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Eagle_11 » January 19th, 2018, 2:38 pm

Got this error whilst running two AI fight it out. Any idea what the reason can be ?
Spoiler:

User avatar
Pentarctagon
Forum Administrator
Posts: 3483
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Pentarctagon » January 19th, 2018, 2:50 pm

Eagle_11 wrote:Got this error whilst running two AI fight it out. Any idea what the reason can be ?
Spoiler:
It's a known bug which has been fixed in master, so that won't happen in the next release.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code

User avatar
Bob_The_Mighty
Posts: 766
Joined: July 13th, 2006, 1:15 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Bob_The_Mighty » February 8th, 2018, 10:50 pm

I've been playing around with 1.13 for a while, trying to port some add-ons. I love the latest unit and terrain graphics. However, I've noticed a few cosmetic issues, and a couple of WML oddities.

1. Internal variables seem to be wiped when a unit advances. For instance, I've stored my leader and tweaked $unit.hitpoints to give him +10 HP. When my leader levels up that hitpoint boost is lost. I've noticed this happening in a few places with code that worked before on 1.12. I imagine this could wreck a lot of add-ons.

2. The floating labels you get from using [floating_text] go much quicker than they used to. Sometimes I can't even read them, though the speed seems to vary.

3. Giving an animated halo to a unit seems to add it to the unit's hex as well (first reported here).

4. The water animations look great, but more than a few hexes causes loads of lag for me (on Windows 10). I have them permanently turned off now.

5. The unit sprites have a nice filter/effect in the help section that stops them looking too pixelated. Might be nice if this was also be applied to the unit images shown in the combat dialogue box?

6. Feature Request: Would it be possible to allow UMC creators to make custom entries in the in-game help menu? It would be really handy if you could add a page or two to the regular help section with info about an add-on (tutorial stuff, novel game concepts, etc). Currently many add-ons use a right-click option for custom help, but with multiplayer games this means a) only the active player can read it and b) everyone else has to sit around waiting.

I hope reporting some of this stuff is useful.
Last edited by Bob_The_Mighty on February 9th, 2018, 5:45 pm, edited 1 time in total.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

User avatar
Ravana
Moderator
Posts: 1814
Joined: January 29th, 2012, 12:49 am
Location: Estonia
Contact:

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Ravana » February 8th, 2018, 11:27 pm

1. I believe it is normal that direct modifications are lost whenever unit is rebuilt, use trait or object for persistent change.

6. https://github.com/wesnoth/wesnoth/issues/2376

User avatar
Eagle_11
Posts: 728
Joined: November 20th, 2013, 12:20 pm

Re: Wesnoth 1.13.10 (1.14 beta 2)

Post by Eagle_11 » February 9th, 2018, 8:31 am

6. Thats a great idea, ideally it should be done asap. Another great thing would be capability to add an picture to an ability description(unless its already doable) as an ability based on unit-positioning around the opponent, such as Flanking is better explained with an screenshot showing the legit combos.

Locked