Wesnoth 1.14.0 — New Horizons Update

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vultraz
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by vultraz » May 4th, 2018, 5:02 pm

enclave wrote:
May 3rd, 2018, 6:27 pm
I have to use windowed mode unfortunately.. makes lobby to be just unbearable experience with just 3 lines of chat or 3 lines of nicknames (much worse than when everything jumps somewhere :D). I tried to find what game my friend was playing, and I couldn't :D
It looks like you have the low-resolution lobby layout in these screenshots, which only appears if the window has a height between 600 and 660. Is this something you're deliberately doing? From what I see, your screenshots are quite large... you should be getting the regular layout. :hmm:
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by enclave » May 4th, 2018, 5:10 pm

Sorry for not being able to answer your current question.. Me and ghype specified our screen and wesnoth resolutions, I'm not sure how else I could add to that.. Would gladly do if you specify what more details could help or maybe read previous posts for these details?
Maybe the fact that my font sizing in windows is set to 150% makes difference?

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ghype
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by ghype » May 4th, 2018, 5:35 pm

enclave wrote:
May 4th, 2018, 4:43 pm
thanks alot, that reallly worked. no problems when startin in full mod.
aperently the bug we talked so far is not reproducable on my mac anymore for some reason
i mean the bug with 3 lines chat and userlist when entering in windowed mode.

however - now - wesnoth seems to behave even weirder.
instead of attaching screenshots and explanaiton i just screencapped it and showed the resolution so all can check out themseves for not creating missunderstandings


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https://www.dropbox.com/s/c5rgfokylmq2m ... g.mov?dl=0
post sprites & stuff every day: ghype's Daily Art
destroying enemy castle here: Orcish Castle - Destroyed - work in progress

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Re: Wesnoth 1.14.0 — New Horizons Update

Post by enclave » May 4th, 2018, 5:38 pm

Celtic_Minstrel wrote:
May 4th, 2018, 12:00 am
The file defining the classic theme is here. If you fix it we may also be interested in integrating the fix into 1.14.1 or 1.14.2.
Hi again, I have changed it for myself into a slightly better look.. but it's far from perfect. I might adjust it later properly.
For now here is the code that made classic theme look better for me (not sure what happens on different displays resolutions etc):

Code: Select all

#textdomain wesnoth

# wmlscope: set export=no

# some information about how theming works (especially the coordinates
# defined with rect=):
# http://www.wesnoth.org/forum/viewtopic.php?p=213708#213708

[theme]
    id=Classic
    name= _ "theme^Classic"
    # wmllint: local spelling pre-1.12
    description= _ "The classic, pre-1.12 theme"
 
#define DEFAULT_FONT_NORMAL
    16 #enddef
#define DEFAULT_FONT_SMALL
    14 #enddef
#define DEFAULT_FONT_TINY
    12 #enddef
#define DEFAULT_FONT_REALLYTINY
    10 #enddef
	
    [resolution]
        id=1024x768
        width=1024
        height=768

        [screen]
            # this is only useful as a ref for other rects
            id=screen
            rect="0,0,1024,768"
        [/screen]

        [panel]
            id=top-panel
            image=themes/legacy/top-bg.png
            ref=screen
            rect="=,=,=,+27"
            xanchor=top
            yanchor=fixed
        [/panel]

        [main_map]
            id=main-map
            rect="=,+0,+882,768"
            xanchor=left
            yanchor=top
        [/main_map]

        [main_map_border]
            border_size = 0.5
            background_image = "terrain/off-map/background.png"

            # this image is processed by the terrain matching code so should be
            # in the terrains directory and should omit the 'terrain/' prefix
            # and the '.png' suffix
            tile_image = "off-map/alpha.png"
        [/main_map_border]

        # rightside panel
        [panel]
            id=top-right-panel
            image=themes/legacy/rightside.png
            rect="+0,=+0,1024,+284"
            xanchor=right
            yanchor=fixed
        [/panel]
        [panel]
            id=middle-right-panel
            image=themes/legacy/rightside-bg.png
            rect="=,+0,=,+421"
            xanchor=right
            yanchor=top
        [/panel]
        [panel]
            id=bottom-right-panel
            image=themes/legacy/rightside-bottom.png
            rect="=,+0,=,768"
            xanchor=right
            yanchor=bottom
        [/panel]

        [menu]
            id=menu-main
            title= _ "Menu"
            image=classic/lite
            items=objectives,statistics,unitlist,statustable,save,savereplay,savemap,load,preferences,chatlog,AUTOSAVES,help,stopnetwork,startnetwork,surrender,quit,quit-to-desktop
            ref=top-panel
            rect="=+3,=+1,+100,=-4"
            xanchor=fixed
            yanchor=fixed
        [/menu]

        [menu]
            id=actions-menu
            title= _ "Actions"
            image=classic/lite
            items=undo,redo,wbexecuteallactions,wbexecuteaction,wbdeleteaction,cycle,speak,recruit,recall,showenemymoves,bestenemymoves,wbtoggle,delayshroud,updateshroud,label_settings,endturn
            rect="+2,=,+100,="
            xanchor=fixed
            yanchor=fixed
        [/menu]

        [menu]
            is_context_menu=true
            items=wml,undo,redo,wbexecuteaction,wbdeleteaction,wbbumpupaction,wbbumpdownaction,wbsupposedead,describeterrain,describeunit,renameunit,createunit,changeside,,killunit,labelteamterrain,labelterrain,clearlabels,speak,continue,recruit,recall,wbtoggle,delayshroud,updateshroud,cycle,endturn
        [/menu]
        [mini_map]
            id=mini-map
            ref=top-right-panel
            rect="=+10,=+7,=-7,+143"
            xanchor=right
            yanchor=fixed
        [/mini_map]

        [action]
            id=button-endturn
            image=classic/large-button
            title=  _ "End Turn"
            title2= _ "End Scenario"
            items=endturn
            ref=bottom-right-panel
            rect="=+17,=+3,+80,+20"
            xanchor=right
            yanchor=bottom
        [/action]

        [panel]
            id=turn-panel
            image=themes/legacy/status-bg.png
            ref=actions-menu
            rect="+5,=+1,+80,+19"
            xanchor=fixed
            yanchor=fixed
        [/panel]
        [panel]
            id=gold-panel
            image=themes/legacy/status-bg.png
            rect="+5,=,+76,="
            xanchor=fixed
            yanchor=fixed
        [/panel]
        [panel]
            id=villages-panel
            image=themes/legacy/status-bg.png
            rect="+5,=,+71,="
            xanchor=fixed
            yanchor=fixed
        [/panel]
        [panel]
            id=units-panel
            image=themes/legacy/status-bg.png
            rect="+5,=,+71,="
            xanchor=fixed
            yanchor=fixed
        [/panel]
        [panel]
            id=upkeep-panel
            image=themes/legacy/status-bg.png
            rect="+5,=,+90,="
            xanchor=fixed
            yanchor=fixed
        [/panel]
        [panel]
            id=income-panel
            image=themes/legacy/status-bg.png
            rect="+5,=,+85,="
            xanchor=fixed
            yanchor=fixed
        [/panel]

        #  {COUNTDOWN_THEME}
        [panel]
            id=timeout-panel
            image=themes/legacy/status-bg.png
            rect="+5,=,+90,="
            xanchor=fixed
            yanchor=fixed
        [/panel]
        [label]
            id=time-icon
            #icon=themes/units.png
            icon=themes/sand-clock.png
            ref=timeout-panel
            rect="=+5,=+1,+17,+17"
            xanchor=fixed
            yanchor=fixed
        [/label]

        # HP/XP
        [label]
            id=label-hp
            font_size={DEFAULT_FONT_TINY}
            text= _ "HP"
            ref=top-right-panel
            rect="=+84,=+209,+54,+12"
            xanchor=right
            yanchor=fixed
        [/label]
        [label]
            id=label-xp
            font_size={DEFAULT_FONT_TINY}
            text= _ "XP"
            # FIXME: should be ref=unit-hp
            rect="=,+14,=,+12"
            xanchor=right
            yanchor=fixed
        [/label]

        [label]
            id=gold-icon
            icon=themes/gold.png
            text= _ "gold"
            ref=gold-panel
            rect="=+5,=+1,+17,+17"
            xanchor=fixed
            yanchor=fixed
        [/label]
        [label]
            id=villages-icon
            icon=themes/villages.png
            text= _ "villages"
            ref=villages-panel
            rect="=+5,=+1,+17,+17"
            xanchor=fixed
            yanchor=fixed
        [/label]
        [label]
            id=units-icon
            icon=themes/units.png
            text= _ "units"
            ref=units-panel
            rect="=+5,=+1,+17,+17"
            xanchor=fixed
            yanchor=fixed
        [/label]
        [label]
            id=upkeep-icon
            icon=themes/upkeep.png
            text= _ "upkeep"
            ref=upkeep-panel
            rect="=+5,=+1,+25,+17"
            xanchor=fixed
            yanchor=fixed
        [/label]
        [label]
            id=income-icon
            icon=themes/income.png
            text= _ "income"
            ref=income-panel
            rect="=+5,=+1,+25,+17"
            xanchor=fixed
            yanchor=fixed
        [/label]

        [status]
            # the time of day image
            [time_of_day]
                id=image-tod
                ref=top-right-panel
                rect="=+10,=+159,=-7,+39"
                xanchor=right
                yanchor=fixed
            [/time_of_day]

            #put the side playing indicator next to the turn indicator
            [side_playing]
                id=icon-sideplaying
                ref=turn-panel
                rect="=+3,=+2,+25,+17"
                xanchor=fixed
                yanchor=fixed
            [/side_playing]

            # the game status
            [turn]
                id=turn
                font_size={DEFAULT_FONT_SMALL}
                rect="+4,=,+55,+16"
                xanchor=fixed
                yanchor=fixed
                prefix="" #wmllint: ignore
                prefix_literal=""
            [/turn]
            [gold]
                id=gold
                font_size={DEFAULT_FONT_SMALL}
                ref=gold-icon
                rect="+4,=,+55,+16"
                xanchor=fixed
                yanchor=fixed
                prefix="" #wmllint: ignore
                prefix_literal=""
            [/gold]
            [villages]
                id=villages
                font_size={DEFAULT_FONT_SMALL}
                ref=villages-icon
                rect="+4,=,+55,+16"
                xanchor=fixed
                yanchor=fixed
                prefix="" #wmllint: ignore
                prefix_literal=""
            [/villages]
            [num_units]
                id=num-units
                font_size={DEFAULT_FONT_SMALL}
                ref=units-icon
                rect="+4,=,+55,+16"
                xanchor=fixed
                yanchor=fixed
                prefix="" #wmllint: ignore
                prefix_literal=""
            [/num_units]
            [upkeep]
                id=status-upkeep
                font_size={DEFAULT_FONT_SMALL}
                ref=upkeep-icon
                rect="+4,=,+50,+16"
                xanchor=fixed
                yanchor=fixed
                prefix="" #wmllint: ignore
                prefix_literal=""
            [/upkeep]
            [income]
                id=status-income
                font_size={DEFAULT_FONT_SMALL}
                ref=income-icon
                rect="+4,=,+60,+16"
                xanchor=fixed
                yanchor=fixed
                prefix="" #wmllint: ignore
                prefix_literal=""
            [/income]

            {COUNTDOWN_THEME_STATUS {DEFAULT_FONT_SMALL}}

            # This panel encloses the location information displays and the
            # observer icon. This separate container is used so that we can
            # make the terrain name display stretch to fill all available space
            # so that the long strings don't get cut off as easily.
            [panel]
                id=terrain-panel
                rect="+0,=,1024,="
                xanchor=left
                yanchor=fixed
            [/panel]

            # The size of these rectangles only accommodates hex coordinates
            # up to 99. If either is over that maximum the movement cost will
            # be pushed off the right end.
            [position]
                id=status-position
                font_size={DEFAULT_FONT_SMALL}
                ref=terrain-panel
                rect="=+15,=,+95,="
                xanchor=fixed
                yanchor=fixed
            [/position]
            [terrain]
                id=status-terrain
                font_size={DEFAULT_FONT_SMALL}
                ref=terrain-panel
                rect="=+115,=,=-24,="
                xanchor=left
                yanchor=fixed
            [/terrain]
            [observers]
                id=observers
                font_size={DEFAULT_FONT_SMALL}
                rect="+4,=,+16,+16"
                xanchor=right
                yanchor=fixed
            [/observers]

            #unit stats here
            [unit_image]
                id=unit-image
                ref=top-right-panel
                rect="=+9,=+215,+72,+72"
                xanchor=right
                yanchor=fixed
            [/unit_image]
            [unit_name]
                id=unit-description
                font_size={DEFAULT_FONT_NORMAL}
                ref=middle-right-panel
                rect="=+9,=+3,=-2,+18"
                xanchor=right
                yanchor=fixed
            [/unit_name]
            [unit_type]
                id=unit-type
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                xanchor=right
                yanchor=fixed
            [/unit_type]
            [unit_race]
                id=unit-race
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                prefix= "  "
                xanchor=right
                yanchor=fixed
            [/unit_race]
            [unit_level]
                id=unit-level
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                prefix= _ "statuspanel^level"
                prefix_literal=" "
                xanchor=right
                yanchor=fixed
            [/unit_level]
            [unit_alignment]
                id=unit-alignment
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                xanchor=right
                yanchor=fixed
            [/unit_alignment]
            [unit_traits]
                id=unit-traits
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                xanchor=right
                yanchor=fixed
            [/unit_traits]
            [unit_abilities]
                id=unit-abilities
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                xanchor=right
                yanchor=fixed
            [/unit_abilities]
            [unit_moves]
                id=unit-moves
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=+2,+16"
                prefix= _ "statuspanel^moves"
                prefix_literal=": "
                xanchor=right
                yanchor=fixed
            [/unit_moves]
            [unit_defense]
                id=unit-defense
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=,+16"
                prefix= _ "statuspanel^terrain def."
                prefix_literal=": "
                xanchor=right
                yanchor=fixed
            [/unit_defense]
            [unit_vision]
                id=unit-vision
                font_size={DEFAULT_FONT_SMALL}
                rect="=,+0,=+2,+16"
                #prefix= _ "statuspanel^vision"
                #prefix_literal=": "
                xanchor=right
                yanchor=fixed
            [/unit_vision]
            [unit_hp]
                id=unit-hp
                font_size={DEFAULT_FONT_SMALL}
                ref=label-hp
                rect="=,+0,+54,+14"
                #prefix=hp
                #prefix_literal=" "
                xanchor=right
                yanchor=fixed
            [/unit_hp]
            [unit_xp]
                id=unit-xp
                font_size={DEFAULT_FONT_SMALL}
                ref=label-xp
                rect="=,+0,+54,+14"
                #prefix=xp
                #prefix_literal=" "
                xanchor=right
                yanchor=fixed
            [/unit_xp]
            # current position not usable, overlays with the status indication (like slow)
            # please find a better place (yes, I know that this is barely possible...)
            #            [unit_side]
            #                id=unit-side
            #                font_size={DEFAULT_FONT_SMALL}
            #                ref=unit-xp
            #                rect="=,+0,=,+16"
            #                xanchor=right
            #                yanchor=fixed
            #            [/unit_side]
            [unit_weapons]
                id=unit-weapons
                font_size={DEFAULT_FONT_SMALL}
                ref=unit-vision
                rect="=+0,+0,=,730"
                xanchor=right
                yanchor=top
            [/unit_weapons]
            [unit_status]
                id=unit-status
                font_size={DEFAULT_FONT_SMALL}
                ref=unit-xp
                rect="=+1,+3,=,+16"
                xanchor=right
                yanchor=fixed
            [/unit_status]
        [/status]

        {CLASSIC_REPLAY_THEME {DEFAULT_FONT_SMALL}}
    [/resolution]

    [partialresolution]
        id=1024x600
        inherits=1024x768
        width=1024
        height=600

        # use right pane with a 40px smaller minimap
        [change]
            id=top-right-panel
            image=themes/legacy/rightside-small.png
            rect="+0,=+0,1024,+244"
        [/change]
        # increase size in middle panel since minimap is 40px smaller
        # give it additional 10px and move the end-turn button down
        [change]
            id=middle-right-panel
            rect="=,+0,=,+471"
        [/change]
        # reduce vertical size of minimap by 40px
        [change]
            id=mini-map
            rect="=+10,=+7,=-7,+103"
        [/change]
        # shift tod image up by 40px rel to 768px
        [change]
            id=image-tod
            rect="=+10,=+119,=-7,+39"
        [/change]
        # fixing this one fixes HP/XP/unit status
        [change]
            id=label-hp
            font_size={DEFAULT_FONT_TINY}
            rect="=+84,=+169,+54,+12"
        [/change]
        # shift unit image up by 40px rel to 768px
        [change]
            id=unit-image
            rect="=+9,=+175,+72,+72"
        [/change]
        [change]
            id=button-endturn
            image=button_normal/button_H22
            rect="=+17,=+3,+80,+20"
        [/change]
        # adjust allowed height for displaying weapon stuff
        [change]
            id=unit-weapons
            ref=unit-defense
            font_size={DEFAULT_FONT_SMALL}
            rect="=+0,+0,=,738"
        [/change]
    [/partialresolution]

    [partialresolution]
        id=800x600
        inherits=1024x600
        width=800
        height=600

        # fix top pane at 800x600
        [change]
            id=turn-panel
            rect="+5,=+1,+80,+19"
        [/change]
        [change]
            id=gold-panel
            rect="+5,=,+66,="
        [/change]
        [change]
            id=villages-panel
            rect="+5,=,+61,="
        [/change]
        [change]
            id=units-panel
            rect="+5,=,+55,="
        [/change]
        [change]
            id=upkeep-panel
            rect="+5,=,+80,="
        [/change]
        [change]
            id=income-panel
            rect="+5,=,+55,="
        [/change]
        [change]
            id=turn
            rect="+4,=,+55,+16"
            font_size={DEFAULT_FONT_TINY}
        [/change]
        [change]
            id=gold
            rect="+4,=,+45,+16"
            font_size={DEFAULT_FONT_TINY}
        [/change]
        [change]
            id=villages
            rect="+4,=,+45,+16"
            font_size={DEFAULT_FONT_TINY}
        [/change]
        [change]
            id=num-units
            rect="+4,=,+45,+16"
            font_size={DEFAULT_FONT_TINY}
        [/change]
        [change]
            id=status-upkeep
            rect="+4,=,+40,+16"
            font_size={DEFAULT_FONT_TINY}
        [/change]
        [change]
            id=status-income
            rect="+4,=,+50,+16"
            font_size={DEFAULT_FONT_TINY}
        [/change]
        [change]
            id=timeout-panel
            rect="+5,=,+75,="
        [/change]
        [change]
            id=report_timeout
            font_size={DEFAULT_FONT_TINY}
            rect="+0,=,+55,+20"
        [/change]
        [change]
            id=status-position
            rect="=+5,=,+80,="
            font_size={DEFAULT_FONT_TINY}
        [/change]
    [/partialresolution]
[/theme]

#undef DEFAULT_FONT_NORMAL
#undef DEFAULT_FONT_SMALL
#undef DEFAULT_FONT_TINY
#undef DEFAULT_FONT_REALLYTINY
I only changed font sizes in beginning of file and id=top-panel rect="=,=,=,+27" (was 26)
(never coded themes before so need to learn it first for more advanced changes, don't have time currently)
That looks good enough, but im not sure everyone shares my view, so I don't know if it's any use to you.

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shadowm
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by shadowm » May 4th, 2018, 6:39 pm

enclave wrote:
May 3rd, 2018, 8:41 pm
it could say "server crashed" :)
Fixed.
enclave wrote:
May 4th, 2018, 11:54 am
But 1.14 has got rediculously worse in terms of active/inactive weapon specials.. [...] :(
I have this fixed in my working copy at the expense of the visibility of the backstab weapon special. I’m waiting on someone else to do that half of the fix since apparently the game can’t make up its mind with regards to whether an attacker with the backstab weapon special is actually the attacker or not.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Elsewhere: shadowmBlogFollow me on Twitter

Fractal
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by Fractal » May 4th, 2018, 9:35 pm

On a side note, I'd be really curious to see how the steam release impacted the player base for Wesnoth.
If you could crunch some statistics about that in like a month, it would be sweet !

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Ravana
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by Ravana » May 4th, 2018, 9:39 pm

There are around 1500 new forum accounts registered since announcement.

enclave
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by enclave » May 4th, 2018, 11:35 pm

Ravana wrote:
May 4th, 2018, 9:39 pm
There are around 1500 new forum accounts registered since announcement.
LOL

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Re: Wesnoth 1.14.0 — New Horizons Update

Post by enclave » May 5th, 2018, 1:21 am

Ok I found the worst nightmare feature of 1.14
Many might not realise it yet... but soon they will flood you with that.

In 1.14 the droided side is now human side.. which means following scenarios will happen and cause Huge Annoyance and even make people stop playing 1.14 and go back to 1.12

Scenario 1) 9 player game was hosted, 7 players left, host can either droid them or control them or give sides to observer.
Host decided to droid them.
Crap happens:
a) Now he will not see his own side after he hit "end turn",
b) Instead he will see how ai is moving each of these 7 sides. He will see where other human player (the one that didn't leave) is located, what units he has, basically he will be spying (droided sides will be his new eyes to see it all when they attack that other player)
Scenario 2) 3 player game was hosted, 1v1v1, 1 player died and left, his side was droided.
Crap happens:
a) Now host does not see enemy moves, instead he see only map full of fog after he hit "end turn" button (because droided dead side has no units to see anything).

Wth...... :(

PS. for a add-on developer it only means that I cant check for ai controller anymore to allow droided sides to use non-standard self created menus and advanced functions. That's not a big problem.. but all above........ jesus.

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Celtic_Minstrel
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by Celtic_Minstrel » May 5th, 2018, 1:44 am

enclave wrote:
May 4th, 2018, 11:54 am
Do you mean I could do it myself or you mean you could do it for next updates of 1.14?
I would like to know how to do it myself if its possible..
Well, you could probably do it yourself it you really wanted to, but I think it likely requires C++ code changes, so...
enclave wrote:
May 4th, 2018, 11:54 am
But 1.14 has got rediculously worse in terms of active/inactive weapon specials.. and like somebody else said it will be confusing newcomers as well. But it's not only newcomers, it will be confusing crap even out of me, who plays wesnoth for more than 10 years.. I know how everything works but I will be having doubts and will need to double check to make sure that some ability doesn't count into the damage or chance to hit etc. Not even mentioning my particular case , where inactive abilities just spam the screen with useless and confusing information :(
If it's so much worse, please point out all the places so that we can fix them. There are quite a few places where potential regressions could have snuck in, since much of the UI was completely redesigned. (That's probably why the attack dialog is now improperly showing inactive specials.)
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by ghype » May 5th, 2018, 8:27 am

I also have to say besides all those supposedly bad changes there are some very good ones.

(1)Just 2day realised that now you can autofill nicks from the Lobby to even if you in-game, which was at first confusing but in the end Communication gets much easier

(2) saw vultraz mentioning people are angry that they do not see the mod-list previewed anymore and have to check the little (i) button. It certainly seems frustrating at first, but once you realise that the searchbar on top left corner filters mods too u wont need to check the modlist for every game manually.
For instance, i am interest to see which games are hosted on ageless (cuz lets say thats the only thing i am really interested in) then I search for it in the search bar and all games are listed. Then i can even filter to see if any of my friends (from the friendlist) are in the game by ticking the box and then, once I can check (i)if i really need to, but then have not more then 5 games which is not a hustly to check the modlist manually.

I dont know if that feature was already in 1.12 but it certainly shines in 1.14 if you know how to use it to your advantage.
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by Generous » May 5th, 2018, 9:27 am

shadowm wrote:
May 2nd, 2018, 1:01 am
Windows installer
Good day! The main Wesnoth page tells the minimum system requirements for Windows as "Microsoft Windows 7 SP1 or later",
but I just tested 1.14.0 on Win XP SP3 and it is working fine. Maybe we should change it to "Microsoft Windows XP SP3 or later" ?

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Re: Wesnoth 1.14.0 — New Horizons Update

Post by vultraz » May 5th, 2018, 9:46 am

Generous wrote:
May 5th, 2018, 9:27 am
shadowm wrote:
May 2nd, 2018, 1:01 am
Windows installer
Good day! The main Wesnoth page tells the minimum system requirements for Windows as "Microsoft Windows 7 SP1 or later",
but I just tested 1.14.0 on Win XP SP3 and it is working fine. Maybe we should change it to "Microsoft Windows XP SP3 or later" ?
Our XP support "soft". It's possible Wesnoth will indeed work on XP, but we cannot guarantee it since we decided to stop specifically maintaining XP support. There have been issues in the past with Wesnoth on XP (a rather pesky sound-related crash comes to mind), and besides, Microsoft no longer supports it. We do not want to encourage the use of an ancient OS that has reached its end of life and no longer received security updates.
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Re: Wesnoth 1.14.0 — New Horizons Update

Post by enclave » May 5th, 2018, 10:38 am

ghype wrote:
May 5th, 2018, 8:27 am
I also have to say besides all those supposedly bad changes there are some very good ones.
Yeah maybe we should make a break from bugfinding and specify happy things..
As a user I'm happy about:
a) For me I love chat in separate private windows (I used experimental lobby in the past and I loved this feature, but I stopped using experimental lobby because of jumping nicknames, no support for it and other bugs it had)
b) First impression on water was great, really really cool, now I'm not sure because it slightly contrasts with old basic terrains, while water looks like real video shoot from a plane.. But I still think its a positive change, I like water, lets say 90% positive, 10% of doubts about it.
c) New terrains, like desert mountains, coooooooool, I won't mention the rest, there is more, but desert mountain is in my top list of loved terrains.
d) Villages have light in them in dusk and 1st night, first time I say it I thought wow.. :)
e) fonts are bigger size, I think I like bigger size fonts..
f) wesnoth loading times with all that "creating cache" seems for me quicker now
g) random map minimap (the one u can regenerate) when you host the game looks bigger? I can now see the castles without need a magnifying glass for it.
h) Oh well I just noticed that there is a slider for amount of players when you selecting the map/scenario, so you may select 4 and it will only show maps for 4 players =] thats cool! (doesn't work on random maps but it's not a problem at all)
i) Hotkeys in preferences look really colorful and cool.. not sure how functional they are, but my eyes were really happy the first time I saw it.
j) Advanced options look more advanced now.. I think its good. I found the "keep scrolling when mouse leaves window" and was very happy about it, it made my day just the fact that it was there.
k) a button in list of add-on, when u click add-on details that allows you Visit the URL is cool too, i dont think it was existing alternative in 1.12
l) when you are giving control to a player from command line, there was a nice window which was showing colors and available player names.. not sure what made it appear (maybe "give_control"), not sure if it works well, but the idea itself looked really nice.
As a add-on developer I like the following:
a) just noticed a button "defaults" in custom options, which I havent tried, but if it works then its SUPER GREAT feature, before I had to specify default setting in description just in case a player messes everything up and will never be able to put it back as it was or for other reasons.
b) when uploading new addon to server you may select "publishable" add-ons, it makes life a bit easier.
c) the button to publish addon (little arrow pointing on top) is really great and easy, its cool!
d) inspect command shows much more now.. it's never a bad thing, i think its positive change (although it froze when I started to look events there)
e) more terrain codes, thats cool, any developer would be happy with more tools.
f) more lua and wml functions.
g) users can now download add-on straight from lobby on joining game, that is maybe the best one! if it works well. Now anyone can make their own unit_types, images and not worry that nobody will play it (what I would really like to see is the total size of what I need to download... not because I care about traffic, but because I care about how long it will take, 70mb ageless may take some time, depending on server and internet, possibly there is a dialogue later, but would be nice if size was displayed in same info screen where it shows all settings for the selected lobby game)

I'm sure I missed some good things, there is a lot.
ghype wrote:
May 5th, 2018, 8:27 am
(1)Just 2day realised that now you can autofill nicks from the Lobby to even if you in-game, which was at first confusing but in the end Communication gets much easier
what does it do? I didn't understand :)
ghype wrote:
May 5th, 2018, 8:27 am
(2) saw vultraz mentioning people are angry that they do not see the mod-list previewed anymore and have to check the little (i) button. It certainly seems frustrating at first, but once you realise that the searchbar on top left corner filters mods too u wont need to check the modlist for every game manually.
For instance, i am interest to see which games are hosted on ageless (cuz lets say thats the only thing i am really interested in) then I search for it in the search bar and all games are listed. Then i can even filter to see if any of my friends (from the friendlist) are in the game by ticking the box and then, once I can check (i)if i really need to, but then have not more then 5 games which is not a hustly to check the modlist manually.
I dont know if that feature was already in 1.12 but it certainly shines in 1.14 if you know how to use it to your advantage.
I'm quite sure that the search bar didn't work for era search in 1.12 so putting ageless would probably bring you nowhere.. I think it only filtered the titles or something... that's really cool to know that now it filters eras too!!!!!!
Yeah tried it and it worked :) I couldnt understand that it doesnt filter automatically at first, was thinking that it just doesnt work, but it's better this way. In 1.12 it was freezing everything to add remove just 1 letter to that search bar, now u just need to hit enter.. it's not very self-explanatory, but I'm sure people will quickly figure out how it works, its much better than making it work automatically and create huge lags.

Need to mention bad things too, or I forget about them... sorry :(
When you see details of add-on there are publish or delete addon button, they are huge and cover half of the addon description... While there may be a good idea in it, I would say overall it's inconvenient and better be modified if not completely removed.
The sorting in add-on list works weirdly.. A bit harder to navigate than it was in 1.12 (not sure what exactly is wrong or different)

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Re: Wesnoth 1.14.0 — New Horizons Update

Post by vultraz » May 5th, 2018, 11:29 am

For the record, I've made several tweaks and improvements to the MP Lobby based on feedback. These'll be in the next release.
Attachments
lobby1.14.0dev.JPG
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