Wesnoth 0.9.4

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isaac
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Wesnoth 0.9.4

Post by isaac »

Wesnoth 0.9.4 is out!

Several long expected changes have been introduced in this version.

First of all, AMLA (After-Max-Level-Advancement) has been added at last, giving max-level units 3HP extra for each 100XP.

Now the wesnoth server can act as a proxy and redirect to other servers based on the game version.

In addition, the map editor has got some care.

As always there have been unit and scenario balancing, lots of bugfixes and also translation updates, but due to recent unit description changes some strings remain untranslated.

You can check details at http://changelog.wesnoth.org.

Downloads:

http://prdownloads.sourceforge.net/wesn ... z?download
http://prdownloads.sourceforge.net/wesn ... 5?download

You can get the xdelta from the 0.9.3 source to 0.9.4 here (1.6M):

http://prdownloads.sourceforge.net/wesn ... a?download
http://prdownloads.sourceforge.net/wesn ... 5?download

As a fallback you can also get files from
http://files.wesnoth.org/ - you should first try to get files
through SourceForge to help us save bandwidth.

server.wesnoth.org will soon be running 0.9.4 and can be used for multiplayer games.

Instructions for bug reporting can be found -
http://wesnoth.slack.it/?ReportingBugs

Mandrakelinux and BeOS packagers have been informed. Windows and Mac OS X binaries are already available in Sourceforge. The windows binary misses up-to-date translations but that will be fixed soon.

Debian packages will be a bit delayed because of the mess caused in Debian unstable by the XOrg and gcc4 transitions.

Enjoy it!

Update

The windows binary has been updated and now contains updated translations.

The Mac OS X binary contained 0.9.3 instead of 0.9.4, Sithrandel has already been mailed and I'll update this post when a package for 0.9.4 is ready.

Sorry for the inconvenience.

Update
The 0.9.4 Mac OS X binary is already in Sourceforge.

http://prdownloads.sourceforge.net/wesn ... g?download
Last edited by isaac on August 9th, 2005, 8:48 am, edited 3 times in total.

isaac
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Windows and Mac OS X binaries

Post by isaac »

Last edited by isaac on July 25th, 2005, 9:45 am, edited 1 time in total.

Boucman
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Post by Boucman »

Note to Debian amd64 users, isaac has sent the corrected libzipios++, no need to install a custom compiled one anymore.

I'll leave the packages on logrus.no-ip.org for a few days though, but an "apt-get upgrade" should do the trick
Fight key loggers: write some perl using vim

defsy
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xdelta

Post by defsy »

The xdelta patches are great!
Thank you! :D
Life creates order, but order does not create life. --- What makes the desert beautiful is that somewhere it hides a well.
- both: Antoine de Saint-Exupéry
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MadMax
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Post by MadMax »

The Mac version contains 0.9.3, not 0.9.4.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

Insinuator
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Post by Insinuator »

Kind of a sidenote, but, in English, July has no "e" in it. The most recent version post on BfW's homepage is spelled J-U-L-E.

Tux2B
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Post by Tux2B »

If some strings are untranslated before a version comes out, can the new .po files be posted in the translation forum so it can be translated? Personnaly, I may have some time to kill translating it (Dutch and French).
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon

ott
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Post by ott »

As usual, the current working copies of all game files should be in CVS: http://savannah.nongnu.org/cgi-bin/view ... h/wesnoth/ and specifically see the po/wesnoth* directories. As can be seen from http://gettext.wesnoth.org/ the French and Dutch translators are usually quite active, so you should contact them to make sure they haven't already translated strings that haven't been committed to CVS yet; see http://wesnoth.slack.it/?WesnothTranslations
This quote is not attributable to Antoine de Saint-Exupéry.

rogue
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Post by rogue »

In the changelog, it mentioned that 24-bit color is the default instead of 16-bit.

What I want to know is how can I switch between the two modes, and how can I tell what mode my game is running in?

Does 24-bit color improve the banding in the title graphic?
<rcarello>

Dave
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Post by Dave »

rogue wrote:In the changelog, it mentioned that 24-bit color is the default instead of 16-bit.

What I want to know is how can I switch between the two modes, and how can I tell what mode my game is running in?

Does 24-bit color improve the banding in the title graphic?
Actually the game should now try to guess what's optimal for your monitor, instead of blindly using 16bpp (and for a short period in CVS but never released, 24bpp).

If you want to force a certain bit depth, you can use the command like parameter --bpp. E.g. --bpp 24.

Using bit-depths of 24 or 32 bits shouldn't have banding in the title image, unless your display can't handle those bit depths at all, in which case you'll still get banding, and the game will run slower.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming

aethun
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Post by aethun »

Any chance to see the new mountain tiles in the next version?

isaac
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Windows binary updated

Post by isaac »

The windows binary has been updated and now includes latest translations (the xdelta file has also been updated). I should have renamed the file but didn't, sorry for the inconvenience.

Best regards

rogue
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Post by rogue »

Dave wrote:
rogue wrote:In the changelog, it mentioned that 24-bit color is the default instead of 16-bit.

What I want to know is how can I switch between the two modes, and how can I tell what mode my game is running in?

Does 24-bit color improve the banding in the title graphic?
Actually the game should now try to guess what's optimal for your monitor, instead of blindly using 16bpp (and for a short period in CVS but never released, 24bpp).

If you want to force a certain bit depth, you can use the command like parameter --bpp. E.g. --bpp 24.

Using bit-depths of 24 or 32 bits shouldn't have banding in the title image, unless your display can't handle those bit depths at all, in which case you'll still get banding, and the game will run slower.

David

Thanks for the info.

After forcing 24-bit color, the game was too slow to be playable. My scrolling fps dropped from around 8 to 1-2, but it felt even slower than that and I could practically see the screen redraws. Also, the mouse cursor shadow was leaving trails on the sidebar and text boxes. Probably a bug in SDL?

I tried again with 32-bit color, even though I assumed 24 and 32 would do the exact same thing. Surprisingly, 32-bit color worked much better than 24-bit, and I got a scrolling fps of 4-5 which isn't much worse than what I'm used to.

****

I just realized that the 0.9.4 Mac download (...0.9.4.dmg) still contains the 0.9.3 application, so that would explain why I'm still starting in 16-bit by default. Maybe somebody could fix that?
<rcarello>

Sithrandel
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Post by Sithrandel »

Sorry about that... I'll fix it on Monday, must have been a copying error!

Dave
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Post by Dave »

rogue wrote: After forcing 24-bit color, the game was too slow to be playable. My scrolling fps dropped from around 8 to 1-2, but it felt even slower than that and I could practically see the screen redraws. Also, the mouse cursor shadow was leaving trails on the sidebar and text boxes. Probably a bug in SDL?

I tried again with 32-bit color, even though I assumed 24 and 32 would do the exact same thing. Surprisingly, 32-bit color worked much better than 24-bit, and I got a scrolling fps of 4-5 which isn't much worse than what I'm used to.
It seems that 24 bpp works very poorly with Mac. Probably an artefact of the design of Mac hardware, and/or related to the implementation of SDL on Mac.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming

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