Wesnoth 0.6.99.4 released

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

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miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Wesnoth 0.6.99.4 released

Post by miyo »

Elen síla lúmenn' omentielvo.

In this fourth release of 0.6.99-series Knalgan Alliance has been formed [1], alpha channel has been implemented, new tutorial, theme update and as usual bugs have been fixed... Changelog can be found at http://changelog.wesnoth.org.

It is still good time to contribute and enhance GettingStarted and AdvancedTactics in our Wiki, which can be reached thru http://wiki.wesnoth.org

Source tarball and md5sum can be found here:

http://www.wesnoth.org/files/wesnoth-0.6.99.4.tar.gz
http://www.wesnoth.org/files/wesnoth-0. ... tar.gz.md5

And finally, what many of you have been waiting and asking for - new u$win binary:

http://www.wesnoth.org/files/win-0.6.99.4.exe

devsrv.wesnoth.org is running 0.6.99.4 and can be used for multiplayer games.

We did quite massive bug list cleanup on Savannah and you might need to re-report some bugs if they still exist on you, we are quite certain many of those are already fixed. Bugs should be reported on Savannah, which can be reached thru http://bugs.wesnoth.org

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

Namárië,

- Miyo

[1] Knalgan Alliance: dwarves and their allies, Rebels can not recruit dwarves or thieves anymore
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Ooooh! Resting looks new and exciting. How many hitpoints do you gain each turn if you don't move. Often a village is close enough that for serious healing this feature wouldn't be used. But I have had units mired in rough terrain with no village or healer nearby, but I suppose that even if they gain 2 hitpoints a turn, it's not going to make much difference. Unless they wait a loooong time. Why the change though? I thought we were strictly limiting sources of healing.
kmj
Posts: 67
Joined: February 15th, 2004, 5:57 pm

Post by kmj »

After many hours of illusion, delusion, derision, and near nuclear fission, I have managed to produce something that seems to fit the description of an RPM.

I've unpackageed it onto my computer and it seems to work, but it would be very nice if there was some independent verification.

Miyo: if you'd like to host the file here, that's cool with me; or if you'd rather I host it on my box, we can do that too. (Though, while my box is nearly never down, there's no guarantee that it will stay up.)


http://kmj.homelinux.org/wesnoth/wesnot ... 4.i386.rpm
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

quartex wrote:Why the change though? I thought we were strictly limiting sources of healing.
We have been mainly limiting maximum amount of healing, not the sources, e.g. originally shaman were not able to heal, but as you know now they can.

- Miyo
gandalf
Posts: 157
Joined: August 24th, 2003, 4:15 pm
Location: Sweden

wacky mouse pointer

Post by gandalf »

Hello. On my Linux box I have with this new version 0.6.99-4, some problem with the mouse pointer. It's not accurate, it's not lagging, it just points to the wrong area.

I attach an image that shows a white dot (made by me) that shows the mouse pointer location. and as you all can see, the highlighted square is not the one, the mouse pointer points to!
Guest

Post by Guest »

Could not compile it:

*** Keine Regel vorhanden, um das Target »data/scenarios/Isle_of_the_Damned.cfg.rej«,

[translated: no rule to build target >>data/...<<]

Am I doing sth. wrong, or is there a fault with the tarball?
Icekiss
Posts: 63
Joined: February 19th, 2004, 11:50 am

Post by Icekiss »

Sorry, forgot to log in. The guest was me :)
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

My bad,

there is indeed additional file data/scenarios/Isle_of_the_Damned.cfg.rej that should not be there. Just remove it.

I did not get any troubles with that file when compiling... how are you trying to compile? What is your ./configure line?

- Miyo
Icekiss
Posts: 63
Joined: February 19th, 2004, 11:50 am

Post by Icekiss »

Thanks, that helped :D

I compiled it using my own program :lol:
Here's the output (advertisment :roll: )

root@terminus:/home/knoppix# deb-install wesnoth-0.6.99.4
setting up temporary directory...
generating debian source directory [using dh_make]...
compiling .deb package [using debian/rules binary]...
Installing the debian package (.deb) [using dpkg]...

(Lese Datenbank ... 124327 Dateien und Verzeichnisse sind derzeit installiert.)
Vorbereiten zum Ersetzen von wesnoth 0.6.99.2-1 (durch wesnoth_0.6.99.4-1_i386.deb) ...
Entpacke Ersatz für wesnoth ...
Richte wesnoth ein (0.6.99.4-1) ...

I'll try to find out later which configure line these tools use...
(It would swallow the tar.gz as well, but I had to unpack it first to delete the file)
Last edited by Icekiss on February 21st, 2004, 8:08 pm, edited 1 time in total.
ahwayakchih
Posts: 79
Joined: February 6th, 2004, 12:41 pm
Location: Warszawa, Polska

Blurry castle

Post by ahwayakchih »

Is it me or castle tiles are too blurry in this version? They look like they don't belong to rest of gfx ("pixelgraphic" style where everything is "sharp").
Icekiss
Posts: 63
Joined: February 19th, 2004, 11:50 am

Post by Icekiss »

They look perfectly sharp to me.
kerrigan

Post by kerrigan »

accualt it seemed blurry for me too. :shock: :shock:
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

iRichard has contributed binary/package for Mac OS X, check http://wesnoth.slack.it/?WesnothBinaries

- Miyo
Icekiss
Posts: 63
Joined: February 19th, 2004, 11:50 am

Post by Icekiss »

Well, I have tried to look up the used configure line. But I'm not really understanding what it does (but it does look sane):

DEB_HOST_GNU_TYPE ?= $(shell dpkg-architecture -qDEB_HOST_GNU_TYPE)
DEB_BUILD_GNU_TYPE ?= $(shell dpkg-architecture -qDEB_BUILD_GNU_TYPE)
./configure --host=$(DEB_HOST_GNU_TYPE) --build=$(DEB_BUILD_GNU_TYPE) --prefix=/usr --mandir=\$${prefix}/share/man --infodir=\$${prefix}/share/info

This code snippet is out of debian/rules (a makefile) which is generated by dh_make (tool to automatically change a source archive into a debian source archive)
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Are any other mac users finding that 0.6.99.4 is slower than previous versions? I'm using a 400 Mhz G3 running OS X 10.2.8, and wesnoth as always run smoothly. However with the latest version the animation of units moving is problematic. If I tell a unit to move 6 hexes, it will move 5 hexes and then pause a second before moving to the last hex. Other times I will tell a unit to move to a hex, and it will ignore the command, as if I never clicked, it will take me several tries to get it to move. I notice this most often when watching the enemy move, the AI takes a lot longer to move each unit that before, is it taking a lot longer to think? Before (especially with the especially with accelerated mode enabled) the game almost never paused to think. Has anyone else notice this slowdown?
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