Version 0.4.5

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

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Dave
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Version 0.4.5

Post by Dave »

http://wesnoth.whitevine.net/files/wesnoth-0.4.5.tar.gz

Windows binary: http://wesnoth.whitevine.net/files/setup.exe

I hope someone enjoys access to a Windows binary considering how long it took me to do. I was right when I had concerns about adding directory scanning code due to portability problems - it's done completely differently in Windows, and is documented extremely poorly. I ended up having to download the source for Perl on Windows to find out how they implement opendir/readdir/closedir.

Also, the music keeps on skipping when I run it under Windows. Happens a little under Linux, but not much. Anyone have any idea why this is?

Btw if anyone likes Windows and has a copy of VC++, and wants to become in charge of the Windows port, they are most welcome! :-) (don't all say 'yes' at once!)

The changelog:

Version 0.4.5:
- added mine image for scenario 11 provided by fmunoz
- added some missing headers to source files, problem pointed out by zas
- made the animation for healing take a little longer
- added new shortcut: control-F alternates between full screen and windowed mode
- added buttons 'next' and 'skip' to introduction sequence
- added two new images from fmunoz to introduction sequence
- added new preferences dialog, which contains volume controls for music and sound effects
- got rid of flicker on title screen when you cancel selection of a dialog box
- fixed a number of drawing bugs which caused strange lines to appear across the screen sometimes, and caused the game to display badly when zoomed out alot. Zooming out should now work perfectly

David
Last edited by Dave on September 8th, 2003, 12:29 am, edited 2 times in total.
fmunoz
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Post by fmunoz »

After the 1st turn of the 2nd level you "automagically" lost ...
miyo
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Post by miyo »

fmunoz wrote: After the 1st turn of the 2nd level you "automagically" lost ...
What is your difficulty setting?

- Miyo
ettin
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Post by ettin »

0.4.5 Spanish Translation (GUI and Intro completed).

Can I improve the "slide" buttons?
fmunoz
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Post by fmunoz »

Minor errors or sugerences:
Vilas->Villas (Maybe you should use "Aldeas")
Nietos->Sobrinos (niece may sound similar but it's mean is different )
Hierba->Pradera
Beneficios->Ingresos (but from my economy classes B=I-G so you maybe right ;-))
The message about chossing leveling units is mixed with the 3 next ones

Nice work
miyo
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Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

miyo wrote:
fmunoz wrote: After the 1st turn of the 2nd level you "automagically" lost ...
What is your difficulty setting?
Do we use both normal and medium to define the difficulty level between hard and easy?

scenario01.cfg:#ifdef MEDIUM
scenario01.cfg:#ifdef MEDIUM
scenario02.cfg:#ifdef MEDIUM
scenario03.cfg:#ifdef NORMAL
scenario03.cfg:#ifdef NORMAL
scenario04.cfg:#ifdef NORMAL

In Scenario 2 number of turns is defined by difficulty level...

- Miyo

ps. I did report this at 0.4.3 and ask if this was fixed at 0.4.4 (as it was not in Changelog)
ettin
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Post by ettin »

fmunoz wrote:
Minor errors or sugerences:
Vilas->Villas (Maybe you should use "Aldeas")
Nietos->Sobrinos (niece may sound similar but it's mean is different )
Hierba->Pradera
Beneficios->Ingresos (but from my economy classes B=I-G so you maybe right ;-))
The message about chossing leveling units is mixed with the 3 next ones
Corrected ;)
Yes, I prefer "Aldeas".
Dave
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Post by Dave »

@miyo: yeah sorry you did report that. I thought it was done, but it wasn't...

@jorda: yes please do improve the look of the sliders :-)

David
miyo
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Post by miyo »

Playtesting report:

Scenario 2 (difficulty: hard), used savegame from 0.4.4 (to skip Scenario 1, I have played it too many times already *grin*)

Completed the scenario 2 turns in advance. To get started was the hardest part (enemy leader has enough gold to summon large army). When you reach the enemy leader you already have majority of villages so he can not recruit much units for defense.

Did not remember to save right before victory.

- Miyo
miyo
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Post by miyo »

Oh,

loaded middle-game save of scenario 1 (from version 0.4.4) succesfully.

- Miyo
Compilation error

Post by Compilation error »

config.cpp: In function `class string read_file(const string &)':
config.cpp:14: `::istreambuf_iterator' undeclared (first use here)
config.cpp:14: parse error before `>'
config.cpp:15: parse error before `>'


Is a header file missing ? If yes, which one ?
Dave
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Post by Dave »

Compilation error wrote:config.cpp: In function `class string read_file(const string &)':
config.cpp:14: `::istreambuf_iterator' undeclared (first use here)
config.cpp:14: parse error before `>'
config.cpp:15: parse error before `>'


Is a header file missing ? If yes, which one ?
Don't bother...just delete the entire contents of read_file() and uncomment the commented-out code below. The commented-out code has to be used instead anyway because VC++ doesn't like the uncommented code.

David
Old code is slow

Post by Old code is slow »

Why do you not read the file per block instead of per char, and reallocate memory less often ?
Another compilation issue

Post by Another compilation issue »

sound.cpp: In function `void sound::set_music_volume(double)':
sound.cpp:138: no matching function for call to `basic_string<char,string_char_traits<char>,__default_alloc_template<true,0> >::clear ()'
make: *** [sound.o] Erreur 1
Dave
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Post by Dave »

Another compilation issue wrote:sound.cpp: In function `void sound::set_music_volume(double)':
sound.cpp:138: no matching function for call to `basic_string<char,string_char_traits<char>,__default_alloc_template<true,0> >::clear ()'
make: *** [sound.o] Erreur 1
It means you've got a bad version of the standard library (like Dinkumware that shipped with Visual C++).

Change the line from

current_music.clear();

to

current_music = "";

I had to do that anyway to port it to Windows.

David
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