Wesnoth 1.0.2 is out!

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isaac
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Wesnoth 1.0.2 is out!

Post by isaac »

Wesnoth 1.0.2 is out!

This is the second "maintenance" release after Wesnoth 1.0.

This release fixes a specially annoying MP bug, namely the "gamelist diff" one. In addition, new terrains graphics have been added, including cool roads and swamps.

It also includes lots of fixes for campaigns bugs and a revision of multiplayer maps.

Now it is also possible to view the recall list even if you don't have enough money to recall a unit.

You can check details at the changelog.


Downloads:

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

You can get the xdelta from the 1.0.1 source to 1.0.2 here:
http://prdownloads.sourceforge.net/wesn ... a?download
http://prdownloads.sourceforge.net/wesn ... 5?download

Check http://www.wesnoth.org/forum/viewtopic.php?t=7034 for info on using xdelta.

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 can already be used for multiplayer games.

Instructions for bug reporting can be found -
http://www.wesnoth.org/wiki/ReportingBugs

Debian packages will be available soon.

MacOS X, Mandrakelinux, Windows and BeOS packagers have also been informed.
Last edited by isaac on January 2nd, 2006, 11:49 am, edited 1 time in total.

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Tomsik
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Post by Tomsik »

At long last! :)

semelis
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Post by semelis »

It compiled ok on my mac (conf&make style) but for the docs:
Making all in doc
/bin/sh: line 1: cd: doc: No such file or directory
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2
of course the /doc dir is there and seems that it contains everything ...

edit: manually typing make in doc dir :
Making all in man
make[1]: Nothing to be done for `all'.
make[1]: Nothing to be done for `all-am'.
the program works well, I've just connected and win a 2vs2 :)
Last edited by semelis on November 20th, 2005, 6:11 pm, edited 1 time in total.
Joan

Emmanovi
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Post by Emmanovi »

changelog wrote: * Increase maximum allowed recursion depth. The previous limit was
being reached in "The Heist".
Is this supposed to fix "The Heist"? If so, it doesn't. Not for me anyways.
If white was black and black was white, what would happen to zebra crossings?

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ivanovic
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Post by ivanovic »

Thanks to Sithradel!
The Mac verison of 1.0.2 is available at this link:
http://prdownloads.sourceforge.net/wesn ... g?download

unsung
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Post by unsung »

error fixed= good.


Not out for windows= :x

oh well.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?

Oreb
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Post by Oreb »

must get faster download 56 kb ain't enough, arrr hurry up downloading
I am Oreb, Lord of the Darthien
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bruno
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Post by bruno »

Emmanovi wrote:
changelog wrote: * Increase maximum allowed recursion depth. The previous limit was
being reached in "The Heist".
Is this supposed to fix "The Heist"? If so, it doesn't. Not for me anyways.
Yes.
I had tried a more invasive fix, but eventually came to the conclusion there was no way to make it compatible with 1.0.1.
However, I doubt that "The Heist" is going to a depth of over 1000 [random] tags. Are you starting the game from scratch?
What problem are you having? There could be other issues causing problems than generating large numbers of random values at the start of the second level. For example, starting leaders at invalid locations no longer is accepted and that might be causing a problem.

bruno
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Post by bruno »

The Raven wrote:must get faster download 56 kb ain't enough, arrr hurry up downloading
If you track SVN and build from source, upgrading doesn't take all that long.

bruno
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Post by bruno »

Emmanovi wrote:
changelog wrote: * Increase maximum allowed recursion depth. The previous limit was
being reached in "The Heist".
Is this supposed to fix "The Heist"? If so, it doesn't. Not for me anyways.
I just sync'd up my release copy of Wesnoth 1.0.2 and tried out "The Heist" and I can save games on the second level. That is the particular problem that was fixed. If you are seeing some other problem we need to know what it is.

Emmanovi
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Post by Emmanovi »

I'm getting the problem a lot of people got, where on the second level if you end turn the game closes for no reason.
If white was black and black was white, what would happen to zebra crossings?

bruno
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Post by bruno »

Emmanovi wrote:I'm getting the problem a lot of people got, where on the second level if you end turn the game closes for no reason.
That's not all that helpful.
Can you tell us what version of the "The Heist" you are using?
Presumably you are using 1.0.2 of Wesnoth?
What platform are you running on (e.g. Windows or Linux distro)?
How exactly you end the level?
Are there any messages before the game exits?
Did you play the entire game using those versions?
(If you are playing a saved game that was started with an earlier version of wesnoth, it would be worth starting over as some things may be broken in the save file.)
Having a save from right before you do whatever you do to cause the problem that other people could use to duplicate the problem would be helpful.

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Aleksi
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Post by Aleksi »

Hum, the main menu music is not in stereo... I don't think mono is a solution. Is this due of saving space?

Emmanovi
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Post by Emmanovi »

bruno wrote:
Emmanovi wrote:I'm getting the problem a lot of people got, where on the second level if you end turn the game closes for no reason.
That's not all that helpful.
Can you tell us what version of the "The Heist" you are using?
Presumably you are using 1.0.2 of Wesnoth?
What platform are you running on (e.g. Windows or Linux distro)?
How exactly you end the level?
Are there any messages before the game exits?
Did you play the entire game using those versions?
(If you are playing a saved game that was started with an earlier version of wesnoth, it would be worth starting over as some things may be broken in the save file.)
Having a save from right before you do whatever you do to cause the problem that other people could use to duplicate the problem would be helpful.
1. 0.5.6
2. Yes.
3. Suse Linux.
4. I end the first level fine. Begin second level. Read diaglouge etc. Move units. Click "end turn". After a slight "loading" like pause the game simply exits for no reason.
5. No.
6. I started over from the newly downloaded update for the campaign.
7. I'll make a save, but can you tell me what to do with it once I save?

(Me is a newbie to this).
If white was black and black was white, what would happen to zebra crossings?

lwa
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Post by lwa »

Here is my Mac OS X build for 1.0.2:

Full version (44Mb)
http://lwa.retiaire.org/wesnoth/Wesnoth ... .2-lwa.dmg

Lite version (25Mb)
http://lwa.retiaire.org/wesnoth/Wesnoth ... te-lwa.dmg
(just the game, without large images and musics)

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