Wesnoth 1.11.6

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

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ivanovic
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Wesnoth 1.11.6

Post by ivanovic »

Wesnoth 1.11.6 is out!

After about a month, the sixth release of the 1.11.x development branch is here! As it is the norm with development releases, it contain many more bugs than the latest stable release from the 1.10.x series. Additionally, 1.10.x content might not be compatible with 1.11.x due to various changes in the game engine and WML syntax done in the development branch.

Don’t be disappointed if the game crashes every now and then — regular players wanting a stable gaming experience should not use this release, and stick to the stable branch instead. However, if you want to test the future of Wesnoth and help us find bugs so they can be fixed in a timely fashion, you are more than welcome to check out this release. If you find a bug, please do not assume that it is so obvious that we already know about it! Report it and make sure that we are aware of it!

Some of the changes in this release include:
  • The Description box in the Add-ons Manager dialog now lists dependencies for the selected add-on, colored according to their installation status.
  • Various Micro-AI improvements, including the addition of a “Hang out” Micro-AI.
  • The Wose units race now has a description for the help system, courtesy of the_beagle.
  • Unit ellipses now forcefully reflects whether a unit has a ZoC or not. As a side-effect, ellipse=misc/ellipse-nozoc in [unit_type] and [unit] will result in missing ellipses (the game will try to load files following the misc/ellipse-nozoc-nozoc-*.png pattern instead).
  • [modify_side] can now modify the scroll_to_leader attribute. However, [store_side] support for storing this attribute will only come in 1.11.7.
As usual, there are many other additional changes since the last development release for both players and content authors, most of which are listed in the full changelog. There’s also an alternative players changelog including only notable, user-visible changes.

Downloads

Source code:
http://sourceforge.net/projects/wesnoth ... 2/download (380.8 MB) md5sum
Here is the XDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.11.5 to 1.11.6, 15.2 MB)
Check http://forums.wesnoth.org/viewtopic.php?t=7034 for information on using XDelta.

The Windows package is already available. You can find it on the download page.

The Mac OS X package is not available yet. Once it is you can find it on the download page.

The OpenPandora package is not available yet. Once it is you can find it on the download page.

Many of the Linux packages have already been created, and all known packagers have been contacted. Information about where to get the respective binaries or how to get them to work can be found in the Linux binaries page in the wiki. Download links for other supported systems will be available at the download page once the packages are created and published.

As a fallback you can also get the sources from http://files.wesnoth.org/ — but you should first try to get the files through SourceForge.net to help us save bandwidth. Please get the files from SourceForge.net if possible.


The multiplayer server for 1.11.6 is up and running. This server can only be used to play with other users of 1.11.6. If you do encounter problems, please report them.

The add-ons server for 1.11.x is already running. It was started with the release of 1.11.0 and it serves content for all 1.11.x versions. If you encounter any problems with add-ons not working as expected, please notify the content’s author — most of them should be here in the Scenario & Campaign Development forum.

If you find any bugs, don’t hesitate to report them, but please read the instructions on how to report bugs first! As bug reports in the forums tend to be forgotten, you will get better results using the official bug tracker. Again, we require your help for finding and fixing issues, no matter how trivial or complicated they are!

Enjoy!
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Iris
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Re: Wesnoth 1.11.6

Post by Iris »

A little bird told me that the OS X package is now available, so I’ve updated the front page to reflect that.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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doofus-01
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Re: Wesnoth 1.11.6

Post by doofus-01 »

Hi,

I got an error that I think is mainline, but I'd like to get some confirmation from someone else.

Loading a map with the first row all terrain type "_off^_usr" results in:

Code: Select all

20130914 20:29:42 error general: The following add-on had errors and could not be loaded:
/home/XXXXXXXXX/.wesnoth1116/data/add-ons/Trinity/_main.cfg
ERROR DETAILS:
Unexpected characters after variable name (expected , or =), value '^' at ~add-ons/Trinity/maps/damned_tower/inside.map:4 included from ... 
Changing the x,y=0,0 terrain to something else seems to fix the problem, so it's not a show-stopper. But I don't think it should be possible to draw a map with mainline terrains, and then have it fail to load, so if it is real, it is a bug.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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Iris
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Re: Wesnoth 1.11.6

Post by Iris »

doofus-01 wrote:

Code: Select all

20130914 20:29:42 error general: The following add-on had errors and could not be loaded:
/home/XXXXXXXXX/.wesnoth1116/data/add-ons/Trinity/_main.cfg
ERROR DETAILS:
Unexpected characters after variable name (expected , or =), value '^' at ~add-ons/Trinity/maps/damned_tower/inside.map:4 included from ... 
Since this is a WML parser error associated with a file path that is not normally expected to be passed to it, just to make sure, how are you including that map file in your code?
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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doofus-01
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Re: Wesnoth 1.11.6

Post by doofus-01 »

shadowm wrote:Since this is a WML parser error associated with a file path that is not normally expected to be passed to it, just to make sure, how are you including that map file in your code?
Ah yeah, it wasn't the usual map_data thing, I tried to load it later on with [replace_map] map="{dir/file.map}"[/replace_map]. I didn't think to test it with the bad map as the initial scenario map.

EDIT: And it was through a macro. It's possible I'm doing something stupid, but it does load fine if I change the upper left corner terrain code.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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