Wesnoth 1.13.7
Moderator: Forum Moderators
- Celtic_Minstrel
- Developer
- Posts: 2207
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.7
I haven't tested it, but it looks good. In previous versions though, it wasn't an error to target a non-adjacent locations. That's not a huge deal because it's possible to work around by using the new-ish [store_relative_direction].Celtic_Minstrel wrote:I also fixed the facing issue.
EDIT: Actually, the place I thought I did this was actually an animated [harm_unit], not an [animate_unit]. In that case, idk whether it was an error before.
another EDIT: also, perhaps someone can weigh in on this issue? If I understand it right, messages with lots of options can result in the main message being hidden, when probably it should result in a scroll bar for the options?
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
- Celtic_Minstrel
- Developer
- Posts: 2207
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.7
It's still not an error withSamonella wrote:I haven't tested it, but it looks good. In previous versions though, it wasn't an error to target a non-adjacent locations. That's not a huge deal because it's possible to work around by using the new-ish [store_relative_direction].Celtic_Minstrel wrote:I also fixed the facing issue.
[animate_unit]
, because the implementation of animate_unit uses the same mechanism as [store_relative_direction]
to resolve the direction to an adjacent space. It's only an error when using the Lua animations API directly.- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Wesnoth 1.13.7
I can't reproduce this problem: Maybe this is dependent on OS somehow, or on resolution?Samonella wrote:another EDIT: also, perhaps someone can weigh in on this issue? If I understand it right, messages with lots of options can result in the main message being hidden, when probably it should result in a scroll bar for the options?
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Wesnoth 1.13.7
I took another look at the dialog and I realized that actually, the top part of the message had a tiny scrollbar on the right, I just didn't see it because it was so small and almost the same color as the window. (If you want to test how good your vision is, you can try to find the scrollbar in the screenshot I posted )
I think it would be better if the options got the scrollbar instead. For reference, my OS is Windows 10 and my Wesnoth resolution is 1280x657 when maximized in windowed mode.
I think it would be better if the options got the scrollbar instead. For reference, my OS is Windows 10 and my Wesnoth resolution is 1280x657 when maximized in windowed mode.
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
- Celtic_Minstrel
- Developer
- Posts: 2207
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.7
Rather than making the options get the scrollbar instead, I think whichever is bigger should get the scrollbar.
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: Wesnoth 1.13.7
Two little issues I noticed on 1.13.7...
a) When you're transitioning between MP scenarios (or possibly starting a new MP scenario) a sideways scroll bar is created if the leader name + leader unit type is too long.
b) Variables displayed in objectives are not updated. Objectives set in a prestart event can be viewed throughout the game, but the variables seem to be stuck at whatever they were on map start.
a) When you're transitioning between MP scenarios (or possibly starting a new MP scenario) a sideways scroll bar is created if the leader name + leader unit type is too long.
b) Variables displayed in objectives are not updated. Objectives set in a prestart event can be viewed throughout the game, but the variables seem to be stuck at whatever they were on map start.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Re: Wesnoth 1.13.7
The add-on manager works certainly works better than in 1.13.6 but after downloading an add-on it trys to reconnect to the addon server and crashes every time.
Also another minor thing that has been annoying me in the multiplayer menu to select 'local game' or 'join official server' sometimes takes two clicks to select. It happens about every six times if you click back and forth between the options. And if it does happen every other option takes two clicks and then it does not happen again for about 6 more clicks Something wierd is going on, maybe a problem with refreshing the buttons?
Also another minor thing that has been annoying me in the multiplayer menu to select 'local game' or 'join official server' sometimes takes two clicks to select. It happens about every six times if you click back and forth between the options. And if it does happen every other option takes two clicks and then it does not happen again for about 6 more clicks Something wierd is going on, maybe a problem with refreshing the buttons?
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Wesnoth 1.13.7
I have tested installing add-ons with the add-on manager quite many times and haven't experienced such a crash.The_Gnat wrote:The add-on manager works certainly works better than in 1.13.6 but after downloading an add-on it trys to reconnect to the addon server and crashes every time.
The crash you get might be bug #25504 [Gna.org] that has already been fixed for 1.13.8.
Re: Wesnoth 1.13.7
Really? I had not realised 1.13.8 has been released yet.
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Wesnoth 1.13.7
It has not. With "fixed for 1.13.8" I meant that the fix is already in Git master, and will be in 1.13.8 (unless we need to revert it).The_Gnat wrote:Really? I had not realised 1.13.8 has been released yet.
Re: Wesnoth 1.13.7
Of course okay thank you!
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Wesnoth 1.13.7
you can also use the git master version if you need this fixed.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.7
I was wondering, what do you do to compile the github master version into an installer?
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Wesnoth 1.13.7
you don't need to create an installer to play wesnoth master, all you need to play latest master (on windows) is:The_Gnat wrote:I was wondering, what do you do to compile the github master version into an installer?
- the game data files, you can get them from github, preverabeley by using git but it also possible to download thme from the github webpage.
- the wesnoth executable (wesnoth.exe) you can get it from Jenkins
- the library (.dll) files you can copy them from the installed wesnoth 1.13.7 release
EDIT1: the files downloaded from (1) are at most one day old so in 90% of cases it wil be compatible with the data files form latest guthub its still better to use git checkout in order ot make sure the version macthes exactly though to get guaranteed compabilty.
EDIT2: the wesnoth 'installation' you get this way probably won't have any translations you migth want ot copy the translation folder from 1.13.7 release for that.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.