Wesnoth 1.12.1

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Wesnoth 1.12.1

Postby shadowm » January 25th, 2015, 10:44 pm

Wesnoth 1.12.1 is out!

Screenshot Screenshot Screenshot Screenshot

This is a maintenance release for the stable 1.12.x series, and it is fully compatible with version 1.12.0. As is the norm for updates to a stable series, this version delivers an assortment of bug fixes and other minor improvements in various areas, as well as translation updates. Read on for a list of the most notable fixes in this release, as well as a few known bugs we hope will be fixed in future releases.

Players coming from 1.10.x or previous stable versions should check our official release notes for Wesnoth 1.12 to learn about the new features and general improvements from this series.

  • Observers should no longer crash when joining MP campaign games past the first scenario (bug #23036 [Gna.org]).
    They may, however, present OOS errors. See “Known Bugs” below.
  • AI-controlled sides are no longer incorrectly transferred to human players when reloading MP games (bug #22968 [Gna.org]).
  • Reloaded MP campaign games are no longer missing the scenario title in the lobby game list.
  • Modifications can now be used with most MP campaigns (bug #22334 [Gna.org]).
  • Delayed Shroud Updates can no longer be toggled when it’s not the controlling player’s turn, as it causes OOS errors.
  • The Set Password option in the game creation and set-up screen works again (bug #23015 [Gna.org]). Since this resulted from a mistake in client-side code, only players running this and later 1.12.x releases are able to create password-protected games. Note that password verification upon joining a game will work regardless of the client version in use.

Although 1.12 RC 1 and 1.12.0 already included most of the required code to allow Wesnoth to be installed and run from paths including international characters on Windows and other platforms, a couple of oversights have been found and subsequently addressed since the last release. In particular:

  • Fixed non-ASCII characters in the player’s profile path preventing Wesnoth to launch on Windows (bug #22983 [Gna.org]).
  • Fixed Wesnoth failing to start on some systems using non-UTF-8 locales (forum thread).

Also related to the cross-platform Unicode fixes from 1.11.19, this release solves an issue wherein starting the editor several times in the same session would take considerably longer each time.

  • Walking Corpse and Soulless variation names are now translatable and displayed in the Help browser (subject to translation availability).
  • Various technical (i.e. internal) unit variations found in the core unit set and several mainline campaigns would be displayed in the Help browser in previous versions. This was a bug rather than a deliberate decision, and it has been accordingly addressed for this release. Content creators for whom this could be a concern are advised to make use of the hide_help=yes option in [unit_type] [variation] tags.
  • Unit types which only define hidden technical variations are no longer displayed as categories in the Help browser.

This release includes a fix for a regression from Wesnoth 1.11.19 resulting in Unix-style hidden files (dot files) being matched by directory {inclusions} in WML, affecting all builds using the new filesystem code regardless of platform.

A long-standing issue introduced after the stable 1.8.x series (bug #22962 [Gna.org]) causing nested macro substitutions to bind subsequent translatable strings to the default wesnoth textdomain was also fixed for this release.

The themes selection in Preferences → Display sees the addition of a new “Classic” theme that restores the gray in-game interface design from Wesnoth 1.0 – 1.10. Please note that due to engine limitations at this time, this and other themes only alter the appearance and contents of the game menu and sidebar, leaving other elements unchanged (e.g. dialog boxes, multiplayer lobby).

  • Music playlists throughout the Heir to the Throne campaign have been tweaked and expanded.
  • Fixed a message from The South Guard scenario 9a “Vengeance” not displaying (bug #23059 [Gna.org]).
  • Prevented a Troll Warrior from being spawned with the Quick trait and ambushing the player in Eastern Invasion scenario 11 “Captured” (bug #23054 [Gna.org]).
  • Minor tweaks to Eastern Invasion scenario 11 “Captured” to account for the selected difficulty level (bug #23053 [Gna.org]).
  • Fixed line of water across the map’s width at the end of Eastern Invasion scenario 12 “Evacuation” (bug #23048 [Gna.org]).
  • A possible issue wherein there would be no viable routes around the guards in the Liberty scenario “Hide and Seek” has been fixed.
  • Several issues with specific Micro AI engines have been fixed.
  • The Falcon race is no longer missing its icon in the editor.
  • Using the tip-of-the-day hotkeys on the title screen no longer causes the game to crash to desktop (bug #18926 [Gna.org]).

General bugs:

  • Gold carryover during MP campaigns is applied once by the host and again by all participating clients (bug #22936 [Gna.org]). This is suspected to be related to other reported OOS issues with MP campaigns. It is currently unclear whether and how this will be fixed in future 1.12.x releases.
  • Wesnoth may occasionally crash to desktop when/while music is enabled. Thus far, this has been observed on Windows XP SP3 (bugs #23203 [Gna.org] and #23026 [Gna.org]) and Debian GNU/Linux 8 “jessie” (report pending).
    More information is needed to help us determine the cause of this issue — in particular, your Wesnoth build configuration (if compiling from source), and OS and library versions, as well as any customizations you may have made to your install. Backtraces and semi-reliable steps to reproduce are highly desirable due to the nature of this bug.
  • It’s not possible to clear some default hotkeys with the Clear Hotkey option (bug #21983 [Gna.org]). This will not be fixed in 1.12.x.
  • Attempting to assign hotkeys including both the Ctrl and Alt modifiers does not work (bug #22219 [Gna.org]).

Bugs specific to Microsoft Windows:

  • ClearType font rendering is disabled as it causes glitches (bug #21648 [Gna.org]).
    This is likely caused by outdated libraries in the packaging process.
  • Consecutive line breaks (paragraph breaks) are not rendered as expected (bug #21649 [Gna.org]).
    This is likely caused by outdated libraries in the packaging process. There is no built-in workaround available yet.

Bugs specific to Apple OS X:

The following issues affecting Wesnoth on Apple OS X are known and they are pending fixes. However, many of them are beyond the scope of the 1.12.x series and require significant re-engineering that can only be done in 1.13.x development releases later, or cannot be properly addressed due to a lack of experienced OS X coders in our team. Thus, unless someone can contribute patches to address them, it is unlikely that these bugs will be fixed during the 1.12.x series.

  • Color cursors are forcibly disabled on this platform due to severe performance issues (bug #18112 [Gna.org]).
  • Fullscreen mode does not fill the entire screen when maximum resolution is selected in Preferences → Display, and user interface elements are scaled and distorted.
  • System commands do not work while Wesnoth is running in fullscreen mode (bug #21943 [Gna.org]).
  • The mouse cursor is not mapped correctly to the game screen contents on Retina displays due to problems with detected vs. real screen resolution mismatches (bug #20332 [Gna.org]).
    A workaround is in place making Wesnoth default to 800x600 on OS X regardless of the incorrectly-detected maximum resolution.
  • Trackpad tap clicking is sometimes not recognized (forum post).
  • Unofficial builds with OpenMP support enabled randomly freeze (bug #18144 [Gna.org]).
  • Consecutive line breaks (paragraph breaks) are not rendered as expected (bug #21649 [Gna.org]).
    This is likely caused by outdated libraries in the packaging process. There is no built-in workaround available yet.



There are a few more changes in addition to the aforementioned, including translation updates and minor bug fixes. Most of these items are listed in the full changelog for enthusiasts and content creators. An alternative players changelog is also available, including only items deemed relevant for regular players.


Contributors

Do you want to help shape the future of Wesnoth? You are always free to join us in the #wesnoth-dev IRC channel on irc.freenode.net to ask for help with getting started!


Downloads



Packages for Microsoft Windows and Apple OS X are already available:



All known Linux packagers have been contacted, and binaries for your distribution may have already been created. Information about where to get the respective binaries or how to install them can be found on the Linux binaries page in the wiki.

Downloads for other platforms may be found on the Download page in the wiki as they become available.



The multiplayer server for 1.12.x is up and running. This server can be used to play with other players running any 1.12.x version, as well as release candidates.

The add-ons server for 1.12.x is already running. It was started for 1.11.10 and it serves all stable, RC, and beta releases from this series.
If you encounter any problems involving add-ons not working as expected, please notify the content’s author or maintainer.

If you find any bugs, do not 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 our bug tracker. We require your help for finding and fixing issues, no matter how obvious, trivial or complicated they seem!

Have fun!
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: Wesnoth 1.12.1

Postby nuorc » February 2nd, 2015, 5:51 pm

Maybe I missed something, but unlike in the pictures above, the icons for the mini map are now to the left of it - instead of underneath - and the zoom slider is missing:

bfw-mm.png
bfw-mm.png (24.87 KiB) Viewed 8544 times



I noticed that in the online support section the getting started and manual are still featuring 1.10 graphics and probably descriptions; I don't feel up to it, but has anybody considered updating it?
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Re: Wesnoth 1.12.1

Postby beetlenaut » February 3rd, 2015, 12:09 am

The layout of the minimap changes depending on the window size. For larger sizes, the buttons are below the map, and there is a zoom slider like the pictures above show. For smaller screens/windows, it is displayed like in your image.
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Re: Wesnoth 1.12.1

Postby GbDorn » February 3rd, 2015, 1:19 pm

1. Orb colors do not match between the main window and the minimap with the 'Minimap Unit Coding' switched on.
When a unit's moves equal 0 but the unit can attack, its orb is yellow in the main window and black in the minimap.
When a unit's moves are greater than 0 but it cannot move because of the [movement_costs], its orb is black in the main window and yellow in the minimap.
Basically the minimap's coding depends only on moves>0 or moves==0.

2. I thought enemies now had red orbs in 1.12 (which is confirmed by the help section), but they do not in my install. Any idea why?

3. It seems the [game_config] page in the wiki is not up-to-date as there are many differences with the file on my install (everything in the [images] tag at least).

4. See the editor bugs I reported in the 1.12.0 topic.
Here are some other ways to crash the editor:

- Create a first scenario, create a side and place a unit. Then create a second scenario with two sides and place 'side=2' units. Closing the 2nd scenario or trying to switch back to the 1st scenario window crashes the editor.

- Create a first scenario with two sides but do not place any unit. Create a second scenario. Trying to create a side crashes the editor.

5. Closing the editor window (through the window manager controls) does not prompt the user with the option to save changes.

All of these are for 1.12.1 built from source on Ubuntu 14.10.
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Re: Wesnoth 1.12.1

Postby nuorc » February 3rd, 2015, 8:58 pm

@beetlenaut: Thanks for your reply. I will now try to see it as a feature. ;)
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Re: Wesnoth 1.12.1

Postby GbDorn » February 17th, 2015, 1:04 pm

I was playing with translations and I found some untranstable strings (Preferences > Hotkeys > 'Add Hotkey' and 'Clear Hotkey' tooltips)
src/hotkey/hotkey_preferences_display.cpp:134: "Add additional binding to \"$hotkey_description|\"";
src/hotkey/hotkey_preferences_display.cpp:136: "Clears \"$hotkey_description|'s\" bindings";

The 'Hotkey(s): ' string (shown in tooltips in the editor, the minimap...) is translated (it appears in .po files) but the substitution is broken somehow.
src/theme.cpp:599: result << "\n" << N_("Hotkey(s): ") << hotkey::get_names(items_[index]);
src/theme.cpp:604: result << "\n" << N_("Hotkey(s): ") << hotkey::get_names(items_[index]);

Also I wonder why the strings from src/hotkey/hotkey_command.cpp (wesnoth-lib textdomain) are used for brushes in the editor.
The translatable strings in data/core/editor/brushes.cfg (wesnoth-editor textdomain) are useless then AFAICT (and there's a typo by the way: 'Hex Line SE-NW' should be 'Hex Line SW-NE').
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Re: Wesnoth 1.12.1

Postby shadowm » April 7th, 2015, 10:21 pm

Thanks for the report. The second issue will be fixed in 1.12.2. The first and third issues will have to wait for 1.12.3, though.
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