Wesnoth 1.12.5

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shadowm
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Wesnoth 1.12.5

Post by shadowm » November 10th, 2015, 1:56 am

Wesnoth 1.12.5 is out!

Screenshot Screenshot Screenshot Screenshot

This is a maintenance release for the stable 1.12.x series, and it is fully compatible with previous releases in the series. 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.
  • It was previously possible to undo moves that were made before the last shroud update. This could cause OOS if certain sighted events are involved (bug #23600 [Gna.org]).
  • Some people experienced OOS errors on random maps due to sides being placed in different castles in the beginning of the game. This has now been fixed.
  • Fixed OOS affecting observers in MP campaigns (bug #23454 [Gna.org]).
  • Fixed enemies defeated WML event causing OOS in networked MP.
  • [allow_undo] in WML menu items caused OOS. Now [allow_undo] is ignored in WML menu items (bug #23903 [Gna.org]).
  • Fixed issues with capture events firing when undoing moves involving villages (#23695 [Gna.org]).
  • Fixed scenarios with victory_when_enemies_defeated=no ending too early for defeated players while other players are still fighting.
  • [resistance] and [jamming_costs] tags in units and unit types are now considered for synchronization checks.
A bug that caused the game to crash to desktop when attempting to plan moves for planned recruits was fixed in this release (bug #18637 [Gna.org], pull request #497 by Wedge009).

A user interface glitch where the wrong unit would be displayed when changing selection while planning a move was fixed as well (bug #20299 [Gna.org], pull request #523 by Wedge009).
  • Eastern Invasion: On Easy difficulty, the events in scenario 11 (Captured) were not working correctly, essentially breaking the whole scenario. This has now been fixed, but requires a restart of the scenario (forum topic).
  • Legend of Wesmere: Fixed various carryover bugs in scenarios 5-12 (missing units, duplicated units, etc.)
The switch to Boost.Locale in 1.11.19 introduced a new requirement for textdomain declarations to not contain forward slashes / in them, as the character has a new special meaning that can cause unexpected behavior and even crash the game during initialization on Windows in particular (bug #23839 [Gna.org]).

This issue has been solved by ignoring such textdomain declarations instead (writing a warning to stderr each time). Because no-one actually uses / in textdomains, this only really addresses a trivial typo wherein the [textdomain] name and path could end up in the same line.
This release sees the addition of a list of recently used files to the File menu in the editor. This small convenience feature is provided mostly to make up for the lengthy development cycle ahead of us for 1.13.x, as well as to help map creators be more productive and focus more on creation than on navigating folders with our clunky file dialog.

The menu has a default entry count limit of 10, which can be configured in Preferences → Advanced.
The Gamestate Inspector now allows content creators to examine events and WML menu items active for the current game state, with full parsed WML dumps (i.e. with macros substituted and expanded).
This release forces a specific font rendering configuration for Apple OS X and X11-based platforms (e.g., most Linux distributions and BSD derivatives with a graphical user interface), disabling subpixel hinting and using grayscale antialiasing only; this is intended as a work-around for color glitches resulting from incorrect applications of subpixel hinting in the majority of Wesnoth’s user interface components (see bug #20337 [Gna.org]).

(Backported from version 1.13.1.)
  • The Filter option in the MP lobby now allows filtering on eras and modifications as well (bug #22987 [Gna.org]).
  • Fixed issues with the Oasis terrain description in the in-game help (bug #23023 [Gna.org]).
  • Map scrolling on [message] actions is no longer vertically offset by -1.
  • Several fixes to the handling of key combinations including non-alphanumeric keys (Enter, Tab, F1-F12, etc.) when assigning custom hotkey sequences in Preferences → Hotkeys (multiple pull requests by Wedge009).
  • Fixed spurious could not open image 'terrain/.png' error messages in stderr resulting from terrains lacking a minimap image (Impassable Overlay, etc.).
  • Removed unit elevation from N-S hanging bridges.
  • Added unit elevation to NW-SE and SW-NE stone chasm and plank bridges.
  • Hanging, stone chasm, and plank bridges are now displayed in-game simply as “Bridge”, for consistency with our general terrain naming convention, wherein long descriptive names are only used in the editor.
  • RECRUIT_UNIT_VARIATION WML macro no longer leaks a temporary variable ($recruited_unit_random_variation).
  • Fixed hang when attempting to make a screenshot from a non-existent map via command-line (bug #20900 [Gna.org], pull request #524 by Wedge009).
  • CMake build system no longer uses strict compilation by default.
  • Fixed strict compilation with Clang 3.5 and 3.6, and GCC 5.1 and 5.2.
General bugs:
  • Start-of-scenario saves have some known bugs in multiplayer mode.
  • OOS errors may still occur in multiplayer mode:
    • If first a game is reloaded and then moves performed before saving the game are undone (bug #23316 [Gna.org]).
    • Placing units into the recall list with WML/Lua causes OOS if that unit is recalled by the player in the same scenario. This can be fixed by giving the unit an id manually in a synced fashion.
  • Legend of Wesmere multiplayer mode bugs:
    • In some scenarios, human-controlled sides get too much or too little carryover gold.
    • The Shuffle Sides game option may cause issues.
  • HP/XP bars of allied units are drawn over shroud with some side configurations (bug #23460 [Gna.org]).
  • 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.
[/list]

There are a few more changes in addition to the aforementioned, including translation updates and minor bug fixes. Most of these are listed in the full changelog. An alternative players changelog is also available, including only items deemed relevant for regular players. Note that for this particular release, there are a few items that were not added to the changelogs in a timely fashion; those can still be found in the list above.


Contributors

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


Downloads
Source code (387.7 MB)
SHA256 sum: 599aad40da4b271c5138ac5a4391d9ff9c367ee51f5c30ca138f6baf92aea81d

Xdelta patch from 1.12.4 to 1.12.5 (3.6 MB) (About Xdelta)
SHA256 sum: d7bd798d166a3d96465323837ef445ad0a03777865f2aac6b94d8978950c7996
Packages for Microsoft Windows and Apple OS X are already available:
Windows installer package (352.9 MB)
SHA256 sum: 73c2b0d08420df9af8d6c1cc991609f78bb96efec3430ed5f654ab8ba0731b8b

Apple OS X app package (400.2 MB)
SHA256 sum: c2a446b1dcea882b93e057d8fb2291d6728a081bf300ac86bacc99216888be0e
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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gfgtdf
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Re: Wesnoth 1.12.5

Post by gfgtdf » November 15th, 2015, 6:51 pm

It was observed that when a 1.12.4 and a 1.12.5 client play together they see false positive OOS reports when players recall units.

For obvious reasons this effects only (mp) campaigns like LoW or WC.

Until this has been fixed players should ignore all OOS errors about unit checksum mismatch.
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.

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shadowm
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Re: Wesnoth 1.12.5

Post by shadowm » November 15th, 2015, 9:44 pm

You will also the the problem described above in game replays (regardless of whether it is MP or single-player) whenever a recall or recruit action takes place. Server generated-replays from replays.wesnoth.org, as well as observing or joining games, are purportedly not affected by this bug.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Axiomatic
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Re: Wesnoth 1.12.5

Post by Axiomatic » December 29th, 2015, 12:32 am

Hello all.
Are you planning to add new water animation in 1.12.6 release?
After 1.13.2, water in 1.12.5 seems so simple and obsolete.

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zookeeper
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Re: Wesnoth 1.12.5

Post by zookeeper » December 29th, 2015, 6:35 am

Axiomatic wrote:Hello all.
Are you planning to add new water animation in 1.12.6 release?
After 1.13.2, water in 1.12.5 seems so simple and obsolete.
No, I don't think that's something that would get ported to 1.12. The main reasons would be that it'd look awful if it appeared side-by-side with custom water terrains from add-ons, and because if add-ons updated their water terrains to be based on the new one, they'd not work with any older versions (such as 1.12.5). Neither is a very nice thing to happen, especially so late in the 1.12 series.

If it was as simple as just replacing the old images with new ones, we could, but it's a bit more involved than that.

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doofus-01
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Re: Wesnoth 1.12.5

Post by doofus-01 » December 30th, 2015, 4:46 am

The title gets cropped strangely in scenario introductions for some resolutions. I noticed it in Dead Water at 1280x1024. I've attached a screen-shot, the upper left corner should say "Flight"
Spoiler:
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

Trecker
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Re: Wesnoth 1.12.5

Post by Trecker » February 27th, 2016, 10:33 am

zookeeper wrote:
Axiomatic wrote:Hello all.
Are you planning to add new water animation in 1.12.6 release?
After 1.13.2, water in 1.12.5 seems so simple and obsolete.
No, I don't think that's something that would get ported to 1.12. The main reasons would be that it'd look awful if it appeared side-by-side with custom water terrains from add-ons, and because if add-ons updated their water terrains to be based on the new one, they'd not work with any older versions (such as 1.12.5). Neither is a very nice thing to happen, especially so late in the 1.12 series.

If it was as simple as just replacing the old images with new ones, we could, but it's a bit more involved than that.
Oh that's a shame, maybe you could just add it anyway as the more realistic looking water is cool. By the way thanks for all the updates and hard work. Wesnoth is the best!
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