Wesnoth 1.11.16 (1.12 beta 6)

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

Moderator: Forum Moderators

User avatar
Iris
Site Administrator
Posts: 6797
Joined: November 14th, 2006, 5:54 pm
Location: Chile
Contact:

Wesnoth 1.11.16 (1.12 beta 6)

Post by Iris »

Wesnoth 1.11.16 (1.12 beta 6) is out!

It’s been a while since the last release, so there should be plenty of fixes and improvements in our sixth 1.12 beta for you to check out! No new ground-breaking features, though, since the feature and string freeze for 1.11.x is still in effect to facilitate testing, bug fixing, and translation efforts. And of course, as is the case with previous beta releases, we need your help to ensure the best possible quality for the upcoming Wesnoth 1.12.0 stable release:
  • Players should test this and later beta versions and all the various new features and units added since 1.10.x for single-player and multiplayer games.
  • Content authors should port their content to these versions and test it now to ensure first-time players of version 1.12.0 — or Wesnoth in general — have a chance to play with their favorite add-ons when the time comes.
  • Translators should work on translating mainline Wesnoth and try to aim for 100% completion before 1.12.0, which is expected to become available within a couple of months eventually soon. Players with the required language skills can also help — all the instructions to contribute to the mainline translation teams are in the wiki.
Everyone willing to test this beta release should report any bugs they encounter, be they issues found during normal gameplay, or when working with WML or Lua for add-on content. Every properly-filed bug report is useful to us, no matter how trivial or obvious the issue may seem to be.

Typos in the English text of the game should also be reported in the wiki so they can be amended as soon as possible.

Here is a list of the most important changes since the last development release:
A regression in version 1.11.15 caused WML preprocessor and parser errors found at game/add-on load time to not be reported to the player in the GUI, and the game to carry on with a incomplete and malformed WML tree in many cases, resulting in all sorts of unexpected behavior obfuscating the real source of the issue. This issue was reported on the forums by SkyOne and is fixed in this release.
Formerly, MP saved games generated by other players while another player was disconnected or blocked network transmissions could contain corrupted data if it became that player’s turn before the game was saved (bug #21397 [Gna.org]). This long-standing issue has been fixed in this release.
An issue with continued unit moves scheduled in planning mode (bug #22231 [Gna.org]) has been fixed in this release, and the planning mode in general is expected to be working as intended again.

Make sure to report to us if you find any other problems with this feature.
The map preview pane in the Load Game dialog should no longer be displaying incorrect/missing data in this release (bug #22086 [Gna.org]). New saved games from this release should work correctly, but saves from previous releases may continue to display incorrectly until the save_index file in the user configuration directory is reset or deleted by hand.
An issue with the mouse pointer being mapped incorrectly on the Wesnoth window on some Apple OS X systems, such as those equipped with Retina screens (bug #20332 [Gna.org]), was found to be caused by the window resolution being set to values larger than the actual amount of space available on the screen. Since this is directly tied to the screen resolution autodetection mechanism, Wesnoth defaults to 800x600 on OS X from now on as a stopgap measure.
  • A long-standing issue causing most of the minimap control buttons and the End Turn button to appear in the wrong state during WML start events (at the start of a scenario, before the initial objectives are displayed) has been fixed in this release.
  • The game defaults to the classic unit/village color coding and “satellite” terrain representation on the minimap. The alternatives introduced in version 1.11.8 remain available through the controls below the minimap.
  • Enemy units no longer have orbs (introduced in version 1.11.5).
  • The invisible Impassable and Unwalkable overlay terrains are no longer displayed on the minimap (bug #21298 [Gna.org]).
  • Since the Update Add-ons shortcut in the add-ons server connection dialog was removed in version 1.11.0, the Update All (add-ons) option became considerably less visible to players unless they were specifically looking for it. To address this, the Update All button is now available on all Add-on Manager views, and enabled whenever there is at least one add-on on the list that may be upgraded.
  • The in-game Chat Log dialog now includes a button to copy the current page to clipboard.
  • The Hotkey Settings dialog now displays icons for actions that have one associated.
  • An issue with the WML load error dialog not displaying an add-on name for add-ons downloaded with clients older than Wesnoth 1.11.6 (built-in client) or 1.11.10 (external wesnoth_addon_manager tool) has been fixed.
  • The Gamestate Inspector dialog (as accessed via :inspect) now includes a button to copy the currently selected object’s contents to clipboard.
  • Certain “assertion failed” crashes related to the Gamestate Inspector have been fixed (#22095 [Gna.org], #22144 [Gna.org]).
  • The Gamestate Inspector now outputs valid WML for most WML-based objects (in particular those including multi-line values), thus allowing it to be safely copied and pasted into WML documents.
  • The incomplete/broken UnitBox and Widescreen game UI themes have been removed for this and future 1.11.x/1.12.x releases.
This release adds default hotkey bindings for selecting the brush size/shape for the current tool (number keys 1-5), and restores the F5 functionality to reload WML content while in the editor (bug #21717 [Gna.org]).

A few unfinished features were disabled in this release as they are unlikely to be completed in time for 1.12.0 (especially so during the feature and string freeze):
  • Custom ToD schedule creation dialog
  • Item placement tool
  • Loyal unit toggle
Additionally, the ToD schedule and music playlist menus are no longer available in pure map mode.
In previous releases (including 1.10.x and earlier versions), mixed terrains including Mushroom Grove overlays always counted as plain Fungus tiles for unit movement costs and defense calculation purposes. This is no longer the case, and now they work like regular tree forest tiles — meaning that the effective movement cost is the worst value available for the unit between the base and overlay, and its defense is the best value.

Note: This change does not apply to the Lit Mushroom Grove overlay in this release due to an oversight. This will be addressed in version 1.11.17.

Due to the nature of this change, UMC maintainers are strongly advised to evaluate its impact on their own scenarios and maps and update them accordingly.
  • The [side] controller_lock setting now works as intended when the Use map settings option is unchecked (bug #21978 [Gna.org]).
  • Two new [side] attributes, faction_lock and leader_lock, have been added (bug #21978 [Gna.org]).
The [filter_vision] tag introduced in the 1.11.x series was discovered to behave with different logic depending on whether it was in a unit filter (SUF) or location filter (SLF). Neither implementation was correct, and the simplest way to fix it was to make it work as originally intended, at the expense of breaking existing WML making use of it.

In this and future versions, [filter_vision] works like most other WML conditionals such as [have_unit]. That is:
  • When used in a SUF, a [filter_vision] check succeeds if there is any side with vision of the unit (no fog on its location and the unit is not hidden from that side by an ability) which passes the side filter (SSF) in [filter_vision], and fails otherwise.
  • When used in a SLF, a [filter_vision] check succeeds if there is any side with vision of the location (no fog on it, or if respect_fog=false, then no shroud) which passes the SSF in [filter_vision], and fails otherwise.
The [allied_with]/[enemy_of] tags in SSFs had some related issues — they were originally intended to match if any side matches the filter, but they ended up being implemented in a needlessly confusing manner, where they in most cases match if all sides matching the filter are allies/enemies, but if there are none then they report false anyways. To work around this, [has_ally] and [has_enemy] have been added, which correctly match when any side matching the filter is an ally or enemy.

Thus, excepting for [allied_with]/[enemy_of], all filters in 1.11.16+ are simply a check for any object matching the filter data.
[item] images are now subject to local ToD lighting effects applying to the location they are on instead of the current map-wide ToD lighting (bug #22215 [Gna.org]), and the team_name attribute has been fixed so that items are shown only to the correct teams when applicable (bug #21723 [Gna.org]).
In this version, Wesnoth provides helpful error messages on stderr instead of crashing if it is unable to parse certain command line switches.

The diagnostics output when the game data directory is not correctly set have been improved as well to avoid confusion.

Before:

Code: Select all

20140714 00:54:06 error filesystem: Trying to open file with empty name.
20140714 00:54:06 error config: Could not open file
could not initialize fonts
After:

Code: Select all

20140714 00:54:08 error font: could not resolve path to fonts.cfg, file not found
could not initialize fonts

An error at this point during initialization usually indicates that the data
directory above was not correctly set or detected. Try passing the correct path
in the command line with the --config-dir switch or as the only argument.
Note: The message ought to suggest using --data-dir, not --config-dir. This issue will be fixed in version 1.11.17.

Finally, the game data directory autodetection at startup has been improved to also consider the parent of the directory holding the Wesnoth binary as a candidate instead of just the directory itself, without having to specify the path in the command line (wesnoth ..). This should especially help CMake users building Wesnoth in a subdirectory of the source tree.
Elvish_Hunter’s graphical front-end to the wmllint, wmlindent, and wmlscope tools is now part of this and future releases, and can be found under data/tools/GUI.pyw in the distribution. This interface (also written in Python) is aimed at add-on maintainers requiring a more accessible and newbie-friendly method to run wmllint and other tools on their content.
  • Start-of-scenario saves have some known issues:
    • They cannot be loaded correctly in Multiplayer (bug #22068 [Gna.org])
    • Map previews do not work for them, except under very specific conditions. This is by design, however, since the map is not always loaded in memory when the Load Game dialog is brought up, and start-of-scenario saves do not include map data of their own.
  • Map labels are not displayed to other clients in networked multiplayer games (bug #22251 [Gna.org]).
  • Random map generation causes OOS in MP campaigns (bug #22307 [Gna.org]). A potential fix was committed and will be available in version 1.11.17.
  • Lit Mushroom Grove always has Fungus terrain defense/movement costs regardless of the base terrain. This will be fixed in version 1.11.17 (commit).
  • Disabling Preferences → Advanced → Lobby sounds does not have an effect unless the experimental lobby is enabled (buggy, not recommended).
  • When the game data directory is not correctly detected or set in the command line, the game will suggest using the --config-dir switch, when it is supposed to suggest using --data-dir instead. This will be fixed in version 1.11.17 (commit).
  • Hotkeys have multiple issues:
    • The preferences file may be flooded with “null” hotkey entries after customization, negatively impacting performance and resource usage (bug #21969 [Gna.org]).
    • Certain default hotkeys cannot be cleared with the Clear Hotkey option (bug #21983 [Gna.org]). This will not be fixed for 1.12.
    • Hotkeys using Ctrl or Alt modifiers may not work (bug #22219 [Gna.org]).
  • Legend of Wesmere has multiple issues:

As usual, there are many more changes in addition to the aforementioned, including translation updates and fixes for recent and long-standing issues. Most of these items are listed in the full changelog. There’s also an alternative players changelog including only those changes deemed to be relevant for regular players. Finally, an announcement including a list with the most notable changes between 1.10 and 1.12 will be made available along with the 1.12.0 release when it is ready.


New 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

Source code (384.6 MB) (MD5 sum)

Xdelta from 1.11.15 (4.0 MB) (About Xdelta)

The Windows, OS X, and OpenPandora packages are already available and can be found on the Download page in the wiki.

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 1.11.16 is up and running. This server can be used to play with other players running 1.11.16 and later 1.11.x and 1.12.x versions, unless a future bug fix requires raising the version requirements again. (Yes, it keeps happening. Also, have a cookie for reading on this far.)

The add-ons server for 1.12.x is already running. It was started for 1.11.10 and it will serve all future beta and RC releases from this series, as well as all releases in the stable 1.12.x 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.
User avatar
doofus-01
Art Director
Posts: 4122
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by doofus-01 »

Hey, common people, let's show a little enthusiasm here. Beta 6, whoo hoo! The F5-reload thing hasn't worked in map editor for some time, but now it works. Thank you, masked developer, whoever you are...
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
User avatar
Turuk
Sithslayer
Posts: 5283
Joined: February 28th, 2007, 8:58 pm
Contact:

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by Turuk »

doofus-01 wrote:Hey, common people, let's show a little enthusiasm here. Beta 6, whoo hoo!
I wore my shoes with bells and played my kazoo. Progress is always worth celebrating.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
User avatar
tekelili
Posts: 1039
Joined: August 19th, 2009, 9:28 pm

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by tekelili »

I am not reporting this to gna because it is not a bug... but I feel it like a regresion from 1.10

I am unable to see difference while playing between hero overlay and leader expandable overlay. Could someone take a look and tell me if problem is I am blind? (a quick way to see 2 units with both overlay is run a World Conquest II game, recruit and take the invest option "hero -> commander")

Edit: here is a screenshot, mage has expandable leader and skull hero overlay
unit-overlays.png
unit-overlays.png (198.41 KiB) Viewed 14200 times
They are a little different, but it is really hard know what overlay a unit has while playing.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
User avatar
StandYourGround
Posts: 256
Joined: May 13th, 2009, 2:16 am
Location: On a blue ball spinning through space at incomprehensible speed

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by StandYourGround »

The expendable leader appears to have a bronze-ish crown with more ornamentation, while the hero appears to have a silver crown with less ornamentation. Seems differentiable enough. It might be better if the hero had the simple gold head-band as worn by loyal units in campaigns.
I will now resume lurking silently.
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by zookeeper »

Yeah, they're extremely similar. You may be able to tell them apart when they're next to each other, but if you see only one, there's not much telling which one it is.
User avatar
Iris
Site Administrator
Posts: 6797
Joined: November 14th, 2006, 5:54 pm
Location: Chile
Contact:

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by Iris »

doofus-01 wrote:Hey, common people, let's show a little enthusiasm here. Beta 6, whoo hoo! The F5-reload thing hasn't worked in map editor for some time, but now it works. Thank you, masked developer, whoever you are...
fabi did it.

I’d personally like to include attributions like this in every announcement, but I’m not too sure how well that would scale for proper development releases (think 1.13.0). That, and I wouldn’t feel comfortable with giving players names to bash in the forums or MP chat for the more controversial changes.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
User avatar
Pentarctagon
Project Manager
Posts: 5526
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by Pentarctagon »

What about just for bug-fixes then?
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
User avatar
Iris
Site Administrator
Posts: 6797
Joined: November 14th, 2006, 5:54 pm
Location: Chile
Contact:

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by Iris »

Both points apply to bug fixes just as much as they do for features/changes. It’s not too hard to come up with bug fixes that may break things for other people, really.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
User avatar
The_Afterman
Posts: 50
Joined: August 7th, 2012, 6:32 pm

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by The_Afterman »

What are the main roadblocks, currently?
User avatar
doofus-01
Art Director
Posts: 4122
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by doofus-01 »

Hi again (and thanks fabi),

I'm not sure if this is known (I browsed Gna!, but am not really sure what terms I'd need to search for...), but if you access the MP menus from the main screen, then backtrack and go to the Campaign menu, the preprocessor MULTIPLAYER is still defined.

I discovered this by trying to change campaign description with

Code: Select all

#ifdef MULTIPLAYER
description= _"This campaign won't work very well in multiplayer, etc. ..."
#else
description= _ "This campaign will rock your world, blah, blah ..."
#endif
because I noticed it is possible to access SP campaigns via MP, in a way that makes them run strangely.
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
DonBordello
Posts: 4
Joined: August 25th, 2014, 3:38 pm

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by DonBordello »

It's already been made in 1.11.9; but why was the Dwarven Lord changed? Hatchet attack decreased from 2 to 1. He never seemed overpowered for a level 3.
User avatar
tekelili
Posts: 1039
Joined: August 19th, 2009, 9:28 pm

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by tekelili »

DonBordello wrote:It's already been made in 1.11.9; but why was the Dwarven Lord changed? Hatchet attack decreased from 2 to 1. He never seemed overpowered for a level 3.
As the guy that proposed the nerf, I invite you to revalulate their power; the true is that "He always seemed overpowered". In terms of World War II tanks, they have Tiger´s firepower and blindage, T4 versatility and movility, and Sherman´s low cost production. :shock:
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
User avatar
The_Afterman
Posts: 50
Joined: August 7th, 2012, 6:32 pm

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by The_Afterman »

The_Afterman wrote:What are the main roadblocks, currently?
And how many Wesnoth devs are active these days? :eng:
User avatar
Bob_The_Mighty
Posts: 870
Joined: July 13th, 2006, 1:15 pm

Re: Wesnoth 1.11.16 (1.12 beta 6)

Post by Bob_The_Mighty »

I noticed a number of oddities whilst playing a campaign on 1.11.16. They might not be bugs as such, and might not even be specific to this release. Apologies if this isn't the right place.

1. The Grand Knight unit image doesn't display properly in the righthand panel - it's squashed, slightly too big and blurry. Obviously it's bigger than the standard 72x72 so is this unavoidable?

2. I can't see frozen listed on the terrains when viewing the in-game unit description.

3. Disabling accelerated moves via shortcuts brings up two white print messages at the same time, making them unreadable. (Edit: Disabling is fine, but enabling accelerated moves via ctrl-a results in the double message).

4. Labels don't show up properly for other players. However, bringing up the label text input box a second time on the same hex and pressing okay made it visible to the other player.

5. The option for viewing the chatlog is missing. Is it disabled on hotseat games? (Note: that I was playing an MP campaign, which we started playing over the server, then later continued in hotseat mode).

Ring any bells?
Last edited by Bob_The_Mighty on September 8th, 2014, 12:34 am, edited 1 time in total.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Locked