Wesnoth 1.13.4
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Re: Wesnoth 1.13.4
If I knew of a solid workaround, other than "don't use colour cursors", I would have implemented it. We may look at disabling them completely for AMD hardware before the stable release unless we can find a better strategy.beetlenaut wrote:Yes, that's my bug. Silly me: I didn't search gna for "colour cursor". Wesnoth joins a growing list of software that used to work but has recently stopped working with "Won't fix: AMD's fault." Is there anything I can do about this?Aginor wrote:beetlenaut's problem is most likely https://gna.org/bugs/?23909. This is an upstream issue with the video drivers on AMD hardware.
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Re: Wesnoth 1.13.4
Don't worry about it. This is awfully annoying, but I'm not blaming the BfW developers. I guess my post could sound that way though. Sorry.Aginor wrote:If I knew of a solid workaround, other than "don't use colour cursors", I would have implemented it.
Campaigns: Dead Water,
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The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Wesnoth 1.13.4
Yo, man. It's a totally valid concern. I too, get screwed over by my AMD hardware. Starbound runs horribly because of it, ARK: Survival Evolved runs poorly because of it, looks like even Wesnoth might have a few issues because of it.beetlenaut wrote:Don't worry about it. This is awfully annoying, but I'm not blaming the BfW developers. I guess my post could sound that way though. Sorry.Aginor wrote:If I knew of a solid workaround, other than "don't use colour cursors", I would have implemented it.
I'm starting to dislike AMD.
Re: Wesnoth 1.13.4
Can we go back to the good ol' days, when closing the window would close the program, without the confirmation dialog? Or can there be an option in advance preferences to disable that dialog?
EDIT: The new attack dialog is nice, but it seems to use the wrong key for the traits.
EDIT: The new attack dialog is nice, but it seems to use the wrong key for the traits.
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Wesnoth 1.13.4
Fix the attack dialog issue. I'll see about maybe allowing disabling the quit confirmation.
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Re: Wesnoth 1.13.4
If end up doing that, could you get rid of all of the confirmation dialogs in debug mode, or is that a much bigger job?vultraz wrote:I'll see about maybe allowing disabling the quit confirmation.
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The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Wesnoth 1.13.4
I don't see how this is related to using debug mode. I mean it is not like using debug mode makes it less likeley that one will accidently close wesnoth or the editor.If end up doing that, could you get rid of all of the confirmation dialogs in debug mode, or is that a much bigger job?
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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Re: Wesnoth 1.13.4
For the closing without confirmation, maybe also add a checkbox "don't ask again" or something along those lines.
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Re: Wesnoth 1.13.4
It's not the message when you close the whole game that is annoying, but constantly answering "Are you sure?" when you try to advance the turn without moving or quit back to the main menu. I might have to answer one of those questions a dozen times in a minute when I'm testing a complex event, and I do all that testing in debug mode.gfgtdf wrote:I don't see how this is related to using debug mode. I mean it is not like using debug mode makes it less likeley that one will accidently close wesnoth or the editor.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Wesnoth 1.13.4
It's annoying enough, though I agree with the rest of what you wrote.beetlenaut wrote:It's not the message when you close the whole game that is annoying
Most other programs I use only pop up a confirmation when you are in danger of losing data, like if you try closing MS Excel without saving your work. Why it's used for Wesnoth is a complete mystery to me. If there is some MP reason for it, can't it be enabled for MP sessions only?
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Wesnoth 1.13.4
I think the reason it is there is that you are potentially losing your scenario in progress.doofus-01 wrote:Most other programs I use only pop up a confirmation when you are in danger of losing data, like if you try closing MS Excel without saving your work. Why it's used for Wesnoth is a complete mystery to me.
Re: Wesnoth 1.13.4
wml already has an attribute to do exactly this: suppress_end_turn_confirmation in [side]. In 1.13 you can easily write a [modification] that sets suppress_end_turn_confirmation to true for all sides using [modify_side]beetlenaut wrote:It's not the message when you close the whole game that is annoying, but constantly answering "Are you sure?" when you try to advance the turn without moving or quit back to the main menu. I might have to answer one of those questions a dozen times in a minute when I'm testing a complex event, and I do all that testing in debug mode.gfgtdf wrote:I don't see how this is related to using debug mode. I mean it is not like using debug mode makes it less likeley that one will accidently close wesnoth or the editor.
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 1.13.4
My extra advice if it helps would be configure own add on with a debug mode. As example beetlenaut could add that key to [side] only for that mode. I have a macro in a file that I edit every time I want debug, and have several options encapsulated ingfgtdf wrote:wml already has an attribute to do exactly this: suppress_end_turn_confirmation in [side]. In 1.13 you can easily write a [modification] that sets suppress_end_turn_confirmation to true for all sides using [modify_side]
Code: Select all
#ifver WC_II_CONFIG_DEBUG == yes
...
...
#enddef
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
Re: Wesnoth 1.13.4
A couple more things I've noticed, they may already be fixed, but here they are:
1. bad text layout/wrapping in the attack menu (1400X1024): 2. Gamestate Inspector -> recall list full : It seems to be truncated after some small number of lines. The scrolling just hits the limit pretty quickly, makes it pretty useless.
1. bad text layout/wrapping in the attack menu (1400X1024): 2. Gamestate Inspector -> recall list full : It seems to be truncated after some small number of lines. The scrolling just hits the limit pretty quickly, makes it pretty useless.
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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Re: Wesnoth 1.13.4
I tried 1.13.4 and it is unplayable for me with new resolution regime.
I have 1920*1080 screen but prefer playin 1024*768 to not broke my eyes.
Now fullscreen is fixed at 1920*1080, window mode just reduces the window physically but not actually do something with resolution.
Also I found strange and undesireble that all userdata gone to \My documents\My Games\Wesnoth 1.13\ instead of going to the proper place in the game directory.
I am on Windows 7.
P.S. I solved my problem with resolution manually changing it in OS, after that got needed resolution with fullscreen.
I have 1920*1080 screen but prefer playin 1024*768 to not broke my eyes.
Now fullscreen is fixed at 1920*1080, window mode just reduces the window physically but not actually do something with resolution.
Also I found strange and undesireble that all userdata gone to \My documents\My Games\Wesnoth 1.13\ instead of going to the proper place in the game directory.
I am on Windows 7.
P.S. I solved my problem with resolution manually changing it in OS, after that got needed resolution with fullscreen.
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains