Wesnoth 1.13.4
Moderator: Forum Moderators
- Celtic_Minstrel
- Developer
- Posts: 2158
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.4
I think Vultraz is trying to imply that the next stable version after 1.14 might be labelled 2.0 rather than 1.16, though I'm not quite sure... he might mean something different...
Re: Wesnoth 1.13.4
I'm sure he's referring to the whimsical idea that all developers would more or less abandon Wesnoth and switch to developing a completely separate Wesnoth 2 game. Which for sure has a non-zero chance of happening, just like 4 mages in a row missing all of their fireballs.
- Pentarctagon
- Project Manager
- Posts: 5496
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Wesnoth 1.13.4
Oh, well that's a relief 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
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Wesnoth 1.13.4
Either could happen. We could have wesnoth 2/1.16/Rainbows and Unicorns edition. Or wesnoth could just cease to exist due to lack of new devs.
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
- Pentarctagon
- Project Manager
- Posts: 5496
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Wesnoth 1.13.4
Um... ok. In that case, I guess I am un-relieved.
Though if that's the case, getting Wesnoth on Steam would probably be a really good thing. More attention/awareness would hopefully mean more people who are willing/able to contribute.
Though if that's the case, getting Wesnoth on Steam would probably be a really good thing. More attention/awareness would hopefully mean more people who are willing/able to contribute.
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
- Celtic_Minstrel
- Developer
- Posts: 2158
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.4
Uh, lack of new devs wouldn't cause Wesnoth to cease to exist. At worst, it would mean that Wesnoth just stops - ie, there would be no new versions. And that's only if all the existing devs also leave.
- Pentarctagon
- Project Manager
- Posts: 5496
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Wesnoth 1.13.4
I guess more specifically then: have things improved at all since the announcement a while ago? Or does Wesnoth still have less than half a dozen developers?
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 1.13.4
Has it ever, really? Individuals matter, individuals can make a difference in this case.Pentarctagon wrote:Or does Wesnoth still have less than half a dozen developers?
Anyone reading this should not be put off by the "community manager" pessimism and down-talking. Check out IRC before making any conclusions: irc://irc.wesnoth.org/#wesnoth-dev
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
- Daniel17022002
- Posts: 53
- Joined: November 22nd, 2015, 3:54 pm
- Location: Romania,Bucharest
Re: Wesnoth 1.13.4
Hey, probably no one said this till now , but I would like the music from the game opening to be changed from the one in 1.13 . it is kind of sad to be honest. I mean, the last one was much better in my opinion. also , found some bugs : when selecting an unit to move and also attack , it just moves and I have to click on it again to attack. <--- kind of annoying
My steam : http://steamcommunity.com/id/DanTheAssassin/
Re: Wesnoth 1.13.4
Happens to me in 1.12.5 frequently too.Daniel17022002 wrote:when selecting an unit to move and also attack , it just moves and I have to click on it again to attack. <--- kind of annoying
I have a cunning plan.
- Celtic_Minstrel
- Developer
- Posts: 2158
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.4
Off the top of my head I can think of at least six people who are at least somewhat active, and I think that's a decent number, honestly.Pentarctagon wrote:I guess more specifically then: have things improved at all since the announcement a while ago? Or does Wesnoth still have less than half a dozen developers?
EDIT: Actually, I can think of eight people...
- Pentarctagon
- Project Manager
- Posts: 5496
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Wesnoth 1.13.4
I mean, I don't really know. I have no way of knowing if somebody counts an 'active' developer or not, other than if I see a post by them saying their on Wesbreak. I could jump on IRC to get a better idea, admittedly, but I personally dislike IRC when there's more than a couple people talking.doofus-01 wrote:Has it ever, really? Individuals matter, individuals can make a difference in this case.Pentarctagon wrote:Or does Wesnoth still have less than half a dozen developers?
Anyone reading this should not be put off by the "community manager" pessimism and down-talking. Check out IRC before making any conclusions: irc://irc.wesnoth.org/#wesnoth-dev
And not to discount individual contributions to Wesnoth, but individuals won't keep the project going. A developer that contributes code once or twice simply can't make the kind of (very necessary) changes that Aginor has made to bring SDL 2.0 support, much less have Wesnoth potentially support OpenGL, for example.
So given that a developer, who has the title "Community Manager" seems to be heavily implying that development on Wesnoth is going to cease before a 1.16 version comes out, I'd like to know where that's coming from. If it's inaccurate then it's inaccurate, but very little would discourage a new person from contributing like reading that the project is almost dead.
For the opening music, there was a poll about it, actually. The old main menu music seems to have the most votes now (though it might not have at the time, I don't remember). I do agree that the current opening soundtrack is a bit quiet, but I also prefer it to how loud the old soundtrack was immediately upon opening Wesnoth.Daniel17022002 wrote:Hey, probably no one said this till now , but I would like the music from the game opening to be changed from the one in 1.13 . it is kind of sad to be honest. I mean, the last one was much better in my opinion. also , found some bugs : when selecting an unit to move and also attack , it just moves and I have to click on it again to attack. <--- kind of annoying
As for the bug, you should post it on GNA.
edit -
Good to know, thanksCeltic_Minstrel wrote:Off the top of my head I can think of at least six people who are at least somewhat active, and I think that's a decent number, honestly.Pentarctagon wrote:I guess more specifically then: have things improved at all since the announcement a while ago? Or does Wesnoth still have less than half a dozen developers?
EDIT: Actually, I can think of eight people...
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 1.13.4
This actually sounds like it would be aused by some wml moveto= events.found some bugs : when selecting an unit to move and also attack , it just moves and I have to click on it again to attack. <--- kind of annoying
just from looking at this page: https://github.com/wesnoth/wesnoth/commits/masterOr does Wesnoth still have less than half a dozen developers?
i can say that there are at least 7 people who made commits to the changes to wesnoth in the last 20 days: zookeeper, aquileia, Wedge009, loonycyborg, gfgtdf, CelticMinstrel, Vultraz.
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.
- beetlenaut
- Developer
- Posts: 2812
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Wesnoth 1.13.4
It can probably be fixed by addinggfgtdf wrote:This actually sounds like it would be caused by some wml moveto= events.found some bugs : when selecting an unit to move and also attack , it just moves and I have to click on it again to attack. <--- kind of annoying
[allow_undo][/allow_undo]
to the moveto event in the scenario you are playing.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
- Celtic_Minstrel
- Developer
- Posts: 2158
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.13.4
Besides the ones gfgtdf mentioned, I was thinking of Ancestral and Mattsc, though they're definitely not as active as those ones. I forgot about Wedge009.
Like gfgtdf said, this happens if the move triggered an event. It's annoying, yes, but at least it shouldn't happen very often... do you see it every time you try to attack, or only sometimes?Daniel17022002 wrote:also , found some bugs : when selecting an unit to move and also attack , it just moves and I have to click on it again to attack. <--- kind of annoying