Wesnoth 1.13.4

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Aginor
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Re: Wesnoth 1.13.4

Post by Aginor » March 20th, 2016, 6:22 am

beetlenaut wrote:
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.
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?
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.

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beetlenaut
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Re: Wesnoth 1.13.4

Post by beetlenaut » March 20th, 2016, 7:33 am

Aginor wrote:If I knew of a solid workaround, other than "don't use colour cursors", I would have implemented it.
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.
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Re: Wesnoth 1.13.4

Post by Zebo12345 » March 21st, 2016, 11:01 pm

beetlenaut wrote:
Aginor wrote:If I knew of a solid workaround, other than "don't use colour cursors", I would have implemented it.
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.
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.

I'm starting to dislike AMD.

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doofus-01
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Re: Wesnoth 1.13.4

Post by doofus-01 » March 27th, 2016, 1:21 am

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.
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vultraz
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Re: Wesnoth 1.13.4

Post by vultraz » March 27th, 2016, 9:33 am

Fix the attack dialog issue. I'll see about maybe allowing disabling the quit confirmation.
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beetlenaut
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Re: Wesnoth 1.13.4

Post by beetlenaut » March 27th, 2016, 10:03 am

vultraz wrote:I'll see about maybe allowing disabling the quit confirmation.
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?
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Re: Wesnoth 1.13.4

Post by gfgtdf » March 27th, 2016, 4:43 pm

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?
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.
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Re: Wesnoth 1.13.4

Post by Pentarctagon » March 27th, 2016, 7:17 pm

For the closing without confirmation, maybe also add a checkbox "don't ask again" or something along those lines.
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beetlenaut
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Re: Wesnoth 1.13.4

Post by beetlenaut » March 27th, 2016, 9:41 pm

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.
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.
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Re: Wesnoth 1.13.4

Post by doofus-01 » March 28th, 2016, 5:11 am

beetlenaut wrote:It's not the message when you close the whole game that is annoying
It's annoying enough, though I agree with the rest of what you 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. If there is some MP reason for it, can't it be enabled for MP sessions only?
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Re: Wesnoth 1.13.4

Post by gnombat » March 28th, 2016, 11:59 am

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.
I think the reason it is there is that you are potentially losing your scenario in progress.

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Re: Wesnoth 1.13.4

Post by gfgtdf » March 28th, 2016, 12:23 pm

beetlenaut wrote:
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.
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.
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]
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

Post by tekelili » March 28th, 2016, 12:50 pm

gfgtdf 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]
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 in

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.
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doofus-01
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Re: Wesnoth 1.13.4

Post by doofus-01 » April 4th, 2016, 3:26 am

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):
poison.jpg
poison.jpg (11.69 KiB) Viewed 2211 times
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.
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Aldarisvet
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Re: Wesnoth 1.13.4

Post by Aldarisvet » April 12th, 2016, 10:33 pm

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.
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