Wesnoth 1.14.0 — New Horizons Update
Moderator: Forum Moderators
Re: Wesnoth 1.14.0 — New Horizons Update
It looks like you have the low-resolution lobby layout in these screenshots, which only appears if the window has a height between 600 and 660. Is this something you're deliberately doing? From what I see, your screenshots are quite large... you should be getting the regular layout.
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?
Re: Wesnoth 1.14.0 — New Horizons Update
Sorry for not being able to answer your current question.. Me and ghype specified our screen and wesnoth resolutions, I'm not sure how else I could add to that.. Would gladly do if you specify what more details could help or maybe read previous posts for these details?
Maybe the fact that my font sizing in windows is set to 150% makes difference?
Maybe the fact that my font sizing in windows is set to 150% makes difference?
Re: Wesnoth 1.14.0 — New Horizons Update
aperently the bug we talked so far is not reproducable on my mac anymore for some reason
i mean the bug with 3 lines chat and userlist when entering in windowed mode.
however - now - wesnoth seems to behave even weirder.
instead of attaching screenshots and explanaiton i just screencapped it and showed the resolution so all can check out themseves for not creating missunderstandings
Sreenrecord:
https://www.dropbox.com/s/c5rgfokylmq2m ... g.mov?dl=0
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Wesnoth 1.14.0 — New Horizons Update
Hi again, I have changed it for myself into a slightly better look.. but it's far from perfect. I might adjust it later properly.Celtic_Minstrel wrote: ↑May 4th, 2018, 12:00 am The file defining the classic theme is here. If you fix it we may also be interested in integrating the fix into 1.14.1 or 1.14.2.
For now here is the code that made classic theme look better for me (not sure what happens on different displays resolutions etc):
Code: Select all
#textdomain wesnoth
# wmlscope: set export=no
# some information about how theming works (especially the coordinates
# defined with rect=):
# http://www.wesnoth.org/forum/viewtopic.php?p=213708#213708
[theme]
id=Classic
name= _ "theme^Classic"
# wmllint: local spelling pre-1.12
description= _ "The classic, pre-1.12 theme"
#define DEFAULT_FONT_NORMAL
16 #enddef
#define DEFAULT_FONT_SMALL
14 #enddef
#define DEFAULT_FONT_TINY
12 #enddef
#define DEFAULT_FONT_REALLYTINY
10 #enddef
[resolution]
id=1024x768
width=1024
height=768
[screen]
# this is only useful as a ref for other rects
id=screen
rect="0,0,1024,768"
[/screen]
[panel]
id=top-panel
image=themes/legacy/top-bg.png
ref=screen
rect="=,=,=,+27"
xanchor=top
yanchor=fixed
[/panel]
[main_map]
id=main-map
rect="=,+0,+882,768"
xanchor=left
yanchor=top
[/main_map]
[main_map_border]
border_size = 0.5
background_image = "terrain/off-map/background.png"
# this image is processed by the terrain matching code so should be
# in the terrains directory and should omit the 'terrain/' prefix
# and the '.png' suffix
tile_image = "off-map/alpha.png"
[/main_map_border]
# rightside panel
[panel]
id=top-right-panel
image=themes/legacy/rightside.png
rect="+0,=+0,1024,+284"
xanchor=right
yanchor=fixed
[/panel]
[panel]
id=middle-right-panel
image=themes/legacy/rightside-bg.png
rect="=,+0,=,+421"
xanchor=right
yanchor=top
[/panel]
[panel]
id=bottom-right-panel
image=themes/legacy/rightside-bottom.png
rect="=,+0,=,768"
xanchor=right
yanchor=bottom
[/panel]
[menu]
id=menu-main
title= _ "Menu"
image=classic/lite
items=objectives,statistics,unitlist,statustable,save,savereplay,savemap,load,preferences,chatlog,AUTOSAVES,help,stopnetwork,startnetwork,surrender,quit,quit-to-desktop
ref=top-panel
rect="=+3,=+1,+100,=-4"
xanchor=fixed
yanchor=fixed
[/menu]
[menu]
id=actions-menu
title= _ "Actions"
image=classic/lite
items=undo,redo,wbexecuteallactions,wbexecuteaction,wbdeleteaction,cycle,speak,recruit,recall,showenemymoves,bestenemymoves,wbtoggle,delayshroud,updateshroud,label_settings,endturn
rect="+2,=,+100,="
xanchor=fixed
yanchor=fixed
[/menu]
[menu]
is_context_menu=true
items=wml,undo,redo,wbexecuteaction,wbdeleteaction,wbbumpupaction,wbbumpdownaction,wbsupposedead,describeterrain,describeunit,renameunit,createunit,changeside,,killunit,labelteamterrain,labelterrain,clearlabels,speak,continue,recruit,recall,wbtoggle,delayshroud,updateshroud,cycle,endturn
[/menu]
[mini_map]
id=mini-map
ref=top-right-panel
rect="=+10,=+7,=-7,+143"
xanchor=right
yanchor=fixed
[/mini_map]
[action]
id=button-endturn
image=classic/large-button
title= _ "End Turn"
title2= _ "End Scenario"
items=endturn
ref=bottom-right-panel
rect="=+17,=+3,+80,+20"
xanchor=right
yanchor=bottom
[/action]
[panel]
id=turn-panel
image=themes/legacy/status-bg.png
ref=actions-menu
rect="+5,=+1,+80,+19"
xanchor=fixed
yanchor=fixed
[/panel]
[panel]
id=gold-panel
image=themes/legacy/status-bg.png
rect="+5,=,+76,="
xanchor=fixed
yanchor=fixed
[/panel]
[panel]
id=villages-panel
image=themes/legacy/status-bg.png
rect="+5,=,+71,="
xanchor=fixed
yanchor=fixed
[/panel]
[panel]
id=units-panel
image=themes/legacy/status-bg.png
rect="+5,=,+71,="
xanchor=fixed
yanchor=fixed
[/panel]
[panel]
id=upkeep-panel
image=themes/legacy/status-bg.png
rect="+5,=,+90,="
xanchor=fixed
yanchor=fixed
[/panel]
[panel]
id=income-panel
image=themes/legacy/status-bg.png
rect="+5,=,+85,="
xanchor=fixed
yanchor=fixed
[/panel]
# {COUNTDOWN_THEME}
[panel]
id=timeout-panel
image=themes/legacy/status-bg.png
rect="+5,=,+90,="
xanchor=fixed
yanchor=fixed
[/panel]
[label]
id=time-icon
#icon=themes/units.png
icon=themes/sand-clock.png
ref=timeout-panel
rect="=+5,=+1,+17,+17"
xanchor=fixed
yanchor=fixed
[/label]
# HP/XP
[label]
id=label-hp
font_size={DEFAULT_FONT_TINY}
text= _ "HP"
ref=top-right-panel
rect="=+84,=+209,+54,+12"
xanchor=right
yanchor=fixed
[/label]
[label]
id=label-xp
font_size={DEFAULT_FONT_TINY}
text= _ "XP"
# FIXME: should be ref=unit-hp
rect="=,+14,=,+12"
xanchor=right
yanchor=fixed
[/label]
[label]
id=gold-icon
icon=themes/gold.png
text= _ "gold"
ref=gold-panel
rect="=+5,=+1,+17,+17"
xanchor=fixed
yanchor=fixed
[/label]
[label]
id=villages-icon
icon=themes/villages.png
text= _ "villages"
ref=villages-panel
rect="=+5,=+1,+17,+17"
xanchor=fixed
yanchor=fixed
[/label]
[label]
id=units-icon
icon=themes/units.png
text= _ "units"
ref=units-panel
rect="=+5,=+1,+17,+17"
xanchor=fixed
yanchor=fixed
[/label]
[label]
id=upkeep-icon
icon=themes/upkeep.png
text= _ "upkeep"
ref=upkeep-panel
rect="=+5,=+1,+25,+17"
xanchor=fixed
yanchor=fixed
[/label]
[label]
id=income-icon
icon=themes/income.png
text= _ "income"
ref=income-panel
rect="=+5,=+1,+25,+17"
xanchor=fixed
yanchor=fixed
[/label]
[status]
# the time of day image
[time_of_day]
id=image-tod
ref=top-right-panel
rect="=+10,=+159,=-7,+39"
xanchor=right
yanchor=fixed
[/time_of_day]
#put the side playing indicator next to the turn indicator
[side_playing]
id=icon-sideplaying
ref=turn-panel
rect="=+3,=+2,+25,+17"
xanchor=fixed
yanchor=fixed
[/side_playing]
# the game status
[turn]
id=turn
font_size={DEFAULT_FONT_SMALL}
rect="+4,=,+55,+16"
xanchor=fixed
yanchor=fixed
prefix="" #wmllint: ignore
prefix_literal=""
[/turn]
[gold]
id=gold
font_size={DEFAULT_FONT_SMALL}
ref=gold-icon
rect="+4,=,+55,+16"
xanchor=fixed
yanchor=fixed
prefix="" #wmllint: ignore
prefix_literal=""
[/gold]
[villages]
id=villages
font_size={DEFAULT_FONT_SMALL}
ref=villages-icon
rect="+4,=,+55,+16"
xanchor=fixed
yanchor=fixed
prefix="" #wmllint: ignore
prefix_literal=""
[/villages]
[num_units]
id=num-units
font_size={DEFAULT_FONT_SMALL}
ref=units-icon
rect="+4,=,+55,+16"
xanchor=fixed
yanchor=fixed
prefix="" #wmllint: ignore
prefix_literal=""
[/num_units]
[upkeep]
id=status-upkeep
font_size={DEFAULT_FONT_SMALL}
ref=upkeep-icon
rect="+4,=,+50,+16"
xanchor=fixed
yanchor=fixed
prefix="" #wmllint: ignore
prefix_literal=""
[/upkeep]
[income]
id=status-income
font_size={DEFAULT_FONT_SMALL}
ref=income-icon
rect="+4,=,+60,+16"
xanchor=fixed
yanchor=fixed
prefix="" #wmllint: ignore
prefix_literal=""
[/income]
{COUNTDOWN_THEME_STATUS {DEFAULT_FONT_SMALL}}
# This panel encloses the location information displays and the
# observer icon. This separate container is used so that we can
# make the terrain name display stretch to fill all available space
# so that the long strings don't get cut off as easily.
[panel]
id=terrain-panel
rect="+0,=,1024,="
xanchor=left
yanchor=fixed
[/panel]
# The size of these rectangles only accommodates hex coordinates
# up to 99. If either is over that maximum the movement cost will
# be pushed off the right end.
[position]
id=status-position
font_size={DEFAULT_FONT_SMALL}
ref=terrain-panel
rect="=+15,=,+95,="
xanchor=fixed
yanchor=fixed
[/position]
[terrain]
id=status-terrain
font_size={DEFAULT_FONT_SMALL}
ref=terrain-panel
rect="=+115,=,=-24,="
xanchor=left
yanchor=fixed
[/terrain]
[observers]
id=observers
font_size={DEFAULT_FONT_SMALL}
rect="+4,=,+16,+16"
xanchor=right
yanchor=fixed
[/observers]
#unit stats here
[unit_image]
id=unit-image
ref=top-right-panel
rect="=+9,=+215,+72,+72"
xanchor=right
yanchor=fixed
[/unit_image]
[unit_name]
id=unit-description
font_size={DEFAULT_FONT_NORMAL}
ref=middle-right-panel
rect="=+9,=+3,=-2,+18"
xanchor=right
yanchor=fixed
[/unit_name]
[unit_type]
id=unit-type
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_type]
[unit_race]
id=unit-race
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
prefix= " "
xanchor=right
yanchor=fixed
[/unit_race]
[unit_level]
id=unit-level
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
prefix= _ "statuspanel^level"
prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_level]
[unit_alignment]
id=unit-alignment
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_alignment]
[unit_traits]
id=unit-traits
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_traits]
[unit_abilities]
id=unit-abilities
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
xanchor=right
yanchor=fixed
[/unit_abilities]
[unit_moves]
id=unit-moves
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=+2,+16"
prefix= _ "statuspanel^moves"
prefix_literal=": "
xanchor=right
yanchor=fixed
[/unit_moves]
[unit_defense]
id=unit-defense
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=,+16"
prefix= _ "statuspanel^terrain def."
prefix_literal=": "
xanchor=right
yanchor=fixed
[/unit_defense]
[unit_vision]
id=unit-vision
font_size={DEFAULT_FONT_SMALL}
rect="=,+0,=+2,+16"
#prefix= _ "statuspanel^vision"
#prefix_literal=": "
xanchor=right
yanchor=fixed
[/unit_vision]
[unit_hp]
id=unit-hp
font_size={DEFAULT_FONT_SMALL}
ref=label-hp
rect="=,+0,+54,+14"
#prefix=hp
#prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_hp]
[unit_xp]
id=unit-xp
font_size={DEFAULT_FONT_SMALL}
ref=label-xp
rect="=,+0,+54,+14"
#prefix=xp
#prefix_literal=" "
xanchor=right
yanchor=fixed
[/unit_xp]
# current position not usable, overlays with the status indication (like slow)
# please find a better place (yes, I know that this is barely possible...)
# [unit_side]
# id=unit-side
# font_size={DEFAULT_FONT_SMALL}
# ref=unit-xp
# rect="=,+0,=,+16"
# xanchor=right
# yanchor=fixed
# [/unit_side]
[unit_weapons]
id=unit-weapons
font_size={DEFAULT_FONT_SMALL}
ref=unit-vision
rect="=+0,+0,=,730"
xanchor=right
yanchor=top
[/unit_weapons]
[unit_status]
id=unit-status
font_size={DEFAULT_FONT_SMALL}
ref=unit-xp
rect="=+1,+3,=,+16"
xanchor=right
yanchor=fixed
[/unit_status]
[/status]
{CLASSIC_REPLAY_THEME {DEFAULT_FONT_SMALL}}
[/resolution]
[partialresolution]
id=1024x600
inherits=1024x768
width=1024
height=600
# use right pane with a 40px smaller minimap
[change]
id=top-right-panel
image=themes/legacy/rightside-small.png
rect="+0,=+0,1024,+244"
[/change]
# increase size in middle panel since minimap is 40px smaller
# give it additional 10px and move the end-turn button down
[change]
id=middle-right-panel
rect="=,+0,=,+471"
[/change]
# reduce vertical size of minimap by 40px
[change]
id=mini-map
rect="=+10,=+7,=-7,+103"
[/change]
# shift tod image up by 40px rel to 768px
[change]
id=image-tod
rect="=+10,=+119,=-7,+39"
[/change]
# fixing this one fixes HP/XP/unit status
[change]
id=label-hp
font_size={DEFAULT_FONT_TINY}
rect="=+84,=+169,+54,+12"
[/change]
# shift unit image up by 40px rel to 768px
[change]
id=unit-image
rect="=+9,=+175,+72,+72"
[/change]
[change]
id=button-endturn
image=button_normal/button_H22
rect="=+17,=+3,+80,+20"
[/change]
# adjust allowed height for displaying weapon stuff
[change]
id=unit-weapons
ref=unit-defense
font_size={DEFAULT_FONT_SMALL}
rect="=+0,+0,=,738"
[/change]
[/partialresolution]
[partialresolution]
id=800x600
inherits=1024x600
width=800
height=600
# fix top pane at 800x600
[change]
id=turn-panel
rect="+5,=+1,+80,+19"
[/change]
[change]
id=gold-panel
rect="+5,=,+66,="
[/change]
[change]
id=villages-panel
rect="+5,=,+61,="
[/change]
[change]
id=units-panel
rect="+5,=,+55,="
[/change]
[change]
id=upkeep-panel
rect="+5,=,+80,="
[/change]
[change]
id=income-panel
rect="+5,=,+55,="
[/change]
[change]
id=turn
rect="+4,=,+55,+16"
font_size={DEFAULT_FONT_TINY}
[/change]
[change]
id=gold
rect="+4,=,+45,+16"
font_size={DEFAULT_FONT_TINY}
[/change]
[change]
id=villages
rect="+4,=,+45,+16"
font_size={DEFAULT_FONT_TINY}
[/change]
[change]
id=num-units
rect="+4,=,+45,+16"
font_size={DEFAULT_FONT_TINY}
[/change]
[change]
id=status-upkeep
rect="+4,=,+40,+16"
font_size={DEFAULT_FONT_TINY}
[/change]
[change]
id=status-income
rect="+4,=,+50,+16"
font_size={DEFAULT_FONT_TINY}
[/change]
[change]
id=timeout-panel
rect="+5,=,+75,="
[/change]
[change]
id=report_timeout
font_size={DEFAULT_FONT_TINY}
rect="+0,=,+55,+20"
[/change]
[change]
id=status-position
rect="=+5,=,+80,="
font_size={DEFAULT_FONT_TINY}
[/change]
[/partialresolution]
[/theme]
#undef DEFAULT_FONT_NORMAL
#undef DEFAULT_FONT_SMALL
#undef DEFAULT_FONT_TINY
#undef DEFAULT_FONT_REALLYTINY
(never coded themes before so need to learn it first for more advanced changes, don't have time currently)
That looks good enough, but im not sure everyone shares my view, so I don't know if it's any use to you.
Re: Wesnoth 1.14.0 — New Horizons Update
Fixed.
I have this fixed in my working copy at the expense of the visibility of the backstab weapon special. I’m waiting on someone else to do that half of the fix since apparently the game can’t make up its mind with regards to whether an attacker with the backstab weapon special is actually the attacker or not.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Wesnoth 1.14.0 — New Horizons Update
On a side note, I'd be really curious to see how the steam release impacted the player base for Wesnoth.
If you could crunch some statistics about that in like a month, it would be sweet !
If you could crunch some statistics about that in like a month, it would be sweet !
Re: Wesnoth 1.14.0 — New Horizons Update
There are around 1500 new forum accounts registered since announcement.
Re: Wesnoth 1.14.0 — New Horizons Update
Ok I found the worst nightmare feature of 1.14
Many might not realise it yet... but soon they will flood you with that.
In 1.14 the droided side is now human side.. which means following scenarios will happen and cause Huge Annoyance and even make people stop playing 1.14 and go back to 1.12
Scenario 1) 9 player game was hosted, 7 players left, host can either droid them or control them or give sides to observer.
Host decided to droid them.
Crap happens:
a) Now he will not see his own side after he hit "end turn",
b) Instead he will see how ai is moving each of these 7 sides. He will see where other human player (the one that didn't leave) is located, what units he has, basically he will be spying (droided sides will be his new eyes to see it all when they attack that other player)
Scenario 2) 3 player game was hosted, 1v1v1, 1 player died and left, his side was droided.
Crap happens:
a) Now host does not see enemy moves, instead he see only map full of fog after he hit "end turn" button (because droided dead side has no units to see anything).
Wth......
PS. for a add-on developer it only means that I cant check for ai controller anymore to allow droided sides to use non-standard self created menus and advanced functions. That's not a big problem.. but all above........ jesus.
Many might not realise it yet... but soon they will flood you with that.
In 1.14 the droided side is now human side.. which means following scenarios will happen and cause Huge Annoyance and even make people stop playing 1.14 and go back to 1.12
Scenario 1) 9 player game was hosted, 7 players left, host can either droid them or control them or give sides to observer.
Host decided to droid them.
Crap happens:
a) Now he will not see his own side after he hit "end turn",
b) Instead he will see how ai is moving each of these 7 sides. He will see where other human player (the one that didn't leave) is located, what units he has, basically he will be spying (droided sides will be his new eyes to see it all when they attack that other player)
Scenario 2) 3 player game was hosted, 1v1v1, 1 player died and left, his side was droided.
Crap happens:
a) Now host does not see enemy moves, instead he see only map full of fog after he hit "end turn" button (because droided dead side has no units to see anything).
Wth......
PS. for a add-on developer it only means that I cant check for ai controller anymore to allow droided sides to use non-standard self created menus and advanced functions. That's not a big problem.. but all above........ jesus.
- Celtic_Minstrel
- Developer
- Posts: 2214
- Joined: August 3rd, 2012, 11:26 pm
- Location: Canada
- Contact:
Re: Wesnoth 1.14.0 — New Horizons Update
Well, you could probably do it yourself it you really wanted to, but I think it likely requires C++ code changes, so...
If it's so much worse, please point out all the places so that we can fix them. There are quite a few places where potential regressions could have snuck in, since much of the UI was completely redesigned. (That's probably why the attack dialog is now improperly showing inactive specials.)enclave wrote: ↑May 4th, 2018, 11:54 am But 1.14 has got rediculously worse in terms of active/inactive weapon specials.. and like somebody else said it will be confusing newcomers as well. But it's not only newcomers, it will be confusing crap even out of me, who plays wesnoth for more than 10 years.. I know how everything works but I will be having doubts and will need to double check to make sure that some ability doesn't count into the damage or chance to hit etc. Not even mentioning my particular case , where inactive abilities just spam the screen with useless and confusing information
Re: Wesnoth 1.14.0 — New Horizons Update
I also have to say besides all those supposedly bad changes there are some very good ones.
(1)Just 2day realised that now you can autofill nicks from the Lobby to even if you in-game, which was at first confusing but in the end Communication gets much easier
(2) saw vultraz mentioning people are angry that they do not see the mod-list previewed anymore and have to check the little (i) button. It certainly seems frustrating at first, but once you realise that the searchbar on top left corner filters mods too u wont need to check the modlist for every game manually.
For instance, i am interest to see which games are hosted on ageless (cuz lets say thats the only thing i am really interested in) then I search for it in the search bar and all games are listed. Then i can even filter to see if any of my friends (from the friendlist) are in the game by ticking the box and then, once I can check (i)if i really need to, but then have not more then 5 games which is not a hustly to check the modlist manually.
I dont know if that feature was already in 1.12 but it certainly shines in 1.14 if you know how to use it to your advantage.
(1)Just 2day realised that now you can autofill nicks from the Lobby to even if you in-game, which was at first confusing but in the end Communication gets much easier
(2) saw vultraz mentioning people are angry that they do not see the mod-list previewed anymore and have to check the little (i) button. It certainly seems frustrating at first, but once you realise that the searchbar on top left corner filters mods too u wont need to check the modlist for every game manually.
For instance, i am interest to see which games are hosted on ageless (cuz lets say thats the only thing i am really interested in) then I search for it in the search bar and all games are listed. Then i can even filter to see if any of my friends (from the friendlist) are in the game by ticking the box and then, once I can check (i)if i really need to, but then have not more then 5 games which is not a hustly to check the modlist manually.
I dont know if that feature was already in 1.12 but it certainly shines in 1.14 if you know how to use it to your advantage.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Wesnoth 1.14.0 — New Horizons Update
Good day! The main Wesnoth page tells the minimum system requirements for Windows as "Microsoft Windows 7 SP1 or later",
but I just tested 1.14.0 on Win XP SP3 and it is working fine. Maybe we should change it to "Microsoft Windows XP SP3 or later" ?
Re: Wesnoth 1.14.0 — New Horizons Update
Our XP support "soft". It's possible Wesnoth will indeed work on XP, but we cannot guarantee it since we decided to stop specifically maintaining XP support. There have been issues in the past with Wesnoth on XP (a rather pesky sound-related crash comes to mind), and besides, Microsoft no longer supports it. We do not want to encourage the use of an ancient OS that has reached its end of life and no longer received security updates.
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?
Re: Wesnoth 1.14.0 — New Horizons Update
Yeah maybe we should make a break from bugfinding and specify happy things..
As a user I'm happy about:
a) For me I love chat in separate private windows (I used experimental lobby in the past and I loved this feature, but I stopped using experimental lobby because of jumping nicknames, no support for it and other bugs it had)
b) First impression on water was great, really really cool, now I'm not sure because it slightly contrasts with old basic terrains, while water looks like real video shoot from a plane.. But I still think its a positive change, I like water, lets say 90% positive, 10% of doubts about it.
c) New terrains, like desert mountains, coooooooool, I won't mention the rest, there is more, but desert mountain is in my top list of loved terrains.
d) Villages have light in them in dusk and 1st night, first time I say it I thought wow..
e) fonts are bigger size, I think I like bigger size fonts..
f) wesnoth loading times with all that "creating cache" seems for me quicker now
g) random map minimap (the one u can regenerate) when you host the game looks bigger? I can now see the castles without need a magnifying glass for it.
h) Oh well I just noticed that there is a slider for amount of players when you selecting the map/scenario, so you may select 4 and it will only show maps for 4 players =] thats cool! (doesn't work on random maps but it's not a problem at all)
i) Hotkeys in preferences look really colorful and cool.. not sure how functional they are, but my eyes were really happy the first time I saw it.
j) Advanced options look more advanced now.. I think its good. I found the "keep scrolling when mouse leaves window" and was very happy about it, it made my day just the fact that it was there.
k) a button in list of add-on, when u click add-on details that allows you Visit the URL is cool too, i dont think it was existing alternative in 1.12
l) when you are giving control to a player from command line, there was a nice window which was showing colors and available player names.. not sure what made it appear (maybe "give_control"), not sure if it works well, but the idea itself looked really nice.
As a add-on developer I like the following:
a) just noticed a button "defaults" in custom options, which I havent tried, but if it works then its SUPER GREAT feature, before I had to specify default setting in description just in case a player messes everything up and will never be able to put it back as it was or for other reasons.
b) when uploading new addon to server you may select "publishable" add-ons, it makes life a bit easier.
c) the button to publish addon (little arrow pointing on top) is really great and easy, its cool!
d) inspect command shows much more now.. it's never a bad thing, i think its positive change (although it froze when I started to look events there)
e) more terrain codes, thats cool, any developer would be happy with more tools.
f) more lua and wml functions.
g) users can now download add-on straight from lobby on joining game, that is maybe the best one! if it works well. Now anyone can make their own unit_types, images and not worry that nobody will play it (what I would really like to see is the total size of what I need to download... not because I care about traffic, but because I care about how long it will take, 70mb ageless may take some time, depending on server and internet, possibly there is a dialogue later, but would be nice if size was displayed in same info screen where it shows all settings for the selected lobby game)
I'm sure I missed some good things, there is a lot.
what does it do? I didn't understand
I'm quite sure that the search bar didn't work for era search in 1.12 so putting ageless would probably bring you nowhere.. I think it only filtered the titles or something... that's really cool to know that now it filters eras too!!!!!!ghype wrote: ↑May 5th, 2018, 8:27 am (2) saw vultraz mentioning people are angry that they do not see the mod-list previewed anymore and have to check the little (i) button. It certainly seems frustrating at first, but once you realise that the searchbar on top left corner filters mods too u wont need to check the modlist for every game manually.
For instance, i am interest to see which games are hosted on ageless (cuz lets say thats the only thing i am really interested in) then I search for it in the search bar and all games are listed. Then i can even filter to see if any of my friends (from the friendlist) are in the game by ticking the box and then, once I can check (i)if i really need to, but then have not more then 5 games which is not a hustly to check the modlist manually.
I dont know if that feature was already in 1.12 but it certainly shines in 1.14 if you know how to use it to your advantage.
Yeah tried it and it worked I couldnt understand that it doesnt filter automatically at first, was thinking that it just doesnt work, but it's better this way. In 1.12 it was freezing everything to add remove just 1 letter to that search bar, now u just need to hit enter.. it's not very self-explanatory, but I'm sure people will quickly figure out how it works, its much better than making it work automatically and create huge lags.
Need to mention bad things too, or I forget about them... sorry
When you see details of add-on there are publish or delete addon button, they are huge and cover half of the addon description... While there may be a good idea in it, I would say overall it's inconvenient and better be modified if not completely removed.
The sorting in add-on list works weirdly.. A bit harder to navigate than it was in 1.12 (not sure what exactly is wrong or different)
Re: Wesnoth 1.14.0 — New Horizons Update
For the record, I've made several tweaks and improvements to the MP Lobby based on feedback. These'll be in the next release.
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?