Wesnoth 1.7.3
Moderator: Forum Moderators
Wesnoth 1.7.3
Wesnoth 1.7.3 is out!
This is the fourth release of the 1.7.x development branch. That means it may include a bigger amount of bugs than the 1.6.x branch and each version is not compatible with another one from the 1.6.x and 1.7.x branch since we do change quite a lot between the releases. Keep in mind, it might be a lot more buggy than the 1.6.x branch so don't be disappointed if you get a crash every now and then. "Normal" players should not use this release, you should stay with the stable branch. But if you want to test the future of Wesnoth and help us find bugs early, you are welcome to check out 1.7.3.
As always hundreds of things were added or improved, so I will just list a small set of changes:
Many new portraits are done and if you are used to playing drakes you will have to get used to lovely new unit sprites. The multiplayer server now generates random numbers which should close one possibility of cheating (manipulating the random number generator used by the game so that your own results are "better"). Desktop notifications for basically every kind of event in multiplayer games were improved and should now work nicely if you run Wesnoth under Gnome, KDE or Mac OSX. You will now get nice notifications when you are in a multiplayer match and don't have the Wesnoth window in focus.
This release includes basically all the work that our students accomplished over Google Summer of Code. This includes a (currently still experimental) redesign of the multiplayer lobby, lots of work on the AI (modularization to make things in general better pluggable as well as improved recruiting for the formula based AI (only available in debug mode, start Wesnoth with the start parameter --debug)), the rewrite of save game related stuff and some work on game statistics including neat features like "kill graphs" (we currently work on hosting the result of this work at stats.wesnoth.org, it should be available "soon"). The work achieved so far will of course still be polished a little more and soon be available to all players without the need of any extra switches.
Some other important things to mention:
***
Minimum version for Boost is now 1.35.
***
Dependencies on gtkmm/libnotify and qt are no longer needed for desktop notifications. Plain dbus is now sufficient.
***
Wesnoth 1.7.3 introduces server-side generation of random numbers for multiplayer, and is not compatible in terms of MP play with earlier versions. The server can support old versions of the game but games between old and new clients will result in OOS.
***
A new lobby interface using the new wesnoth widget toolkit is available for testing with the --new-widgets switch. There are known issues with window resizing and low resolutions that do not have to be reported.
***
Of course there is also the full changelog listing (almost) all the changes since 1.7.2. A changelog with changes that might be visible to most users (and only includes these) is the players changelog.
Downloads
Sources:
http://sourceforge.net/projects/wesnoth ... 2/download (239.0 MB) md5sum
Here is the xDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.7.2 to 1.7.3, 10.2 MB)
Check http://www.wesnoth.org/forum/viewtopic.php?t=7034 for info on using xdelta.
The Windows package is already available. You can find it on the download page.
The MacOSX package is already available. You can find it on the download page.
The OpenSolaris package is not available yet. Once it is you can find it on the download page.
Many of the Linux packages have already been created. All known packagers have been contacted. Information about where to get the respective binaries or how to get them work you get on the Linux binaries site for the Linux binaries. Download links for the other supported systems will be listed at the downloads page once the binaries are available.
As a fallback you can also get the sources from http://files.wesnoth.org/ - you should first try to get files through SourceForge to help us save bandwidth. Please get the files from sourceforge.net if possible.
The multiplayer server for 1.7.3 is already up and running. This server can only be used to play with 1.7.3. If you do encounter problems, please report them.
A new add-on server for the new development branch was started, too. If you encounter any problems with content from the add-on server not working as expected, please notify the content's author, most of them should be here in the forums.
If you find any bugs don't hesitate to report them, but please read the instructions on how to post bugs first. Instructions for bug reporting can be found at http://www.wesnoth.org/wiki/ReportingBugs.
Enjoy!
PS: Within the next seven days anyone asking when the binary for xyz will be ready will be banned and the post will be deleted. Such questions just distract the developers and packagers and don't do any good, so better not ask them...
Bugreports in the forums tend to get forgotten. You will get better results by following the guidelines and report them in the bugtracker.
This is the fourth release of the 1.7.x development branch. That means it may include a bigger amount of bugs than the 1.6.x branch and each version is not compatible with another one from the 1.6.x and 1.7.x branch since we do change quite a lot between the releases. Keep in mind, it might be a lot more buggy than the 1.6.x branch so don't be disappointed if you get a crash every now and then. "Normal" players should not use this release, you should stay with the stable branch. But if you want to test the future of Wesnoth and help us find bugs early, you are welcome to check out 1.7.3.
As always hundreds of things were added or improved, so I will just list a small set of changes:
Many new portraits are done and if you are used to playing drakes you will have to get used to lovely new unit sprites. The multiplayer server now generates random numbers which should close one possibility of cheating (manipulating the random number generator used by the game so that your own results are "better"). Desktop notifications for basically every kind of event in multiplayer games were improved and should now work nicely if you run Wesnoth under Gnome, KDE or Mac OSX. You will now get nice notifications when you are in a multiplayer match and don't have the Wesnoth window in focus.
This release includes basically all the work that our students accomplished over Google Summer of Code. This includes a (currently still experimental) redesign of the multiplayer lobby, lots of work on the AI (modularization to make things in general better pluggable as well as improved recruiting for the formula based AI (only available in debug mode, start Wesnoth with the start parameter --debug)), the rewrite of save game related stuff and some work on game statistics including neat features like "kill graphs" (we currently work on hosting the result of this work at stats.wesnoth.org, it should be available "soon"). The work achieved so far will of course still be polished a little more and soon be available to all players without the need of any extra switches.
Some other important things to mention:
***
Minimum version for Boost is now 1.35.
***
Dependencies on gtkmm/libnotify and qt are no longer needed for desktop notifications. Plain dbus is now sufficient.
***
Wesnoth 1.7.3 introduces server-side generation of random numbers for multiplayer, and is not compatible in terms of MP play with earlier versions. The server can support old versions of the game but games between old and new clients will result in OOS.
***
A new lobby interface using the new wesnoth widget toolkit is available for testing with the --new-widgets switch. There are known issues with window resizing and low resolutions that do not have to be reported.
***
Of course there is also the full changelog listing (almost) all the changes since 1.7.2. A changelog with changes that might be visible to most users (and only includes these) is the players changelog.
Downloads
Sources:
http://sourceforge.net/projects/wesnoth ... 2/download (239.0 MB) md5sum
Here is the xDelta for the sources:
http://sourceforge.net/projects/wesnoth ... a/download (1.7.2 to 1.7.3, 10.2 MB)
Check http://www.wesnoth.org/forum/viewtopic.php?t=7034 for info on using xdelta.
The Windows package is already available. You can find it on the download page.
The MacOSX package is already available. You can find it on the download page.
The OpenSolaris package is not available yet. Once it is you can find it on the download page.
Many of the Linux packages have already been created. All known packagers have been contacted. Information about where to get the respective binaries or how to get them work you get on the Linux binaries site for the Linux binaries. Download links for the other supported systems will be listed at the downloads page once the binaries are available.
As a fallback you can also get the sources from http://files.wesnoth.org/ - you should first try to get files through SourceForge to help us save bandwidth. Please get the files from sourceforge.net if possible.
The multiplayer server for 1.7.3 is already up and running. This server can only be used to play with 1.7.3. If you do encounter problems, please report them.
A new add-on server for the new development branch was started, too. If you encounter any problems with content from the add-on server not working as expected, please notify the content's author, most of them should be here in the forums.
If you find any bugs don't hesitate to report them, but please read the instructions on how to post bugs first. Instructions for bug reporting can be found at http://www.wesnoth.org/wiki/ReportingBugs.
Enjoy!
PS: Within the next seven days anyone asking when the binary for xyz will be ready will be banned and the post will be deleted. Such questions just distract the developers and packagers and don't do any good, so better not ask them...
Bugreports in the forums tend to get forgotten. You will get better results by following the guidelines and report them in the bugtracker.
Re: Wesnoth 1.7.3
They're flying!!! New artworks are just amazing
.

- beetlenaut
- Developer
- Posts: 2867
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
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Re: Wesnoth 1.7.3
The artwork improvements don't seem to be making it to the stable branch. Why is that? It should be pretty simple to wire in new graphics, and it would be unlikely to introduce any bugs. Portraits should be especially easy. Is there no one interested in copying files to 1.6, or are new images being added, and 1.6 is just a little behind?
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 1.7.3
The rule is: user-made content should work with any version of the stable branch. In particular, we don't want umc developed with respect to 1.6.4 to break with 1.6.0 (except for bugs fixed in the engine since then). As a consequence, no changes in filenames are allowed, which means that images can be updated, but new images can't be added. In other words, wiring in new graphics would introduce bugs. (Please open a new thread if you want to discuss this rule. Let this thread be about the 1.7.3 release only.)beetlenaut wrote:It should be pretty simple to wire in new graphics, and it would be unlikely to introduce any bugs.