Wesnoth 1.10.5 for iphone/ipad & source code is out now!
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
PC version still have this bug,This addon may not fit wesnoth 1.10.Feareth wrote:Also these errors popup from time to time so I'm used to the but I have to tap ok about 20 times or so till it will eventually bring me back to the main menu would you happen to know gy I have to hit it that many times?(I know it's not a loading thing as if you tap it once and eventually does something)
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I also found that in the download addons area that the ones that actually say close on the description info for the campaign I tap close and it will not close I have to turn off my phone and turn it back on to get it to reset and go awaydailin wrote:PC version still have this bug,This addon may not fit wesnoth 1.10.Feareth wrote:Also these errors popup from time to time so I'm used to the but I have to tap ok about 20 times or so till it will eventually bring me back to the main menu would you happen to know gy I have to hit it that many times?(I know it's not a loading thing as if you tap it once and eventually does something)
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
Do you mean this bug? if not, Can u give me a screenshot.Feareth wrote:I also found that in the download addons area that the ones that actually say close on the description info for the campaign I tap close and it will not close I have to turn off my phone and turn it back on to get it to reset and go away
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I'm totally with you on this. The way this game plays would be a perfect fit for the turn based async multiplayer on the iOS. I don't have the time usually to sit and play through a full multiplayer game unless it were async. Game Center is perfect for that reason but I guess we'll just to have to wait and see if dailin or another developer has the desire...Somnus wrote: 3.) This one is the one I would like to see the most. Asynchronous multiplayer. This would, in my opinion, erase almost all the other small flaws. I'm not sure if this would be possible, but I would LOVE it.
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
The downloading addons area that shows the addon info. Everything that doesn't have a close button can be closed by tapping somewhere on the screen but whenever something like this picture has a close button I cannot close it I have to turn off my phone to get outdailin wrote:Do you mean this bug? if not, Can u give me a screenshot.Feareth wrote:I also found that in the download addons area that the ones that actually say close on the description info for the campaign I tap close and it will not close I have to turn off my phone and turn it back on to get it to reset and go away
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
Just to let you guys know, if you’re having trouble with any app on an iOS device, usually just pressing the home button to leave and going back can fix many issues. However, if not, then you can try force quitting the app.
While in the app:
While in the app:
- Press and hold the Sleep/Wake button down at the top corner of the device until you see the slide to lock at the top.
- Then, press and hold the home button (for roughly 6-8 seconds) until the app closes.
- Press the home button twice.
- Press and hold on the app’s icon in the multitask bar.
- Once the apps start to jiggle, press the minus sign for that app.
- Press home.
Wesnoth Bestiary ( PREVIEW IT HERE )
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I never knew you could do this!!! Awesome thanks!ancestral wrote:Just to let you guys know, if you’re having trouble with any app on an iOS device, usually just pressing the home button to leave and going back can fix many issues. However, if not, then you can try force quitting the app.
While in the app:While in another app, or at the home screen:
- Press and hold the Sleep/Wake button down at the top corner of the device until you see the slide to lock at the top.
- Then, press and hold the home button (for roughly 6-8 seconds) until the app closes.
Do not ever press and hold both the sleep/wake and the home button down together, unless you cannot power the phone off with the sleep/wake button.
- Press the home button twice.
- Press and hold on the app’s icon in the multitask bar.
- Once the apps start to jiggle, press the minus sign for that app.
- Press home.
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
Hi,
Although I thought that the "iOS style" sliding menus would be a wonderful addition, I'm experiencing some difficulties. Am I the only one that feels the controls are too sensitive?
When I try to recall a unit from a long list, it's very difficult to slide only one or two positions down. Usually, it goes very fast to the bottom of the list.
Anyway, lots of thanks for your work, dai lin!
Although I thought that the "iOS style" sliding menus would be a wonderful addition, I'm experiencing some difficulties. Am I the only one that feels the controls are too sensitive?

When I try to recall a unit from a long list, it's very difficult to slide only one or two positions down. Usually, it goes very fast to the bottom of the list.
Anyway, lots of thanks for your work, dai lin!
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
Overall, good work with iWesnoth, but a few bugs/problems remain. I couldn't find a real support page/bug repository so I'm trying to describe the bug here.
"Legends of the Invincibles" only partially works with iWesnoth on the iPhone. The reason is that some dialogs are a little bit too large.
There are two basic problems:
* Some dialogs (such as the LotI help) require a few pixels more space than what's available. iWesnoth requests a "window" of sufficient size, but it is positioned a few pixels too far down vertically. As a result of that, some dialogs (such as certain submenus in the help section) generate just enough content such that the "Ok" button is off-screen. It becomes impossible to exit the dialog, iWesnoth has to be restarted.
* The game generates some dialogs dynamically. In some cases, they are bigger than the available screen size, leading to an assertion failure. In this case, the assumption in LotI is that the dialog fits a screen without scrolling, but in some cases, there is one or two lines more text than what fits. (I can provide a savegame for this on demand.)
Both problems can be solved if the internal dialogs (which currently still use scroll bars rather than iOS-style inertial scrolling) are replaced with iOS-like dialogs, where the window is sufficiently large (larger than the given screen) but scrollable.
The current version of iWesnoth is otherwise already quite good; one issue is that inertial scrolling in recruit/recall is much too sensitive on the iPhone 5. Maybe due to the 2 x scale factor?
"Legends of the Invincibles" only partially works with iWesnoth on the iPhone. The reason is that some dialogs are a little bit too large.
There are two basic problems:
* Some dialogs (such as the LotI help) require a few pixels more space than what's available. iWesnoth requests a "window" of sufficient size, but it is positioned a few pixels too far down vertically. As a result of that, some dialogs (such as certain submenus in the help section) generate just enough content such that the "Ok" button is off-screen. It becomes impossible to exit the dialog, iWesnoth has to be restarted.
* The game generates some dialogs dynamically. In some cases, they are bigger than the available screen size, leading to an assertion failure. In this case, the assumption in LotI is that the dialog fits a screen without scrolling, but in some cases, there is one or two lines more text than what fits. (I can provide a savegame for this on demand.)
Both problems can be solved if the internal dialogs (which currently still use scroll bars rather than iOS-style inertial scrolling) are replaced with iOS-like dialogs, where the window is sufficiently large (larger than the given screen) but scrollable.
The current version of iWesnoth is otherwise already quite good; one issue is that inertial scrolling in recruit/recall is much too sensitive on the iPhone 5. Maybe due to the 2 x scale factor?
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
Because there are still some crash bugs in addons, so i can‘t pay my attention on Game Center.Jambo wrote: I'm totally with you on this. The way this game plays would be a perfect fit for the turn based async multiplayer on the iOS. I don't have the time usually to sit and play through a full multiplayer game unless it were async. Game Center is perfect for that reason but I guess we'll just to have to wait and see if dailin or another developer has the desire...
Thanks for your reports.I got this bugs.This is too strange.Feareth wrote:The downloading addons area that shows the addon info. Everything that doesn't have a close button can be closed by tapping somewhere on the screen but whenever something like this picture has a close button I cannot close it I have to turn off my phone to get out
Thanks,pls give me saved game.There are too many bugs in Lotl and many guys like LOTL, so i hope i can fix them in next versionTelcontar wrote:Overall, good work with iWesnoth, but a few bugs/problems remain. I couldn't find a real support page/bug repository so I'm trying to describe the bug here.
"Legends of the Invincibles" only partially works with iWesnoth on the iPhone. The reason is that some dialogs are a little bit too large.
There are two basic problems:
* Some dialogs (such as the LotI help) require a few pixels more space than what's available. iWesnoth requests a "window" of sufficient size, but it is positioned a few pixels too far down vertically. As a result of that, some dialogs (such as certain submenus in the help section) generate just enough content such that the "Ok" button is off-screen. It becomes impossible to exit the dialog, iWesnoth has to be restarted.
* The game generates some dialogs dynamically. In some cases, they are bigger than the available screen size, leading to an assertion failure. In this case, the assumption in LotI is that the dialog fits a screen without scrolling, but in some cases, there is one or two lines more text than what fits. (I can provide a savegame for this on demand.)
Both problems can be solved if the internal dialogs (which currently still use scroll bars rather than iOS-style inertial scrolling) are replaced with iOS-like dialogs, where the window is sufficiently large (larger than the given screen) but scrollable.
The current version of iWesnoth is otherwise already quite good; one issue is that inertial scrolling in recruit/recall is much too sensitive on the iPhone 5. Maybe due to the 2 x scale factor?
I had fixed too sensitive problem in some menu.
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I will try to copy the save game to a laptop during the weekend, so I can upload it here.dailin wrote:Thanks,pls give me saved game.There are too many bugs in Lotl and many guys like LOTL, so i hope i can fix them in next versionTelcontar wrote: "Legends of the Invincibles" only partially works with iWesnoth on the iPhone. The reason is that some dialogs are a little bit too large.
There are two basic problems:
* Some dialogs (such as the LotI help) require a few pixels more space than what's available. iWesnoth requests a "window" of sufficient size, but it is positioned a few pixels too far down vertically. As a result of that, some dialogs (such as certain submenus in the help section) generate just enough content such that the "Ok" button is off-screen. It becomes impossible to exit the dialog, iWesnoth has to be restarted.
* The game generates some dialogs dynamically. In some cases, they are bigger than the available screen size, leading to an assertion failure. In this case, the assumption in LotI is that the dialog fits a screen without scrolling, but in some cases, there is one or two lines more text than what fits. (I can provide a savegame for this on demand.)
Both problems can be solved if the internal dialogs (which currently still use scroll bars rather than iOS-style inertial scrolling) are replaced with iOS-like dialogs, where the window is sufficiently large (larger than the given screen) but scrollable.
The current version of iWesnoth is otherwise already quite good; one issue is that inertial scrolling in recruit/recall is much too sensitive on the iPhone 5. Maybe due to the 2 x scale factor?
I had fixed too sensitive problem in some menu.
I think the first bug is fixed in the latest release; I cannot reproduce it anymore. The second bug (a long list of options to choose from, which results in the dialog being too big so iWesnoth just quits) is still here, but it requires playing a couple of scenarios to get to. I have a save just before the crash so I'll upload it as soon as I can.
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I have the same problem i have to fight it to get to my unitsgnomius wrote:Hi,
Although I thought that the "iOS style" sliding menus would be a wonderful addition, I'm experiencing some difficulties. Am I the only one that feels the controls are too sensitive?![]()
When I try to recall a unit from a long list, it's very difficult to slide only one or two positions down. Usually, it goes very fast to the bottom of the list.
Anyway, lots of thanks for your work, dai lin!
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
Do you mean there will be another update soon that addresses this issue? That would be great.dai lin wrote:I had fixed too sensitive problem in some menu.
Thank you.
Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I think this is the right save game that shows the problem.dailin wrote:Thanks,pls give me saved game.There are too many bugs in Lotl and many guys like LOTL, so i hope i can fix them in next versionTelcontar wrote: "Legends of the Invincibles" only partially works with iWesnoth on the iPhone. The reason is that some dialogs are a little bit too large.
The game generates some dialogs dynamically. In some cases, they are bigger than the available screen size, leading to an assertion failure. In this case, the assumption in LotI is that the dialog fits a screen without scrolling, but in some cases, there is one or two lines more text than what fits. (I can provide a savegame for this on demand.)
I had fixed too sensitive problem in some menu.
After loading it, select Efraim and move him to a nearby enemy (such as the Wraith a bit north of his current location). Then attack the enemy and choose "Redeem (2)" as an attack (for one damage). This special attack succeeds with a 70 % chance. (If it fails, reload and try again.)
On success, an option window appears with two parts: (1) Explanation (on the top), (2) a list of choices. The first part has a tiny scrollbar but is barely bigger than one line on the iPhone, so it's almost impossible to read. In this particular save, the second part (with no scroll bar) is so big it does not fit on the iPhone screen.
The second problem needs to be solved more urgently, but ideally, the screen would be split roughly 50 : 50 with iOS-style scrolling in each part.
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Re: Wesnoth 1.10.5 for iphone/ipad & source code is out now!
I want to fix other bugs,eg. some bugs in LOTI. then release it.gnomius wrote:Do you mean there will be another update soon that addresses this issue? That would be great.
Thank you very much! The saved is too helpful!Telcontar wrote:I think this is the right save game that shows the problem.
After loading it, select Efraim and move him to a nearby enemy (such as the Wraith a bit north of his current location). Then attack the enemy and choose "Redeem (2)" as an attack (for one damage). This special attack succeeds with a 70 % chance. (If it fails, reload and try again.)
On success, an option window appears with two parts: (1) Explanation (on the top), (2) a list of choices. The first part has a tiny scrollbar but is barely bigger than one line on the iPhone, so it's almost impossible to read. In this particular save, the second part (with no scroll bar) is so big it does not fit on the iPhone screen.
The second problem needs to be solved more urgently, but ideally, the screen would be split roughly 50 : 50 with iOS-style scrolling in each part.