Wesnoth 1.5.0

Get help with compiling or installing the game, and discuss announcements of new official releases.

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anakayub
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Re: Wesnoth 1.5.0

Post by anakayub »

I'm working on it.
There are some issues which needs to be settles, especially regarding canvas.cpp. I'm going to try cmake and build again with XCode, but if that doesn't work I'll re-consult Mordante/SkeletonCrew about it.
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anakayub
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Re: Wesnoth 1.5.0

Post by anakayub »

I've got svn working now, so it won't be too long before i can get 1.5.0 working. :)

1 question still needs to be answered though: I'm planning to include compiling SDL-related libraries into the MacCompileStuff in the future at the expense of a larger download (I'm not sure how big though yet at the moment) to make it easier for beginners to compile Wesnoth. Is this ok with other Mac users, or do you prefer as it is now with 1.4.2 (boost only, about 50 MB when expanded)? If I nobody disagrees, I'll include them next time (maybe 1.5.1/1.5.2 at the earliest).
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ivanovic
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Re: Wesnoth 1.5.0

Post by ivanovic »

anakayub wrote: 1 question still needs to be answered though: I'm planning to include compiling SDL-related libraries into the MacCompileStuff in the future at the expense of a larger download (I'm not sure how big though yet at the moment) to make it easier for beginners to compile Wesnoth. Is this ok with other Mac users, or do you prefer as it is now with 1.4.2 (boost only, about 50 MB when expanded)? If I nobody disagrees, I'll include them next time (maybe 1.5.1/1.5.2 at the earliest).
What do you think of just creating a package of "mac compile helper tools" that you keep up to date but a separate package? There the project file and all the stuff to get the libs could be in though still keeping the "real" package small. This would probably be the easiest way to go and IMO favorable.
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anakayub
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Re: Wesnoth 1.5.0

Post by anakayub »

I thought about this as well, just that I didn't want to break tradition. :wink:

I think this is definitely the best solution; it keeps the game download small, and allows for separate compile archives for 1.4.0 and 1.5.0, and probably even periodic svn (if needed), for which all are generally different.
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SkeletonCrew
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Re: Wesnoth 1.5.0

Post by SkeletonCrew »

I've been working with anakayub to solve the compilation problems on
the Mac. In trunk revision 26650 fixes the problem. For 1.5.0 I put the
modified files in a tar.gz archive. Extract the archive in src/gui/widgets
it should add :
- formula.hpp

and overwrite :
- canvas.cpp
- canvas.hpp
- settings.hpp

After that compiling and linking should work. Thanks to anakayub for
testing the changes.
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pqueiro
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Re: Wesnoth 1.5.0

Post by pqueiro »

howwitty wrote:If someone compiles the macOS vers. I will download it...

I tried compiling the source once - it resulted in me having no clue what I was doing :)

P.S. It's been two weeks so I think I'm all right in asking what's up. Is anyone working on it? :?
anakayub is, check this thread for progress. I might throw some time into it if I can, but I've got a lot going on at the moment so I can't promise anything :|
Had I been present at the Creation I would've given some hints as to the better ordering of the Universe...
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anakayub
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Re: Wesnoth 1.5.0

Post by anakayub »

Mac binaries are ready.

This problem was noted and fixed before shipping.

md5: 4a727fd2835d688fa9c937eda7c861f5
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