Wesnoth 1.14.4
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Re: Wesnoth 1.14.4
@Bob Perhaps running wesnoth as
wesnoth --max-fps=<value>
will help.Re: Wesnoth 1.14.4
Just played through the campaign recently and no it still isn't fixed.octalot wrote: ↑July 28th, 2018, 11:03 amFrom the changelog:Code: Select all
* Eastern Invasion: * Fixed missing prisoners and loss of recallable units in 'Captured'.
Re: Wesnoth 1.14.4
Will we be able to update Wesnoth, instead of uninstalling the previous version for the current one, one day?
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Re: Wesnoth 1.14.4
Probably not. Since there will probably always be breaking changes to the scripting language it will probably remain side-by-side installs forever.
I forked real life and now I'm getting merge conflicts.
Re: Wesnoth 1.14.4
I understand that.Tad_Carlucci wrote:..there will probably always be breaking changes to the scripting language..
But maybe you could seperate code from images and sound files, to make downloads smaller?
Not everybody has gigabyte-internet at home.
How much (more or less) of the actually 389MB are code, and how much images and sounds?
I like beavers.
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Re: Wesnoth 1.14.4
The Steam and flatpak versions have incremental updates, so I doubt someone is going to build a separate updater into Wesnoth itself.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Wesnoth 1.14.4
If you have experience with these things, you could build wesnoth from git yourself. After the first time, subsequent update+builds won't require as much bandwidth.