Wesnoth 1.13.8 (1.14 Beta 1)
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
@doofus: maybe there isa bug in [kill] when it comes to recall units? This comment https://github.com/wesnoth/wesnoth/blob ... ll.lua#L73 makes that look likeley.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
- IIIO_METAL
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
Hello, I posted some that I noticed using 1.13.8.
I am using the Mac version.
1, crash when trying to use map load menu in map editor.
2, Display image quality of portrait image is bad.
3, Deleting the unit that has illumination with [kill] will leave a halo image.
4, [set_menu_item] text is not displayed.
5, I selected Japanese as a language choice, but the menu is displayed in English.
6, animation of the unit is not functioning.
The most troublesome of them is that you can not use the map editor, but can other Mac users use the map editor?
I am using the Mac version.
1, crash when trying to use map load menu in map editor.
2, Display image quality of portrait image is bad.
Spoiler:
Spoiler:
Spoiler:
6, animation of the unit is not functioning.
The most troublesome of them is that you can not use the map editor, but can other Mac users use the map editor?
Creator of "Mountain Witch" & "Castle of evil spirit"
Re: Wesnoth 1.13.8 (1.14 Beta 1)
I found the sort by Last Updated option very useful, because it allowed me to see new add-ons. Not every add-on author makes a thread in the forums, and I discovered several new campaigns this way, that I wouldn't have noticed otherwise. Don't other players use this too?vultraz wrote:Those options were for default sorting order when opening the manager. We decided those weren't really worth preserving.Inky wrote:Re: Add-on manager sorting options- There used to be an Options button where you could select the types of addons, whether or not they were installed, and sorting options (downloads, last update etc.) It seems the first two have been converted to dropdown menus but the sorting options aren't there anymore?
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
Re: Wesnoth 1.13.8 (1.14 Beta 1)
I do. Or rather, I did. I haven't played a new campaign for a while.Inky wrote: Don't other players use this too?
Last edited by UnwiseOwl on May 22nd, 2017, 2:54 pm, edited 1 time in total.
Maintainer of the Imperial Era and the campaigns Dreams of Urduk, Epic of Vaniyera, Up from Slavery, Fall of Silvium, Alfhelm the Wise and Gali's Contract.
But perhaps 'maintainer' is too strong a word.
But perhaps 'maintainer' is too strong a word.
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
What version of OSX are you using?IIIO_METAL wrote:Hello, I posted some that I noticed using 1.13.8.
I am using the Mac version.
1, crash when trying to use map load menu in map editor.
[...]
The most troublesome of them is that you can not use the map editor, but can other Mac users use the map editor?
Re: Wesnoth 1.13.8 (1.14 Beta 1)
First, quoting this so it doesn't get buried and lost:
Second, a couple of new findings:
Right when
EDIT:
I also just noticed that from the map editor, the new "Defense cap" column doesn't get displayed at all.Samonella wrote:I notice that unit's terrain defenses and movement costs (in the help encyclopedia) don't display correctly from the map editor; they all list all terrains as 0% defense and impassible. It works fine in other places (in game and from the main menu) though. Not sure if this bug was in earlier 1.13 versions.
Second, a couple of new findings:
I do notice one small bug with the fade-in/fade-out when I use IPFs on the background image. Clicking the right/next arrow repeatedly and quickly will result in the IPFs being dropped on the part of the image that's behind the text area, so it looks like this:vultraz wrote:Moving on, we've also included an updated Storyscreen viewer and Attack Predictions dialog! There are still a few kinks to be worked out of the former, especially regarding the new text fade-in/fade-out animation, so please report all your findings.
Image:
Most of the image is shaded by There is a more general bug with [kill], I'm not sure if it's related. Take a look at these events:gfgtdf wrote: maybe there isa bug in [kill] when it comes to recall units?
Code: Select all
[event]
name=attack end
[kill]
x,y=$x2,$y2
animate=yes
[/kill]
[fire_event]
name=ghostly_world
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[event]
name=ghostly_world
first_time_only=no
[message]
speaker=unit
message=_"Ah! A ghost!!"
[/message]
[/event]
ghostly_world
is fired, the killed unit briefly flashes back on its tile. I tried experimenting around:- I put a [filter_condition][have_unit] in ghostly_world so it would only fire if the killed unit still existed. ghostly_world did not fire, but the unit still flashed back.
- I removed ghostly_world and the [fire_event], and the unit still flashed back.
EDIT:
I always sorted by downloads, which is pretty close to the same order as First Uploaded. Or at least, it's an easy way to find new ones.Inky wrote:I found the sort by Last Updated option very useful, because it allowed me to see new add-ons. Not every add-on author makes a thread in the forums, and I discovered several new campaigns this way, that I wouldn't have noticed otherwise. Don't other players use this too?
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
Just for the record, judging by the documentation of SUF, a separate loop for the recall list shouldn't be necessary. (Of course it's also possible the docs are wrong; I haven't checked the code.)gfgtdf wrote:@doofus: maybe there isa bug in [kill] when it comes to recall units? This comment https://github.com/wesnoth/wesnoth/blob ... ll.lua#L73 makes that look likeley.
Another thing to check is whether [kill] (or rather, wesnoth.erase_unit) actually removes the recall list unit. It should, of course, but it kind of sounds like there's some issue of
[kill]
not killing in some circumstances. The "flashing back" that doofus describes sounds to me like "death animation was played but unit was not removed".Re: Wesnoth 1.13.8 (1.14 Beta 1)
just checked the wiki and it said:
note the 'on the map ' partwesnoth.get_units
Returns an array of all the units on the map matching the WML filter passed as the first argument. See StandardUnitFilter for details about filters.
- wesnoth.get_units(filter)
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.8 (1.14 Beta 1)
Hmmm... right, it would probably be best to re-add that, then.Inky wrote:I found the sort by Last Updated option very useful, because it allowed me to see new add-ons. Not every add-on author makes a thread in the forums, and I discovered several new campaigns this way, that I wouldn't have noticed otherwise. Don't other players use this too?
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: Wesnoth 1.13.8 (1.14 Beta 1)
For some reason when uploading an add-on, the "_info.cfg" wesnoth does not update the actual version. I tried to delete the file but it hasn't been recreated. Is it just me or does it happen with other add-ons too?
Developer of Project Haldric
Add-ons: Millennium Era, Vision of a Shaman, A New Home
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Add-ons: Millennium Era, Vision of a Shaman, A New Home
Art: Bitron's Art Thread
Tools: WML Syntax Highlighter for VS Code
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
So I've confirmed that there is a bug with
[kill]
and the recall list, and have a fix committed.The info.cfg is for downloaded addons only, as I understand. If it's an uploaded addon, the same information is read from _server.pbl.Bitron wrote:For some reason when uploading an add-on, the "_info.cfg" wesnoth does not update the actual version. I tried to delete the file but it hasn't been recreated. Is it just me or does it happen with other add-ons too?
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
I use this Mac & OS : Mac mini (Late 2012) 2.3 GHz Intel Core i 7, OS X 10.11.6 Japanese environmentCeltic_Minstrel wrote:What version of OSX are you using?
Creator of "Mountain Witch" & "Castle of evil spirit"
Re: Wesnoth 1.13.8 (1.14 Beta 1)
Hi IIIO_METAL:
I can confirm the crash when trying to load a map in the editor. (On the other hand, 'load recent' works.) I noticed that I only get the problem with the 1.13.8 OS X package, not with current 1.13.8+dev that I compiled myself, so I went and compiled 1.13.8 myself. No crash in that case. So it appears to be some sort of problem with the package (at least for my version of OS X), not with the Wesnoth base code itself.
I also find that switching languages does not seem to work. I tried German, Spanish and what I presume is Japanese, but only ever get English menus and campaign texts. (I cannot currently test whether that is a problem with the package as I cannot build the translations myself; I can try to work on that over the next few days.)
By contrast, I do not seem to have the three animations/graphics problems you describe and the menu item text is there as well for me.
EDIT: The map editor load crash goes as far back as the 1.13.6 release. Does not happen in 1.13.5, happens in 1.13.6 - 1.13.8.
I have a MacBook Air (early 2015), 2.2 GHz i7, OS X 10.12.5.IIIO_METAL wrote:I use this Mac & OS : Mac mini (Late 2012) 2.3 GHz Intel Core i 7, OS X 10.11.6 Japanese environment
I can confirm the crash when trying to load a map in the editor. (On the other hand, 'load recent' works.) I noticed that I only get the problem with the 1.13.8 OS X package, not with current 1.13.8+dev that I compiled myself, so I went and compiled 1.13.8 myself. No crash in that case. So it appears to be some sort of problem with the package (at least for my version of OS X), not with the Wesnoth base code itself.
I also find that switching languages does not seem to work. I tried German, Spanish and what I presume is Japanese, but only ever get English menus and campaign texts. (I cannot currently test whether that is a problem with the package as I cannot build the translations myself; I can try to work on that over the next few days.)
By contrast, I do not seem to have the three animations/graphics problems you describe and the menu item text is there as well for me.
EDIT: The map editor load crash goes as far back as the 1.13.6 release. Does not happen in 1.13.5, happens in 1.13.6 - 1.13.8.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
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Re: Wesnoth 1.13.8 (1.14 Beta 1)
Hello, mattsc.
Thank you for examining the problem I reported.
Thank you for examining the problem I reported.
That is good news. I hope it will be fixed in the next package.mattsc wrote:I can confirm the crash when trying to load a map in the editor. (On the other hand, 'load recent' works.) I noticed that I only get the problem with the 1.13.8 OS X package, not with current 1.13.8+dev that I compiled myself, so I went and compiled 1.13.8 myself. No crash in that case. So it appears to be some sort of problem with the package (at least for my version of OS X), not with the Wesnoth base code itself.
Creator of "Mountain Witch" & "Castle of evil spirit"
Re: Wesnoth 1.13.8 (1.14 Beta 1)
I've done some more digging. I needed to update and reinstall a few things first, that's why I did not do so right away yesterday.IIIO_METAL wrote:That is good news. I hope it will be fixed in the next package.
Map editor crash: I was thinking that maybe there was a compatibility problem with the dynamic libraries in the OS X package, which are supposed to work all the way back to OS X 10.7. However, when I drop the libraries from the released package into my version, I still do not get the crash. So that does not appear to be it. I'll continue to see what it could be, but it might take a while as I do not actually know what I am looking for.
Translations: It turns out that these are in the wrong folder inside the package. This is something you should be able to fix with a simple hack:
Spoiler:
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on