Version 0.4.1
Moderator: Forum Moderators
Version 0.4.1
If you test this version, please reply in this thread and say what you tested, your reactions, and any bugs you found. Please report your testing even if you did not find any bugs.
Available at: http://wesnoth.whitevine.net/files/wesnoth-0.4.1.tar.gz
changelog:
- added music and sound support. The game has one song, provided by ZhayTee. Added some sample sounds for Elvish Fighter attacking.
- fixed up bug where if you loaded a mid-level game, and then saved at the end of level, the save would be corrupt
- fixed bug where the display mode would always be displayed as 'windowed'
- make the game report an error message if switching between windowed/full screen fails
- make the game handle switches between windowed and full screen even if exact colour depth can't be matched
- arrow keys can now be used to maneuver menus, and enter can be used for 'ok and yes' in dialogs
- fixed bug that caused a crash at the end of the tutorial
- fixed bug where moving a unit along the border edges would go very slowly
Available at: http://wesnoth.whitevine.net/files/wesnoth-0.4.1.tar.gz
changelog:
- added music and sound support. The game has one song, provided by ZhayTee. Added some sample sounds for Elvish Fighter attacking.
- fixed up bug where if you loaded a mid-level game, and then saved at the end of level, the save would be corrupt
- fixed bug where the display mode would always be displayed as 'windowed'
- make the game report an error message if switching between windowed/full screen fails
- make the game handle switches between windowed and full screen even if exact colour depth can't be matched
- arrow keys can now be used to maneuver menus, and enter can be used for 'ok and yes' in dialogs
- fixed bug that caused a crash at the end of the tutorial
- fixed bug where moving a unit along the border edges would go very slowly
Is there any patch against previous version available ?
Since i got very slow connection here....
What about an anonymous cvs access ?
What about an anonymous cvs access ?
So what about diff -u patch ?
Differential patches between devel versions could ease my life
About CVS, you can use sourceforge-like services avaible on the net.
About CVS, you can use sourceforge-like services avaible on the net.
Terribly buggy savegames
Most of my savegames get corrupted... That's pretty annoying... I can't really say anything about it... I would need some kind of a logfile for that...
- dk_skovbaer -
Savegame bug
They're savegames from 0.4.1, the version which I'm running... And they're all mid-game savegames... The between-game saves seem to work fine, and I think some of the first savegames in a scenario work all right... I believe the savegames from the first two scenarios loaded all right...
Anyway, I'll provide you with the saves in a sec...
Anyway, I'll provide you with the saves in a sec...
- dk_skovbaer -
Ahem.
Code: Select all
clear cache
wesnoth: ai_attack.cpp:48: void <unnamed>::do_analysis(const gamemap&, const ai::location&, const std::multimap<ai::location, ai::location, std::less<gamemap::location>, std::allocator<std::pair<const ai::location, ai::location> > >&, const std::multimap<ai::location, ai::location, std::less<gamemap::location>, std::allocator<std::pair<const ai::location, ai::location> > >&, const ai::location*, bool*, std::vector<gamemap::location, std::allocator<gamemap::location> >&, std::map<gamemap::location, unit, std::less<gamemap::location>, std::allocator<std::pair<const gamemap::location, unit> > >&, std::vector<ai::attack_analysis, std::allocator<ai::attack_analysis> >&, const game_data&, const gamestatus&, ai::attack_analysis&): Assertion `cur_analysis.movements.size() < 6' failed.
Avbruten (SIGABRT)