widelands build-17

Milestone information

Project:
widelands
Series:
build17
Version:
build-17
Released:
2012-04-23  
Registrant:
SirVer
Release registered:
2012-04-23
Active:
No. Drivers cannot target bugs and blueprints to this milestone.  

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File Description Downloads
download icon widelands-build17-mac.dmg (md5, sig) Mac OS X binary 6,264
last downloaded 3 days ago
download icon widelands-build17-win32.exe (md5, sig) Windows 32 Installer 75,230
last downloaded today
download icon widelands-build17-src.tar.bz2 (md5, sig) Source package 4,938
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Total downloads: 86,432

Release notes 

The Widelands Development Team is proud to announce the immediate availability of build 17 of Widelands. Widelands is a free, cross-platform strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage http://www.widelands.org/ to learn more.

Some of the highlights of this build are:
   * Basic sea-faring functionality.
   * Improvements to the Editor.
   * Multiplayer scenarios (Fun maps).
   * Support for dismantling buildings.
   * Support to adjust the number of wares in a building.
   * a new in-game help for many buildings. Work is ongoing.
   * Improved in-game statistics.
   * Improved rendering engine.
   * new maps, sounds, music, graphics & animations.

As usual, there have been many more improvements to the usability and performance, as well as numerous game-play improvements and bug-fixes.

Widelands is currently translated to 100% into the following languages: German, Italian. It is > 80% translated into the following languages: Polish, French, Slovak, Czech, Spanish, Dutch, Brazilian, Swedish, Russian, Portuguese. You can help out translating directly in your web browser: http://translations.launchpad.net/widelands .

Widelands uses SDL as graphics and input library and is currently available for Windows (32-bit) and Mac OS X (Intel) and in source code. We no longer ship binary Linux packages because of the poor compatibility between Linux distributions. Instead, we try to make compiling for Linux users as easy as possible. Also, most distributions will pick up build 17 into their repositories very quickly. Both binary and source packages are available from http://launchpad.net/widelands/build17/build17

Simply download the binary package for your operating system and run the widelands executable! If your operating system is not supported, download a source package and try to compile it for yourself. See the homepage for the libraries you need to have installed.

If you like what you see, please visit our homepage, http://www.widelands.org/ . You may also want to check the forums and our IRC channel, #widelands on Freenode, to arrange multiplayer games with other players.

We especially welcome every helping hand, even if you just want to contribute by helping us find bugs. Also translators for all languages are always needed. If you want to get even more involved in the further development of Widelands, you can subscribe to widelands-public@lists.sf.net on http://lists.sourceforge.net/mailman/listinfo/widelands-public to keep up with development on a daily basis or meet us in the forum.

Known issues
=============

Widelands Build 17 takes us a good step forward towards a stable 1.0 version. However, as Widelands is still under heavy development, there are some unfinished features and minor known bugs that haven't been fixed until the release of Build 17. The following list is not meant to be complete, but is supposed to help you avoiding known problems and handling them if they appear.

1st) Compile time issues
------------------------
* Widelands does not compile, if using gcc 4.7. Fix: add "#include <unistd.h>" to the file "src/main.cc"

2nd) Unfinished feature "seafaring" issues
------------------------------------------
Build 17 ships with the very basics of the new "seafaring" feature. Many sub-features are not yet implemented, so don't waste your time searching for them ;).

The limitations are as follows:
* It is not possible to colonize other islands, just transport between existing ports.
* There are no "rowboat roads" yet.
* Computer players do not use seafaring.
* The only official map supporting seafaring is the multiplayer scenario "Together we're strong" (Start it in scenario mode!)
* On maps without port buildspaces, the shipyard is buildable, but will not produce ships.
* On maps with port buildspaces, it might happen that ships are build in small lakes, so best place shipyards near the coast but away from smaller lakes.

3rd) OpenGL rendering issues
----------------------------
* The "smooth" rendering of the terrain does not work on all graphics chips.

4th) Other known bugs
---------------------
* Editor: Unable to reload a self created map in the editor. A workaround can be found at: https://bugs.launchpad.net/widelands/+bug/787217/comments/4
* Campaign: Games from the atlantean campaign saved in Build16 are playable in Build17, but can't be won.

Changelog 

View the full changelog

### Build 17
- Diversified heal rate for military buildings - the bigger, the quicker.
- Improved and remodelled a lot of the buildings' animations.
- Improved and remodelled a lot of the bobs' animations.
- Improved and remodelled a lot of terrain graphics.
- Improved dedicated server functionality:
    * now runable as daemon and thus via init.d script on servers
    * added possibility to write server statistics to html files
    * added functionality to save the game on the server via chat command.
    * added functionality to set up a password for the server.
    * added functionality to set a custom message of the day (motd).
    * improved client side handling / setting up of dedicated servers.
- Improved a lot of icons and button appearence.
- Improved statistics window.
- Improved the Widelands code to use less resources.
- Improved OpenGL rendering which is now active by default.
- Improved (slightly) the computer player through use of the new
  dismantle feature.
- Replaced the old libggz based metaserver support with our own ggz
  independed solution, which brings some new features as well:
    * The metaserver is now checking whether a game is connectable
      if it is not, it sends an error message to the client to
      inform it.
    * System messages on the metaserver like global announcements
      motd changes or Error-Messages are now imported to running
      games and shown there as well.
    * The metaserver does now check whether a client is still online
      regulary and disconnects it, if it isn't.
    * If the client gets disconnected from the metaserver during a
      running game, the client is able to reconnect silently.
    * Games can now have more than 7 connected clients
    * The Version of Widelands used in a game is now shown as hover text
      in the game list. If a game is connectable, but uses a different
      version, a "?" icon is shown to visualise that difference.
- Added a new piece of music to Widelands
- Added new states and animations for unoccupied buildings and empty mines,
  to better indicate the current state of a building.
- Made road textures world dependend and improved the style of the roads
  for each world.
- Added basic seafaring functionality:
    * Ports, ships and shipyards are already working as they should.
    * Loading of settlers 2 seafaring maps is supported
    * (Scouting and colonization *NOT* yet implemented)
  yet implemented.
- Added port buildspace tool to the editor.
- Added a new feature to list maps in the map selection menu in categories
- Added a new feature "dismantle building" allowing to recycle some of
  the resource used to build the building.
- Added a new win condition "endless game (no fog)" with completely
  visible map from the beginning on.
- Added two multiplayer scenarios.
- Added a big seafaring map, playable as scenario.
- Added feature to play as a random tribe or against a random tribe or
  random AI.
- Added click animation for the mouse pointer
- Added automatic release of second carrier (oxen, donkey, horse), if
  the road traffic is not that strong anymore, that a second carrier
  would be needed.
- Added a new undo/redo feature to the Editor.

- Fixed a bug that disallowed to connect to different servers (via
  metaserver) without prior restart of Widelands.
- (Re)Fixed bug #536149: miner/master miner mixed up after enhancing
  to deep mine.
- Fixed bug #565406: focus for save window
- Fixed bug #570055: Open house window on doubleclick even when minimized
- Fixed bug #590528: add more details to a replay
- Fixed bug #590631: All workers die, when warehouse/hq is destroyed
- Fixed bug #594686: Roads not rendered correctly in opengl mode on
                     some systems
- Fixed bug #601400: Request::get_base_required_time:WARNING nr = 1 but
                     count is 1, which is not allowed according to the
                     comment for this function
- Fixed bug #649037: Many menus are not repainted in OpenGL mode
- Fixed bug #657266: Unoccupied helmsmithy animation contains a person
- Fixed bug #671485: Aged barbarian ware icons
- Fixed bug #672085: New stock menu layout too high for small resolutions
- Fixed bug #672098: The priority buttons can be deactivated
- Fixed bug #674848: The fight against red player in barbarian tutorial 3
                     can be won in just one fight
- Fixed bug #683716: Better handling of "no ressources"
- Fixed bug #691928: Message icon is not updated in some cases when
                     receiving focus
- Fixed bug #695035: Adjusted hotspots of buildings to fit into their space
- Fixed bug #702011: Messages in multiplayer are translated by host
                     before they are sent to client
- Fixed bug #722196: OpenGL terrain renderer does not dither between
                     adjacent fields
- Fixed bug #722793: Ducks on land on Three Warriors
- Fixed bug #722796: Minimap not shaded by terrain height in OpenGL
- Fixed bug #723112: The name is not shown for resource coal in the
                     resource dialog in the editor
- Fixed bug #726699: Make the wares priority buttons in production sites
                     more intuitive
- Fixed bug #734409: campaign texts about enhancing metalworks
- Fixed bug #731474: Barbarian buildings looking strange when covered
                     by fog of war
- Fixed bug #738888: Two sentences in game tips are only partly translatable
- Fixed bug #741142: Empire Tut 2 - missing event when barbarians
                     are detected
- Fixed bug #768828: Fixed the random height tool window in the editor
- Fixed bug #768854: Messages for win condition "Territorial Lord" is not
                     translated, even though translations exist
- Fixed bug #771962: Alphabetically sorted ware help in translations
- Fixed bug #772003: Bakingtray use the peel icon
- Fixed bug #775132: build-16 Failed to initialize SDL, no valid video driver
- Fixed bug #779967: Text alignment on "Host a new game"
- Fixed bug #786243: Add extra column to stock windows, if size would be to
                     big for the current screen resolution
- Fixed bug #787365: Constr.Site & Prod.Site: Dim House Picture In
                     The Background
- Fixed bug #787508: Remove use of barbarian stronghold
- Fixed bug #791421: Editor: Map Options Editbox Keyboard Input
- Fixed bug #795457: focus in chat window
- Fixed bug #799201: New tab icon for workers list
- Fixed bug #805089: Check client in chat commands, when first mentioned.
- Fixed bug #808008: Delete outdated data when updating Widelands on Windows
- Fixed bug #817078: "Watch window" should centre more suitably
- Fixed bug #818784: display player names in status messages when playing
                     collectors
- Fixed bug #842960: Original building site graphic is visible during
                     construction sequence
- Fixed bug #852434: no game tips on loading screen as host
- Fixed bug #853217: start multiplayer game with all slots closed
- Fixed bug #855975: Atlantean bakery jumping up, when start working
- Fixed bug #859079: Warning about files (pngs) not found when
                     starting a new game
- Fixed bug #859081: Dialog briefly shown when clicking in the fog of war
- Fixed bug #865995: Allied soldiers fight when they meet on the battlefield
- Fixed bug #870129: highlighted message can not be marked
- Fixed bug #871401: WaresQueue stock level configuration is ignored
                     when work fails in Productionsites
- Fixed bug #877710: [windows] window title shows "not responding"
                     when loading a map
- Fixed bug #884966: Not able to prioritize top row (pita bread) in
                     battle arena
- Fixed bug #886493: Default AI is set to none
- Fixed bug #886572: After a while, increasing game speed makes the game
                     lag even at lower speeds
- Fixed bug #887093: Make OpenGL the standard renderer
- Fixed bug #902765: Show buttons in the bottom toolbar in the same
                     order, also for spectators
- Fixed bug #902823: Show "increase/decrease capacity" buttons only
                     in "soldiers" tab
- Fixed bug #912486: Maximum FPS button overlaps language list in options
                     on higher resolutions
- Fixed bug #914462: possible bug in void BulldozeConfirm::think()
- Fixed bug #924140: assertion failed if you press "up/down" button in
                     an empty message window
- Fixed bug #924768: Rework barbarian barrier's statistics
- Fixed bug #927110: font color not adapted to map color

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