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> [freeware] The Battle for Wesnoth, Gioco di pura strategia a turni (FREEWARE ed in ITALIANO!)
Lord Cain
messaggio18 May 2006, 23:01
Messaggio #1





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Link al sito ufficiale: http://www.wesnoth.org/


Gioco Freeware strategico a turni. Perennemente in aggiornamento.
Dateci un occhio ne vale la pena.

Edit By Theruler:
ANCHE IN ITALIANO!
CITAZIONE
The Battle for Wesnoth è un gioco di strategia a turni di ambientazione fantasy.

Organizza un potente esercito, trasformando gradualmente le semplici reclute in veterani esperti. Nelle ultime partite, richiama i tuoi guerrieri più forti e forma una mortale contro la quale nessuno può resistere! Scegli le unità tra i diversi tipi di specialisti e seleziona una forza con i necessari punti di forza per combattere bene sui diversi terreni contro qualsiasi tipo di avversario.

In Wesnoth ci sono moltissime saghe che aspettano solo di essere giocate. Puoi dare battaglia a orchi, non-morti e banditi nelle province del regno di Wesnoth; combattere al fianco dei draghi tra picchi scoscesi, degli elfi nelle verdi distese del bosco di Aethen, con i nani nei saloni di Knalga o persino con i tritoni nella baia delle perle. Puoi combattere per riconquistare il trono di Wesnoth o usare il terribile potere sui non-morti per dominare le terre dei mortali o guidare la tua gloriosa tribù di orchi alla vittoria contro gli uomini che osano saccheggiare la tua terra.

Potrai scegliere tra oltre duecento tipi di unità (fanteria, cavalleria, arcieri e maghi solo per cominciare) e per tipi di scontri cha vanno dalle imboscate di poche unità agli scontri tra grossi eserciti. Puoi anche creare le unità che preferisci e scrivere i tuoi scenari - o persino campagne di ampio respiro. Puoi anche sfidare i tuoi amici - o sconosciuti - e combattere epiche battaglie fantasy multi-giocatore.






 
Beren Erchamion
messaggio18 May 2006, 23:05
Messaggio #2



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The Political Scientist

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Segnalato qui. Ed è anche open source.
Non so se sia stato inserito nell'archivio delle segnalazioni, Rullo puoi dare una controllata?
Grazie.


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«L'anima del piacere è nella ricerca del piacere stesso».
 
Lord Cain
messaggio18 May 2006, 23:09
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ooppssss excuse :P
 
Beren Erchamion
messaggio18 May 2006, 23:15
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Nessun problema, figurati.


--------------------
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Tsam
messaggio19 May 2006, 13:32
Messaggio #5


The Answer
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'11




Sì..è in archivio..blush.gif..
http://www.oldgamesitalia.net/forum/index....indpost&p=20943

:D..ciao
tsam


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ONero
messaggio2 Aug 2007, 16:50
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Tiro su un messaggino di piu' di un anno fa per dire:

a me non dispiace mica sto gioco blush.gif

Ha un sapore di tempi perduti (in ogni senso) ma mi trovo a mio agio, molto di piu' che con gozziliardi di poligoni che si muovono per conto loro sullo schermo.


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inskin
messaggio6 Aug 2007, 23:02
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Ho pensato tante volte di giocarlo, ma poi sento la mensola che mi guarda torva... rolleyes.gif


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TheRuler
messaggio28 Feb 2008, 10:46
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Io lo sto giocando in questi giorni e mi "acchiappa" parecchio...

E' dai tempi di Battle Isle II che non giocavo ad una simile perla.


Con mio rammarico pero' ho notato che la traduzione italiana non e' di altissimo livello (come mi sarei aspettato).
Ci sono diversi errori di battitura (anche grammaticali) e a volte (purtroppo capita troppo spesso) NON CAPISCO IL SENSO DELLA FRASE!
Alcuni termini sembrano non integrarsi con il contesto.
Si vede che la traduzione e' fatta da appassionati e veterani del mondo D&D (almeno credo) e l'impegno e' davvero molto alto, ma manca qualcosa.

In conclusione, non va affatto male, ma sono sicuro che una ritoccatina gioverebbe.


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Tsam
messaggio28 Feb 2008, 14:05
Messaggio #9


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'11




Il gioco effettivamente sembra davvero interessante..si potrebbe magari sentirli per fare un restyle della traduzione..se qualcuno se la sente ;).. ciao
tsam


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TheRuler
messaggio28 Feb 2008, 14:15
Messaggio #10



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Non dovrebbe essere difficile o lungo...
Purtroppo sembra che il forum della traduzione non sia molto attivo...

questa e' la Wiki con l'elenco delle persone coinvolte:
http://www.wesnoth.org/wiki/ItalianTranslation

Se qualcuno se la sentisse di aiutarli...
Ce ne sarebbe bisogno... non si e' mai abbastanza quando si controlla una traduzione...
Nella loro organizzazione il traduttore e' anche il revisore...


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TheRuler
messaggio28 Feb 2008, 15:01
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Ho dato un occhio a quello che dovrebbe servire per la traduzione... (vi ricordo che molto del testo e' ancora in inglese... e non tutte le campagne sono tradotte).
E' piuttosto facile... per non dire che e' una cavolata.
E' gia' tutto pronto (per la verita' sono i programmatori ad essere stati molto furbi utilizzando il sistema cross-platform gettext catalogs), basta utilizzare il tool PoEdit.


TUTTO il testo del gioco e' all'interno della cartella:
\Wesnoth 1.x.x\po\it\LC_MESSAGES\
sotto forma di file .mo (.po compilato)

per decompilarlo bisogna usare il tool a linea di comando msgunfmt.exe presente nella cartella \bin di PoEdit, nella seguente maniera:
msgunfmt wesnoth-aoi.po > wesnoth-aoi.mo
(per fare prima si puo' copiare il file .mo che si desidera modificare nella cartella \BIN di poedit, e lanciare il comando direttamente, altrimenti bisognerebbe inserire i percorsi completi).

poi e' possibile aprire il nuovo .po con PoEdit:
File Allegato  poedit.JPG ( 111.77k ) Numero di download: 8


Una volta salvato il file, PoEdit compila automaticamente anche il .mo.

NOTA: ogni file ha all'interno anche il testo originale inglese... (sistema poco ottimizzato in termini di spazio... ma abbastanza comodo nell'ottica di un progetto aperto e multilingua)

Piu' semplice di cosi'....


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Railmore
messaggio29 Feb 2008, 15:14
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presumo che questo giockilllo sia gratis?


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ho finito The secret of monkey island!!!!
 
TheRuler
messaggio29 Feb 2008, 15:53
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Presumi giusto.

;-)


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TheRuler
messaggio7 Mar 2008, 17:16
Messaggio #14



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Battle for Wesnoth versione 1.4 is OUT!

http://garr.dl.sourceforge.net/sourceforge...1.4-windows.exe


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Tsam
messaggio8 Mar 2008, 14:42
Messaggio #15


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Dovremmo contattare qualcuno del team di traduzione e chiedergli se viene qui a parlarcene..cosa ne pensi Rullo? ciao
tsam


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TheRuler
messaggio11 Apr 2008, 21:28
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Nuovo aggiornamento:

interessante il fatto che l'exe per windows sia stato compilato in 5 versioni relative alle diverse architetture di processori:

- Intel 486
- Pentium 2
- Pentium 4
- AMD K6
- AMD Athlon

e il P3? ;-)

CITAZIONE
Version 1.4.1:
* campaigns:
* Fixed/enforced internal gender id of various female heroes/foes
(bug #11197)
* Under the Burning Suns:
* Minor cosmetic fixes
* graphics:
* Fixed broken TC on transport-galleon and drake walking corpse graphics
* New portraits: Elvish Sorceress
* language and i18n:
* new translation: Croatian
* updated translations: Chienese, Czech, Danish, Dutch, Finnish, French,
Galician, German, Greek, Hungarian, Italian, Lithuanian, Japanese, Polish,
Russian, Spanish, Swedish, Turkish
* map editor:
* fixed not working "Update transition" and make "Delay transition update"
directly trigger an update when toggled off.
* miscellaneous and bug fixes:
* Removed spurious -R linker switch from command line generated by the Boost
M4 macros
* Load-game dialog displays a scenario campaign's translated name rather than
its internal id now
* wmlxgettext now print some context information about the strings
extracted (patch #993)
* added VICTORY_AND_DEFEAT_MUSIC macro and wired it in all mainline
scenarios that warrant such effects
* Fixed a border case of unit portrait advancement on which generic portraits
would be treated as character-specific (affected female Elvish Archer line;
it also theoretically affected units with [variation]s using different
portraits)
* allow configure to be started from directories other as the top dir
(patch #1002)
* learn the underlaying terrain so you'll not have a blank like in the unit
stats if you encounter a terain aliased to a unencountered terrain
* multiplayer:
* fixed minimap caching in the lobby screen, resulting in faster refreshs
* a lot work has gone into optimizing wesnothd to allow more players


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TheRuler
messaggio28 Apr 2008, 16:09
Messaggio #17



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CITAZIONE (Tsam @ 8 Mar 2008, 14:42) *
Dovremmo contattare qualcuno del team di traduzione e chiedergli se viene qui a parlarcene..cosa ne pensi Rullo? ciao
tsam


mi sono iscritto alla loro mailing list, e sembra che in questo periodo non lavorino tanto.
Ho notato che i traduttori che hanno in carico le varie campagne lavorino abbastanza autonomamente. Ogni tanto, in occasione della deadline per l'uscita di una nuova versione intensificano gli scambi via ML.
Appena riesco a contattare il coordinatore gli propongo una capatina.


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TheRuler
messaggio29 Apr 2008, 14:44
Messaggio #18



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News
Wesnoth 1.5.0: Development Release
Sunday, April 27 2008


Ancora i binari per windows non sono disponibili, ma possiamo gia' leggere il succoso changelog:

CITAZIONE
Version 1.5.0:

* campaigns:
* synchronize all campaign ids with their directory name
* greatly updated the scenario music playlists in The Rise of Wesnoth,
Descent into Darkness and The South Guard
* The Hammer of Thursagan:
* instead of leadership, the dwarvish loremaster unit line now has a
similar but unique inspire ability
* Under the Burning Suns:
* Minor cosmetic fixes
* Northern Rebirth:
* Major WML cleanup and optimisation
* New respawn mechanism for white mages
* Liberty:
* Fix graphic artifact bug #11438
* Formula AI:
* added support for Formula AI language, more info available at:
http://www.wesnoth.org/wiki/FormulaAI
* graphics:
* Fixed broken TC on transport-galleon and drake walking corpse graphics
* New portraits: Elvish Sorceress
* added a light shadow on the bar of the loading screen
* new dungeon wall terrain
* new city-themed village variation
* new progressive parameter for animations: submerge
* new progressive parameter for animations: x and y
* image_diagonal now also works with normal [frame]
* sub-frames now obey terrain height
* selecting a poisoned unit now does the selection anim properly
* convert the render engine to a z-ordered based engine, this allows to
have multiple layers and the calculation and rendering are separated
which means things can be drawn in front of units.
* removed the now unused tilestack based drawing.
* added a new experimental gui engine available when starting with
--new-widgets. The engine doesn't do much yet.
* map editor:
* Fixed not working "Update transition" and made "Delay transition update"
directly trigger an update when toggled off.
* add-ons can now make their custom terrains available in the editor
* Draw base terrain under an overlay when ALT is pressed
* Implemented adjustable lighting levels (time of day)
(debian bug #458305 / gna bug #11408)
* game engine:
* Implemented lazy loading for unit_types
* language and i18n:
* new translation: Croatian
* updated translations: Chinese, Chinese (Traditional), Czech, Danish,
Dutch, Finnish, French, Galician, German, Greek, Hungarian, Italian,
Lithuanian, Japanese, Polish, Russian, Serbian, Slovak, Spanish, Swedish,
Turkish, Valencian
* updated fonts: DejaVuSans 2.24
* multiplayer:
* added maps: Howling Ghost Badlands
* revised maps: Sablestone Delta, Sullas Ruins,
Silverhead Crossing, The Freelands, The Manzivan Traps
* removed maps: Amohsad Caldera
* removed the Wesbowl scenario
* added the "A New Land" scenario by Bob_the_Mighty
* units:
* balancing changes:
* decreased the cost of the Giant Scorpion from 32 to 22
* increased the HP of the Drake Flare from 54 to 55
* user interface:
* placement of the counters and displays of the top panel optimized
* new history feature for entering searches, chat messages, commands, and
AI formulas
* Refactored the in-game console and added help function (patch #1036)
* Refactored chat /commands and added help. Made :commands a superset
of chat /commands
* optional cancelling of unit orders in load-game dialog (patch #1024)
* fixed sub-optimal multi-turn pathfinding which avoided ZoC too much
* smarter pathfinding: if same MP cost, prefer terrains with better defense
and empty hexes (less frequent multi-turn moves blocked by a friend)
* New full map screenshot feature (no default hotkey).
* Screenshots show a pop-up with the url and size of the file created.
* When trying to define an already used hotkey, now tell where it's used.
* Load-game dialog displays a campaign's translated name rather than its
internal id now
* the hardcoded resolution list now also includes tiny gui and small gui
resolutions if compiled with those switches
* more comprehensive terrain type naming to avoid confusing displays such
as 'Road (Grassland)' or 'Impassable mountain (Cavewall)'
This also applies to the WML keys used in the stats:
- grassland becomes flat
- tundra becomes frozen
- canyon becomes unwalkable
- cavewall becomes impassable
* Added new commandline options (patch #1031)
-s or --server [host] connect to host specified or to the first server
in preferences
-c or --campaign skip menu and show campaign selection menu
--with-replay replays the file loaded with --load option.
* WML engine:
* new tag [insert_tag] to place dynamic WML content
* Extended most C++ checks for boolean WML attributes to use
utils::string_bool() rather than true/false or yes/no string comparisons;
as a result, they should accept true non-zero values, "on", "yes" or "true"
strings; and "0", "off", "no" or "false" are considered false values.
* A variable string's length can now be obtained with [set_variable]
string_length=
* Implemented [variable] boolean_not_equals= for simmetry with [variable]
boolean_equals=
* Implemented [store_map_dimensions], which saves the map size in a variable
with values 'height' and 'width'
* [modify_side] can set AI parameters now, using the [ai] syntax implemented
for [side] declarations (patch #984)
* allow 100% defense instead of cutting off at 99%, if out of range set to
100% instead of 50 (debian bug #467253)
* The UnitWML [unit] tag is changed to [unit_type]. [unit] will still
be accepted for backwards compatibility until 1.5.3. wmllint can safely
do this up-conversion.
* In SingleUnitWML and SideWML, the description= attribute is now id=.
description= will still be accepted for backwards compatibility.
wmllint can safely do this up-conversion.
* In SingleUnitWML and SideWML, the user_description= attribute is now
name=. user_description= will still be accepted for backwards
compatibility. wmllint can safely do this up-conversion.
* In SingleUnitWML and SideWML, the generate_description= attribute is
now generate_name=. generate_description= will still be accepted for
backwards compatibility. wmllint can safely do this up-conversion.
* In UnitWML, the unit_description= attribute is now description=.
unit_description= will still be accepted for backwards
compatibility. wmllint can safely do this up-conversion.
* In ThemeWML, the unit_description= attribute is now unit_name=.
unit_description= will still be accepted for backwards compatibility.
wmllint can safely do this up-conversion.
* In AnimationWML, the [unit_filter] tag is now [filter], the
[secondary_unit_filter] tag is now [filter_second], and the
[attack_filter] tag is now [filter_attack], and the
[secondary_attack_filter] tag is now [filter_second_attack]
* In EventWML, the [special_filter] tag is now [filter_attack] and the
[special_filter_second] tag is now [filter_second_attack]
* In the Standard Unit Filter, the [wml_filter] tag is now [filter_wml]
* it's now possible to specify with loop= how many times a sample
associated with a sound source should be played
* locations stored in variable now include ownership information for villages
* new [switch] conditional command
* new [fire_event] event tag to fire any custom event
* new [unit_side] theme element: this is the side of the current unit (flag)
* Preprocessor now logs when it encounters an undefined macro, and when it
fails opening a file.
* Implemented prerecall/recall. Now prerecruit/recruit will no more trigger
on recall events
* Add support for overlay terrains (terrains which can be placed above any
base terrain)
* Add multiple types for events
* Allow [clear_variable] to clear multiple variables (separated by comma)
* Fixed bug #11286 "Sighted events not firing when turning off delay shroud
updates". Which also means that user may fire sighted events in a new way.
* miscellaneous and bug fixes:
* Changed logging to have less overhead when it is turned off (patch #1038)
* Fixed error message for broken add-ons (bug #11078)
* INSTALL now describes the scons build. autotools, while still present,
is deprecated.
* Removed spurious -R linker switch from command line generated by the Boost
M4 macros
* wmlxgettext now prints some context information about the strings
extracted (patch #993)
* Fixed network_worker to spawn at least one thread (bug #11238)
* added VICTORY_AND_DEFEAT_MUSIC macro - not wiring it in in trunk
content, in the hope that we get engine support for this soon, but it's
here to use in the meantime
* remove an ancient wml update program which has been obsoleted by wmllint
* added the boost regex dependency
* added the sdl-ttf dependency
* added the zlib dependency
* default gender selection now works correctly for units with
only a female variant. Fixes bug #11197.
* Fixed a border case of unit portrait advancement on which generic portraits
would be treated as character-specific (affected female Elvish Archer line;
it also theoretically affected units with [variation]s using different
portraits)
* allow configure to be started from directories other as the top dir
(patch #1002)
* added -Werror -Wno-unused -Wno-sign-compare to the default compiler
flags, can be disabled with --disable-strict-compilation.
* learn the underlying terrain so you'll not have a blank line in the unit
stats if you encounter a terrain aliased to an unencountered terrain
* fixed an alignement issue which caused a SIGBUS on a Sparc (debian bug
#426318)
* wesnoth-pngcrush is now superseded by wesnoth-optipng
* clean up gcc 4.3 warnings so the game now builds on fedora rawhide
with warnings treated as errors. A few bugs were found in the
process as well.
* "fog" and "shroud" debug commands now also update the minimap, and
"shroud" stop shrouding your units.
* Fixed shroud not directly cleared in minimap after a move+attack action.


Appena sara' disponibile troverete il tutto qui.


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TheRuler
messaggio29 Apr 2008, 23:01
Messaggio #19



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E difatti... puntuale come la tassa sul rusco...:

http://garr.dl.sourceforge.net/sourceforge...5.0-windows.exe


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Ping
messaggio1 May 2008, 20:54
Messaggio #20





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The Resolver

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ma ogni volta bisogn scaricarlo da capo? (ho 9gb mensili tra una patch e l'altra mi pesano anche 150mb)


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Iterum Rugit Leo
 
TheRuler
messaggio4 May 2008, 16:30
Messaggio #21



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Purtroppo si.
Non hanno mai voluto implementare un sistema di aggiornamento incrementale per diverse ragioni, tutte spiegate sul loro forum.

Tecnicamente l'utente medio può tranquillamente scaricarsi solo le versioni di Branch pari (1.2 o l'attuale 1.4) cioè quelle stabili.
Quindi ridurresti i downloads ad 1 o 2 l'anno.


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TheRuler
messaggio27 May 2008, 23:05
Messaggio #22



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BGE AG: Indy3
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Capisci di aver giocato a "The Battle for Wesnoth" per troppo tempo quando...


Un topic da scompisciarsi!!! specie se hai giocato a Wesnoth davvero a lungo... che non è il mio caso.. ma ci tenevo a scriverne un paio anche io.. ,-)


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TheRuler
messaggio15 Jul 2008, 20:23
Messaggio #23



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Gruppo: SMod
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BGE AG: Indy3
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Free Roaming: Shadow of the Colossus
RTS: Praetorians

Playing Magari...
SO Windows7

OGI Supporter




Nuova Development release 1.5.2:

CITAZIONE
Version 1.5.2:
* campaigns:
* Son of the Black Eye
* new set of portrait art
* in 'Black Flag', there's now several galleons transporting enemies to the
beach, and no watch towers
* in 'Saving Inarix', you can now more precisely control when you destroy
the bridge
* many assorted small tweaks to most scenarios
* when leading the Great Horde, all units now require 1 less upkeep
* Tutorial
* Fixed players side name to same as leaders name (bug: #10114)
* formula AI:
* added variant_iterator to iterate over variant elements
* modified choose, filter, find and map functions to use variant_iterator,
so they work correctly with a variant_map type
* new formula AI functions: contains_string, find_shroud, movement_cost,
tolist, tomap, is_unowned_village, max_possible_damage_with_retaliation
* added possibility to fallback to human player
* new ai object members: side, my_recruits, recruits_of_side, time_of_day,
units_of_side, villages_of_side
* moved most of formula AI releated code from ai.cpp to formula_ai.cpp
* new unit_type_callable and attack_type_callable classes
* new unit_callable members: undead, attacks, abilities, traits
* various fixes and improvements to formula functions
* added new formula test scenario
* language and i18n:
* new translation: Latvian
* updated translations: Arabic, Catalan, Chinese (Traditional), Czech,
Finnish, French, German, Greek, Italian, Lithuanian, Russian, Serbian,
Slovak
* languages in the language selection are now sorted on name instead of
code.
* unit alignment can be displayed in its gender-specific form in languages
which require/support it (bug #11956)
* multiplayer:
* Added support for multiple sides per client in MP start.
* Added support for reserving slots when reloading game.
* Fixed timer end warning not to play in opponents turn. (bug: #11517)
* Teams are now translated locally for all clients. (bug: #3676)
* Fix an old pathfinding bug causing an inconsistency between the path used
and the one showed to others players. It was only a visual error, but
sometimes caused to see a enemy pass through your invisible units (or in
their ZoC). Now all players see the same real path. Also valid for replay.
* When joining a game, display your assigned starting position and the new
team coloring also shows your assigned color.
* units:
* balancing changes:
* increased the ranged attack of the Bowman from 6-3 to 7-3
* decreased the melee attack of the Bowman from 6-2 to 4-2
* decreased the cost of the Bowman from 15 to 14
* increased the cold resistance of the Fencer line from 0% to 10%
* decreased the 'orcishfoot' movement cost over frozen from 3 to 2
* user interface:
* Rewrote the textbox history saving of the new widget library. This rewrite
is incompatible with the old version, but since the library is still in
development, no compatibility layer has been added.
* Added gui to choose where server binary is
* Added type-a-head search to file chooser dialog
* Add a column for traits in the recall dialog.
* Add a filter textbox in the recall dialog.
* When filtering units, clear the unit preview when none matches.
* Delete/dismiss the last item of a dialog stop closing it
* Tooltip texts now support blank lines and special markup characters
* Add-on publish/delete options have now special icons and colors.
* Display the name of the add-on in the "Add-on installed" dialog
* The unknown unit icon used in status table is now team colored
* In multiplayer lobby, all unit's images are now team colored.
* In help, with debug mode, broken hyperlinks are now visible in red and
when clicked open a error message showing the bad topic reference.
* new debug command ":choose_level" or ":cl" to directly go to a scenario.
* new debug command feature, ":next_level Some_Id" to directly go to
scenario having id=Some_Id.
* 'Create Unit' dialog pre-select the last created unit type
* Fix incorrect downloaded add-on when using filter
* Fix missing last publish/delete add-on option
* Fix few broken hyperlinks in help (and some were working in english only)
* Fix a regression about not working 'unit description' with hide_help=yes
* Python AI:
* get_variable now allows a default value to be passed to the call. If the
key is not found, the default value is returned. This is fully backward
compatible.
* set_variable exception handling has been fixed to return an exception in
the current call frame.
* Many wesnoth module functions now release the python GIL when it is both
safe to do so and the function call takes long enough where it also
makes sense. More changes coming.
* A new global boolean variable, 'restricted' is now set before the user AI
script is invoked. This variable indicates if it is running inside of
a restricted python environment or not.
* A new class of unrestricted scripts are now listed. Previously only
scripts which have #!WPY at the top are allowed. If only allow safe python
scripts is disabled, scripts which start with #!UNSAFE_WPY are also shown
to users. This allows AI authors to specifically target either a
restricted or unrestricted environment.
* New "system" class attributes are exposed in the restricted environment.
These include; '__call__', '__copy__', '__deepcopy__', '__name__',
'__repr__' and '__str__', in addition to the old __init__ method.
* ValueError can now be caught.
* Added a new AI, bruteforce_unsafe.py, which uses both function caching
(memoize pattern) and psyco to speed execution. It uses the new UNSAFE_WPY
tag and is not selectable unless "Only Run Safe Python AIs" is disabled.
This version of bruteforce runs 1x-14x FASTER than the stock python AI;
*heavily* dependent on the map and number of units involved.
* Per the python API documentation, many functions now return boolean values
rather than ints. Minor modernization effort to use new C-API macros
provided via python 2.4+. This change is fully backward compatible for
scripts which properly treat the return value as a boolean.
* Initial wail directory checkin. It's only a teaser at this point. ;)
* bruteforce_wail.py has been added - showing how easy it is to move a
well written bot from the wesnoth module to the wail module.
* WML engine:
* When examining stored units, now the attacks, max_hitpoints, max_moves,
and max_experience are the "real" values and can also be modified.
* new attribute count= for [have_unit] and [have_location] conditionals
* new mode "insert" for [set_variables]
* max_attacks in [unit] now also works for values bigger than 1
* the "zoc" key works for [unit_type] too, and for [unit] accepts other
boolean values than 1 and 0 (bug #11889).
* new effect apply_to=type to transform the unit to a different type
* remove redundant unit.value (use unit.cost instead)
* preserve unit.role in next scenario (bugs #3697, #4124, and #11329)
* fix various problems with [set_variables] (bugs #11980 and #11981)
* Add a new key "image" in [faction], used as icon in faction selection.
The old hack consisting to add the image's url in the faction's name is
still supported but doesn't have the new team coloring.
* miscellaneous and bug fixes:
* Fixed droiding not to make wesnoth think player is observer (bug: #9675)
* Fixed statitics not add turn data from previus scenarios (bug: #11719)
* Fixed manager to initialize before gamestate in playcontroller (bug: 11935)
* Removed persistance from team configuration (bug: #10916)
* Fixed text parser again strip cr from configs. Added CR and 254 to be
escaped in campaign upload. All UMC has to be reuploaded to server
* Made automaticaly generated macro reference easier to naviagate and link to
(patch: #1076)
* Allow [unit_type] num_traits=0 to override race's num_traits.
* Small optimization of scrolling and things out of their hexes.
* Added a command-line parameters "--smallgui" to allow lower resolutions.
* Missing images are now replaced by a "men-at-work" sign (in debug-mode)
* Better pathfinding: now always prefer straight path and is also more
stable between little mouse's moves.
* Added the pango cairo dependency
* Various code cleanups


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TheRuler
messaggio7 Oct 2008, 11:33
Messaggio #24



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BGE AG: Indy3
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Free Roaming: Shadow of the Colossus
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Playing Magari...
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Nuova release per il branch 1.5!!!
Succosissime le novita', Qui il changelog completo dalla versione 1.5.2 alla 1.5.5.

E' gia' pronto il binario per Windows: 1.5.5


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Ragfox
messaggio7 Oct 2008, 12:05
Messaggio #25



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BGE Majora's Mask
Playing boh?
SO Altro




Ma la traduzione è ferma?


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Progetto T.I.F.O.N.E. - Traduzione Italiana Fallout Nessuno Escluso (?)
Fallout 1 + Fallout 2 + Fallout Tactics
 

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