Benvenuto Visitatore(Log In|Registrati)
![]() ![]() |
18 May 2006, 23:01
Messaggio
#1
|
|
Gruppo: Gamer Messaggi: 40 Iscritto il: 3 August 04 Utente Nr.: 1.477 BGE Zak McKracken and the Alien Mindbenders Playing World of Warcraft, City of Villains, Guildwars Nightfall SO Linux |
![]() 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. ![]()
|
|
|
|
18 May 2006, 23:05
Messaggio
#2
|
|
Gruppo: Founder Messaggi: 11.616 Iscritto il: 11 July 03 Da: Dor Firn-i-Guinar Utente Nr.: 27 The Political Scientist BGE The Secret of Monkey Island Playing Keyboard Music 5 SO Mac OS |
Segnalato qui. Ed è anche open source.
Non so se sia stato inserito nell'archivio delle segnalazioni, Rullo puoi dare una controllata? Grazie. -------------------- «L'anima del piacere è nella ricerca del piacere stesso».
|
|
|
|
18 May 2006, 23:09
Messaggio
#3
|
|
Gruppo: Gamer Messaggi: 40 Iscritto il: 3 August 04 Utente Nr.: 1.477 BGE Zak McKracken and the Alien Mindbenders Playing World of Warcraft, City of Villains, Guildwars Nightfall SO Linux |
ooppssss excuse :P
|
|
|
|
18 May 2006, 23:15
Messaggio
#4
|
|
Gruppo: Founder Messaggi: 11.616 Iscritto il: 11 July 03 Da: Dor Firn-i-Guinar Utente Nr.: 27 The Political Scientist BGE The Secret of Monkey Island Playing Keyboard Music 5 SO Mac OS |
Nessun problema, figurati.
-------------------- «L'anima del piacere è nella ricerca del piacere stesso».
|
|
|
|
19 May 2006, 13:32
Messaggio
#5
|
|
The Answer Gruppo: Founder Messaggi: 22.498 Iscritto il: 13 December 03 Da: Brianza Utente Nr.: 593 The Answer BGE Monkey Island 1 Playing Machinarium SO WinVista '11 |
-------------------- |
|
|
|
2 Aug 2007, 16:50
Messaggio
#6
|
|
Gruppo: Gamer Messaggi: 135 Iscritto il: 14 June 05 Da: Alessandria Utente Nr.: 1.742 BGE Monkey Island!!! Playing MAME + Future Pinball SO Mac OS |
Tiro su un messaggino di piu' di un anno fa per dire:
a me non dispiace mica sto gioco 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. -------------------- Don't knock my smock or I'll clean your clock!
|
|
|
|
6 Aug 2007, 23:02
Messaggio
#7
|
|
Gruppo: Founder Messaggi: 8.898 Iscritto il: 1 November 03 Da: La Stanza Utente Nr.: 270 The Liver BGE Ico Playing Skyrim SO WinXP |
Ho pensato tante volte di giocarlo, ma poi sento la mensola che mi guarda torva...
-------------------- |
|
|
|
28 Feb 2008, 10:46
Messaggio
#8
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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. -------------------- |
|
|
|
28 Feb 2008, 14:05
Messaggio
#9
|
|
The Answer Gruppo: Founder Messaggi: 22.498 Iscritto il: 13 December 03 Da: Brianza Utente Nr.: 593 The Answer BGE Monkey Island 1 Playing Machinarium SO WinVista '11 |
Il gioco effettivamente sembra davvero interessante..si potrebbe magari sentirli per fare un restyle della traduzione..se qualcuno se la sente ;).. ciao
tsam -------------------- |
|
|
|
28 Feb 2008, 14:15
Messaggio
#10
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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... -------------------- |
|
|
|
28 Feb 2008, 15:01
Messaggio
#11
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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:
poedit.JPG ( 111.77k )
Numero di download: 8Una 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'.... -------------------- |
|
|
|
29 Feb 2008, 15:14
Messaggio
#12
|
|
Gruppo: Gamer Messaggi: 407 Iscritto il: 2 August 07 Da: Sardegna Utente Nr.: 8.683 BGE Warcraft 2 Battle.net Playing Splinter Cell Conviction SO WinVista |
presumo che questo giockilllo sia gratis?
-------------------- Look into my eyes and it's easy to see
One and one make two, two and one make three, It was destiny. ho finito The secret of monkey island!!!! |
|
|
|
29 Feb 2008, 15:53
Messaggio
#13
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Presumi giusto.
;-) -------------------- |
|
|
|
7 Mar 2008, 17:16
Messaggio
#14
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
-------------------- |
|
|
|
8 Mar 2008, 14:42
Messaggio
#15
|
|
The Answer Gruppo: Founder Messaggi: 22.498 Iscritto il: 13 December 03 Da: Brianza Utente Nr.: 593 The Answer BGE Monkey Island 1 Playing Machinarium SO WinVista '11 |
Dovremmo contattare qualcuno del team di traduzione e chiedergli se viene qui a parlarcene..cosa ne pensi Rullo? ciao
tsam -------------------- |
|
|
|
11 Apr 2008, 21:28
Messaggio
#16
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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 -------------------- |
|
|
|
28 Apr 2008, 16:09
Messaggio
#17
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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. -------------------- |
|
|
|
29 Apr 2008, 14:44
Messaggio
#18
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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. -------------------- |
|
|
|
29 Apr 2008, 23:01
Messaggio
#19
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
E difatti... puntuale come la tassa sul rusco...:
http://garr.dl.sourceforge.net/sourceforge...5.0-windows.exe -------------------- |
|
|
|
1 May 2008, 20:54
Messaggio
#20
|
|
|
Gruppo: Gamer Messaggi: 95 Iscritto il: 20 June 03 Da: Orvieto (TR) Utente Nr.: 10 The Resolver BGE Tv Sport Basket / The Manager Playing HoMMV / Oblivion / PDO / UO SO WinVista |
ma ogni volta bisogn scaricarlo da capo? (ho 9gb mensili tra una patch e l'altra mi pesano anche 150mb)
-------------------- ![]() Iterum Rugit Leo |
|
|
|
4 May 2008, 16:30
Messaggio
#21
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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. -------------------- |
|
|
|
27 May 2008, 23:05
Messaggio
#22
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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.. ,-) -------------------- |
|
|
|
15 Jul 2008, 20:23
Messaggio
#23
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed 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 -------------------- |
|
|
|
7 Oct 2008, 11:33
Messaggio
#24
|
|
Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
![]() ![]() 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 -------------------- |
|
|
|
7 Oct 2008, 12:05
Messaggio
#25
|
|
Gruppo: SMod Messaggi: 7.257 Iscritto il: 23 February 06 Utente Nr.: 2.703 BGE Majora's Mask Playing boh? SO Altro |
Ma la traduzione è ferma?
-------------------- Progetto T.I.F.O.N.E. - Traduzione Italiana Fallout Nessuno Escluso (?)
Fallout 1 + Fallout 2 + Fallout Tactics |
|
|
|
![]() ![]() |
| Versione Lo-Fi | Oggi è il: 31st October 2026 - 07:37 |