Added a bit about SotBE.

This commit is contained in:
Lari Nieminen 2008-08-19 19:03:55 +00:00
parent 2d805ee383
commit 44c135228f

View file

@ -10,15 +10,17 @@ is making sure that spelling/grammer/whatever is usable and that you are using
The release team should empty this file after each release.
***
Terrain graphic rules for user-made add-ons are now loaded before
the core ones, making custom tiles look the same in-game as they did
in the editor in the previous release (1.5.2).
***
Editor2 is the new map editor developed by Ilor as the GSoC project. Editor2 is
a replacement of wesnoth_editor, the old_editor. Unlike the old editor, editor2
is compiled in the game executable. The old editor remains in its own
Editor2 is the new map editor developed by Ilor as the GSoC project. Editor2 is
a replacement of wesnoth_editor, the old_editor. Unlike the old editor, editor2
is compiled in the game executable. The old editor remains in its own
executable, both can safely coexist.
To build the game with the new editor, use scons with editor2=yes or an
@ -33,9 +35,19 @@ menu, or use the -e or --editor command line option, i.e. "wesnoth -e". If this
fails and there is no "Editor" button, it means the game was compiled without
editor2 support.
***
We found a memory leak in the new widget code and the leak seems to be in a
library. We're looking into it. This leak causes Wesnoth to use quite some
memory after opening a few new dialogs. New dialogs are enabled with the
--new-widgets start switch, but are also used in the new editor (even without
the --new-widgets) switch. The only solution at the moment is to restart
Wesnoth.
***
Son of the Black-Eye has received a lot of bug-fixes, map changes and general
polish. As a result of the bigger changes the balance is probably a bit off:
later scenarios are likely to be easier than before. Playtesting and rebalancing
suggestions would be very welcome (the campaign is intended to remain a
challenging one).