release announcement for 1.5.3 posted, clearing the file
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@ -12,42 +12,3 @@ The release team should empty this file after each release.
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***
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Terrain graphic rules for user-made add-ons are now loaded before
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the core ones, making custom tiles look the same in-game as they did
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in the editor in the previous release (1.5.2).
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***
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Editor2 is the new map editor developed by Ilor as the GSoC project. Editor2 is
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a replacement of wesnoth_editor, the old_editor. Unlike the old editor, editor2
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is compiled in the game executable. The old editor remains in its own
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executable, both can safely coexist.
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To build the game with the new editor, use scons with editor2=yes or an
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equivalent option in the other build systems (--with-editor2). This option is
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enab;ed by default. Remember that you need to build the game, not the editor
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target -- wesnoth_editor is the largely unmodified old editor. If building
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manually, you must define the USE_EDITOR symbol and add the editor2 sources to
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the build. The USE_EDITOR2 symbol does not affect building of the old editor.
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To start the new editor, launch wesnoth.exe and choose "Editor" in the title
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menu, or use the -e or --editor command line option, i.e. "wesnoth -e". If this
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fails and there is no "Editor" button, it means the game was compiled without
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editor2 support.
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***
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We found a memory leak in the new widget code and the leak seems to be in a
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library. We're looking into it. This leak causes Wesnoth to use quite some
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memory after opening a few new dialogs. New dialogs are enabled with the
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--new-widgets start switch, but are also used in the new editor (even without
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the --new-widgets) switch. The only solution at the moment is to restart
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Wesnoth.
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***
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Son of the Black-Eye has received a lot of bug-fixes, map changes and general
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polish. As a result of the bigger changes the balance is probably a bit off:
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later scenarios are likely to be easier than before. Playtesting and rebalancing
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suggestions would be very welcome (the campaign is intended to remain a
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challenging one).
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