Episode III (Final) is now complete in this version, sans the final Epilogue scenario (which will eventually become a bonus feature) that is not part of the scenario count for various reasons that will become evident once 0.9.0 is released.
Some important caveats:
All scenarios after E3S6 (Divergence) were developed and tested on Wesnoth 1.10.x only, so if you are playing on 1.11.1 and you experience any issues, please report them on the forum topic.
Some code in later scenarios seems to be somewhat CPU intensive, performing significantly worse on my dual-core 2.1 GHz laptop than on my quad-core + HT 3.4 GHz desktop.
If you will play the last scenarios of Episode III with music, you must make sure you have upgraded the AtS Music add-on to version 0.2.0 first! This version was published on the add-ons server in advance a few days ago to give people time to upgrade in preparation for version 0.8.90 of the campaign proper
Official support for Wesnoth versions 1.9.10 through 1.9.14 has been dropped in this version. In theory, Wesnoth 1.9.14 should work just fine, but there are several minor bugs that were addressed later during the 1.10.x stable series that may affect this campaign.
Special thanks go to vultraz for playtesting this beast starting from E3S6 in less than a day (around 14 hours with breaks), and the other two playtesters (you know who you are!) who reported some glaring issues with E3S6 and E3S7A.1, which were addressed after the Big Merge and before the packaging of this release.
I will save the longer announcement (including plans for the future) for later, when the final Epilogue is done and 0.9.0 is released.
The changelog for this version follows:
Version 0.8.90 a.k.a. "0.9.0 minus one":
* Dropped remaining compatibility code for Wesnoth 1.9.14 and earlier.
* E1S11.2 - Return to Wesmere, part 2:
* Removed compatibility code for Wesnoth 1.9.5 through 1.9.8.
* Completed Episode III (sans Epilogue).
* Increased Elynia's resistance to impact damage from -10% to 0%.
* Decreased Demon Shapeshifter's ranged attack from 8-2 to 7-2.
This very specific issue is why After the Storm 0.8.90 isn’t published yet. vultraz completed his playtesting within less than 24 hours after the Big Merge, and various critical fixes have already landed in trunk.
The first After the Storm commit to Wesnoth-UMC-Dev’s trunk happened on May 17th, year 2008.
Today, February 19th 2013, after years and years of development, with various real life and non-real life issues getting in the way and dooming the campaign to Development Hell until version 0.4.0 with a completed Episode I finally happened on October 16th 2011, I can say for certain that...
After the Storm is finally complete.
With the Big Merge done and all the Episode III post-Divergence content (sans the Epilogue scenario) finally landed in Wesnoth-UMC-Dev trunk, the next step is releasing AtS version 0.8.90 to the public.
r17177 | AtS: bump version from 0.8.5+svn to 0.8.90-svn in the changelog after the Big Merge
r17176 | AtS: [Big Merge] workaround issues with the test suite and macros from data/core/units.cfg
r17175 | AtS E3: [Big Merge] land post-Divergence maps and scenarios
r17174 | AtS E3: [Big Merge] land post-Divergence ancillary macros, story text, character macros, and death handlers
r17173 | AtS: [Big Merge] land post-Divergence units WML, baseframes, halos, and animations
r17172 | AtS: [Big Merge] merge macros used for post-Convergence content
r17171 | AtS: [Big Merge] remove conditional loading of finale-stage scenarios and units
r17170 | AtS: bump version from 0.8.5+svn to 0.8.90-svn before the Big Merge
r17169 | AtS E3S6: enable scenario in regular gameplay
There will be a delay between this and the actual public 0.8.90 release while my primary playtester (vultraz) does the playtesting thing with the scenarios. Some balancing changes before 0.8.90 may also be necessary.
In the meantime, people can check out After the Storm from Wesnoth-UMC-Dev trunk using the Subversion client of their choice, and provide me with feedback via forum PM (in particular, about any possible bugs or balance issues that might plague some specific scenarios), or private messaging on IRC — I am on irc.freenode.net, channel ##shadowm most of the time, but I would rather avoid people dropping spoilers in the presence of my aforementioned playtester, who also hangs around there.
UPDATE: Since I haven’t gotten around to publish version 0.2.0 of the AtS Music add-on, you will also need to obtain the latest version from SVN separately, since it introduces a few music tracks used in the new AtS Episode III scenarios. Of course, this is only necessary if you want/need to have in-game background music.
UPDATE 2: AtS Music version 0.2.0 is now in the 1.10 and 1.11.x add-ons servers. The previous version was 12.3 MiB in size, whereas the new version is 22.7 MiB. I actually had to do some re-encoding to bring it down from 33.1 MiB, but there shouldn’t be any noticeable compression artifact build-up — or at least, I cannot perceive any with my headphones on.
svn co https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/After_the_Storm
svn co https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/AtS_Music
You can also grab tarballs of the latest trunk snapshots through SourceForge.net’s SVN web interface:
This last alternative is probably not the best, though, since you will not be able to track future updates. Subversion makes it far easier to update every time a changeset is committed, without having to download the whole thing every time.
I am not going to provide any further instructions for installing using either of these methods, so I’m leaving this to people who actually know their way around Subversion tools or manually installing add-on content. I am not going to post any spoilers either; in particular, I am not going to reveal the Epilogue sequence until version 0.9.0.
Special thanks go to Espreon, Gambit, and vultraz for making all of this possible in their own ways. I will probably explain the deal with AtS’ troubled development in a new post in the near future (probably after 0.8.90 is properly published).
Thanks to all those who waited this long for this to happen. For those who are eager to playtest this and don’t know their way around the aforementioned things, I can only promise that the wait for 0.8.90 will be much shorter. A couple of weeks, tops.
Finally, the usual disclaimer applies: this campaign is not for everyone.
Well, here is another teaser in the form of a more concrete roadmap for AtS 0.9.0’s development:
Development diverged around the release of version 0.8.3 resulting in only bug-fixes and minor features landing in Wesnoth-UMC.-Dev trunk, which is where AtS’ releases come from. During all this time, I have been (mostly) silently working on the final set of scenarios (E3S7A onwards) in a separate ‘branch’ of sorts, with occasional code and other assets landing in trunk to ease the upcoming Big Merge work that will take place “soon”.
And by “soon”, this time I really mean it.
This development model may have given some people the impression that I stopped working on AtS altogether, but this was never the case. IftU and AtS have historically been solo projects, and I have dedicated a lot of time to programming, creating original artwork, and writing prose for both campaigns. AtS has been a more demanding energy sink because of the different standards compared to IftU, and Episode III has been even more demanding than Episode II was in every possible sense.
However, it is finally starting to pay off as I’m about to complete the last scenario of the sequence referred to in the chart above as Finale C, which is pretty much the end of the After the Storm proper. Once that is done, I will go back to some of the previous unreleased scenarios to deal with various rough edges in programming, balancing, and prose, and then perform the Big Merge on trunk, leading to the 0.8.90 release (also known as 0.9.0 Release Candidate 1). Whether this release will be public or just limited to whoever expresses interest in playtesting it is something I have yet to decide.
Since at this point all the artwork for Finale C is done and most of the programming components in place, I expect the Big Merge to take place around the end of the month. No promises on when 0.8.90 will be announced, though, nor to whom it will be announced.
After that I’m facing the challenge of writing the combined epilogue for both campaigns, which is a whole different can of worms because of some architectural restrictions in Wesnoth’s design that I need to overcome, somehow. While I am already know how the epilogue flows in advance, making it not look like shit could well be an unprecedented feat.
Once the epilogue is done, After the Storm 0.9.0 will be released. Theoretically, this should not take too long, but we shall see.
To recap, I am literally one scenario away from the epilogue, and this campaign is definitely not abandoned.
Also, if there are any campaign authors out there making assumptions about the AtS E3 plot progression, you should probably be prepared to either revise them or stick to your own alternate-universe continuity theories or whatever floats your boat.
Just as irker’s adoption rate is increasing, I have just completed work on a very simple application for Subversion repositories — two applications, in fact.
irker-svnpoller is a very simple script that polls a single commit log (not data) from a Subversion repository and delivers notifications to any number of channels using an irkerd running on the same host. It mimics the CIA bots’ formatting, much like nenolod’s irker CIA proxy, from which I borrowed a small amount of code.
irker-svnpoller → irkerd
But exactly how is this supposed to be useful to anyone, you may be wondering right now? Well, irker-svnpoller is not really intended to be used stand-alone. A timed poller script that tracks the last notified revision could come in handy, but people could get impatient waiting for their commits to appear in their IRC channels minutes later. I am well familiarized with the defects, quirks, and virtues of my primary audience—the Battle for Wesnoth and Wesnoth-UMC-Dev projects—and this approach would simply not scale well over time.
Enter the first companion script, svnmail-filter. It reads email message headers from stdin to determine a commit’s revision number and the pertinent repository to probe using irker-svnpoller. Configuration is mostly done through a ruleset file using the JSON format.
Of course, svnmail-filter is not that useful on its own either. The idea is that procmail or some other MDA should pipe incoming email headers through svnmail-filter — and preferably, only those from legitimate sources, such as subscribed commit mailing lists. This is actually simpler than it sounds, and it is more or less inspired by CIA.vc’s perpetually broken mail-based SVN poller.
MDA → svnmail-filter → irker-svnpoller → irkerd
Since no service in the pipeline other than irkerd runs persistently in the background, this should be significantly more fault-resilient than CIA.vc’s approach, which apparently required a poller service to listen and act upon local requests. The downside is that the host running irker-svnpoller may need to create many short-lived SVN repository connections for individual commits in a chain. In Wesnoth’s case, SVN commit chains are rare enough, but their size often goes around a dozen individual commits or so. Regardless, this shouldn’t be terribly concerning for a production server with a decent low-latency uplink, and the overhead on the repository provider should be rather small compared to pushing massive commit diffs across the network.
Right now, the Wesnoth and Wesnoth-UMC-Dev projects are using this service as a stopgap measure until their respective providers—Gna.org and SourceForge.net—allow installing a hook that can either talk directly to an irkerd server, or to an instance of the aforementioned CIA proxy using the CIA XML-RPC method.
I am not all that keen on other people using a piece of software I developed and tested within less than three days without any prior experience working with Python. There are also various problems inherent to any application depending upon Subversion and its incompetent network transport layer.
Nonetheless, I published a Git repository on GitHub including a small amount of documentation to get started:
I am open to possible improvements coming from people intending to use this on production servers. In particular, if someone out there works with a commit mailing list where revision numbers can’t be found in mail subjects it would be necessary to adapt svnmail-filter a little to handle that case. Perhaps it might even be possible to skip the irker-svnpoller step for mailing lists where the notification message structure is constant and well documented.
Mac OS X:wesnoth-rcx-0.2.1.dmg (Application image, 16.7 MiB)
SHA1 checksum: 221c0006ce8beed5d81f4a9637629a12d4fe0730
Contributed by Alarantalara.
New in this version
Shortly after 0.2.0 was released, it was brought to my attention that it wouldn’t compile against Qt versions older than 4.8.0, even though the documentation says it should work with version 4.6.0 and later. I quickly amended that and published a patch (found amongst the 0.2.0 downloads in the previous announcement) addressing those issues. That patch is obviously no longer necessary, since the compatibility changes are integrated in 0.2.1 and later. Furthermore, I now have easy access to a build environment using 4.6 to ensure such a situation does not occur again.
A well known issue at the time 0.2.0 was released was some rather excessive memory usage when zooming in, especially for large pictures. 0.2.1 solves this by using a more conservative approach for zooming; in a particular case this decreases memory usage from around 1.1 GiB to just around 50 MiB.
Wesnoth RCX now remembers the main window size and the preview background color each time. Additionally, it’s now possible to apply TC to a whole color palette in the Palette Editor dialog, using the new Recolor option.
Finally, a few minor interaction issues were fixed in this release, including the Add from List option (Palette Editor) being available and non-functional when no palettes are selected.
Bugs and feature requests should preferably be posted to the issue tracker at Github so I don’t have a chance to forget about them.
Of course, as usual you can provide other kinds of feedback through the Wesnoth.org forum topic and this announcement post. It would be nice to hear from you if you use this software, regardless of whether you liked it or not — any feedback is appreciated here.
Mac OS X:wesnoth-rcx-0.2.0.dmg (Application disk image, 17.4 MiB)
SHA1 checksum: 2d8221a6002d37cc352cfa2a67938afd7b9596e3
Provided by Alarantalara.
Patch:qt-4.6-4.7-compatibility.patch (Source code patch, 6.5 KiB)
SHA1 checksum: e9e800c98bdb79c234d536277bfb5d3ea9014a89
You only need to apply this patch if you are building version 0.2.0 from source using Qt 4.6.x or 4.7.x. Run qmake -v in the console to see the Qt version in use.
The project page on this very site has been updated accordingly, and split from the main Wesnoth-TC page.
New in this version
One year and nearly eight months have passed since the last release, version 0.1.4. There was very little activity for most of the time until July this very year, although the primary release goals had already been long established.
The new built-in palette and color range editors allow creating and modifying these items for the game’s recoloring engine with ease, as well as generating WML definitions for your use in add-on production and testing. Various user interface improvements and additions, such as a Recent Files section and a Reload action, allow for a smoother workflow. The redesigned main window now supports scrolling large and zoomed-in images, as well as dragging any of the previews to other applications accepting graphic drops, such as the GIMP.
This version also sees the addition of menu options to change the preview background color, cleaner file output notifications, an enhanced Windows build process with embedded version and icon attributes, and a simple make install target for Linux/X11 users building from source. The included documentation has been improved in this release as well.
Some of the known issues with this release are mentioned in the BUGS file included in the source code tarball; other issues have been fixed after the release, in the master branch in the public Git repository.
The unmodified 0.2.0 source code distribution will not build using Qt 4.6 or 4.7 without the patch provided in the Downloads section above. This issue was—rather unfortunately—discovered after the release was tagged. The fix has been committed to Git already.
Zooming in requires extremely large amounts of CPU time and memory, especially for images larger than 72x72 pixels at zoom levels greater than 200%. It’s advised that you avoid zooming in unless you have at least 2 GiB of RAM available.
Zooming does not preserve the current viewport, indiscriminately recentering it instead.
The preview background color choice is not persistent across re-runs. This has been solved in Git already.
The dialog shown by the Add from List option in the Palette Editor may have the help text cut off depending on your display and font configuration
Dragging previews is not always possible on Linux/X11, depending on the Qt 4 style engine in use. A workaround has been implemented for the Oxygen style (KDE workspace default), but other styles that allow dragging windows from empty areas may ‘steal’ Wesnoth RCX’s events.
Dragging previews to Windows Paint does not currently work, presumably because the application expects to get access to a file on disk. Since Wesnoth RCX does not store the recolored image on disk until the user requests it, this problem might be impossible to fix.
The Windows build might occasionally crash during the initial file open dialog, apparently whenever a directory takes too long to display. This does not seem to happen later during execution.
The Windows build might display occasional minor glitches with mouse-over decorations on buttons and radio/checkboxes when running on Windows XP with styles supporting them (e.g the default Luna style).
The Add from List button in the Palette Editor remains enabled at times when it cannot do anything useful (e.g. when there are no palettes to select and edit). This has been solved in Git already.
As usual, you can also provide other kinds of feedback through those two aforementioned channels. It would be nice to hear from you if you use this software, regardless of whether you liked it or not — any feedback is appreciated here.
One problem in terms of development and testing is that I do not currently own a Mac machine, nor do I really intend to. This means I have to rely on certain assumptions and avoid doing anything too crazy that is not guaranteed to work on all platforms or—in particular—widget style engines. So far this appears to have worked fine, thanks to Qt’s cross-platform design.
The Windows (Win32) build has been tested much better in that regard, since my current development machine also functions as a decent VirtualBox VM host. I have gone to rather great lengths this time to improve the build by adding some embedded information to blend better with the environment, and including the Qt library in the wesnoth-rcx.exe executable itself, thus removing the need for two DLLs in the distribution.
Testing on Windows and Mac OS X feels really important to me, given my target audience; most artists seem to prefer these mostly hassle-free operating systems, and I fully respect that choice. My goal is to reach as many artists as possible with a useful and powerful tool that does not get in the way of the creative process, unlike the Wesnoth game proper, so it’s important to ensure a minimum quality level for each release that is consistent across the three main supported platforms.
I have done a lot of work coding and testing this release on Linux (Debian wheezy), Windows XP, and Windows 7, and I hope there aren’t any showstoppers left in this version. However, as you can see above, there is still quite a lot left to do in terms of polishing. Depending on feedback, a new 0.2.1 release might be published in the upcoming weeks. However, many of the remaining bugs require more meticulous inspection and extensive design changes; those will not happen until 0.3.0.
In the meantime, go test and create, and have lots of fun!
Both distributions come with a README file, and the source code distribution also includes an INSTALL file with detailed instructions for configuring, compiling and installing Wesnoth-TC. The Windows binary distribution doesn't require any installation besides unpacking it into an appropriate directory — which you may optionally add to PATH.
The past, and the future
Long ago, this came into existence. At the time, I needed a quick way to preview my own team-colored unit sprites without going through the hassle of starting/restarting Wesnoth (or its internal cache), loading a saved game, and creating units in debug-mode. That was my initial motivation for writing Wesnoth-TC, and since it was tailored to my specific needs, it was born as a console application. I later decided to publish and extend it, hoping that someone else would provide a good full-featured user interface for it.
Actual artists prefer using graphical user interface applications on Windows and Mac OS X, and with good reason. That’s the software interaction paradigm that suits visual types better for obvious reasons, and that’s why I took it upon myself to write a larger GUI front-end for Wesnoth-TC that could be built and run on the three major platforms from a single code-base.
That front-end quickly became an adaptation of the original back-end code. And thus Wesnoth RCX became an entirely separate project sharing little more than a bit of history with Wesnoth-TC. And most importantly, Wesnoth RCX became the first GUI (Qt 4) application I have ever written.
Over time, my needs and personal preferences have changed. Wesnoth-TC now feels largely inferior to RCX merely because of the lack of a native front-end for it. RCX has also recently gained visual palette and color range editing capabilities, which renders Wesnoth-TC’s definition file system somewhat obsolete. Furthermore, RCX has continued to compile and run correctly over time regardless of the Qt 4 version currently installed, whereas Wesnoth-TC has broken in a few occasions with newer development environments.
Wesnoth-TC truly feels like a relic now, one I don’t really want to continue developing at this time when I feel RCX is more fun to improve and work with. I had plans to eventually integrate a full-fledged implementation of the Wesnoth Image Path Functions mechanism, but that seems over-ambitious right now.
So, yeah, Wesnoth RCX is the future. Stay tuned for version 0.2.0, coming soon with more features and improvements.
I have just finished moving Wesnoth-TC and Wesnoth RCX to Github — in my humble uneducated non-expert opinion, a much nicer place to be than Gitorious, which still lacks native CIA.vc support after all these years. Instead, Github supports CIA.vc and a large amount of alternatives which I’ll probably never use.
The project page on this website has been updated accordingly. If you were tracking the repositories at Gitorious, you will not be able to get further updates unless you update your configuration to point to the new locations:
Updating client repositories is actually far easier than it sounds:
$ git remote set-url origin <new URL>
Afterwards, you should be able to fetch/pull as usual.
This switch actually began some time ago when I was considering resuming Wesnoth RCX’s development (which stagnated ‘some’ time ago too). It took a while, but I finally seem to be back on track, all thanks to my currently unannounced self-imposed campaign development break — a break that should allow me to get back to business soon enough, with the renewed energy and coder momentum I will seriously need in order to pull it off.
Wesnoth RCX 0.2.0 will probably be released before the end of this week, as soon as I make sure everything works as intended, which will be less trivial this time due to the new shiny features it packs. There’s also a couple of Windows-specific oddities that I want to tackle before releasing.
Oh, and in the meantime there will be an update regarding Wesnoth-TC’s future.