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    <title type="html">Shadowmaster’s Blog</title>
    <subtitle type="html">A light in the darkness, where everything is possible...</subtitle>
    
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    <updated>2013-04-02T02:19:00Z</updated>
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    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/271-After-the-Storm-0.9.1.html" rel="alternate" title="After the Storm 0.9.1" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-04-02T02:19:00Z</published>
        <updated>2013-04-02T02:19:00Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=271</wfw:comment>
    
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            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/271-guid.html</id>
        <title type="html">After the Storm 0.9.1</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p><strong>Version 0.9.1 is out!</strong></p>

<p>Since the campaign is <strong>complete</strong>, any future—and hopefully infrequent—releases from now on will consist mostly of bug fixes, balancing changes, art updates, and very minor features. On this particular occasion, I played the campaign end-to-end on <strong>Wesnoth 1.11.2</strong> to make sure various 1.11.x-specific issues were solved as early as possible in order to make the eventual transition to 1.12 as smooth as possible. I will try to make sure future releases of the campaign are well-tested against future Wesnoth development versions as well. <small>(Future, future, future.)</small></p>

<p>Because of a very annoying player side data loss bug (<a href="https://gna.org/bugs/?20373">#20373</a>) affecting various E3 scenarios, I decided to drop support for Wesnoth 1.11.1, thus <strong>only Wesnoth 1.10.x and 1.11.2 are supported for this release!</strong> I will simply ignore any future reports on technical issues occurring on <strong>1.11.1</strong>.</p>

<p>Aside from the aforementioned, some other noteworthy changes in this release include making E3S13 an optional/bonus cutscene as it was originally intended to be, adding very simple AMLAs for two main characters throughout E2 and E3, updating the Aragwaithi units to match bumbadadabum’s and vultraz’s changes to the faction from the <a href="http://forums.wesnoth.org/viewtopic.php?t=38109">Era of Chaos</a> add-on (as of version 1.1.0), as well as an amount of minor prose fixes and improvements from vultraz, 8680, and me.</p>

<p>The complete changelog for this version follows:</p>

<pre>Version 0.9.1:
--------------
* General:
  * Added workaround code for a problem with the [lock_view] implementation and
    its interaction with unit movement via [move_unit_fake]/[move_unit] on
    Wesnoth 1.11.x.
  * Made it so sequences using [animate_attack] do not display a floating label
    when dealing 1 HP damage since most of the time this is a consequence of
    dealing 100% HP on the target with kill=no, or other reasons along the same
    line.

* Graphics:
  * New or updated unit graphics: Elynia, Ivyel, Argan.

* Scenarios:
  * Fixed several instances (E1S7, etc.) of sighted events taking place
    prematurely on Wesnoth 1.11.x.
  * Fixed several instances of loyal units auto-recall code causing warnings on
    Wesnoth 1.11.x.
  * Minor prose fixes, tweaks, and enhancements throughout the entire campaign.
  * E1S7 - The Search for the Past:
    * Glyphs needed to end the scenario are now marked with a blinking tile
      outline (requires halos to be enabled in Display preferences).
    * Minor cutscene improvements.
    * Reworked message glyphs' code so their messages can be triggered as many
      times as the player wants (NOTE: the last glyph triggered will still
      unconditionally trigger the end of the scenario).
  * E1S9.1 - The Triad, part 1:
    * Minor gameplay improvements.
    * Removed duplicate character line during the initial sequence.
  * E1S9.2 - The Triad, part 2:
    * Reworked some code for increased robustness.
  * E1S9.3 - The Triad, part 3:
    * Reworked some code for increased robustness.
  * E1S10 - Tears:
    * Fixed gold carryover from E1S8 (Fear) being reduced to its 40% (for an
      effective carryover of 16%) when calculating the initial player gold
      supply for this scenario.
    * Reduced minimum starting gold to compensate for the bug fix above.
  * E1S11.1 - Return to Wesmere, part 1:
    * Fixed "retrieving member of non-existent WML container" warnings at the
      start of the scenario.
  * E1S11.2 - Return to Wesmere, part 2:
    * Fixed spurious "retrieving member of non-existent WML container" warning
      at the end of the scenario.
  * E2S1 - By the Moonlight:
    * Minor balancing changes.
  * E2S4 - Shifting Allegiances:
    * Minor map balancing tweaks.
    * Reduced turn limit from 34/33/32 to 28/27/26.
    * Other minor balancing changes.
  * E2S7 - Proximus:
    * Fixed minor fog refresh issues during the initial cutscene.
  * E2S8 - And then there was Chaos:
    * Minor balancing changes to increase difficulty.
  * E2S9 - New Hive:
    * Minor balancing changes.
  * E3S3 - Amidst the Ruins of Glamdrol:
    * Apply the default AMLA to Kyara and Horo a predefined amount of times on
      prestart according to the difficulty level.
    * Made it so neither the player nor Nar-hamoth can land a hit on each other.
  * E3S4 - Outpost of Hell:
    * Fix specific units being unintentionally visible during a white screen
      sequence.
    * Fixed "trying to remove non-existent menu item" warning at the end of
      the scenario on Wesnoth 1.11.x under certain conditions.
    * Make sure side 2 units also get their demolition ability and overlay
      removed at the end.
  * E3S5 - Pass of Sorrows:
    * Make the teleportation/exposition event in the middle of the scenario
      work as intended.
  * E3S7B - Dark Sea:
    * Make the northwestern Shaxthal and eastern undead sides less prone to
      stealing player villages.
  * E3S9 - Dark Depths:
    * Minor boss fight improvements.
    * Minor cutscene improvements.
  * E3S10 - Blood:
    * Made the foreshadowing moon combination have a x4 multiplier effect
      instead of x5 on all difficulty levels, not just Hard.
  * E3S13 - Epilogue:
    * Fixed some cutscene-only female units not having their gender specified
      in WML or translatable strings.
    * This scenario is now only accessible after recovering an object hidden in
      a previous scenario.

* Terrains:
  * Experimental fix for the long-standing gate clipping issue when adjacent to
    stone wall corners.

* Units:
  * Added sidebar icon for units affected by the 'stun' weapon special.
  * Added sidebar icon for units affected by the movement range bind spell.
  * Applied changes from bumbadadabum's "The Aragwaithi" add-on, versions 1.0.6
    through 1.0.9, and "Era of Chaos" version 1.1.0:
    * Archer HP increased from 26 to 28.
    * Granted the new 'precision' weapon special to the Greatbow's ranged
      attack.
    * Increased Guard's blade resistance from 10% to 20%.
    * Increased Guard's XP from 64 to 74.
    * Decreased Guard's cost from 28 to 27.
    * Decreased Pikeman's cost from 38 to 28.
    * Increased Shield Guard's cost from 37 to 45.
    * Increased Shield Guard's blade and pierce resistances from 10% to 20%.
    * Granted the 'marksman' weapon special to the Swordsmaster.
    * Renamed the Aragwaith Witch's image files (may break saved games from
      E3S2).
    * Various animation fixes and updates.
  * Balancing:
    * Increased Elynia's (E3) mystic fire attack strength from 5-4 to 5-5.
    * Increased Elynia's (post-Divergence) ensnare attack strength from 9-3 to
      9-4.
    * Increased Forest Spirit's movement points from 5 to 6.
    * Decreased Fallen Faerie's HP from 49 to 43.
    * Decreased Fallen Faerie's wail attack strength from 12-3 to 11-3.
  * Gave Anya and Elynia special AMLAs for E2 and E3.
  * Fixed wrong description for Galas' bolas attack AMLA (stated magical as the
    weapon special, it is actually slows).
</pre> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/270-Hypocritical-blog-comments-spam.html" rel="alternate" title="Hypocritical blog comments spam" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-03-24T06:43:00Z</published>
        <updated>2013-03-24T06:48:11Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=270</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=270</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
    
        <id>http://shadowm.rewound.net/blog/archives/270-guid.html</id>
        <title type="html">Hypocritical blog comments spam</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <blockquote>Hello, i read your blog from time to time and i own a similar one and i was just<br />
curious if you get a lot of spam remarks?<br />
If so how do you reduce it, any plugin or anything you can advise?<br />
I get so much lately it's driving me insane so any assistance is very much appreciated.</blockquote>

<p>The person (or most likely, non-person) who posted this comment on this blog linked to their own profile on some site including a blog platform, and it wasn’t exactly their blog comments that seemed spammy, but rather their own posts! A Google search reveals that <strong>this is a stock message used by other spammers as well!</strong></p>

<p>This must be the apex of spammer hypocrisy. It’s hilarious.</p>

<p>But to answer the original question: my advice is finding a legitimate, better-paid job (if you are a <u>person</u>); or alternatively, killing yourself due to a bug in your programming (if you are a <u>bot</u>).</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/268-After-the-Storm-0.9.0.html" rel="alternate" title="After the Storm 0.9.0" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-03-05T04:16:00Z</published>
        <updated>2013-03-05T12:49:16Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=268</wfw:comment>
    
        <slash:comments>2</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=268</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/1-Hardware" label="Hardware" term="Hardware" />
            <category scheme="http://shadowm.rewound.net/blog/categories/20-Invasion-from-the-Unknown" label="Invasion from the Unknown" term="Invasion from the Unknown" />
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/6-Personal" label="Personal" term="Personal" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
            <category scheme="http://shadowm.rewound.net/blog/categories/10-Wesnoth-UMC-Dev" label="Wesnoth-UMC-Dev" term="Wesnoth-UMC-Dev" />
    
        <id>http://shadowm.rewound.net/blog/archives/268-guid.html</id>
        <title type="html">After the Storm 0.9.0</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>After years and years of development, drama, script rewrites, field research, technological advancements, <strike>budget cuts</strike>, and <a href="http://shadowm.rewound.net/blog/archives/6-Time-Traveler.html">temporal shenanigans</a>, today, <strong>March 5th 2013</strong>, I can say for sure that <cite>After the Storm</cite> is <strong>complete</strong> with the release of the most important milestone yet: <strong>version 0.9.0</strong>, with all three episodes completed with 13 scenarios each.</p>

<p>A few caveats for people upgrading from the previous release:</p>

<ul>
  <li>This release adds the final Epilogue scenario for Episode III, which will become a bonus feature in 0.9.1. If you had previously finished AtS Episode III using versions 0.8.90 or 0.8.90.1, you will have a start-of-scenario save for the Epilogue scenario which you can use after upgrading to this version.</li>
  <li>As usual, for the most stable experience I advise using <strong>Wesnoth 1.10.x</strong> — preferably <strong>1.10.5</strong> or a newer version when it becomes available. All episodes of this campaign were primarily developed and tested on 1.10.x, and there are subtle behavioral differences in the game engine between 1.10.x and 1.11.x that may break some sequences or cause other unintended side-effects.</li>
  <li>Various issues reported by playtesters on <strong>Wesnoth 1.11.1</strong> were fixed. Most notably, it implements a workaround measure for mainline bug <a href="https://gna.org/bugs/?20373">#20373</a>, which is relevant for Episode III scenarios starting from <cite>Dark Sea</cite>. People who experienced player information loss (recall and recruit lists, gold reserves) after <cite>Dark Sea</cite> on 1.11.1 will need to replay that scenario from the start-of-scenario save (<strong>NOT</strong> the Turn 1 save!) in order for Wesnoth to install the code in charge of solving that issue in later scenarios. This code will <strong>not</strong> work on Wesnoth 1.11.2 — you will need to finish Episode III on 1.11.1 before switching to 1.11.2 (whenever it is released, anyway).</li>
</ul>

<p>This... has been a really long journey, to say the least, and I pretty much lost all hope of ever finishing this campaign at various points over past years. Development started in 2008 and quickly stagnated for various reasons:</p>

<ul>
  <li>Perceived lack/loss of interest from the audience</li>
  <li>Excessive perfectionism on my part</li>
  <li>Various <acronym title="In Real Life">IRL</acronym> struggles, including health and personal matters</li>
  <li>Constant conflicts of interest amongst the few people who were actually interested in IftU and AtS’ development</li>
  <li>Mainline development tasks taking up my spare time</li>
  <li>Wesnoth.org forums moderation and administration taking up my spare time</li>
</ul>

<p>To say that I was overjoyed when the <strong>Big Merge</strong> <a href="http://shadowm.rewound.net/blog/archives/262-After-the-Storm-Big-Merge-done,-0.8.90-on-the-horizon.html">took place</a> just a couple of weeks ago would be a <em>big</em> understatement. This campaign became for me more than just another Wesnoth campaign as time passed — it became a part of me I thought I had left behind when IftU was first completed, a testament to my chronic failure to drive my own projects to completion.</p>

<h3>Development Hell</h3>

<p><cite>After the Storm</cite> changed a lot since it was originally conceived in 2008. The original draft was both over-pretentious and subpar, and it was not what I wanted to create after IftU. I wanted to create something <em>better</em> than IftU, but I locked myself in a trap by relying on source material that was already broken by design. Making a <em>better</em> sequel became my obsession, and that obsession led to AtS’ stagnation during the development of Episode I.</p>

<p>But some time mid-2011, I finally saw that trying to achieve perfection was a <strong>flawed</strong> goal in its own right. What I should have been aiming for all along was to make something fun, something from which I could learn, something I would enjoy to play and create. It was that realization that finally led me to complete Episode I, and the rest was a blaze; a blaze that culminates with this release, today.</p>

<h3>The result</h3>

<p>The final product is neither perfect nor it aims to be such. I do not think this campaign is for everyone, seeing as how the gameplay and plot are very tightly knit together, and the overall scenario count goes up to 39 without taking cutscenes, segmented scenarios, and bifurcation into account; however, unlike IftU, every episode is a separate campaign in its own right, and I believe that makes the overall experience more enjoyable and less chaotic, balancing-wise.</p>

<p>When I first wrote IftU, my grasp of the English language was as poor as my handle of storytelling in general was, to say the least. This also applies to AtS Episode I up to scenario 9, part 2 — which became the turning point for the campaign’s development when I finally chose to renounce perfectionism and embrace the <em>fun</em> in creation. But I digress. AtS’ prose is all my own output with minor amendments from my playtesters and proofreaders, and an experiment in style wherein I take breaks from mainline conventions <em>on purpose</em>, in a subtle and calculated manner. Attentive players may be able to point out those inflection points from just paying attention at the characters and their interactions — characters whose flaws and mistakes are not as detached from reality as the game’s fantasy setting or the subtext-based delivery may suggest.</p>

<p>The three-episodes structure was mostly an afterthought. AtS episode III became an amalgamation of a previous planned AtS sequel <strong>and</strong> an aborted IftU prequel. But this structure fits the narrative better than the original plan. Episode I establishes the setting and motivations for the protagonists, and provides more hints about the overarching plot than IftU did; Episode II gradually develops further on the characters’ inner struggles while providing entertaining gameplay and dropping even more hints about the grand scheme; and finally, on Episode III things go off the rails in pretty much every way possible—including gameplay—and the plot reaches its final resolution within the scope originally intended for AtS.</p>

<h3>Reception and expectations</h3>

<p>Some people will be unable to find or interpret the hints and may see the finale as an out-of-the-blue succession of events, all because I avoided indulging in long and heavy exposition sequences that leave nothing to the player’s imagination and reading skills. I am perfectly aware that this is an inevitability, <em>because it is absolutely impossible to please everyone</em>, as I have learned from my experience with activities otherwise wholly orthogonal to the storytelling field. I think some UMC authors should really keep this in mind whenever they feel tempted to abandon their efforts just because a vocal segment of their players doesn’t like their output.</p>

<p>Other people will not like AtS because “it’s not like IftU”. Perfectionism aside, it is impossible for it to be like IftU after all that I have learned in the meantime about storytelling, life, people, and myself. The circumstances under which IftU was created were entirely unique and I would have to trade many things which I have gained or lost since then in order to create another IftU — and I would not be pleased by the result in the end.</p>

<p>I think AtS works just fine as an IftU sequel, and a sequel does not have to fully embrace the spirit of the original to be such. It’s not like AtS isn’t littered with callbacks to IftU in direct and meta levels anyway. There are a lot of things in it to enjoy, and a lot of things to hate — and both are part of the plan!</p>

<p>But in the end, all that matters to me is that <strong>I like the finished product, had fun making it, and learned lots of things along the road</strong>.</p>

<h3>What’s next?</h3>

<p>For those who might think that AtS’ finale is a definitive conclusion to the involved characters’ respective arcs: <strong>no, it is not</strong> — but I allotted a specific amount of time and scenarios for telling their origin stories, and the campaign had to end at some point. Is there enough material for sequels? Hell, yes, but I don’t see myself making another Wesnoth campaign given all the technical and non-technical limitations imposed by the platform. The three ultimate protagonists have a whole journey ahead of them (as well as more characters to meet), and I would like to explore that in some other medium in the future. For fellow Wesnoth UMC authors, though, there is plenty of material left to work with if you pay attention to <em>every single minor detail</em>.</p>

<p>Of course, I am open to questions about everything you may want to know about the campaign, be it via forum PM, or posts in <a href="http://forums.wesnoth.org/viewtopic.php?f=8&amp;t=32091">the campaign’s development topic</a>. But I would appreciate it if people didn’t post topics for every single thing in Writers’ Forum — when that happens, odds are I will just ignore those topics in their entirety and not take the effort seriously. As a matter of principle, if you want to ask a campaign author about their work, you ask them directly through their official communication channels instead of walking to the closest park holding a massive sign in your hand.</p>

<p>With AtS 0.9.0 released, all I have left to do is to take care of fine-tuning scenario and unit balance, fixing any remaining prose issues (especially those annoying unit type descriptions for the in-game help system), dealing with missing/placeholder/subpar pixel art, and <em>somehow</em> find a portrait artist willing to work under my specific terms. The latter part will probably take ages, so don’t hold your breath waiting for AtS 1.0.0.</p>

<h3>Finally...</h3>

<p>I will be forever grateful to the people (and pets) who helped me along this arduous and extended quest, even those who did so unwittingly — if you are reading this, odds are that you know who you are.</p>

<p>To conclude this post, the changelog for this version follows:</p>

<pre>Version 0.9.0:
--------------
* General:
  * Milestone: all scenarios completed.

* Scenarios:
  * Deployed code to work around a side-switching issue affecting Wesnoth
    1.11.1 during post-Divergence (E3S6) scenarios. The corresponding
    mainline bug is #20373 and it is fixed on 1.11.2.
  * Fixed various "wesnoth.get_side is deprecated, use wesnoth.sides instead"
    warnings on 1.11.x.
  * Minor story text grammar, style, and punctuation amendments.
  * E1S6 - Quenoth Isle (Elves of a Different Land):
    * Minor prose tweaks.
  * E1S7 - The Search for the Past:
    * Minor prose tweaks.
  * E1S12 - The Queen:
    * Minor prose tweak.
  * E1S13 - Death and Rebirth:
    * Fixed minor prose issue ("take risky choices" -> "make risky choices").
  * E2S2 - The Heart Forest:
    * Minor prose tweak.
  * E2S11 - A Final Confrontation:
    * Minor cutscene improvements near the end.
  * E2S12 - Fate:
    * Minor cutscene improvements.
  * E3S8C - Breakdown:
    * Don't allow summoning Fire Guardians until the player enters the
      underground river passage.
    * Fix objectives display inconsistencies throughout the scenario.
    * Minor cutscene improvements.
  * E3S8D - Destiny, part 2:
    * Fixed Anya's movements not being undoable.
  * E3S9: Dark Depths:
    * Fixed minor cutscene glitches.
  * E3S10 - Blood:
    * Add a context menu item displaying a list of available attack
      combinations and their effects.
  * E3S13 - Epilogue:
    * New scenario.

* Units:
  * Balancing:
    * Decreased Demon Slashing Gale's melee attack from 11-3 to 10-3.
    * Decreased Demon Slashing Gale's ranged attack from 10-5 to 9-4.
  * Fixed Chaos Arbalestier ranged attack animation failing to trigger.
  * Fixed Shaxthal Turret not getting the biomechanical trait.
  * Fix multiple "Descriptions should no longer include the name as the first
    line" warnings on 1.11.1 and later.
  * Fix unit types with missing faction prefixes in their names:
    * Arbalestier -> Chaos Arbalestier
    * Cataphract -> Chaos Cataphract
    * Crossbowman -> Chaos Crossbowman
    * Heavy Longbowman -> Chaos Heavy Longbowman
  * Hide private variations for regular unit types from the help system on
    1.11.x.
  * Killed Kri'tan.
</pre>

<p>The full changelog—for versions 0.3.0 through 0.9.0—can be found <a href="http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/tags/trunk/After_the_Storm/0.9.0/changelog?view=markup">here</a>.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/267-After-the-Storm-Three-commits-I-never-thought-would-happen.html" rel="alternate" title="After the Storm: Three commits I never thought would happen" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-03-01T12:37:00Z</published>
        <updated>2013-03-01T12:39:02Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=267</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=267</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/267-guid.html</id>
        <title type="html">After the Storm: Three commits I never thought would happen</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <pre>------------------------------------------------------------------------
r17326 | shikadilord | 2013-03-01 09:11:52 -0300 (Fri, 01 Mar 2013) | 2 lines

AtS E3S13: enable completed scenario in production

------------------------------------------------------------------------
r17327 | shikadilord | 2013-03-01 09:12:35 -0300 (Fri, 01 Mar 2013) | 4 lines

AtS: remove END_OF_PLAYABLE_SCENARIOS macro

AtS is complete. This macro no longer serves any purpose.

------------------------------------------------------------------------
r17328 | shikadilord | 2013-03-01 09:12:57 -0300 (Fri, 01 Mar 2013) | 4 lines

AtS: remove ROCKS_FALL_EVERYONE_DIES macro

AtS is complete. This macro no longer serves any purpose.
</pre>

<p><em>*sheds a single tear*</em></p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/265-The-ubiquitous-undocumented-verbatim-string-WML-preprocessor-directive.html" rel="alternate" title="The ubiquitous undocumented verbatim string WML preprocessor directive" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-02-25T06:57:00Z</published>
        <updated>2013-02-25T07:14:27Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=265</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=265</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/265-guid.html</id>
        <title type="html">The ubiquitous undocumented verbatim string WML preprocessor directive</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Some time ago, I rewrote most of the <a href="http://wiki.wesnoth.org/PreprocessorRef">PreprocessorRef</a> article in the Wesnoth.org wiki to make syntax and examples clearer, but it seems I missed something.</p>

<pre>[lua]
    code = &lt;&lt;
        wesnoth.dofile '~add-ons/After_the_Storm/lua/common.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/npc.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/gui/bug.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/gui/character_action_dialog.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/gui/item_choice_dialog.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/gui/show_image.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/gui/transient_message.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/gui/top_message.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/wlp.lua'
        wesnoth.dofile '~add-ons/After_the_Storm/lua/After_the_Storm.lua'
    &gt;&gt;
[/lua]
</pre>

<p>The <code>&lt;&lt;</code> and <code>&gt;&gt;</code> ASCII angular quotes are actually part of the general WML preprocessor syntax, <strong>not</strong> the <tt>[lua]</tt> tag in particular. They were introduced for version 1.7.0 in <a href="http://svn.gna.org/viewcvs/wesnoth?view=revision&amp;revision=34037">r34037</a> and <a href="http://svn.gna.org/viewcvs/wesnoth?view=revision&amp;revision=34038">r34038</a> as quotes denoting a <strong>verbatim</strong> (i.e. not preprocessed) string. The committer’s intention was obviously to allow for more convenient inlining of Lua code in WML document, but that is not the <em>only</em> possible use for this feature.</p>

<p>I had worked this whole time under the impression that the <tt>[lua]</tt> tag was somehow magical and special to the WML preprocessor, when in reality, <em>it is not</em>. The only thing that is special about it is that most people use the <code>&lt;&lt;&#160;foobar&#160;&gt;&gt;</code> syntax in order to avoid clashes with tokens that the WML preprocessor recognizes as directives, such as curly braces <code>{}</code> (the file/macro substitution directive), but that is merely a convention, not a requirement — unless you <em>do</em> have such conflicting tokens within your string literal, of course.</p>

<p>Incidentally, I only figured this out when deploying a special AI engine for certain AtS E3 scenarios a few days ago:</p>

<pre>#define AI_BOSS_TARGETING_ENGINE _TARGETS_LIST
    [engine]
        name="lua"
        code= &lt;&lt;
            local ai = ...
            return wesnoth.require("~add-ons/After_the_Storm/ai/eng/priority_target_engine.lua").init(ai)
        &gt;&gt;
    [/engine]
    [modify_ai]
        side=2
        action=add
        path="stage[main_loop].candidate_action[]"
        [candidate_action]
            engine=lua
            name=change_attacks_aspect
            id=change_attacks_aspect
            max_score=999999
            evaluation="return (...):change_attacks_aspect("+{_TARGETS_LIST}+")"
            execution="(...):change_attacks_aspect()"
        [/candidate_action]
    [/modify_ai]
#enddef
</pre>

<p>In this snippet, the <tt>_TARGET_LIST</tt> argument needs to be substituted with a valid Lua table. However, for that one would have to use curly braces like this:</p>

<pre>{AI_BOSS_TARGETING_ENGINE {"Hero 1","Hero 2"}}</pre>

<p>That will <strong>not</strong> work, of course, since the preprocessor will see that as an attempt to include a file or macro named <code>"Hero&#160;1","Hero&#160;2"</code>. The correct syntax is:</p>

<pre>{AI_BOSS_TARGETING_ENGINE &lt;&lt;{"Hero 1","Hero 2"}&gt;&gt;</pre>

<p>Now I just need to get around to document this thing some day, and figure out how it interacts with translatable strings and textdomains.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/264-After-the-Storm-0.8.90-a.k.a.-0.9.0-minus-one.html" rel="alternate" title="After the Storm 0.8.90 (a.k.a. “0.9.0 minus one”)" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-02-23T05:10:00Z</published>
        <updated>2013-02-23T09:57:57Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=264</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=264</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/6-Personal" label="Personal" term="Personal" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/264-guid.html</id>
        <title type="html">After the Storm 0.8.90 (a.k.a. “0.9.0 minus one”)</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p><strong>Version 0.8.90 (a.k.a. “0.9.0 minus one”) is out!</strong></p>

<p><strong>Episode III (<cite>Final</cite>) is now complete in this version</strong>, 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.</p>

<p>Some important caveats:</p>

<ul>
  <li>All scenarios after E3S6 (<cite>Divergence</cite>) were developed and tested on Wesnoth 1.10.x only, so if you are playing on 1.11.1 and you experience any issues, <strong>please report them on the <a href="http://r.wesnoth.org/t32091">forum topic</a></strong>.</li>
  <li>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.</li>
  <li>If you will play the last scenarios of Episode III with music, you <strong>must</strong> make sure you have upgraded the AtS Music add-on to version <strong>0.2.0</strong> 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.</li>
  <li>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.</li>
</ul>

<p>Special thanks go to <a href="http://forums.wesnoth.org/memberlist.php?mode=viewprofile&amp;un=vultraz">vultraz</a> 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 <strong>Big Merge</strong> and before the packaging of this release.</p>

<p>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.</p>

<p>The changelog for this version follows:</p>

<pre>Version 0.8.90 a.k.a. "0.9.0 minus one":
----------------------------------------
* General:
  * Dropped remaining compatibility code for Wesnoth 1.9.14 and earlier.

* Scenarios:
  * E1S11.2 - Return to Wesmere, part 2:
    * Removed compatibility code for Wesnoth 1.9.5 through 1.9.8.
  * Completed Episode III (sans Epilogue).

* Units:
  * Balancing:
    * Increased Elynia's resistance to impact damage from -10% to 0%.
    * Decreased Demon Shapeshifter's ranged attack from 8-2 to 7-2.
</pre>
 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/263-After-the-Storm-Not-so-fast.html" rel="alternate" title="After the Storm: Not so fast" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-02-22T10:16:00Z</published>
        <updated>2013-02-22T10:24:28Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=263</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=263</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/6-Personal" label="Personal" term="Personal" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
            <category scheme="http://shadowm.rewound.net/blog/categories/10-Wesnoth-UMC-Dev" label="Wesnoth-UMC-Dev" term="Wesnoth-UMC-Dev" />
    
        <id>http://shadowm.rewound.net/blog/archives/263-guid.html</id>
        <title type="html">After the Storm: Not so fast</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Everyone who follows me on Twitter can stop reading here.</p> <br /><a href="http://shadowm.rewound.net/blog/archives/263-After-the-Storm-Not-so-fast.html#extended">Continue reading "After the Storm: Not so fast"</a>
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/262-After-the-Storm-Big-Merge-done,-0.8.90-on-the-horizon.html" rel="alternate" title="After the Storm: Big Merge done, 0.8.90 on the horizon" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-02-19T04:48:00Z</published>
        <updated>2013-02-19T09:30:08Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=262</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=262</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/6-Personal" label="Personal" term="Personal" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
            <category scheme="http://shadowm.rewound.net/blog/categories/10-Wesnoth-UMC-Dev" label="Wesnoth-UMC-Dev" term="Wesnoth-UMC-Dev" />
    
        <id>http://shadowm.rewound.net/blog/archives/262-guid.html</id>
        <title type="html">After the Storm: Big Merge done, 0.8.90 on the horizon</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>The first <cite>After the Storm</cite> commit to Wesnoth-UMC-Dev’s trunk happened on May 17th, year 2008.</p>

<p>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 <a href="http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html">version 0.4.0</a> with a completed Episode I finally happened on October 16th 2011, I can say for certain that...</p>

<p><cite>After the Storm</cite> is finally complete.</p>

<p>With the <strong>Big Merge</strong> 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.</p>

<pre>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
</pre>

<p>There will be a delay between this and the actual <strong>public</strong> 0.8.90 release while my primary playtester (<a href="http://r.wesnoth.org/uvultraz">vultraz</a>) does the playtesting thing with the scenarios. Some balancing changes before 0.8.90 may also be necessary.</p>

<p>In the meantime, people can check out <cite>After the Storm</cite> from Wesnoth-UMC-Dev trunk using the Subversion client of their choice, and provide me with feedback via <a href="http://r.wesnoth.org/ushadowmaster">forum PM</a> (in particular, about any possible bugs or balance issues that might plague some specific scenarios), or private messaging on IRC — I am on <tt>irc.freenode.net</tt>, channel <tt>##shadowm</tt> most of the time, but I would rather avoid people dropping spoilers in the presence of my aforementioned playtester, who also hangs around there.</p>

<p><strike><strong>UPDATE:</strong> Since I haven’t gotten around to publish version 0.2.0 of the <cite>AtS Music</cite> 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.</strike></p>

<p><strong>UPDATE 2:</strong> <cite>AtS Music</cite> 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.</p>

<pre>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</pre>

<p>You can also grab tarballs of the latest trunk snapshots through SourceForge.net’s SVN web interface:</p>

<ul>
  <li><a href="http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/After_the_Storm/">/trunk/After_the_Storm file listing</a> (tarball link at the bottom)</li>
  <li><a href="http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/AtS_Music/">/trunk/AtS_Music file listing</a> (tarball link at the bottom)</li>
</ul>

<p>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.</p>

<p>I am not going to provide any further instructions for installing using either of these methods, so I’m leaving this to people <strong>who actually know their way around Subversion tools or manually installing add-on content</strong>. I am not going to post any <strong>spoilers</strong> either; in particular, I am not going to reveal the Epilogue sequence until <strong>version 0.9.0</strong>.</p>

<p>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).</p>

<p>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.</p>

<p>Finally, the usual disclaimer applies: <em>this campaign is not for everyone</em>.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/261-Late-After-the-Storm-development-roadmap.html" rel="alternate" title="Late After the Storm development roadmap" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-02-16T05:55:00Z</published>
        <updated>2013-02-16T09:02:05Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=261</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=261</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/20-Invasion-from-the-Unknown" label="Invasion from the Unknown" term="Invasion from the Unknown" />
            <category scheme="http://shadowm.rewound.net/blog/categories/6-Personal" label="Personal" term="Personal" />
            <category scheme="http://shadowm.rewound.net/blog/categories/14-Projects" label="Projects" term="Projects" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/261-guid.html</id>
        <title type="html">Late After the Storm development roadmap</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>It is February 16th already, and it has been a long while since my <a href="http://shadowm.rewound.net/blog/archives/236-After-the-Storm-0.8.1.html">last update on AtS’ development on this blog</a>, unless we count the <a href="http://shadowm.rewound.net/blog/archives/258-Work-in-progress-screenshots-for-After-the-Storm-0.9.0.html">January 1st teaser</a>.</p>

<p>Well, here is another teaser in the form of a more concrete roadmap for AtS 0.9.0’s development:</p>
 <br /><a href="http://shadowm.rewound.net/blog/archives/261-Late-After-the-Storm-development-roadmap.html#extended">Continue reading "Late After the Storm development roadmap"</a>
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/260-Playing-around-with-upstream-Mozilla-Firefox-on-Debian-GNULinux-7.0-wheezy.html" rel="alternate" title="Playing around with upstream Mozilla Firefox on Debian GNU/Linux 7.0 (wheezy)" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-01-21T07:33:00Z</published>
        <updated>2013-02-12T23:07:47Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=260</wfw:comment>
    
        <slash:comments>1</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=260</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/2-Software" label="Software" term="Software" />
            <category scheme="http://shadowm.rewound.net/blog/categories/8-Web-browsers" label="Web browsers" term="Web browsers" />
    
        <id>http://shadowm.rewound.net/blog/archives/260-guid.html</id>
        <title type="html">Playing around with upstream Mozilla Firefox on Debian GNU/Linux 7.0 (wheezy)</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Because of <a href="http://lists.alioth.debian.org/pipermail/pkg-mozilla-maintainers/2013-January/013617.html">a situation</a> with the Debian <a href="http://mozilla.debian.net/">Iceweasel maintainers’</a> packages for the current release (18) on Testing (<cite>wheezy</cite>), I decided I could as well take this opportunity to try to install upstream Firefox in the cleanest fashion possible.</p>

<p>I have actually run upstream Firefox on Debian GNU/Linux (even Nightly, or Minefield back when it was called that) in the past on multiple occasions, facing various awkward desktop integration issues along the way. Additionally, the Firefox binaries had to reside deep within my home directory, which seemed a little tacky. But I just found out that this does not <em>necessarily</em> have to be the case.</p>

<p>While searching for information about installing the original-brand Firefox on Debian, I came across <a href="http://techpatterns.com/forums/about1435.html">this forum topic</a> and quickly worked out my way from the instructions presented there. I think I’m missing the OP’s context for the switch (Iceweasel 3.5 on <cite>squeeze</cite> maybe?), but that is not terribly important now, three years after the fact.</p>

<p>There are alternative guides floating around which advise adding foreign distribution repositories to your APT sources. Needless to say, this is a <strong>really bad idea</strong> unless you are <strong>very</strong> sure of what you are doing. (Hint: You are not.)</p>

<p>Many of the following instructions are pretty much the same as in the forum post, just adapted to account for some minor changes over time, as well as some personal preferences. I also find my version of this guide much more palatable in presentational terms. Additionally, I am particularly adamant about not changing anything in <tt>/usr</tt> for this procedure, preferring <tt>/usr/local</tt> instead in order to avoid package conflicts in the future.</p> <br /><a href="http://shadowm.rewound.net/blog/archives/260-Playing-around-with-upstream-Mozilla-Firefox-on-Debian-GNULinux-7.0-wheezy.html#extended">Continue reading "Playing around with upstream Mozilla Firefox on Debian GNU/Linux 7.0 (wheezy)"</a>
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/259-Wesnoth-Forums-and-code.html" rel="alternate" title="Wesnoth Forums and [code]" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-01-09T22:15:00Z</published>
        <updated>2013-01-09T22:15:00Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=259</wfw:comment>
    
        <slash:comments>2</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=259</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/259-guid.html</id>
        <title type="html">Wesnoth Forums and [code]</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <div class="center">
  <a href="http://dl.dropbox.com/u/21371130/blog/img/wesnoth-forums-code-rules.png" title="Click to enlarge">
    <img src="http://dl.dropbox.com/u/21371130/blog/img/wesnoth-forums-code-rules-thumb.png" alt="" />
  </a>
</div>

<p>How can it be made more obvious, really?</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/258-Work-in-progress-screenshots-for-After-the-Storm-0.9.0.html" rel="alternate" title="Work-in-progress screenshots for After the Storm 0.9.0" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2013-01-01T02:53:00Z</published>
        <updated>2013-01-01T02:56:38Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=258</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=258</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/19-After-the-Storm" label="After the Storm" term="After the Storm" />
            <category scheme="http://shadowm.rewound.net/blog/categories/7-Miscellaneous" label="Miscellaneous" term="Miscellaneous" />
            <category scheme="http://shadowm.rewound.net/blog/categories/5-Wesnoth" label="Wesnoth" term="Wesnoth" />
    
        <id>http://shadowm.rewound.net/blog/archives/258-guid.html</id>
        <title type="html">Work-in-progress screenshots for After the Storm 0.9.0</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Nowhere near ready yet, but here’s a few screenshots (warning: large pictures) from the unfinished AtS E3 finale scenarios:</p>

<ul>
  <li><a href="http://dl.dropbox.com/u/21371130/screenshots/AtS-0.9.0-progress/screenshot1.png">#1</a></li>
  <li><a href="http://dl.dropbox.com/u/21371130/screenshots/AtS-0.9.0-progress/screenshot2.png">#2</a></li>
  <li><a href="http://dl.dropbox.com/u/21371130/screenshots/AtS-0.9.0-progress/screenshot3.png">#3</a></li>
  <li><a href="http://dl.dropbox.com/u/21371130/screenshots/AtS-0.9.0-progress/screenshot4.png">#4</a></li>
</ul>

<p>As 2012 approaches its inevitable end in Chile, I say: goodbye, 2012.</p>

<p>Happy New Year, everyone! And thanks for all your support.</p> 
            </div>
        </content>
        
    </entry>

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