<?xml version="1.0" encoding="utf-8" ?>
<?xml-stylesheet href="/blog/templates/default/atom.css" type="text/css" ?>

<feed 
   xmlns="http://www.w3.org/2005/Atom"
   xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
   xmlns:dc="http://purl.org/dc/elements/1.1/"
   xmlns:admin="http://webns.net/mvcb/"
   xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
   xmlns:wfw="http://wellformedweb.org/CommentAPI/">
    
    <link href="http://shadowm.rewound.net/blog/feeds/atom10.xml" rel="self" title="Shadowmaster’s Blog" type="application/atom+xml" />
    <link href="http://shadowm.rewound.net/blog/"                        rel="alternate"    title="Shadowmaster’s Blog" type="text/html" />
    <link href="http://shadowm.rewound.net/blog/rss.php?version=2.0"     rel="alternate"    title="Shadowmaster’s Blog" type="application/rss+xml" />
    <title type="html">Shadowmaster’s Blog</title>
    <subtitle type="html">A light in the darkness, where everything is possible...</subtitle>
    
    <id>http://shadowm.rewound.net/blog/</id>
    <updated>2012-01-27T08:40:30Z</updated>
    <generator uri="http://www.s9y.org/" version="1.6">Serendipity 1.6 - http://www.s9y.org/</generator>
    <dc:language>en</dc:language>

    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/224-Wesnoth-add-on-tests-and-sanity-checking.html" rel="alternate" title="Wesnoth add-on tests and sanity checking" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-27T00:19:00Z</published>
        <updated>2012-01-27T08:40:30Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=224</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=224</wfw:commentRss>
    
            <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/224-guid.html</id>
        <title type="html">Wesnoth add-on tests and sanity checking</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Maintaining Wesnoth add-ons of the size of <cite>Invasion from the Unknown</cite> and <cite>After the Storm</cite> isn’t a small task by any means. Over the years, I have had to rely on user feedback to detect critical problems in a release, because testing becomes cumbersome and tedious as the scenario count increases.</p>

<p>My usual release procedure simply involves—at least since I acquired the habit of testing before releasing—running the game, starting each episode of the campaign with the medium difficulty level and making sure the WML preprocessor and parser don’t throw any warnings or errors. Before Wesnoth 1.9.x, the preprocessor didn’t abort when encountering a missing macro or file during a brace substitution, so I had to pay close attention to stderr to ensure nothing is wrong.</p>

<p>The WML preprocessor in Wesnoth 1.10 became more strict, aborting on the aforementioned situations. It was also exposed for command-line usage (for testing or debugging) through the <code>-p</code> or <code>--preprocess</code> switch, also explained in detail under <a href="http://wiki.wesnoth.org/PreprocessorRef#Command-line_preprocessor">PreprocessorRef</a> in the wiki.</p>

<p>At first I thought that wasn’t very useful beyond diagnosing complicated preprocessor issues, but today I realized I can also do this:</p>

<div class="scrollable center">
  <img src="http://i144.photobucket.com/albums/r176/shadowm2006/ats-preprocessor-test.png" alt="" />
</div>

<p>This can be easily accomplished with a simple shell script (<a href="http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/After_the_Storm/Makefile?r1=13131&amp;r2=13130&amp;pathrev=13131">here embedded in the AtS Makefile</a>). <strike>The only major shortcoming is that it doesn’t cover every possible problem because it’s merely running the WML preprocessor, which doesn’t consume and produce WML — all it sees is plain text mixed with some preprocessor directives. The task of reading actual WML (which is <em>potentially</em> found in the preprocessor’s output) is left to the WML parser proper, which creates internal objects in memory corresponding to the internal representation of WML handled by Wesnoth (<tt>config</tt> class objects).</strike></p>

<p><strong>UPDATE:</strong> After investigating the issue further with timotei (who exposed this functionality through <code>--preprocess</code> in the first place), it turns out the preprocessor output with <code>--preprocess</code> is indeed parsed — the real problem is that the preprocessor and parser use different logging facilities, and the former doesn’t even throw errors directly, so a preprocessor-only failure will make the game exit successfully (exit status of zero), while a parser error (potentially induced by a previous preprocessor error) causes a more appropriate non-zero exit status. This and other jarring inconsistencies make add-on test automation rather difficult, to say the least, so <a href="http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev?view=revision&amp;revision=13144">things have been simplified</a> in the Makefile as a result.</p>

<p><strike>It would be nice to be able to run the parser unit on the <code>--preprocess</code> output to detect syntax issues like missing end tags or unterminated string literals in the future, as part of a fully automated test suite.</strike> For now, it seems I’ll have to stick to my primitive and inelegant manual method before making new AtS releases, plus the unbelievably clumsy <tt>wmllint</tt>.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/222-With-great-code-comes-great-responsibility.html" rel="alternate" title="With great code comes great responsibility" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-26T06:46:00Z</published>
        <updated>2012-01-27T01:19:09Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=222</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=222</wfw:commentRss>
    
            <category scheme="http://shadowm.rewound.net/blog/categories/6-Personal" label="Personal" term="Personal" />
            <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/222-guid.html</id>
        <title type="html">With great code comes great responsibility</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>I think I rarely discuss the more subjective/emotional aspects of working with the <strike>crazy</strike> folks at the Battle for Wesnoth Project, so this might be a good opportunity to do so given we are currently on the threshold of the first release in the new stable series, 1.10.</p>

<p>Since a while after joining the project, I’ve been wanting to make deeper changes to the add-ons server software (<tt>campaignd</tt>, by legacy). Some of those desired changes would benefit me directly as a user-made add-ons maintainer myself (previously <cite>Invasion from the Unknown</cite>, now <cite>After the Storm</cite>); other changes simply seem very convenient to have, such as some kind of authentication support and the ability to ban people without dirty system admin hacks.</p>

<p>Yesterday, I unveiled aspects of my not-so-modest proposal to replace <tt>campaignd</tt> with new code. You can find the pastebin link within <a href="https://mail.gna.org/public/wesnoth-dev/2012-01/msg00015.html">my post to the developers mailing list</a>.</p>

<p>Even though I have some of the basic ideas and I’m still collecting previous information (such as <a href="http://wiki.wesnoth.org/User:SkeletonCrew#Addon_server">Mordante’s proposal</a>), I am terribly hesitant to proceed with the larger project because it will take time and dedication I cannot really promise at this point. But why?</p>

<p>Part of my worries stem from previous experience working on one-man projects. <cite>After the Storm</cite> is no small example — started in 2008, finished in early 2012 after many long breaks, <em>and still ongoing</em>. I don’t consider myself to be the most adequate person to work on large tasks alone, because of motivational issues. If I feel no-one is really using or approving of my work, I’ll quickly feel frustrated and seek new projects with different goals to distract myself for any amount of time. (In AtS’ case, the most significant one was <a href="/projects/frogatto-levels.php">Frogatto’s level design</a>, which is partly why I ended up trading helping with Frogatto for finishing AtS.)</p>

<p><tt>campaignd</tt> (or its potential replacement, <tt>umcd</tt>) is a particularly dangerous target for me because of the inherently minuscule audience to which I’ll have to cater: the Wesnoth.org system administrators. But not only is this audience composed of approximately four people (including myself), but it’s also a <em>very</em> exigent one at that.</p>
 
<p>The client-side audience is larger, but just as exigent, if not even more. You can’t really just throw half-baked changes at them and call it a day—and that wouldn’t be polite, in either case—and since these things have to be done within the project’s development cycle to ensure excellent compatibility and proper migration paths, I don’t really have a choice of schedule — it simply <em>has</em> to be completely done before the next stable series if it is to be done at all.</p>

<p>It could be said it all boils down to a personal sense of competence. I’m pretty sure I’m not the most competent people for this task, but the people who are don’t have the time to do it either, so unless someone comes forward, we’ll be stuck with the same stagnating piece of old crap forever. That isn’t to say there haven’t been any candidates before — I have previously mentioned Ilor was working on an add-ons server replacement, but <acronym title="Real Life">RL</acronym> ultimately claimed its bill and the branch in SVN is currently abandoned.</p>

<p>Taking over this project would also get me stuck forever with it, unable to move on to more interesting things, <em>especially</em> if the worst case scenario presents itself before the end of the development cycle. I most certainly don’t want to be permanently required to answer every single question or implement every single approved idea for the server software. I’m pretty sure I can still be more useful doing UI usability assurance work or making more Wesnoth campaigns not-for-mainline. I know from other development areas that this “only competent authority” concept appears quite often, to the point of actually frustrating the targeted people.</p>

<p>For this reason, I really doubt I’ll actually undertake the server replacement, and just concentrate on the very specific points presented in my mailing list post. For better or for worse, people will have to bear with less significant changes until someone more capable and more willing appears.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/221-After-the-Storm-0.7.0-Mission-Complete!.html" rel="alternate" title="After the Storm 0.7.0: Mission Complete!" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-18T02:17:00Z</published>
        <updated>2012-01-18T02:32:18Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=221</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=221</wfw:commentRss>
    
            <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" />
    
        <id>http://shadowm.rewound.net/blog/archives/221-guid.html</id>
        <title type="html">After the Storm 0.7.0: Mission Complete!</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p><cite>After the Storm</cite>’s development began in 2008, some time after the completion of <cite>Invasion from the Unknown</cite>. Since then, the campaign’s development was repeatedly and severely hindered by multiple planning issues, partially caused by (borderline pathological) perfectionism on my part; plus many other personal problems.</p>

<p>During most of 2011, development was unofficially halted, with a half-baked <acronym title="Episode 1 Scenario 9 Part 1">E1S9.2</acronym> lingering around in the Wesnoth-UMC-Dev SVN trunk for months. <a href="http://shadowm.rewound.net/blog/archives/201-After-the-Storm-0.4.0.html">Version 0.4.0</a> was released near the end of September, and from that point onwards, I decided to not stop working on the campaign ever again, until it reached completion.</p>

<p>That day, sadly, arrived sooner than I expected. <strong>Version 0.7.0</strong> is here, presenting a <strong>complete</strong> Episode II with 12 scenarios, adding E2S8 through E2S12 to the line-up found in version 0.6.1.</p>

<p>AtS was always planned to have only two episodes, so <a href="http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html">as previously said</a> I consider it to be <strong>100% complete</strong> in terms of scenario count right now. The third episode (<cite>After the Storm: Final</cite>) is still in the planning stage and it will most likely be developed in parallel with the balancing, clean-ups and touch-ups leading to version 1.0.0, making it a target for version 2.0.0 instead.</p>

<p>Right now, AtS is in <strong>urgent need of portrait art</strong> for the new characters introduced throughout E1 and E2, at least two new unit baseframes for use in E1S9.2 and E2S11, plus a third baseframe for E3. While portrait art isn’t a version 1.0.0 target per se, I would really welcome any help at any time, as long as the art style stays consistent with <cite>Invasion from the Unknown</cite>. It’s very likely the missing baseframes will be provided by myself in the meantime.</p>

<p>Later, I’ll publish a more complete to-do list with the tasks remaining to be done for version 1.0.0, and I’ll try to make a more exhaustive art to-do list as well.</p>

<p>The changelog for this version follows:</p>

<pre>
Version 0.7.0:
--------------
* Graphics:
  * New or updated unit graphics: Dusk Faerie, Shaxthal Worm, Shaxthal
    Rayblade, Shaxthal Assault Drone, Shaxthal Protector Drone, Shaxthal War
    Drone, Shaxthal Runner Drone.
  * New or updated terrain graphics: Dark Hive Floor (transitions).

* Scenarios:
  * E1S5 - Bay of Tirigaz:
    * Rewrote shipwreck generator code so the message strings can actually
      be translated.
  * E1S8 - Fear:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S1 - By the Moonlight:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S2 - The Heart Forest:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S4 - Shifting Allegiances:
    * Fixed a local variable leak.
  * E2S6 - The Voyage Home:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S7 - Proximus:
    * Added a hint regarding the enemy leader's chance-to-hit override to
      objectives.
    * Fixed animation glitches.
  * E2S8 - And then there was Chaos:
    * New scenario.
  * E2S9 - New Hive:
    * New scenario.
  * E2S10 - The Betrayal:
    * New scenario.
  * E2S11 - A Final Confrontation:
    * New scenario.
  * E2S12 - Fate:
    * New cutscene scenario.

* Units:
  * New unit: Shaxthal Worm (replaces the Shaxthal Wyrm).
  * Balancing:
    * Reduced Nightshade Fire's ranged arcane attack strength from 12-3 to 10-3.
    * Reduced Nightshade Fire's ranged cold attack strength from 13-2 to 11-2.
    * Reduced Night Nymph's ranged arcane attack strength from 9-3 to 8-3.
    * Increased Errant Soul's ranged attack strength from 2-1 to 2-2.
    * Reduced Chaos Headhunter's ranged attack strength from 6-3 to 5-3.
    * Reduced Chaos Marauder's axe attack strength from 10-2 to 8-2.
    * Reduced Chaos Marauder's ranged attack strength from 7-3 to 6-3.
    * Reduced Chaos Soulhunter's axe attack strength from 13-2 to 12-2.
    * Reduced Chaos Soulhunter's ranged attack strength from 10-3 to 9-3.
  * Revised Shaxthal unit descriptions.
  * Shaxthal Runner Drones can no longer advance to Assault Drones.
  * Added a custom teleport animation for Nightshade Fire.
  * Added unit type descriptions for Night Nymph and Nightshade Fire.
  * Removed conflicting markup from the Sylvan Warden unit type description.
</pre>

<p>Just like the previous release, AtS 0.7.0 requires Wesnoth 1.9.10 or later. The presence of the Rotten Bridge terrain in several scenarios (mentioned in the changelog) really enforces this requirement in this opportunity.</p>

<p>So... yeah, the campaign is complete now. Go forth and play.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/220-Wow.html" rel="alternate" title="Wow" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-16T03:26:00Z</published>
        <updated>2012-01-16T03:29:09Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=220</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=220</wfw:commentRss>
    
            <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" />
    
        <id>http://shadowm.rewound.net/blog/archives/220-guid.html</id>
        <title type="html">Wow</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <pre>commit 9f6bd04ec405d3987a513ae490fcfef7fad6a034
Author: shikadilord &lt;shikadilord@87cc232e-6748-0410-ac04-a3fa75566414&gt;
Date:   Mon Jan 16 03:22:28 2012 +0000

    AtS E2S12: completed epilogue scenario
    
    This makes After the Storm 100% complete in terms of scenario count.
    
    git-svn-id: https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/After_the_Storm@12917 87cc232e-6748-0410-ac04-a3fa75566414
</pre>

<p>I never thought this day would come.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/219-About-After-the-Storm-0.7.0....html" rel="alternate" title="About After the Storm 0.7.0..." />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-10T00:00:01Z</published>
        <updated>2012-01-10T01:42:35Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=219</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=219</wfw:commentRss>
    
            <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/219-guid.html</id>
        <title type="html">About After the Storm 0.7.0...</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Before anyone asks, yes, I have been working on <acronym title="After the Storm">AtS</acronym> 0.7.0 all this time since the last release (0.6.1). It will include the last five scenarios of Episode II, that is, <span style="color:green;">E2S8</span>, <span style="color:green;">E2S9</span>, <span style="color:green;">E2S10</span>, <span style="color:olive;">E2S11</span> and E2S12.</p>

<p>Determining what the colors stand for is left as a proposed exercise for the reader.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/218-Wesnoth-1.10-RC-1-released,-and-some-rationale-behind-the-accounts-purge.html" rel="alternate" title="Wesnoth 1.10 RC 1 released, and some rationale behind the accounts purge" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-09T20:23:12Z</published>
        <updated>2012-01-09T20:50:08Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=218</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=218</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/218-guid.html</id>
        <title type="html">Wesnoth 1.10 RC 1 released, and some rationale behind the accounts purge</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p><a href="http://forums.wesnoth.org/viewtopic.php?f=5&amp;t=35849">Wesnoth 1.10 RC 1 was released</a>. Go test it, kids. You really must help us.</p>

<p>Besides that, I said in my <a href="http://shadowm.rewound.net/blog/archives/217-Wesnoth-1.10-Release-Candidate-1,-oh-my!.html">previous post</a> that I’d be releasing a separate announcement for the Crazy MP People. <a href="http://forums.wesnoth.org/viewtopic.php?f=5&amp;t=35850">I wasn’t joking</a>.</p>

<p>It might seem weird to perform such a purge of old forum accounts, and it might even confuse some MP users. A few times I’ve had to provide support to players who, despite having gone through the process of registering a new account—<em>requiring them to visit the forums, no less</em>—they had not fully realized that the forum and MP servers share the same user accounts database!</p>

<p>The truth is, the purge has become—in part—a marketing ploy I devised in order to have people try the last 1.9.x version before 1.10 becomes the current stable. If this angers you because you have been avoiding the new series like the plague, then think again. Give 1.10 an opportunity, because 1.8 is going the way of the dodo. 1.10 is much better, has better features and terrains, and even if you dislike some of the changes (i.e. the feral trait), I’m sure you will eventually find it worth of your time once you grow past the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheyChangedItNowItSucks"><em>They Changed it, now it Sucks/Ruined FOREVER</em></a> stage.</p>

<p>Regardless of that, the plan of purging unused accounts came to me much earlier while dealing with a major flaw in the <tt>wesnothd</tt> (the MP server software) forum user handler code. It seemed worth it to try to keep the database tidy by removing old, <em>entirely unused</em> cruft from it, and unconfirmed, 0-post accounts that have never been on the MP server since the introduction of forum accounts integration count as overly unused cruft.</p>

<p>A purge like this isn’t a new thing either. The previous forum administrator performed a larger purge of unused accounts right when the aforementioned integration was introduced, but it was never announced or discussed anywhere.</p>

<p>Purge.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/217-Wesnoth-1.10-Release-Candidate-1,-oh-my!.html" rel="alternate" title="Wesnoth 1.10 Release Candidate 1, oh my!" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2012-01-08T19:01:00Z</published>
        <updated>2012-01-09T20:59:01Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=217</wfw:comment>
    
        <slash:comments>2</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=217</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/217-guid.html</id>
        <title type="html">Wesnoth 1.10 Release Candidate 1, oh my!</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Hi! I’m shadowmaster. You might remember me from such type of campaigns as <a href="/projects/wesnoth-umc.php#iftu"><cite>Invasion from the Unknown</cite></a>, <a href="/projects/wesnoth-umc.php#ats"><cite>After the Storm</cite></a> and <cite>Flesh and Steel</cite> (tentative name). As some of you may have heard, Wesnoth 1.10 <acronym title="Release Candidate">RC</acronym> 1 has been tagged in the mainline Subversion repository today, marking the start of the final stretch before the final (but by no means definitive) release of Wesnoth 1.10, the new stable series for this year.</p>

<p>If you are interested in the changelogs, they can be found at the following two locations:</p>
<ul>
  <li><a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.9.14/players_changelog">Players changelog</a> (shorter, always incomplete)</li>
  <li><a href="http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.9.14/changelog">Full changelog</a> (longer, harder to read, less incomplete)</li>
</ul>

<p>In general, after a development (odd <tt>Y</tt> number in <tt>X.Y.Z</tt>) release is tagged in SVN, 24 hours must pass before it is announced, in case the primary packagers (Pandora, Windows, Mac OS X and Debian) detect critical bugs that could require immediate fixing, and to give them time to catch up since not all of them have a lot of time in their hands or enough resources — at one point, a packager was constantly running out of hard disk space thanks to Wesnoth’s sheer volume.</p>

<p><strong>If you are tech-savvy enough</strong> to be able to determine which package is the one that corresponds to your platform—or you just prefer to compile from source—you can <strong>skip the wait for the announcement</strong> and head directly to the SF.net project files and locate your download. For example, <a href="http://sourceforge.net/projects/wesnoth/files/wesnoth/wesnoth-1.9.14/">these are the Wesnoth 1.10 RC 1 files</a>; at first there’s only the source code tarball, but more files will appear as the primary packagers finish their work. Of course, during the first few hours, not all SF.net mirrors will be able to provide the files. Again, Wesnoth is very large and takes a while to transfer over the net.</p>

<p class="italic">(Wesnoth 1.10 RC 1 internally calls itself 1.9.14. This is intentional.)</p>

<p>With the first <em>Release Candidate</em> for 1.10 tagged and later announced, all commits in SVN trunk from now on will be only fixes for bugs reported in the <a href="http://bugs.wesnoth.org/">bug tracker</a> following our <a href="http://wiki.wesnoth.org/ReportingBugs">instructions</a>, and translation updates, until 1.10.0 is ready. If too many major and complicated bugs come up, 1.10 RC 2 will be released before 1.10, but that seems unlikely right now since the release manager has a <a href="https://mail.gna.org/public/wesnoth-dev/2012-01/msg00008.html">plan</a>.</p>

<p>I have an announcement to make in the forums tomorrow that is strongly related to Wesnoth 1.10 and may upset the Crazy MP People a bit since I’ll be <strike>encouraging</strike> <strong>forcing</strong> them to test 1.10 RC 1 like the Crazy MP People they are. We shall see.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/216-2011-Wrap-up.html" rel="alternate" title="2011 Wrap-up" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2011-12-31T20:52:00Z</published>
        <updated>2011-12-31T20:58:33Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=216</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=216</wfw:commentRss>
    
            <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/16-Rei-2-IRC-Bot" label="Rei 2 IRC Bot" term="Rei 2 IRC Bot" />
            <category scheme="http://shadowm.rewound.net/blog/categories/12-Site-updates" label="Site updates" term="Site updates" />
            <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/15-Wesnoth-TC" label="Wesnoth-TC" term="Wesnoth-TC" />
    
        <id>http://shadowm.rewound.net/blog/archives/216-guid.html</id>
        <title type="html">2011 Wrap-up</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>At long last, 2011 is coming to an end. In a few hours, we’ll have to dump our old calendars to replace them with new ones bearing the number 2012 in a big font size. Then the people who believe 2012 will be the end of life on Earth will begin to panic as we approach December again. Those nutcases.</p>

<p>This was a relatively calm and monotone year in what pertains to my personal life, so I’m not going to delve into details in this opportunity. However, I made some <a href="http://shadowm.rewound.net/blog/archives/148-Resolutions!.html">resolutions</a> last New Year and it might be worth it to review them and check why I didn’t accomplish all of my goals.</p>

<ul>
  <li>Learning Japanese: I got severely sidetracked after a while. I may still try again in the future, just because.</li>
  <li>Losing weight: I may have gained <strike>some</strike> a lot of weight during the course of the year. Oops. I did, however, stop drinking coffee, because my stomach started to reject (read: try to vomit) it after a while for some reason.</li>
  <li><a href="/projects/wesnoth-tc.php">Wesnoth RCX</a>: Still halted. Frankly, there doesn’t seem to be enough interest amongst the Wesnoth community nowadays for this kind of tool, and for my own purposes <a href="/projects/wesnoth-tc.php">Wesnoth-TC</a> serves well as it is.</li>
  <li>Relearning C♯: Also sidetracked. It doesn’t seem worth it, in hindsight.</li>
  <li>Learning Lua: Accomplished according to certain definitions. I haven’t really learned more about the language than necessary, but I have indeed committed some Lua code to mainline Wesnoth, and several tasks of varying difficulty are accomplished with custom Lua-backed WML tags in <cite>After the Storm</cite> and <cite>Invasion from the Unknown</cite> as of this writing.</li>
  <li>Rei 2 IRC Bot: Stalled, due to lack of interest. There are also seem to be a few Irssi-specific problems with Perl 5.14, which is in the operating system I’m using at the moment, Debian wheezy.</li>
  <li>Website: <a href="http://shadowm.rewound.net/blog/archives/168-Dorset6-codename-Air.html">Accomplished</a>. In fact, in a few hours I’ll deploy a few minor changes to the code to optimize the blog template processing a bit.</li>
</ul>

<p>One particular resolution deserves separate analysis, though:</p>

  <blockquote>Then there’s Wesnoth. I intend to finish the Second Act™ of <cite>After the Storm</cite> Episode I as soon as I may, even through the means of placeholders — I’m willing to do <em>anything</em> to rescue AtS out of Development Hell before the end of 2011.</blockquote>

<p>I didn’t resort to unlawful methods to accomplish this goal as I originally feared, but it still happened! Granted, rather late.</p>

<p>During September and October I had a rather unexpected creativity and productivity spurt which culminated with the release of <a href="http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html">AtS version 0.5.0</a> with <cite>Episode I: Fear</cite> complete with 13 scenarios. More recently in December, we reached <a href="http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html">version 0.6.1</a> with 7 complete scenarios for <cite>Episode II: Fate</cite>. As of this writing, E2S8 and E2S9 are also complete in SVN trunk in Wesnoth-UMC-Dev, although it’s been suggested that the latter could use some spicing up. E2S10 is a work in progress since yesterday, and part of E2S12 was written already back in October, just not committed.</p>

<p>Thus, it could be said that after many difficulties, <cite>After the Storm</cite> broke out of Development Hell. Whether I’ll consider <cite>Episode III: Final</cite> (expected to be shorter, around 6 scenarios) part of the required line-up for version 1.0.0 is a matter I haven’t settled yet.</p>

<p>Once <cite>After the Storm</cite> is finished, I plan to take a rather long break from campaign development. That isn’t to say I’m out of ideas, since there is one character I want to explore in further detail in her own campaign. However, I may have my Wesnoth time taken up by mainline work after 1.10 is released depending on the situation then, since there’s a rather large technology gap in Wesnoth that needs to be solved.</p>

<p>Other than that, I haven’t really decided on any resolutions for 2012, so I’ll leave you with the one resolution of the moment:</p>

<pre>
...
screen #0:
  dimensions:    1280x800 pixels (338x211 millimeters)
  resolution:    96x96 dots per inch
...
</pre>

<p class="italic">(This information is utterly wrong. <tt>xdpyinfo</tt> reported the same screen dimensions on bluecore last year in spite of its screen being glaringly larger than reicore’s by a few milimeters.)</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/215-Sabayon-Linux-likes-to-play-dirty.html" rel="alternate" title="Sabayon Linux likes to play dirty" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2011-12-24T23:12:00Z</published>
        <updated>2011-12-24T23:19:18Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=215</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=215</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" />
    
        <id>http://shadowm.rewound.net/blog/archives/215-guid.html</id>
        <title type="html">Sabayon Linux likes to play dirty</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>My friend just mentioned on IRC a rather unusual banner displayed during the installation of Sabayon Linux, somehow involving Debian. I didn’t pay much attention to his claims at first, but then he uploaded a screenshot he’s kindly authorized me to repost:</p>

<div class="center scrollable"><a href="http://i144.photobucket.com/albums/r176/shadowm2006/screenshots/snapshot1.png" title="Click to enlarge"><img src="http://i144.photobucket.com/albums/r176/shadowm2006/screenshots/snapshot1small.png" alt="Screenshot" /></a></div>

<p>Isn’t it nice to know there are Linux distributions resorting to over-simplified, uneducated statements to promote themselves? And the banner design itself is ugly as well. I think this merits no further analysis.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html" rel="alternate" title="After the Storm 0.6.1" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2011-12-24T03:39:00Z</published>
        <updated>2011-12-24T03:49:43Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=214</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=214</wfw:commentRss>
    
            <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/214-guid.html</id>
        <title type="html">After the Storm 0.6.1</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>A little more than two weeks after the <a href="http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html">release</a> of version 0.6.0, <strong>After the Storm 0.6.1 is out!</strong> And just in time for Christmas Eve in Chile, too.</p>

<p>The last couple of weeks have been particularly productive, as I’ve continued to work on AtS Episode II with the help of my loyal assistants <strong>vultraz</strong> and <strong>Espreon</strong>, who have been a valuable help providing early feedback, play-testing, and proofreading. In order to keep people busy for a while, this release includes <strong>scenarios 4 through 7</strong>, and <strong>one</strong> cutscene-only scenario, adding up to <strong>five new scenarios</strong> in this version.</p>

<p>Version 0.6.1 was scheduled for this date immediately after 0.6.0’s release, but it was only intended to contain the finished scenario 4, which landed on SVN trunk on December 15th. Since I was left with plenty of time before the original deadline, I decided to continue working on as many scenarios as possible. E2S7 landed on the 22nd, 22:01 UTC. I would have continued working on E2S8 immediately, but since it requires one new unit baseframe, I decided to postpone it and aim for introducing all the final four scenarios in version 0.7.0 when it’s done (most likely by early to mid-January 2012).</p>

<p>For this version, I decided to increase the Wesnoth version requirement from 1.9.7 to <strong>1.9.10</strong>, which was already recommended in the campaign description. While there’s no WML code or maps enforcing the version requirement yet, I’ll simply <strong>ignore</strong> bug reports against AtS 0.6.1 on 1.9.9 and earlier versions since the engine behavior changed a lot between 1.9.8 and 1.9.10 in some areas — it’s simply impossible to keep supporting old development versions now that mainline is releasing 1.9.10 and later as betas for the upcoming stable 1.10. Besides, as a mainline developer I must also encourage people to test the game and report bugs before 1.10!</p>

<p>Should this inconvenience you, I may be able to provide support on a case-by-case basis given a good reason to do so. My general recommendation if your Internet service isn’t good enough to download the bi-weekly Wesnoth 1.10 betas is to just download the latest one and keep it around until 1.10 final is released. By the looks of things, odds are this won’t happen until January.</p>

<p>The changelog for this version of the campaign is unusually long, even though I deliberately omitted some specific additions in the art department — <strong>six</strong> new baseframes, all made by myself and awaiting revisions in the near future — and unit WML. Since those are tied to the new scenarios, I decided to not spoil it in the changelog.</p>

<pre>Version 0.6.1:
--------------
* Increased minimum Wesnoth version requirement from 1.9.7 to 1.9.10.

* Graphics:
  * New or updated unit graphics: Sylvan Warden (chained).

* Scenarios:
  * Various prose grammar fixes.
  * E1S3 - Civil War in the North:
    * Removed deprecated flower terrain.
  * E1S5 - Bay of Tirigaz:
    * Removed deprecated flower terrain.
  * E1S6.2 - Elves of a Different Land:
    * Fixed a dialog line wrapped in double parentheses.
  * E1S9.1 - The Triad (part 1):
    * Don't set Elynia's initial status to slowed.
    * Fixed animation glitches.
  * E1S9.3 - The Triad (part 3):
    * Fixed animation glitches.
  * E2S2 - The Heart Forest:
    * Increased turn limit.
    * Reduced initial gold amounts for enemy sides.
    * Set initial gold amount for the player.
  * E2S3.2 - Revelations:
    * Corrected unit facings.
  * E2S4 - Shifting Allegiances:
    * New scenario.
  * E2S5 - The Eastern Front:
    * New scenario.
  * E2S5 C - The Eastern Front cutscene:
    * New scenario.
  * E2S6 - The Voyage Home:
    * New scenario.
  * E2S7 - Proximus:
    * New scenario.

* Units:
  * Increased Dryad's HP from 43 to 46.
  * Increased Forest Spirit's HP from 37 to 40.
  * Simplified Sylvan Warden's animations WML, making her less of a resource
    hog.
  * Removed Kri'tan.
</pre>

<p>Have fun, and happy holidays!</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/213-WML-is-like-XML,-all-right....html" rel="alternate" title="WML is like XML, all right..." />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2011-12-13T22:39:00Z</published>
        <updated>2011-12-15T17:38:20Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=213</wfw:comment>
    
        <slash:comments>1</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=213</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/213-guid.html</id>
        <title type="html">WML is like XML, all right...</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>Since people keep saying WML is like XML, I decided to provide an example of what a standard WML snippet would look like if it had to be translated to XML.</p>

<p class="bold">WML:</p>
<pre>[event]
    name=last breath
    [filter]
        id=shadowm
    [/filter]
    [message]
        speaker=shadowm
        message= _ "NO!"
    [/message]
[/event]
</pre>

<p class="bold">XML:</p>
<pre>&lt;event name="last breath"&gt;
    &lt;filter id="shadowm" /&gt;
    &lt;message speaker="shadowm" message:gettext="NO!" /&gt;
&lt;/event&gt;
</pre>

<p>My knowledge of XML doesn’t go far enough, but I don’t think I’ve ever heard of translatable strings being an integral part of the syntax, hence the funky-looking XML attribute name for event.message.message above.</p>

<p>This example only covers the basic WML syntax (i.e. no preprocessor directives, +nodes or embedded Lua) on purpose.</p> 
            </div>
        </content>
        
    </entry>
    <entry>
        <link href="http://shadowm.rewound.net/blog/archives/212-Miscellaneous-Wesnoth-loading-tricks-on-Linux.html" rel="alternate" title="Miscellaneous Wesnoth loading tricks on Linux" />
        <author>
            <name>shadowmaster</name>
                    </author>
    
        <published>2011-12-11T01:03:00Z</published>
        <updated>2011-12-11T01:09:19Z</updated>
        <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=212</wfw:comment>
    
        <slash:comments>0</slash:comments>
        <wfw:commentRss>http://shadowm.rewound.net/blog/rss.php?version=atom1.0&amp;type=comments&amp;cid=212</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/212-guid.html</id>
        <title type="html">Miscellaneous Wesnoth loading tricks on Linux</title>
        <content type="xhtml" xml:base="http://shadowm.rewound.net/blog/">
            <div xmlns="http://www.w3.org/1999/xhtml">
                <p>People using development versions or SVN trunk might find it excessively cumbersome to install Wesnoth’s binaries and data files whenever a new version is released (or commit made, for trunk). Since long ago (probably 1.3.x) Wesnoth supports overriding the data directory by providing its path as the last command line argument and, since 1.9.0, it’s also possible to use to use the <code>--data-dir</code> switch to avoid ambiguity with other switches taking path arguments.</p>

<p>Since version 1.5.4 (more specifically, <a href="http://svn.gna.org/viewcvs/wesnoth?view=rev&amp;rev=28934">r28934</a>), Wesnoth will also try to locate a usable data directory by itself, by trying to locate <tt>data/_main.cfg</tt> in the parent dir of the executable file, which is resolved in Linux by making use of the <tt>/proc/self/exe</tt> symbolic link.</p>

<p>Until today, it had not occurred to me that this makes it possible to link to the Wesnoth binary from <strong>any</strong> directory, not just one containing the aforementioned WML file. The <tt>/proc/self/exe</tt> link points towards the final target if the process image is a symbolic link, so you can have a layout like this work as desired provided <tt>~/bin</tt> is in PATH:</p>

<pre>
shadowm@reicore:~$ ls -l bin/wesnoth*
lrwxrwxrwx 1 shadowm shadowm  33 Dec 10 21:09 bin/wesnoth -&gt; /home/shadowm/src/wesnoth/wesnoth
lrwxrwxrwx 1 shadowm shadowm  37 Dec 10 21:10 bin/wesnoth-1.8 -&gt; /home/shadowm/src/wesnoth-1.8/wesnoth
lrwxrwxrwx 1 shadowm shadowm  40 Dec 10 21:10 bin/wesnoth-1.9.12 -&gt; /home/shadowm/src/wesnoth-1.9.12/wesnoth
</pre>

<p>The Wesnoth 1.8 binary in this case is compiled with the scons <tt>prefsdir</tt> option set to <tt>.wesnoth-1.8</tt> so conflicts with the development versions can’t occur — those use the custom <tt>.wesnoth-1.9</tt> dir instead. Nowadays things seem to be a little more complicated in that regard, as seemingly the game will opt for an <a href="http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html">XDG layout</a> if there’s no compiled-in preferences dir path on non-Mac, non-Windows builds. According to the <a href="http://wiki.wesnoth.org/EditingWesnoth#Linux_2">EditingWesnoth</a> article on the wiki, 1.8 builds default to <tt>.wesnoth1.8</tt>. Why the default doesn’t include a hyphen is beyond me.</p>

<p>With things set up like this, I can start Wesnoth from any directory without having to provide my own command line arguments. Of course, you could say this is a rather archaic approach as it’s also possible to create desktop/panel shortcuts instead, depending on the desktop environment. Since I spend more time looking at a terminal emulator with my hands on the keyboard than staring at the wallpaper and desktop icons with the mouse in hand, my own approach turns out to be more efficient for my purposes.</p>

<p>Finally, there’s an even less known feature introduced in <a href="http://svn.gna.org/viewcvs/wesnoth?view=rev&amp;rev=31261">r31261</a> (before 1.5.7) that also makes it possible to omit the <code>--editor</code> or <code>-e</code> switch to start the map editor if the game executable file contains “editor” in its name. This was added as a replacement for the old <tt>wesnoth_editor</tt> binary that provided the map editor before it was replaced with the built-in version (“editor2”) as part of GSoC 2008.</p>
 
            </div>
        </content>
        
    </entry>

</feed>
