Right, -1 is a valid return value, allowing any resolution to be used, but then the application can't really know what resolution is valid and what's not and i don't see any other way in the sdl api.
In our case, and especially in fullscreen mode, it's a good idea to return the list of available screenmodes to avoid any weird (too small or too large) display, because, as far as i know, OS4 can't create dynamically new screenmodes.
And in window mode, it's still an issue as well, because it should only list resolutions inferior to the wb screen resolution, which the application can't retrieve using only SDL api.
So, as you see, hardcoding resolutions and praying that they are really available is certainly not the best idea.
djstormx wrote: as far as i know, OS4 can't create dynamically new screenmodes.
While this is true it's absolutely possible, for example, to open a screen with the dimensions 640x240, even if there's no 640x240 screenmode, the OS will pick a screenmode that suits "best", so you end with a screen, that isn't used all over (if it picks 640x480 or bigger) or you get an scrolling screen (if it picks for example 320x240). So it is more or less right to say, that you can open a screen in any dimension in AmigaOS (as long as you have enough memory).
Uhhh, just so nice, speed is incredible (could be OS4 final, of course)
Cool, just a question (not Wesnoth realted, but general), the "tearing" when scrolling the playfield can be cured with...?
1. Overlay support? 2. a better monitor (NOT, because i already have one) 3. a faster gfx board (NO WAY, Radeon9800, but it doesn?t have optimized drivers, though)
i CAN run and play the tutorial but if i start an new game (don't know which Scenario) and i am gonna attack with one of my knights an dragon than an GR appears
I don't know what version you're using but in my experience the 1.3.1 version is more stable than the latest 1.2.x "stable" releases despite it being a "development" release.
Might be a good idea to save older versions of the game when updating for this reason, as sometimes new versions introduce new bugs as well as fix old ones...
I have 3 Wesnoth versions installed here at the moment (1.2.2, 1.2.3 and 1.3.1).
If there are problems with campaign graphics not being found in add-on campaigns (invisible units etc.) then this can be fixed by editing the relevant .cfg file.
Usually there is a path somewhere like: path=path/to/somedir/
or:
{path/to/somedir/}
To make these work the '/' at the end needs to be removed.
F.e. to make the "Flight for Freedom" drake campaign (only for Wesnoth 1.3.1+) work there is one line in main.cfg (in the campaign directory) that needs to be edited.
Hopefully I'll be able to make a proper source code fix for this, but this will have to do for now at least until I have the time to fix it.
Yes, the 1.2.4 build is quite stable. I've been playing a few different campaigns in it (Eastern Invasion, A New Order, ...) and have gotten quite far in all of them with only a few crashes, and then mostly only after some hours of playing.
I'm currently building the latest 1.3.2 development version of Wesnoth (I may not have time to upload it this week though).
Had to explicitly disable python during configure for this version, hopefully this won't be necessary with the next SDK (IIRC it should contain libpython.so), so we will also be able to write and use custom AI like on other platforms.
Also today I received my RKRMs (Rom Kernel Reference Manual: Libraries and Devices). Ordered them last week on friday (41 ? including postage). Very nice to finally have them in book form.
May i point your attention to the ingame sound controls? If one goes to "Sound Settings" and "Advanced" and changes the buffer size or the Frequency (i think it was everything that had to do with sound settings) Wesnoth crashes...
Also I think I've now managed to fix the annoying paths issues mentioned in the readme BTW. Just need to to do some more testing before I upload updated exes to OS4Depot (and of course upload a diff to patches.wesnoth.org). [edit] Well some of them have been fixed (not all though). [edit] Fixed remaining path issues .
I'll also look into the sound problem you mentioned.