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wesmere's Introduction

License: GPL v2

Branch CI status
Master CI
1.18 CI

About

The Battle for Wesnoth is an Open Source, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, search for the key to immortality, or take part in any number of other adventures.

Community

The official Battle for Wesnoth Forums: https://forums.wesnoth.org/

Discord: https://discord.gg/battleforwesnoth

IRC: https://wiki.wesnoth.org/Support#IRC

Mastodon: https://fosstodon.org/@wesnoth

Steam forums: https://steamcommunity.com/app/599390/discussions/

Features

  • A variety of different campaigns, each with their own tactical challenges, emotionally charged story, and multiple difficulty levels.
  • A detailed world and storytelling with hundreds of sprites, animations, and characters.
  • Many different unit skills and traits across several factions.
  • A map editor with multiple tools, hundreds types of terrain, and the ability for you to save and share maps with others. Create your own scenarios/battles for near infinite replayability.
  • Highly moddable, allowing a wide array of community created map packs, eras, and entire campaigns.
  • Online and local multiplayer gameplay to play with friends, strangers, or against the AI.
  • Changeable settings for base gameplay, with nearly limitless options for different hotkey configurations.
  • Beautifully composed playlist that captures the era and grandiosity of this lore-filled high-fantasy world.

Installing

Wesnoth can be played on Windows, macOS, and Linux, and can be installed using:

Additionally, Wesnoth is available for iOS and Android.

To build the game from source, see INSTALL for instructions.

Contributing

Wesnoth is most in need of skilled C++ developers (C++14 and later), however there are things that nearly anyone can help with:

  • Simple tasks in C++.
  • The Lua and WML used for content scripting.
  • Python used by various external tools.
  • Even play testing and giving feedback on updated campaigns!

Additionally, Wesnoth lacks art for a variety of unit animations - anyone who would be interested in lending a hand in updating existing unit sprites or creating animations should take a look at the Art Contributions forum as well as contact our current art director.

See also: CONTRIBUTING

For any questions, the best place to start is to simply join Wesnoth's forums, Discord, or IRC and start asking!

Donations

Donations can be sent via Software in the Public Interest, Liberapay, as well as when downloading through itch.io. All money donated is used to pay for project expenses such as server rent and art commissions, and is very much appreciated.

License

All source code is licensed under the GNU GPL v2+. Most art and music is also licensed under the GNU GPL v2+, however new contributions are now licensed under the Creative Commons BY-SA v4.0. For more detailed information on Wesnoth's licensing, see the wiki:

https://wiki.wesnoth.org/Wesnoth:Copyrights

More Information

For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site:

https://www.wesnoth.org/ https://wiki.wesnoth.org/

A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:

https://wiki.wesnoth.org/WesnothManual

For information on creating your own maps, scenarios, and other content, see:

https://wiki.wesnoth.org/Create

Gallery

screenshot_main_menu scrreenshot_isars_cross screenshot_campaign_menu screenshot_map

wesmere's People

Contributors

benediktwerner avatar clockback avatar hrubymar10 avatar irydacea avatar pentarctagon avatar soliton- avatar vultraz avatar

Stargazers

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Watchers

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wesmere's Issues

Hitting Tab at Login Screen

Hello,
This may be minor, but hitting the tab key after entering one's account name should probably go to the password field, but instead that moves to the search button (the magnifying glass, not even the search field). At least it does for me (SuSE/Firefox 52.3... not sure what other info you would need.)

wmlunits: Sidebar menu popups need column layout

In many cases, the race menu popups may overflow the page revealing the empty yellow space below the site footer, due to them being too tall. To alleviate this, we may use CSS column layouts.

An early attempt at this using styling on the markup wmlunits produces as of wesnoth/wesnoth@b96dc224d0c7 shows that the idea should work, but it requires major markup changes because of Firefox not supporting the column-span property yet. Without it, short menus tend to look extremely weird if the column count is greater than what the menu should actually need:

spectacle d16683

It may be possible to instruct wmlunits to annotate popup menus with extra classes to decide how many columns we need, but there's still the problem of the popup label (itself part of the list) being dragged into the first column:

spectacle r16683

So, preferably, the menu should be reworked as a <div> containing a <div> for a label (like it was already the case for the Language menu, and the elements below in a column-layout list.

home: Deprecation warnings with Sass 3.5.1

Some styles for the home page rely on deprecated operator semantics for RGB color values. These are the warnings output by Sass 3.5.1 during build:

DEPRECATION WARNING on line 104 of sass/home/_download.scss:
The operation `#171a21 plus #202020` is deprecated and will be an error in future versions.
Consider using Sass's color functions instead.
http://sass-lang.com/documentation/Sass/Script/Functions.html#other_color_functions

DEPRECATION WARNING on line 105 of sass/home/_download.scss:
The operation `#171a21 plus #303030` is deprecated and will be an error in future versions.
Consider using Sass's color functions instead.
http://sass-lang.com/documentation/Sass/Script/Functions.html#other_color_functions

DEPRECATION WARNING on line 106 of sass/home/_download.scss:
The operation `#171a21 plus #404040` is deprecated and will be an error in future versions.
Consider using Sass's color functions instead.
http://sass-lang.com/documentation/Sass/Script/Functions.html#other_color_functions

DEPRECATION WARNING on line 107 of sass/home/_download.scss:
The operation `#171a21 plus #505050` is deprecated and will be an error in future versions.
Consider using Sass's color functions instead.
http://sass-lang.com/documentation/Sass/Script/Functions.html#other_color_functions

weldyn2: Redundant Font Awesome CSS and assets loaded with phpBB 3.2

phpBB 3.2 has a hard dependency on Font Awesome and provides its own shipped version including font files and CSS. However, Wesmere also pulls its own version of Font Awesome even when using the minimal forums stylesheet, resulting in extra code (most of it unused) and more assets to download, thus increased load times.

[Documentation / Screenshot and/or link] How does wesmere look like?

Would it be possible to either add a screenshot, and/or a link to show the wesmere theme in particular?

I assume the wesnoth homepage uses it, but while that may seem obvious, a newcomer may not instantly
know that, so it would be helpful if someone could sort of pinpoint where exactly the wesmere theme is
in used, how it looks, whether the pink screen is really intended (the last part is made up, I just wanted
to illustrate the point of newcomers not knowing this ... but also perhaps some oldbies too!).

Drop Google Analytics

To my knowledge, nobody has had access to GA or used the info therein in over a decade, not to mention that script and ad blockers are likely to make it mildly inaccurate. As it is, right now it just contributes to page load times and adds unnecessary 3rd party tracking.

(This change would impact the front page, the Wesmere MW template, and the Wesmere extension at https://github.com/shikadiqueen/weldyn2-extensions.)

wmlunits: Build timestamp should be part of the right panel

The build timestamp at the bottom of the page should be logically part of the right panel so there need not be any more clunky CSS workarounds to set its layout right, and also so the panel divider renders all the way to the bottom of the page right above the site footer.

This is partly a CSS change and also a markup change potentially requiring some minor refactoring in wmlunits.

Increase visibilty of "Contributions"

This is a suggestion for content, not site functionality, I apologize if this isn't the right venue.

If Wesnoth needs contributors as much as customers/players (and I think it still does) shouldn't a link be up near the "Download Now!" button? All the relevant info and links are included at the bottom of the page, but it would help to have one of the wiki/forum links advertised on almost-equal footing as the download button.

Toolbar button icons should hint at dropdown menus

For example the "Places" and "Advanced" buttons open a dropdown menu (as opposed to taking you to a new page like all/most other buttons), but the button icons give no indication of that. Icons of such buttons should have an ellipsis or a downwards arrow or something similar as a visual hint.

weldyn2: Does not remove margins around main area on small viewports

Currently Wesmere does not support the phpBB 3.2 prosilver behaviour of removing margins around the main area of the forum on small viewports to maximize available space for content, when coupled with the Wesmere compatibility extension from weldyn2-extensions.

This is an important issue that needs to be fixed before deployment of phpBB 3.2.

wmlunits: Redesign unit details view layout to account for portraits

Currently, any time the unit details view gets degraded to a single-column layout, the unit portraits end up buried somewhere between the damage resistances table and the terrain stats because of the markup order -- it is part of the right column, after all.

A potential solution would be to rearrange the details view into a 2x2 grid with the top left being the unit sprite and description, top right the portraits, and bottom the columns as they are now.

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