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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Latest topics on all forums</title><link href="http://www.widelands.org/forum/" rel="alternate"/><link href="http://www.widelands.org/forum/feeds/topics/" rel="self"/><id>http://www.widelands.org/forum/</id><updated>2025-09-16T15:20:21+02:00</updated><entry><title>Question about new artwork development @ Graphic Development
  3. </title><link href="http://www.widelands.org/forum/topic/6469/" rel="alternate"/><updated>2025-09-16T15:20:21+02:00</updated><id>http://www.widelands.org/forum/topic/6469/</id><summary type="html">
  4. Eugenia wrote:&lt;br&gt;
  5. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hello everyone, I'm new here. I'm a watercolorist (working traditionally, on paper) and I'd like to offer my services.
  6. I've talked to the maintainer of Widelands via email, and discussed that I will do some portraits (starting with the Frisians), and later on maybe some loading screens.&lt;/p&gt;
  7. &lt;p&gt;I'm not much of a gamer (although I played Widelands a bit), and I can't figure out the source code paths. I'll need a bit of help regarding the portraits for the Frisians. Basically, I need this info:&lt;/p&gt;
  8. &lt;p&gt;Name of the person to be painted, gender, and rank (e.g. king, woodcutter, soldier etc).&lt;/p&gt;
  9. &lt;p&gt;Then I can go ahead and paint them. Thx!&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  10. </summary></entry><entry><title>Amazon campaign playtesting @ Map Editor Forum
  11. </title><link href="http://www.widelands.org/forum/topic/6466/" rel="alternate"/><updated>2025-09-14T11:01:42+02:00</updated><id>http://www.widelands.org/forum/topic/6466/</id><summary type="html">
  12. DyingSettler wrote:&lt;br&gt;
  13. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hello everyone,&lt;/p&gt;
  14. &lt;p&gt;I'm a new player who has been experimenting with the map editor. I noticed there is no campaign for the amazon tribe yet, so I've decided to work on one. I have a working version of the first mission and I would like some feedback on it. If anyone has time to play-test it that would be great. &lt;/p&gt;
  15. &lt;p&gt;Here are some things I'd like to get feedback on:&lt;/p&gt;
  16. &lt;ul&gt;
  17. &lt;li&gt;Is the story clear enough to follow and is it clear for you as a player what you should be doing?&lt;/li&gt;
  18. &lt;li&gt;Did you feel you had enough time time to complete the mission successfully? How rushed did you feel?&lt;/li&gt;
  19. &lt;li&gt;What difficulty level would you give the mission?&lt;/li&gt;
  20. &lt;li&gt;What do you think of the icons/pictures used in the story messages?&lt;/li&gt;
  21. &lt;li&gt;This first mission (by design) shares a strong resemblance with Atlantean mission 2. Does this bother you?&lt;/li&gt;
  22. &lt;/ul&gt;
  23. &lt;p&gt;Here is some information about my campaign ideas:&lt;/p&gt;
  24. &lt;p&gt;This first  mission is meant as an introduction to the amazons and some of their unique mechanics (mostly rare trees and rope) and some of their economy (mostly the food hierarchy. Recruiting soldiers will be part of the second mission.
  25. There are males in the campaign story. I know the amazons are supposed to be a female only tribe. This is part of the story. The general idea is that the campaign tells the story of how they become a female only tribe, so it starts out with having men as well.&lt;/p&gt;
  26. &lt;p&gt;It's hard to make a proper story about the amazons, since they take ideas from 3 unrelated sources:&lt;/p&gt;
  27. &lt;p&gt;1) The amazons are female only, which fits the traditional Greek myth about the amazons. However, these female warriors were located in modern day Turkey, quite close to Greece and have nothing to do with the amazon river.&lt;/p&gt;
  28. &lt;p&gt;2) The backstory of the Widelands amazons talks about the amazon river, which would suggest an Inca type tribe, maybe Maya/Aztecs could work, but Inca culture would be the best fit.&lt;/p&gt;
  29. &lt;p&gt;3) The in-game tribe members look like Africans. This makes some sense in the modern world, after the transatlantic slave trade, but makes no sense in relation to any tribe around the amazon river or the mythical amazons that the tribe seems based on.&lt;/p&gt;
  30. &lt;p&gt;Since the tribes wares and buildings are clearly based on their Amazon river background, I've used that starting point and made the faces and cultural references mostly based on that region.&lt;/p&gt;
  31. &lt;p&gt;If there is anything else you'd like to know just ask me.&lt;/p&gt;
  32. &lt;p&gt;You can find and download the map here:
  33. &lt;a class="externalLink" href="https://limewire.com/d/k4WfB#aRGqoyJy3j" target="_blank" title="This link refers to outer space"&gt;download&lt;/a&gt;.&lt;/p&gt;
  34. &lt;p&gt;I don´t know if there is a better place to upload maps, I don´t want to use the ingame map editor yet because this is not the final version.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  35. </summary></entry><entry><title>add-ons link on webpage goes to deleted wiki page @ Homepage
  36. </title><link href="http://www.widelands.org/forum/topic/6460/" rel="alternate"/><updated>2025-09-08T16:56:18+02:00</updated><id>http://www.widelands.org/forum/topic/6460/</id><summary type="html">
  37. aDiscoverer wrote:&lt;br&gt;
  38. &lt;html&gt;&lt;body&gt;&lt;p&gt;The page addons is in the menu "the game" of the web page, but the page just shows that the article was deleted. It can not be created again.
  39. See about the deletion of the page on &lt;a href="https://www.widelands.org/wiki/history/Add-Ons/" nofollow="true"&gt;https://www.widelands.org/wiki/history/Add-Ons/&lt;/a&gt;&lt;/p&gt;
  40. &lt;p&gt;Having addons is a plus of the game and should be shown. (Also to those who just visit the page and do not yet have the game.)&lt;/p&gt;
  41. &lt;p&gt;Suggestion: Add a short text in the wiki page. It could explain that there are addons and how to find and install them in widelands. For creating them it would link to &lt;a href="https://www.widelands.org/documentation/add-ons/" nofollow="true"&gt;https://www.widelands.org/documentation/add-ons/&lt;/a&gt;&lt;/p&gt;
  42. &lt;p&gt;also reported as &lt;a href="https://github.com/widelands/widelands-website/issues/478" nofollow="true"&gt;https://github.com/widelands/widelands-website/issues/478&lt;/a&gt;, just realised the delete note tells to report here.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  43. </summary></entry><entry><title>Just some minor questions/issues @ Technical Help
  44. </title><link href="http://www.widelands.org/forum/topic/6455/" rel="alternate"/><updated>2025-09-01T04:32:54+02:00</updated><id>http://www.widelands.org/forum/topic/6455/</id><summary type="html">
  45. Rev1395 wrote:&lt;br&gt;
  46. &lt;html&gt;&lt;body&gt;&lt;p&gt;Finally decided to try out the game and really liking it; really has that Settlers 2 feel and all though I did experience a crash or two during the first two tutorials though I think that mostly happened due to me fast forwarding just as some pop ups were about to appear I think?&lt;/p&gt;
  47. &lt;p&gt;Other than that, it's been good so far though I've been wondering about the game's max FPS; I'm guessing it defaults to 60? Just curious about it and took a look at PCGaming Wiki and Widelands' page there has an image for adjusting the maximum FPS though that seems to be absent in the game proper itself. I also opened the game's config folder and the "maxfps=XX" option line seems to not be there as well?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  48. </summary></entry><entry><title>Map upload gives me Login error @ Map Editor Forum
  49. </title><link href="http://www.widelands.org/forum/topic/6453/" rel="alternate"/><updated>2025-08-31T08:13:00+02:00</updated><id>http://www.widelands.org/forum/topic/6453/</id><summary type="html">
  50. DarkSlaughter wrote:&lt;br&gt;
  51. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hi,
  52. i am pretty new here.&lt;/p&gt;
  53. &lt;p&gt;I love endless huge maps in which i can spend a life to conquer, after there is non similar map here i decided to make one my own.
  54. Its a fully handmade 512 x 512 for up to 16 players. And while the map never looks the same i balanced the map so everybody starts with some kind of the same situation.
  55. As it took me above 12 h, why not share my work for people like me who play this style. (because there is nothing like that map to download here)&lt;/p&gt;
  56. &lt;p&gt;In Map-editor there is the function upload map, and once i click it, i need to Login. I made an account, and as you see me here, it worked. ^^
  57. But after logging in from the map-editor it says:&lt;/p&gt;
  58. &lt;p&gt;"Login Error
  59. Expected end of stream, received:&lt;/p&gt;
  60. &lt;p&gt;[OK]"&lt;/p&gt;
  61. &lt;p&gt;so, what am i doing wrong? I have downloaded version 1.2.1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  62. </summary></entry><entry><title>Dropping goods + overview menu for resolving deadlocks @ Game Suggestions
  63. </title><link href="http://www.widelands.org/forum/topic/6450/" rel="alternate"/><updated>2025-08-29T09:01:57+02:00</updated><id>http://www.widelands.org/forum/topic/6450/</id><summary type="html">
  64. spykyvenator wrote:&lt;br&gt;
  65. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hey, &lt;/p&gt;
  66. &lt;p&gt;Ive played widelands for a little while now and in some games I've had a grid deadlock where the roads get so congested that no new goods can get in. Because so many resources are farmed in the deadlock region it is maintained. Stopping all production does not solve the issue.&lt;/p&gt;
  67. &lt;p&gt;Road management is of course a part of the game, placing warehouses in the right positions in order to accomodate for overproduction requires insight and also valuable space, especially in the beginning.
  68. This is why I would like to introduce some kind of congestion control in order to help the player who has gotten congested roads to de-deadlock his economy. &lt;/p&gt;
  69. &lt;p&gt;I think this could best be done with one or both of the following solutions:&lt;/p&gt;
  70. &lt;ul&gt;
  71. &lt;li&gt;Have a carrier drop the resources it is carrying after standing still for a certain amount of time&lt;/li&gt;
  72. &lt;li&gt;Have a flag drop one or all of its resources after being full for a certain amount of time&lt;/li&gt;
  73. &lt;/ul&gt;
  74. &lt;p&gt;These maybe could have adjustable timers in the settings menu or maybe be called manually by the player.
  75. I think this should be relatively easy to implement and distrub the current model minimally.&lt;/p&gt;
  76. &lt;p&gt;On top of that, adding an overview screen of all buildings with their status, and allowing the player to stop multiple buildings from producing at the same time could be a great time saver for resolving these deadlocks.
  77. This would also be great to check in on buildings that have stopped working because their resources are depleted.&lt;/p&gt;
  78. &lt;p&gt;Please, let me know what you think of this solution.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  79. </summary></entry><entry><title>Bugreport | Fehler beim Angriff @ [Deutsch] - Spielerforum
  80. </title><link href="http://www.widelands.org/forum/topic/6449/" rel="alternate"/><updated>2025-08-27T00:39:34+02:00</updated><id>http://www.widelands.org/forum/topic/6449/</id><summary type="html">
  81. TickeHD wrote:&lt;br&gt;
  82. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hallo,&lt;/p&gt;
  83. &lt;p&gt;ich habe ein von mir nicht erklärbares Verhalten des Spiels festgestellt, ich zeige es in folgendem Video: &lt;a href="https://youtu.be/TfPl7eBOFPs" nofollow="true"&gt;https://youtu.be/TfPl7eBOFPs&lt;/a&gt;
  84. ich füge noch Savegame, Replay und Karte bei, falls noch etwas benötigt wird, gebt gerne bescheid. Wollte einfach nur wissen, ob das Verhalten gewünscht ist, oder ein Bug.
  85. Hier die Dateien: &lt;a href="https://www.swisstransfer.com/d/ed1b593b-8e74-4186-8008-89de8718a238" nofollow="true"&gt;https://www.swisstransfer.com/d/ed1b593b-8e74-4186-8008-89de8718a238&lt;/a&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  86. </summary></entry><entry><title>Help needed: Building WL with SDL3 and the future of flatpak packaging @ Technical Help
  87. </title><link href="http://www.widelands.org/forum/topic/6448/" rel="alternate"/><updated>2025-08-23T00:43:18+02:00</updated><id>http://www.widelands.org/forum/topic/6448/</id><summary type="html">
  88. tothxa wrote:&lt;br&gt;
  89. &lt;html&gt;&lt;body&gt;&lt;p&gt;While updating the beta flatpak to have the new metainfo file to flathub(redhat)'s liking, I tried to switch to this year's runtime version, which is now RC1 on flathub-beta, but I had to revert it, because SDL2-image wasn't found by cmake. I looked up the contents of the new runtime, and it looks like they switched to SDL3. They provide SDL2-compat, but as far as I can tell, SDL doesn't have similar backward compatibility layers for the external SDL parts we use, ie. SDL-image, SDL-mixer and SDL-ttf, and the runtime only includes the SDL3 versions of these.&lt;/p&gt;
  90. &lt;p&gt;It &lt;a class="externalLink" href="https://codeberg.org/wl/widelands/issues/4985" target="_blank" title="This link refers to outer space"&gt;looks like&lt;/a&gt; some of you ( @kaputtnik &lt;img alt="face-wink.png" src="/static/img/smileys/face-wink.png"/&gt; ) already managed to build with SDL3 and SDL2-compat. Could you please tell me how you dealt with the other components? Or do your distros still have the SDL2 versions of the other libs?&lt;/p&gt;
  91. &lt;p&gt;I'd really like to switch the flatpak to the new runtime for WL1.3 (ie. start testing it ASAP), because the current one will likely go EOL before we release 1.4, and that would make flathub put big warnings up against us.&lt;/p&gt;
  92. &lt;p&gt;BTW and in general, how important you think keeping the flatpak is? flathub (controlled by redhat) is going in a direction I very much not like, so I'd much rather spend my time on actual improvements to Widelands than on chasing down flatpak deprecations. After all, we've had appimages too for quite a while now as an alternative distro-ndependent install method. Or, if somebody steps up to take over the flatpak maintenance, I'd be more than happy to pass it on.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  93. </summary></entry><entry><title>Peep models @ [English] - Player Forum
  94. </title><link href="http://www.widelands.org/forum/topic/6447/" rel="alternate"/><updated>2025-08-22T15:00:20+02:00</updated><id>http://www.widelands.org/forum/topic/6447/</id><summary type="html">
  95. AntiGizmo wrote:&lt;br&gt;
  96. &lt;html&gt;&lt;body&gt;&lt;p&gt;I find the 3D peep models somewhat jarring, is there anyway to use the pixel art ones?&lt;/p&gt;
  97. &lt;p&gt;Running windows version 1.2.1.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  98. </summary></entry><entry><title>Newbie struggling with message box syntax @ Coding &amp; Scripting
  99. </title><link href="http://www.widelands.org/forum/topic/6445/" rel="alternate"/><updated>2025-08-14T20:45:25+02:00</updated><id>http://www.widelands.org/forum/topic/6445/</id><summary type="html">
  100. SandJ wrote:&lt;br&gt;
  101. &lt;html&gt;&lt;body&gt;&lt;p&gt;I am trying to get the hang of scripting and want to use one of my favourite debugging techniques: &lt;b&gt;a pop-up box at start and end of each function so I can trace what is happening&lt;/b&gt;.  But I can't work out how to use send_to_inbox or message_box or campaign_message_box.  I either get an error about trying to index a string or index a number null values or an outright crash saying "FATAL ERROR: Received signal 11 (Segmentation fault)"&lt;/p&gt;
  102. &lt;p&gt;I have tried using:&lt;/p&gt;
  103. &lt;pre&gt;&lt;code&gt;include "scripting/ui.lua"
  104. include "scripting/messages.lua"
  105. &lt;/code&gt;&lt;/pre&gt;
  106. &lt;p&gt;and various forms of:&lt;/p&gt;
  107. &lt;pre&gt;&lt;code&gt;send_to_inbox(plr, _("xyz"), _("ABC"), {popup=false}),
  108. message_box(_("xyz"), _("ABC")),
  109. campaign_message_box(_("xyz"), _("ABC")),
  110. campaign_message_box({title = "xyz",
  111.    body = p(_("ABC")),    and    body = "ABC",
  112.    position = "top"}
  113. ),
  114. &lt;/code&gt;&lt;/pre&gt;
  115. &lt;p&gt;and also    wl.game.Player.message_box() and player:message_box() without success.&lt;/p&gt;
  116. &lt;p&gt;&lt;b&gt;Q1.  Is there a better way to trace program execution than pop-ups for the start and end of programs and functions?&lt;/b&gt;&lt;/p&gt;
  117. &lt;p&gt;&lt;b&gt;Q2.  Can someone point me at an example of working code for inclusion in an  init.lua  that provides that sort of functionality? &lt;/b&gt;&lt;/p&gt;
  118. &lt;p&gt;Yes, I have tried looking at the wiki and at existing scripts, but cannot work out what I am getting wrong, despite spending about four hours on just this one thing.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  119. </summary></entry><entry><title>terrain dithering, playing with edge.png @ Graphic Development
  120. </title><link href="http://www.widelands.org/forum/topic/6444/" rel="alternate"/><updated>2025-08-10T17:33:28+02:00</updated><id>http://www.widelands.org/forum/topic/6444/</id><summary type="html">
  121. kaputtnik wrote:&lt;br&gt;
  122. &lt;html&gt;&lt;body&gt;&lt;p&gt;The current implementation of terrain dithering has some flaws, e.g.  a terrain get a very pointed tip, and other things. I have adapted the image with is used for the dithering and tried to solve some things. The top image shows the current status, the image at the bottom the same with a modified "edge.png". Compare the images, here is what the numbers mean:&lt;/p&gt;
  123. &lt;p&gt;1: Overlapping terrains reduce the visible area of the "underlying" terrain&lt;br/&gt;
  124. 2  and 3: pointed tips&lt;br/&gt;
  125. 4: pointed tips the other way around&lt;/p&gt;
  126. &lt;p&gt;Is this better?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  127. </summary></entry><entry><title>Unable to download client @ Technical Help
  128. </title><link href="http://www.widelands.org/forum/topic/6443/" rel="alternate"/><updated>2025-08-08T12:50:16+02:00</updated><id>http://www.widelands.org/forum/topic/6443/</id><summary type="html">
  129. Kwatz wrote:&lt;br&gt;
  130. &lt;html&gt;&lt;body&gt;&lt;p&gt;I've tried a few times to DL the client but it fails some time into the download, usually between 25 to 60% done. Tried on two different PCs and even using mobile data on my phone. Anyone got any ideas?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  131. </summary></entry><entry><title>fatal error - unknown map object type @ Technical Help
  132. </title><link href="http://www.widelands.org/forum/topic/6441/" rel="alternate"/><updated>2025-08-01T21:31:19+02:00</updated><id>http://www.widelands.org/forum/topic/6441/</id><summary type="html">
  133. JonasG wrote:&lt;br&gt;
  134. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hi I just startet playing widelands and love it!
  135. Unfortuanetly, I couple of days ago I tried to load a saved game and the error message below came up. And now I can not start any game - new campain, single map, saved game whatever - always this errror message. I could not find this problem in the forum so I wrote a new post. I hope someone can help. I am using 1.2.1 Release on windows.&lt;/p&gt;
  136. &lt;pre&gt;&lt;code&gt;[00:01:44.110 real] ERROR:   FATAL EXCEPTION: game class: Unknown map object type 'wasteland_mountain1'
  137. [00:01:44.110 real] ERROR: ##############################
  138. [00:01:44.110 real] ERROR:   Please report this problem to help us improve Widelands.
  139. [00:01:44.110 real] ERROR:   You will find related messages in the standard output (stdout.txt on Windows).
  140. [00:01:44.110 real] ERROR:   You are using version 1.2.1 Release.
  141. [00:01:44.110 real] ERROR:   Please add this information to your report.
  142. [00:01:44.110 real] ERROR:   If desired, Widelands attempts to create an emergency savegame.
  143. [00:01:44.110 real] ERROR:   It is often – though not always – possible to load it and continue playing.
  144. [00:01:44.110 real] ERROR: ##############################
  145. &lt;/code&gt;&lt;/pre&gt;&lt;/body&gt;&lt;/html&gt;
  146. </summary></entry><entry><title>Why no hunter's hut? @ Technical Help
  147. </title><link href="http://www.widelands.org/forum/topic/6440/" rel="alternate"/><updated>2025-07-26T07:40:56+02:00</updated><id>http://www.widelands.org/forum/topic/6440/</id><summary type="html">
  148. Kosenator wrote:&lt;br&gt;
  149. &lt;html&gt;&lt;body&gt;&lt;p&gt;Hi there! I recently started Widelanding, and I like it very much. However, when playing a single player map, I've noticed there is no hunter's hut. Everything else is there (including the gamekeeper's hut, I presume it is to regenerate wildlife for the hunter, like the ranger regenerates trees for the lumberjack). What am I missing?&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  150. </summary></entry><entry><title>abandonned mines @ Game Suggestions
  151. </title><link href="http://www.widelands.org/forum/topic/6439/" rel="alternate"/><updated>2025-07-25T19:48:43+02:00</updated><id>http://www.widelands.org/forum/topic/6439/</id><summary type="html">
  152. Crisis wrote:&lt;br&gt;
  153. &lt;html&gt;&lt;body&gt;&lt;p&gt;i  would like to be able to set a mine on hold and then abandon the mine meaning the miners are set free to go to another mine while the mine stays empty.
  154. therefore i was thinking of a picture at first. are there images of half colapsed mines available?&lt;/p&gt;
  155. &lt;p&gt;and if a mine is set on "hold" can it be set in such a way that there are no jobs aka aplication open?
  156. else automaticly a NEW miner will be deployed to that mine&lt;/p&gt;
  157. &lt;p&gt;further, on extra large maps its difficult to remember what mountain side is empty already.
  158. making the mine "abandonned" will give every thing free, but the building remains until needed again... if so,&lt;/p&gt;
  159. &lt;p&gt;maybe even a geolist can double check for minerals and then give order to REBUILD the old mine to a new but different one,
  160. there it get much more complex the just "no jobs open"&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;
  161. </summary></entry></feed>
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