
The FPS cap, originally implemented in 2007, is very poorly done. It doesn't take frame time variance into account, and is therefore almost guaranteed to cause missed frames all the time. It doesn't increase timer granularity on Windows, which causes SDL_Delay() to often take much longer than intended. And it's hardcoded for 50 FPS, which fits poorly with 60 Hz displays. This new implementation fixes all those issues. My experience is that the game feels much, much smoother with the new implementation, perfectly competitive with 1.12. In my opinion, performance is now at an acceptable level for a stable release.
About
The Battle for Wesnoth is a Free, 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, or take hand in any number of other adventures.
License
The game's source code and artwork, sound, and music assets are provided under the terms of the GNU General Public License version 2, or (at your option) any later version. Note that for artwork, sound, and music, we interpret "preferred form of the work for making modifications" as the modifiable form that the author chooses to ship us for the source tree. For convenience, a reference copy of the GNU GPL version 2 is provided in the COPYING file in this distribution.
Some portions of the source code can be used under different license terms, whenever stated as such in the source.
Installing
See INSTALL for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: