Follow-up Comment #4, bug #21873 (project wesnoth):
hm i sill don't know how to reproduce.
Is the obserer needed to reroduce?
From the log you posted i can see that the last attack caused an advancemnt is
that needed to reproduce? Also in the log i read something about an ai is that
needed to
URL:
http://gna.org/bugs/?22154
Summary: Some non-character keys unselects [text_input]
Project: Battle for Wesnoth
Submitted by: pentarctag0n
Submitted on: Sat 07 Jun 2014 01:46:12 PM UTC
Category: Bug
Follow-up Comment #1, bug #22154 (project wesnoth):
i have the same problem, and even worse, when i press Shift all characters
that are left of the cursor are removed.
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Follow-up Comment #5, bug #21873 (project wesnoth):
also playing a nomral 1va1 game where the other player droided his side didn't
reproduce this bug to me.
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Follow-up Comment #6, bug #21873 (project wesnoth):
Hmm actually I think messed up...
238bdbd is a revision from this branch:
https://github.com/wesnoth/wesnoth/pull/191
that has since got rebased :O
So I think I did not reproduce on a clean master?
I will write again, but it actually may be
Follow-up Comment #20, bug #21966 (project wesnoth):
@ any Wesnoth dev:
so what exactly happened? Are next lines correct?
- In turn 3 Blop's client allowed a too long move (for an unknown reason).
- The move has been sent via the network (and it was stored in the replay)
- The Quietude's
Update of bug #21971 (project wesnoth):
Severity: 2 - Minor = 3 - Normal
Item Group: None of the others = User Interface
Status:None = Confirmed
Update of bug #21936 (project wesnoth):
Item Group:Graphics = Campaign
Status:None = In Progress
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Update of bug #21861 (project wesnoth):
Status:None = Ready For Test
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Follow-up Comment #1:
I removed the new yamg for the 1.12 branch.
The remaining generator types seem to work again.
Update of bug #21858 (project wesnoth):
Status:None = Need Info
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Follow-up Comment #3:
Sorry, I don't understand which bugs you discovered and how to reproduce them
properly.
Please
Update of bug #21284 (project wesnoth):
Status:None = Ready For Test
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Follow-up Comment #1:
I can't reproduce this bug anymore (but discovered it myself some day) thus I
set it to ready
Follow-up Comment #7, bug #21873 (project wesnoth):
Okay, I did a similar test at this commit, and did not crash:
https://github.com/wesnoth/wesnoth/commit/cd2f8ccd0ca7582275bc732efab1c4330474d5ed
And it was similar in that the killing blow was dealt by a unit which leveled
up.
So I might
URL:
http://gna.org/bugs/?22156
Summary: Peaceful Valley/Descent into Darkness unwinnable
Project: Battle for Wesnoth
Submitted by: None
Submitted on: sam. 07 juin 2014 16:55:18 UTC
Category: Bug
Severity:
Update of bug #15355 (project wesnoth):
Assigned to: boucman = None
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Follow-up Comment #1:
Assigned away from boucman since he is no longer active.
Update of bug #21298 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #1:
fendrin wesnoth:1.12 729bea854e39 / data/core/terrain.cfg:
Fix for bug #21298: Minimap shows
Follow-up Comment #21, bug #21966 (project wesnoth):
Yes those lines look correct.
i dont know exactly how this was handled in in 1.10.x but in 1.11.13+ not
executing the complete move if it was stopped by any reason is exactly the
expected behaviour.
(The following is molst likely not true for
Update of bug #21971 (project wesnoth):
Status: Confirmed = Fixed
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Follow-up Comment #1:
fendrin wesnoth:1.12 18282b542fe4 / data/core/terrain.cfg:
Fix bug #21971: visual glitch of
Update of bug #22147 (project wesnoth):
Status:None = Ready For Test
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Nachricht
Follow-up Comment #3, bug #22147 (project wesnoth):
ok i tested in master, it looks fixed to me. i think should backport to 1.12.
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Update of bug #21873 (project wesnoth):
Status: Confirmed = Works For Me
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Follow-up Comment #8:
Ok now I tested on master at 8f428f9,
https://github.com/wesnoth/wesnoth/commit/8f428f9
Did not
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