Update of bug #20322 (project wesnoth):
Open/Closed:Open = Closed
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Update of bug #20322 (project wesnoth):
Status: Ready For Test = Fixed
Assigned to:None = gfgtdf
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Follow-up Comment #7:
assuming to be
Update of bug #20322 (project wesnoth):
Status:None = Ready For Test
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Follow-up Comment #6:
probably fixed in pr 121/141 (1.13-dev):
calling rng form unsynced context ike AI calcuation,
Update of bug #20322 (project wesnoth):
Assigned to: jamit = None
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Update of bug #20322 (project wesnoth):
Status: Ready For Test = None
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Follow-up Comment #4, bug #20322 (project wesnoth):
Apparently this report represents more than one bug.
The included sample code does indeed no longer cause problems.
However, the case where I originally found the problem still has OOS occur.
I originally found the problem in Lua AI code.
Follow-up Comment #5, bug #20322 (project wesnoth):
Or maybe not. The AI appears to run at odd times.
I just ran into something that demonstrates that side turn events run after
the AI starts actions.
That is, the AI ran, found its recruitment list and picked a unit.
Then a side turn event
Update of bug #20322 (project wesnoth):
Status:None = Ready For Test
Assigned to:None = jamit
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Follow-up Comment #3:
In my tests, it was
Follow-up Comment #1, bug #20322 (project wesnoth):
This does have the workaround of ensuring that any private units created
contain no random content (name, gender, traits, etc.)
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URL:
http://gna.org/bugs/?20322
Summary: Private units created with Lua cause OOS in replays
Project: Battle for Wesnoth
Submitted by: alarantalara
Submitted on: Thu 22 Nov 2012 09:20:46 PM EST
Category: Bug
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