[Wesnoth-bugs] [bug #23739] [event] in [side] doesn't work

2015-12-17 Thread Daniel
Update of bug #23739 (project wesnoth): Status:None => Ready For Test ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #23917] const [event]s

2015-12-15 Thread Daniel
Follow-up Comment #2, bug #23917 (project wesnoth): There are already events that cannot/shouldn't be manually deleted: the [event]s that are generated by wml menu item, becasue those events wil be readded when the savefile is reloaded. Specially those events arent stored in the to_config call

[Wesnoth-bugs] [bug #23505] cannot step on hexes where movecots > max_movement

2015-12-10 Thread Daniel
Update of bug #23505 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: This was fixes in 1.13. (the pr was merged)

[Wesnoth-bugs] [bug #23505] cannot step on hexes where movecots > max_movement

2015-12-10 Thread Daniel
Update of bug #23505 (project wesnoth): Status: Fixed => None ___ Follow-up Comment #2: Wrong bug ___ Reply to this item at:

[Wesnoth-bugs] [bug #23215] Title Screen: add hotkey [Ctrl]+[o]

2015-12-10 Thread Daniel
Update of bug #23215 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #4: This was fixed on 1.13. (the pr was merged)

[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2016-01-02 Thread Daniel
Follow-up Comment #10, bug #24042 (project wesnoth): We are currently planning to move the netwokring code from SDL to boost::asio, so i tink we shouldnt change that part of thew code now. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24288] WML formulas evaluated too soon

2016-01-06 Thread Daniel
Update of bug #24288 (project wesnoth): Assigned to:None => celticminstrel ___ Follow-up Comment #1: This is likeley to be related to celticministrels implementation of [message] in 1.13.

[Wesnoth-bugs] [bug #23000] MP Campaign set-up screen

2016-01-06 Thread Daniel
Follow-up Comment #8, bug #23000 (project wesnoth): > I've noticed that this key is used in the 2nd scenario of Legend of Wesmere (Hostile Mountains), line 127: team_name=player,trolls > 've found that the alliances work as expected when the scenario is loaded in a local MP game when it is set

[Wesnoth-bugs] [bug #23879] a database of alll wesnoth units

2016-01-06 Thread Daniel
Follow-up Comment #2, bug #23879 (project wesnoth): Afaik you cannot really search for things like "a level 0 drake unit" on that page without checking all the addons by hand. Im quite sure that 'search' in this fr meant someting more comfortable, where you could just set level=0, race=drakes,

[Wesnoth-bugs] [bug #23000] MP Campaign set-up screen

2016-01-07 Thread Daniel
Follow-up Comment #10, bug #23000 (project wesnoth): But afaik scenario 2 (which uses that key alot) is 'loaded as part of a campaign' and it also works quite well in 1.13 and also in 1.12 ___ Reply to this item at:

[Wesnoth-bugs] [bug #24209] Screen becomes black upon minimise and restore

2015-12-31 Thread Daniel
Follow-up Comment #2, bug #24209 (project wesnoth): Note that this is likeley to be fixed in SDL 2.0.4 stable release. you can download a SDL2.dll here: https://buildbot.libsdl.org/sdl-builds/sdl-visualstudio/sdl-visualstudio-2612.zip that doesn't have this problem, although its not clear whether

[Wesnoth-bugs] [bug #24223] OOS Caused by luaL_checkinteger

2015-12-28 Thread Daniel
Update of bug #24223 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: Fixes were committed to master to adress this issue, I tested it with my msvc build and the

[Wesnoth-bugs] [bug #24223] OOS Caused by luaL_checkinteger

2015-12-22 Thread Daniel
URL: Summary: OOS Caused by luaL_checkinteger Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 22 Dez 2015 13:58:52 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24040] Race+Leader selectable after join a game, countdown after start to freeze, avoid leavers after start to cause break the

2015-11-23 Thread Daniel
Follow-up Comment #1, bug #24040 (project wesnoth): I think it would be useful to be able to change leaders/factions not only when joining teh game. I dont see how a counddown timer would fix #20394. Also i don't know why you posed this proposal about #20394 here and not in the tread of #20394.

[Wesnoth-bugs] [bug #24100] to_variable on a non-existent variable crashes wesnoth

2015-11-23 Thread Daniel
Update of bug #24100 (project wesnoth): Status: In Progress => Ready For Test ___ Follow-up Comment #7: new commit pushed:

[Wesnoth-bugs] [bug #24100] to_variable on a non-existent variable crashes wesnoth

2015-11-20 Thread Daniel
Follow-up Comment #3, bug #24100 (project wesnoth): Ok i was able to reproduce it by replacing the 6 with a 0. I am still not sure what teh expected behaviour is, shoudl it give an error or just do nothing? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24100] to_variable on a non-existent variable crashes wesnoth

2015-11-23 Thread Daniel
Follow-up Comment #6, bug #24100 (project wesnoth): Wait, my commit seems not to fix it, i will revert it > since there's an existing error printed when WML tries to access an element that doesn't exist. Are your sure this is the case on 1.13.1+dev ? I couldn't such a errormessage in the code.

[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-01-12 Thread Daniel
Follow-up Comment #1, bug #24304 (project wesnoth): hmm it didnt reproduce for me. Maybe you can attacha test scenario to reproduce this bug? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24261] Area under Objectives not redrawn on resize

2016-01-12 Thread Daniel
Follow-up Comment #5, bug #24261 (project wesnoth): I think that https://github.com/wesnoth/wesnoth/commit/3b3320b5b6d3e9715c86792f3e09fd5dc9e639ff made it worse becasue it now doesn't work in the case that no resize is involved (which is the more likeley case). If we cannot fix this before the

[Wesnoth-bugs] [bug #24261] Area under Objectives not redrawn on resize

2016-01-12 Thread Daniel
Follow-up Comment #6, bug #24261 (project wesnoth): I actually think it might be the easiest to just disable resizing while these types of dialogs are showing (if sdl2 offers a way to do that). ___ Reply to this item at:

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-05 Thread Daniel
Follow-up Comment #5, bug #24722 (project wesnoth): yes ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24718] passing string to to_variable causes Wesnoth to crash

2016-06-05 Thread Daniel
Update of bug #24718 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24383] Statistics are lost when reloading a Multiplayer Game In Mulitplayer

2016-06-08 Thread Daniel
Update of bug #24383 (project wesnoth): Severity: 3 - Normal => 4 - Important ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24727] Connecting to add-on server causes Wesnoth to crash

2016-06-06 Thread Daniel
Update of bug #24727 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/246f7f2995a7146733e59d76b3426252b4823bd6

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-03 Thread Daniel
Follow-up Comment #3, bug #24722 (project wesnoth): Hmm i actually think we shoudl remove the id= attribute from all units in that scenario, since its afaik still possible to have 2 units with the same id, even if they are on different sides. This usually shouldn't b cause problems, but it's

[Wesnoth-bugs] [bug #20779] Irrational segmentation fault when returning from fire_event

2016-05-28 Thread Daniel
Update of bug #20779 (project wesnoth): Status: Need Info => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #4: wasn't able to

[Wesnoth-bugs] [bug #18591] Multiplayer Game Crashes when loading or starting a second game

2016-05-26 Thread Daniel
Update of bug #18591 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #3: I cannot repdpuce

[Wesnoth-bugs] [bug #24712] Units with select events cannot be selected

2016-05-27 Thread Daniel
Follow-up Comment #1, bug #24712 (project wesnoth): I couldn't rprocuce this by this by injecting a dummy select event in AoI scenario 1. my testing code: wesnoth.wml_actions.event { name = "select", first_time_only= false, { "lua", { code = "wesnoth.message 'a'"}}}

[Wesnoth-bugs] [bug #24710] chat during dialog

2016-05-26 Thread Daniel
URL: Summary: chat during dialog Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 26 Mai 2016 17:50:29 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread Daniel
Follow-up Comment #3, bug #24699 (project wesnoth): > The point is the typical player should not be able to access such things without having to enter debug mode. Why? > Commands like gold, fog, & shroud already require debug mode & can be used to cheat, and since you can do equivalents in

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-06-02 Thread Daniel
Follow-up Comment #2, bug #24700 (project wesnoth): > I guess there must have been reasons, though ever since I've started playing mp vs computer with a timer (maybe two years ago?), I've found the reset annoying. Im surpised to hear this, do you think it'd also make sense to allow timers in

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-02 Thread Daniel
Follow-up Comment #1, bug #24722 (project wesnoth): We should just remove all id= attributes form those units in that scenario. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-06-02 Thread Daniel
Update of bug #24719 (project wesnoth): Status:None => Duplicate ___ Follow-up Comment #5: The engine bug ('Mandatory WML child missing...') is a dublicate of

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread Daniel
Follow-up Comment #1, bug #24699 (project wesnoth): Hmm i don't see aadvnatages in hiding it behind a debug, specailly sicne it can only be used by players who know the wesnoth lua api anyways, who sure knows how to enable debug. On the other side i think that :debug is really annoying,

[Wesnoth-bugs] [bug #24702] Map briefly flashed before story screen appears in campaigns

2016-05-26 Thread Daniel
Follow-up Comment #1, bug #24702 (project wesnoth): Yes this is a known issue, but thy for filing this bugreport anyways. This can also be seen in LoW where for some reason the map not just briefly shows but stays there until you click the next or skip button.

[Wesnoth-bugs] [bug #24679] Ai errors in LoW scenario 3

2016-06-01 Thread Daniel
Follow-up Comment #2, bug #24679 (project wesnoth): No i don't but i ghappened every time i played that scenario, i playe din mp mode but afaik the ai code it the same on mp and sp ___ Reply to this item at:

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-06-01 Thread Daniel
Follow-up Comment #2, bug #24719 (project wesnoth): > 20160531 20:05:18 error engine: Cannot do [set_variables] with invalid to_variable variable: advanced.modifications.object[0].specials.damage[] with > mode = replace > name = $variable_name > to_variable = $variable_to_variable This means the

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-22 Thread Daniel
Follow-up Comment #7, bug #21648 (project wesnoth): Well, shadown gave a link to his patch in comment 3, it changes sets anitalasing to CAIRO_ANTIALIAS_GRAY ___ Reply to this item at:

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-22 Thread Daniel
Follow-up Comment #8, bug #21648 (project wesnoth): > To me, images 2, 3, and 4 look the same (in terms of fonts) Hmm yes its eaiser to see when you see those images like a gif. > while image 1 looks like it's using CAIRO_ANTIALIAS_DEFAULT Liek i said, only image 4 uses CAIRO_ANTIALIAS_GRAY.

[Wesnoth-bugs] [bug #24727] Connecting to add-on server causes Wesnoth to crash

2016-06-17 Thread Daniel
Update of bug #24727 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24501] Scrolling terrain palette with mousewheel scrolls map too

2016-06-17 Thread Daniel
Follow-up Comment #2, bug #24501 (project wesnoth): Still present in 1.13.4+dev, still very annyoing. ___ Reply to this item at: ___ Nachricht gesendet

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-17 Thread Daniel
Update of bug #24761 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-21 Thread Daniel
Follow-up Comment #5, bug #21648 (project wesnoth): I just dis some testing on latest master: https://s31.postimg.org/p2maispjt/wesnottext.png picture 4 is current master. picture 1 is without shadowms patch. picture 2 is without shadowms patch decode_pixel() on windows. picture 3 is without

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-16 Thread Daniel
URL: Summary: scrolling in the editor palette scrolls the map too Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 16 Jun 2016 17:26:47 UTC Category: Bug

[Wesnoth-bugs] [bug #24762] editor actions are out of sync after resizing

2016-06-16 Thread Daniel
URL: Summary: editor actions are out of sync after resizing Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 16 Jun 2016 17:30:32 UTC Category: Bug Severity: 5

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-16 Thread Daniel
Update of bug #24761 (project wesnoth): Item Group: Editor => User Interface ___ Follow-up Comment #1: After invstigating this problem i now think the real issue is a more general problem regaring

[Wesnoth-bugs] [bug #24788] make mousewheel actions customizable

2016-06-23 Thread Daniel
URL: Summary: make mousewheel actions customizable Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 23 Jun 2016 17:18:26 UTC Category: Feature Request

[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-06-18 Thread Daniel
Update of bug #24709 (project wesnoth): Severity: 3 - Normal => 5 - Blocker ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24712] Units with select events cannot be selected

2016-06-18 Thread Daniel
Follow-up Comment #3, bug #24712 (project wesnoth): This is mostlikely caused by the changes in [message] then ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24789] travis c++14 build failing

2016-06-23 Thread Daniel
Follow-up Comment #1, bug #24789 (project wesnoth): i alredy tried to fix the outdated ububtu version by using docker, but i was stopped by an outated docker version used which didn't suport all flags mentioned on the docker wiki, specially '--build-arg'.

[Wesnoth-bugs] [bug #24789] travis c++14 build failing

2016-06-23 Thread Daniel
URL: Summary: travis c++14 build failing Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 24 Jun 2016 00:38:34 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #6553] Load any turn from any savefile

2016-01-10 Thread Daniel
Update of bug #6553 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #2: a 'continue

[Wesnoth-bugs] [bug #11024] Old maps in multiplayer

2016-01-10 Thread Daniel
Update of bug #11024 (project wesnoth): Status:None => Wont Fix Assigned to:mordante => None Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #13256] Assertion failure in src/actions.cpp, happened when moved (12, 8)-> (10, 10)

2016-01-10 Thread Daniel
Update of bug #13256 (project wesnoth): Status: Postponed => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #11: marking as fixes

[Wesnoth-bugs] [bug #13154] Starting gold too high in ANL

2016-01-10 Thread Daniel
Follow-up Comment #1, bug #13154 (project wesnoth): > it was 'teetering on impossibility'. This is how a survival should be. I doubt everyone would agrees with this. I think the best solution would be to have different difficulcy levels for that scenario similar to campaigns.

[Wesnoth-bugs] [bug #11503] A way to isolate big MP content into its own preprocessor domain

2016-01-10 Thread Daniel
Update of bug #11503 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #3: marking as fixed sicne the updated version of this pr was merged

[Wesnoth-bugs] [bug #4450] Add [object] to units on the recall list.

2016-01-11 Thread Daniel
Update of bug #4450 (project wesnoth): Summary: Issues with [object], events, recall list and default filter => Add [object] to units on the recall list. ___ Reply to this item at:

[Wesnoth-bugs] [bug #10904] random map selector

2016-01-11 Thread Daniel
Follow-up Comment #1, bug #10904 (project wesnoth): There are already addons that do exactly that (rushed by yetis, Sandbox, ..). So i'm not sure whether this is still needed. ___ Reply to this item at:

[Wesnoth-bugs] [bug #4231] Features in Multiplayer

2016-01-11 Thread Daniel
Update of bug #4231 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #3: 3,4 are

[Wesnoth-bugs] [bug #11011] Enable 'find_in' for [variable]

2016-01-11 Thread Daniel
Update of bug #11011 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #5: It is now possibel for wml authors to implement this in lua using the wesnoth.wml_conditionals

[Wesnoth-bugs] [bug #24139] Display Singleton isn't a singleton

2016-01-11 Thread Daniel
Follow-up Comment #2, bug #24139 (project wesnoth): Y see my seconds comment here: https://github.com/wesnoth/wesnoth/pull/580 ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-01-13 Thread Daniel
Update of bug #24304 (project wesnoth): Status:Works For Me => None ___ Follow-up Comment #3: I could now also reproduce it. Note that this doesnt happen with [item]s that are added via

[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-01-13 Thread Daniel
Update of bug #24304 (project wesnoth): Status:None => Works For Me ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24311] Tutorial Part 2 has extra random recruits available

2016-01-16 Thread Daniel
Update of bug #24311 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/15afa4f6ba024bc4872455d603ed2f31e54e2c47

[Wesnoth-bugs] [bug #24381] Unit Help resistance % color coding is gone

2016-02-06 Thread Daniel
Follow-up Comment #1, bug #24381 (project wesnoth): the cause for this bug is that the help string_to_color method here: https://github.com/wesnoth/wesnoth/blob/ba51524f6eb89a4b3876ab5a7c1fecd60f330ef7/src/help/help_impl.cpp#L1207 is quiet limited. it should be changed to also accept pango

[Wesnoth-bugs] [bug #24397] Assertion Failure when attacking a berserker unit with DSU active

2016-02-10 Thread Daniel
Follow-up Comment #1, bug #24397 (project wesnoth): I don't think this is specific to berserker attacks. Hmm this assert was added in 1.13 to prevent OOS errors related to sighted events, if this assertion fails in 1.13 it mostlikeley means that that in 1.12 OOS can happen if a attack triggers

[Wesnoth-bugs] [bug #24390] [put_to_recall_list] broken

2016-02-06 Thread Daniel
URL: Summary: [put_to_recall_list] broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 06 Feb 2016 19:52:46 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23780] MP - Custom AI crashes Wesnoth

2016-02-08 Thread Daniel
Update of bug #23780 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/694d43fbec5be38c4f9381614a82834e040c0554

[Wesnoth-bugs] [bug #24361] killing Leader with [harm_unit] will not end the game

2016-02-01 Thread Daniel
Update of bug #24361 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #23075] warning unit: Unknown attribute 'animate' discarded

2016-02-03 Thread Daniel
Update of bug #23075 (project wesnoth): Status:None => Invalid ___ Follow-up Comment #5: While unstore_unit does indeed support such a feature, this error message usually means that

[Wesnoth-bugs] [bug #23752] gui2 listboxes header not working correctly

2016-02-03 Thread Daniel
Update of bug #23752 (project wesnoth): Item Group: None of the others => User Interface ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2016-02-03 Thread Daniel
Follow-up Comment #9, bug #21649 (project wesnoth): > Thanks. I was looking through the code from pango_layout_line_get_extents() onwards, but I can't seem to work out how the problem exposes itself - not that I was ever good at reading plain C. The function 'pango_win32_font_map_load_font'

[Wesnoth-bugs] [bug #24149] undroiding doesnt work

2016-02-03 Thread Daniel
Update of bug #24149 (project wesnoth): Item Group: None of the others => Multiplayer ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24139] Display Singleton isn't a singleton

2016-02-03 Thread Daniel
Update of bug #24139 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #3: This was fixed, so that there is now always at most one display object. Still there is not

[Wesnoth-bugs] [bug #22817] Inactive "Back to" button is present in online MP

2016-02-03 Thread Daniel
Update of bug #22817 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24365] image cache shared beteen different campaigns.

2016-01-30 Thread Daniel
URL: Summary: image cache shared beteen different campaigns. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 31 Jan 2016 02:39:17 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #24366] Water maps slow on 1.13.2+dev

2016-01-30 Thread Daniel
URL: Summary: Water maps slow on 1.13.2+dev Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 31 Jan 2016 03:11:27 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #24367] Add an option to disable terrain animations.

2016-01-30 Thread Daniel
URL: Summary: Add an option to disable terrain animations. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 31 Jan 2016 03:13:24 UTC Category: Feature Request

[Wesnoth-bugs] [bug #24367] Add an option to disable terrain animations.

2016-01-30 Thread Daniel
Follow-up Comment #2, bug #24367 (project wesnoth): thx, works. Don't know why i didn't see this earlier when i looked at that page. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24366] Water maps slow on 1.13.2+dev

2016-01-30 Thread Daniel
Update of bug #24366 (project wesnoth): Severity: 4 - Important => 3 - Normal ___ Follow-up Comment #1: Decreasing priority after noticing that there is an oütion to disable terrain animations.

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2016-02-02 Thread Daniel
Follow-up Comment #7, bug #21649 (project wesnoth): Here is a stacktrace: pangowin32-1-vs10.dll!pango_win32_font_map_load_font(_PangoFontMap * fontmap, _PangoContext * context, const _PangoFontDescription * description) Zeile 882 C pango-1-vs10.dll!pango_font_map_load_font(_PangoFontMap *

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2016-02-02 Thread Daniel
Update of bug #21649 (project wesnoth): Status:None => Upstream Problem ___ Follow-up Comment #5: I investigated this issue, and this is related to the fontloading code: the function (inside

[Wesnoth-bugs] [bug #22485] mp configure limits income, startgold

2016-02-03 Thread Daniel
Update of bug #22485 (project wesnoth): Item Group: None of the others => Multiplayer ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24361] killing Leader with [harm_unit] will not end the game

2016-01-31 Thread Daniel
Update of bug #24361 (project wesnoth): Status:None => Invalid ___ Follow-up Comment #1: It is intentional that the game doesn't end in the case described below. The game only ends if

[Wesnoth-bugs] [bug #16214] implement a way to mark add-ons as being required (like require_era)

2016-01-31 Thread Daniel
Update of bug #16214 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: iirc this was implateed by iceiceice on wesnoth 1.13.0

[Wesnoth-bugs] [bug #24439] Can't load multiplayer replays

2016-02-22 Thread Daniel
Follow-up Comment #5, bug #24439 (project wesnoth): > Small thing: if the "Load Game…" through Multiplayer should be avoided (as yeah, it crashes immediately), can we get rid of the message that says to do that, during Load Game from main menu? Well its not like it should generally be

[Wesnoth-bugs] [bug #24439] Can't load multiplayer replays

2016-02-22 Thread Daniel
Update of bug #24439 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: iirc it was never possible to load replays via the multiplayer load menu. replays (mp and sp)

[Wesnoth-bugs] [bug #24451] Poisoned unit didn't became poisoned.

2016-02-25 Thread Daniel
Update of bug #24451 (project wesnoth): Status:None => Invalid ___ Follow-up Comment #3: You seem to be using a modification that changes units types at game start. You say that in the

[Wesnoth-bugs] [bug #24451] Poisoned unit didn't became poisoned.

2016-02-25 Thread Daniel
Follow-up Comment #5, bug #24451 (project wesnoth): > It was usual Isar's Cross. Host was Grim_Ripper, not me. > I had no installed modification except Sandbox and Choose Your Advance. Could I connect to host game with such modification --> "that changes units types at game start"? Well if you

[Wesnoth-bugs] [bug #24451] Poisoned unit didn't became poisoned.

2016-02-25 Thread Daniel
Follow-up Comment #7, bug #24451 (project wesnoth): Well, i looked in the replay file (with a text editor) and it clearly says > active_mods="Random_No_Mirror" which is an addon that can be downloaded from the addon server. Since this explains quite well all these issues, im quite sue that this

[Wesnoth-bugs] [bug #23000] MP Campaign set-up screen

2016-01-21 Thread Daniel
Follow-up Comment #12, bug #23000 (project wesnoth): in 1.12 you have to to use force_lock_settings=yes in all [scenario]/[multiplayer] of your campaign to prevent the game from changing your scenario, in 1.13 this depends on whether you use [scenario] (like LoW does) or [multiplayer].

[Wesnoth-bugs] [bug #23752] gui2 listboxes header not working correctly

2016-02-15 Thread Daniel
Follow-up Comment #4, bug #23752 (project wesnoth): This is definiteeley not a perfect workaround becasue it wont be effected be horizontal scrolling so you have to know that this lisxox never has horizontal scorlling. Also you have to account for the pace taken by the vertical_scollbar, so you

[Wesnoth-bugs] [bug #24381] Unit Help resistance % color coding is gone

2016-02-15 Thread Daniel
Follow-up Comment #2, bug #24381 (project wesnoth): https://github.com/wesnoth/wesnoth/commit/969157d79e907261494cf52fbc8ccaf6551cfcd7 ___ Reply to this item at:

[Wesnoth-bugs] [bug #24412] Inserting into the last element of an array creates empty index

2016-02-15 Thread Daniel
Update of bug #24412 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/644f5e7386e92f9b090cdd990efd3cefb7180283

[Wesnoth-bugs] [bug #24413] Engine treats non-existent variables as 0

2016-02-15 Thread Daniel
Update of bug #24413 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/3f681c14128dd52eadecd0f5889eda904d92bbbc

[Wesnoth-bugs] [bug #24397] Assertion Failure when attacking a berserker unit with DSU active

2016-02-15 Thread Daniel
Update of bug #24397 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/6e0f8ed6d753a88db49ddd147d2d16ebb5188b88

[Wesnoth-bugs] [bug #24200] Dark Forecast maps not aligned

2016-02-15 Thread Daniel
Follow-up Comment #3, bug #24200 (project wesnoth): Im quiet supised that this doesn't fix this issue, maybe you just forgot to reload the wml or maybe some wml cache issues are involved? But even if this particual issue is fixed, it's still possible that some other mainline relies on the

[Wesnoth-bugs] [bug #24420] GUI2 labels do not resize on set_label except when using a scroll label

2016-02-17 Thread Daniel
Update of bug #24420 (project wesnoth): Assigned to: gfgtdf => None ___ Follow-up Comment #1: please don't assign bugs to me unless it is eigher a bug caused by a previous commit of me, or

[Wesnoth-bugs] [bug #22969] preprocessor #if, #elif

2016-02-19 Thread Daniel
Follow-up Comment #3, bug #22969 (project wesnoth): with the removal of support for redifinition of the same macro without explicit undef this feature is even more important than before: I want my addon 'pyr no preperation turn' which is a [modification] which are in 1.13 also suported in sp to

[Wesnoth-bugs] [bug #24513] [text_input] does not fully clear between entering/removing characters

2016-03-11 Thread Daniel
Follow-up Comment #4, bug #24513 (project wesnoth): Out of curiosity, Do you know a real scenaio that uses [text_input] ___ Reply to this item at: ___ Nachricht

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