[Wesnoth-bugs] [bug #23310] Saving game in replay creates corrupt saves

2016-03-08 Thread Daniel
Update of bug #23310 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #4: Fixed in wesnoth 1.13 ___ Reply to

[Wesnoth-bugs] [bug #23640] Read lua files from host.

2016-03-09 Thread Daniel
Follow-up Comment #2, bug #23640 (project wesnoth): > Could this potentially be a security issue if we download arbitrary lua from the host and execute? THe host can also put arbitary [lua] tag in the scenario when its sends teh scenario to the clients, so i don't think this is somethign to

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-09 Thread Daniel
Follow-up Comment #11, bug #24226 (project wesnoth): > Though the player name issue does seem resolved for both SP and MP. Hmm yes note that shoudl onyl happen with mp campaigns likw LoW and not with normal mp games. The reason for this beahviour is, that even when played in mp mode it happens

[Wesnoth-bugs] [bug #24509] Errors in gettext_boost.cpp when trying to build with Boost 1.60

2016-03-09 Thread Daniel
Follow-up Comment #1, bug #24509 (project wesnoth): Hmm i also use boost 1.60 (on windows) and afaik this libary is build to work the same on all plattforms, so maybe something is wrong with your build configuration? ___ Reply to this item

[Wesnoth-bugs] [bug #24570] game crashes when show_dialog is used during lua initilisation.

2016-04-07 Thread Daniel
URL: Summary: game crashes when show_dialog is used during lua initilisation. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:21:42 UTC Category: Bug

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-07 Thread Daniel
URL: Summary: Travis needs a c++14 build Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:06:28 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22989] mp scenarios untranslated

2016-04-06 Thread Daniel
Follow-up Comment #3, bug #22989 (project wesnoth): This bug is still there and from the same source as https://gna.org/bugs/?22918 (you could call it a dublicate) ___ Reply to this item at:

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-08 Thread Daniel
Follow-up Comment #2, bug #24568 (project wesnoth): > Why does there need to be any C++14-specific code paths in the first place? For optimisation, similar to the #if c++11 config::config(config&& c) #endif constrcutor we had previously. Note however that we don't use any c++14 core features

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-08 Thread Daniel
Follow-up Comment #2, bug #24569 (project wesnoth): > Has anyone tried contacting upstream about these issues? Not that i know of. The point problem here is that you cannot archieve good windows compaility by just using standard c libarires like fopen. you have to eigher use the wchar_t api or

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-08 Thread Daniel
Follow-up Comment #4, bug #24568 (project wesnoth): > unless the intention is to make the feature available and fully-supported for a broader audience (e.g. people on GCC 5 and later). This is suppoerted for gcc5 and later. The check in the cude is currently like "#if _MSC_VER >= 1900 ||

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-07 Thread Daniel
URL: Summary: remove readline/history dependency Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:20:13 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24580] OOS when host leaves during ai turn in 1.12

2016-04-11 Thread Daniel
URL: Summary: OOS when host leaves during ai turn in 1.12 Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 11 Apr 2016 18:28:56 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #15334] Option to reshow enemy moves (in multiplayer)

2016-03-21 Thread Daniel
Update of bug #15334 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: This was implemented in 1.13: you can now go back to previous turns in mp which will then

[Wesnoth-bugs] [bug #24538] observers cannot whisper to players.

2016-03-23 Thread Daniel
URL: Summary: observers cannot whisper to players. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 23 Mär 2016 20:19:57 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24529] Mainline MP Random Maps show no starting postions

2016-03-23 Thread Daniel
Update of bug #24529 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5:

[Wesnoth-bugs] [bug #24490] Replay Viewer Buttons are Buggy

2016-03-04 Thread Daniel
Follow-up Comment #6, bug #24490 (project wesnoth): > IMHO, I can't see how playing the starting dialog of turn 2 when 'play turn' or 'play side turn' is used to play turn 1 would be intended behavior. This was not the case in 1.12. The point is, that all versions prior to 1.13 explicitly set

[Wesnoth-bugs] [bug #19603] Broken replays at replays.wesnoth.org

2016-03-04 Thread Daniel
Follow-up Comment #7, bug #19603 (project wesnoth): Yes there are multiple bugs related to downloaded replays. Most (all) of these are fixed in 1.13. But this doesnt mean that 1.13 can read broken replays generated by wesnoth 1.12.x The list of known issues includes: 1) replays of games that use

[Wesnoth-bugs] [bug #24490] Replay Viewer Buttons are Buggy

2016-03-06 Thread Daniel
Follow-up Comment #8, bug #24490 (project wesnoth): That seems to be unrelated to please opena new bugreport for that. ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #23943] WC_Renew addon crash normal playing

2016-03-06 Thread Daniel
Follow-up Comment #1, bug #23943 (project wesnoth): I vagueley remember that this crash was fixed in wesnoth 1.13.x but i'm not sure ___ Reply to this item at:

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

2016-03-06 Thread Daniel
Follow-up Comment #2, bug #22485 (project wesnoth): not that i currently know of, but people also play umc content. ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24490] Replay Viewer Buttons are Buggy

2016-03-03 Thread Daniel
Follow-up Comment #2, bug #24490 (project wesnoth): > ‘reset to beginning’ – when used, also invokes ‘continuous replay’ (bug) Hmm not sure what causes this > ‘pause at end of turn’ – pauses in middle of turn This is intended, the desciption is just wrong (i didnt even know there were

[Wesnoth-bugs] [bug #24490] Replay Viewer Buttons are Buggy

2016-03-03 Thread Daniel
Follow-up Comment #4, bug #24490 (project wesnoth): Hmm ok but that is then this is a very specific AOI dialog then, you should have said in the first post that this is only reproducable in AOI. From looking at the code it seems to me like this is the intended way, specially becasue in the

[Wesnoth-bugs] [bug #24447] Replay buttons 'play turn' & 'play side turn Out of Sync

2016-03-03 Thread Daniel
Update of bug #24447 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #4, bug #24226 (project wesnoth): Note that the 1.12 beaviour wasn't really good eigher, see also this bugrpeort: https://gna.org/bugs/index.php?22324 I think the main problem here is that we don't have a clear and elaborated definition what the current_player and related

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #9, bug #24226 (project wesnoth): > It sounds like the complications from SP and MP being mixed up are quite severe. Well it also fixed bugs and gave us new features, specially it gave us modification and options for singleplayer mode (although the ui for modifications and

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #7, bug #24226 (project wesnoth): > Is there a straightforward way to distinguish between a single and multi-player game? Most likeley there is. But when attempting to fix this you should also consider cases like mp campaigns (luike LoW). Do you want to show the wml defined

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-03 Thread Daniel
Follow-up Comment #1, bug #24547 (project wesnoth): You are sure that this is not caused by an addon? Note that changs made by an addon might also be stored the the savefile so that they will still be there after you delete an addon if you reload that savefile.

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-04-03 Thread Daniel
URL: Summary: lua error from message.lua Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 21:55:31 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24549] msvc14 build broken

2016-04-03 Thread Daniel
Update of bug #24549 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #1: ok seems it was

[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-03 Thread Daniel
URL: Summary: std::placeholders might clash with boost::bind::placeholders Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 22:03:32 UTC Category: Bug

[Wesnoth-bugs] [bug #24549] msvc14 build broken

2016-04-03 Thread Daniel
URL: Summary: msvc14 build broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 21:59:53 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-04 Thread Daniel
Follow-up Comment #5, bug #24550 (project wesnoth): Yes the is definitely still an issue. Note that i never got compilation errors eigher, but the problem here is that this can break the build anytime when new any #include is added to any file so this shocul be fixes asap. @Pentarctagon: Hmm

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-04-04 Thread Daniel
Follow-up Comment #2, bug #24548 (project wesnoth): yes ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #6, bug #24547 (project wesnoth): Hmm which addon exactl exactly were installed when you had this issue? Maybe this will tell use which addon caused this behaviour. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #3, bug #24547 (project wesnoth): Hmm ok i tried it and i couldnr rproduce, pleas give a more detail step-by-step instruction hot to reproduce this issue. And again, make sure no addons are installed when reproducing this.

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #4, bug #24547 (project wesnoth): s/couldnr/couldn't ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-03 Thread Daniel
Follow-up Comment #2, bug #24550 (project wesnoth): Yes this seems related but i wonder why i don't get those erros. Mqaybe you coudl activate showincludes so that you see how those files are included? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-14 Thread Daniel
Update of bug #24569 (project wesnoth): Status: Invalid => None ___ Follow-up Comment #4: > then also SDL and the SDL extension libraries are disqualified and we should remove those

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-14 Thread Daniel
Follow-up Comment #5, bug #24569 (project wesnoth): correction of the link: https://cnswww.cns.cwru.edu/php/chet/readline/history.html ___ Reply to this item at:

[Wesnoth-bugs] [bug #24621] characters missing in game font.

2016-04-29 Thread Daniel
URL: Summary: characters missing in game font. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 29 Apr 2016 11:33:03 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #24685] LoW unbalanced in MP.

2016-05-18 Thread Daniel
Follow-up Comment #1, bug #24685 (project wesnoth): 3) It mixes the old (80%) and the new (40%) carryover system ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24685] LoW unbalanced in MP.

2016-05-18 Thread Daniel
URL: Summary: LoW unbalanced in MP. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 18 Mai 2016 21:18:16 UTC Category: Bug Severity: 3 - Normal

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

2016-05-17 Thread Daniel
URL: Summary: Ai errors in LoW scenario 3 Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 17 Mai 2016 20:28:17 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24680] [lift_fog] broken

2016-05-17 Thread Daniel
URL: Summary: [lift_fog] broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 17 Mai 2016 20:34:01 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-17 Thread Daniel
Update of bug #24671 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #5: https://github.com/wesnoth/wesnoth/commit/6d7549ed99668415c91b72f6582edb49ae3ddb39 please test

[Wesnoth-bugs] [bug #24652] More customizable recuitlists

2016-05-17 Thread Daniel
Update of bug #24652 (project wesnoth): Severity: 3 - Normal => 2 - Minor ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-05-17 Thread Daniel
Update of bug #24547 (project wesnoth): Status:None => Works For Me ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-18 Thread Daniel
Update of bug #24671 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24683] Host cannot take control of an idle side

2016-05-18 Thread Daniel
Follow-up Comment #1, bug #24683 (project wesnoth): the command too un-idle a side is ':idle afaik'. Similar to un-droiding a side. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-15 Thread Daniel
Follow-up Comment #3, bug #24671 (project wesnoth): yes this seems to be caused by the fix for https://gna.org/bugs/?24412 ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-15 Thread Daniel
Follow-up Comment #2, bug #24671 (project wesnoth): Hmm yes this error is actually unrelatd to lua since it clearly indicated a c++ bug that raised ac++ exception that just happened to be caught by lua. The most recent changes to [set_variables] are afaik celticminitrels changes here:

[Wesnoth-bugs] [bug #24652] More customizable recuitlists

2016-05-09 Thread Daniel
URL: Summary: More customizable recuitlists Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 09 Mai 2016 17:39:49 UTC Category: Feature Request Severity: 3 -

[Wesnoth-bugs] [bug #24569] implement optional command-line history feature without GNU readline/history dependency

2016-04-14 Thread Daniel
Follow-up Comment #7, bug #24569 (project wesnoth): hmm it seem like this bugtracker cannot handle the www inside that link. You can see the correct link in the mail archieve about this that post: https://www.mail-archive.com/wesnoth-bugs@gna.org/msg25860.html > In 2008 they fixed a bug where

[Wesnoth-bugs] [bug #24569] implement optional command-line history feature without GNU readline/history dependency

2016-04-15 Thread Daniel
Follow-up Comment #9, bug #24569 (project wesnoth): > I did file a bugreport on readline. http://lists.gnu.org/archive/html/bug-readline/2016-04/msg00025.html > GNU Readline is a 27 year old library, probably it was written before you were born. If it was not changed in the last five years,

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-14 Thread Daniel
Follow-up Comment #1, bug #24850 (project wesnoth): i didnt what i suggested velow and changed some victory events in mainline to use endlevel+filter An alternative would be to make the "victory" event fire when there is _any_ human who won the scenario and to add a "local victory" event that

[Wesnoth-bugs] [bug #24896] LoW - Human Alliance experience and recall reset

2016-08-01 Thread Daniel
Update of bug #24896 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #6: The problme was that in the cutscene scenario before side 1 was controlled by an ai instead of

[Wesnoth-bugs] [bug #24896] LoW - Human Alliance experience and recall reset

2016-07-30 Thread Daniel
Follow-up Comment #2, bug #24896 (project wesnoth): You observed this in sp or in mp mode? ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #24923] Recruit & Recall empty list message not showing

2016-08-11 Thread Daniel
Update of bug #24923 (project wesnoth): Status:Works For Me => Confirmed ___ Follow-up Comment #8: I noticed the same issue when i have a right click menu ([set_menu_item]) that opens an info

[Wesnoth-bugs] [bug #24923] Recruit & Recall empty list message not showing

2016-08-11 Thread Daniel
Update of bug #24923 (project wesnoth): Severity: 3 - Normal => 4 - Important Priority: 5 - Normal => 6 ___ Reply to this item at:

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-11 Thread Daniel
Update of bug #24951 (project wesnoth): Severity: 3 - Normal => 4 - Important Priority: 5 - Normal => 6 ___ Reply to this item at:

[Wesnoth-bugs] [bug #24887] Alignment not being translated in unit sidebar

2016-08-11 Thread Daniel
Follow-up Comment #3, bug #24887 (project wesnoth): The N_ means that the gettext parser should add these (for the po files) but theat the actual c++ code doesnt translate them yet becasue they are translated later, here in https://github.com/wesnoth/wesnoth/blob/1.13.5/src/units/types.cpp#L843

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-11 Thread Daniel
Follow-up Comment #5, bug #24951 (project wesnoth): The lua implementation automaticaly converts 'true' to 'yes' becasue both are converted to the lua boolean value true which converted to 'yes' when storing it in wml. whether or not we fix the ser_varaible implementation it makes sense to

[Wesnoth-bugs] [bug #24952] Unstored unit is slowed when recalled

2016-08-10 Thread Daniel
Follow-up Comment #3, bug #24952 (project wesnoth): mostlikeley the Delfador's Memoirs wml code doesnt heal those units properly when storing them. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24943] LoW - Human Alliance no recall list

2016-08-09 Thread Daniel
Follow-up Comment #6, bug #24943 (project wesnoth): If you want to play LoW in 1.13.5 you cna also apply the fix manually to your campaign data files. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-09 Thread Daniel
Follow-up Comment #3, bug #24951 (project wesnoth): This is mostlikeely caused by the porting of the [set_variable] implementaion to lua (https://github.com/wesnoth/wesnoth/pull/642) ___ Reply to this item at:

[Wesnoth-bugs] [bug #24932] remember sorting criteria in recall dialog.

2016-08-14 Thread Daniel
Update of bug #24932 (project wesnoth): Summary: recall dialog improvements. => remember sorting criteria in recall dialog. ___ Follow-up Comment #1: I implemented #2 'show traits tooltips'

[Wesnoth-bugs] [bug #24967] loadgame list empty on low resolutions.

2016-08-13 Thread Daniel
URL: Summary: loadgame list empty on low resolutions. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 13 Aug 2016 13:15:35 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #23734] Bugs in sp confgure screen

2016-08-11 Thread Daniel
Follow-up Comment #3, bug #23734 (project wesnoth): > Do you mean MP configuration? No, this report is about sp configuration, when you play a sp campaign with [modification]s with [options] it shows this screen to let you configure that options, but it still shows a lot of other options that

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-12 Thread Daniel
URL: Summary: unsynced victory event compability issue Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 12 Jul 2016 13:33:04 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread Daniel
Follow-up Comment #2, bug #24864 (project wesnoth): Hmm, it seems like the fix for https://gna.org/bugs/index.php?24709 was somehow removed while merging. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-19 Thread Daniel
Follow-up Comment #6, bug #24864 (project wesnoth): the bug resurfaced, vultraz fix was basically to add a check whether the name gerneaotr is ~= nullptr in default_map_generator_job::name_generator, the pr then replaces generate_name(name_generator, "road_name", _base_name); with road_name =

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-19 Thread Daniel
Follow-up Comment #8, bug #24864 (project wesnoth): hmm yes it seems like its fixed in the commit vultraz mentioned, the new fix checks for misc_labels != nullptr while the old code checked for name_generator != nullptr but it should do the same.

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-07-10 Thread Daniel
Follow-up Comment #2, bug #24846 (project wesnoth): Please be more precise about the wesnoth version, there are multiple 1.13 versions 1.13.1, 1.12.4 ... and also the current head. ___ Reply to this item at:

[Wesnoth-bugs] [bug #19797] Reimplement [scenario]snapshot=

2016-08-08 Thread Daniel
Update of bug #19797 (project wesnoth): Status: Need Info => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #2: Requested info

[Wesnoth-bugs] [bug #21858] special scenario buttun unvaiable

2016-08-08 Thread Daniel
Update of bug #21858 (project wesnoth): Status: Need Info => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #4: The required

[Wesnoth-bugs] [bug #21764] when reloading a game, mp_connect could display chosen faction rather than custom

2016-08-08 Thread Daniel
Update of bug #21764 (project wesnoth): Assigned to: thunderstruck => None ___ Follow-up Comment #3: Deassigning bugs from inactive developers.

[Wesnoth-bugs] [bug #23021] AI leaders in MP no longer have names

2016-08-08 Thread Daniel
Update of bug #23021 (project wesnoth): Assigned to: thunderstruck => None ___ Follow-up Comment #9: Deassigning bugs from inactive developers.

[Wesnoth-bugs] [bug #22324] team name in turn dialog untranslateable since save id is used

2016-08-08 Thread Daniel
Update of bug #22324 (project wesnoth): Status:None => Ready For Test Assigned to: lovcapone => None ___ Follow-up Comment #7: possibly fixed in

[Wesnoth-bugs] [bug #20245] Status table "scenario settings" shows leader id's

2016-08-08 Thread Daniel
Update of bug #20245 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #3: mostlikeley fixed in https://github.com/wesnoth/wesnoth/pull/622

[Wesnoth-bugs] [bug #21290] Unit names and ids are not synced in MP and replays

2016-08-08 Thread Daniel
Update of bug #21290 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-08-08 Thread Daniel
Update of bug #24548 (project wesnoth): Status:None => Fixed Assigned to: celticminstrel => bumbadadabum ___ Follow-up Comment #4: fixed in

[Wesnoth-bugs] [bug #20804] WML: Mandatory WML child missing yet untested for

2016-08-08 Thread Daniel
Update of bug #20804 (project wesnoth): Status:None => Works For Me Assigned to: gabba => None Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #24923] Recruit & Recall empty list message not showing

2016-08-06 Thread Daniel
Follow-up Comment #5, bug #24923 (project wesnoth): I can reproduce this issue, but i am not 100% sure whether it might be an issue with my borken mouse. @sigurdfdragon: You coudl please try prssing the recall/recuit menu items wit th emouse and then releasing the mouse after a few seconds?

[Wesnoth-bugs] [bug #10519] It would be nice to have a tag that was solely for displaying large images.

2016-08-06 Thread Daniel
Update of bug #10519 (project wesnoth): Status:None => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #1: in 1.10 and later

[Wesnoth-bugs] [bug #6958] Menu not very responsive to mouse in replay mode

2016-08-06 Thread Daniel
Update of bug #6958 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: cannot rerpduce, assuming to be fixed in latest master since there were qite some changes since

[Wesnoth-bugs] [bug #11376] Add an undo event type

2016-08-06 Thread Daniel
Update of bug #11376 (project wesnoth): Status:None => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #1: Closing because

[Wesnoth-bugs] [bug #14654] Team name in tooltip is not translated

2016-08-06 Thread Daniel
Update of bug #14654 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #5: I dont know which tooltip you mean exactly but there were somc changes regarding

[Wesnoth-bugs] [bug #24933] hotkeys list cannot be sorted by hotkey

2016-08-06 Thread Daniel
URL: Summary: hotkeys list cannot be sorted by hotkey Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 06 Aug 2016 23:33:09 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #24932] recall dialog improvements.

2016-08-06 Thread Daniel
URL: Summary: recall dialog improvements. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 06 Aug 2016 18:38:34 UTC Category: Feature Request Severity: 3 -

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

2016-08-06 Thread Daniel
Follow-up Comment #7, bug #24722 (project wesnoth): I said that in my post below.. It is still posible that there are dublicate unit ids units. If for example both players have the Northerners faction then both players will get an 'Orcish Leader' with the id 'Neki the Brutal', so there are 2

[Wesnoth-bugs] [bug #4746] Allow experience_modifier to apply to [side]

2016-08-06 Thread Daniel
Update of bug #4746 (project wesnoth): Status:None => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #9: i agree with the

[Wesnoth-bugs] [bug #3869] implement a unit description page that displays single unit stats

2016-08-06 Thread Daniel
Update of bug #3869 (project wesnoth): Status: Confirmed => Fixed ___ Follow-up Comment #5: The unit help pages show variations. Also the right side panel shows resistances and movecosts

[Wesnoth-bugs] [bug #24928] Loading start of Legend of Wesmere: Human Alliance save file results in a crash

2016-08-06 Thread Daniel
Follow-up Comment #1, bug #24928 (project wesnoth): fixed in https://github.com/wesnoth/wesnoth/commit/e6b31636c19dd633560a473ab1b229a37d2ec353 and this was not related to the fix for the other bug. Still the game soundn't crash becasue of somethign like this so there is an underlaying bug here

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

2016-08-06 Thread Daniel
Update of bug #23739 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #6: Assuming to be fixed since no feedback was given since it was set to 'ready for test'.

[Wesnoth-bugs] [bug #14138] Make it possible to create games for registered players only

2016-08-06 Thread Daniel
Update of bug #14138 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/pull/666

[Wesnoth-bugs] [bug #24943] LoW - Human Alliance no recall list

2016-08-09 Thread Daniel
Update of bug #24943 (project wesnoth): Status:None => Duplicate ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24937] Problems with loading/deleting file names with spaces

2016-08-07 Thread Daniel
Follow-up Comment #2, bug #24937 (project wesnoth): The is most likeley caused by out use of std::strftime whihc is local dependent and iirc windows has no utf locales. This most likeley doenst effect linux. The proper ifix is most likeley not to use std::strftime and instead eigher use boost

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-23 Thread Daniel
Update of bug #24850 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: Ok i did t what i suggested below and made the vicroy event synced by changing then conditions

[Wesnoth-bugs] [bug #19530] Make select and fill tools more useful in the map editor

2016-07-23 Thread Daniel
Update of bug #19530 (project wesnoth): Status: Postponed => None ___ Follow-up Comment #1: > Similarly, the "fill" tool also only affects areas of hexes of the same terrain type which

[Wesnoth-bugs] [bug #18933] Player needs a way to access unit specific recall/recruit lists

2016-07-23 Thread Daniel
Update of bug #18933 (project wesnoth): Status: Postponed => None ___ Reply to this item at: ___ Nachricht

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