[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-03-15 Thread Daniel
Update of bug #21697 (project wesnoth): Assigned to:None = gfgtdf2 ___ Follow-up Comment #5: ___ Reply to this item at:

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-03-17 Thread Daniel
Update of bug #21697 (project wesnoth): Assigned to: gfgtdf2 = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?21697 ___ Nachricht

[Wesnoth-bugs] [bug #20871] [unstore_unit] advance=true still not always MP-safe

2014-03-25 Thread Daniel
Update of bug #20871 (project wesnoth): Assigned to:None = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?20871 ___ Nachricht

[Wesnoth-bugs] [bug #21887] Hotkeys with ALT not working correctly

2014-04-02 Thread Daniel
URL: http://gna.org/bugs/?21887 Summary: Hotkeys with ALT not working correctly Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 02 Apr 2014 23:30:11 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #21889] skip replays stopped working after sync PR

2014-04-03 Thread Daniel
Follow-up Comment #1, bug #21889 (project wesnoth): fixed in c0ea446999f715031c49ab6b5be6c234daac0fca and c181214cb67651db7fb8cf893ce8c374e5af6537 ___ Reply to this item at: http://gna.org/bugs/?21889

[Wesnoth-bugs] [bug #21889] skip replays stopped working after sync PR

2014-04-03 Thread Daniel
Update of bug #21889 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?21889 ___ Nachricht

[Wesnoth-bugs] [bug #21887] Hotkeys with ALT not working correctly

2014-04-03 Thread Daniel
Update of bug #21887 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #1: I cannot reproduce

[Wesnoth-bugs] [bug #20871] [unstore_unit] advance=true still not always MP-safe

2014-04-04 Thread Daniel
Update of bug #20871 (project wesnoth): Status:None = Fixed Discussion Lock: Any = Locked ___ Follow-up Comment #4: Fixed in

[Wesnoth-bugs] [bug #21321] The trait modifications are not random (on 1.11.7)

2014-04-04 Thread Daniel
Update of bug #21321 (project wesnoth): Severity: 3 - Normal = 2 - Minor Status:None = Fixed ___ Follow-up Comment #1: althought i wouldn't

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-04-04 Thread Daniel
Update of bug #20826 (project wesnoth): Status:None = Ready For Test ___ Follow-up Comment #5: the Behaviour in this case was changed in 8617a02a88a38d8fe01ee0a3672d75fc5fe72924.

[Wesnoth-bugs] [bug #20257] Replay Crash

2014-04-04 Thread Daniel
Follow-up Comment #3, bug #20257 (project wesnoth): expected_advancements_ was removed in 8617a02a88a38d8fe01ee0a3672d75fc5fe72924. So this issue shoudn't occur anymore. (the main intention of the commit was NOT to fix this bug) Still i didn't find anything wrong with expected_advancements_

[Wesnoth-bugs] [bug #21889] skip replays stopped working after sync PR

2014-04-05 Thread Daniel
Update of bug #21889 (project wesnoth): Discussion Lock: Any = Locked ___ Reply to this item at: http://gna.org/bugs/?21889 ___ Nachricht

[Wesnoth-bugs] [bug #20322] Private units created with Lua cause OOS in replays

2014-04-09 Thread Daniel
Update of bug #20322 (project wesnoth): Status:None = Ready For Test ___ Follow-up Comment #6: probably fixed in pr 121/141 (1.13-dev): calling rng form unsynced context ike AI calcuation,

[Wesnoth-bugs] [bug #21887] Hotkeys with ALT not working correctly

2014-04-10 Thread Daniel
Follow-up Comment #3, bug #21887 (project wesnoth): the bug appears for hotkeys but also for textboxes, keys doesnt work when ALT pressed at the same time, but they do work with ALT when the ouse is outside the window. ___ Reply to this

[Wesnoth-bugs] [bug #21905] Crash when replaying animation and clicking button

2014-04-11 Thread Daniel
Follow-up Comment #1, bug #21905 (project wesnoth): those buttons should be disabled while another action runs. i tried to fix this in 9017fe82da6b62b40f6839764b023160252e0496 on 1.13-dev. It currently cannot be backported becasue it sues code indroduced in pr 121 which is not backported yet. And

[Wesnoth-bugs] [bug #21906] replays can change global variables

2014-04-11 Thread Daniel
URL: http://gna.org/bugs/?21906 Summary: replays can change global variables Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 12 Apr 2014 01:25:20 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #20871] [unstore_unit] advance=true still not always MP-safe

2014-04-12 Thread Daniel
Update of bug #20871 (project wesnoth): Open/Closed:Open = Closed Discussion Lock: Locked = Any ___ Reply to this item at:

[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-12 Thread Daniel
URL: http://gna.org/bugs/?21909 Summary: formula in SUF causes crashs/undefined behaviour Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 13 Apr 2014 02:25:16 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #20846] The use of 'save_id' and 'persistent=yes' seems to crash the game.

2014-04-13 Thread Daniel
Update of bug #20846 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-13 Thread Daniel
Follow-up Comment #11, bug #21776 (project wesnoth): so you want to use things like [option][message] or luas sync_choice during preload events? im pretty sure that this shouldn't work Especialy because you are not allowed to (that means you sholdn't) use ui things befreo the start events. Idk

[Wesnoth-bugs] [bug #20895] Using the default random map generator in sp causes assertation failure

2014-04-13 Thread Daniel
Follow-up Comment #11, bug #20895 (project wesnoth): It's an interesting (and undocumented :( ) commit you have found there. But my knowledge about that part of the code is quiet low, and most likely i cannot do anything else than the other thing before 1.12. Maybe i'll try to refcator

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-14 Thread Daniel
Follow-up Comment #13, bug #21776 (project wesnoth): it could still work if a preload event just detected a reloaded game and then first moveto event (or select event or wesnoth.game_events.on_event(?)) arranged a menu for a player. that'd prevent the ui problem but still the dilaog wouldn't

[Wesnoth-bugs] [bug #21321] The trait modifications are not random (on 1.11.7)

2014-04-15 Thread Daniel
Update of bug #21321 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21321 ___ Nachricht

[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-16 Thread Daniel
Update of bug #21909 (project wesnoth): Severity: 3 - Normal = 4 - Important ___ Follow-up Comment #1: becasue it is a segault/undefined behaviour and i also think it isn't that hard to fix, im

[Wesnoth-bugs] [bug #16492] [results] tag is sometimes missing from replays

2014-04-16 Thread Daniel
Follow-up Comment #4, bug #16492 (project wesnoth): i recently rewrote that part of the code not knowing about this. the [results] tag now doesnt exist anymore, instead we have a [checkup] tag which contains similar data. The [command] tag is sended to the server before the [checkup] is

[Wesnoth-bugs] [bug #21928] enemy unit sighted! announcement plays during replays

2014-04-16 Thread Daniel
Follow-up Comment #1, bug #21928 (project wesnoth): this was introcued my me, i personly had no problems with it especialy because this doesnt affect mp rejoins with skip replay/bindfolded. And when i watch a normal replay i'd rather like to know why we stopped, and see the things that i also saw

[Wesnoth-bugs] [bug #21927] don't crash with assertion when savefile replay doesnt have [start]

2014-04-16 Thread Daniel
Update of bug #21927 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #1: fixed in

[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-16 Thread Daniel
Update of bug #21909 (project wesnoth): Status:None = Fixed Assigned to:None = gfgtdf Open/Closed:Open = Closed

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-04-16 Thread Daniel
Update of bug #21697 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #6: ok the last part is

[Wesnoth-bugs] [bug #21887] Hotkeys with ALT not working correctly

2014-04-16 Thread Daniel
Follow-up Comment #4, bug #21887 (project wesnoth): i think this might be a bug with my SDL (version 1.2.14) + windows and i hope that moving to SDL 2.0 implicitly fixes this. ___ Reply to this item at: http://gna.org/bugs/?21887

[Wesnoth-bugs] [bug #21866] MP campaign underyling_id collision

2014-04-16 Thread Daniel
Update of bug #21866 (project wesnoth): Status: Confirmed = Ready For Test ___ Follow-up Comment #3: fixed in 7ee5a2e074db910022075cb38cf927a54ba98d69 (1.11.12+dev). But i only tested in local mp

[Wesnoth-bugs] [bug #21652] Synchronize side_turn_end events

2014-04-16 Thread Daniel
Update of bug #21652 (project wesnoth): Status:None = Fixed Assigned to:None = gfgtdf Open/Closed:Open = Closed

[Wesnoth-bugs] [bug #20709] [interface] Campaign specific hotkeys feature request

2014-04-16 Thread Daniel
Update of bug #20709 (project wesnoth): Status:None = Fixed Assigned to:None = gfgtdf Open/Closed:Open = Closed

[Wesnoth-bugs] [bug #20257] Replay Crash

2014-04-16 Thread Daniel
Update of bug #20257 (project wesnoth): Status:None = Works For Me ___ Follow-up Comment #4: ok turn_info s replay_ member was now removed too.

[Wesnoth-bugs] [bug #21927] don't crash with assertion when savefile replay doesnt have [start]

2014-04-16 Thread Daniel
Update of bug #21927 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?21927 ___ Nachricht

[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-16 Thread Daniel
Update of bug #21909 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?21909 ___ Nachricht

[Wesnoth-bugs] [bug #21905] Crash when replaying animation and clicking button

2014-04-16 Thread Daniel
Update of bug #21905 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?21905 ___ Nachricht

[Wesnoth-bugs] [bug #21889] skip replays stopped working after sync PR

2014-04-16 Thread Daniel
Update of bug #21889 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?21889 ___ Nachricht

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-04-16 Thread Daniel
Update of bug #21697 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?21697 ___ Nachricht

[Wesnoth-bugs] [bug #21652] Synchronize side_turn_end events

2014-04-16 Thread Daniel
Update of bug #21652 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?21652 ___ Nachricht

[Wesnoth-bugs] [bug #20871] [unstore_unit] advance=true still not always MP-safe

2014-04-16 Thread Daniel
Update of bug #20871 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?20871 ___ Nachricht

[Wesnoth-bugs] [bug #16492] [results] tag is sometimes missing from replays

2014-04-17 Thread Daniel
Follow-up Comment #5, bug #16492 (project wesnoth): correction: thats why the [checkup] thing is not present in server generated replays (s/ist/isn't) ___ Reply to this item at: http://gna.org/bugs/?16492

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-04-17 Thread Daniel
Update of bug #20826 (project wesnoth): Assigned to:None = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?20826 ___ Nachricht

[Wesnoth-bugs] [bug #21933] Menu items have strange effects

2014-04-17 Thread Daniel
Follow-up Comment #1, bug #21933 (project wesnoth): why do you think this is related to Menu items ? i can also reproduce this behaviour when not using the menu item. ___ Reply to this item at: http://gna.org/bugs/?21933

[Wesnoth-bugs] [bug #21933] Menu items have strange effects

2014-04-17 Thread Daniel
Update of bug #21933 (project wesnoth): Status:None = Need Info ___ Reply to this item at: http://gna.org/bugs/?21933 ___ Nachricht

[Wesnoth-bugs] [bug #21933] Menu items have strange effects

2014-04-17 Thread Daniel
Follow-up Comment #2, bug #21933 (project wesnoth): Note that if between step 4. and step 5. you save and reload, the problem will not happen. This suggests to me that this is a bug This can also be the result of bad wml, especialy when you use prealod events or on_load to write/read variables.

[Wesnoth-bugs] [bug #21933] Menu items have strange effects

2014-04-17 Thread Daniel
Update of bug #21933 (project wesnoth): Status: Need Info = Invalid ___ Follow-up Comment #3: I tested again and i could even reproduce this with the 1.11.8 version. So this is most likeley

[Wesnoth-bugs] [bug #21933] team._info.lost not properly set when ending with [endlevel]

2014-04-18 Thread Daniel
Update of bug #21933 (project wesnoth): Status: Invalid = None Summary: Menu items have strange effects = team._info.lost not properly set when ending with [endlevel] ___

[Wesnoth-bugs] [bug #21933] team._info.lost not properly set when ending with [endlevel]

2014-04-18 Thread Daniel
Update of bug #21933 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #7: fixed in e454252f218b. ___ Reply to

[Wesnoth-bugs] [bug #21941] Low scenario 14 broken

2014-04-19 Thread Daniel
URL: http://gna.org/bugs/?21941 Summary: Low scenario 14 broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 19 Apr 2014 22:05:07 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #21941] Low scenario 14 broken

2014-04-19 Thread Daniel
Follow-up Comment #1, bug #21941 (project wesnoth): ok it seems liek the server DOES send a reject message but teh clients ignore it, i can fix that part. ___ Reply to this item at: http://gna.org/bugs/?21941

[Wesnoth-bugs] [bug #21941] Low scenario 14 broken

2014-04-19 Thread Daniel
Follow-up Comment #2, bug #21941 (project wesnoth): ok i fixed 2) and 3) but i don't think i can do 1) ___ Reply to this item at: http://gna.org/bugs/?21941 ___ Nachricht gesendet von/durch

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-19 Thread Daniel
Follow-up Comment #15, bug #21776 (project wesnoth): Like the lua environment that is not saved. Well it's hard to do so. And most likeley that won't be fixed soon. don't forget the save/load process doesn't lead to an identical situation, since the controller may change. Especialy in a mp

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-19 Thread Daniel
Follow-up Comment #16, bug #21776 (project wesnoth): PS: how do i make yellow blocks ? ___ Reply to this item at: http://gna.org/bugs/?21776 ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first

2014-04-20 Thread Daniel
Follow-up Comment #6, bug #21903 (project wesnoth): ok i think the orignal plan to make this work was to disable the end_turn button when starting linger mode, and reable it when receivong notifynextscenario, in playturn.cpp with: gui::button* btn_end =

[Wesnoth-bugs] [bug #21941] Low scenario 14 broken

2014-04-20 Thread Daniel
Update of bug #21941 (project wesnoth): Item Group: None of the others = Campaign ___ Reply to this item at: http://gna.org/bugs/?21941 ___ Nachricht

[Wesnoth-bugs] [bug #21945] Ai leadernames wrong in networked mp

2014-04-20 Thread Daniel
URL: http://gna.org/bugs/?21945 Summary: Ai leadernames wrong in networked mp Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 21 Apr 2014 02:09:08 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first

2014-04-21 Thread Daniel
Update of bug #21903 (project wesnoth): Status:None = Works For Me ___ Follow-up Comment #7: ok i implemented what i said below in the following way: Hosts can always end linger mode, non

[Wesnoth-bugs] [bug #21948] allow addons to add fonts.

2014-04-21 Thread Daniel
URL: http://gna.org/bugs/?21948 Summary: allow addons to add fonts. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 21 Apr 2014 17:41:38 UTC Category: Feature Request Severity: 2 - Minor

[Wesnoth-bugs] [bug #15917] add hotkeys to [set_menu_item]

2014-04-22 Thread Daniel
Update of bug #15917 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21962] replays of reloaded sp games broken.

2014-04-23 Thread Daniel
URL: http://gna.org/bugs/?21962 Summary: replays of reloaded sp games broken. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 23 Apr 2014 17:23:44 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #21961] Units are not attacking if the attack was issued from more than one hex away

2014-04-24 Thread Daniel
Update of bug #21961 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #3: fixed on 1.12 + master

[Wesnoth-bugs] [bug #21941] Low scenario 14 broken

2014-04-24 Thread Daniel
Update of bug #21941 (project wesnoth): Assigned to:None = fendrin ___ Follow-up Comment #4: assigned as requested: 20140425 01:13:16 fendrin Yeah, would be nice if someone assigns the bug

[Wesnoth-bugs] [bug #21986] mp replays crashing the game

2014-04-28 Thread Daniel
Update of bug #21986 (project wesnoth): Assigned to:None = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?21986 ___ Nachricht

[Wesnoth-bugs] [bug #21985] linger mode ends automatically after mp scenarios

2014-04-28 Thread Daniel
Update of bug #21985 (project wesnoth): Assigned to:None = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?21985 ___ Nachricht

[Wesnoth-bugs] [bug #21985] linger mode ends automatically after mp scenarios

2014-05-06 Thread Daniel
Follow-up Comment #1, bug #21985 (project wesnoth): fixed in 1.12 in 555ac3396da5b16e8f640b55783fe85b7d68609d ___ Reply to this item at: http://gna.org/bugs/?21985 ___ Nachricht gesendet

[Wesnoth-bugs] [bug #21986] mp replays crashing the game

2014-05-06 Thread Daniel
Follow-up Comment #5, bug #21986 (project wesnoth): fixed in 1.12 in d1b3cd13e85188722269d7043f4394843cd911c9 ___ Reply to this item at: http://gna.org/bugs/?21986 ___ Nachricht gesendet

[Wesnoth-bugs] [bug #21985] linger mode ends automatically after mp scenarios

2014-05-11 Thread Daniel
Update of bug #21985 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: now pushed to master too ___ Reply to

[Wesnoth-bugs] [bug #21986] mp replays crashing the game

2014-05-11 Thread Daniel
Update of bug #21986 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #6: now pushed to master too ___ Reply to

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-05-11 Thread Daniel
Update of bug #20826 (project wesnoth): Status: Ready For Test = None ___ Reply to this item at: http://gna.org/bugs/?20826 ___ Nachricht

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-05-11 Thread Daniel
Update of bug #20826 (project wesnoth): Status:None = Ready For Test Assigned to: gfgtdf = None ___ Follow-up Comment #6: accidently changed

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-14 Thread Daniel
Follow-up Comment #6, bug #21882 (project wesnoth): A) I consider this system to be natural: The presence of leaders is checked if and only if a unit is killed in a combat. Reason: any other kill of a leader is fully controled by a WML/lua coder, and he can decide himself whether he wants to

[Wesnoth-bugs] [bug #22046] Error when selectiong small gui elements

2014-05-17 Thread Daniel
URL: http://gna.org/bugs/?22046 Summary: Error when selectiong small gui elements Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 17 Mai 2014 19:47:15 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #22046] Error when selecting small gui elements

2014-05-17 Thread Daniel
Update of bug #22046 (project wesnoth): Summary: Error when selectiong small gui elements = Error when selecting small gui elements ___ Reply to this item at: http://gna.org/bugs/?22046

[Wesnoth-bugs] [bug #22045] Color of portraits in unit help wrong on Mac OS X

2014-05-17 Thread Daniel
Follow-up Comment #1, bug #22045 (project wesnoth): hm you could test what exactly the effect is, for example with an image like http://i.imgur.com/LeVE9gN.png. Also it could be helpful to know which verion of SDL you use for compiling, and also what type of processor you have. A fast look in

[Wesnoth-bugs] [bug #21801] entering Create Game is slow

2014-05-20 Thread Daniel
Follow-up Comment #5, bug #21801 (project wesnoth): i have investigated this problem on current master and it seems like the slowness is mainly caused by the code that calculates the preview-maps in the mp crate screen, especialy becasue we parse the [terrain_info] configs from the game config

[Wesnoth-bugs] [bug #21983] clearing hotkeys not working properly

2014-05-20 Thread Daniel
Follow-up Comment #1, bug #21983 (project wesnoth): the [hotkey] command=editor-map-new ctrl=yes key=n [/hotkey] [hotkey] command=editor-refresh ctrl=yes key=e [/hotkey] is most likeley a bug in wesnoths default hotkeys, (ctrl+e, ctrl+n beeing applied to multiple actions with overlapping

[Wesnoth-bugs] [bug #22064] [hides][filter_delf][filter_vision] crashes wenoth

2014-05-20 Thread Daniel
URL: http://gna.org/bugs/?22064 Summary: [hides][filter_delf][filter_vision] crashes wenoth Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 20 Mai 2014 22:57:25 UTC Category: Bug

[Wesnoth-bugs] [bug #22064] [hides][filter_self][filter_vision] crashes wenoth

2014-05-20 Thread Daniel
Update of bug #22064 (project wesnoth): Summary: [hides][filter_delf][filter_vision] crashes wenoth = [hides][filter_self][filter_vision] crashes wenoth ___ Reply to this item at: http://gna.org/bugs/?22064

[Wesnoth-bugs] [bug #22073] lua errors in LoW scenario 3

2014-05-28 Thread Daniel
Update of bug #22073 (project wesnoth): Assigned to:None = fendrin ___ Reply to this item at: http://gna.org/bugs/?22073 ___ Nachricht

[Wesnoth-bugs] [bug #21966] OOS - unfound location for source of movement

2014-06-01 Thread Daniel
Update of bug #21966 (project wesnoth): Status:None = Need Info ___ Follow-up Comment #5: well the reason seems to be that somewhere an impossible move was issured. Which usualy causes

[Wesnoth-bugs] [bug #21983] clearing hotkeys not working properly

2014-06-02 Thread Daniel
Update of bug #21983 (project wesnoth): Assigned to:None = fendrin ___ Follow-up Comment #2: i was told that fabi is the one to edit teh default hotkeys preferences file. So i assigned this

[Wesnoth-bugs] [bug #20257] Replay Crash

2014-06-04 Thread Daniel
Update of bug #20257 (project wesnoth): Status: Ready For Test = Wont Fix ___ Follow-up Comment #5: ok in 1.13 the turn_info object is destroyed less often.

[Wesnoth-bugs] [bug #22144] Empty label in gamestate inspector fails an assertion

2014-06-05 Thread Daniel
Follow-up Comment #1, bug #22144 (project wesnoth): might be related to http://gna.org/bugs/?22046 where i get the same assertion failure. ___ Reply to this item at: http://gna.org/bugs/?22144

[Wesnoth-bugs] [bug #22068] Multiplayer scenario start saves are broken.

2014-06-05 Thread Daniel
Follow-up Comment #5, bug #22068 (project wesnoth): I currently have a plan that might (meaning it is not sure) fix this bug, but that's a 1.13-only plan that won't get backported. ___ Reply to this item at: http://gna.org/bugs/?22068

[Wesnoth-bugs] [bug #21865] Random Campaign crash

2014-06-06 Thread Daniel
Update of bug #21865 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #7: i like when things can be marked as fixed.

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-06-06 Thread Daniel
Follow-up Comment #2, bug #22147 (project wesnoth): ok i commited e3f7f2bcbc64a679f780919ebaf0ef9de775a1a3 to master which should fix. ___ Reply to this item at: http://gna.org/bugs/?22147

[Wesnoth-bugs] [bug #21966] OOS - unfound location for source of movement

2014-06-07 Thread Daniel
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

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-06-07 Thread Daniel
Update of bug #22147 (project wesnoth): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?22147 ___ Nachricht

[Wesnoth-bugs] [bug #22162] strange warnings in console about unit attributes

2014-06-09 Thread Daniel
Update of bug #22162 (project wesnoth): Status:None = Confirmed ___ Follow-up Comment #1: i noticed this too. ___ Reply to this

[Wesnoth-bugs] [bug #22046] Error when selecting small gui elements

2014-06-09 Thread Daniel
Follow-up Comment #3, bug #22046 (project wesnoth): ___ Reply to this item at: http://gna.org/bugs/?22046 ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #22046] Error when selecting small gui elements

2014-06-09 Thread Daniel
Follow-up Comment #4, bug #22046 (project wesnoth): I dont have the original code which gave me the original error. I tried to reproduce the error with the following code: (place the start event in any scenario.) [event] name= start [lua]

[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-06-10 Thread Daniel
URL: http://gna.org/bugs/?22173 Summary: check_victory broken inside draw. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 10 Jun 2014 18:45:01 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22068] Multiplayer scenario start saves are broken.

2014-06-12 Thread Daniel
Follow-up Comment #7, bug #22068 (project wesnoth): ok i think my plan that, among other, also is intended to fix this bug (only on master) (https://github.com/wesnoth/wesnoth/pull/201) is 77% finished. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-06-13 Thread Daniel
Update of bug #22173 (project wesnoth): Severity: 3 - Normal = 4 - Important ___ Follow-up Comment #1: this bug annoys me so much.. i upgraded its importance. But note this this ismmost likley only

[Wesnoth-bugs] [bug #22205] enter_hex and exit_hex events keep units from moving

2014-06-15 Thread Daniel
Follow-up Comment #1, bug #22205 (project wesnoth): if i remember correctly this is the intened behaviour: During enter_hex, leave_hex the [allow_undo] has a special meaning which is [not_stop_the_unit]. Note that this means enter_hex events doesn't prevent undoing, if you want prevent undoing

[Wesnoth-bugs] [bug #22205] enter_hex and exit_hex events keep units from moving

2014-06-26 Thread Daniel
Update of bug #22205 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #2: closed since if i

[Wesnoth-bugs] [bug #21884] Units with many [advancement] tags cause graphic slowdowns

2014-06-26 Thread Daniel
Update of bug #21884 (project wesnoth): Status: Invalid = None Open/Closed: Closed = Open ___ Follow-up Comment #3: i can reproduce this

[Wesnoth-bugs] [bug #21884] Units with many [advancement] tags cause graphic slowdowns

2014-06-27 Thread Daniel
Update of bug #21884 (project wesnoth): Severity: 3 - Normal = 2 - Minor Priority: 5 - Normal = 2 ___ Follow-up Comment #4: Ok i think

[Wesnoth-bugs] [bug #22263] inspect doesnt show variables if first is empty

2014-07-02 Thread Daniel
URL: http://gna.org/bugs/?22263 Summary: inspect doesnt show variables if first is empty Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 03 Jul 2014 00:52:16 UTC Category: Bug Severity: 3

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