Update of bug #21697 (project wesnoth):
Assigned to:None = gfgtdf2
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Follow-up Comment #5:
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Update of bug #21697 (project wesnoth):
Assigned to: gfgtdf2 = gfgtdf
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http://gna.org/bugs/?21697
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Update of bug #20871 (project wesnoth):
Assigned to:None = gfgtdf
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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
Follow-up Comment #1, bug #21889 (project wesnoth):
fixed in c0ea446999f715031c49ab6b5be6c234daac0fca and
c181214cb67651db7fb8cf893ce8c374e5af6537
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Update of bug #21889 (project wesnoth):
Status: Ready For Test = Fixed
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Update of bug #21887 (project wesnoth):
Status:None = Invalid
Open/Closed:Open = Closed
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Follow-up Comment #1:
I cannot reproduce
Update of bug #20871 (project wesnoth):
Status:None = Fixed
Discussion Lock: Any = Locked
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Follow-up Comment #4:
Fixed in
Update of bug #21321 (project wesnoth):
Severity: 3 - Normal = 2 - Minor
Status:None = Fixed
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Follow-up Comment #1:
althought i wouldn't
Update of bug #20826 (project wesnoth):
Status:None = Ready For Test
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Follow-up Comment #5:
the Behaviour in this case was changed in
8617a02a88a38d8fe01ee0a3672d75fc5fe72924.
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_
Update of bug #21889 (project wesnoth):
Discussion Lock: Any = Locked
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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,
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.
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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
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
Update of bug #20871 (project wesnoth):
Open/Closed:Open = Closed
Discussion Lock: Locked = Any
___
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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:
Update of bug #20846 (project wesnoth):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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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
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
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
Update of bug #21321 (project wesnoth):
Open/Closed:Open = Closed
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Update of bug #21909 (project wesnoth):
Severity: 3 - Normal = 4 - Important
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Follow-up Comment #1:
becasue it is a segault/undefined behaviour and i also think it isn't that
hard to fix, im
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
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
Update of bug #21927 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
___
Follow-up Comment #1:
fixed in
Update of bug #21909 (project wesnoth):
Status:None = Fixed
Assigned to:None = gfgtdf
Open/Closed:Open = Closed
Update of bug #21697 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #6:
ok the last part is
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.
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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
Update of bug #21652 (project wesnoth):
Status:None = Fixed
Assigned to:None = gfgtdf
Open/Closed:Open = Closed
Update of bug #20709 (project wesnoth):
Status:None = Fixed
Assigned to:None = gfgtdf
Open/Closed:Open = Closed
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.
Update of bug #21927 (project wesnoth):
Open/Closed: Closed = Open
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Update of bug #21909 (project wesnoth):
Open/Closed: Closed = Open
___
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http://gna.org/bugs/?21909
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Update of bug #21905 (project wesnoth):
Open/Closed: Closed = Open
___
Reply to this item at:
http://gna.org/bugs/?21905
___
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Update of bug #21889 (project wesnoth):
Open/Closed: Closed = Open
___
Reply to this item at:
http://gna.org/bugs/?21889
___
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Update of bug #21697 (project wesnoth):
Open/Closed: Closed = Open
___
Reply to this item at:
http://gna.org/bugs/?21697
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Update of bug #21652 (project wesnoth):
Open/Closed: Closed = Open
___
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http://gna.org/bugs/?21652
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Update of bug #20871 (project wesnoth):
Open/Closed: Closed = Open
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http://gna.org/bugs/?20871
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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)
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http://gna.org/bugs/?16492
Update of bug #20826 (project wesnoth):
Assigned to:None = gfgtdf
___
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http://gna.org/bugs/?20826
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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.
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Update of bug #21933 (project wesnoth):
Status:None = Need Info
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http://gna.org/bugs/?21933
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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.
Update of bug #21933 (project wesnoth):
Status: Need Info = Invalid
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Follow-up Comment #3:
I tested again and i could even reproduce this with the 1.11.8 version. So
this is most likeley
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]
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Update of bug #21933 (project wesnoth):
Status:None = Fixed
___
Follow-up Comment #7:
fixed in e454252f218b.
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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
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.
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Follow-up Comment #2, bug #21941 (project wesnoth):
ok i fixed 2) and 3) but i don't think i can do 1)
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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
Follow-up Comment #16, bug #21776 (project wesnoth):
PS: how do i make yellow blocks ?
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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 =
Update of bug #21941 (project wesnoth):
Item Group: None of the others = Campaign
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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
Update of bug #21903 (project wesnoth):
Status:None = Works For Me
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Follow-up Comment #7:
ok i implemented what i said below in the following way:
Hosts can always end linger mode, non
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
Update of bug #15917 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
___
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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
Update of bug #21961 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #3:
fixed on 1.12 + master
Update of bug #21941 (project wesnoth):
Assigned to:None = fendrin
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Follow-up Comment #4:
assigned as requested:
20140425 01:13:16 fendrin Yeah, would be nice if someone assigns the bug
Update of bug #21986 (project wesnoth):
Assigned to:None = gfgtdf
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http://gna.org/bugs/?21986
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Update of bug #21985 (project wesnoth):
Assigned to:None = gfgtdf
___
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http://gna.org/bugs/?21985
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Follow-up Comment #1, bug #21985 (project wesnoth):
fixed in 1.12 in 555ac3396da5b16e8f640b55783fe85b7d68609d
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Follow-up Comment #5, bug #21986 (project wesnoth):
fixed in 1.12 in d1b3cd13e85188722269d7043f4394843cd911c9
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Update of bug #21985 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #2:
now pushed to master too
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Reply to
Update of bug #21986 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #6:
now pushed to master too
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Update of bug #20826 (project wesnoth):
Status: Ready For Test = None
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http://gna.org/bugs/?20826
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Update of bug #20826 (project wesnoth):
Status:None = Ready For Test
Assigned to: gfgtdf = None
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Follow-up Comment #6:
accidently changed
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
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 -
Update of bug #22046 (project wesnoth):
Summary: Error when selectiong small gui elements = Error
when selecting small gui elements
___
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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
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
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
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
Update of bug #22064 (project wesnoth):
Summary: [hides][filter_delf][filter_vision] crashes wenoth
= [hides][filter_self][filter_vision] crashes wenoth
___
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Update of bug #22073 (project wesnoth):
Assigned to:None = fendrin
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Update of bug #21966 (project wesnoth):
Status:None = Need Info
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Follow-up Comment #5:
well the reason seems to be that somewhere an impossible move was issured.
Which usualy causes
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
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.
Follow-up Comment #1, bug #22144 (project wesnoth):
might be related to http://gna.org/bugs/?22046 where i get the same assertion
failure.
___
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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.
___
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Update of bug #21865 (project wesnoth):
Status:None = Fixed
___
Follow-up Comment #7:
i like when things can be marked as fixed.
Follow-up Comment #2, bug #22147 (project wesnoth):
ok i commited e3f7f2bcbc64a679f780919ebaf0ef9de775a1a3 to master which should
fix.
___
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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 #22147 (project wesnoth):
Status:None = Ready For Test
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Update of bug #22162 (project wesnoth):
Status:None = Confirmed
___
Follow-up Comment #1:
i noticed this too.
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Follow-up Comment #3, bug #22046 (project wesnoth):
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Nachricht gesendet von/durch Gna!
http://gna.org/
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]
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
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.
___
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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
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
Update of bug #22205 (project wesnoth):
Status:None = Invalid
Open/Closed:Open = Closed
___
Follow-up Comment #2:
closed since if i
Update of bug #21884 (project wesnoth):
Status: Invalid = None
Open/Closed: Closed = Open
___
Follow-up Comment #3:
i can reproduce this
Update of bug #21884 (project wesnoth):
Severity: 3 - Normal = 2 - Minor
Priority: 5 - Normal = 2
___
Follow-up Comment #4:
Ok i think
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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