[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-19 Thread David Mikos
Update of bug #21883 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #10:

I've pushed a change in commit f2f30b175768e7c456255a3207e6f4b3ffc57b60 for
the 1.13 branch that should fix the problem. Can someone please test that had
this problem before?

The problem looks to me like the default movement animation cycled between 0~1
offsets with increments of 200 ticks. If the tick counter was delayed the
animation between individual hexes could repeat. i.e. 0, 33, 100, 177, 233
(picks up 33 in the next cycle backwards), etc. I set it to match the 'magic
number' in the move_between function that I mentioned before and it appears
smooth here now.

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[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 ?

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[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 game, a controller can also change during the game without
reloading. And yes making decisions dependent on current controller types
might result in OOS in some cases.
> A preload event is fired sometimes, sometimes it is not.
I agree that this can be confusing
> So the input must stay within turn 2. 
But i think the turin 2 event is inside turn 2?

also if you are agree with fireing on teh next moveto event like 
> Hmm ... it could still work if a preload event just detected a reloaded game
and then first moveto 
there is an option using sync_choice whcih is replay save even in 1.12 (maybe
even 1.10):
1) Choose a variable name like 'was_reloaded'
2) set 'was_reloaded' to true in preload events.
3) in moveto events do something like 
 [lua]
 code=<<
   local was_reloaded = wesnoth.synchronize_choice(
   funtion()
 return wesnoth.get_variable("was_reloaded");
   end)
   wesnoth.set_variable("was_reloaded_synced", was_reloaded)
   wesnoth.set_variable("was_reloaded", false )
 >>
 [/lua]
4) dont use the variable 'was_reloaded' anywhere else
and you'll have a replaysave variable 'was_reloaded_synced' that contains
whether there was a reload between this move and the last move.


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[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)

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[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.

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[Wesnoth-bugs] [bug #3856] hide map at start of turn, to preserve fog/shroud in hotseat games

2014-04-19 Thread Chris Beck
Update of bug #3856 (project wesnoth):

  Status:None => Ready For Test 


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

2014-04-19 Thread Daniel
URL:
  

 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
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.12+dev
Operating System: win7

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Details:

When advancing form scenario 13 to scenario 14 the server rejects the scenario
with the message "This server does not support games with more than 9 sides.
Game aborted".
As a result the Non host client wait forever for the next scenario, And the
host waits forever for a valid random seed.
There are 3 different problems i think:
1) Low scenario14 has too many sides / server should accept more sides
2) The server doesn't send a 'reject' package back. instead if just sends
nothing
3) the abort button in the "Waiting for next scenario" dialog doesn't work




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[Wesnoth-bugs] [bug #21940] [Tutorial] An aggressive player can cause dialogue issues

2014-04-19 Thread anonymous
URL:
  

 Summary: [Tutorial] An aggressive player can cause dialogue
issues
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sat 19 Apr 2014 07:24:59 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.10.7
Operating System: All

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Details:

In the first tutorial scenario, it's just barely possible for an aggressive
player (meaning, probably, not a newbie who actually needs the tutorial) to
kill the first Quintain with their main unit, on the same turn as they recruit
the two Elvish Fighters but before either of those units could act.

If this happens, then Delfador leaves and doesn't say his lines, which breaks
the dialogue a little bit. Surprisingly, it mostly still works, except that
the line "I'll tell them to use the one that does the most damage!" has no
antecedent. The simple fix would be to change this line to "I'll tell them to
use the attack that does the most damage!", or something similar. The
suggested line still flows properly with the usual correct dialogue, and
changing this one line is probably easier than trying to modify the scenario
so that this can't happen.




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

2014-04-19 Thread Chris Beck
Follow-up Comment #5, bug #21903 (project wesnoth):

Also related: the button should probably be greyed out and unclickable for
observers as well, until the host gives the next level.

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[Wesnoth-bugs] [bug #21939] server should not send change_controller to sides lingering on prev level

2014-04-19 Thread Chris Beck
URL:
  

 Summary: server should not send change_controller to sides
lingering on prev level
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Sat 19 Apr 2014 04:43:29 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: any
Operating System: any

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Details:

This seems to affect all versions of wesnoth, however it is more annoying in
1.12, 1.13-dev because with the server side controller tweaks this leads to
"illegal whiteboard data" messages whenever we transition afaik. 

I believe that it does not actually cause problems beyond what we had in 1.10
however, and that it could be fixed with a solely server-side patch that keeps
track for each player whether they have transitioned from linger mode or not,
and filters for this when sending [change_controller] signals.




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[Wesnoth-bugs] [bug #21931] controllers bugged in basic LoW playthrough

2014-04-19 Thread Chris Beck
Update of bug #21931 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #1:

Proposed fix on master and 1.12 now, commit here:
https://github.com/wesnoth/wesnoth/commit/43ee443016ac814076b112e5b856d8147cb1e936

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[Wesnoth-bugs] [bug #21937] sound and music lags/screech sometimes if a lot of sound acitivity is produced

2014-04-19 Thread LAZA
URL:
  

 Summary: sound and music lags/screech sometimes if a lot of
sound acitivity is produced
 Project: Battle for Wesnoth
Submitted by: laza
Submitted on: Sat 19 Apr 2014 04:19:32 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Sound and music
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.12
Operating System: Windows 8.1

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Details:

i play in an VM with Windows 8.1 Update 1, 4 GB RAM, 2 CPU cores, 2D and 3D
video acceleration, 196 MB GPU

to reproduce this bug, change the resolution to maximum my LCD can handle:
1920x1200

- play a bit
- if an unit attacks three times, the attacking sound lags and is only two
times created(?)
- if a lot of units heal/cure the sound screechs and seldom the music breaks
- sometimes the music breaks

maybe this is a problem of the VM and not for BfW, but i tested a bit and if i
change the game speed to 0,5 the sound and is correct and no abnormal
behavior.
also the resolution has an impact cause it got much worse if i change the
resolution to the maximum.

Host: Xubuntu 14.04
VirtualBox 4.3.10
Guest: Windows 8.1 Update 1




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[Wesnoth-bugs] [bug #21936] LoW 3: map labels/names overlay units

2014-04-19 Thread LAZA
URL:
  

 Summary: LoW 3: map labels/names overlay units
 Project: Battle for Wesnoth
Submitted by: laza
Submitted on: Sat 19 Apr 2014 04:02:09 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Graphics
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.12
Operating System: Linux

___

Details:

Legend of Wesmere - Ka'lian Under Attack:

the map got desciptions like Elendor, Northtower, Southtower, ...

if a unit is in one of the six fields around the label the unit itself is
covered with the description
the best chance to see it, is at the beginning, when the enemy units appear
- at the center of the island is the label Südliche/southern  Bastion
- the approaching orc assassins are left and right of the field, but half
hidden through the label
--> experience and life could not be seen

.

Windows 8.1 in an VM




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[Wesnoth-bugs] [bug #17141] the eastern envasion. Evacuation scenario ending bug

2014-04-19 Thread Sebastia Kölle
Follow-up Comment #5, bug #17141 (project wesnoth):

Fixed in 9a2158cd642ae by zookeeper.

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[Wesnoth-bugs] [bug #13333] Text Input Crashes Wesnoth

2014-04-19 Thread Sebastia Kölle
Follow-up Comment #10, bug #1 (project wesnoth):

The only GUI1 textbox I could find (MP Configuration: Name of game) works fine
on Windows.

[text_input] has no overflow issues either.

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[Wesnoth-bugs] [bug #19482] Advanced options field is too wide in russian version

2014-04-19 Thread Sebastia Kölle
Follow-up Comment #4, bug #19482 (project wesnoth):

Solved with ellipsis truncate as of version 1.11.9.
Longer entries are displayed on mouse over.

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[Wesnoth-bugs] [bug #13248] glitch in preference menu

2014-04-19 Thread Sebastia Kölle
Follow-up Comment #2, bug #13248 (project wesnoth):

Solved with ellipsis truncate as of version 1.11.9.

Longer entries are displayed on mouse over, which means #19482 is fixed as
well.

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-19 Thread Christian Bielert
Follow-up Comment #9, bug #21883 (project wesnoth):

Alright, this time it should work properly.

(file #20525)
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Additional Item Attachment:

File name: fog.mp4Size:850 KB


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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-19 Thread Christian Bielert
Follow-up Comment #8, bug #21883 (project wesnoth):

Oops looks like my transcoding tool messed up. Let me try that again..

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-19 Thread Christian Bielert
Follow-up Comment #7, bug #21883 (project wesnoth):

Okay, I've created a video showcasing the problem on my system. 

/proc/cpuinfo gives me "Intel(R) Core(TM) i7-3520M CPU @ 2.90GHz", and I'm not
using CPUlimit, nor was there any load on the core running wesnoth(the other
core was doing the recording), so this is a problem that definitely affects
reasonably modern laptops.

(file #20524)
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Additional Item Attachment:

File name: fog.mkvSize:773 KB


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