[Wesnoth-bugs] [bug #24704] Mouseover tooltips on Multiplayer Configure Game sceen don't show

2016-06-02 Thread Wedge009
Follow-up Comment #3, bug #24704 (project wesnoth):

Ah, I see them this time (I was using local game as well). I probably didn't
see them at the bottom of the screen previously.

Confirmed, they don't show in master any more.

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

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #4, bug #24700 (project wesnoth):

As far as the reported bug, since Sapient made the original commit and he's
been around lately, we should hear from him about this.

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

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #3, bug #24700 (project wesnoth):

I've been using the ladder timer settings with 1v1 mp maps, as part of getting
better at playing Wesnoth.

I think a lot of players would get into trouble enabling a timer on SP,
especially if they try and use the ladder settings of 300/300/300/0.

SP campaigns scenarios can be quite varied, so what would be a good timer
setting? One would have to be provided if the feature was easily available for
all upon game installation.

Furthermore, due to scenario variety, it seems like you'd need to allow the
player to adjust the timer between scenarios. I think such complexity is best
kept away from players.

If players want to try the timer in sp, they can currently access it by
launching wesnoth in debug mode which enables the sp campaigns to appear in
the mp framework.

TL,DR - I think allowing a timer for all in sp would allow a good number of
players to cause themselves problems.


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[Wesnoth-bugs] [bug #24704] Mouseover tooltips on Multiplayer Configure Game sceen don't show

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #2, bug #24704 (project wesnoth):

Example: For hovering over 'Shuffle sides' it says 'Assign sides to players at
random' at the bottom of the screen.

Note that my tests are for 'Configure Game' screen in a local multiplayer
game. I see the tooltips in 1.12.6, and I'm using the standard lobby as well.

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

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #6, bug #24699 (project wesnoth):

Yes. it is the ` key (above Tab and below Esc on english keyboards) This is
the default key value for the hotkey entry 'Show Lua Console'.

I should have mentioned this. Afaict, this is the only way to access the
console outside of debug mode.

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[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  

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Follow-up Comment #5:

The engine bug ('Mandatory WML child missing...') is a dublicate of
https://gna.org/bugs/index.php?24671 not sure why i didn't see this earlier,
this also means that it is alread fixed in 1.13.4+dev

The error message about invalid to_variable is the expected behaviour, you
need to fix this in your addon code.

Also i noticed when testing it with loti (as described in the link) multiple
other issues with loti (first scenario of part 2):
1) Lua errors in the ai code, attempt to index a nil value...
2) trying to crete a unit with empty type= filed
3) multiple warnings about with [advance]/[advancement]

Not sure whether my tested loti version was the latest avaialable though.

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[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #3, bug #24703 (project wesnoth):

If checking max height for each entry only means 'units on the recruit list'
why not? I would think it would be quick enough for any normal sized recruit
list.

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[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.

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[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
sp?

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

2016-06-02 Thread Adrian
URL:
  

 Summary: Hornshark clockwork boy IDs
 Project: Battle for Wesnoth
Submitted by: mint
Submitted on: Thu 02 Jun 2016 10:04:48 AM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.5
Operating System: Windows 10

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Details:

To reproduce: Start a multiplayer Hornshark Island game with either side as
loyalists. Reload the game. One clockwork boy will disappear from each
loyalist side. 

In Hornshark Island, one of the loyal clockwork boys for loyalists disappears
when the game is reloaded. This looks to be both of them have the same ID.
Changing one or both of their IDs should fix this.



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File Attachments:


---
Date: Thu 02 Jun 2016 10:04:48 AM UTC  Name: Disappearing_clockwork_boys.gz 
Size: 21kB   By: mint



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

2016-06-02 Thread Pentarctagon
Follow-up Comment #4, bug #24719 (project wesnoth):

Possibly related to this bug: https://gna.org/bugs/?24413

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

2016-06-02 Thread Charles Dang
Follow-up Comment #5, bug #24699 (project wesnoth):

Is there another way to access the Lua console besides ;lua or ;inspect -> Lua
Console? Both are inaccessible outside debug mode.

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