[Wesnoth-bugs] [bug #25090] load game filter does not reset when empty

2016-09-23 Thread Wedge009
Follow-up Comment #3, bug #25090 (project wesnoth):

Rechecked, yes mistaken. Blame it on working after coming back from work.

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[Wesnoth-bugs] [bug #25090] load game filter does not reset when empty

2016-09-23 Thread Charles Dang
Update of bug #25090 (project wesnoth):

  Status:   Confirmed => Fixed  
 Assigned to:None => vultraz
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

Fixed in
https://github.com/wesnoth/wesnoth/commit/87a5382fb2dbe5705f99b4e67288835b2f64adb6.
You are mistaken, it's not present in 1.12.

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[Wesnoth-bugs] [bug #25087] create game: error: Image doesn't fit on canvas

2016-09-23 Thread Charles Dang
Update of bug #25087 (project wesnoth):

  Status:None => Works For Me   
 Assigned to:None => vultraz

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Follow-up Comment #2:

Cannot reproduce running at 800x600 :/

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[Wesnoth-bugs] [bug #25100] crash when trying to create

2016-09-23 Thread Charles Dang
Update of bug #25100 (project wesnoth):

  Status:   Confirmed => Fixed  
 Assigned to:None => vultraz
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

Fixed here:
https://github.com/wesnoth/wesnoth/commit/a02c568b785f9d30373aef806507da6ff1c9

Explanation in code comment :|

Thanks for catching this.

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[Wesnoth-bugs] [bug #25107] MP Create Game dialogue introduces some fun translucency when display resolution is too small

2016-09-23 Thread Charles Dang
Update of bug #25107 (project wesnoth):

  Status:None => Confirmed  

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Follow-up Comment #1:

Known :( There's something screwy with partially obscured rects and the canvas
drawing code.

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[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-09-23 Thread Wedge009
Update of bug #25106 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.13.5+dev 
Operating System:   linux => All

___

Follow-up Comment #1:

vision_path() in pathfind/pathfind.cpp:592 is trying to grab a pointer to the
unit that's just moved. But when units/map.hpp tries to validate the unit for
dereferencing (line 242), it returns false. I'm really not sure why this is,
but it looks like another case of references not carrying through with the
game resources restructuring.


wesnoth.exe!unit_map::iterator_base::operator*()
Line 186C++
wesnoth.exe!pathfind::vision_path::vision_path(const movetype::terrain_costs &
view_costs, bool slowed, int sight_range, const map_location & loc, const
std::map > & jamming_map) Line 591 C++
wesnoth.exe!actions::shroud_clearer::clear_unit(const map_location & view_loc,
team & view_team, unsigned int viewer_id, int sight_range, bool slowed, const
movetype::terrain_costs & costs, const map_location & real_loc, const
std::set *
known_units, unsigned int * enemy_count, unsigned int * friend_count,
actions::move_unit_spectator * spectator, bool instant) Line 362C++
wesnoth.exe!actions::shroud_clearer::clear_unit(const map_location & view_loc,
team & view_team, const actions::clearer_info & viewer, bool instant) Line
442 C++
wesnoth.exe!actions::undo_list::apply_shroud_changes() Line 473 C++
wesnoth.exe!actions::undo_list::commit_vision() Line 247C++
wesnoth.exe!synced_command_func_update_shroud(const config & __formal, bool
use_undo, bool __formal, std::function,std::allocator >
const &,bool)> error_handler) Line 386  C++
wesnoth.exe!synced_context::run(const
std::basic_string &
commandname, const config & data, bool use_undo, bool show, std::function,std::allocator >
const &,bool)> error_handler) Line 75   C++
wesnoth.exe!synced_context::run_and_store(const
std::basic_string &
commandname, const config & data, bool use_undo, bool show, std::function,std::allocator >
const &,bool)> error_handler) Line 100  C++
wesnoth.exe!synced_context::run_and_throw(const
std::basic_string &
commandname, const config & data, bool use_undo, bool show, std::function,std::allocator >
const &,bool)> error_handler) Line 110  C++
wesnoth.exe!events::menu_handler::update_shroud_now(int __formal) Line
465 C++
wesnoth.exe!events::menu_handler::toggle_shroud_updates(int side_num) Line
460 C++
wesnoth.exe!playsingle_controller::hotkey_handler::toggle_shroud_updates()
Line 67 C++
wesnoth.exe!hotkey::command_executor::execute_command(const
hotkey::hotkey_command & cmd, int __formal, bool press) Line 233C++
wesnoth.exe!play_controller::hotkey_handler::execute_command(const
hotkey::hotkey_command & cmd, int index, bool press) Line 263   C++
wesnoth.exe!hotkey::execute_command(const hotkey::hotkey_command & command,
hotkey::command_executor * executor, int index, bool press) Line 581C++
wesnoth.exe!hotkey::command_executor::show_menu(const
std::vector,std::allocator > > & items_arg, int xloc, int yloc, bool __formal, display & gui) Line
386 C++
wesnoth.exe!play_controller::hotkey_handler::show_menu(const
std::vector,std::allocator > > & items_arg, int xloc, int yloc, bool context_menu, display & disp) Line
471 C++
wesnoth.exe!controller_base::show_menu(const
std::vector,std::allocator > > & items_arg, int xloc, int yloc, bool context_menu, display & disp) Line
309 C++
wesnoth.exe!controller_base::play_slice(bool is_delay_enabled) Line 221 C++
wesnoth.exe!play_controller::play_slice_catch() Line 1068   C++
wesnoth.exe!playmp_controller::play_human_turn() Line 166   C++
wesnoth.exe!playsingle_controller::play_side_impl() Line 388C++
wesnoth.exe!playmp_controller::play_side_impl() Line 85 C++
wesnoth.exe!play_controller::play_side() Line 1158  C++
wesnoth.exe!play_controller::play_turn() Line 1197  C++
wesnoth.exe!playsingle_controller::play_scenario_main_loop() Line 183   C++
wesnoth.exe!playsingle_controller::play_scenario(const config & level) Line
264 C++
wesnoth.exe!campaign_controller::playmp_scenario(end_level_data & end_level)
Line 231C++
wesnoth.exe!campaign_controller::play_game() Line 290   C++

[Wesnoth-bugs] [bug #25100] crash when trying to create

2016-09-23 Thread Wedge009
Update of bug #25100 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.13.5+dev 
Operating System:   linux => All

___

Follow-up Comment #1:

I'm not sure why but it looks like there's only one team being defined for
this particular scenario, hence the crash. This isn't an issue with 1.12.x


wesnoth.exe!gui2::tmenu_button::set_values(const
std::vector & values, int selected) Line
169 C++
wesnoth.exe!gui2::tmp_staging::pre_show(gui2::twindow & window) Line 180
C++
wesnoth.exe!gui2::tdialog::show(CVideo & video, const unsigned int
auto_close_time) Line 64C++
wesnoth.exe!enter_connect_mode(CVideo & video, const config & game_config,
saved_game & state, twesnothd_connection * wesnothd_connection, lobby_info &
li, bool local_players_only) Line 483   C++
wesnoth.exe!enter_create_mode(CVideo & video, const config & game_config,
saved_game & state, twesnothd_connection * wesnothd_connection, lobby_info &
li, bool local_players_only) Line 555   C++
wesnoth.exe!mp::start_local_game(CVideo & video, const config & game_config,
saved_game & state) Line 762C++
wesnoth.exe!game_launcher::play_multiplayer(game_launcher::mp_selection res)
Line 838C++
wesnoth.exe!do_gameloop(const
std::vector,std::allocator > > & args) Line 793  C++
wesnoth.exe!SDL_main(int argc, char * * argv) Line 1042 C++
wesnoth.exe!main_utf8(int argc, char * * argv) Line 126 C
wesnoth.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char *
szCmdLine, int sw) Line 189 C


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[Wesnoth-bugs] [bug #25107] MP Create Game dialogue introduces some fun translucency when display resolution is too small

2016-09-23 Thread Wedge009
URL:
  

 Summary: MP Create Game dialogue introduces some fun
translucency when display resolution is too small
 Project: Battle for Wesnoth
Submitted by: wedge009
Submitted on: Fri 23 Sep 2016 09:46:23 PM AEST
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.5+dev
Operating System: All

___

Details:

Tested on d1053abe in both Windows and Linux. I realise the dialogue may be
undergoing continuing development.

1. Go to MP Create Game - Local Game is sufficient.
2. If necessary, shrink your horizontal resolution so that scroll bars are
necessary. Keep your view so that the General / Custom Options / Game Settings
dialogue on the right remains partially off-screen.
3. In any of those three tabs on the right, in the uppermost box, move the
mouse over the check boxes (Shuffle Sides, Observers, etc).
4. As the tool-tips pop on and off, observe that the translucency of the
containing box vacillates between normal and completely black/opaque.

Oh, fun times. ):



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File Attachments:


---
Date: Fri 23 Sep 2016 09:46:23 PM AEST  Name: bad_translucency.png  Size: 42kB
  By: wedge009



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[Wesnoth-bugs] [bug #25093] editor: heap buffer overflow editing side of scenario

2016-09-23 Thread Wedge009
Update of bug #25093 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.13.5+dev 
Operating System:   linux => All

___

Follow-up Comment #1:

Same issue in VS stack trace:


wesnoth.exe!editor::map_context::set_side_setup(editor::editor_team_info &
info) Line 223  C++
wesnoth.exe!editor::context_manager::edit_side_dialog(int side) Line 222
C++
wesnoth.exe!editor::editor_controller::execute_command(const
hotkey::hotkey_command & cmd, int index, bool press) Line 946   C++
wesnoth.exe!hotkey::execute_command(const hotkey::hotkey_command & command,
hotkey::command_executor * executor, int index, bool press) Line 581C++
wesnoth.exe!hotkey::command_executor::show_menu(const
std::vector,std::allocator > > & items_arg, int xloc, int yloc, bool __formal, display & gui) Line
386 C++
wesnoth.exe!editor::editor_controller::show_menu(const
std::vector,std::allocator > > & items_arg, int xloc, int yloc, bool context_menu, display & disp) Line
1085C++
wesnoth.exe!controller_base::play_slice(bool is_delay_enabled) Line 221 C++
wesnoth.exe!editor::editor_controller::main_loop() Line 176 C++
wesnoth.exe!editor::start(const config & game_conf, CVideo & video, const
std::basic_string &
filename, bool take_screenshot, const
std::basic_string &
screenshot_filename) Line 52C++
wesnoth.exe!game_launcher::start_editor(const
std::basic_string &
filename) Line 990  C++
wesnoth.exe!game_launcher::start_editor() Line 94   C++
wesnoth.exe!do_gameloop(const
std::vector,std::allocator > > & args) Line 805  C++
wesnoth.exe!SDL_main(int argc, char * * argv) Line 1042 C++
wesnoth.exe!main_utf8(int argc, char * * argv) Line 126 C
wesnoth.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char *
szCmdLine, int sw) Line 189 C


Problem is trying to reference the -1 index of the teams_ vector in
editor/map/map_context.cpp:223, since info.side is zero and 0 - 1 = -1. I
don't know why the -1 is supposed to be necessary here, especially when the
index is simply side in 1.12.

Looks like the breaking commit was
https://github.com/wesnoth/wesnoth/commit/c29ea4e2612fd919bb48ae25ebb2f01fccbc3231
by CelMin.

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[Wesnoth-bugs] [bug #25101] game create screen not shown when window not big enough

2016-09-23 Thread Wedge009
Update of bug #25101 (project wesnoth):

 Release: git => 1.13.5+dev 

___

Follow-up Comment #1:

I understand there's been a lot of development recently in the MP Create Game
dialogue, so you may have just got it in an unstable state. Can you try again
and see if it's still causing you problems?

Also, this looks like the same situation as bug #25087, just with a different
issue on a too-small resolution window.

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[Wesnoth-bugs] [bug #25095] wesnoth -t: "reload & exec lua code" segfaults

2016-09-23 Thread Wedge009
Update of bug #25095 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.13.5+dev 
Operating System:   linux => All

___

Follow-up Comment #1:

Confirmed, though I don't really know what's happening with the Lua stuff.

There's an error message in the console which appears in both 1.12 and 1.13.
But only 1.13 crashes thereafter. The crash seemed to be instantaneous in
Linux, but possibly non-deterministic in Windows. Maybe memory-related?

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[Wesnoth-bugs] [bug #25094] heap-use-after-free in test scenario (wesnoth -t)

2016-09-23 Thread Wedge009
Follow-up Comment #1, bug #25094 (project wesnoth):

Couldn't get a crash with this one.

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[Wesnoth-bugs] [bug #25090] load game filter does not reset when empty

2016-09-23 Thread Wedge009
Update of bug #25090 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.12.6+dev 
Operating System:   linux => All

___

Follow-up Comment #1:

Confirmed, and marking this as being present even in 1.12 branch.

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[Wesnoth-bugs] [bug #25088] Random map generation: non-numerical seeds yield different maps

2016-09-23 Thread Wedge009
Update of bug #25088 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.13.5+dev 
Operating System:   linux => All
 Summary: random map generation: identical seeds yield
different maps => Random map generation: non-numerical seeds yield different
maps

___

Follow-up Comment #3:

Agreed, it's not clear that the random map generator only accepts numeric
values and I confirm that numbers work but anything non-numeric produced
random results.

I don't really know Wesnoth UI code, but if it's possible to filter for
numeric values only and display some sort of error message for anything else,
that would be better than what we have now. I realise parsing floating-point
values often involves starting with a string input, so this isn't necessarily
an easy thing to do. Although, it looks like floating-point inputs are
truncated to integers anyway.

I've updated the summary to reflect this discussion - please let us know if
you object.

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[Wesnoth-bugs] [bug #25087] create game: error: Image doesn't fit on canvas

2016-09-23 Thread Wedge009
Update of bug #25087 (project wesnoth):

 Release: git => 1.13.5+dev 

___

Follow-up Comment #1:

I wonder if you got width and height mixed up as it's not possible to go less
than 800 px for width.

Anyway, can you retry this one please? Running at 800x600 I can access Local
MP Game just fine. Granted, there are scroll bars now, but there doesn't
appear to be any layout failures.

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