[Wesnoth-bugs] [task #8013] Data Export #69 (bugs)

2017-05-01 Thread Celtic Minstrel
URL:
  <http://gna.org/task/?8013>

 Summary: Data Export #69 (bugs)
 Project: Battle for Wesnoth
Submitted by: celticminstrel
Submitted on: Mon 01 May 2017 09:46:09 PM EDT
Category: None
 Should Start On: Mon 01 May 2017 12:00:00 AM EDT
   Should be Finished on: Tue 02 May 2017 12:00:00 AM EDT
Priority: 5 - Normal
  Status: None
 Privacy: Private
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00

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Details:

A new export job has been registered.
 
This task has been created to keep the project informed. However, only Celtic
Minstrel, that created the job, can remove the job itself. 

= Job URL =

Once the job will be done, it will be available at:

  <https://gna.org/export/wesnoth/celticminstrel/69.xml>


= Job Removal  =

Closing this task will not remove the job. To remove the job, Celtic Minstrel
must go at: 

  <https://gna.org/bugs/export.php?group=wesnoth>


= Job Details =

The SQL query will be:
SELECT bug_id  FROM bugs  WHERE group_id=\'1242\'  AND status_id IN (\'3\') 


(Note: We are aware this information is not tremendously user-friendly. This
will be improved in future Savane releases)





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[Wesnoth-bugs] [task #8014] Data Export #70 (bugs)

2017-05-01 Thread Celtic Minstrel
URL:
  <http://gna.org/task/?8014>

 Summary: Data Export #70 (bugs)
 Project: Battle for Wesnoth
Submitted by: celticminstrel
Submitted on: Mon 01 May 2017 09:46:16 PM EDT
Category: None
 Should Start On: Mon 01 May 2017 12:00:00 AM EDT
   Should be Finished on: Tue 02 May 2017 12:00:00 AM EDT
Priority: 5 - Normal
  Status: None
 Privacy: Private
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00

___

Details:

A new export job has been registered.
 
This task has been created to keep the project informed. However, only Celtic
Minstrel, that created the job, can remove the job itself. 

= Job URL =

Once the job will be done, it will be available at:

  <https://gna.org/export/wesnoth/celticminstrel/70.xml>


= Job Removal  =

Closing this task will not remove the job. To remove the job, Celtic Minstrel
must go at: 

  <https://gna.org/bugs/export.php?group=wesnoth>


= Job Details =

The SQL query will be:
SELECT bug_id  FROM bugs  WHERE group_id=\'1242\'  AND status_id IN (\'1\') 


(Note: We are aware this information is not tremendously user-friendly. This
will be improved in future Savane releases)





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[Wesnoth-bugs] [bug #25670] App Crash when canceling or Esc a Lua dialog

2017-04-21 Thread Celtic Minstrel
Update of bug #25670 (project wesnoth):

  Status:   Confirmed => Fixed  

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Follow-up Comment #1:

Fixed in master.

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[Wesnoth-bugs] [bug #25619] using invalid unit types in debug mode

2017-04-14 Thread Celtic Minstrel
Update of bug #25619 (project wesnoth):

Category: Feature Request => Bug


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[Wesnoth-bugs] [bug #25639] [remove_object] heals units with amla

2017-04-08 Thread Celtic Minstrel
Follow-up Comment #1, bug #25639 (project wesnoth):

I doubt this is a bug with [remove_object]. If the situation is as you
suggest, it should also affect objects with an expiry, such as the "stun"
weapon special. I don't know of any good way to fix this.

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[Wesnoth-bugs] [bug #25625] Translation mark _ in text key breaks event with [animate_unit]

2017-03-26 Thread Celtic Minstrel
Update of bug #25625 (project wesnoth):

  Status:None => Ready For Test 
 Assigned to:None => celticminstrel 


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[Wesnoth-bugs] [bug #18679] [ai] blocks are ignored

2017-03-19 Thread Celtic Minstrel
Update of bug #18679 (project wesnoth):

  Status:   Confirmed => Invalid

___

Follow-up Comment #4:

The problem here is that only one of each aspect can be specified in the
side's AI - in other words, you can have only one [avoid]. If you want to
avoid multiple areas, you need to merge them into a single [avoid] tag. It
doesn't matter how many [ai] tags you use - with a few minor exceptions,
multiple [ai] tags are equivalent to stuffing everything into a single [ai]
tag.

That's not to say that multiple [avoid] tags are useless, mind you. Each
[avoid] tag stacks on a new facet, so if you want the AI to avoid one area,
but halfway through the scenario they stop that and start to avoid a different
area, you could use two [avoid] tags. The second tag would come into effect
immediately; you could then use a [modify_ai] halfway through the scenario to
remove it (with a path of aspect[avoid].facet[0] if I recall correctly), at
which point the first [avoid] tag would be in effect.

In any case, this is not a bug but rather an misunderstanding of how the AI
system works, so I'm marking this invalid.

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[Wesnoth-bugs] [bug #25390] [for] tag ignores start/end attributes

2017-03-13 Thread Celtic Minstrel
Update of bug #25390 (project wesnoth):

  Status:None => Invalid


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[Wesnoth-bugs] [bug #25558] lua error with micro ai

2017-03-13 Thread Celtic Minstrel
Update of bug #25558 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-12 Thread Celtic Minstrel
Update of bug #2 (project wesnoth):

  Status: In Progress => Fixed  


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[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-11 Thread Celtic Minstrel
Update of bug #2 (project wesnoth):

  Status:   Fixed => In Progress


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[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-10 Thread Celtic Minstrel
Follow-up Comment #10, bug #2 (project wesnoth):

What exactly goes wrong? Shroud is updated incorrectly? Updated but doesn't
take effect until next redraw? Something else?

Is it the shroud removal or placement that doesn't work? (Your line numbers
seem to be different from master so I can't be sure which you're referring
to.)

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[Wesnoth-bugs] [bug #25558] lua error with micro ai

2017-03-10 Thread Celtic Minstrel
Follow-up Comment #5, bug #25558 (project wesnoth):

gfgtdf pointed out something I missed in the previous commit, so try this
one:

https://github.com/wesnoth/wesnoth/commit/6fe8e65502cc319e61166a3f63b76d5964e947b7

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[Wesnoth-bugs] [bug #25558] lua error with micro ai

2017-03-10 Thread Celtic Minstrel
Follow-up Comment #4, bug #25558 (project wesnoth):

This isn't exactly a fix, but it'll help determine whether I'm on the right
track with respect to the cause...

Try adding [] to the end of the path strings on lines 99 and 157 of
data/ai/micro_ais/micro_ai_helper.lua.

(My build isn't working currently so I can't test it myself.)

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[Wesnoth-bugs] [bug #25558] lua error with micro ai

2017-03-09 Thread Celtic Minstrel
Update of bug #25558 (project wesnoth):

 Assigned to:None => celticminstrel 


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[Wesnoth-bugs] [bug #25558] lua error with micro ai

2017-03-09 Thread Celtic Minstrel
Follow-up Comment #1, bug #25558 (project wesnoth):

Is this fixed by the following commit?

https://github.com/wesnoth/wesnoth/commit/6de1c9441f25b9c96a524e2c342e9f82483dd1c2

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[Wesnoth-bugs] [bug #25561] stderr message about unescaped

2017-03-08 Thread Celtic Minstrel
Follow-up Comment #4, bug #25561 (project wesnoth):

Ah. I'd say it's fine to disallow markup in the author, but I'm sure there
would be people who disagree, so I dunno...

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[Wesnoth-bugs] [bug #25561] stderr message about unescaped

2017-03-07 Thread Celtic Minstrel
Follow-up Comment #2, bug #25561 (project wesnoth):

I disagree on that commit; an exceptional situation should be warning or
error, not log.

As for the actual issue... it makes sense to allow marked-up text in the
add-on or scenario description, so IMO the real problem here is the choice of
markup syntax. We should probably drop Pango markup and implement a friendlier
custom markup syntax. (Or maybe use Markdown or something.) It would then be
rendered to Pango markup which is passed on to Pango.

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[Wesnoth-bugs] [bug #25013] weapon naming: with or without space?

2017-01-27 Thread Celtic Minstrel
Follow-up Comment #3, bug #25013 (project wesnoth):

The "longsword" as a type of weapon in its own right is a construct of games
such as Dungeons and Dragons. There is no historical "longsword". Thus, I
would say there's no real difference between "longsword" and "long sword"
except maybe that the latter could also include even larger swords (like a
greatsword), which doesn't seem like a useful thing here.

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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2017-01-19 Thread Celtic Minstrel
Follow-up Comment #8, bug #23841 (project wesnoth):

Normally when you overwrite an existing tag, it's to extend it; the original
implementation is saved first, and then called from the new implementation.
It's not a problem to be able to overwrite an existing tag, but it's not good
to be able to _accidentally_ overwrite an existing tag.

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[Wesnoth-bugs] [bug #23752] gui2 listboxes header not working correctly

2017-01-19 Thread Celtic Minstrel
Follow-up Comment #6, bug #23752 (project wesnoth):

When you say no mainline listboxes need horizontal scrollbars, I sure hope
that means on 800x600 resolution...

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[Wesnoth-bugs] [bug #25390] [for] tag ignores start/end attributes

2016-12-16 Thread Celtic Minstrel
Follow-up Comment #1, bug #25390 (project wesnoth):

The array and start/end/step attributes are intended to be mutually exclusive,
as documented on the wiki. In effect, the array attribute is a shorthand.

If you simply remove array=test from that example, it should work.

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[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-11-25 Thread Celtic Minstrel
Follow-up Comment #3, bug #25337 (project wesnoth):

You shouldn't be adding definitions before the dialog shows. You should do
that early, in a load event or similar.

Plus, if you try to add the same definition twice, obviously it won't actually
be added twice. So even if you DID add your definitions just before the dialog
shows, they wouldn't accumulate. Unless of course you somehow use a different
definition ID each time.

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[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-11-23 Thread Celtic Minstrel
Follow-up Comment #1, bug #25337 (project wesnoth):

I too prefer the second method, but rather than an unregister function, I
think it would make more sense to automatically unregister any custom
definitions when the Lua kernel is destroyed. (Which means that any
definitions registered in the Application Lua Kernel are available everywhere,
but that shouldn't be a huge issue since no-one uses the Application Lua
Kernel, plus it's not really meant to be used for GUI stuff.)

Basically, the register_widget_definition would do two things: 1) Register the
definition in the GUI settings, and 2) Add the definition to a list of ones to
unregister, stored in the Lua kernel class (probably lua_kernel_base). Then
the class's destructor would call an appropriate function to remove the
definitions from the GUI settings.

Naturally, this approach would mean you do not want to allow existing
definitions to be overridden, so register_widget_definition would need to
check that the definition doesn't exist before doing anything.

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[Wesnoth-bugs] [bug #25224] add translation friendly string.format function

2016-10-29 Thread Celtic Minstrel
Follow-up Comment #5, bug #25224 (project wesnoth):

If it's in the lua_kernel_base you can simply press the tilde key (more
specificall, ` ) at the title screen. If it's in the game_lua_kernel you would
need to start a game before pressing that key.

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[Wesnoth-bugs] [bug #25224] add translation friendly string.format function

2016-10-27 Thread Celtic Minstrel
Follow-up Comment #3, bug #25224 (project wesnoth):

1. It makes most sense to me to use the WML variable substitution syntax (as
vgettext does), not the % syntax noted by gfgtdf.

2. You might want to think of this as having two parts - first, a
"wesnoth.format" or similar function that handles the formatting; second, a
way to encode the format parameters into the t_string so that the format
doesn't occur until the translation is resolved. 

The second part would probably be a feature of the same format function
though, I guess; as gfgtdf said, if the format string is a t_string, it could
output a t_string instead of performing the format immediately. Then t_string
would perform the format once the translation is resolved.

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[Wesnoth-bugs] [bug #25077] memleak in wesnoth help

2016-10-18 Thread Celtic Minstrel
Follow-up Comment #1, bug #25077 (project wesnoth):

This appears to be the same as #25083.

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[Wesnoth-bugs] [bug #25083] leaks in AI vs AI match

2016-10-18 Thread Celtic Minstrel
Follow-up Comment #1, bug #25083 (project wesnoth):

These are all unit attacks being allocated, but in all cases they're stored in
a boost::intrusive_ptr, so I don't see how they're being leaked. My guess
would be that either there's something wrong with the refcount or the messages
are spurious. I can't see anything wrong with the refcounting myself
(src/units/attack_type.hpp, lines 129-137).

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-26 Thread Celtic Minstrel
Follow-up Comment #9, bug #12098 (project wesnoth):

data/gui/dialogs/wml_message.cfg

That file contains three separate [window] tags and three separate
[window_definition] tags. The issue would be (almost certainly) in the
[window] tag that has two portraits.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-24 Thread Celtic Minstrel
Follow-up Comment #7, bug #12098 (project wesnoth):

I'm not sure exactly of the cause here, but it seems like something in the
markup - that is, the GUI2 markup defining the window. I'll try to remember to
look into it later (or get Vultraz to do so, as he's better at GUI2 layout),
unless you manage to figure it out on your own.

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[Wesnoth-bugs] [bug #25041] Unit types always exist in Lua (segmentation fault)

2016-09-06 Thread Celtic Minstrel
Update of bug #25041 (project wesnoth):

 Open/Closed:Open => Closed 

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Follow-up Comment #3:

https://github.com/wesnoth/wesnoth/commit/91bd6ab6d09e28048cb12018fea2f6f9c323762b

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[Wesnoth-bugs] [bug #25041] Unit types always exist in Lua (segmentation fault)

2016-09-05 Thread Celtic Minstrel
Follow-up Comment #2, bug #25041 (project wesnoth):

Looks like this is simple to fix. I've already done so locally, just need to
double-check to make sure it actually works.

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[Wesnoth-bugs] [bug #24930] image_pos="right" does not display correctly

2016-09-04 Thread Celtic Minstrel
Follow-up Comment #3, bug #24930 (project wesnoth):

I disagree about second_portrait making it irrelevant - it's only irrelevant
when second_portrait is actually specified.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-04 Thread Celtic Minstrel
Follow-up Comment #5, bug #12098 (project wesnoth):

I'm not sure. I have no immediate plans to do so, at least.

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[Wesnoth-bugs] [bug #22820] GUI2 menus and context menus

2016-09-01 Thread Celtic Minstrel
Update of bug #22820 (project wesnoth):

 Release:  1.13.0 => 1.13.6 

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Follow-up Comment #2:

gfgtdf created the menu backend (intended for "comboboxes", which are really
not comboboxes), and I went and linked it into the game and contextual menus,
so GUI1 menus are now dead and gone.

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[Wesnoth-bugs] [bug #11811] Support for gettext plurals in WML

2016-08-29 Thread Celtic Minstrel
Follow-up Comment #8, bug #11811 (project wesnoth):

A general solution to this would be quite hard, I think. The first proposal
isn't flexible enough as stated, so that's out (although something similar to
it could be implemented more easily). The second proposal requires changes to
the WML parser, which I'm not presently confident in touching, and furthermore
runs into the problem that variables are not known at parse time.

However, I have gone ahead and implemented gettext plurals support into the
Lua API. The syntax is essentially the same as proposal 2, except for
differences stemming from it being Lua rather than WML. Furthermore, I have
used this new feature to fix the specific string that GunChleoc identified as
problematic in the [objectives] tag, though wmlxgettext has not yet been
updated to understand it. (I haven't fixed the HTTT case since a WML solution
is not yet implemented.)

The new API could in principle be used to implement a WML-based way to perform
plural lookup, perhaps like this:


# Assign a plural string to the result variable
[set_variable]
  variable=result
  [plural]
domain=wesnoth
# Not marked translatable, because otherwise wmlxgettext would interpret
them as singular translatable strings
singular="a thing"
plural="several things"
count=$num_things
  [/plural]
[/variable]


However, this is a poor solution in my opinion, as it would be difficult to
make wmlxgettext recognize them (although perhaps it could be made viable with
a standard macro), and it also requires temporary variables for working with
plural strings (though maybe other tags could also support [plural] subtags).

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[Wesnoth-bugs] [bug #24930] image_pos="right" does not display correctly

2016-08-29 Thread Celtic Minstrel
Follow-up Comment #1, bug #24930 (project wesnoth):

The image_pos=right behaviour should be exactly the same as appending ~RIGHT()
to the image path though, so I don't think this is new with the image_pos key.

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[Wesnoth-bugs] [bug #24931] Allow specifying both a left image and a right image on [message]

2016-08-29 Thread Celtic Minstrel
Update of bug #24931 (project wesnoth):

  Status:None => Duplicate  

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Follow-up Comment #2:

(Also, this is a duplicate of https://gna.org/bugs/?12098 )

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-08-29 Thread Celtic Minstrel
Follow-up Comment #3, bug #12098 (project wesnoth):

I have added support for this to the Lua API (the wesnoth.show_message_dialog
function), though it has not been wired into the [message] tag at this time.

To show a message with two portraits, the portrait and mirror keys in the
first argument to show_message_dialog define the left portrait, while the
second_portrait and second_mirror keys define the right portrait. With two
portraits, the left_side key is ignored.

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[Wesnoth-bugs] [bug #24931] Allow specifying both a left image and a right image on [message]

2016-08-29 Thread Celtic Minstrel
Follow-up Comment #1, bug #24931 (project wesnoth):

I have added support for this to the Lua API (the wesnoth.show_message_dialog
function), though it has not been wired into the [message] tag at this time.

To show a message with two portraits, the portrait and mirror keys in the
first argument to show_message_dialog define the left portrait, while the
second_portrait and second_mirror keys define the right portrait. With two
portraits, the left_side key is ignored.


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[Wesnoth-bugs] [bug #24933] hotkeys list cannot be sorted by hotkey

2016-08-08 Thread Celtic Minstrel
Update of bug #24933 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #16107] [modify_side][ai]ai_algorithm= doesn't work

2016-08-03 Thread Celtic Minstrel
Follow-up Comment #5, bug #16107 (project wesnoth):

Also note that [modify_side]switch_ai can already be used to achieve this
behaviour, though it needs the path to the AI definition file (under
data/ai/ais/ for default AI and data/ai/dev/ for idle AI) rather than the AI
ID and is thus not as neat.

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[Wesnoth-bugs] [bug #20052] Initiialization for Lua AI new Syntax

2016-07-31 Thread Celtic Minstrel
Update of bug #20052 (project wesnoth):

  Status:None => Invalid
 Open/Closed:Open => Closed 

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Follow-up Comment #1:

You can do initialization work at toplevel in the body of the file that is
defined by "location", so an init function is not needed. Basically, any code
at toplevel will be run when the AI is initialized at the start of that side's
first turn.

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[Wesnoth-bugs] [bug #21294] undocumented "backwards compatability" code silently strips out custom ais

2016-07-30 Thread Celtic Minstrel
Update of bug #21294 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 

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Follow-up Comment #4:

The backwards compatibility code has actually been removed (though some of its
functionality - converting simple aspects to the full form - is still present
in a different form) and the version key is no longer used. Furthermore, the
old AI interface class has also been removed, so this issue is basically very
obsolete.

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[Wesnoth-bugs] [bug #22777] add a "pixel art friendly" scaling algorithm for zooming in on sprites

2016-07-30 Thread Celtic Minstrel
Update of bug #22777 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

As of 1.13.5, there are a number of scaling options available, so I believe
this is no longer a problem. In particular, the xBRZ algorithm is now
available.

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[Wesnoth-bugs] [bug #22855] floating point emulation unit test failing, with g++ 4.9

2016-07-30 Thread Celtic Minstrel
Update of bug #22855 (project wesnoth):

  Status:None => Wont Fix   
 Open/Closed:Open => Closed 

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Follow-up Comment #1:

Since we're not currently supporting any platforms that need floating-point
emulation, this has been removed in 1.13.5+dev.

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[Wesnoth-bugs] [bug #24712] Units with select events cannot be selected

2016-07-19 Thread Celtic Minstrel
Follow-up Comment #4, bug #24712 (project wesnoth):

That invites a potential fix, assuming there's some way in Lua to determine
whether the speaker is currently selected. Does anyone know of something like
that?

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[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-19 Thread Celtic Minstrel
Follow-up Comment #7, bug #24864 (project wesnoth):

Ah, I see, so that's the thing I quickly fixed afterwards?

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[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread Celtic Minstrel
Update of bug #24864 (project wesnoth):

 Assigned to:None => celticminstrel 


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[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread Celtic Minstrel
Update of bug #24864 (project wesnoth):

 Assigned to:  celticminstrel => None   


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[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread Celtic Minstrel
Follow-up Comment #4, bug #24864 (project wesnoth):

gfgtdf: The function in which that fix applied was removed by the PR, so that
makes sense. Are you saying the bug resurfaced, or just making a wild
observation?

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[Wesnoth-bugs] [bug #16107] [modify_side][ai]ai_algorithm= doesn't work

2016-07-17 Thread Celtic Minstrel
Follow-up Comment #4, bug #16107 (project wesnoth):

(The preceding comment applies to current master.)

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[Wesnoth-bugs] [bug #16107] [modify_side][ai]ai_algorithm= doesn't work

2016-07-17 Thread Celtic Minstrel
Follow-up Comment #3, bug #16107 (project wesnoth):

There have been significant changes in this area recently, though I believe it
has not fixed this bug yet. I'm posting mainly because the test code given
below would need to be tweaked a little - to switch back to the default AI,
you would need ai_algorithm=ai_default_rca rather than default_ai.

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[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-06-05 Thread Celtic Minstrel
Follow-up Comment #2, bug #24709 (project wesnoth):

I think I roughly understand the cause of this issue - it looks like a null
dereference in the default_map_generator_job::generate_name function. PR 661
deletes this function and no longer holds possibly-null pointers to name
generators, so I think it should fix the issue.

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[Wesnoth-bugs] [bug #24672] Leadership ability does not work when applied as an object in [modify_unit]

2016-05-18 Thread Celtic Minstrel
Update of bug #24672 (project wesnoth):

  Status:None => Fixed  
 Summary: Leadership ability does not work when applied as an
object => Leadership ability does not work when applied as an object in
[modify_unit]

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Follow-up Comment #6:

I'll mark it as fixed, then.

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[Wesnoth-bugs] [bug #24672] Leadership ability does not work when applied as an object

2016-05-18 Thread Celtic Minstrel
Follow-up Comment #2, bug #24672 (project wesnoth):

I don't think this is possible to fix in the leadership definition since it's
apparently caused by premature variable substitution. So you should be able to
get it to work by adding "delayed_variable_substitution=yes" in your [object].
I guess that will need to be mentioned somewhere as well, possibly in release
notes.

Does this affect any mainline campaigns or MP scenarios, by the way?

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[Wesnoth-bugs] [bug #24186] Using a different keyboard layout causes letter based hotkeys not to work.

2016-04-10 Thread Celtic Minstrel
Follow-up Comment #12, bug #24186 (project wesnoth):

...wait a second. I just marked it as closed, but should it actually be left
open until a release happens?

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[Wesnoth-bugs] [bug #24186] Using a different keyboard layout causes letter based hotkeys not to work.

2016-04-10 Thread Celtic Minstrel
Update of bug #24186 (project wesnoth):

 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-05 Thread Celtic Minstrel
Update of bug #24550 (project wesnoth):

  Status:None => Fixed  
 Assigned to:None => celticminstrel 
 Open/Closed:Open => Closed 

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Follow-up Comment #9:

The fix was to just use Boost placeholders; std::bind provides a way to define
arbitrary types as placeholders.

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[Wesnoth-bugs] [bug #24527] AOI S2 broke by a recent change

2016-03-19 Thread Celtic Minstrel
Update of bug #24527 (project wesnoth):

Severity:  3 - Normal => 4 - Important  


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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-03-19 Thread Celtic Minstrel
Update of bug #12098 (project wesnoth):

 Assigned to:mordante => celticminstrel 


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[Wesnoth-bugs] [bug #24527] AOI S2 broke by a recent change

2016-03-19 Thread Celtic Minstrel
Update of bug #24527 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #24529] Mainline MP Random Maps show no starting postions

2016-03-19 Thread Celtic Minstrel
Update of bug #24529 (project wesnoth):

  Item Group:  None of the others => Multiplayer


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[Wesnoth-bugs] [bug #24517] Load map dialog should have shortcut to game data

2016-03-13 Thread Celtic Minstrel
Follow-up Comment #1, bug #24517 (project wesnoth):

This is even worse on Mac, where the game data directory is hidden inside the
App package, so I definitely agree here.

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[Wesnoth-bugs] [bug #18679] [ai] blocks are ignored

2016-02-29 Thread Celtic Minstrel
Update of bug #18679 (project wesnoth):

 Assigned to:crab => celticminstrel 


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[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-01-13 Thread Celtic Minstrel
Follow-up Comment #2, bug #24304 (project wesnoth):

Just now I reproduced it on master with the following steps:

1. Start the Son of the Black Eye campaign. This creates a turn 1 auto-save,
or you could make an explicit save. Note the pair of big flags near the orc
camp.
2. Go to Load Game, select the save. Open it. The flags are still there.
3. Go to Load Game, select the save. This time check Show Replay at the
bottom, then open it. The flags are gone.


I also tried it on 1.12.4 just now, with the same results.

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[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-01-11 Thread Celtic Minstrel
URL:
  

 Summary: [item]s missing during replay
 Project: Battle for Wesnoth
Submitted by: celticminstrel
Submitted on: Tue 12 Jan 2016 05:39:57 AM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Replays
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.2+dev
Operating System: All

___

Details:

When a saved game is loaded as a replay (either by loading a replay save or by
checking "Show Replay" when loading), scenery items created via [item] are
missing.

This affects my build compiled from master. I don't know if it affects 1.12 or
any earlier builds, but I imagine it likely does.




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[Wesnoth-bugs] [bug #24288] WML formulas evaluated too soon

2016-01-08 Thread Celtic Minstrel
Update of bug #24288 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #24288] WML formulas evaluated too soon

2016-01-07 Thread Celtic Minstrel
Follow-up Comment #2, bug #24288 (project wesnoth):

I think commit c2ac138 (in pull request 578) should fix this.

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[Wesnoth-bugs] [bug #24200] Dark Forecast maps not aligned

2015-12-19 Thread Celtic Minstrel
Follow-up Comment #1, bug #24200 (project wesnoth):

This might be caused by a change in how [terrain_mask] works (commit 1b22a97).
If so, I believe adding "border=no" to the [terrain_mask] should fix the
issue.

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[Wesnoth-bugs] [bug #23917] const [event]s

2015-12-15 Thread Celtic Minstrel
Follow-up Comment #1, bug #23917 (project wesnoth):

I'm a little uncertain about this idea. The intent of saving space in the
savefile is good, but somehow the idea of an event that can't be deleted
doesn't quite sit right with me.


However, should this be implemented, I think "permanent" would be a better
name for the key than "const". Events are already "const" as far as I know -
there's no way to alter the WML of an event (and the use of [insert_tag]
doesn't count because it's the WML prior to substitution that I'm thinking
of). Thus, "permanent" better gets across the idea that it stays around
forever (or, until the end of the scenario at least).

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[Wesnoth-bugs] [bug #23918] UI Graphics In OS X El Capitan

2015-10-12 Thread Celtic Minstrel
Follow-up Comment #3, bug #23918 (project wesnoth):

I removed that class because I was getting a runtime warning about multiple
definitions of the class, but it looks like for some reason the other
definition doesn't exist for you.

The class is still defined in SDLmain.m but only enabled for SDL1.2, so if you
edit that file you should be able to get it to compile.

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[Wesnoth-bugs] [bug #23490] Side specific variables

2015-10-08 Thread Celtic Minstrel
Follow-up Comment #6, bug #23490 (project wesnoth):

Oh, right. Somehow I didn't think of that. It's possible without using the
save_id directly as a variable name, though. I imagine it'd be a little slower
because lookup requires iterating over an array, but it would be possible.

As for unit variables, there's a __cfg attribute. You should be able to use
the helper.* functions on that to get an array you can work with... the only
thing I'm not sure of is if you can modify unit array variables in that way. I
won't deny it could use work.

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[Wesnoth-bugs] [bug #23490] Side specific variables

2015-10-07 Thread Celtic Minstrel
Follow-up Comment #4, bug #23490 (project wesnoth):

I can see your point about save_id maybe containing spaces and other special
characters, but you can easily ensure that it doesn't (because you control
what the save_id is), so I don't see that being a significant issue.

The advantage of automatic removal, on the other hand, does make sense.

Regarding Lua API though, I'd suggest mirroring the API for unit variables,
which means using a metatable with __index and __newindex methods rather than
having functions.

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[Wesnoth-bugs] [bug #23490] Side specific variables

2015-10-07 Thread Celtic Minstrel
Follow-up Comment #1, bug #23490 (project wesnoth):

My suggestion is to store the inventory in the unit variables of the side
leader. Unless you need inventory for sides without a leader?

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[Wesnoth-bugs] [bug #23490] Side specific variables

2015-10-07 Thread Celtic Minstrel
Follow-up Comment #2, bug #23490 (project wesnoth):

(Another idea: If the issue is that side numbers change, reference something
that won't change - the save_id. Probably not possible at the moment, would
need save_id added to SSF or something.)

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[Wesnoth-bugs] [bug #23896] [show_if] no longer works

2015-09-22 Thread Celtic Minstrel
Update of bug #23896 (project wesnoth):

 Assigned to:None => celticminstrel 


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[Wesnoth-bugs] [bug #23896] [show_if] no longer works

2015-09-22 Thread Celtic Minstrel
Update of bug #23896 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

Looks like it was a typo in the new [message] implementation (it was checking
[message][show_if] instead of the [option][show_if]). Seems to work now.

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[Wesnoth-bugs] [bug #23896] [show_if] no longer works

2015-09-22 Thread Celtic Minstrel
Follow-up Comment #2, bug #23896 (project wesnoth):

(Where "now" means commit d5eea2abbf3d )

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