[Wesnoth-bugs] [bug #25640] OOS when oberving a mp game

2017-05-04 Thread Daniel
Update of bug #25640 (project wesnoth):

  Status:None => Fixed  

___

Follow-up Comment #2:

this was fixed in
https://github.com/wesnoth/wesnoth/commit/7db2b7c31e56dfb52f7e6139336b0d5088ed2b50

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[Wesnoth-bugs] [bug #25686] ingame chat doesn't work

2017-05-02 Thread Daniel
Follow-up Comment #5, bug #25686 (project wesnoth):

i was using 1.13.7 release with the 1.13.7 offical mp server.

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[Wesnoth-bugs] [bug #25686] ingame chat doesn't work

2017-05-02 Thread Daniel
Follow-up Comment #2, bug #25686 (project wesnoth):

> What context is this? In the MP lobby? During a game?

during the game, thats why i said ingame.

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[Wesnoth-bugs] [task #8012] Data Export #68 (bugs)

2017-05-01 Thread Daniel
URL:
  <http://gna.org/task/?8012>

 Summary: Data Export #68 (bugs)
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 02 Mai 2017 01:42:02 UTC
Category: None
 Should Start On: Di 02 Mai 2017 00:00:00 UTC
   Should be Finished on: Mi 03 Mai 2017 00:00:00 UTC
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 Daniel,
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/gfgtdf/68.xml>


= Job Removal  =

Closing this task will not remove the job. To remove the job, Daniel 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\' 


(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 #25686] chat doesn't work

2017-05-01 Thread Daniel
URL:
  

 Summary: chat doesn't work
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Mo 01 Mai 2017 17:59:46 UTC
Category: Bug
Severity: 5 - Blocker
Priority: 7 - High
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.7
Operating System: windows

___

Details:

chat messages asend by the host do not arrive at other sides.




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[Wesnoth-bugs] [bug #25685] network packages getting stuck

2017-05-01 Thread Daniel
Follow-up Comment #1, bug #25685 (project wesnoth):

it shoudl also be reproducable with a simple 

[event]
  name = start
  [delay]
time=2
  [/delay]
[/event]



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[Wesnoth-bugs] [bug #25680] editor: use after free when closing map

2017-04-28 Thread Daniel
Follow-up Comment #2, bug #25680 (project wesnoth):

just noticed this commit:
https://github.com/wesnoth/wesnoth/commit/cddc2d2f69194f6802635e66c016c1a0bafdfefc
if you tested before this please test again it migth have fixed it.

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[Wesnoth-bugs] [bug #25680] editor: use after free when closing map

2017-04-28 Thread Daniel
Follow-up Comment #1, bug #25680 (project wesnoth):

you know whther this also happen in the 1.13.7 release version?

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[Wesnoth-bugs] [bug #24621] characters missing in game font.

2017-04-26 Thread Daniel
Follow-up Comment #5, bug #24621 (project wesnoth):

>Why does the family_order option in data/hardwired/fonts.cfg include only
Lato family? 

iirc this is beacsue font substitution often just isn't working, see for
example https://bugzilla.gnome.org/show_bug.cgi?id=162681

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[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-23 Thread Daniel
Follow-up Comment #4, bug #25672 (project wesnoth):

one problem is that it's just not that easy: petrification is mainly used in
campaigns in and often the players are often given some option to unpetryfy
their units, and in that case your proposal would make the player loose even
if he could still win this.

Also even with your proposal it doesn't fix all problams casues by pertyfying:
For example you can use petryfyaing to eternally block the path betwen two
teams (specially easy to do on dungeon scnearios) if threre is no way to undo
the pretyfying. Also the enemy could petrify other units that are not your
leader but necessary to meed a custom scenario objective.


So i really think it better to let the sceanrio designer hande this in their
scenario wml on a case-by-case basus

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[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-22 Thread Daniel
Follow-up Comment #2, bug #25672 (project wesnoth):

hmm i think we should just remove that Petrified weapon sepcial there in that
scenario.

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[Wesnoth-bugs] [bug #25640] OOS when oberving a mp game

2017-04-16 Thread Daniel
Follow-up Comment #1, bug #25640 (project wesnoth):

i just tested at 4f50559 and it now happens to me every time (not every other
time like when i tested at 1.13.7)

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[Wesnoth-bugs] [bug #24383] Statistics are lost when reloading a Multiplayer Game In Mulitplayer

2017-04-16 Thread Daniel
Follow-up Comment #4, bug #24383 (project wesnoth):

what about the non-host players is the 'statistics lost' fixed for them
aswell?

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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-04-15 Thread Daniel
Update of bug #25467 (project wesnoth):

  Status:   Fixed => Confirmed  

___

Follow-up Comment #8:

i got this one quite often when testing 1.13.7 specially when observing mp
games, so this is not foixed on 1.13.7 . Still vultraz commit below which
wasn't in 1.13.7 could have fixed it.

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[Wesnoth-bugs] [bug #25285] crash starting campaign

2017-04-15 Thread Daniel
Update of bug #25285 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #5:

assuming to be fixed since the 2 issue mentioned below are.

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[Wesnoth-bugs] [bug #25656] Assertion Failed error with incorrect controller attribute

2017-04-13 Thread Daniel
Follow-up Comment #2, bug #25656 (project wesnoth):

please test again

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[Wesnoth-bugs] [bug #25656] Assertion Failed error with incorrect controller attribute

2017-04-13 Thread Daniel
Update of bug #25656 (project wesnoth):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/1adeb98dd81745931e315c0ab913f2a641ec332a

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[Wesnoth-bugs] [bug #25653] Wesnoth 1.13.7 fails to compile on Gentoo Linux: nullptr was not declared, among other errors

2017-04-13 Thread Daniel
Follow-up Comment #8, bug #25653 (project wesnoth):

i asked and it seems like:
1) you solution 'set (CMAKE_CXX_STANDARD 11)' would raise the minimim required
cmake version to 3.1 which we don't want
2) Other people did not have this problem.

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[Wesnoth-bugs] [bug #25504] heap use after free in new addon manager (downloading addon)

2017-04-13 Thread Daniel
Follow-up Comment #5, bug #25504 (project wesnoth):

https://github.com/wesnoth/wesnoth/commit/59ceddf917837fdf959ec4a9a4ea724e4ca32980

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[Wesnoth-bugs] [bug #21564] Failed to show a dialog, which doesn't fit on the screen.

2017-04-12 Thread Daniel
Update of bug #21564 (project wesnoth):

  Status:   Confirmed => Ready For Test 

___

Follow-up Comment #6:

https://github.com/wesnoth/wesnoth/commit/da5f00c2b671b79fcec8c36aa5316e1c7663a355

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[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loading screen in an unusual way

2017-04-11 Thread Daniel
Follow-up Comment #5, bug #25290 (project wesnoth):

> I thought there was already a bugreport for this one but i couldn't find
one. 

It was probably this one https://gna.org/bugs/?25075 , closing that one soince
this one has more discussoion.

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[Wesnoth-bugs] [bug #25644] MP starting gold slider doesn't work properly with arrow keys

2017-04-10 Thread Daniel
Follow-up Comment #2, bug #25644 (project wesnoth):

> Fixed by changing the starting gold slider's step size to 1. 

hm ye but it doesnt fix the underlying bug, since other slider which have a
step differnt than one are still broken.


this is actuall a known bug and the actual problem here lies in
https://github.com/wesnoth/wesnoth/blob/master/src/gui/widgets/scrollbar.cpp .
this class has 2 different teams of step sides

1) the 'step size' as its used here 
2) the size in pixes beween 2 steps

and it rather hard to track which paremters are actual taken in 'steps'
'pixels' or 'values' so moslikely somehere there a function that passes a
value to another function expects use diffetnt units as a parermter. To make
it more colicated it also supposts some concept of 'visible items' (since it
was originally written for scorllbars) and it unclear how that should behave
if step_size is not 1.



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[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-10 Thread Daniel
Update of bug #25638 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25640] OOS when oberving a mp game

2017-04-09 Thread Daniel
URL:
  

 Summary: OOS when oberving a mp game
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: So 09 Apr 2017 19:45:45 UTC
Category: Bug
Severity: 5 - Blocker
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.7
Operating System: windows

___

Details:

when you join a running mp game to observe you get OOS in >50% of cases, it
seems like the initial [replay] (which contains all the moves that were done
before you joined the game) is somhow skipped/forgotten. Whihc obiously reults
in later moves not making any sense -> OOS.




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[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-09 Thread Daniel
Update of bug #25638 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #3:

https://github.com/wesnoth/wesnoth/commit/7e5e1e762f7e0477a88b16ff6626660850fb35cf

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

2017-04-08 Thread Daniel
URL:
  

 Summary: [remove_object] heals units with amla
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Sa 08 Apr 2017 21:39:16 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.7
Operating System:  

___

Details:

to reprocue:
1) Let unit1 be a unit with id=unit1,x=1,y=1,hitpoints=1 and it has already
got one default amla.
2) add a dummy object (:lua wesnoth.get_unit(1,1):add_modification("object",
{id = "a"}))
3) remove the object (:lua lua wesnoth.wml_actions.remove_object { object_id =
"a"})

observed behaviour: the unit was fully healed
expected behviour: the unit shoudl still have one hp.

The reason why it fully heals is that the default amla has a heal_full=yes in
it, and remove_object reapplies all modifications.

Proposed solution: the engine shodul somehow know that we are just reapplying
the effect and skip the healing then.




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[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-08 Thread Daniel
Follow-up Comment #1, bug #25638 (project wesnoth):

cannot reproduce with 1.13.7

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[Wesnoth-bugs] [bug #24598] Clicking too many options freezes game

2017-04-07 Thread Daniel
Update of bug #24598 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #25633] remove ai.sycned_command

2017-04-06 Thread Daniel
URL:
  

 Summary: remove ai.sycned_command
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Do 06 Apr 2017 19:53:39 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Artificial Intelligence
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

ai.synced_command is quite unsafe and can easily be used for cheating, we
should remove it with some more resitricive function that only allows calling
functions there were previously registered to all clients and not arbitary lua
code.




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[Wesnoth-bugs] [bug #23314] Units movement wrong during side turn events in replays causes OOS in 1.12

2017-03-26 Thread Daniel
Update of bug #23314 (project wesnoth):

 Summary: Units movement wrong during side turn events in
replays causes OOS => Units movement wrong during side turn events in replays
causes OOS in 1.12


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[Wesnoth-bugs] [bug #23316] OOS in networked mp caused by automatic undoing of moves when reloading. in 1.12

2017-03-26 Thread Daniel
Update of bug #23316 (project wesnoth):

 Summary: OOS in networked mp caused by automatic undoing of
moves when reloading. => OOS in networked mp caused by automatic undoing of
moves when reloading. in 1.12


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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-23 Thread Daniel
Follow-up Comment #7, bug #25467 (project wesnoth):

this commit
https://github.com/wesnoth/wesnoth/commit/d22a4ca6962d1ac0ef0ad63d9f0e9a8a002a2128
from vultraz could also fix it.

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[Wesnoth-bugs] [bug #25621] hotkey preferences: add a hotkey which needs shift

2017-03-23 Thread Daniel
Follow-up Comment #1, bug #25621 (project wesnoth):

> [editing the savefile manually works though] 

you mean the preferences file?

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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-23 Thread Daniel
Follow-up Comment #6, bug #25467 (project wesnoth):

hmm it may not be fixed yet, a similar bug was reported in the forums, see
https://forums.wesnoth.org/viewtopic.php?f=5=45175#p609811.

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

2017-03-23 Thread Daniel
Follow-up Comment #2, bug #25619 (project wesnoth):

in case someone wants to work on this, the code that handles the :unit type=
changes is here
https://github.com/wesnoth/wesnoth/blob/master/src/synced_commands.cpp#L439

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[Wesnoth-bugs] [bug #23466] slider disregards "min" value as offset when it is not a multiple of "step"

2017-03-23 Thread Daniel
Update of bug #23466 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

Seems like this was fixed when porting that dialog to gui2.

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[Wesnoth-bugs] [bug #25618] gui2 sliders don't support negative values

2017-03-23 Thread Daniel
URL:
  

 Summary: gui2 sliders don't support negative values
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Do 23 Mär 2017 18:57:40 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.7
Operating System: windows

___

Details:

This code, for example in a [modification] will give an assertion failure
"slider.cpp line 124, minimum_value_ <= maximum_value"


[options]
[slider]
id = "aaa"
min = -10
max = -1
default = -5
[/slider]
[/options]






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[Wesnoth-bugs] [bug #16538] Being able to customize recall cost based on unit characteristics criteria.

2017-03-23 Thread Daniel
Update of bug #16538 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #3:

You can already set the recall costs for indivudal unit and the rest can be
done with lua/wml code.

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[Wesnoth-bugs] [bug #21285] Undo command fires an event

2017-03-23 Thread Daniel
Update of bug #21285 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #3:

1.13 supports a [on_undo] tgha that contsins actionwml that is exscuted when
the action that fired the event that is appears in is undone.

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[Wesnoth-bugs] [bug #21906] replays can change global variables

2017-03-23 Thread Daniel
Update of bug #21906 (project wesnoth):

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

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Follow-up Comment #2:

yes seesm to be fixed

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[Wesnoth-bugs] [bug #24149] undroiding doesnt work in 1.12

2017-03-23 Thread Daniel
Update of bug #24149 (project wesnoth):

 Summary:  undroiding doesnt work => undroiding doesnt work in
1.12


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[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-22 Thread Daniel
Follow-up Comment #14, bug #25604 (project wesnoth):

> This change means a player in slot 1 will always be side 1. Before, a player
in slot 1 could become, say, side 2. I do think this change is the right way
to go given the current state of the code, though.


This is wrong, and like i said eariler, quite hard to test if you control all
sides. Please test again using 2 or more clients in a networked multiplayer
game.

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[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-22 Thread Daniel
Follow-up Comment #12, bug #25604 (project wesnoth):

> 3p Alirok Marsh, all local players, shuffle on, and I always end up at the
top castle no matter what leader.


Well yes, if you control all players then this imples that you'll always
control side 1. this is expected.

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[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-22 Thread Daniel
Follow-up Comment #10, bug #25604 (project wesnoth):

> Keep in mind this has a side effect: now, you always start in the same place
on the map, just with different sides. Ie, if you're side 1, you leader will
change, but you always appear at stating position 1.


Where/how exactly did you pobever this behaviour? i just texted rigth now and
count reproduce and undesired behviour.

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[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread Daniel
Update of bug #25604 (project wesnoth):

  Status:  Ready For Test => Fixed  
 Assigned to: vultraz => gfgtdf 


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[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread Daniel
Update of bug #25604 (project wesnoth):

  Status:   Confirmed => Ready For Test 

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Follow-up Comment #6:

https://github.com/wesnoth/wesnoth/commit/bae921c32264fe3c9afb0e7386447d73313cba59

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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-20 Thread Daniel
Update of bug #25467 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #4:

please test whetehr this stil occurs in 1.13.7

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[Wesnoth-bugs] [bug #14741] Lobby game list frequently selects first game

2017-03-20 Thread Daniel
Follow-up Comment #13, bug #14741 (project wesnoth):

> I'm aware it's gui2, but it's still improved over the 'experimental' lobby,
isn't it?

Yes there is of course multiple impovements compared to that old version. But
its still based on it, so i wouldn't asume that uhc bugs were fixes unless i
have a reason to believe so.

That said, there weere some changes to this, in paticular
https://github.com/wesnoth/wesnoth/commit/667064a8af6d6d65d7af981edc2a7fbe4cc8ba16
so it could be fixed.

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[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread Daniel
Follow-up Comment #5, bug #25604 (project wesnoth):

note that the other bug is much older, also the other bug isnt really a bug in
the shufle sides algorithm since LoW is not supposed to work in shuffle sides,
the problem in #25604is just that it is possible to activale 'shuffle sides'
there

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[Wesnoth-bugs] [bug #14741] Lobby game list frequently selects first game

2017-03-20 Thread Daniel
Follow-up Comment #11, bug #14741 (project wesnoth):

> We have a new MP lobby now... could this be marked as fixed? Or is load
testing still pending?

this bug actuall is about the 'new' (gui2) mp lobby, note that the gui2 lobby
is not that and was removed form 1.10, 1.12 release due to bugs 

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[Wesnoth-bugs] [bug #17995] Infinite loop on scenario load with turns=-1 and only one side defined.

2017-03-14 Thread Daniel
Update of bug #17995 (project wesnoth):

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


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[Wesnoth-bugs] [bug #16148] Assertion failed: !wml_triggered

2017-03-14 Thread Daniel
Update of bug #16148 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #9:

The assertion in questions was removed, note sure if the underlying bug was
fixed, marking as 'ready for test'

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[Wesnoth-bugs] [bug #25594] make scenario seding in mp optional.

2017-03-14 Thread Daniel
URL:
  

 Summary: make scenario seding in mp optional.
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 14 Mär 2017 18:57:44 UTC
Category: Feature Request
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: 1.13
Operating System:  

___

Details:

with 1.13 having the option to automatically download addons if needed, it
might make sense to make require_scenario=yes senarios not send the whole
[multiplayer]/[scenario] data to all other clients but instead make the
players read it from disk. The main advantage is to reduce network traffic.




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[Wesnoth-bugs] [bug #24490] Replay Viewer Buttons are Buggy

2017-03-14 Thread Daniel
Update of bug #24490 (project wesnoth):

  Status:None => Fixed  

___

Follow-up Comment #10:

> ‘pause at end of turn’ – pauses in middle of turn 

fixed the button desciption in
https://github.com/wesnoth/wesnoth/commit/fcf71a249a9b011d52bbe1700dde2dd63906c710


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[Wesnoth-bugs] [bug #25220] UB: integer overflow (ai) in test scenario

2017-03-14 Thread Daniel
Update of bug #25220 (project wesnoth):

  Status:None => Fixed  

___

Follow-up Comment #2:

duplicate of https://gna.org/bugs/index.php?25542 fixed at
https://github.com/wesnoth/wesnoth/commit/06a544385121f3d353fa80d5a4e638919682070a

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[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loading screen in an unusual way

2017-03-14 Thread Daniel
Follow-up Comment #4, bug #25290 (project wesnoth):

> 1) when exting during a loadingscreen by an exception we just call exit(),
this should be rather easy to implement. 

this was implemented in
https://github.com/wesnoth/wesnoth/commit/bf3c70b9a67f62bb2b6e6d48dee57430cbe5bc96
as said the in comment of that commit its still not prefect.

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[Wesnoth-bugs] [bug #25542] integer overflow in ai attack rating code

2017-03-13 Thread Daniel
Update of bug #25542 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25542] integer overflow in ai attack rating code

2017-03-13 Thread Daniel
Update of bug #25542 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #2:

please test this,
https://github.com/wesnoth/wesnoth/commit/06a544385121f3d353fa80d5a4e638919682070a

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[Wesnoth-bugs] [bug #25472] remove [on_redo]

2017-03-13 Thread Daniel
Update of bug #25472 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

Implemented this

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[Wesnoth-bugs] [bug #25080] UB in map resize window

2017-03-13 Thread Daniel
Update of bug #25080 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #25080] UB in map resize window

2017-03-13 Thread Daniel
Follow-up Comment #8, bug #25080 (project wesnoth):

was fixed some time ago 
https://github.com/wesnoth/wesnoth/commit/24e7ae28d80d589e5156910f1ba2df765fc7ca8d

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[Wesnoth-bugs] [bug #25587] Error message about another (unrelated) add-on when starting a campaign & sth goes wrong with sourcing.

2017-03-11 Thread Daniel
Follow-up Comment #1, bug #25587 (project wesnoth):

> When I selected then another campaign in the list so start, I did get this
error message again during the loading screen,

Hmm yes that's most likely becasue when strarting your campaign the whole wml
data including all addons is relaoded with your campaign_define defined as
specified in [campaign]. The engine afaik does not know whether those other
addon use that define. Yes this is quite inefficient and maybe shoudl be
opimized but as i said eariler (=below, since i wrote this text in reverse
order)  noone really knows that code.


> More strange than that, the next time I launched wesnoth I got this
message:

Just to be sure, you are taking about restarting wesnoth not about just ending
the campaign/going back to main menu right?



> ... This macro is getting used a bit earlier in the same campaign tag where
the error is. Why is that macro not know to the preprocessor due to this
error? 

I also observed this error (wesnoth_version undefined after an eariler
failure) maybe even in 1.12 or earlier. I think something goes wrong in the
wesnoth wml cache, afaik noone worked on this part of the code since 1.13 was
branched and noone realyl knows that code well.

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[Wesnoth-bugs] [bug #25585] segfault when clicking on the "x" while the application launches.

2017-03-11 Thread Daniel
Follow-up Comment #1, bug #25585 (project wesnoth):

Duplicate of http://gna.org/bugs/?25290

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[Wesnoth-bugs] [bug #25579] crash on [kill] canrecruit=yes during last_breath when caused by debug mode

2017-03-08 Thread Daniel
Update of bug #25579 (project wesnoth):

  Status:None => Duplicate  

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Follow-up Comment #1:

Duplicate, Fixed in master, see https://gna.org/bugs/?25348

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

2017-03-07 Thread Daniel
Follow-up Comment #3, bug #25561 (project wesnoth):

>  it makes sense to allow marked-up text in the add-on or scenario
description

But this looks like it is in the autor label not the descipriton label.

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[Wesnoth-bugs] [bug #25562] crashes when loading create game dialog

2017-03-05 Thread Daniel
Follow-up Comment #2, bug #25562 (project wesnoth):

Hm is see 2 issues: 'Tag [combobox_definition] may not be used in [gui]' and
'Assertion m_check_invariants() failed'


issue 1: the file 'data/gui/widget/combobox_default.cfg' was removed in
wensoth 1.13.6 so maybe you are trying to run a wesnoth 1.13.6 binary file
with wesnoth 1.13.5 data files?


issue 2: hm ye unless it is casued by the above,  i have no idea what casued
it, it's just not enough information, maybe you could generate a stacktrace of
that assertion failue?

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

2017-03-04 Thread Daniel
Update of bug #2 (project wesnoth):

 Assigned to:None => celticminstrel 

___

Follow-up Comment #4:

Assigning to celmin who recently did multiple changes to the
wesnoth.place_shroud (c++) implementation.


> Can a c++ stacktrace be generated for it if it doesn't crash wesnoth? 


Yes it can, most debuggers have a 'break on throw' option

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[Wesnoth-bugs] [bug #25557] Add-on manager doesn't open

2017-03-04 Thread Daniel
Follow-up Comment #2, bug #25557 (project wesnoth):

This looks like your gui data files (data/gui) is incpmatible with the
wesnoth.exe file.

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

2017-03-03 Thread Daniel
Follow-up Comment #1, bug #2 (project wesnoth):

A c++ stcktrace of when his exception is thorwn woudl be useful.

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[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-03-01 Thread Daniel
Follow-up Comment #18, bug #25549 (project wesnoth):

I curently don't think thats is about unitilzed varaibles, i mean the units
appear white quite constantly. But if you want to be sure we coudl ask
matthiaskrgr run his tool on this issue.

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[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #9, bug #25549 (project wesnoth):

i just found somethign possibly related: at
https://github.com/wesnoth/wesnoth/blob/f2d730bd86d6b8b97d89d3f92176a44af6026dc4/src/units/frame.cpp#L952
uses result.blend_with but doesn't check that is initilized.

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[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #8, bug #25549 (project wesnoth):

> I see the frame_parameter() and frame_builder() constructors leave
blend_with uninitialised, but I would have thought that they would take the
default color_t() constructor. 

Note that blend_with is not a color_t but a optional

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[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #5, bug #25549 (project wesnoth):

https://github.com/wesnoth/wesnoth/blob/1.13.6/src/units/drawer.cpp#L124

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[Wesnoth-bugs] [bug #21564] Failed to show a dialog, which doesn't fit on the screen.

2017-02-28 Thread Daniel
Update of bug #21564 (project wesnoth):

Severity:  3 - Normal => 4 - Important  
Priority:  5 - Normal => 6  

___

Follow-up Comment #5:

I think the problme here migth be that some widgets (in particular [spacer])
calculate their width/height based on a formula like
https://github.com/wesnoth/wesnoth/blob/1.13.6/data/gui/window/wml_message.cfg#L512
thta uses screen width and is only evaulated when a widgets is created not
when the dialog is relayouted.

I'm makring this as important since this alspo effects the gui2 loadingscreen
which maked the game crash if this happens.

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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-02-28 Thread Daniel
Follow-up Comment #3, bug #25467 (project wesnoth):

I had a similar issue when i resized the window during the loadingscreen
dialog. Are you didn't do a similar thing before?

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[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Daniel
Follow-up Comment #2, bug #25548 (project wesnoth):

Im using a build from about a week ago

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[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
URL:
  

 Summary: poisoned units appear white instead of green
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 28 Feb 2017 16:50:31 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: Confirmed
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: windows

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Details:

poisoned untis should have a green blend instead they currently have a white
blend. zookeeper also confirmed this.




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[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Daniel
URL:
  

 Summary: 'use map settings' not greyed out in mp create
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 28 Feb 2017 14:40:45 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: windows

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Details:

under some circumstances the 'use map settings' checkbox in mp create will not
be properly greyed out when selecting LoW mp campaign. It will become grexed
out when you try to click on it though.

To redouce this its needed to first select LoW campaign and then switch to the
settings tab.




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[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Daniel
URL:
  

 Summary: Addon mnager closes when doubleckicking on the list
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 28 Feb 2017 14:35:29 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: windows

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Details:

This is quite unexpected. It is in particular annyoing when you are still used
to the old addon manager where you would install addons by doubleckiging on
the list.




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[Wesnoth-bugs] [bug #25285] crash starting campaign

2017-02-28 Thread Daniel
Follow-up Comment #4, bug #25285 (project wesnoth):

> I can still reproduce a crash here if I resize the wesnoth window while the
scenario is loading (== during the loading screen).

So it only happens if you resize dring the loadingscreen? In that case it
would be a result of https://gna.org/bugs/?25376 and
https://gna.org/bugs/?25290 thus a known bug.

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[Wesnoth-bugs] [bug #25393] heap use after free in MP map selection

2017-02-28 Thread Daniel
Update of bug #25393 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #25161] editor generates invalid map, crash while loading (expand map)

2017-02-28 Thread Daniel
Update of bug #25161 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25546] can't start multiplayer game, missing file

2017-02-27 Thread Daniel
Follow-up Comment #1, bug #25546 (project wesnoth):

> Operating System: all

You sure this is true? this looks like a typaical case of some systems fs
beeing cases sesitive while others aren't 

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[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-27 Thread Daniel
Update of bug #25541 (project wesnoth):

  Status:   Confirmed => Fixed  
 Assigned to:None => vultraz

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Follow-up Comment #4:

https://github.com/wesnoth/wesnoth/commit/f81392893db751221480794e4682996bf86d302a

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[Wesnoth-bugs] [bug #25542] integer overflow in ai attack rating code

2017-02-27 Thread Daniel
Update of bug #25542 (project wesnoth):

 Release: git => 1.13.6+dev 
 Summary: int overflow: wesnoth -t, end turn => integer
overflow in ai attack rating code

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Follow-up Comment #1:

Maybe we could just use föoats/doubles here instead of ints? Not sure though.

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[Wesnoth-bugs] [bug #25221] MP slot selection becomes black

2017-02-25 Thread Daniel
Follow-up Comment #3, bug #25221 (project wesnoth):

s/wully/fully

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[Wesnoth-bugs] [bug #25221] MP slot selection becomes black

2017-02-25 Thread Daniel
Follow-up Comment #2, bug #25221 (project wesnoth):

This is related to the semi-translarent background of that treeview ([panel]
definition = "box_display_no_blur_no_border" ...). It onyl happens if the
panels child widget (the treeview) doesnt wully fit on the window (e.g when a
scrollbar appears at the bottom of the window and that scrollbar is set so
that the treeview is not fully visible).

The same issue can be observed at the mp create game screen if you use a bad
resultion and the name/password bos is onyl partly visible in the window.

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[Wesnoth-bugs] [bug #25538] attack prediction: division by zero (test scenario)

2017-02-24 Thread Daniel
Follow-up Comment #1, bug #25538 (project wesnoth):

The division by zero is intenational there.

The integer overflow might not be though, maybe we should change that ai code
to use floats instead.


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[Wesnoth-bugs] [bug #25393] heap use after free in MP map selection

2017-02-23 Thread Daniel
Follow-up Comment #1, bug #25393 (project wesnoth):

same casue as https://gna.org/bugs/index.php?25534 not sure whether i shodul
make this is 'fixed' or 'dublicate' hmm.

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

2017-02-23 Thread Daniel
Update of bug #25088 (project wesnoth):

  Status:   Confirmed => Ready For Test 

___

Follow-up Comment #4:

I changed the text at the label:
https://github.com/wesnoth/wesnoth/commit/f693dbd8c22870b039b694840880ff1f41b69391
. Not the perfect fix but i hope its clearer now.

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[Wesnoth-bugs] [bug #25473] OOS when redoing certain action that use synced choices

2017-02-23 Thread Daniel
Update of bug #25473 (project wesnoth):

  Status: Invalid => None   

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Follow-up Comment #2:

My bad i didnt see the first_time_only=no in my exampel code bloew, marking as
'none'

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[Wesnoth-bugs] [bug #25473] OOS when redoing certain action that use synced choices

2017-02-23 Thread Daniel
Update of bug #25473 (project wesnoth):

  Status:None => Invalid

___

Follow-up Comment #1:

After looking at this again i think this code is not meant to be OOS safe. Its
actually the same code that is meantioned as an oos-causing example at
https://wiki.wesnoth.org/DirectActionsWML#.5Ballow_undo.5D. Makrin as invlid

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[Wesnoth-bugs] [bug #25523] addon manger is slow

2017-02-21 Thread Daniel
Follow-up Comment #3, bug #25523 (project wesnoth):

Hmm i think you are right, when i tested it now again it wasn't as related to
the feedback rl as it seemed when i tested it the first time.

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[Wesnoth-bugs] [bug #23316] OOS in networked mp caused by automatic undoing of moves when reloading.

2017-02-21 Thread Daniel
Update of bug #23316 (project wesnoth):

Severity:   4 - Important => 3 - Normal 


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[Wesnoth-bugs] [bug #25530] Can't select sp moddifications

2017-02-20 Thread Daniel
Follow-up Comment #2, bug #25530 (project wesnoth):

also the current dropdown menu still has a 'selected' entry liek other
listboyes which looks bad here

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[Wesnoth-bugs] [bug #25530] Can't select sp moddifications

2017-02-20 Thread Daniel
URL:
  

 Summary: Can't select sp moddifications
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Mo 20 Feb 2017 12:49:42 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: 1.13.6+dev
Operating System: windows

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Details:

With the new dropbutton for sp modifications i cannot enable them any more
except the first one on the list.
testing code



[modification]
   id = ho
   name = ho
   type = sp
   [options]
  [checkbox]
 id = ho
 name = ho
 description = ho
  [/checkbox]
   [/options]
[/modification]

[modification]
   id = ha
   name = ha
   type = sp
   [options]
  [checkbox]
 id = ha
 name = ha
 description = ha
  [/checkbox]
   [/options]
[/modification]

[modification]
   id = hi
   name = hi
   type = sp
   [options]
  [checkbox]
 id = hi
 name = hi
 description = hi
  [/checkbox]
   [/options]
[/modification]

You can for example check all 3 modifications checkboxes in that new drop
button but the [options] just won't all appear in the custom options dialog .




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[Wesnoth-bugs] [bug #25525] [campaign][options] ignored

2017-02-20 Thread Daniel
Update of bug #25525 (project wesnoth):

  Status:  Ready For Test => Fixed  

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Follow-up Comment #2:

confirmed fix but while testing this i noticed that selecting sp modifications
is bugged will make a new bugreport for that.

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[Wesnoth-bugs] [bug #25524] team_name gets corrupted in sp

2017-02-20 Thread Daniel
Follow-up Comment #4, bug #25524 (project wesnoth):

although i'd put the execute function the the cpp file now that its size
increased.

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[Wesnoth-bugs] [bug #25524] team_name gets corrupted in sp

2017-02-20 Thread Daniel
Update of bug #25524 (project wesnoth):

  Status:  Ready For Test => Fixed  

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Follow-up Comment #3:

confirmed fixed

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[Wesnoth-bugs] [bug #25526] map/campaign options aren't removed when switching the scenario

2017-02-20 Thread Daniel
Update of bug #25526 (project wesnoth):

  Status:  Ready For Test => Fixed  


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