[Wesnoth-bugs] [bug #22799] UtBS - A Subterranean Struggle - Dwarf Grenadiers do not kill any trolls
URL: http://gna.org/bugs/?22799 Summary: UtBS - A Subterranean Struggle - Dwarf Grenadiers do not kill any trolls Project: Battle for Wesnoth Submitted by: None Submitted on: Mon 13 Oct 2014 12:35:11 PM UTC Category: Bug Severity: 3 - Normal Priority: 5 - Normal Item Group: Campaign Status: None Privacy: Public Assigned to: None Originator Email: gnom...@users.sourceforge.net Open/Closed: Open Discussion Lock: Any Release: 1.11.17 Operating System: Windows ___ Details: In previous versions, when the Dwarf Grenadiers appear, they kill most of the trolls with explosives. In 1.11.17, there is a flash, and the troll leader flees after that, but no trolls are killed. ___ Reply to this item at: http://gna.org/bugs/?22799 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #22800] UtBS - A Subterranean Struggle - Cloaked Figure appears in strange location
URL: http://gna.org/bugs/?22800 Summary: UtBS - A Subterranean Struggle - Cloaked Figure appears in strange location Project: Battle for Wesnoth Submitted by: None Submitted on: Mon 13 Oct 2014 01:21:02 PM UTC Category: Bug Severity: 3 - Normal Priority: 5 - Normal Item Group: Campaign Status: None Privacy: Public Assigned to: None Originator Email: gnom...@users.sourceforge.net Open/Closed: Open Discussion Lock: Any Release: 1.11.17 Operating System: Windows ___ Details: In A Subterranean Struggle, the cloaked figure appears far away from Kaleh, near the western edge of the map. ___ Reply to this item at: http://gna.org/bugs/?22800 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #22068] Multiplayer scenario start saves are broken.
Follow-up Comment #12, bug #22068 (project wesnoth): Maybe someone who knows something about MP should take a look? I don't really have any experience with that, so if it's an MP issue I wouldn't even know where to look. ___ Reply to this item at: http://gna.org/bugs/?22068 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first
Update of bug #21903 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21903 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21873] multiplayer forcing a player to exit upon loss
Update of bug #21873 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21873 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21916] Game is ready blocked at inappropriate times
Update of bug #21916 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21916 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #20101] Planning mode to easy to activate by mistake, impossible to disable
Update of bug #20101 (project wesnoth): Status:None = Fixed Assigned to:None = fendrin Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20101 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #22086] replays show wrong minimap in load game dialog
Update of bug #22086 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #2: Marking as fixed and closing. ___ Reply to this item at: http://gna.org/bugs/?22086 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #22123] replays go out of sync if restarted and have terrain_mask wml
Update of bug #22123 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22123 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21758] Ready not blocked while player pick faction.
Update of bug #21758 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #6: Marking as fixed and closing. ___ Reply to this item at: http://gna.org/bugs/?21758 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #19258] Errors in replays of reloaded games - a superfluous container
Update of bug #19258 (project wesnoth): Status: Ready For Test = Fixed Assigned to:crab = involution Open/Closed:Open = Closed ___ Follow-up Comment #9: Marking as fixed and closing. ___ Reply to this item at: http://gna.org/bugs/?19258 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21343] Nested #define's
Follow-up Comment #4, bug #21343 (project wesnoth): I don't think this feature would be a very good idea. The preprocessor would ideally be made simpler, faster, and easier to debug / get debugging output from. This change would be a change in the opposite direction, and for apparently little gain. I think there's a reason that, for instance, the C preprocessor doesn't allow you to do this. Can you give any use case that wouldn't be covered by using lua instead? If not I would like to close this. ___ Reply to this item at: http://gna.org/bugs/?21343 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21343] Nested #define's
Follow-up Comment #5, bug #21343 (project wesnoth): This can be useful in every case where a closure can be useful, because this is basically it. I lost the perticuliar case I wrote this in the first place, as I worked around it some times ago. The idea as far as I remembered is there is no easy way to pass a bunch of values to macros, and macros are usefull to avoid copy-and-paste code, especially outside ActionWML, (like the inability to loop to emit the choice options of a [message] tag, but my issue was different). But macro closure is probably not an elegant solution either. Feel free to close it. ___ Reply to this item at: http://gna.org/bugs/?21343 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21400] image_icon is sometimes default animation image
Follow-up Comment #3, bug #21400 (project wesnoth): Proposed fix on 1.12 branch here: https://github.com/wesnoth/wesnoth/pull/298 ___ Reply to this item at: http://gna.org/bugs/?21400 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs
[Wesnoth-bugs] [bug #21284] Clicking Save map spawns a unit
Update of bug #21284 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21284 ___ Message sent via/by Gna! http://gna.org/ ___ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs