[Wesnoth-bugs] [bug #22799] UtBS - A Subterranean Struggle - Dwarf Grenadiers do not kill any trolls

2014-10-13 Thread anonymous
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

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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.




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[Wesnoth-bugs] [bug #22800] UtBS - A Subterranean Struggle - Cloaked Figure appears in strange location

2014-10-13 Thread anonymous
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

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Details:

In A Subterranean Struggle, the cloaked figure appears far away from Kaleh,
near the western edge of the map.




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[Wesnoth-bugs] [bug #22068] Multiplayer scenario start saves are broken.

2014-10-13 Thread Anja K
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.

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[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first

2014-10-13 Thread Matthias Schoeck
Update of bug #21903 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #21873] multiplayer forcing a player to exit upon loss

2014-10-13 Thread Matthias Schoeck
Update of bug #21873 (project wesnoth):

 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #21916] Game is ready blocked at inappropriate times

2014-10-13 Thread Matthias Schoeck
Update of bug #21916 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #20101] Planning mode to easy to activate by mistake, impossible to disable

2014-10-13 Thread Chris Beck
Update of bug #20101 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = fendrin
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #22086] replays show wrong minimap in load game dialog

2014-10-13 Thread Chris Beck
Update of bug #22086 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #2:

Marking as fixed and closing.

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[Wesnoth-bugs] [bug #22123] replays go out of sync if restarted and have terrain_mask wml

2014-10-13 Thread Chris Beck
Update of bug #22123 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #21758] Ready not blocked while player pick faction.

2014-10-13 Thread Chris Beck
Update of bug #21758 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #6:

Marking as fixed and closing.

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[Wesnoth-bugs] [bug #19258] Errors in replays of reloaded games - a superfluous container

2014-10-13 Thread Chris Beck
Update of bug #19258 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Assigned to:crab = involution 
 Open/Closed:Open = Closed 

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Follow-up Comment #9:

Marking as fixed and closing.

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[Wesnoth-bugs] [bug #21343] Nested #define's

2014-10-13 Thread Chris Beck
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.

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[Wesnoth-bugs] [bug #21343] Nested #define's

2014-10-13 Thread Brack
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.

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[Wesnoth-bugs] [bug #21400] image_icon is sometimes default animation image

2014-10-13 Thread Chris Beck
Follow-up Comment #3, bug #21400 (project wesnoth):

Proposed fix on 1.12 branch here:

https://github.com/wesnoth/wesnoth/pull/298

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[Wesnoth-bugs] [bug #21284] Clicking Save map spawns a unit

2014-10-13 Thread Chris Beck
Update of bug #21284 (project wesnoth):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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