URL:
http://gna.org/bugs/?21800
Summary: a side with controller=null is shown in the game
lobby
Project: Battle for Wesnoth
Submitted by: slowthinker
Submitted on: Sat Mar 15 17:19:21 2014
Category: Bug
Follow-up Comment #2, bug #21768 (project wesnoth):
Reading the other bug report hardens my assumption.
You can perhaps get around the problem by not using any of those lua functions
which add or remove units from the unit_map (wesnoth.put_unit,
wesnoth.extract_unit). wesnoth.get_unit(s) return
Update of bug #21697 (project wesnoth):
Assigned to:None = gfgtdf2
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Follow-up Comment #5:
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Follow-up Comment #2, bug #21158 (project wesnoth):
This seems to be introduced by rev
52641/d75e320e5aa4b801cb9d0f4ef6722e1d4f37635a
I don't think so. It should already have happened before that; the default I
added (allow_invalid = true) just matches the previous behavior. I was working
on the
Update of bug #21158 (project wesnoth):
Assigned to: anonymissimus = None
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http://gna.org/bugs/?21158
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Nachricht
Follow-up Comment #3, bug #21768 (project wesnoth):
Uploaded the file.
I agree that the behavior I'm using shouldn't be supported. However, my
understanding is that Wesnoth should *never* be exposing unsafe pointers to
scripts, because it is a security issue. The proper behavior would be to
Follow-up Comment #1, bug #21797 (project wesnoth):
I never knew this, but apparently there is a unit Nani the Shapeshifter
submerged in the upper left corner of this map.
https://github.com/wesnoth/wesnoth/blob/master/data/multiplayer/scenarios/2p_Silverhead_Crossing.cfg#L36
From inspecting
URL:
http://gna.org/bugs/?21801
Summary: entering Create Game is slow
Project: Battle for Wesnoth
Submitted by: slowthinker
Submitted on: Sat Mar 15 23:46:15 2014
Category: Bug
Severity: 3 - Normal
Follow-up Comment #1, bug #21800 (project wesnoth):
Now I noticed allow_player= should control whether the side is shown in the
game lobby.
(In Wesnoth 1.10 controller=null prevents the side is shown too, for some
reason unknown to me)
Anyway in Wesnoth 1.11 allow_player=no is ignored.
Follow-up Comment #2, bug #21797 (project wesnoth):
involution wrote: That is not a bug.
Actually I guess no one is sure, but if it is a bug it is a duplicate of
https://gna.org/bugs/?18829
I find that when I modify your savefile so that the controller type is
network_ai then everything works.
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