[Wesnoth-bugs] [bug #22989] mp scenarios untranslated

2016-07-23 Thread Daniel
Update of bug #22989 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #5: closing this and

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

2016-07-19 Thread Daniel
Follow-up Comment #8, bug #24864 (project wesnoth): hmm yes it seems like its fixed in the commit vultraz mentioned, the new fix checks for misc_labels != nullptr while the old code checked for name_generator != nullptr but it should do the same.

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

2016-07-19 Thread Daniel
Follow-up Comment #6, bug #24864 (project wesnoth): the bug resurfaced, vultraz fix was basically to add a check whether the name gerneaotr is ~= nullptr in default_map_generator_job::name_generator, the pr then replaces generate_name(name_generator, "road_name", _base_name); with road_name =

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

2016-07-18 Thread Daniel
Follow-up Comment #2, bug #24864 (project wesnoth): Hmm, it seems like the fix for https://gna.org/bugs/index.php?24709 was somehow removed while merging. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-14 Thread Daniel
Follow-up Comment #1, bug #24850 (project wesnoth): i didnt what i suggested velow and changed some victory events in mainline to use endlevel+filter An alternative would be to make the "victory" event fire when there is _any_ human who won the scenario and to add a "local victory" event that

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-12 Thread Daniel
URL: Summary: unsynced victory event compability issue Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 12 Jul 2016 13:33:04 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-07-10 Thread Daniel
Follow-up Comment #2, bug #24846 (project wesnoth): Please be more precise about the wesnoth version, there are multiple 1.13 versions 1.13.1, 1.12.4 ... and also the current head. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24819] Using the unit placement feature in the scenario creator of the map editor on Mac results in a game crash

2016-07-01 Thread Daniel
Update of bug #24819 (project wesnoth): Status:None => Confirmed ___ Follow-up Comment #1: This is a known issue, the reason is that the unit ctor uses resources::gameboard which is NULL

[Wesnoth-bugs] [bug #24789] travis c++14 build failing

2016-06-23 Thread Daniel
Follow-up Comment #1, bug #24789 (project wesnoth): i alredy tried to fix the outdated ububtu version by using docker, but i was stopped by an outated docker version used which didn't suport all flags mentioned on the docker wiki, specially '--build-arg'.

[Wesnoth-bugs] [bug #24789] travis c++14 build failing

2016-06-23 Thread Daniel
URL: Summary: travis c++14 build failing Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 24 Jun 2016 00:38:34 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24788] make mousewheel actions customizable

2016-06-23 Thread Daniel
URL: Summary: make mousewheel actions customizable Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 23 Jun 2016 17:18:26 UTC Category: Feature Request

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-22 Thread Daniel
Follow-up Comment #8, bug #21648 (project wesnoth): > To me, images 2, 3, and 4 look the same (in terms of fonts) Hmm yes its eaiser to see when you see those images like a gif. > while image 1 looks like it's using CAIRO_ANTIALIAS_DEFAULT Liek i said, only image 4 uses CAIRO_ANTIALIAS_GRAY.

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-22 Thread Daniel
Follow-up Comment #7, bug #21648 (project wesnoth): Well, shadown gave a link to his patch in comment 3, it changes sets anitalasing to CAIRO_ANTIALIAS_GRAY ___ Reply to this item at:

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-21 Thread Daniel
Follow-up Comment #5, bug #21648 (project wesnoth): I just dis some testing on latest master: https://s31.postimg.org/p2maispjt/wesnottext.png picture 4 is current master. picture 1 is without shadowms patch. picture 2 is without shadowms patch decode_pixel() on windows. picture 3 is without

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

2016-06-18 Thread Daniel
Update of bug #24709 (project wesnoth): Severity: 3 - Normal => 5 - Blocker ___ Reply to this item at: ___ Nachricht

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

2016-06-18 Thread Daniel
Follow-up Comment #3, bug #24712 (project wesnoth): This is mostlikely caused by the changes in [message] then ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24727] Connecting to add-on server causes Wesnoth to crash

2016-06-17 Thread Daniel
Update of bug #24727 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-17 Thread Daniel
Update of bug #24761 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24501] Scrolling terrain palette with mousewheel scrolls map too

2016-06-17 Thread Daniel
Follow-up Comment #2, bug #24501 (project wesnoth): Still present in 1.13.4+dev, still very annyoing. ___ Reply to this item at: ___ Nachricht gesendet

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-16 Thread Daniel
Update of bug #24761 (project wesnoth): Item Group: Editor => User Interface ___ Follow-up Comment #1: After invstigating this problem i now think the real issue is a more general problem regaring

[Wesnoth-bugs] [bug #24762] editor actions are out of sync after resizing

2016-06-16 Thread Daniel
URL: Summary: editor actions are out of sync after resizing Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 16 Jun 2016 17:30:32 UTC Category: Bug Severity: 5

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-16 Thread Daniel
URL: Summary: scrolling in the editor palette scrolls the map too Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 16 Jun 2016 17:26:47 UTC Category: Bug

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

2016-06-08 Thread Daniel
Update of bug #24383 (project wesnoth): Severity: 3 - Normal => 4 - Important ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24727] Connecting to add-on server causes Wesnoth to crash

2016-06-06 Thread Daniel
Update of bug #24727 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/246f7f2995a7146733e59d76b3426252b4823bd6

[Wesnoth-bugs] [bug #24718] passing string to to_variable causes Wesnoth to crash

2016-06-05 Thread Daniel
Update of bug #24718 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-05 Thread Daniel
Follow-up Comment #5, bug #24722 (project wesnoth): yes ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-03 Thread Daniel
Follow-up Comment #3, bug #24722 (project wesnoth): Hmm i actually think we shoudl remove the id= attribute from all units in that scenario, since its afaik still possible to have 2 units with the same id, even if they are on different sides. This usually shouldn't b cause problems, but it's

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-06-02 Thread Daniel
Update of bug #24719 (project wesnoth): Status:None => Duplicate ___ Follow-up Comment #5: The engine bug ('Mandatory WML child missing...') is a dublicate of

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-02 Thread Daniel
Follow-up Comment #1, bug #24722 (project wesnoth): We should just remove all id= attributes form those units in that scenario. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-06-02 Thread Daniel
Follow-up Comment #2, bug #24700 (project wesnoth): > I guess there must have been reasons, though ever since I've started playing mp vs computer with a timer (maybe two years ago?), I've found the reset annoying. Im surpised to hear this, do you think it'd also make sense to allow timers in

[Wesnoth-bugs] [bug #24679] Ai errors in LoW scenario 3

2016-06-01 Thread Daniel
Follow-up Comment #2, bug #24679 (project wesnoth): No i don't but i ghappened every time i played that scenario, i playe din mp mode but afaik the ai code it the same on mp and sp ___ Reply to this item at:

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-06-01 Thread Daniel
Follow-up Comment #2, bug #24719 (project wesnoth): > 20160531 20:05:18 error engine: Cannot do [set_variables] with invalid to_variable variable: advanced.modifications.object[0].specials.damage[] with > mode = replace > name = $variable_name > to_variable = $variable_to_variable This means the

[Wesnoth-bugs] [bug #20779] Irrational segmentation fault when returning from fire_event

2016-05-28 Thread Daniel
Update of bug #20779 (project wesnoth): Status: Need Info => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #4: wasn't able to

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

2016-05-27 Thread Daniel
Follow-up Comment #1, bug #24712 (project wesnoth): I couldn't rprocuce this by this by injecting a dummy select event in AoI scenario 1. my testing code: wesnoth.wml_actions.event { name = "select", first_time_only= false, { "lua", { code = "wesnoth.message 'a'"}}}

[Wesnoth-bugs] [bug #24710] chat during dialog

2016-05-26 Thread Daniel
URL: Summary: chat during dialog Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 26 Mai 2016 17:50:29 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread Daniel
Follow-up Comment #3, bug #24699 (project wesnoth): > The point is the typical player should not be able to access such things without having to enter debug mode. Why? > Commands like gold, fog, & shroud already require debug mode & can be used to cheat, and since you can do equivalents in

[Wesnoth-bugs] [bug #18591] Multiplayer Game Crashes when loading or starting a second game

2016-05-26 Thread Daniel
Update of bug #18591 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #3: I cannot repdpuce

[Wesnoth-bugs] [bug #24702] Map briefly flashed before story screen appears in campaigns

2016-05-26 Thread Daniel
Follow-up Comment #1, bug #24702 (project wesnoth): Yes this is a known issue, but thy for filing this bugreport anyways. This can also be seen in LoW where for some reason the map not just briefly shows but stays there until you click the next or skip button.

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread Daniel
Follow-up Comment #1, bug #24699 (project wesnoth): Hmm i don't see aadvnatages in hiding it behind a debug, specailly sicne it can only be used by players who know the wesnoth lua api anyways, who sure knows how to enable debug. On the other side i think that :debug is really annoying,

[Wesnoth-bugs] [bug #24685] LoW unbalanced in MP.

2016-05-18 Thread Daniel
Follow-up Comment #1, bug #24685 (project wesnoth): 3) It mixes the old (80%) and the new (40%) carryover system ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24685] LoW unbalanced in MP.

2016-05-18 Thread Daniel
URL: Summary: LoW unbalanced in MP. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 18 Mai 2016 21:18:16 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24683] Host cannot take control of an idle side

2016-05-18 Thread Daniel
Follow-up Comment #1, bug #24683 (project wesnoth): the command too un-idle a side is ':idle afaik'. Similar to un-droiding a side. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-18 Thread Daniel
Update of bug #24671 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-05-17 Thread Daniel
Update of bug #24547 (project wesnoth): Status:None => Works For Me ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24652] More customizable recuitlists

2016-05-17 Thread Daniel
Update of bug #24652 (project wesnoth): Severity: 3 - Normal => 2 - Minor ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-17 Thread Daniel
Update of bug #24671 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #5: https://github.com/wesnoth/wesnoth/commit/6d7549ed99668415c91b72f6582edb49ae3ddb39 please test

[Wesnoth-bugs] [bug #24680] [lift_fog] broken

2016-05-17 Thread Daniel
URL: Summary: [lift_fog] broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 17 Mai 2016 20:34:01 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24679] Ai errors in LoW scenario 3

2016-05-17 Thread Daniel
URL: Summary: Ai errors in LoW scenario 3 Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 17 Mai 2016 20:28:17 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-15 Thread Daniel
Follow-up Comment #3, bug #24671 (project wesnoth): yes this seems to be caused by the fix for https://gna.org/bugs/?24412 ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-15 Thread Daniel
Follow-up Comment #2, bug #24671 (project wesnoth): Hmm yes this error is actually unrelatd to lua since it clearly indicated a c++ bug that raised ac++ exception that just happened to be caught by lua. The most recent changes to [set_variables] are afaik celticminitrels changes here:

[Wesnoth-bugs] [bug #24652] More customizable recuitlists

2016-05-09 Thread Daniel
URL: Summary: More customizable recuitlists Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 09 Mai 2016 17:39:49 UTC Category: Feature Request Severity: 3 -

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

2016-04-29 Thread Daniel
URL: Summary: characters missing in game font. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 29 Apr 2016 11:33:03 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #24569] implement optional command-line history feature without GNU readline/history dependency

2016-04-15 Thread Daniel
Follow-up Comment #9, bug #24569 (project wesnoth): > I did file a bugreport on readline. http://lists.gnu.org/archive/html/bug-readline/2016-04/msg00025.html > GNU Readline is a 27 year old library, probably it was written before you were born. If it was not changed in the last five years,

[Wesnoth-bugs] [bug #24569] implement optional command-line history feature without GNU readline/history dependency

2016-04-14 Thread Daniel
Follow-up Comment #7, bug #24569 (project wesnoth): hmm it seem like this bugtracker cannot handle the www inside that link. You can see the correct link in the mail archieve about this that post: https://www.mail-archive.com/wesnoth-bugs@gna.org/msg25860.html > In 2008 they fixed a bug where

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-14 Thread Daniel
Follow-up Comment #5, bug #24569 (project wesnoth): correction of the link: https://cnswww.cns.cwru.edu/php/chet/readline/history.html ___ Reply to this item at:

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-14 Thread Daniel
Update of bug #24569 (project wesnoth): Status: Invalid => None ___ Follow-up Comment #4: > then also SDL and the SDL extension libraries are disqualified and we should remove those

[Wesnoth-bugs] [bug #24580] OOS when host leaves during ai turn in 1.12

2016-04-11 Thread Daniel
URL: Summary: OOS when host leaves during ai turn in 1.12 Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 11 Apr 2016 18:28:56 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-08 Thread Daniel
Follow-up Comment #4, bug #24568 (project wesnoth): > unless the intention is to make the feature available and fully-supported for a broader audience (e.g. people on GCC 5 and later). This is suppoerted for gcc5 and later. The check in the cude is currently like "#if _MSC_VER >= 1900 ||

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-08 Thread Daniel
Follow-up Comment #2, bug #24569 (project wesnoth): > Has anyone tried contacting upstream about these issues? Not that i know of. The point problem here is that you cannot archieve good windows compaility by just using standard c libarires like fopen. you have to eigher use the wchar_t api or

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-08 Thread Daniel
Follow-up Comment #2, bug #24568 (project wesnoth): > Why does there need to be any C++14-specific code paths in the first place? For optimisation, similar to the #if c++11 config::config(config&& c) #endif constrcutor we had previously. Note however that we don't use any c++14 core features

[Wesnoth-bugs] [bug #24570] game crashes when show_dialog is used during lua initilisation.

2016-04-07 Thread Daniel
URL: Summary: game crashes when show_dialog is used during lua initilisation. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:21:42 UTC Category: Bug

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-07 Thread Daniel
URL: Summary: remove readline/history dependency Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:20:13 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-07 Thread Daniel
URL: Summary: Travis needs a c++14 build Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:06:28 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22989] mp scenarios untranslated

2016-04-06 Thread Daniel
Follow-up Comment #3, bug #22989 (project wesnoth): This bug is still there and from the same source as https://gna.org/bugs/?22918 (you could call it a dublicate) ___ Reply to this item at:

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #6, bug #24547 (project wesnoth): Hmm which addon exactl exactly were installed when you had this issue? Maybe this will tell use which addon caused this behaviour. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #4, bug #24547 (project wesnoth): s/couldnr/couldn't ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #3, bug #24547 (project wesnoth): Hmm ok i tried it and i couldnr rproduce, pleas give a more detail step-by-step instruction hot to reproduce this issue. And again, make sure no addons are installed when reproducing this.

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-04-04 Thread Daniel
Follow-up Comment #2, bug #24548 (project wesnoth): yes ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

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

2016-04-04 Thread Daniel
Follow-up Comment #5, bug #24550 (project wesnoth): Yes the is definitely still an issue. Note that i never got compilation errors eigher, but the problem here is that this can break the build anytime when new any #include is added to any file so this shocul be fixes asap. @Pentarctagon: Hmm

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

2016-04-03 Thread Daniel
Follow-up Comment #2, bug #24550 (project wesnoth): Yes this seems related but i wonder why i don't get those erros. Mqaybe you coudl activate showincludes so that you see how those files are included? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24549] msvc14 build broken

2016-04-03 Thread Daniel
Update of bug #24549 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #1: ok seems it was

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

2016-04-03 Thread Daniel
URL: Summary: std::placeholders might clash with boost::bind::placeholders Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 22:03:32 UTC Category: Bug

[Wesnoth-bugs] [bug #24549] msvc14 build broken

2016-04-03 Thread Daniel
URL: Summary: msvc14 build broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 21:59:53 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-04-03 Thread Daniel
URL: Summary: lua error from message.lua Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 21:55:31 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-03 Thread Daniel
Follow-up Comment #1, bug #24547 (project wesnoth): You are sure that this is not caused by an addon? Note that changs made by an addon might also be stored the the savefile so that they will still be there after you delete an addon if you reload that savefile.

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

2016-03-23 Thread Daniel
Update of bug #24529 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5:

[Wesnoth-bugs] [bug #24538] observers cannot whisper to players.

2016-03-23 Thread Daniel
URL: Summary: observers cannot whisper to players. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 23 Mär 2016 20:19:57 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #15334] Option to reshow enemy moves (in multiplayer)

2016-03-21 Thread Daniel
Update of bug #15334 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: This was implemented in 1.13: you can now go back to previous turns in mp which will then

[Wesnoth-bugs] [bug #24513] [text_input] does not fully clear between entering/removing characters

2016-03-11 Thread Daniel
Follow-up Comment #4, bug #24513 (project wesnoth): Out of curiosity, Do you know a real scenaio that uses [text_input] ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #23640] Read lua files from host.

2016-03-09 Thread Daniel
Follow-up Comment #2, bug #23640 (project wesnoth): > Could this potentially be a security issue if we download arbitrary lua from the host and execute? THe host can also put arbitary [lua] tag in the scenario when its sends teh scenario to the clients, so i don't think this is somethign to

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-09 Thread Daniel
Follow-up Comment #11, bug #24226 (project wesnoth): > Though the player name issue does seem resolved for both SP and MP. Hmm yes note that shoudl onyl happen with mp campaigns likw LoW and not with normal mp games. The reason for this beahviour is, that even when played in mp mode it happens

[Wesnoth-bugs] [bug #24509] Errors in gettext_boost.cpp when trying to build with Boost 1.60

2016-03-09 Thread Daniel
Follow-up Comment #1, bug #24509 (project wesnoth): Hmm i also use boost 1.60 (on windows) and afaik this libary is build to work the same on all plattforms, so maybe something is wrong with your build configuration? ___ Reply to this item

[Wesnoth-bugs] [bug #23310] Saving game in replay creates corrupt saves

2016-03-08 Thread Daniel
Update of bug #23310 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #4: Fixed in wesnoth 1.13 ___ Reply to

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #9, bug #24226 (project wesnoth): > It sounds like the complications from SP and MP being mixed up are quite severe. Well it also fixed bugs and gave us new features, specially it gave us modification and options for singleplayer mode (although the ui for modifications and

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #7, bug #24226 (project wesnoth): > Is there a straightforward way to distinguish between a single and multi-player game? Most likeley there is. But when attempting to fix this you should also consider cases like mp campaigns (luike LoW). Do you want to show the wml defined

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #4, bug #24226 (project wesnoth): Note that the 1.12 beaviour wasn't really good eigher, see also this bugrpeort: https://gna.org/bugs/index.php?22324 I think the main problem here is that we don't have a clear and elaborated definition what the current_player and related

[Wesnoth-bugs] [bug #23943] WC_Renew addon crash normal playing

2016-03-06 Thread Daniel
Follow-up Comment #1, bug #23943 (project wesnoth): I vagueley remember that this crash was fixed in wesnoth 1.13.x but i'm not sure ___ Reply to this item at:

[Wesnoth-bugs] [bug #22485] mp configure limits income, startgold

2016-03-06 Thread Daniel
Follow-up Comment #2, bug #22485 (project wesnoth): not that i currently know of, but people also play umc content. ___ Reply to this item at: ___ Nachricht

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

2016-03-06 Thread Daniel
Follow-up Comment #8, bug #24490 (project wesnoth): That seems to be unrelated to please opena new bugreport for that. ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #19603] Broken replays at replays.wesnoth.org

2016-03-04 Thread Daniel
Follow-up Comment #7, bug #19603 (project wesnoth): Yes there are multiple bugs related to downloaded replays. Most (all) of these are fixed in 1.13. But this doesnt mean that 1.13 can read broken replays generated by wesnoth 1.12.x The list of known issues includes: 1) replays of games that use

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

2016-03-04 Thread Daniel
Follow-up Comment #6, bug #24490 (project wesnoth): > IMHO, I can't see how playing the starting dialog of turn 2 when 'play turn' or 'play side turn' is used to play turn 1 would be intended behavior. This was not the case in 1.12. The point is, that all versions prior to 1.13 explicitly set

[Wesnoth-bugs] [bug #24447] Replay buttons 'play turn' & 'play side turn Out of Sync

2016-03-03 Thread Daniel
Update of bug #24447 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

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

2016-03-03 Thread Daniel
Follow-up Comment #4, bug #24490 (project wesnoth): Hmm ok but that is then this is a very specific AOI dialog then, you should have said in the first post that this is only reproducable in AOI. From looking at the code it seems to me like this is the intended way, specially becasue in the

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

2016-03-03 Thread Daniel
Follow-up Comment #2, bug #24490 (project wesnoth): > ‘reset to beginning’ – when used, also invokes ‘continuous replay’ (bug) Hmm not sure what causes this > ‘pause at end of turn’ – pauses in middle of turn This is intended, the desciption is just wrong (i didnt even know there were

[Wesnoth-bugs] [bug #24451] Poisoned unit didn't became poisoned.

2016-02-25 Thread Daniel
Follow-up Comment #7, bug #24451 (project wesnoth): Well, i looked in the replay file (with a text editor) and it clearly says > active_mods="Random_No_Mirror" which is an addon that can be downloaded from the addon server. Since this explains quite well all these issues, im quite sue that this

[Wesnoth-bugs] [bug #24451] Poisoned unit didn't became poisoned.

2016-02-25 Thread Daniel
Follow-up Comment #5, bug #24451 (project wesnoth): > It was usual Isar's Cross. Host was Grim_Ripper, not me. > I had no installed modification except Sandbox and Choose Your Advance. Could I connect to host game with such modification --> "that changes units types at game start"? Well if you

[Wesnoth-bugs] [bug #24451] Poisoned unit didn't became poisoned.

2016-02-25 Thread Daniel
Update of bug #24451 (project wesnoth): Status:None => Invalid ___ Follow-up Comment #3: You seem to be using a modification that changes units types at game start. You say that in the

[Wesnoth-bugs] [bug #24439] Can't load multiplayer replays

2016-02-22 Thread Daniel
Follow-up Comment #5, bug #24439 (project wesnoth): > Small thing: if the "Load Game…" through Multiplayer should be avoided (as yeah, it crashes immediately), can we get rid of the message that says to do that, during Load Game from main menu? Well its not like it should generally be

[Wesnoth-bugs] [bug #24439] Can't load multiplayer replays

2016-02-22 Thread Daniel
Update of bug #24439 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: iirc it was never possible to load replays via the multiplayer load menu. replays (mp and sp)

[Wesnoth-bugs] [bug #22969] preprocessor #if, #elif

2016-02-19 Thread Daniel
Follow-up Comment #3, bug #22969 (project wesnoth): with the removal of support for redifinition of the same macro without explicit undef this feature is even more important than before: I want my addon 'pyr no preperation turn' which is a [modification] which are in 1.13 also suported in sp to

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