[Wesnoth-bugs] [bug #21753] MP campaign leader random gender change

2015-06-14 Thread anonymous
Follow-up Comment #3, bug #21753 (project wesnoth): > However, this would still be relevant in an mp campaign where the author wanted to allow the player the option of changing faction/leader between each scenarios I actualy don't know of any such campaign, do you? __

[Wesnoth-bugs] [bug #23643] Show mp connect independent on allow_new_game=yes

2015-06-14 Thread anonymous
URL: Summary: Show mp connect independent on allow_new_game=yes Project: Battle for Wesnoth Submitted by: None Submitted on: So 14 Jun 2015 16:10:16 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #23399] Error when starting a campaign after multiplayer.

2015-06-12 Thread anonymous
Follow-up Comment #9, bug #23399 (project wesnoth): This bug was fixed in https://github.com/wesnoth/wesnoth/commit/295e1bdaadca246e5e6b61186c10370f38417585 (before 1.13.0 as noted in previous post) Note that this broings the other 'too many config reloads' bug back so its still not an optimal so

[Wesnoth-bugs] [bug #23641] Turns slider in mp configure doesnt work

2015-06-09 Thread anonymous
URL: Summary: Turns slider in mp configure doesnt work Project: Battle for Wesnoth Submitted by: None Submitted on: Di 09 Jun 2015 23:21:06 UTC Category: Bug Severity: 3 - Norma

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

2015-06-09 Thread anonymous
URL: Summary: Read lua files from host. Project: Battle for Wesnoth Submitted by: None Submitted on: Di 09 Jun 2015 14:20:01 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #18693] Debug mode can be used in Network multiplayer

2015-06-08 Thread anonymous
Follow-up Comment #13, bug #18693 (project wesnoth): ofc the line wesnoth.set_variable("debug_active", value) should become wesnoth.set_variable("debug_active", wesnoth.game_config.debug) ___ Reply to this item at:

[Wesnoth-bugs] [bug #18693] Debug mode can be used in Network multiplayer

2015-06-08 Thread anonymous
Follow-up Comment #12, bug #18693 (project wesnoth): Hmm maybe that could be useful but note that there are other more easy ways to cheat. The most known is to save the game and then to open it in a seperate wesnoth client. Another thing you could do is a use a mp modification to detect clients t

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #8, bug #23636 (project wesnoth): another thing you could try is to add terrain_liked=" " to all [side]s in your randomly generated map. Maybe it will overwrite the values from [multiplayer_side] ___ Reply to this item at:

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #7, bug #23636 (project wesnoth): Since modify_placing key is not dcumented for 1.12 i douldnt say its bug if it doesnt work like i thoought it would, i'd rather say its a feature request that is already implemented in 1.13. The code that sets modify_placing to true is in mp_con

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #5, bug #23636 (project wesnoth): I just looked at the 1.12 code and it seems like it overwrites modify_placing with yes (https://github.com/wesnoth/wesnoth/blob/1.12/src/multiplayer_create_engine.cpp#L398) (unlike 1.13 where it just sets the default value to yes). So it most li

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-06 Thread anonymous
Follow-up Comment #4, bug #23636 (project wesnoth): its a current attribute in 1.12 and 1.13 and most likeley 1.10 and older. Where did you place it? ___ Reply to this item at: __

[Wesnoth-bugs] [bug #23636] add to [generator] key terrain_liked=no

2015-06-05 Thread anonymous
Follow-up Comment #2, bug #23636 (project wesnoth): Unkikeley that terrain_liked= key has an effect on [generator]. Its more like there is a code which switches starting postions of the map depeinding on liked terrain. (doesnt matter whether randomly generated or not). Thid behaviour can be disab

[Wesnoth-bugs] [bug #23635] LoW m bugged

2015-06-05 Thread anonymous
URL: Summary: LoW m bugged Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 05 Jun 2015 10:53:33 UTC Category: Bug Severity: 3 - Normal Priority:

[Wesnoth-bugs] [bug #23625] Custom menu item hotkeys are not preserved through save/load or scenario progression

2015-05-31 Thread anonymous
Follow-up Comment #3, bug #23625 (project wesnoth): Is is possible that it wa broken by this or similar commits: https://github.com/wesnoth/wesnoth/commit/5463068caffb42df8eeb9a044479ef7fc379e622 so you you please test version 1.11.7 ? ___

[Wesnoth-bugs] [bug #23625] Custom menu item hotkeys are not preserved through save/load or scenario progression

2015-05-31 Thread anonymous
Follow-up Comment #1, bug #23625 (project wesnoth): Do you know the last vesion where it worked ? ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna

[Wesnoth-bugs] [bug #23617] mp modifications added to sp campaigns

2015-05-25 Thread anonymous
URL: Summary: mp modifications added to sp campaigns Project: Battle for Wesnoth Submitted by: None Submitted on: Di 26 Mai 2015 00:13:49 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23608] UBSAN: findings while playing tutorial

2015-05-24 Thread anonymous
Follow-up Comment #1, bug #23608 (project wesnoth): The first one is related to luas hash funtion for tables and i wouldn't be that suprised if a hash function uses a buffer overflow. For the second one its hard to say what casues it because the line number just points to the line 'class composit

[Wesnoth-bugs] [bug #23607] editor: severe FPS drop in map generation settings

2015-05-24 Thread anonymous
Follow-up Comment #1, bug #23607 (project wesnoth): I didn't notice the fps drop but i also saw the bottom line text getting darker. Maybe this is related to settings dialog beeing gui1 and generate map dialog beeing gui2. ___ Reply to this

[Wesnoth-bugs] [bug #23600] sighted events still unsafe (can cause OOS)

2015-05-18 Thread anonymous
URL: Summary: sighted events still unsafe (can cause OOS) Project: Battle for Wesnoth Submitted by: None Submitted on: Di 19 Mai 2015 00:16:57 UTC Category: Bug Severity: 3 - No

[Wesnoth-bugs] [bug #23579] save/reload process corrupts team_name

2015-05-12 Thread anonymous
Follow-up Comment #11, bug #23579 (project wesnoth): the question was whether you change the sides team in your wml by codes like [modify_side] team_name= or similar. ___ Reply to this item at: _

[Wesnoth-bugs] [bug #23579] save/reload process corrupts team_name

2015-05-08 Thread anonymous
Follow-up Comment #8, bug #23579 (project wesnoth): hm do you have any wml that changes the teams in your scenario? ___ Reply to this item at: ___ Nachricht gese

[Wesnoth-bugs] [bug #23579] save/reload process corrupts team_name

2015-05-08 Thread anonymous
Follow-up Comment #3, bug #23579 (project wesnoth): likely caused by the same as this bug: https://gna.org/bugs/?23000 ___ Reply to this item at: ___ Message sen

[Wesnoth-bugs] [bug #23026] Crashes at various spots when sound is enabled

2015-05-06 Thread anonymous
Follow-up Comment #2, bug #23026 (project wesnoth): Reported solved here: http://forums.wesnoth.org/viewtopic.php?f=4&t=42429 ___ Reply to this item at: ___ Mes

[Wesnoth-bugs] [bug #23566] new add-on type "developer-resource/tool"

2015-05-06 Thread anonymous
Follow-up Comment #2, bug #23566 (project wesnoth): the description for "Resource" (in http://add-ons.wesnoth.org/1.12/) says: "Usually a (perhaps optional) dependency of another add-on." which is different from this proposal. ___ Reply to

[Wesnoth-bugs] [bug #23566] new add-on type "developer-resource/tool"

2015-05-03 Thread anonymous
URL: Summary: new add-on type "developer-resource/tool" Project: Battle for Wesnoth Submitted by: None Submitted on: So 03 Mai 2015 21:06:53 UTC Category: Feature Request Severi

[Wesnoth-bugs] [bug #23545] Regression in [set_menu_item] redefining behavior

2015-05-02 Thread anonymous
Follow-up Comment #1, bug #23545 (project wesnoth): could be caused by this commit https://github.com/wesnoth/wesnoth/commit/eaa078a86db006887bd4d2d4b9f335560e916248 which comments out a lot of code in wml_menu_item::update_command ___ Repl

[Wesnoth-bugs] [bug #23558] enter/exit_hex events without [allow_undo] do no prevent undo

2015-05-01 Thread anonymous
URL: Summary: enter/exit_hex events without [allow_undo] do no prevent undo Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 01 Mai 2015 21:11:31 UTC Category: Bug

[Wesnoth-bugs] [bug #23556] fire_event from inside wesnoth.game_events.on_event bugged

2015-04-30 Thread anonymous
URL: Summary: fire_event from inside wesnoth.game_events.on_event bugged Project: Battle for Wesnoth Submitted by: None Submitted on: Do 30 Apr 2015 19:39:51 UTC Category: Bug S

[Wesnoth-bugs] [bug #23555] Side filters in [item]

2015-04-30 Thread anonymous
URL: Summary: Side filters in [item] Project: Battle for Wesnoth Submitted by: None Submitted on: Do 30 Apr 2015 17:23:16 UTC Category: Feature Request Severity: 2 - Minor

[Wesnoth-bugs] [bug #23541] Modification type=key does not work

2015-04-29 Thread anonymous
Follow-up Comment #6, bug #23541 (project wesnoth): maybe you have the modification inside a '#ifdef MULTIPLAYER' ? ___ Reply to this item at: ___ Nachricht gese

[Wesnoth-bugs] [bug #23541] Modification type=key does not work

2015-04-27 Thread anonymous
Follow-up Comment #2, bug #23541 (project wesnoth): Mqaybe i didnt understood correctly, by campaigns you mean mp campaigns or sp campaigns ? ___ Reply to this item at: __

[Wesnoth-bugs] [bug #23541] Modification type=key does not work

2015-04-27 Thread anonymous
Follow-up Comment #1, bug #23541 (project wesnoth): > When setting it to "sp" it does not show up for campaigns or mp scenarios. > When setting it to "mp" it does not show up for campaigns but does show up for mp scenarios. This seems to be the expected behaviour ot me.

[Wesnoth-bugs] [bug #23543] Add a SP modification type to the add-on manager

2015-04-27 Thread anonymous
Follow-up Comment #1, bug #23543 (project wesnoth): Afaik there is no sp campaign yet that supports eras/factions. Also note that currently 1.13 sp modification behaviour is quite bugged and might be changed. ___ Reply to this item at: <

[Wesnoth-bugs] [bug #23544] Macros stripping out plus sign

2015-04-27 Thread anonymous
Follow-up Comment #2, bug #23544 (project wesnoth): To me it seems like we shouldnt have + signs in mainline filenames if is casues problems with the wml proprocessor. (iirc that was also the reason why we disallowed spaces?) ___ Reply to t

[Wesnoth-bugs] [bug #23523] Game automatically meet defeat criteria at the start of "Captured" misssion in Eastern Invasion campaign

2015-04-22 Thread anonymous
Follow-up Comment #1, bug #23523 (project wesnoth): Did you use debugging commands in previous scenarios? ___ Reply to this item at: ___ Nachricht gesendet von/d

[Wesnoth-bugs] [bug #23506] Add wesnoth.disallow_undo lua function

2015-04-19 Thread anonymous
URL: Summary: Add wesnoth.disallow_undo lua function Project: Battle for Wesnoth Submitted by: None Submitted on: So 19 Apr 2015 23:00:21 UTC Category: Feature Request Severity:

[Wesnoth-bugs] [bug #23505] cannot step on hexes where movecots > max_movement

2015-04-19 Thread anonymous
URL: Summary: cannot step on hexes where movecots > max_movement Project: Battle for Wesnoth Submitted by: None Submitted on: So 19 Apr 2015 20:09:55 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #23500] remove [item]s by id

2015-04-19 Thread anonymous
Follow-up Comment #7, bug #23500 (project wesnoth): > In fact I realized you can probably just BLIT the false id image after your one and will work; wich is more simple than my first proposal. I just tested your solution an i got an error in stderr.txt: 20150419 20:50:55 error display: ~BLIT(): i

[Wesnoth-bugs] [bug #23500] remove [item]s by id

2015-04-19 Thread anonymous
Follow-up Comment #6, bug #23500 (project wesnoth): sry the comment below was for bug 23460 ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! ht

[Wesnoth-bugs] [bug #23460] HP/XP bars draw over shroud

2015-04-19 Thread anonymous
Follow-up Comment #6, bug #23460 (project wesnoth): most likeley https://github.com/wesnoth/wesnoth/commit/38ffe014163371f9bc80d053c6de097c97b304b5 is the bad commit ___ Reply to this item at: __

[Wesnoth-bugs] [bug #23500] remove [item]s by id

2015-04-19 Thread anonymous
Follow-up Comment #5, bug #23500 (project wesnoth): most likeley https://github.com/wesnoth/wesnoth/commit/38ffe014163371f9bc80d053c6de097c97b304b5 is the bad commit ___ Reply to this item at: __

[Wesnoth-bugs] [bug #23500] remove [item]s by id

2015-04-19 Thread anonymous
Follow-up Comment #2, bug #23500 (project wesnoth): thx, but i guees i'l get spams of 'unfound image id1.png'... warnings with this? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #23500] remove [item]s by id

2015-04-18 Thread anonymous
URL: Summary: remove [item]s by id Project: Battle for Wesnoth Submitted by: None Submitted on: So 19 Apr 2015 01:13:41 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23499] Assertion failure when changing side user in networked mp

2015-04-18 Thread anonymous
URL: Summary: Assertion failure when changing side user in networked mp Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 18 Apr 2015 16:51:12 UTC Category: Bug Se

[Wesnoth-bugs] [bug #23493] lua error in [unit_worth]

2015-04-17 Thread anonymous
URL: Summary: lua error in [unit_worth] Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 17 Apr 2015 15:51:18 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2015-04-16 Thread anonymous
Follow-up Comment #9, bug #23488 (project wesnoth): I tried again to reproduce with 3p vs survival mp game with all sides beeing ai and still got no crash. Also i couldn't extract useful information from the valigrind file :( Does this crash happen most of the time or only rarely? __

[Wesnoth-bugs] [bug #23490] Side specific variables

2015-04-16 Thread anonymous
URL: Summary: Side specific variables Project: Battle for Wesnoth Submitted by: None Submitted on: Do 16 Apr 2015 18:43:49 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23489] Loading global variable that doesn't exist breaks :inspect

2015-04-15 Thread anonymous
Follow-up Comment #1, bug #23489 (project wesnoth): possibly a buplicate of http://gna.org/bugs/?22263 ___ Reply to this item at: ___ Nachricht gesendet von/durc

[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2015-04-15 Thread anonymous
Follow-up Comment #6, bug #23488 (project wesnoth): hm ok just to understand correctly by > and got the crash right away you mean right when the programm started or right after you started a game? >From the 2 logs it looks to me like the casue is not really one of the function in the stack trace

[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2015-04-15 Thread anonymous
Follow-up Comment #4, bug #23488 (project wesnoth): could you also give stacktrace from the crash you got right after starting the programm? usually stacktraces from earlier crashes are better than stacktraces for later crashes. ___ Reply t

[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2015-04-15 Thread anonymous
Follow-up Comment #2, bug #23488 (project wesnoth): I tried to reproduce with 1.12.2 mainline 2vs2 map all players string ai and i couldnt reproduce. ___ Reply to this item at: __

[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2015-04-15 Thread anonymous
Follow-up Comment #1, bug #23488 (project wesnoth): And this bug does not appear in 1.12.1? ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! ht

[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2015-04-15 Thread anonymous
URL: Summary: All AI multiplayer crash Project: Battle for Wesnoth Submitted by: None Submitted on: Wed 15 Apr 2015 15:22:31 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #23481] Automatic updater

2015-04-14 Thread anonymous
URL: Summary: Automatic updater Project: Battle for Wesnoth Submitted by: None Submitted on: Di 14 Apr 2015 17:31:54 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23475] documentate executing order of [event]

2015-04-14 Thread anonymous
Follow-up Comment #6, bug #23475 (project wesnoth): > if there are some known rules as: "events inside era are written first than modification ones", I would like wiki mention it, so it becomes expected behavior and I can be sure this wont change in future BfW versions. In fact it did already chan

[Wesnoth-bugs] [bug #23475] documentate executing order of [event]

2015-04-13 Thread anonymous
Follow-up Comment #4, bug #23475 (project wesnoth): If it's really crucial in what order they happen, I think you could force the order? If you had two events, and one of them needs to fire first, you could make it set a variable when it does fire. If the other one runs and sees that that variable

[Wesnoth-bugs] [bug #23475] documentate executing order of [event]

2015-04-13 Thread anonymous
Follow-up Comment #3, bug #23475 (project wesnoth): There is no guaranteed order in which different [modification]s are loaded into scenario. Even if you observe in 1.12 that for example modifications are loaded in order in which they are loaded into the game config (just an example! i don't say i

[Wesnoth-bugs] [bug #23467] (lua) wesnoth.get_recall_units doesn't support all keys

2015-04-11 Thread anonymous
URL: Summary: (lua) wesnoth.get_recall_units doesn't support all keys Project: Battle for Wesnoth Submitted by: None Submitted on: Sat 11 Apr 2015 11:15:57 PM UTC Category: Bug

[Wesnoth-bugs] [bug #23460] HP/XP bars draw over shroud

2015-04-11 Thread anonymous
Follow-up Comment #4, bug #23460 (project wesnoth): Since Rifwalkers SP MP unification patch some scenario settings like (the one that can be changed in the mp configure screen) are also changed for sp campaigns, this can currently worked aroubdn by reloadind a start-of-scenario save. Otherwise t

[Wesnoth-bugs] [bug #22515] Shroud not updated when secret passage discovered

2015-04-09 Thread anonymous
Follow-up Comment #2, bug #22515 (project wesnoth): I'm pretty sure the engine used to just redraw by default in 1.10 and earlier. It would probably be easier to restore that behavior rather than to try to fix each scenario individually (note that there are a lot of scenarios affected by this - I

[Wesnoth-bugs] [bug #23243] segfault when clicking during [delay] in during prestart event

2015-04-07 Thread anonymous
Follow-up Comment #1, bug #23243 (project wesnoth): 1.12: 42ce10d135d6347a807db431a16f8cfabc4b695c master: 50dacfcdbf3ad468c98ad2f1042f213211f7ba83 ___ Reply to this item at:

[Wesnoth-bugs] [bug #23447] ~BLIT not working correctly

2015-04-06 Thread anonymous
URL: Summary: ~BLIT not working correctly Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 06 Apr 2015 16:40:11 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23354] Add an option to not store replays.

2015-04-05 Thread anonymous
Follow-up Comment #1, bug #23354 (project wesnoth): This report is not about the replays stored at the end of the scenario but about the replays ([replay], [replay_start]) that are stored in every single savefile (except start of scenario savefiles). __

[Wesnoth-bugs] [bug #23354] Add an option to not store replays.

2015-04-04 Thread anonymous
Additional Item Attachment, bug #23354 (project wesnoth): File name: preferences-window.png Size:205 KB ___ Reply to this item at: ___ Message sent via/

[Wesnoth-bugs] [bug #23439] Add function to remove elements from lua gui2 lists

2015-04-03 Thread anonymous
URL: Summary: Add function to remove elements from lua gui2 lists Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 03 Apr 2015 21:22:07 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23433] "Replace with AI" only changes proxy controller

2015-03-30 Thread anonymous
URL: Summary: "Replace with AI" only changes proxy controller Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 30 Mär 2015 22:53:01 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #23004] modifying units stats by lua

2015-03-29 Thread anonymous
Follow-up Comment #1, bug #23004 (project wesnoth): partly implemented in https://github.com/wesnoth/wesnoth/commit/43c10ec0ccc88c6deeed85c96646a9c0782502df. attacks can now be changes and inspected, it is still not possible to remove or to add new attacks. ___

[Wesnoth-bugs] [bug #23424] :inspect not working in replays

2015-03-27 Thread anonymous
URL: Summary: :inspect not working in replays Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 27 Mär 2015 15:58:11 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23409] Drakes have 40% defense over unwalkable

2015-03-24 Thread anonymous
Follow-up Comment #1, bug #23409 (project wesnoth): to me it makes sense that flying unit have more defense in chasm than over water because they can move down if they are attacked. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23404] "drakes-default.cfg" faction file does not contain [ai] block

2015-03-22 Thread anonymous
URL: Summary: "drakes-default.cfg" faction file does not contain [ai] block Project: Battle for Wesnoth Submitted by: None Submitted on: Вск 22 Мар 2015 12:23:32 Category: Bug S

[Wesnoth-bugs] [bug #23403] A new ability that replaces steadfast in mainline

2015-03-22 Thread anonymous
URL: Summary: A new ability that replaces steadfast in mainline Project: Battle for Wesnoth Submitted by: None Submitted on: Sun 22 Mar 2015 12:06:01 PM UTC Category: Feature Request

[Wesnoth-bugs] [bug #23399] Error when starting a campaign after multiplayer.

2015-03-21 Thread anonymous
Follow-up Comment #6, bug #23399 (project wesnoth): you mean getting automaticly added to [multiplayer] but not to [scenario]? I think that's a good idea but it would make it impossible to have eras without quick_4mp_leaders. I currently don't know a case where i wouldnt want this in an normal [mu

[Wesnoth-bugs] [bug #22987] Game filter does not work

2015-03-20 Thread anonymous
Follow-up Comment #3, bug #22987 (project wesnoth): the filter should also search for modifications. ___ Reply to this item at: ___ Nachricht gesendet von/durch

[Wesnoth-bugs] [bug #23399] Error when starting a campaign after multiplayer.

2015-03-18 Thread anonymous
Follow-up Comment #4, bug #23399 (project wesnoth): No the problem is that the eras missmath between the campaign selection dialog (at that time the campaign define is not defeined, at that time the era is chosen) and the loading of the scenario (at this time the era is loaded too and the campaig

[Wesnoth-bugs] [bug #23399] Error when starting a campaign after multiplayer.

2015-03-18 Thread anonymous
Follow-up Comment #2, bug #23399 (project wesnoth): there is no "CAMPAIGN" macro that i know. ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #23378] [delayed_massage] tag

2015-03-12 Thread anonymous
Follow-up Comment #2, bug #23378 (project wesnoth): No it is not that easy, if i do it like that then: 1) The message will also show for other sides than side X. 2) If it is already side X turn the message will show in the next turn and not in this one. _

[Wesnoth-bugs] [bug #23378] [delayed_massage] tag

2015-03-12 Thread anonymous
URL: Summary: [delayed_massage] tag Project: Battle for Wesnoth Submitted by: None Submitted on: Mi 11 Mär 2015 16:32:52 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23368] mp testing core

2015-03-08 Thread anonymous
URL: Summary: mp testing core Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 09 Mär 2015 02:53:02 UTC Category: Bug Severity: 3 - Normal Priorit

[Wesnoth-bugs] [bug #23360] Use git or similar in the addon server

2015-03-06 Thread anonymous
URL: Summary: Use git or similar in the addon server Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 06 Mär 2015 18:49:48 UTC Category: Feature Request Severity:

[Wesnoth-bugs] [bug #21156] Flicker after loading an MP campaign

2015-03-06 Thread anonymous
Follow-up Comment #5, bug #21156 (project wesnoth): If i understand correcntly, this bug is about what happens between the mp configure screen and the mp create screen. So it is completely unrelated to what happens in playturn.cpp or play_controller.cpp ___

[Wesnoth-bugs] [bug #21156] Flicker after loading an MP campaign

2015-03-06 Thread anonymous
Follow-up Comment #4, bug #21156 (project wesnoth): i do not see how that could fix it. ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http:/

[Wesnoth-bugs] [bug #23247] Missing: Terrain Modifiers in help (from title screen)

2015-03-05 Thread anonymous
Follow-up Comment #3, bug #23247 (project wesnoth): Thanks for your explanation. I believe I got why it's never going to happen. nuorc ___ Reply to this item at: _

[Wesnoth-bugs] [bug #23355] dont copy replay when saving

2015-03-05 Thread anonymous
URL: Summary: dont copy replay when saving Project: Battle for Wesnoth Submitted by: None Submitted on: Do 05 Mär 2015 19:38:33 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23354] Add an option to not store replays.

2015-03-05 Thread anonymous
URL: Summary: Add an option to not store replays. Project: Battle for Wesnoth Submitted by: None Submitted on: Do 05 Mär 2015 18:21:39 UTC Category: Feature Request Severity: 3

[Wesnoth-bugs] [bug #23353] do not store the [replay_start] and [carryover_sides] in every file

2015-03-05 Thread anonymous
URL: Summary: do not store the [replay_start] and [carryover_sides] in every file Project: Battle for Wesnoth Submitted by: None Submitted on: Do 05 Mär 2015 18:16:21 UTC Category: Bug

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-04 Thread anonymous
Follow-up Comment #16, bug #23345 (project wesnoth): > far more easy rather than look throught all my add on files for events name=prestart and rename them. It should not be hard to do issue commands like "replace all 'prestart' with 'rodrigo_prestart' in folder 'some_extra_events' and 'more_ex

[Wesnoth-bugs] [bug #23349] [end_turn] bugged inetworked mp

2015-03-04 Thread anonymous
URL: Summary: [end_turn] bugged inetworked mp Project: Battle for Wesnoth Submitted by: None Submitted on: Mi 04 Mär 2015 14:09:51 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread anonymous
Follow-up Comment #13, bug #23345 (project wesnoth): > I use first_time_only=no because wiki says it is mandatory such key in preload events. I doubt it is. The wiki just wants to say that it doesn't make sense to use preload events with first_time_only=yes (since one would usually use prestart ev

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-03 Thread anonymous
Follow-up Comment #11, bug #23345 (project wesnoth): @tekelili That looks like something that should be done in a prestart event and not in a preload event. Also, why do you use first_time_only=no and then remove that event with remove=yes? ___

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
Follow-up Comment #6, bug #23345 (project wesnoth): just to clarify in case it was not clear: I am talking about [lua] tags inside [scenario] like [scenario] ... [event] ... [/event] [lua] code = << ... >> [/lua] [/scenario] __

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
Follow-up Comment #5, bug #23345 (project wesnoth): > Instead, preload events were added. Preload events are not like other events. They are fired exactly once for each game session just before you load. The idea is that you put your lua library initializations here. That's what we have [lua] tag

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
Follow-up Comment #1, bug #23345 (project wesnoth): There are some advantages of preload events over [lua] tags in [scenario]: 1) It is possible to add then via units 2) It is possible to removve them via [remove_event] 3) It is possible to prevent duplication by using event ids still: I see no u

[Wesnoth-bugs] [bug #23345] remove preload event

2015-03-02 Thread anonymous
URL: Summary: remove preload event Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 02 Mär 2015 20:41:10 UTC Category: Bug Severity: 3 - Normal Pr

[Wesnoth-bugs] [bug #18556] Let [event] name=select trigger on non-player units

2015-03-02 Thread anonymous
Follow-up Comment #4, bug #18556 (project wesnoth): I also think a "click" event is a good idea, But on which hex should the event fire if the mouse was pressed on one hex but released on another? Maybe we should just implement wesnoth.game_events.on_mouse_move / on_mouse_press / on_mouse_release

[Wesnoth-bugs] [bug #23338] Game quit during sart ignored

2015-03-01 Thread anonymous
URL: Summary: Game quit during sart ignored Project: Battle for Wesnoth Submitted by: None Submitted on: So 01 Mär 2015 16:15:54 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #23336] assertion falure about synced context in LoW scenario 3

2015-02-28 Thread anonymous
URL: Summary: assertion falure about synced context in LoW scenario 3 Project: Battle for Wesnoth Submitted by: None Submitted on: So 01 Mär 2015 03:39:33 UTC Category: Bug Seve

[Wesnoth-bugs] [bug #23331] "time over" event unsynced

2015-02-27 Thread anonymous
URL: Summary: "time over" event unsynced Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 27 Feb 2015 23:31:31 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #23330] add synchronized scenario_end event

2015-02-27 Thread anonymous
URL: Summary: add synchronized scenario_end event Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 27 Feb 2015 22:42:37 UTC Category: Feature Request Severity: 2

[Wesnoth-bugs] [bug #23329] victory event not fired for observers

2015-02-27 Thread anonymous
URL: Summary: victory event not fired for observers Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 27 Feb 2015 22:32:00 UTC Category: Bug Severity: 2 - Minor

[Wesnoth-bugs] [bug #23323] OOS caused by mismatch in undo stack

2015-02-26 Thread anonymous
URL: Summary: OOS caused by mismatch in undo stack Project: Battle for Wesnoth Submitted by: None Submitted on: Do 26 Feb 2015 17:45:16 UTC Category: Bug Severity: 3 - Normal

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