Update of bug #15948 (project wesnoth):
Open/Closed:Open = Closed
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Update of bug #15948 (project wesnoth):
Status: Ready For Test = Fixed
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Nachricht
Update of bug #15948 (project wesnoth):
Status: In Progress = Ready For Test
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Follow-up Comment #6:
This appears to have been fixed.
I can't reproduce on 1.11.13. I tested using a modified
Follow-up Comment #5, bug #15948 (project wesnoth):
I noticed this when creating a MP campaign too.
I worked around this in The Great Quest (Wesnoth 1.8) by setting the initial
time as random and setting a variable each turn too 0 or 1. This variable then
sets the time of day for the next
Follow-up Comment #3, bug #15948 (project wesnoth):
Below is trunk wmlscope's output for the testcase. The testcase is useless in
this form (I'd need to fix all unresolved preprocessor macro calls and text
file inclusions).
++
Update of bug #15948 (project wesnoth):
Assigned to:None = crab
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Update of bug #15948 (project wesnoth):
Status:None = In Progress
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URL:
http://gna.org/bugs/?15948
Summary: Random TOD does not work in MP campaigns, causes
OOS
Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sunday 04/25/2010 at 15:54 CEST
Category: Bug
Follow-up Comment #1, bug #15948 (project wesnoth):
The OOS happens if two units (with different TOD) attack (and wound) each
other.
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Follow-up Comment #2, bug #15948 (project wesnoth):
The work-around to use time_are instead (based on the result of {RANDOM
0..5}) does not work, since the TOD image in the sidebar still shows the
wrong TOD, which is very confusing to players. And replace_time is 1.9 only,
right?
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