Follow-up Comment #5, bug #21198 (project wesnoth):
A possibe way to fix this would be to remember the last 'define set' and
reload it the next time when wesnoth is started. This means that when the game
was closed from a multiplayer screen then the next time wesnoth is started the
game config
Follow-up Comment #4, bug #21198 (project wesnoth):
There may be some merit to the idea that the game might be able to skip the
initial data load if it is going to skip the main menu. At least, it makes
sense at a high level; I don't know if there are technical details that would
complicate
Update of bug #21198 (project wesnoth):
Category: Bug = Feature Request
Operating System: Ubuntu 13.04x64 = any
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Follow-up Comment #3:
You again seem to
Follow-up Comment #2, bug #21198 (project wesnoth):
From what I've been able to gather it works like so (just considering units,
but the principal is the same for terrain and other things):
- title screen loads data/core/unit... files
- on click of campaign or multiplayer all data is disgregarded
Follow-up Comment #1, bug #21198 (project wesnoth):
Have you verified that the same information is in the file from loading
multiplayer? If so, that is probably a bug. There should be differences in the
Legend of Wesmere campaign, and in all (or at least most) of the scenarios
where you can issue
URL:
http://gna.org/bugs/?21198
Summary: Wesnoth loads data/core/unit and such WML twice for
multiplayer
Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Tue 15 Oct 2013 04:01:56 PM CST
Category: Bug