[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2015-06-08 Thread Daniel
Update of bug #21776 (project wesnoth): Item Group: None of the others = WML ___ Reply to this item at: http://gna.org/bugs/?21776 ___ Nachricht

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-24 Thread SlowThinker
Follow-up Comment #18, bug #21776 (project wesnoth): Correction of a sentence: wesnoth.synchronize_choice: Recovers a WML table that was computed on one client only or WAS STORED IN A REPLAY (i tried to use italic in place of capitals and failed)

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-20 Thread SlowThinker
Follow-up Comment #17, bug #21776 (project wesnoth): Especialy in a mp game, a controller can also change during the game without reloading. Inside of a mp game, the hosting player who changes the controller from/to AI can take a measure before, by a context menu. And yes, a new event

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-19 Thread Daniel
Follow-up Comment #15, bug #21776 (project wesnoth): Like the lua environment that is not saved. Well it's hard to do so. And most likeley that won't be fixed soon. don't forget the save/load process doesn't lead to an identical situation, since the controller may change. Especialy in a mp

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-19 Thread Daniel
Follow-up Comment #16, bug #21776 (project wesnoth): PS: how do i make yellow blocks ? ___ Reply to this item at: http://gna.org/bugs/?21776 ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-16 Thread SlowThinker
Follow-up Comment #14, bug #21776 (project wesnoth): (I agree this is a minor cause, probably not worth to work on it. Wesnoth has much more serious problems. :) Like the lua environment that is not saved. ) Also becasue i currently believe that relaoding should not change the gamestate I

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-14 Thread SlowThinker
Follow-up Comment #12, bug #21776 (project wesnoth): so you want to use things like [option][message] or luas sync_choice during preload events? I was rather theoretizing. Hmm ... it could still work if a preload event just detected a reloaded game and then first moveto event (or select event or

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-14 Thread Daniel
Follow-up Comment #13, bug #21776 (project wesnoth): it could still work if a preload event just detected a reloaded game and then first moveto event (or select event or wesnoth.game_events.on_event(?)) arranged a menu for a player. that'd prevent the ui problem but still the dilaog wouldn't

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-13 Thread Daniel
Follow-up Comment #11, bug #21776 (project wesnoth): so you want to use things like [option][message] or luas sync_choice during preload events? im pretty sure that this shouldn't work Especialy because you are not allowed to (that means you sholdn't) use ui things befreo the start events. Idk

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-13 Thread SlowThinker
Follow-up Comment #10, bug #21776 (project wesnoth): a savefile can serve as the starting point of the game and can offer choices hmm i still don't understand what you mean. Normally players choose a scenario, set its parameters in the game lobby or in the game beginning, and play. Similarly

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-12 Thread SlowThinker
Follow-up Comment #7, bug #21776 (project wesnoth): but in the game the lua variables are deleted during reload, in the replay that doesnt happen. And the prelaod events are normaly executed to compensate that. Oh, I didn't know that. thats also possible with the current implementation. save

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-12 Thread anonymous
Follow-up Comment #9, bug #21776 (project wesnoth): Also this bug happens with reloaded savefiles: that bug is indeed very strange but if i am correct (im not 100% sure though) these savefiles are generated by the server, while this bug is completely localted on client side, so i doubt they are

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-11 Thread anonymous
Follow-up Comment #1, bug #21776 (project wesnoth): the preload event event is normaly meant to intilialize things that are not prsitent in savefiles. For instance Lua environments, wml variables ARE persitent thats why you get OOS errors, it would be good if you gave us an example where you get

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-11 Thread SlowThinker
Follow-up Comment #2, bug #21776 (project wesnoth): There is no OOS in the game. An OOS may occur in the replay though, because the replay is not synchronized with the real game. This is because preload events are skipped in the replay. In the example below, after the 'preload' event runs 2nd

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-11 Thread anonymous
Follow-up Comment #3, bug #21776 (project wesnoth): so you realy want to have reloading an influence on the players game? thats currently not realy supported so i'd rather call that a feature request than a bug. People currently use preload events to initialize lua envornemts, and load data

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-11 Thread SlowThinker
Follow-up Comment #4, bug #21776 (project wesnoth): I named it a bug because I expected the replay should replay the game exactly how it went in reality. people would have to check wether their envoronment is already loaded in every preload event then. I cannot imagine how any problem could

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-11 Thread anonymous
Follow-up Comment #5, bug #21776 (project wesnoth): If the real game had no problem and the replay is equal to the real game then the replay must be problem-free too, musn't it? but in the game the lua variables are deleted during reload, in the replay that doesnt happen. And the prelaod events

[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-03-09 Thread SlowThinker
URL: http://gna.org/bugs/?21776 Summary: Replays of reloaded games skip 'preload' event handlers Project: Battle for Wesnoth Submitted by: slowthinker Submitted on: Sun Mar 9 20:43:26 2014 Category: Bug