[Wesnoth-bugs] [bug #25398] Addon Description button causes game to hang

2016-12-20 Thread Gregory A Lundberg
Follow-up Comment #1, bug #25398 (project wesnoth):

Confirming a hang using 1.13.6+dev on Windows 10 and Linux.

Linux console log shows:

20161220 14:52:44 error addons-client: add-on 'Water_Era' has an icon which
cannot be found: 'projectiles/merman.png'

20161220 14:52:45 error display: ~BLIT(): image not found: 'hits/blade-3.png'


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[Wesnoth-bugs] [bug #25398] Addon Description button causes game to hang

2016-12-20 Thread Frank
URL:
  

 Summary: Addon Description button causes game to hang
 Project: Battle for Wesnoth
Submitted by: the_gnat
Submitted on: Wed 21 Dec 2016 12:20:57 AM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6
Operating System: Windows 8.1

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Details:

Under the addon menu ingame the "description" button for reading an addons
description causes the game to crash and hang permanately.




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[Wesnoth-bugs] [bug #25397] Animations immediately following a message get truncated

2016-12-20 Thread Lari Nieminen
URL:
  

 Summary: Animations immediately following a message get
truncated
 Project: Battle for Wesnoth
Submitted by: zookeeper
Submitted on: Tue 20 Dec 2016 08:31:50 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Graphics
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: win 7

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Details:

If a [message] is shown right prior to an animation, then the animation gets
skipped or truncated somehow. It doesn't seem to matter whether the animation
is one triggered by [animate_unit] or for example a regular combat animation.
I'm also not entirely sure whether other things besides animations suffer from
the same problem.

One can workaround the problem by inserting a delay after the message (for
example even [delay] time=0 [/delay] works). So, one possible fix was to add
wesnoth.delay(1) to the [message] implementation, but vultraz didn't want that
because it'd cause a brief flicker between successive messages.

A simple test case:

[event]
name=attacker hits,attacker misses,defender hits,defender misses
first_time_only=no

{DEBUG_MSG "As long as this message is here, the following combat
animations won't play correctly"}
[/event]






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