[Wesnoth-bugs] [bug #16172] Several requests for object/effect

2014-11-16 Thread Daniel
Follow-up Comment #2, bug #16172 (project wesnoth): 3) has been implemented, just like for loyal it sill only five you the effect not the trait. ___ Reply to this item at: http://gna.org/bugs/?16172

[Wesnoth-bugs] [bug #22956] Mp campaign list shows unit icons

2014-11-14 Thread Daniel
URL: http://gna.org/bugs/?22956 Summary: Mp campaign list shows unit icons Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 14 Nov 2014 16:37:29 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-14 Thread Daniel
Update of bug #22890 (project wesnoth): Status: Need Info = None Open/Closed: Closed = Open ___ Follow-up Comment #2: y i can definitely

[Wesnoth-bugs] [bug #22956] Mp campaign list shows unit icons

2014-11-14 Thread Daniel
Update of bug #22956 (project wesnoth): Severity: 3 - Normal = 2 - Minor Assigned to:None = fendrin ___ Follow-up Comment #1: ok i found out that

[Wesnoth-bugs] [bug #16850] 'enemies defeated' events fired at odd times

2014-11-09 Thread Daniel
Update of bug #16850 (project wesnoth): Status:None = Wont Fix ___ Follow-up Comment #3: like i said in https://gna.org/bugs/index.php?16820 killing all units with [kill] is not

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-11-09 Thread Daniel
Update of bug #22546 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21798] Saving and loading in multiplayer alters global_variable in replay

2014-11-09 Thread Daniel
Update of bug #21798 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?21798 ___ Nachricht

[Wesnoth-bugs] [bug #15948] Random TOD does not work in MP campaigns, causes OOS

2014-11-09 Thread Daniel
Update of bug #15948 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?15948 ___ Nachricht

[Wesnoth-bugs] [bug #8106] User gets defeat when he's not supposed to.

2014-11-09 Thread Daniel
Update of bug #8106 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?8106 ___ Nachricht

[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-11-09 Thread Daniel
Update of bug #22173 (project wesnoth): Category: Bug = Feature Request Status:None = Wont Fix Open/Closed:Open = Closed

[Wesnoth-bugs] [bug #3856] hide map at start of turn, to preserve fog/shroud in hotseat games

2014-11-09 Thread Daniel
Update of bug #3856 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?3856 ___ Nachricht

[Wesnoth-bugs] [bug #22921] Wesnoth is missing apostrophes

2014-11-08 Thread Daniel
Follow-up Comment #3, bug #22921 (project wesnoth): My msvc build on master didn't reproduce it, i still get the game game called Daniel's game and Sulla's ruins. Note that boost locale s implementation might differ very much on different os. What i did get however is that my system default

[Wesnoth-bugs] [bug #22921] Wesnoth is missing apostrophes

2014-11-08 Thread Daniel
Update of bug #22921 (project wesnoth): Severity: 3 - Normal = 4 - Important ___ Reply to this item at: http://gna.org/bugs/?22921 ___ Nachricht

[Wesnoth-bugs] [bug #11618] [generator] 'cave' maps lack functionality for MP

2014-11-05 Thread Daniel
Update of bug #11618 (project wesnoth): Status:None = Ready For Test ___ Follow-up Comment #1: maybe fixed in https://github.com/wesnoth/wesnoth/pull/279

[Wesnoth-bugs] [bug #22897] stderr/out.txt bugged in unicodepaths.

2014-11-01 Thread Daniel
Update of bug #22897 (project wesnoth): Item Group: None of the others = User Interface ___ Reply to this item at: http://gna.org/bugs/?22897 ___ Nachricht

[Wesnoth-bugs] [bug #22897] stderr/out.txt bugged in unicodepaths.

2014-11-01 Thread Daniel
Update of bug #22897 (project wesnoth): Item Group: User Interface = None of the others ___ Reply to this item at: http://gna.org/bugs/?22897 ___ Nachricht

[Wesnoth-bugs] [bug #22891] wesnoth doesn't close on Alt+F4

2014-11-01 Thread Daniel
Update of bug #22891 (project wesnoth): Item Group: None of the others = User Interface ___ Reply to this item at: http://gna.org/bugs/?22891 ___ Nachricht

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-01 Thread Daniel
Update of bug #22890 (project wesnoth): Item Group: None of the others = Multiplayer ___ Reply to this item at: http://gna.org/bugs/?22890 ___ Nachricht

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-01 Thread Daniel
Update of bug #22890 (project wesnoth): Status: Ready For Test = Need Info ___ Reply to this item at: http://gna.org/bugs/?22890 ___ Nachricht

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-01 Thread Daniel
Update of bug #22890 (project wesnoth): Status:None = Ready For Test Open/Closed:Open = Closed ___ Follow-up Comment #1: i just tested again

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-29 Thread Daniel
Update of bug #22881 (project wesnoth): Status:None = Ready For Test ___ Follow-up Comment #5: now also backported to 1.12 marking as ready to test

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-10-29 Thread Daniel
URL: http://gna.org/bugs/?22890 Summary: cannot select modifications for LoW Mp campaign Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 30 Okt 2014 00:25:39 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #1, bug #22881 (project wesnoth): this seems to be a bug on the c++ side rather then in Low (although it could be solved by Low in a workaround too ofc). I tihnk the reason is that extract_preload_scripts which extracts toplevel [lua] scripts (like the one that defines

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #2, bug #22881 (project wesnoth): or maybe it's a resources::lua_kernel-initialize(); call that is missing? unfortualtely i cannot test that since Low seems to be quite broken on master. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #3, bug #22881 (project wesnoth): no i think i got it all wrong. I now think that the time over event doesn't fire in replays and that's why the replace_map etc doesnt even happen. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #4, bug #22881 (project wesnoth): fixed in master in https://github.com/wesnoth/wesnoth/commit/52fb0597273f5cfd1783436a623e1eb6038b756f ___ Reply to this item at: http://gna.org/bugs/?22881

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-10-28 Thread Daniel
Update of bug #22546 (project wesnoth): Severity: 5 - Blocker = 3 - Normal ___ Follow-up Comment #6: i had problmes with your commit when advancing to the next scenario after reloading an old start

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-10-08 Thread Daniel
Update of bug #22147 (project wesnoth): Assigned to:None = gfgtdf ___ Follow-up Comment #4: backported commit in

[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first

2014-10-08 Thread Daniel
Follow-up Comment #10, bug #21903 (project wesnoth): for the log: 1.12 commit is: https://github.com/wesnoth/wesnoth/commit/986002b44880093e848e7c10a8a08581d53e3796 master commit is: https://github.com/wesnoth/wesnoth/commit/35f781d428aed486752d65d01624d9a236a363d5

[Wesnoth-bugs] [bug #20322] Private units created with Lua cause OOS in replays

2014-10-08 Thread Daniel
Update of bug #20322 (project wesnoth): Status: Ready For Test = Fixed Assigned to:None = gfgtdf ___ Follow-up Comment #7: assuming to be

[Wesnoth-bugs] [bug #21798] Saving and loading in multiplayer alters global_variable in replay

2014-10-08 Thread Daniel
Follow-up Comment #2, bug #21798 (project wesnoth): becasue there is no answer it'll be assumed to be fixed on master and nonexistent on 1.12. ___ Reply to this item at: http://gna.org/bugs/?21798

[Wesnoth-bugs] [bug #22601] Northern Rebirth - The Eastern Flank - recall list empty for drakes

2014-09-23 Thread Daniel
Follow-up Comment #7, bug #22601 (project wesnoth): pr is merged in 1.12 still needs to be done for 1.13 ___ Reply to this item at: http://gna.org/bugs/?22601 ___ Nachricht gesendet

[Wesnoth-bugs] [bug #22643] Wesnoth 1.11.16 fails to build with boost-1.56

2014-09-15 Thread Daniel
Update of bug #22643 (project wesnoth): Assigned to:None = mattsc ___ Follow-up Comment #1: unfortunateley i see no linenumbers in your errorreport (i guess thatÄs normal for

[Wesnoth-bugs] [bug #22620] Preprocessor symbols not cleared at BfW title-screen

2014-09-14 Thread Daniel
Follow-up Comment #3, bug #22620 (project wesnoth): Sp campaigns shouldn't be accessible via multiplayer because [campaign]type= defaults to sp which means they aren't accesible via mp. I also don't see how conflicts with imagefiles could appear. As soon as the sp campaign starts the configs are

[Wesnoth-bugs] [bug #22635] mousemove event.

2014-09-14 Thread Daniel
URL: http://gna.org/bugs/?22635 Summary: mousemove event. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 14 Sep 2014 18:11:47 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #22620] Preprocessor symbols not cleared at BfW title-screen

2014-09-13 Thread Daniel
Follow-up Comment #1, bug #22620 (project wesnoth): and why is this harmful? Note that reloadoing might take some time so it's desirable not to do it if it's not needed. for [campaign]s we have the type=sp/mp/hybrid which specifies when a campaigns should be accesible.

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-09-08 Thread Daniel
Update of bug #22546 (project wesnoth): Severity: 4 - Important = 5 - Blocker ___ Follow-up Comment #2: upgraded to blocker, start-of-scenario saves are the saves that are usualy used when changing

[Wesnoth-bugs] [bug #22547] msvc build broken

2014-08-30 Thread Daniel
Update of bug #22547 (project wesnoth): Severity: 4 - Important = 5 - Blocker ___ Follow-up Comment #1: upgraded to blocker, note that this is 1.13.0-dev so it doesn't block the 1.11.x releses.

[Wesnoth-bugs] [bug #22539] Single player saved games contain [multiplayer] blocks

2014-08-28 Thread Daniel
Update of bug #22539 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #5: the assertion was removed and the the [multiplayer] beeing present in sp saves is part of

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-08-28 Thread Daniel
URL: http://gna.org/bugs/?22546 Summary: wesnoth cannot load old start-of-scenario saves Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 28 Aug 2014 19:05:27 UTC Category: Bug Severity: 4

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-08-28 Thread Daniel
Update of bug #22546 (project wesnoth): Assigned to: rhuvaen = riftwalker ___ Follow-up Comment #1: misslicked. ofc it was meant to be assigned to riftwalker.

[Wesnoth-bugs] [bug #22516] [standard_unit_filter] id = behaviour changed

2014-08-24 Thread Daniel
URL: http://gna.org/bugs/?22516 Summary: [standard_unit_filter] id = behaviour changed Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 24 Aug 2014 19:05:51 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #20719] next_scenario= not correctly read

2014-08-21 Thread Daniel
Follow-up Comment #10, bug #20719 (project wesnoth): I think we should add name= also to the things that get preserved from [scenario]. Especialy for the filenames of start-of-scenario saves this makes sense because i think it would be nice if those were saved before the scenario is generated.

[Wesnoth-bugs] [bug #19653] shuffle=yes/no key

2014-08-21 Thread Daniel
Update of bug #19653 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: see https://github.com/wesnoth/wesnoth/pull/265

[Wesnoth-bugs] [bug #20941] Keeping track of number of times recalled for each unit in a campaign.

2014-08-17 Thread Daniel
Update of bug #20941 (project wesnoth): Status:None = Wont Fix ___ Reply to this item at: http://gna.org/bugs/?20941 ___ Nachricht

[Wesnoth-bugs] [bug #22480] Mp connect is shown when advancing to next scenario.

2014-08-15 Thread Daniel
Update of bug #22480 (project wesnoth): Assigned to:None = riftwalker ___ Follow-up Comment #1: This is annoying because: 1) we see information about other sides that we don't want to see

[Wesnoth-bugs] [bug #22410] Segmentation fault when setting up multiplayer

2014-08-10 Thread Daniel
Update of bug #22410 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #1: assuming as fixed bc

[Wesnoth-bugs] [bug #21962] replays of reloaded sp games broken.

2014-08-10 Thread Daniel
Update of bug #21962 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?21962 ___ Nachricht

[Wesnoth-bugs] [bug #21464] Add a pre advance event

2014-08-06 Thread Daniel
Update of bug #21464 (project wesnoth): Status:None = Fixed ___ Reply to this item at: http://gna.org/bugs/?21464 ___ Nachricht

[Wesnoth-bugs] [bug #18559] MP persistent variables synchronization

2014-08-03 Thread Daniel
Update of bug #18559 (project wesnoth): Status:None = Fixed Assigned to: upthorn = None ___ Reply to this item at:

[Wesnoth-bugs] [bug #13274] altered [advancement]s don't take effect

2014-08-03 Thread Daniel
Update of bug #13274 (project wesnoth): Status:None = Fixed ___ Reply to this item at: http://gna.org/bugs/?13274 ___ Nachricht

[Wesnoth-bugs] [bug #14232] Pre-setting game variables from within game hall

2014-08-03 Thread Daniel
Update of bug #14232 (project wesnoth): Status:None = Need Info ___ Reply to this item at: http://gna.org/bugs/?14232 ___ Nachricht

[Wesnoth-bugs] [bug #22410] Segmentation fault when setting up multiplayer

2014-07-31 Thread Daniel
Update of bug #22410 (project wesnoth): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?22410 ___ Nachricht

[Wesnoth-bugs] [bug #22361] observers game option is always false in networked mp

2014-07-19 Thread Daniel
Update of bug #22361 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21866] MP campaign underyling_id collision

2014-07-19 Thread Daniel
Update of bug #21866 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?21866 ___ Nachricht

[Wesnoth-bugs] [bug #20257] Replay Crash

2014-07-19 Thread Daniel
Update of bug #20257 (project wesnoth): Status:Wont Fix = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #6: the code has changed

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-12 Thread Daniel
Update of bug #22305 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22305 ___ Nachricht

[Wesnoth-bugs] [bug #22268] Lua assertion

2014-07-12 Thread Daniel
Update of bug #22268 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21565] Fullscreen does not resize when dragging window to fullscreen.

2014-07-10 Thread Daniel
Follow-up Comment #2, bug #21565 (project wesnoth): I do not have this bug (in 1.13-dev). I do have a similar bug (resizing doesnt work during storyscreen) but that's not related to how i rezize I do also (in 1.13-dev) have a similar bug that when a rezize the window by gragging to the

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Daniel
URL: http://gna.org/bugs/?22305 Summary: assertion failure in unit map Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 10 Jul 2014 22:57:12 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Daniel
Follow-up Comment #1, bug #22305 (project wesnoth): ignore the '' character which caused quoting highlighting in teh previous post. ___ Reply to this item at: http://gna.org/bugs/?22305 ___

[Wesnoth-bugs] [bug #22268] Lua assertion

2014-07-06 Thread Daniel
Update of bug #22268 (project wesnoth): Status:None = Ready For Test ___ Follow-up Comment #1: ready for test

[Wesnoth-bugs] [bug #22263] inspect doesnt show variables if first is empty

2014-07-02 Thread Daniel
URL: http://gna.org/bugs/?22263 Summary: inspect doesnt show variables if first is empty Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 03 Jul 2014 00:52:16 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #21884] Units with many [advancement] tags cause graphic slowdowns

2014-06-27 Thread Daniel
Update of bug #21884 (project wesnoth): Severity: 3 - Normal = 2 - Minor Priority: 5 - Normal = 2 ___ Follow-up Comment #4: Ok i think

[Wesnoth-bugs] [bug #22205] enter_hex and exit_hex events keep units from moving

2014-06-26 Thread Daniel
Update of bug #22205 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #2: closed since if i

[Wesnoth-bugs] [bug #21884] Units with many [advancement] tags cause graphic slowdowns

2014-06-26 Thread Daniel
Update of bug #21884 (project wesnoth): Status: Invalid = None Open/Closed: Closed = Open ___ Follow-up Comment #3: i can reproduce this

[Wesnoth-bugs] [bug #22205] enter_hex and exit_hex events keep units from moving

2014-06-15 Thread Daniel
Follow-up Comment #1, bug #22205 (project wesnoth): if i remember correctly this is the intened behaviour: During enter_hex, leave_hex the [allow_undo] has a special meaning which is [not_stop_the_unit]. Note that this means enter_hex events doesn't prevent undoing, if you want prevent undoing

[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-06-13 Thread Daniel
Update of bug #22173 (project wesnoth): Severity: 3 - Normal = 4 - Important ___ Follow-up Comment #1: this bug annoys me so much.. i upgraded its importance. But note this this ismmost likley only

[Wesnoth-bugs] [bug #22068] Multiplayer scenario start saves are broken.

2014-06-12 Thread Daniel
Follow-up Comment #7, bug #22068 (project wesnoth): ok i think my plan that, among other, also is intended to fix this bug (only on master) (https://github.com/wesnoth/wesnoth/pull/201) is 77% finished. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-06-10 Thread Daniel
URL: http://gna.org/bugs/?22173 Summary: check_victory broken inside draw. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 10 Jun 2014 18:45:01 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22162] strange warnings in console about unit attributes

2014-06-09 Thread Daniel
Update of bug #22162 (project wesnoth): Status:None = Confirmed ___ Follow-up Comment #1: i noticed this too. ___ Reply to this

[Wesnoth-bugs] [bug #22046] Error when selecting small gui elements

2014-06-09 Thread Daniel
Follow-up Comment #3, bug #22046 (project wesnoth): ___ Reply to this item at: http://gna.org/bugs/?22046 ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #22046] Error when selecting small gui elements

2014-06-09 Thread Daniel
Follow-up Comment #4, bug #22046 (project wesnoth): I dont have the original code which gave me the original error. I tried to reproduce the error with the following code: (place the start event in any scenario.) [event] name= start [lua]

[Wesnoth-bugs] [bug #21966] OOS - unfound location for source of movement

2014-06-07 Thread Daniel
Follow-up Comment #21, bug #21966 (project wesnoth): Yes those lines look correct. i dont know exactly how this was handled in in 1.10.x but in 1.11.13+ not executing the complete move if it was stopped by any reason is exactly the expected behaviour. (The following is molst likely not true for

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-06-07 Thread Daniel
Update of bug #22147 (project wesnoth): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?22147 ___ Nachricht

[Wesnoth-bugs] [bug #21865] Random Campaign crash

2014-06-06 Thread Daniel
Update of bug #21865 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #7: i like when things can be marked as fixed.

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-06-06 Thread Daniel
Follow-up Comment #2, bug #22147 (project wesnoth): ok i commited e3f7f2bcbc64a679f780919ebaf0ef9de775a1a3 to master which should fix. ___ Reply to this item at: http://gna.org/bugs/?22147

[Wesnoth-bugs] [bug #22144] Empty label in gamestate inspector fails an assertion

2014-06-05 Thread Daniel
Follow-up Comment #1, bug #22144 (project wesnoth): might be related to http://gna.org/bugs/?22046 where i get the same assertion failure. ___ Reply to this item at: http://gna.org/bugs/?22144

[Wesnoth-bugs] [bug #22068] Multiplayer scenario start saves are broken.

2014-06-05 Thread Daniel
Follow-up Comment #5, bug #22068 (project wesnoth): I currently have a plan that might (meaning it is not sure) fix this bug, but that's a 1.13-only plan that won't get backported. ___ Reply to this item at: http://gna.org/bugs/?22068

[Wesnoth-bugs] [bug #20257] Replay Crash

2014-06-04 Thread Daniel
Update of bug #20257 (project wesnoth): Status: Ready For Test = Wont Fix ___ Follow-up Comment #5: ok in 1.13 the turn_info object is destroyed less often.

[Wesnoth-bugs] [bug #21983] clearing hotkeys not working properly

2014-06-02 Thread Daniel
Update of bug #21983 (project wesnoth): Assigned to:None = fendrin ___ Follow-up Comment #2: i was told that fabi is the one to edit teh default hotkeys preferences file. So i assigned this

[Wesnoth-bugs] [bug #21966] OOS - unfound location for source of movement

2014-06-01 Thread Daniel
Update of bug #21966 (project wesnoth): Status:None = Need Info ___ Follow-up Comment #5: well the reason seems to be that somewhere an impossible move was issured. Which usualy causes

[Wesnoth-bugs] [bug #22073] lua errors in LoW scenario 3

2014-05-28 Thread Daniel
Update of bug #22073 (project wesnoth): Assigned to:None = fendrin ___ Reply to this item at: http://gna.org/bugs/?22073 ___ Nachricht

[Wesnoth-bugs] [bug #21801] entering Create Game is slow

2014-05-20 Thread Daniel
Follow-up Comment #5, bug #21801 (project wesnoth): i have investigated this problem on current master and it seems like the slowness is mainly caused by the code that calculates the preview-maps in the mp crate screen, especialy becasue we parse the [terrain_info] configs from the game config

[Wesnoth-bugs] [bug #21983] clearing hotkeys not working properly

2014-05-20 Thread Daniel
Follow-up Comment #1, bug #21983 (project wesnoth): the [hotkey] command=editor-map-new ctrl=yes key=n [/hotkey] [hotkey] command=editor-refresh ctrl=yes key=e [/hotkey] is most likeley a bug in wesnoths default hotkeys, (ctrl+e, ctrl+n beeing applied to multiple actions with overlapping

[Wesnoth-bugs] [bug #22064] [hides][filter_delf][filter_vision] crashes wenoth

2014-05-20 Thread Daniel
URL: http://gna.org/bugs/?22064 Summary: [hides][filter_delf][filter_vision] crashes wenoth Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 20 Mai 2014 22:57:25 UTC Category: Bug

[Wesnoth-bugs] [bug #22064] [hides][filter_self][filter_vision] crashes wenoth

2014-05-20 Thread Daniel
Update of bug #22064 (project wesnoth): Summary: [hides][filter_delf][filter_vision] crashes wenoth = [hides][filter_self][filter_vision] crashes wenoth ___ Reply to this item at: http://gna.org/bugs/?22064

[Wesnoth-bugs] [bug #22046] Error when selectiong small gui elements

2014-05-17 Thread Daniel
URL: http://gna.org/bugs/?22046 Summary: Error when selectiong small gui elements Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 17 Mai 2014 19:47:15 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #22046] Error when selecting small gui elements

2014-05-17 Thread Daniel
Update of bug #22046 (project wesnoth): Summary: Error when selectiong small gui elements = Error when selecting small gui elements ___ Reply to this item at: http://gna.org/bugs/?22046

[Wesnoth-bugs] [bug #22045] Color of portraits in unit help wrong on Mac OS X

2014-05-17 Thread Daniel
Follow-up Comment #1, bug #22045 (project wesnoth): hm you could test what exactly the effect is, for example with an image like http://i.imgur.com/LeVE9gN.png. Also it could be helpful to know which verion of SDL you use for compiling, and also what type of processor you have. A fast look in

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-05-14 Thread Daniel
Follow-up Comment #6, bug #21882 (project wesnoth): A) I consider this system to be natural: The presence of leaders is checked if and only if a unit is killed in a combat. Reason: any other kill of a leader is fully controled by a WML/lua coder, and he can decide himself whether he wants to

[Wesnoth-bugs] [bug #21985] linger mode ends automatically after mp scenarios

2014-05-11 Thread Daniel
Update of bug #21985 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: now pushed to master too ___ Reply to

[Wesnoth-bugs] [bug #21986] mp replays crashing the game

2014-05-11 Thread Daniel
Update of bug #21986 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #6: now pushed to master too ___ Reply to

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-05-11 Thread Daniel
Update of bug #20826 (project wesnoth): Status: Ready For Test = None ___ Reply to this item at: http://gna.org/bugs/?20826 ___ Nachricht

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-05-11 Thread Daniel
Update of bug #20826 (project wesnoth): Status:None = Ready For Test Assigned to: gfgtdf = None ___ Follow-up Comment #6: accidently changed

[Wesnoth-bugs] [bug #21985] linger mode ends automatically after mp scenarios

2014-05-06 Thread Daniel
Follow-up Comment #1, bug #21985 (project wesnoth): fixed in 1.12 in 555ac3396da5b16e8f640b55783fe85b7d68609d ___ Reply to this item at: http://gna.org/bugs/?21985 ___ Nachricht gesendet

[Wesnoth-bugs] [bug #21986] mp replays crashing the game

2014-05-06 Thread Daniel
Follow-up Comment #5, bug #21986 (project wesnoth): fixed in 1.12 in d1b3cd13e85188722269d7043f4394843cd911c9 ___ Reply to this item at: http://gna.org/bugs/?21986 ___ Nachricht gesendet

[Wesnoth-bugs] [bug #21986] mp replays crashing the game

2014-04-28 Thread Daniel
Update of bug #21986 (project wesnoth): Assigned to:None = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?21986 ___ Nachricht

[Wesnoth-bugs] [bug #21985] linger mode ends automatically after mp scenarios

2014-04-28 Thread Daniel
Update of bug #21985 (project wesnoth): Assigned to:None = gfgtdf ___ Reply to this item at: http://gna.org/bugs/?21985 ___ Nachricht

[Wesnoth-bugs] [bug #21961] Units are not attacking if the attack was issued from more than one hex away

2014-04-24 Thread Daniel
Update of bug #21961 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #3: fixed on 1.12 + master

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