[Wesnoth-bugs] [bug #23943] WC_Renew addon crash normal playing

2016-03-06 Thread Daniel
Follow-up Comment #1, bug #23943 (project wesnoth): I vagueley remember that this crash was fixed in wesnoth 1.13.x but i'm not sure ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #4, bug #24226 (project wesnoth): Note that the 1.12 beaviour wasn't really good eigher, see also this bugrpeort: https://gna.org/bugs/index.php?22324 I think the main problem here is that we don't have a clear and elaborated definition what the current_player and related fields

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #7, bug #24226 (project wesnoth): > Is there a straightforward way to distinguish between a single and multi-player game? Most likeley there is. But when attempting to fix this you should also consider cases like mp campaigns (luike LoW). Do you want to show the wml defined nam

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-07 Thread Daniel
Follow-up Comment #9, bug #24226 (project wesnoth): > It sounds like the complications from SP and MP being mixed up are quite severe. Well it also fixed bugs and gave us new features, specially it gave us modification and options for singleplayer mode (although the ui for modifications and optio

[Wesnoth-bugs] [bug #23310] Saving game in replay creates corrupt saves

2016-03-08 Thread Daniel
Update of bug #23310 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #4: Fixed in wesnoth 1.13 ___ Reply to thi

[Wesnoth-bugs] [bug #24509] Errors in gettext_boost.cpp when trying to build with Boost 1.60

2016-03-09 Thread Daniel
Follow-up Comment #1, bug #24509 (project wesnoth): Hmm i also use boost 1.60 (on windows) and afaik this libary is build to work the same on all plattforms, so maybe something is wrong with your build configuration? ___ Reply to this item

[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-09 Thread Daniel
Follow-up Comment #11, bug #24226 (project wesnoth): > Though the player name issue does seem resolved for both SP and MP. Hmm yes note that shoudl onyl happen with mp campaigns likw LoW and not with normal mp games. The reason for this beahviour is, that even when played in mp mode it happens qu

[Wesnoth-bugs] [bug #23640] Read lua files from host.

2016-03-09 Thread Daniel
Follow-up Comment #2, bug #23640 (project wesnoth): > Could this potentially be a security issue if we download arbitrary lua from the host and execute? THe host can also put arbitary [lua] tag in the scenario when its sends teh scenario to the clients, so i don't think this is somethign to worry

[Wesnoth-bugs] [bug #24513] [text_input] does not fully clear between entering/removing characters

2016-03-11 Thread Daniel
Follow-up Comment #4, bug #24513 (project wesnoth): Out of curiosity, Do you know a real scenaio that uses [text_input] ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #15334] Option to reshow enemy moves (in multiplayer)

2016-03-21 Thread Daniel
Update of bug #15334 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: This was implemented in 1.13: you can now go back to previous turns in mp which will then replay

[Wesnoth-bugs] [bug #24538] observers cannot whisper to players.

2016-03-23 Thread Daniel
URL: Summary: observers cannot whisper to players. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 23 Mär 2016 20:19:57 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24529] Mainline MP Random Maps show no starting postions

2016-03-23 Thread Daniel
Update of bug #24529 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5: https://github.com/

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-03 Thread Daniel
Follow-up Comment #1, bug #24547 (project wesnoth): You are sure that this is not caused by an addon? Note that changs made by an addon might also be stored the the savefile so that they will still be there after you delete an addon if you reload that savefile. ___

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-04-03 Thread Daniel
URL: Summary: lua error from message.lua Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 21:55:31 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24549] msvc14 build broken

2016-04-03 Thread Daniel
URL: Summary: msvc14 build broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 21:59:53 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-03 Thread Daniel
URL: Summary: std::placeholders might clash with boost::bind::placeholders Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 03 Apr 2016 22:03:32 UTC Category: Bug

[Wesnoth-bugs] [bug #24549] msvc14 build broken

2016-04-03 Thread Daniel
Update of bug #24549 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #1: ok seems it was les

[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-03 Thread Daniel
Follow-up Comment #2, bug #24550 (project wesnoth): Yes this seems related but i wonder why i don't get those erros. Mqaybe you coudl activate showincludes so that you see how those files are included? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24550] std::placeholders might clash with boost::bind::placeholders

2016-04-04 Thread Daniel
Follow-up Comment #5, bug #24550 (project wesnoth): Yes the is definitely still an issue. Note that i never got compilation errors eigher, but the problem here is that this can break the build anytime when new any #include is added to any file so this shocul be fixes asap. @Pentarctagon: Hmm o

[Wesnoth-bugs] [bug #24548] lua error from message.lua

2016-04-04 Thread Daniel
Follow-up Comment #2, bug #24548 (project wesnoth): yes ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #3, bug #24547 (project wesnoth): Hmm ok i tried it and i couldnr rproduce, pleas give a more detail step-by-step instruction hot to reproduce this issue. And again, make sure no addons are installed when reproducing this. ___

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #4, bug #24547 (project wesnoth): s/couldnr/couldn't ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/ _

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-04-04 Thread Daniel
Follow-up Comment #6, bug #24547 (project wesnoth): Hmm which addon exactl exactly were installed when you had this issue? Maybe this will tell use which addon caused this behaviour. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22989] mp scenarios untranslated

2016-04-06 Thread Daniel
Follow-up Comment #3, bug #22989 (project wesnoth): This bug is still there and from the same source as https://gna.org/bugs/?22918 (you could call it a dublicate) ___ Reply to this item at:

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-07 Thread Daniel
URL: Summary: Travis needs a c++14 build Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:06:28 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-07 Thread Daniel
URL: Summary: remove readline/history dependency Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:20:13 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24570] game crashes when show_dialog is used during lua initilisation.

2016-04-07 Thread Daniel
URL: Summary: game crashes when show_dialog is used during lua initilisation. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 07 Apr 2016 23:21:42 UTC Category: Bug

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-08 Thread Daniel
Follow-up Comment #2, bug #24568 (project wesnoth): > Why does there need to be any C++14-specific code paths in the first place? For optimisation, similar to the #if c++11 config::config(config&& c) #endif constrcutor we had previously. Note however that we don't use any c++14 core features ju

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-08 Thread Daniel
Follow-up Comment #2, bug #24569 (project wesnoth): > Has anyone tried contacting upstream about these issues? Not that i know of. The point problem here is that you cannot archieve good windows compaility by just using standard c libarires like fopen. you have to eigher use the wchar_t api or us

[Wesnoth-bugs] [bug #24568] Travis needs a c++14 build

2016-04-08 Thread Daniel
Follow-up Comment #4, bug #24568 (project wesnoth): > unless the intention is to make the feature available and fully-supported for a broader audience (e.g. people on GCC 5 and later). This is suppoerted for gcc5 and later. The check in the cude is currently like "#if _MSC_VER >= 1900 || __cplus

[Wesnoth-bugs] [bug #24580] OOS when host leaves during ai turn in 1.12

2016-04-11 Thread Daniel
URL: Summary: OOS when host leaves during ai turn in 1.12 Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 11 Apr 2016 18:28:56 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-14 Thread Daniel
Update of bug #24569 (project wesnoth): Status: Invalid => None ___ Follow-up Comment #4: > then also SDL and the SDL extension libraries are disqualified and we should remove those depe

[Wesnoth-bugs] [bug #24569] remove readline/history dependency

2016-04-14 Thread Daniel
Follow-up Comment #5, bug #24569 (project wesnoth): correction of the link: https://cnswww.cns.cwru.edu/php/chet/readline/history.html ___ Reply to this item at: _

[Wesnoth-bugs] [bug #24569] implement optional command-line history feature without GNU readline/history dependency

2016-04-14 Thread Daniel
Follow-up Comment #7, bug #24569 (project wesnoth): hmm it seem like this bugtracker cannot handle the www inside that link. You can see the correct link in the mail archieve about this that post: https://www.mail-archive.com/wesnoth-bugs@gna.org/msg25860.html > In 2008 they fixed a bug where som

[Wesnoth-bugs] [bug #24569] implement optional command-line history feature without GNU readline/history dependency

2016-04-15 Thread Daniel
Follow-up Comment #9, bug #24569 (project wesnoth): > I did file a bugreport on readline. http://lists.gnu.org/archive/html/bug-readline/2016-04/msg00025.html > GNU Readline is a 27 year old library, probably it was written before you were born. If it was not changed in the last five years, tha

[Wesnoth-bugs] [bug #24621] characters missing in game font.

2016-04-29 Thread Daniel
URL: Summary: characters missing in game font. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 29 Apr 2016 11:33:03 UTC Category: Bug Severity: 4 - Important

[Wesnoth-bugs] [bug #24652] More customizable recuitlists

2016-05-09 Thread Daniel
URL: Summary: More customizable recuitlists Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 09 Mai 2016 17:39:49 UTC Category: Feature Request Severity: 3 - No

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-15 Thread Daniel
Follow-up Comment #2, bug #24671 (project wesnoth): Hmm yes this error is actually unrelatd to lua since it clearly indicated a c++ bug that raised ac++ exception that just happened to be caught by lua. The most recent changes to [set_variables] are afaik celticminitrels changes here: https://git

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-15 Thread Daniel
Follow-up Comment #3, bug #24671 (project wesnoth): yes this seems to be caused by the fix for https://gna.org/bugs/?24412 ___ Reply to this item at: ___ Nachric

[Wesnoth-bugs] [bug #24679] Ai errors in LoW scenario 3

2016-05-17 Thread Daniel
URL: Summary: Ai errors in LoW scenario 3 Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 17 Mai 2016 20:28:17 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #24680] [lift_fog] broken

2016-05-17 Thread Daniel
URL: Summary: [lift_fog] broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 17 Mai 2016 20:34:01 UTC Category: Bug Severity: 5 - Blocker Pr

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-17 Thread Daniel
Update of bug #24671 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #5: https://github.com/wesnoth/wesnoth/commit/6d7549ed99668415c91b72f6582edb49ae3ddb39 please test

[Wesnoth-bugs] [bug #24652] More customizable recuitlists

2016-05-17 Thread Daniel
Update of bug #24652 (project wesnoth): Severity: 3 - Normal => 2 - Minor ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #24547] Unit killed in game, disappeared when return to a previous turn

2016-05-17 Thread Daniel
Update of bug #24547 (project wesnoth): Status:None => Works For Me ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #24671] Lua error with [set_variables]

2016-05-18 Thread Daniel
Update of bug #24671 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #24683] Host cannot take control of an idle side

2016-05-18 Thread Daniel
Follow-up Comment #1, bug #24683 (project wesnoth): the command too un-idle a side is ':idle afaik'. Similar to un-droiding a side. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24685] LoW unbalanced in MP.

2016-05-18 Thread Daniel
URL: Summary: LoW unbalanced in MP. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 18 Mai 2016 21:18:16 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24685] LoW unbalanced in MP.

2016-05-18 Thread Daniel
Follow-up Comment #1, bug #24685 (project wesnoth): 3) It mixes the old (80%) and the new (40%) carryover system ___ Reply to this item at: ___ Nachricht gesende

[Wesnoth-bugs] [bug #24683] Host cannot take control of an idle side

2016-05-20 Thread Daniel
Follow-up Comment #3, bug #24683 (project wesnoth): > The text needs to be tweaked in any case, as currently it doesn't mention :idle at all Hmm yes that shouldn't bee too hard. > but on top of that :control should still be able to handle it too Shouldn't be too hard eigher, the code that doe

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread Daniel
Follow-up Comment #1, bug #24699 (project wesnoth): Hmm i don't see aadvnatages in hiding it behind a debug, specailly sicne it can only be used by players who know the wesnoth lua api anyways, who sure knows how to enable debug. On the other side i think that :debug is really annoying, speciall

[Wesnoth-bugs] [bug #24702] Map briefly flashed before story screen appears in campaigns

2016-05-26 Thread Daniel
Follow-up Comment #1, bug #24702 (project wesnoth): Yes this is a known issue, but thy for filing this bugreport anyways. This can also be seen in LoW where for some reason the map not just briefly shows but stays there until you click the next or skip button. ___

[Wesnoth-bugs] [bug #18591] Multiplayer Game Crashes when loading or starting a second game

2016-05-26 Thread Daniel
Update of bug #18591 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #3: I cannot repdpuce t

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread Daniel
Follow-up Comment #3, bug #24699 (project wesnoth): > The point is the typical player should not be able to access such things without having to enter debug mode. Why? > Commands like gold, fog, & shroud already require debug mode & can be used to cheat, and since you can do equivalents in the

[Wesnoth-bugs] [bug #24710] chat during dialog

2016-05-26 Thread Daniel
URL: Summary: chat during dialog Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 26 Mai 2016 17:50:29 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #24712] Units with select events cannot be selected

2016-05-27 Thread Daniel
Follow-up Comment #1, bug #24712 (project wesnoth): I couldn't rprocuce this by this by injecting a dummy select event in AoI scenario 1. my testing code: wesnoth.wml_actions.event { name = "select", first_time_only= false, { "lua", { code = "wesnoth.message 'a'"}}} __

[Wesnoth-bugs] [bug #20779] Irrational segmentation fault when returning from fire_event

2016-05-28 Thread Daniel
Update of bug #20779 (project wesnoth): Status: Need Info => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #4: wasn't able to repr

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-06-01 Thread Daniel
Follow-up Comment #2, bug #24719 (project wesnoth): > 20160531 20:05:18 error engine: Cannot do [set_variables] with invalid to_variable variable: advanced.modifications.object[0].specials.damage[] with > mode = replace > name = $variable_name > to_variable = $variable_to_variable This means the

[Wesnoth-bugs] [bug #24679] Ai errors in LoW scenario 3

2016-06-01 Thread Daniel
Follow-up Comment #2, bug #24679 (project wesnoth): No i don't but i ghappened every time i played that scenario, i playe din mp mode but afaik the ai code it the same on mp and sp ___ Reply to this item at:

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-06-02 Thread Daniel
Follow-up Comment #2, bug #24700 (project wesnoth): > I guess there must have been reasons, though ever since I've started playing mp vs computer with a timer (maybe two years ago?), I've found the reset annoying. Im surpised to hear this, do you think it'd also make sense to allow timers in sp

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-02 Thread Daniel
Follow-up Comment #1, bug #24722 (project wesnoth): We should just remove all id= attributes form those units in that scenario. ___ Reply to this item at: ___ Na

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-06-02 Thread Daniel
Update of bug #24719 (project wesnoth): Status:None => Duplicate ___ Follow-up Comment #5: The engine bug ('Mandatory WML child missing...') is a dublicate of https://gna.org/bugs/index.p

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-03 Thread Daniel
Follow-up Comment #3, bug #24722 (project wesnoth): Hmm i actually think we shoudl remove the id= attribute from all units in that scenario, since its afaik still possible to have 2 units with the same id, even if they are on different sides. This usually shouldn't b cause problems, but it's still

[Wesnoth-bugs] [bug #24722] Hornshark clockwork boy IDs

2016-06-05 Thread Daniel
Follow-up Comment #5, bug #24722 (project wesnoth): yes ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #24718] passing string to to_variable causes Wesnoth to crash

2016-06-05 Thread Daniel
Update of bug #24718 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24727] Connecting to add-on server causes Wesnoth to crash

2016-06-06 Thread Daniel
Update of bug #24727 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/246f7f2995a7146733e59d76b3426252b4823bd6

[Wesnoth-bugs] [bug #24383] Statistics are lost when reloading a Multiplayer Game In Mulitplayer

2016-06-08 Thread Daniel
Update of bug #24383 (project wesnoth): Severity: 3 - Normal => 4 - Important ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-16 Thread Daniel
URL: Summary: scrolling in the editor palette scrolls the map too Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 16 Jun 2016 17:26:47 UTC Category: Bug Severi

[Wesnoth-bugs] [bug #24762] editor actions are out of sync after resizing

2016-06-16 Thread Daniel
URL: Summary: editor actions are out of sync after resizing Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 16 Jun 2016 17:30:32 UTC Category: Bug Severity: 5

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-16 Thread Daniel
Update of bug #24761 (project wesnoth): Item Group: Editor => User Interface ___ Follow-up Comment #1: After invstigating this problem i now think the real issue is a more general problem regaring al

[Wesnoth-bugs] [bug #24501] Scrolling terrain palette with mousewheel scrolls map too

2016-06-17 Thread Daniel
Follow-up Comment #2, bug #24501 (project wesnoth): Still present in 1.13.4+dev, still very annyoing. ___ Reply to this item at: ___ Nachricht gesendet von/durch

[Wesnoth-bugs] [bug #24761] scrolling in the editor palette scrolls the map too

2016-06-17 Thread Daniel
Update of bug #24761 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24727] Connecting to add-on server causes Wesnoth to crash

2016-06-17 Thread Daniel
Update of bug #24727 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24712] Units with select events cannot be selected

2016-06-18 Thread Daniel
Follow-up Comment #3, bug #24712 (project wesnoth): This is mostlikely caused by the changes in [message] then ___ Reply to this item at: ___ Nachricht gesendet

[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-06-18 Thread Daniel
Update of bug #24709 (project wesnoth): Severity: 3 - Normal => 5 - Blocker ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-21 Thread Daniel
Follow-up Comment #5, bug #21648 (project wesnoth): I just dis some testing on latest master: https://s31.postimg.org/p2maispjt/wesnottext.png picture 4 is current master. picture 1 is without shadowms patch. picture 2 is without shadowms patch decode_pixel() on windows. picture 3 is without shado

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-22 Thread Daniel
Follow-up Comment #7, bug #21648 (project wesnoth): Well, shadown gave a link to his patch in comment 3, it changes sets anitalasing to CAIRO_ANTIALIAS_GRAY ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-06-22 Thread Daniel
Follow-up Comment #8, bug #21648 (project wesnoth): > To me, images 2, 3, and 4 look the same (in terms of fonts) Hmm yes its eaiser to see when you see those images like a gif. > while image 1 looks like it's using CAIRO_ANTIALIAS_DEFAULT Liek i said, only image 4 uses CAIRO_ANTIALIAS_GRAY.

[Wesnoth-bugs] [bug #24788] make mousewheel actions customizable

2016-06-23 Thread Daniel
URL: Summary: make mousewheel actions customizable Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 23 Jun 2016 17:18:26 UTC Category: Feature Request Severity:

[Wesnoth-bugs] [bug #23893] attempt to add an [event] with empty id=, ignoring

2016-06-23 Thread Daniel
Update of bug #23893 (project wesnoth): Status: Invalid => Confirmed Open/Closed: Closed => Open ___ Follow-up Comment #2: This just happend t

[Wesnoth-bugs] [bug #24789] travis c++14 build failing

2016-06-23 Thread Daniel
URL: Summary: travis c++14 build failing Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 24 Jun 2016 00:38:34 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #24789] travis c++14 build failing

2016-06-23 Thread Daniel
Follow-up Comment #1, bug #24789 (project wesnoth): i alredy tried to fix the outdated ububtu version by using docker, but i was stopped by an outated docker version used which didn't suport all flags mentioned on the docker wiki, specially '--build-arg'. _

[Wesnoth-bugs] [bug #24819] Using the unit placement feature in the scenario creator of the map editor on Mac results in a game crash

2016-07-01 Thread Daniel
Update of bug #24819 (project wesnoth): Status:None => Confirmed ___ Follow-up Comment #1: This is a known issue, the reason is that the unit ctor uses resources::gameboard which is NULL

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-07-10 Thread Daniel
Follow-up Comment #2, bug #24846 (project wesnoth): Please be more precise about the wesnoth version, there are multiple 1.13 versions 1.13.1, 1.12.4 ... and also the current head. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-12 Thread Daniel
URL: Summary: unsynced victory event compability issue Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 12 Jul 2016 13:33:04 UTC Category: Bug Severity: 3 - Nor

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-14 Thread Daniel
Follow-up Comment #1, bug #24850 (project wesnoth): i didnt what i suggested velow and changed some victory events in mainline to use endlevel+filter An alternative would be to make the "victory" event fire when there is _any_ human who won the scenario and to add a "local victory" event that fir

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread Daniel
Follow-up Comment #2, bug #24864 (project wesnoth): Hmm, it seems like the fix for https://gna.org/bugs/index.php?24709 was somehow removed while merging. ___ Reply to this item at: _

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-19 Thread Daniel
Follow-up Comment #6, bug #24864 (project wesnoth): the bug resurfaced, vultraz fix was basically to add a check whether the name gerneaotr is ~= nullptr in default_map_generator_job::name_generator, the pr then replaces generate_name(name_generator, "road_name", &road_base_name); with road_name =

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-19 Thread Daniel
Follow-up Comment #8, bug #24864 (project wesnoth): hmm yes it seems like its fixed in the commit vultraz mentioned, the new fix checks for misc_labels != nullptr while the old code checked for name_generator != nullptr but it should do the same. _

[Wesnoth-bugs] [bug #22989] mp scenarios untranslated

2016-07-23 Thread Daniel
Update of bug #22989 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #5: closing this and ke

[Wesnoth-bugs] [bug #22918] mp server (the simple_wml class) cannot handle translated strings

2016-07-23 Thread Daniel
Update of bug #22918 (project wesnoth): Severity: 2 - Minor => 4 - Important Item Group:Translations => Networking Release:1.10 => 1.10,1.12,1.13 Operating System:

[Wesnoth-bugs] [bug #24719] Mandatory WML child missing yet untested for. Please report.

2016-07-23 Thread Daniel
Update of bug #24719 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #24850] unsynced victory event compability issue

2016-07-23 Thread Daniel
Update of bug #24850 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: Ok i did t what i suggested below and made the vicroy event synced by changing then conditions w

[Wesnoth-bugs] [bug #19530] Make select and fill tools more useful in the map editor

2016-07-23 Thread Daniel
Update of bug #19530 (project wesnoth): Status: Postponed => None ___ Follow-up Comment #1: > Similarly, the "fill" tool also only affects areas of hexes of the same terrain type which are

[Wesnoth-bugs] [bug #18933] Player needs a way to access unit specific recall/recruit lists

2016-07-23 Thread Daniel
Update of bug #18933 (project wesnoth): Status: Postponed => None ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #18868] Hotkeys now go by qwerty layout, and not what is set in Windows

2016-07-23 Thread Daniel
Update of bug #18868 (project wesnoth): Status: Postponed => Ready For Test ___ Follow-up Comment #10: marking as ready for test since sdl2 barnch was merged ___

[Wesnoth-bugs] [bug #4154] The one hosting a game should be able to name local players.

2016-07-23 Thread Daniel
Update of bug #4154 (project wesnoth): Status: Postponed => None ___ Reply to this item at: ___ Nachricht gese

[Wesnoth-bugs] [bug #21965] mp server has trouble with "local player" option in campaigns

2016-07-23 Thread Daniel
Update of bug #21965 (project wesnoth): Status: Postponed => Ready For Test ___ Follow-up Comment #1: might be fixed in 1.13 some time ago, in any case removing postponed since 1.13 came out some ti

[Wesnoth-bugs] [bug #15803] Meta tags for maps

2016-07-23 Thread Daniel
Update of bug #15803 (project wesnoth): Status: Postponed => None ___ Follow-up Comment #4: iirc we just removed the border_size= and type=mark/map metadata from maps, since it was conside

[Wesnoth-bugs] [bug #20327] WML configuration of hex field size not working

2016-07-23 Thread Daniel
Update of bug #20327 (project wesnoth): Status: Postponed => None ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #15718] Rapid screen movement during AI turns

2016-07-23 Thread Daniel
Update of bug #15718 (project wesnoth): Status: Postponed => None ___ Reply to this item at: ___ Nachricht ge

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