[Wesnoth-bugs] [bug #19322] controller=null hides a side

2012-01-23 Thread J Tyne
URL: http://gna.org/bugs/?19322 Summary: controller=null hides a side Project: Battle for Wesnoth Submitted by: jamit Submitted on: Mon 23 Jan 2012 02:41:19 PM EST Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #19319] Zoom in key should be =

2012-01-23 Thread J Tyne
Follow-up Comment #3, bug #19319 (project wesnoth): On a US-English keyboard, hitting the plus sign does not require hitting the shift key if you use the numeric keypad. (And since there is no equals sign on my numeric keypad, this change could be inconvenient for those who use the numeric

[Wesnoth-bugs] [bug #19324] Units can unstore with non-positive hit points

2012-01-23 Thread J Tyne
URL: http://gna.org/bugs/?19324 Summary: Units can unstore with non-positive hit points Project: Battle for Wesnoth Submitted by: jamit Submitted on: Mon 23 Jan 2012 03:17:07 PM EST Category: Bug

[Wesnoth-bugs] [bug #19334] ON_SIGHTING macro too often blocking undo

2012-01-26 Thread J Tyne
URL: http://gna.org/bugs/?19334 Summary: ON_SIGHTING macro too often blocking undo Project: Battle for Wesnoth Submitted by: jamit Submitted on: Fri 27 Jan 2012 12:22:42 AM EST Category: Bug Severity: 2 -

[Wesnoth-bugs] [bug #17244] Sometimes all the keyboard shortcuts stop responding

2012-01-27 Thread J Tyne
Follow-up Comment #8, bug #17244 (project wesnoth): Is this possibly a duplicate of bug #17868? (Well, given the original submission dates, I suppose that one would have to be considered a duplicate of this.) Anyway, when I've encountered this, I have not needed to press multiple keys or spam a

[Wesnoth-bugs] [patch #3120] Redundant if in clear_shroud_loc()

2012-02-04 Thread J Tyne
URL: http://gna.org/patch/?3120 Summary: Redundant if in clear_shroud_loc() Project: Battle for Wesnoth Submitted by: jamit Submitted on: Sat 04 Feb 2012 12:59:22 PM EST Priority: 3 - Low Status: None

[Wesnoth-bugs] [patch #3122] Simpler pathfinding

2012-02-05 Thread J Tyne
URL: http://gna.org/patch/?3122 Summary: Simpler pathfinding Project: Battle for Wesnoth Submitted by: jamit Submitted on: Sun 05 Feb 2012 03:57:14 PM EST Priority: 5 - Normal Status: None

[Wesnoth-bugs] [bug #19419] AI should not attack units in this way, which they possibly are able to poison the attacker

2012-02-05 Thread J Tyne
Follow-up Comment #1, bug #19419 (project wesnoth): I would soften the ONLY part. For example, if the friendly unit can one-hit kill with a ranged attack, it may be worth considering. Or if the ranged attack is magical, especially against elusive foots. Possibly it would be enough for the AI to

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-15 Thread J Tyne
URL: http://gna.org/patch/?3133 Summary: Movement algorithm Project: Battle for Wesnoth Submitted by: jamit Submitted on: Wed 15 Feb 2012 07:16:42 PM EST Priority: 5 - Normal Status: None

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-15 Thread J Tyne
Additional Item Attachment, patch #3133 (project wesnoth): File name: wesnoth-move-bug-1-crop.pngSize:903 KB ___ Reply to this item at: http://gna.org/patch/?3133 ___ Message sent

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-15 Thread J Tyne
Additional Item Attachment, patch #3133 (project wesnoth): File name: wesnoth-move-bug-2-crop.pngSize:901 KB ___ Reply to this item at: http://gna.org/patch/?3133 ___ Message sent

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-16 Thread J Tyne
Follow-up Comment #2, patch #3133 (project wesnoth): Smaller functions? I could do that. (In fact, I would prefer that. It just seemed as though the existing style had a preference for monolithic functions, so I went with what was there.) Yes, same name from the forums. Yes, this is dangerous

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-17 Thread J Tyne
Follow-up Comment #3, patch #3133 (project wesnoth): OK, I divided the function into more manageable pieces, and the patch into two parts. The first part is just splitting the current function into its parts, while the second also converts those parts to my new algorithm. (file #15164, file

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-18 Thread J Tyne
Follow-up Comment #5, patch #3133 (project wesnoth): I hope it's apparent, but I'll say it anyway: I did not get that error when I compiled it (gcc 4.4.3, Ubuntu 10.04). The relevance of which is that I cannot be sure that any particular change will eliminate that error. However, I do have a

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-02-23 Thread J Tyne
Additional Item Attachment, patch #3133 (project wesnoth): File name: movement-split.diffSize:24 KB ___ Reply to this item at: http://gna.org/patch/?3133 ___ Message sent

[Wesnoth-bugs] [bug #19324] Units can unstore with non-positive hit points

2012-02-23 Thread J Tyne
Follow-up Comment #2, bug #19324 (project wesnoth): OK, that's a strange usecase, but at least it has a use. Maybe that's why the documentation does not mention the zero-hitpoint case. (Although maybe it should, for completeness if nothing else.) The negative hit points still look odd when

[Wesnoth-bugs] [bug #19324] Units can unstore with non-positive hit points

2012-02-25 Thread J Tyne
Follow-up Comment #4, bug #19324 (project wesnoth): Modifying a unit in the last_breath event -- I like it! :) You have convinced me that the documentation was the better thing to change. ___ Reply to this item at:

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-01 Thread J Tyne
URL: http://gna.org/patch/?3176 Summary: Ghost images for units covered by fog Project: Battle for Wesnoth Submitted by: jamit Submitted on: Thu 01 Mar 2012 03:09:46 PM EST Priority: 5 - Normal Status:

[Wesnoth-bugs] [bug #19519] UtBS doubled Black Hand dialog

2012-03-01 Thread J Tyne
URL: http://gna.org/bugs/?19519 Summary: UtBS doubled Black Hand dialog Project: Battle for Wesnoth Submitted by: jamit Submitted on: Fri 02 Mar 2012 02:54:32 AM EST Category: Bug Severity: 2 - Minor

[Wesnoth-bugs] [bug #19503] maximum auto saves setting seems ignored

2012-03-02 Thread J Tyne
Follow-up Comment #1, bug #19503 (project wesnoth): After seeing my autosave list grow to over 200 saves long, I decided to do a little digging... At line 466 in savegame.cpp (inside the remove_old_auto_saves() function), there is a call to get_saves_list(), a function that takes up to two

[Wesnoth-bugs] [bug #19503] maximum auto saves setting seems ignored

2012-03-02 Thread J Tyne
Follow-up Comment #2, bug #19503 (project wesnoth): Played a bit more, trying out what I just posted, and most of my saves (including end-of-scenario saves) have been deleted. So there is something else going on, but at least it might be a place to start looking.

[Wesnoth-bugs] [bug #19503] maximum auto saves setting seems ignored

2012-03-03 Thread J Tyne
Follow-up Comment #3, bug #19503 (project wesnoth): Think I found the something else. Same file, this time inside the get_saves_list() function. At lines 274-275, there is a call to filenames.erase() with only one parameter, which causes only a single entry to be erased, when the apparent intent

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-05 Thread J Tyne
Follow-up Comment #2, patch #3176 (project wesnoth): Really? Guess I am surprised given at how intentional the coding to implement fogging-within-a-turn appears. (I had assumed it was so that WML could change things out of a players sight, but with Zookeeper behind this change, I guess not.)

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-06 Thread J Tyne
Follow-up Comment #4, patch #3176 (project wesnoth): Touche! It is true that developing a program can be a process of evolution. :) I see something of an issue with the tags as described. To refog what is not directly visible would be inconsistent with the whole should never be covered again

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-06 Thread J Tyne
Additional Item Attachment, patch #3176 (project wesnoth): File name: shroud-toggle.diff Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3176 ___ Message sent via/by

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-07 Thread J Tyne
Follow-up Comment #9, patch #3176 (project wesnoth): Boucman: does this clarify things? Suppose side 1 uses fog and there is something happening at hex 10,12 that side 1 should see. The current way to do this is with {CLEAR_FOG 1 10 12 4} (or whatever radius is appropriate), followed by

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-07 Thread J Tyne
Follow-up Comment #10, patch #3176 (project wesnoth): Anonymissimus: The numbered patches (0- through 4-) are the original submission. This is currently being considered as superceded by the alternative submission; I would flag them as such, but I do not see a way to mark files as no longer

[Wesnoth-bugs] [bug #16148] Assertion failed: !wml_triggered

2012-03-08 Thread J Tyne
Follow-up Comment #5, bug #16148 (project wesnoth): I believe I have been able to reproduce this crash in a simpler case by putting a [recall] within a die or last_breath event, and having that event result from combat. I've attached a short scenario demonstrating this. (Just kill the walking

[Wesnoth-bugs] [patch #3176] Ghost images for units covered by fog

2012-03-15 Thread J Tyne
Follow-up Comment #16, patch #3176 (project wesnoth): I've updated the wiki. I can do the new tag, but it might be a few days. (Just bad timing with real life.) ___ Reply to this item at: http://gna.org/patch/?3176

[Wesnoth-bugs] [bug #19557] TRANSFORM_UNIT needs a variable renamed

2012-03-17 Thread J Tyne
URL: http://gna.org/bugs/?19557 Summary: TRANSFORM_UNIT needs a variable renamed Project: Battle for Wesnoth Submitted by: jamit Submitted on: Sat 17 Mar 2012 10:59:32 AM EDT Category: Bug Severity: 3 -

[Wesnoth-bugs] [patch #3195] Remove #define MAX_MAP_AREA

2012-03-20 Thread J Tyne
URL: http://gna.org/patch/?3195 Summary: Remove #define MAX_MAP_AREA Project: Battle for Wesnoth Submitted by: jamit Submitted on: Tue 20 Mar 2012 06:41:35 PM EDT Priority: 5 - Normal Status: None

[Wesnoth-bugs] [patch #3196] Showing all units in replays

2012-03-20 Thread J Tyne
URL: http://gna.org/patch/?3196 Summary: Showing all units in replays Project: Battle for Wesnoth Submitted by: jamit Submitted on: Tue 20 Mar 2012 07:48:00 PM EDT Priority: 5 - Normal Status: None

[Wesnoth-bugs] [patch #3197] reapply_fog

2012-03-20 Thread J Tyne
URL: http://gna.org/patch/?3197 Summary: reapply_fog Project: Battle for Wesnoth Submitted by: jamit Submitted on: Tue 20 Mar 2012 08:54:28 PM EDT Priority: 5 - Normal Status: None

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-03-22 Thread J Tyne
Follow-up Comment #8, patch #3133 (project wesnoth): brilliand: I thought about adding a movethrough event myself, but decided to fix the algorithm before adding complexities to it. On the other hand, if adding complexities fixes the algorithm as a side-effect, that might be a more efficient

[Wesnoth-bugs] [patch #3197] reapply_fog

2012-03-23 Thread J Tyne
Additional Item Attachment, patch #3197 (project wesnoth): File name: reset_view-changelog.diff Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3197 ___ Message sent via/by

[Wesnoth-bugs] [patch #3200] Saving fog

2012-03-23 Thread J Tyne
URL: http://gna.org/patch/?3200 Summary: Saving fog Project: Battle for Wesnoth Submitted by: jamit Submitted on: Fri 23 Mar 2012 01:08:21 PM EDT Priority: 5 - Normal Status: None

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-03-23 Thread J Tyne
Follow-up Comment #1, patch #3186 (project wesnoth): I said elsewhere that I would check this patch against the issues that patch #3133 addresses. In the process, I came up with what may be a nice little test scenario for this patch. For the nominal purpose of comparing this to my patch, all one

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-03-28 Thread J Tyne
Follow-up Comment #12, patch #3186 (project wesnoth): brilliand: Well, no, there are no other events that would interrupt movement, but then again there are currently no events that trigger in the middle of movement. (I did say similar, not same.) However, sighting a unit can interrupt movement

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-03-29 Thread J Tyne
Follow-up Comment #11, patch #3133 (project wesnoth): Well, I had figured the team::seen_ stuff had to do with something I read a while ago dealing with music and multiplayer. My main concern was to keep it working at least as well as it had been previously, and I could look at it more later.

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-03-29 Thread J Tyne
Follow-up Comment #14, patch #3186 (project wesnoth): Both enter_hex and exit_hex? I could see that working. Would enter_hex get the previous hex as its secondary location? ___ Reply to this item at: http://gna.org/patch/?3186

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-03-30 Thread J Tyne
Follow-up Comment #17, patch #3186 (project wesnoth): I think you are taking the view that enter/exit hex events would behave similarly to unit sightings in that they would not interrupt movement after pressing 't'? I think that would be a wrong approach to take; event interruptions should have

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-03-30 Thread J Tyne
Follow-up Comment #19, patch #3186 (project wesnoth): Are you significantly increasing the complexity of the code in order to stay true to your one possible use? (A use that I would expect to be uncommon to rare, but I could not speak for most people anticipating this event.) Maybe it is worth

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-03-30 Thread J Tyne
Follow-up Comment #20, patch #3186 (project wesnoth): Well, I guess I messed up the markup somehow, and the WML is not getting displayed. I tried: # Do not interrupt movement now. [allow_undo] [/allow_undo] # Clear the undo stack when this move is finished. [event]

[Wesnoth-bugs] [bug #19393] Units invisible after victory

2012-04-01 Thread J Tyne
Update of bug #19393 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: Fixed in trunk. (Probably fixed by https://gna.org/patch/?3196)

[Wesnoth-bugs] [bug #19381] Ambushing woses/ submerging units can be located

2012-04-01 Thread J Tyne
Update of bug #19381 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-04-01 Thread J Tyne
Update of patch #3133 (project wesnoth): Status:None = Done ___ Reply to this item at: http://gna.org/patch/?3133 ___ Message sent

[Wesnoth-bugs] [bug #19628] Enemy unit sighted messages appear when an enemy unit sees you

2012-04-08 Thread J Tyne
Update of bug #19628 (project wesnoth): Status:None = Confirmed ___ Follow-up Comment #3: I am going to consider this revealed by r53751, rather than caused by it. (There is a @todo

[Wesnoth-bugs] [bug #19630] Lost a unit in UtBS S8

2012-04-08 Thread J Tyne
URL: http://gna.org/bugs/?19630 Summary: Lost a unit in UtBS S8 Project: Battle for Wesnoth Submitted by: jamit Submitted on: Mon 09 Apr 2012 12:37:12 AM EDT Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #19628] Enemy unit sighted messages appear when an enemy unit sees you

2012-04-08 Thread J Tyne
Update of bug #19628 (project wesnoth): Status: Confirmed = Fixed ___ Reply to this item at: http://gna.org/bugs/?19628 ___ Message sent

[Wesnoth-bugs] [bug #19632] Segfault closing config in mainscreen

2012-04-09 Thread J Tyne
Update of bug #19632 (project wesnoth): Assigned to:None = gabba ___ Follow-up Comment #2: The crash appears to be a consequence of the changes to game_display.cpp introduced by r53781.

[Wesnoth-bugs] [patch #3186] [event] name=movefrom and [event] name=movethrough

2012-04-09 Thread J Tyne
Follow-up Comment #21, patch #3186 (project wesnoth): I have some more modifications (in addition to (the completed) patch #3133) planned for move_unit() (basically streamlining/simplifying some stuff). Would you want a chance to get this patch finalized before that function changes again? (Did

[Wesnoth-bugs] [bug #19393] Units invisible after victory

2012-04-20 Thread J Tyne
Follow-up Comment #4, bug #19393 (project wesnoth): Yes. Revision 53814, so the fix should be in 1.10.2. ___ Reply to this item at: http://gna.org/bugs/?19393 ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #19393] Units invisible after victory

2012-04-20 Thread J Tyne
Update of bug #19393 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19393 ___ Message sent

[Wesnoth-bugs] [bug #19628] Enemy unit sighted messages appear when an enemy unit sees you

2012-04-20 Thread J Tyne
Update of bug #19628 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19628 ___ Message sent

[Wesnoth-bugs] [bug #19663] Death animation gives away too much information when fog is enabled

2012-04-30 Thread J Tyne
Follow-up Comment #1, bug #19663 (project wesnoth): *Summary of the info that can be seen in the replay:* A wose (not the ancient or elder versions) has two death animations. If it is killed by blade, impact, or pierce, then it falls over, uprooted. If it is killed by arcane, fire, or cold, then

[Wesnoth-bugs] [bug #19713] Unit names don’t show correctly on unit profiles

2012-05-08 Thread J Tyne
Update of bug #19713 (project wesnoth): Status:None = Invalid ___ Follow-up Comment #1: Not a bug. Your units all have hide_help=true in them, which causes them to be hidden in the

[Wesnoth-bugs] [bug #19723] Weapon selection for ai.attack() in Lua AI does not work in trunk

2012-05-08 Thread J Tyne
Update of bug #19723 (project wesnoth): Assigned to:None = nephro ___ Reply to this item at: http://gna.org/bugs/?19723 ___ Message sent

[Wesnoth-bugs] [bug #19623] Enable viewing shroud_data in the inspection window

2012-05-10 Thread J Tyne
Follow-up Comment #1, bug #19623 (project wesnoth): The word is that inspecting shroud data had caused crashes in some cases (particularly for large maps and small screens). It looks like the crash is gone in 1.11, so this should be OK to implement. If I can confirm no crash in 1.10, I think this

[Wesnoth-bugs] [bug #19623] Enable viewing shroud_data in the inspection window

2012-05-12 Thread J Tyne
Update of bug #19623 (project wesnoth): Status:None = Fixed ___ Reply to this item at: http://gna.org/bugs/?19623 ___ Message sent

[Wesnoth-bugs] [bug #19734] Finishing previous unit move cancels selected unit move

2012-05-15 Thread J Tyne
Follow-up Comment #1, bug #19734 (project wesnoth): Intended behavior: the first unit completing its move is required before other orders can be issued. Are you saying that there were times when the second unit's movement order was *accepted* before the first unit finished moving? That would be

[Wesnoth-bugs] [bug #19734] Finishing previous unit move cancels selected unit move

2012-05-18 Thread J Tyne
Update of bug #19734 (project wesnoth): Status:None = Confirmed Assigned to:None = jamit ___ Follow-up Comment #3: There does seem to

[Wesnoth-bugs] [bug #19758] The South Guard — Choice in the Fog: level finished before acomplishing the required tasks.

2012-05-31 Thread J Tyne
Follow-up Comment #2, bug #19758 (project wesnoth): I think r54350 does not address the bug reported here. That revision adds more triggers for the event where the player chooses elves or bandits, yet the bug report here states that the choice was already made. (I'm not sure the extra triggers

[Wesnoth-bugs] [bug #19734] Finishing previous unit move cancels selected unit move

2012-06-24 Thread J Tyne
Update of bug #19734 (project wesnoth): Status: Confirmed = Fixed ___ Reply to this item at: http://gna.org/bugs/?19734 ___ Message sent

[Wesnoth-bugs] [bug #19788] Income changes during unit movement

2012-06-24 Thread J Tyne
Update of bug #19788 (project wesnoth): Status:None = Confirmed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #19788] Income changes during unit movement

2012-06-24 Thread J Tyne
Update of bug #19788 (project wesnoth): Status: Confirmed = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #19855] Overlapping Enemy unit sighted in replays

2012-06-27 Thread J Tyne
Update of bug #19855 (project wesnoth): Assigned to:None = jamit ___ Follow-up Comment #1: I can see suppressing those messages when the animations are suppressed, but why should the

[Wesnoth-bugs] [bug #19856] OOS in local MP replay: destination already occupied

2012-06-27 Thread J Tyne
Update of bug #19856 (project wesnoth): Assigned to:None = jamit ___ Reply to this item at: http://gna.org/bugs/?19856 ___ Message sent

[Wesnoth-bugs] [bug #19856] OOS in local MP replay: destination already occupied

2012-06-27 Thread J Tyne
Update of bug #19856 (project wesnoth): Status:None = Confirmed ___ Reply to this item at: http://gna.org/bugs/?19856 ___ Message sent

[Wesnoth-bugs] [bug #19844] Player can auto recruit into unseen castle tile

2012-06-27 Thread J Tyne
Update of bug #19844 (project wesnoth): Status:None = Confirmed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #19280] unit not hit but message appers to draw back

2012-06-27 Thread J Tyne
Update of bug #19280 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #1: Let's look at what

[Wesnoth-bugs] [bug #19533] Damage calculations does not take into account leadership at best ToD

2012-06-28 Thread J Tyne
Follow-up Comment #1, bug #19533 (project wesnoth): Some additional info: First (what you can see if you download the attached image), this bug concerns the tooltip for the lines like melee-impact in the side bar. It does not affect the tooltip for lines like 19-2 crush, nor does it affect the

[Wesnoth-bugs] [bug #19856] OOS in local MP replay: destination already occupied

2012-06-28 Thread J Tyne
Update of bug #19856 (project wesnoth): Status: Confirmed = In Progress ___ Follow-up Comment #2: Sorry, the bug caused those saves to have bad data in them. They still will not replay properly,

[Wesnoth-bugs] [bug #19795] Out of sync error with [message][option] in start event and Side 1 controller=null

2012-06-29 Thread J Tyne
Update of bug #19795 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #19877] Wesnoth crashes when starting replay of MP game started on command line

2012-07-02 Thread J Tyne
Follow-up Comment #1, bug #19877 (project wesnoth): While the symptom is this crash, the problem began earlier. For some reason the replay is missing some key data -- map and side info, at least. (The lack of side info is what leads to this crash when attempting to watch a replay.)

[Wesnoth-bugs] [bug #19861] Undo can be abused to find invisible units

2012-07-07 Thread J Tyne
Follow-up Comment #3, bug #19861 (project wesnoth): Your question assumes that the host has the option to disable undos, which is not the case as far as I know. The game (not the host, but _Battle for Wesnoth_ itself) is the one that allows moves to be undone. It is rather trivial to edit a

[Wesnoth-bugs] [bug #19744] Game crashes when you continue a planned move after finding a previously-hidden enemy

2012-07-18 Thread J Tyne
Update of bug #19744 (project wesnoth): Status:None = Fixed Assigned to: gabba = jamit ___ Follow-up Comment #3: I did not see the

[Wesnoth-bugs] [bug #19751] plan mode, unexpected healing; leader got healed instantly from just recruited units

2012-07-19 Thread J Tyne
Update of bug #19751 (project wesnoth): Status:None = Works For Me ___ Follow-up Comment #2: I thought I would take a shot at confirming this, and I was unable to reproduce the bug. The

[Wesnoth-bugs] [bug #19620] Press t to continue is redundant when executing a whiteboard move

2012-07-19 Thread J Tyne
Follow-up Comment #1, bug #19620 (project wesnoth): Is this still an issue? I thought the press T message was suppressed when executing whiteboard moves since r52055. ___ Reply to this item at: http://gna.org/bugs/?19620

[Wesnoth-bugs] [bug #19861] Undo can be abused to find invisible units

2012-07-19 Thread J Tyne
Follow-up Comment #8, bug #19861 (project wesnoth): For example, the following WML makes it impossible to undo anything except dismissals from the recall list: [event] name=moveto,recruit,recall first_time_only=no [/event] This event could be added to either a scenario or an era to

[Wesnoth-bugs] [bug #17948] Delayed shroud updates + automove = scouting exploit

2012-07-20 Thread J Tyne
Update of bug #17948 (project wesnoth): Status:None = Fixed Assigned to:crab = jamit ___ Follow-up Comment #3: This got fixed in

[Wesnoth-bugs] [bug #14269] name=sighted events not firing on enemy moves and affected by delay_shroud setting

2012-07-20 Thread J Tyne
Update of bug #14269 (project wesnoth): Assigned to:crab = jamit ___ Follow-up Comment #5: There is hope sighted events will be fixed in 1.11.

[Wesnoth-bugs] [bug #20051] Footpad is not shown in units.wesnoth.org when you choose Default era

2012-08-10 Thread J Tyne
Follow-up Comment #2, bug #20051 (project wesnoth): Also, default loyalists are missing the bowman, lieutenant, and spearman. Interestingly, all of these missing units advance from a unit that is not in the multiplayer factions (woodsman, peasant, sergeant, ruffian, and young ogre).

[Wesnoth-bugs] [bug #19978] [hide_unit] not working

2012-08-15 Thread J Tyne
Follow-up Comment #1, bug #19978 (project wesnoth): Forum discussion: http://forum.wesnoth.org/viewtopic.php?f=21t=37274 ___ Reply to this item at: http://gna.org/bugs/?19978 ___ Message

[Wesnoth-bugs] [bug #19783] WML menu items can interrupt themselves

2012-08-15 Thread J Tyne
Update of bug #19783 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #20036] Map generator does not reset player start positions

2012-08-17 Thread J Tyne
Update of bug #20036 (project wesnoth): Severity: 3 - Normal = 2 - Minor Status:None = Confirmed ___ Follow-up Comment #1: I did a quick check

[Wesnoth-bugs] [bug #20048] Crashes beyond a letters-on-a-black-screen-main-menu

2012-08-17 Thread J Tyne
Update of bug #20048 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #19978] [hide_unit] not working

2012-08-17 Thread J Tyne
Update of bug #19978 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #2: Reported in the

[Wesnoth-bugs] [bug #19533] Damage calculations does not take into account leadership at best ToD

2012-08-23 Thread J Tyne
Update of bug #19533 (project wesnoth): Item Group: Units = User Interface Status:None = Fixed Assigned to:None = jamit

[Wesnoth-bugs] [bug #19844] Player can auto recruit into unseen castle tile

2012-08-23 Thread J Tyne
Update of bug #19844 (project wesnoth): Status: Confirmed = Fixed ___ Reply to this item at: http://gna.org/bugs/?19844 ___ Message sent

[Wesnoth-bugs] [patch #3133] Movement algorithm

2012-08-29 Thread J Tyne
Update of patch #3133 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3133 ___ Message sent

[Wesnoth-bugs] [bug #19343] weird glitch with [endlevel] in moveto [event]

2012-08-29 Thread J Tyne
Update of bug #19343 (project wesnoth): Assigned to:None = jamit Release: 1.1.10+svn (52780) = 1.10.0+svn (52780) ___ Follow-up Comment #1: I think this got

[Wesnoth-bugs] [bug #16711] Decrement gold before firing recruit and recall events

2012-09-01 Thread J Tyne
Update of bug #16711 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #13178] Please add statistics for the current scenario

2012-09-08 Thread J Tyne
Update of bug #13178 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Follow-up Comment #2: Per-scenario

[Wesnoth-bugs] [bug #3836] Summary of lost units after each scenario.

2012-09-08 Thread J Tyne
Update of bug #3836 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Follow-up Comment #7: Per-scenario

[Wesnoth-bugs] [bug #20160] [heal_unit] resets health to nearly zero

2012-09-14 Thread J Tyne
Update of bug #20160 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Follow-up Comment #1: I do not see this

[Wesnoth-bugs] [bug #20166] I want to be able load last scenario from campaign from campaign dialog.

2012-09-14 Thread J Tyne
Update of bug #20166 (project wesnoth): Severity: 3 - Normal = 1 - Wish Release:2.10 = 1.10 ___ Follow-up Comment #1: For the I forget

[Wesnoth-bugs] [patch #3525] MP campaign recall/disband related to bug #19924

2012-09-14 Thread J Tyne
Follow-up Comment #2, patch #3525 (project wesnoth): Right, accessing a vector iterator after erasing it is bad. ___ Reply to this item at: http://gna.org/patch/?3525 ___ Message sent

[Wesnoth-bugs] [patch #3525] MP campaign recall/disband related to bug #19924

2012-09-14 Thread J Tyne
Update of patch #3525 (project wesnoth): Status:None = Done Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #19250] Lit cave terrain gives cumulative bonus

2012-09-14 Thread J Tyne
Update of bug #19250 (project wesnoth): Status:None = Fixed Assigned to:None = jamit ___ Reply to this item at:

[Wesnoth-bugs] [bug #20118] Effect of some strike-affecting weapon specials not shown in sidebar

2012-09-17 Thread J Tyne
Update of bug #20118 (project wesnoth): Assigned to:None = jamit ___ Reply to this item at: http://gna.org/bugs/?20118 ___ Message sent

  1   2   3   >