[Wesnoth-bugs] [bug #22526] planning mode crash

2015-10-22 Thread Wedge009
Follow-up Comment #2, bug #22526 (project wesnoth): There have been changes to planning mode since 1.11.x, and testing in 1.13.1+dev, I cannot reproduce this issue either. So maybe it's okay now? ___ Reply to this item at:

[Wesnoth-bugs] [bug #22352] "rails" terrain type displayed in help (erroneously) for all units

2015-10-21 Thread Wedge009
Follow-up Comment #5, bug #22352 (project wesnoth): Yes, added rails to a map just to trigger this, and can now see 0% defence on rails. Now looking for where the defence values are stored... ___ Reply to this item at:

[Wesnoth-bugs] [bug #21891] [regression] Incorrect save folder on Windows

2015-10-21 Thread Wedge009
Follow-up Comment #6, bug #21891 (project wesnoth): shadowm just committed a switch to 'My Games' as the default user directory for bug #23753. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22090] Village count incorrect after map resize

2015-10-20 Thread Wedge009
Follow-up Comment #3, bug #22090 (project wesnoth): This is a tricky one, and I think requires someone who has actual working knowledge of the editor. I had a go at removing villages from the gamemap::villages_ vector, since gamemap::on_board() will already let you know if a given map_location

[Wesnoth-bugs] [bug #22133] Cancel orders checkbox doesn't work in multiplayer -> load game

2015-10-20 Thread Wedge009
Follow-up Comment #1, bug #22133 (project wesnoth): A nice easy bug to fix, created PR #534 to resolve this. The Cancel Orders attribute of the Load Game dialogue simply wasn't being used in the MP game loading functionality, unlike the SP game loader.

[Wesnoth-bugs] [bug #22256] Help doesn't show

2015-10-20 Thread Wedge009
Follow-up Comment #5, bug #22256 (project wesnoth): Doesn't appear to be an issue for me either. Tested in Linux and Windows against current 1.13.1+dev. ___ Reply to this item at:

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

2015-10-20 Thread Wedge009
Follow-up Comment #1, bug #22263 (project wesnoth): Does this still happen? I followed your instructions in 1.13.1+dev and the remaining variables were non-empty in the inspector. Might it be specific to the scenario or save game? ___

[Wesnoth-bugs] [bug #22352] "rails" terrain type displayed in help (erroneously) for all units

2015-10-20 Thread Wedge009
Follow-up Comment #1, bug #22352 (project wesnoth): Has rails been removed? I can't see it in the Help for 1.13.1+dev. ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #22368] Wrong unit sprite displayed.

2015-10-20 Thread Wedge009
Follow-up Comment #2, bug #22368 (project wesnoth): I couldn't see any inconsistency in the unit images from the save game provided, but admittedly I'm using the current 1.13.1+dev master instead of 1.10.x. I wonder if there might be some conflicts with add-ons and such, because I'm seeing

[Wesnoth-bugs] [bug #22352] "rails" terrain type displayed in help (erroneously) for all units

2015-10-20 Thread Wedge009
Follow-up Comment #3, bug #22352 (project wesnoth): Can you give me a pointer? I looked under several units... maybe I'm just looking at the wrong one? ___ Reply to this item at:

[Wesnoth-bugs] [bug #22044] All clients drop after LoW Battle of the Book cutscene

2015-10-19 Thread Wedge009
Follow-up Comment #3, bug #22044 (project wesnoth): Looks like this is okay in 1.13.x. Testing in 1.13.1+dev, even in debug mode, everything seemed to proceed okay. Tested in both local and network MP. ___ Reply to this item at:

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

2015-10-19 Thread Wedge009
Follow-up Comment #19, bug #22068 (project wesnoth): I don't know all the details that seem to be involved here, but a quick test of MP scenario start saves in 1.13.1+dev seems to indicate this is no longer a problem. ___ Reply to this

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

2015-10-17 Thread Wedge009
Follow-up Comment #8, bug #21801 (project wesnoth): slowthinker, can you comment on whether this is still an issue for you at the moment? On my Penryn 2.5 GHz laptop I only notice a load time of maybe a second. Granted, it's a faster system than your Conroe 1.8 GHz (I'm guessing you meant GHz,

[Wesnoth-bugs] [bug #21785] GUI2 assertion failure in grid.cpp

2015-10-17 Thread Wedge009
Follow-up Comment #3, bug #21785 (project wesnoth): Appears to be fixed for 1.13.1-dev. That's a lot of dragons! (: ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #21891] [regression] Incorrect save folder on Windows

2015-10-17 Thread Wedge009
Follow-up Comment #5, bug #21891 (project wesnoth): The relevant code seems to be set_user_data_dir() of src/filesystem_boost.cpp. It's using SHGetSpecialFolderPath(), which is deprecated in favour of SHGetFolderPath(), which itself is deprecated in favour of SHGetKnownFolderPath().

[Wesnoth-bugs] [bug #21926] give a better error message when loading savefiles with spaces in name

2015-10-17 Thread Wedge009
Follow-up Comment #1, bug #21926 (project wesnoth): Not sure what has changed, but testing this in 1.13.1+dev seems to show it's no longer a problem. There is a message in the stderr where filesystem complains: Could not open 'spaced_file_name.gz' for reading (where spaces are used in the actual

[Wesnoth-bugs] [bug #21956] unrefreshed display when toggle fullscreen/windowed

2015-10-17 Thread Wedge009
Follow-up Comment #2, bug #21956 (project wesnoth): I think this can be closed. Testing 1.13.1+dev in both Windows and Linux seems to have no issue. I am also testing SDL1 and SDL2 builds. In Windows, at least, with a multi-monitor set-up, the transition between window and full-screen on the SDL2

[Wesnoth-bugs] [bug #21906] replays can change global variables

2015-10-17 Thread Wedge009
Follow-up Comment #1, bug #21906 (project wesnoth): Is this still an issue? I can't find the quoted bit of code in 1.13.1+dev. I do see an experimental replay check using set_global_variable at around line 651 of src/game_events/action_wml.cpp. I'm not too familiar with the WML code but I've

[Wesnoth-bugs] [bug #21911] key arrows in settings don't work

2015-10-17 Thread Wedge009
Follow-up Comment #1, bug #21911 (project wesnoth): This seems to be resolved, I'm testing 1.13.1+dev in Windows. I've tested both SDL 1.2 and SDL 2.0 builds. ___ Reply to this item at:

[Wesnoth-bugs] [bug #21969] wesnoth spamming preferences file with hotkeys for "null" commands

2015-10-17 Thread Wedge009
Follow-up Comment #1, bug #21969 (project wesnoth): I saw some of this when testing hot-keys for SDL 2.0 (actually, for SDL 1.2 as well). I think the problem is that deleting a hot-key doesn't remove it from the preferences file, but simply overwrites it with a null command. I never got to the

[Wesnoth-bugs] [bug #21940] [Tutorial] An aggressive player can cause dialogue issues

2015-10-17 Thread Wedge009
Follow-up Comment #4, bug #21940 (project wesnoth): I think there's been some changes to the Tutorial since this report and I cannot reproduce the anonymous poster's issues. (Possibly the quintain getting an HP bump - even with all attacks hitting, it will still survive with 1 HP.) Still, there

[Wesnoth-bugs] [bug #21891] [regression] Incorrect save folder on Windows

2015-10-17 Thread Wedge009
Follow-up Comment #4, bug #21891 (project wesnoth): I'm not sure what's going on here. I just did a fresh installation of 1.10.7, choosing 'install just for me' and save games in 'My Games', but it looks like my save games are going into the installation directory. Which begs the question of how

[Wesnoth-bugs] [bug #21937] sound and music lags/screech sometimes if a lot of sound acitivity is produced

2015-10-17 Thread Wedge009
Follow-up Comment #6, bug #21937 (project wesnoth): Glad to know this seems to be resolved by switching to ALSA. It begs the question whether this is still an issue with the current state of PulseAudio, though. Also, any particular reason you're playing in a Win8 VM and not your Xubuntu host

[Wesnoth-bugs] [bug #21945] Ai leadernames wrong in networked mp

2015-10-17 Thread Wedge009
Follow-up Comment #4, bug #21945 (project wesnoth): Confirmed still exists in 1.13.1+dev. I mistakenly made a duplicate report in bug #23913, though that one has more detail. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22903] LoW MP - The Uprooting: names in status table

2015-10-17 Thread Wedge009
Follow-up Comment #5, bug #22903 (project wesnoth): Also, Bug #23913. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

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

2015-10-17 Thread Wedge009
Follow-up Comment #10, bug #21801 (project wesnoth): I think the load times are too short to derive any meaningful comparisons across CPUs. Even my Ivy Bridge E takes around a half to a full second to load the Create Game screen. In all cases, I'm noticing that upon returning to the Title Screen,

[Wesnoth-bugs] [bug #21969] wesnoth spamming preferences file with hotkeys for "null" commands

2015-10-17 Thread Wedge009
Follow-up Comment #2, bug #21969 (project wesnoth): I did an experiment with removing deleted hot-keys from the hot-keys vector instead of marking them as 'null'. I think there are complications with how the vector is stored in memory, when it is written to the preferences text file, and how

[Wesnoth-bugs] [bug #23913] AI Leaders Named After Host in Networked MP Game

2015-10-17 Thread Wedge009
Follow-up Comment #7, bug #23913 (project wesnoth): Also, Bug #22903. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #21634] overlapping announce-messages when toggling accelerated speed

2015-10-16 Thread Wedge009
Follow-up Comment #6, bug #21634 (project wesnoth): Any sort of announcement appears to trigger this behaviour, for example, quickly switching planning mode (default 'p') on and off reproduces this as well. I'm not sure what changed from shadowm's build, but (for me) this doesn't just happen in

[Wesnoth-bugs] [bug #21584] Display of off-map terrain on small maps

2015-10-16 Thread Wedge009
Follow-up Comment #3, bug #21584 (project wesnoth): Original points appear to be fixed. Maybe I'm misunderstanding what ivanovic means by distortion but I don't see anything obviously wrong using Pandora theme on low resolution either. Perhaps this has been fixed by 1.13.1+dev?

[Wesnoth-bugs] [bug #21564] Failed to show a dialog, which doesn't fit on the screen.

2015-10-16 Thread Wedge009
Follow-up Comment #3, bug #21564 (project wesnoth): As best as I can tell, the issue arises from the story dialogue being a static rectangle which, when resizing the window, has its width becoming bigger than what's available in the remaining game flow window. twindow::layout() in

[Wesnoth-bugs] [bug #21567] Joined multiplayer but GUI was all black and then it crashed.

2015-10-15 Thread Wedge009
Follow-up Comment #1, bug #21567 (project wesnoth): Is this still a problem now? User name of '-1' seems to be okay, so if that was the cause of the crash, it seems to have been fixed. If it was something else, I think more information will be needed.

[Wesnoth-bugs] [bug #21662] maximizing window causes portrait to cover message text

2015-10-15 Thread Wedge009
Follow-up Comment #1, bug #21662 (project wesnoth): This specific issue seems to no longer be a problem in 1.13.1+dev... but resizing windows during story dialogue in general seems to be a bad thing regardless. Bug #21564 seems to be at least one symptom.

[Wesnoth-bugs] [bug #21564] Failed to show a dialog, which doesn't fit on the screen.

2015-10-15 Thread Wedge009
Follow-up Comment #2, bug #21564 (project wesnoth): Never mind - managed to do so while resizing the horizontal resolution while story dialogue is displayed. ___ Reply to this item at:

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

2015-10-15 Thread Wedge009
Follow-up Comment #3, bug #21565 (project wesnoth): Agreed, doesn't seem to be an issue in 1.13.1+dev. Resizing-during-story-dialogue seems to be related to previous Bug #21564. ___ Reply to this item at:

[Wesnoth-bugs] [bug #21548] Map selection list doesn't match the scrollbar length

2015-10-15 Thread Wedge009
Follow-up Comment #1, bug #21548 (project wesnoth): Does this still happen in 1.13.1+dev? If so, how do you reproduce it? ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #21564] Failed to show a dialog, which doesn't fit on the screen.

2015-10-15 Thread Wedge009
Follow-up Comment #1, bug #21564 (project wesnoth): Do you still encounter this problem? If so, how do you reproduce it? ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #21157] Minimap disappears when "Load game.." is pressed in "Create Game" window

2015-10-14 Thread Wedge009
Follow-up Comment #1, bug #21157 (project wesnoth): Does this still happen? I couldn't reproduce this in 1.13.1+dev. ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #20804] WML: Mandatory WML child missing yet untested for

2015-10-13 Thread Wedge009
Follow-up Comment #1, bug #20804 (project wesnoth): I followed the given actions precisely (planning mode is always reset when loading a game) in 1.13.1+dev and could not reproduce the error. I even had the units attack, where the reporter stated that there were no attacks made. So maybe this one

[Wesnoth-bugs] [bug #20900] Game hangs if bad argument to --screenshot command line option is provided.

2015-10-13 Thread Wedge009
Follow-up Comment #3, bug #20900 (project wesnoth): I submitted PR #524 which does the bare minimum for resolving the file_exists-check-omitted bug. People are welcome to add the extra error messages/handling included in the patch. ___

[Wesnoth-bugs] [bug #20937] When a game ends from turn limit and total gold is even, player 1 is said to have the advantage

2015-10-13 Thread Wedge009
Follow-up Comment #2, bug #20937 (project wesnoth): Sounds like it's a case of a draw not being implemented (or implemented properly if one exists). ___ Reply to this item at:

[Wesnoth-bugs] [bug #23908] SDL2 SDL_BlitSurface Causes Crashes

2015-10-13 Thread Wedge009
Follow-up Comment #3, bug #23908 (project wesnoth): Stack trace from MSVC14: SDL2.dll!6c7cd090() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for SDL2.dll] SDL2.dll!6c7c0fe0() Unknown SDL2.dll!6c7f29ff() Unknown wesnoth.exe!sdl_blit(const surface &

[Wesnoth-bugs] [bug #20352] Assertion failure line 631 of src/whiteboard/side_actions.cpp line 631, done via planning mode

2015-10-12 Thread Wedge009
Follow-up Comment #3, bug #20352 (project wesnoth): Using the conditions jamit described (primarily ending the first planned move on a friendly unit), I find the following in 1.13.1+dev: Turn indicator 1: Not possible as this results in the friendly unit being selected. Turn indicator 2:

[Wesnoth-bugs] [bug #23908] SDL2 SDL_BlitSurface Causes Crashes

2015-10-12 Thread Wedge009
Follow-up Comment #2, bug #23908 (project wesnoth): The work-around committed recently works around the first issue satisfactorily if not perfectly. Great job! The second case still results in a crash and I'm not sure how to apply the work-around to this situation. Clarification on how to

[Wesnoth-bugs] [bug #23910] Intermittent System Icon on Windows

2015-10-12 Thread Wedge009
Follow-up Comment #3, bug #23910 (project wesnoth): This seems to be fixed as a side-effect of working around Bug #23908. Bonus! Happy to have this closed as Fixed. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23934] Resize actions are laggy

2015-10-12 Thread Wedge009
Follow-up Comment #1, bug #23934 (project wesnoth): Obviously this is exacerbated on slower machines. In Linux, I notice display corruption while waiting for the window to be updated with the new resolution. In contrast, Windows simply shows a clean blank display (all black) before the window

[Wesnoth-bugs] [bug #20299] Fake units not always updated

2015-10-10 Thread Wedge009
Follow-up Comment #1, bug #20299 (project wesnoth): PR #523 should resolve this. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #23913] AI Leaders Named After Host in Networked MP Game

2015-09-30 Thread Wedge009
URL: <http://gna.org/bugs/?23913> Summary: AI Leaders Named After Host in Networked MP Game Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Wed 30 Sep 2015 10:31:32 AM UTC Categor

[Wesnoth-bugs] [bug #23913] AI Leaders Named After Host in Networked MP Game

2015-09-30 Thread Wedge009
Follow-up Comment #1, bug #23913 (project wesnoth): guest.jpg wasn't attached in the original submission. Didn't know that the 1 MiB limit refers to the total upload, not individual files. (file #25214) ___ Additional Item Attachment:

[Wesnoth-bugs] [bug #23913] AI Leaders Named After Host in Networked MP Game

2015-09-30 Thread Wedge009
Follow-up Comment #3, bug #23913 (project wesnoth): Well, I suppose that was a waste of time, then, but good to know people are aware of the issue. I've had seemingly harmless assertion failures in MSVC debug implementation of standard libraries before, eg start-up on the Map Editor. But in this

[Wesnoth-bugs] [bug #23913] AI Leaders Named After Host in Networked MP Game

2015-09-30 Thread Wedge009
Follow-up Comment #4, bug #23913 (project wesnoth): I forgot to say: feel free to mark this as duplicate of an existing bug and close, if it's already been reported. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23908] SDL2 SDL_BlitSurface Causes Crashes

2015-09-28 Thread Wedge009
URL: <http://gna.org/bugs/?23908> Summary: SDL2 SDL_BlitSurface Causes Crashes Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Mon 28 Sep 2015 08:25:50 AM UTC Category: Bug Sever

[Wesnoth-bugs] [bug #23821] Text input is broken in GUI1 under SDL2

2015-09-28 Thread Wedge009
Follow-up Comment #1, bug #23821 (project wesnoth): Didn't you fix this recently, Aginor? ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #23909] SDL2 Colour Cursors broken on ATI/AMD GPUs under Linux

2015-09-28 Thread Wedge009
Follow-up Comment #2, bug #23909 (project wesnoth): This only happens on Linux. radeon driver used on Mobility HD 2600, fglrx used on R9 290. One rather old, one quite recent. Your HD 6850 would be more closely related to the Mobility HD 2600. I'm interested to know that you don't see this on

[Wesnoth-bugs] [bug #23910] Intermittent System Icon on Windows

2015-09-28 Thread Wedge009
Follow-up Comment #2, bug #23910 (project wesnoth): It's starting to look like another timing issue. Running in debug mode seems to always allow the icon to appear. The comment at line 401 of game_launcher.cpp (where the SDL 1.2 icon setting function is called) seems to suggest some sort of

[Wesnoth-bugs] [bug #23909] SDL2 Colour Cursors broken on ATI/AMD GPUs under Linux

2015-09-28 Thread Wedge009
Follow-up Comment #4, bug #23909 (project wesnoth): I'm using Kubuntu 15.04 with xorg-edgers PPA. So xserver-xorg-core is 1.17.1-0ubuntu3.1, xserver-xorg-video-radeon is 7.5.99+git20150521.d64a13eb-0ubuntu0ricotz~vivid, and kernel is 3.19.0-28.30. fglrx version is 15.9 (15.201), from

[Wesnoth-bugs] [bug #23910] Intermittent System Icon on Windows

2015-09-28 Thread Wedge009
Follow-up Comment #1, bug #23910 (project wesnoth): I should clarify that the icon - present or not - is persistent for the duration of the Wesnoth session. It's not as though the icon is flashing on and off within a single execution. ___

[Wesnoth-bugs] [bug #23910] Intermittent System Icon on Windows

2015-09-28 Thread Wedge009
URL: <http://gna.org/bugs/?23910> Summary: Intermittent System Icon on Windows Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Mon 28 Sep 2015 08:59:59 AM UTC Category: Bug Sever

[Wesnoth-bugs] [bug #23909] SDL2 Colour Cursors broken on ATI/AMD GPUs under Linux

2015-09-28 Thread Wedge009
URL: <http://gna.org/bugs/?23909> Summary: SDL2 Colour Cursors broken on ATI/AMD GPUs under Linux Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Mon 28 Sep 2015 08:49:37 AM UTC Categor

[Wesnoth-bugs] [bug #20388] Can't type non-latin characters in chat and other text inputs

2015-09-26 Thread Wedge009
Follow-up Comment #2, bug #20388 (project wesnoth): I wasn't able to test this, but I suspect any lingering issues will be resolved with the upcoming SDL2 build. ___ Reply to this item at:

[Wesnoth-bugs] [bug #20391] doesn't refresh well graphics when scrolling map

2015-09-26 Thread Wedge009
Follow-up Comment #3, bug #20391 (project wesnoth): Does this still happen? We did have something similar in SDL2 development, but a work-around is currently in place. ___ Reply to this item at:

[Wesnoth-bugs] [bug #18112] Color cursor causes slow mouse movement at menus

2015-09-25 Thread Wedge009
Follow-up Comment #4, bug #18112 (project wesnoth): Proper colour cursors have been implemented in SDL2, so I think this can be marked as fixed now. ___ Reply to this item at:

[Wesnoth-bugs] [bug #15567] Default hotkey for Mute (ctrl-alt m) doesn't work

2015-09-25 Thread Wedge009
Follow-up Comment #6, bug #15567 (project wesnoth): This is fixed with the hot-key rewrite for SDL2. ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-24 Thread Wedge009
Follow-up Comment #9, bug #23820 (project wesnoth): This resolves the issues I observed: the halo, the floating labels, and even the colour cursors (the last one being a more comprehensive solution to the hack I implemented for myself previously).

[Wesnoth-bugs] [bug #20071] Segfault when an unit with a planned action is killed.

2015-09-23 Thread Wedge009
Follow-up Comment #3, bug #20071 (project wesnoth): I've managed to reproduce what I think is the original problem: * Player 1 has a low-health unit. In planning mode, Player 1 plans a move that takes more than one turn to complete (thus, leaving the low-health unit with planned moves after the

[Wesnoth-bugs] [bug #18637] Planned recruits trick you into believing you can plan moves for them

2015-09-23 Thread Wedge009
Follow-up Comment #2, bug #18637 (project wesnoth): I submitted PR #497 to work-around this. It's not a comprehensive fix, but it will at least stop the crashes. ___ Reply to this item at:

[Wesnoth-bugs] [bug #20071] Segfault when an unit with a planned action is killed.

2015-09-23 Thread Wedge009
Follow-up Comment #4, bug #20071 (project wesnoth): I think I have a reasonable solution. Please see PR #496 for details. If accepted, it will be present in the next development build. ___ Reply to this item at:

[Wesnoth-bugs] [bug #20268] Make it possible for Wesnoth to provide month name translations and the like

2015-09-22 Thread Wedge009
Follow-up Comment #6, bug #20268 (project wesnoth): This one sounds rather out of my depth then. But good to know that our main supported platforms seem to be okay. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23883] Legend of Wesmere: Elvish scouts can advance to horse archers, which are not stored

2015-09-22 Thread Wedge009
Follow-up Comment #4, bug #23883 (project wesnoth): Perhaps, but it can be removed in the development master. I don't know who has taken over maintenance of Legend of Wesmere (if anyone), but perhaps the decision to remove or fix it should be left to them.

[Wesnoth-bugs] [bug #20268] Make it possible for Wesnoth to provide month name translations and the like

2015-09-22 Thread Wedge009
Follow-up Comment #4, bug #20268 (project wesnoth): I'm not familiar with the details of this one, but is it still a problem now? Can boost be of assistance now? In Ubuntu, at least, boost packages are at least 1.54 in recent releases and is 1.48 for long-term supported release 12.04. aquileia's

[Wesnoth-bugs] [bug #20071] Segfault when an unit with a planned action is killed.

2015-09-22 Thread Wedge009
Follow-up Comment #2, bug #20071 (project wesnoth): I thought this would be easy to reproduce, but having trouble. Maybe I'm misunderstanding it? I have a low-health unit and plan a move to attack an enemy. Upon ending my turn the unit attacks the enemy, but is killed when the enemy retaliates...

[Wesnoth-bugs] [bug #20193] wesnoth does not start fullscreen with wrong resolution set

2015-09-22 Thread Wedge009
Follow-up Comment #4, bug #20193 (project wesnoth): SDL2 build might not be fully ready yet, but I'm guessing this one is fixed when it is? Building with SDL2, full-screen mode seems to always run at my monitor's native resolution regardless of what I have set in my preferences file. Building

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-20 Thread Wedge009
Follow-up Comment #5, bug #23820 (project wesnoth): Finally! I managed to reproduce the Shyde and tool-tip blending issues in Linux with nvidia-346 drivers on a GTX 570. (I am using proprietary drivers for OpenCL so am unwilling to revert to open-source nouveau at this point, but the important

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-20 Thread Wedge009
Follow-up Comment #7, bug #23820 (project wesnoth): Forgot to add that this appears to be specific to the Linux nvidia proprietary driver. This does not occur with nouveau. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-20 Thread Wedge009
Follow-up Comment #6, bug #23820 (project wesnoth): Adding an illustration so people know what this looks like. Mouse trails are a separate, but related, issue. (file #25163) ___ Additional Item Attachment: File name: blender.jpg

[Wesnoth-bugs] [bug #23883] Legend of Wesmere: Elvish scouts can advance to horse archers, which are not stored

2015-09-20 Thread Wedge009
Follow-up Comment #2, bug #23883 (project wesnoth): I remember discovering this back in February 2012. The response I got from fabi was that it was put in for experimental purposes and would be removed 'soon'. Unfortunately, looks like fabi isn't around any more. Given it's a non-standard unit

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-16 Thread Wedge009
Follow-up Comment #4, bug #23820 (project wesnoth): Unfortunately I cannot reproduce this on Linux either. ): Running on a laptop with Radeon Mobility HD 2600 and open-source radeon driver, and I did confirm it's using SDL2 libraries. ...so perhaps it's something peculiar about your set-up,

[Wesnoth-bugs] [bug #23832] Wesnoth has too much right click menu items

2015-09-12 Thread Wedge009
Follow-up Comment #1, bug #23832 (project wesnoth): I don't really think this is a bug as technically nothing is broken to the point of not working in this particular area, though we could have a feature request to review the UI. ___ Reply

[Wesnoth-bugs] [bug #23756] Translation list does not wrap in 1.12 announcement

2015-09-12 Thread Wedge009
Follow-up Comment #1, bug #23756 (project wesnoth): This sounds like a web-site issue. Do we handle those here? Would help to have a browser or screenshot. I cannot reproduce the issue by shrinking a desktop browser. ___ Reply to this

[Wesnoth-bugs] [bug #23756] Translation list does not wrap in 1.12 announcement

2015-09-12 Thread Wedge009
Follow-up Comment #3, bug #23756 (project wesnoth): Then I'll leave this to someone who has a smartphone! ;) ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-12 Thread Wedge009
Follow-up Comment #3, bug #23820 (project wesnoth): Unfortunately I could not reproduce any of the points from the original submission, running on Windows with both Radeon and GeForce GPUs. I wonder if it's a Linux-specific, laptop-specific and/or driver-specific issue.

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

2015-09-12 Thread Wedge009
Follow-up Comment #2, bug #20036 (project wesnoth): My PR #490 should resolve this bug. The reset labels flag was not being set after map generation, so subsequent map generation requests did not update the player start location labels. ___

[Wesnoth-bugs] [bug #19742] "mandatory WML child missing yet untested for, please report" on trying to reload a stuck/saved "deep shrine"game on MP

2015-09-11 Thread Wedge009
Follow-up Comment #2, bug #19742 (project wesnoth): Maybe the bug was before the game was saved. Loading this on 1.13.1+dev resulted in some moves taking place before control was given player 1. I played a turn without encountering any apparent issues.

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-11 Thread Wedge009
Follow-up Comment #2, bug #23820 (project wesnoth): I think my previous comment can be ignored - my PR #489 seems to resolve that particular issue. I do not know if it will help with any of the issues noted in the original submission. ___

[Wesnoth-bugs] [bug #18269] Quick loading in mp campaigns messes up side info

2015-09-08 Thread Wedge009
Follow-up Comment #6, bug #18269 (project wesnoth): The quick-load 'Back to...' menu is probably rightly disabled for network MP games. Using it in a local MP game does give the warning that one should load MP games from the MP menu, but I couldn't replicate this bug in 1.13.1+dev. I did find

[Wesnoth-bugs] [bug #23820] SDL 2 alpha blending issues

2015-09-08 Thread Wedge009
Follow-up Comment #1, bug #23820 (project wesnoth): May or may not be related: I notice the water animation displayed above the coast-line instead of underneath. See attached image and save file to reproduce. (This is 1.13.1+dev under Windows) Interestingly, the bug only shows itself during the

[Wesnoth-bugs] [bug #18637] Planned recruits trick you into believing you can plan moves for them

2015-09-08 Thread Wedge009
Follow-up Comment #1, bug #18637 (project wesnoth): In 1.13.1+dev I get assertion failures at the start of move::init() when trying to move a planned recruit. If the assertion is ignored then there is a crash on attempting to access a null get_unit()'s ID. I think it makes sense to disallow

[Wesnoth-bugs] [bug #19237] A dialog is not resized with the BfW's window

2015-09-08 Thread Wedge009
Follow-up Comment #2, bug #19237 (project wesnoth): There are lots of issues with resizing windows while stuff is happening, but I can't reproduce this particular one with 1.13.1+dev under Windows. ___ Reply to this item at:

[Wesnoth-bugs] [bug #19660] Untranslateable sides in campaigns

2015-09-08 Thread Wedge009
Follow-up Comment #3, bug #19660 (project wesnoth): I had a look at leader_scroll_dialog.cpp and it seems the team (or side) name is not translated. For at least the reason described in bug #14654 (which this is arguably related to). So any reasons for bug #14654 to be left alone also applies to

[Wesnoth-bugs] [bug #19414] The active hex tile is not updated correctly

2015-09-08 Thread Wedge009
Follow-up Comment #1, bug #19414 (project wesnoth): If I understand the concern correctly, this issue can be reproduced simply by moving the map around with the keyboard arrow keys, while keeping the mouse cursor stationary (relative to the window). Personally, I've never found this to be a

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

2015-09-08 Thread Wedge009
Follow-up Comment #6, bug #22891 (project wesnoth): Current state of 1.13.1+dev appears to have resolve this. ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #18867] Some units' images get pushed under mountains' images when defending on mountains

2015-09-08 Thread Wedge009
Follow-up Comment #1, bug #18867 (project wesnoth): Seems okay in 1.13.1+dev under Windows. I tried the precise conditions described: a Gryphon Master defending while on a mountain hex. ___ Reply to this item at:

[Wesnoth-bugs] [bug #19666] When I resize windows during dialog I lose the menu buttons

2015-09-08 Thread Wedge009
Follow-up Comment #4, bug #19666 (project wesnoth): It does indeed appear that this issue stems from the inability handle window resize events while a modal dialogue is set. I don't know if I've quite tested the precise scenario described here, but having a dialogue open (eg Preference) and

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

2015-09-08 Thread Wedge009
Follow-up Comment #8, bug #22891 (project wesnoth): Never mind, was testing master with SDL2. SDL1.2 build still exhibits the issue. ___ Reply to this item at:

[Wesnoth-bugs] [bug #15690] Incorrect displaying string "Games: showing..." in lobby

2015-09-07 Thread Wedge009
Follow-up Comment #5, bug #15690 (project wesnoth): Found the 'experimental lobby' option, confirmed issue is present there. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #15149] Pressing Theme button makes Wesnoth freeze

2015-09-07 Thread Wedge009
Follow-up Comment #7, bug #15149 (project wesnoth): I see what's happened now - this report is related to the experimental (and from the number of reports, rather buggy) lobby. I can reproduce this now, though I can't see exactly what's going on other than it appears to be stuck in the

[Wesnoth-bugs] [bug #16722] MainMenu - Massive Slowdown by logo slide-in

2015-09-07 Thread Wedge009
Follow-up Comment #8, bug #16722 (project wesnoth): I forgot to mention that colour cursors were enabled too - #18112 makes mention of GUI slow-down when colour cursors are on, which would only add to any lack of responsiveness. ___ Reply

[Wesnoth-bugs] [bug #15651] /emote or /me command doesn't work properly.

2015-09-07 Thread Wedge009
Follow-up Comment #9, bug #15651 (project wesnoth): Confirmed this is in the 'experimental lobby', presumably part of an attempt to move to the GUI2 model. ___ Reply to this item at:

[Wesnoth-bugs] [bug #15894] (new) MP Lobby - Text no longer selectable.

2015-09-07 Thread Wedge009
Follow-up Comment #2, bug #15894 (project wesnoth): Found the 'new lobby' as 'experimental lobby', appears to be incomplete transition to GUI2, so confirmed: cannot select text in the chat box. ___ Reply to this item at:

[Wesnoth-bugs] [bug #16725] Source of tip is cut-off

2015-09-07 Thread Wedge009
Follow-up Comment #10, bug #16725 (project wesnoth): Nor Linux... ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

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