[Wesnoth-bugs] [bug #25640] OOS when oberving a mp game

2017-05-04 Thread Daniel
Update of bug #25640 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: this was fixed in

[Wesnoth-bugs] [bug #25686] ingame chat doesn't work

2017-05-02 Thread Daniel
Follow-up Comment #5, bug #25686 (project wesnoth): i was using 1.13.7 release with the 1.13.7 offical mp server. ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25686] ingame chat doesn't work

2017-05-02 Thread Daniel
Follow-up Comment #2, bug #25686 (project wesnoth): > What context is this? In the MP lobby? During a game? during the game, thats why i said ingame. ___ Reply to this item at:

[Wesnoth-bugs] [task #8012] Data Export #68 (bugs)

2017-05-01 Thread Daniel
k: Any Effort: 0.00 ___ Details: A new export job has been registered. This task has been created to keep the project informed. However, only Daniel, that created the job, can remove the job itself. = Job URL = Once the job will b

[Wesnoth-bugs] [bug #25686] chat doesn't work

2017-05-01 Thread Daniel
URL: Summary: chat doesn't work Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 01 Mai 2017 17:59:46 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #25685] network packages getting stuck

2017-05-01 Thread Daniel
Follow-up Comment #1, bug #25685 (project wesnoth): it shoudl also be reproducable with a simple [event] name = start [delay] time=2 [/delay] [/event] ___ Reply to this item at:

[Wesnoth-bugs] [bug #25680] editor: use after free when closing map

2017-04-28 Thread Daniel
Follow-up Comment #2, bug #25680 (project wesnoth): just noticed this commit: https://github.com/wesnoth/wesnoth/commit/cddc2d2f69194f6802635e66c016c1a0bafdfefc if you tested before this please test again it migth have fixed it. ___ Reply

[Wesnoth-bugs] [bug #25680] editor: use after free when closing map

2017-04-28 Thread Daniel
Follow-up Comment #1, bug #25680 (project wesnoth): you know whther this also happen in the 1.13.7 release version? ___ Reply to this item at: ___ Nachricht

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

2017-04-26 Thread Daniel
Follow-up Comment #5, bug #24621 (project wesnoth): >Why does the family_order option in data/hardwired/fonts.cfg include only Lato family? iirc this is beacsue font substitution often just isn't working, see for example https://bugzilla.gnome.org/show_bug.cgi?id=162681

[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-23 Thread Daniel
Follow-up Comment #4, bug #25672 (project wesnoth): one problem is that it's just not that easy: petrification is mainly used in campaigns in and often the players are often given some option to unpetryfy their units, and in that case your proposal would make the player loose even if he could

[Wesnoth-bugs] [bug #25672] Petrified leader does not lose the game and thus becomes invincible. Possible on official map!

2017-04-22 Thread Daniel
Follow-up Comment #2, bug #25672 (project wesnoth): hmm i think we should just remove that Petrified weapon sepcial there in that scenario. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25640] OOS when oberving a mp game

2017-04-16 Thread Daniel
Follow-up Comment #1, bug #25640 (project wesnoth): i just tested at 4f50559 and it now happens to me every time (not every other time like when i tested at 1.13.7) ___ Reply to this item at:

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

2017-04-16 Thread Daniel
Follow-up Comment #4, bug #24383 (project wesnoth): what about the non-host players is the 'statistics lost' fixed for them aswell? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-04-15 Thread Daniel
Update of bug #25467 (project wesnoth): Status: Fixed => Confirmed ___ Follow-up Comment #8: i got this one quite often when testing 1.13.7 specially when observing mp games, so this is

[Wesnoth-bugs] [bug #25285] crash starting campaign

2017-04-15 Thread Daniel
Update of bug #25285 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #5: assuming to be fixed since the 2 issue mentioned below are.

[Wesnoth-bugs] [bug #25656] Assertion Failed error with incorrect controller attribute

2017-04-13 Thread Daniel
Follow-up Comment #2, bug #25656 (project wesnoth): please test again ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #25656] Assertion Failed error with incorrect controller attribute

2017-04-13 Thread Daniel
Update of bug #25656 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/1adeb98dd81745931e315c0ab913f2a641ec332a

[Wesnoth-bugs] [bug #25653] Wesnoth 1.13.7 fails to compile on Gentoo Linux: nullptr was not declared, among other errors

2017-04-13 Thread Daniel
Follow-up Comment #8, bug #25653 (project wesnoth): i asked and it seems like: 1) you solution 'set (CMAKE_CXX_STANDARD 11)' would raise the minimim required cmake version to 3.1 which we don't want 2) Other people did not have this problem.

[Wesnoth-bugs] [bug #25504] heap use after free in new addon manager (downloading addon)

2017-04-13 Thread Daniel
Follow-up Comment #5, bug #25504 (project wesnoth): https://github.com/wesnoth/wesnoth/commit/59ceddf917837fdf959ec4a9a4ea724e4ca32980 ___ Reply to this item at:

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

2017-04-12 Thread Daniel
Update of bug #21564 (project wesnoth): Status: Confirmed => Ready For Test ___ Follow-up Comment #6: https://github.com/wesnoth/wesnoth/commit/da5f00c2b671b79fcec8c36aa5316e1c7663a355

[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loading screen in an unusual way

2017-04-11 Thread Daniel
Follow-up Comment #5, bug #25290 (project wesnoth): > I thought there was already a bugreport for this one but i couldn't find one. It was probably this one https://gna.org/bugs/?25075 , closing that one soince this one has more discussoion.

[Wesnoth-bugs] [bug #25644] MP starting gold slider doesn't work properly with arrow keys

2017-04-10 Thread Daniel
Follow-up Comment #2, bug #25644 (project wesnoth): > Fixed by changing the starting gold slider's step size to 1. hm ye but it doesnt fix the underlying bug, since other slider which have a step differnt than one are still broken. this is actuall a known bug and the actual problem here lies

[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-10 Thread Daniel
Update of bug #25638 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25640] OOS when oberving a mp game

2017-04-09 Thread Daniel
URL: Summary: OOS when oberving a mp game Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 09 Apr 2017 19:45:45 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-09 Thread Daniel
Update of bug #25638 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #3: https://github.com/wesnoth/wesnoth/commit/7e5e1e762f7e0477a88b16ff6626660850fb35cf

[Wesnoth-bugs] [bug #25639] [remove_object] heals units with amla

2017-04-08 Thread Daniel
URL: Summary: [remove_object] heals units with amla Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 08 Apr 2017 21:39:16 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-08 Thread Daniel
Follow-up Comment #1, bug #25638 (project wesnoth): cannot reproduce with 1.13.7 ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #24598] Clicking too many options freezes game

2017-04-07 Thread Daniel
Update of bug #24598 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25633] remove ai.sycned_command

2017-04-06 Thread Daniel
URL: Summary: remove ai.sycned_command Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 06 Apr 2017 19:53:39 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23314] Units movement wrong during side turn events in replays causes OOS in 1.12

2017-03-26 Thread Daniel
Update of bug #23314 (project wesnoth): Summary: Units movement wrong during side turn events in replays causes OOS => Units movement wrong during side turn events in replays causes OOS in 1.12 ___ Reply to this item at:

[Wesnoth-bugs] [bug #23316] OOS in networked mp caused by automatic undoing of moves when reloading. in 1.12

2017-03-26 Thread Daniel
Update of bug #23316 (project wesnoth): Summary: OOS in networked mp caused by automatic undoing of moves when reloading. => OOS in networked mp caused by automatic undoing of moves when reloading. in 1.12 ___ Reply to

[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-23 Thread Daniel
Follow-up Comment #7, bug #25467 (project wesnoth): this commit https://github.com/wesnoth/wesnoth/commit/d22a4ca6962d1ac0ef0ad63d9f0e9a8a002a2128 from vultraz could also fix it. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25621] hotkey preferences: add a hotkey which needs shift

2017-03-23 Thread Daniel
Follow-up Comment #1, bug #25621 (project wesnoth): > [editing the savefile manually works though] you mean the preferences file? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-23 Thread Daniel
Follow-up Comment #6, bug #25467 (project wesnoth): hmm it may not be fixed yet, a similar bug was reported in the forums, see https://forums.wesnoth.org/viewtopic.php?f=5=45175#p609811. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25619] using invalid unit types in debug mode

2017-03-23 Thread Daniel
Follow-up Comment #2, bug #25619 (project wesnoth): in case someone wants to work on this, the code that handles the :unit type= changes is here https://github.com/wesnoth/wesnoth/blob/master/src/synced_commands.cpp#L439 ___ Reply to this

[Wesnoth-bugs] [bug #23466] slider disregards "min" value as offset when it is not a multiple of "step"

2017-03-23 Thread Daniel
Update of bug #23466 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: Seems like this was fixed when porting that dialog to gui2.

[Wesnoth-bugs] [bug #25618] gui2 sliders don't support negative values

2017-03-23 Thread Daniel
URL: Summary: gui2 sliders don't support negative values Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 23 Mär 2017 18:57:40 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #16538] Being able to customize recall cost based on unit characteristics criteria.

2017-03-23 Thread Daniel
Update of bug #16538 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #3: You can already set the recall costs for indivudal unit and the rest can be done with lua/wml

[Wesnoth-bugs] [bug #21285] Undo command fires an event

2017-03-23 Thread Daniel
Update of bug #21285 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #3: 1.13 supports a [on_undo] tgha that contsins actionwml that is exscuted when the action that

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

2017-03-23 Thread Daniel
Update of bug #21906 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #2: yes seesm to be

[Wesnoth-bugs] [bug #24149] undroiding doesnt work in 1.12

2017-03-23 Thread Daniel
Update of bug #24149 (project wesnoth): Summary: undroiding doesnt work => undroiding doesnt work in 1.12 ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-22 Thread Daniel
Follow-up Comment #14, bug #25604 (project wesnoth): > This change means a player in slot 1 will always be side 1. Before, a player in slot 1 could become, say, side 2. I do think this change is the right way to go given the current state of the code, though. This is wrong, and like i said

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-22 Thread Daniel
Follow-up Comment #12, bug #25604 (project wesnoth): > 3p Alirok Marsh, all local players, shuffle on, and I always end up at the top castle no matter what leader. Well yes, if you control all players then this imples that you'll always control side 1. this is expected.

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-22 Thread Daniel
Follow-up Comment #10, bug #25604 (project wesnoth): > Keep in mind this has a side effect: now, you always start in the same place on the map, just with different sides. Ie, if you're side 1, you leader will change, but you always appear at stating position 1. Where/how exactly did you pobever

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread Daniel
Update of bug #25604 (project wesnoth): Status: Ready For Test => Fixed Assigned to: vultraz => gfgtdf ___ Reply to this item at:

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread Daniel
Update of bug #25604 (project wesnoth): Status: Confirmed => Ready For Test ___ Follow-up Comment #6: https://github.com/wesnoth/wesnoth/commit/bae921c32264fe3c9afb0e7386447d73313cba59

[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-20 Thread Daniel
Update of bug #25467 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #4: please test whetehr this stil occurs in 1.13.7

[Wesnoth-bugs] [bug #14741] Lobby game list frequently selects first game

2017-03-20 Thread Daniel
Follow-up Comment #13, bug #14741 (project wesnoth): > I'm aware it's gui2, but it's still improved over the 'experimental' lobby, isn't it? Yes there is of course multiple impovements compared to that old version. But its still based on it, so i wouldn't asume that uhc bugs were fixes unless i

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread Daniel
Follow-up Comment #5, bug #25604 (project wesnoth): note that the other bug is much older, also the other bug isnt really a bug in the shufle sides algorithm since LoW is not supposed to work in shuffle sides, the problem in #25604is just that it is possible to activale 'shuffle sides' there

[Wesnoth-bugs] [bug #14741] Lobby game list frequently selects first game

2017-03-20 Thread Daniel
Follow-up Comment #11, bug #14741 (project wesnoth): > We have a new MP lobby now... could this be marked as fixed? Or is load testing still pending? this bug actuall is about the 'new' (gui2) mp lobby, note that the gui2 lobby is not that and was removed form 1.10, 1.12 release due to bugs

[Wesnoth-bugs] [bug #17995] Infinite loop on scenario load with turns=-1 and only one side defined.

2017-03-14 Thread Daniel
Update of bug #17995 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

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

2017-03-14 Thread Daniel
Update of bug #16148 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #9: The assertion in questions was removed, note sure if the underlying bug was fixed, marking as

[Wesnoth-bugs] [bug #25594] make scenario seding in mp optional.

2017-03-14 Thread Daniel
URL: Summary: make scenario seding in mp optional. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 14 Mär 2017 18:57:44 UTC Category: Feature Request

[Wesnoth-bugs] [bug #24490] Replay Viewer Buttons are Buggy

2017-03-14 Thread Daniel
Update of bug #24490 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #10: > ‘pause at end of turn’ – pauses in middle of turn fixed the button desciption in

[Wesnoth-bugs] [bug #25220] UB: integer overflow (ai) in test scenario

2017-03-14 Thread Daniel
Update of bug #25220 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: duplicate of https://gna.org/bugs/index.php?25542 fixed at

[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loading screen in an unusual way

2017-03-14 Thread Daniel
Follow-up Comment #4, bug #25290 (project wesnoth): > 1) when exting during a loadingscreen by an exception we just call exit(), this should be rather easy to implement. this was implemented in https://github.com/wesnoth/wesnoth/commit/bf3c70b9a67f62bb2b6e6d48dee57430cbe5bc96 as said the in

[Wesnoth-bugs] [bug #25542] integer overflow in ai attack rating code

2017-03-13 Thread Daniel
Update of bug #25542 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25542] integer overflow in ai attack rating code

2017-03-13 Thread Daniel
Update of bug #25542 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #2: please test this,

[Wesnoth-bugs] [bug #25472] remove [on_redo]

2017-03-13 Thread Daniel
Update of bug #25472 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: Implemented this ___ Reply to this

[Wesnoth-bugs] [bug #25080] UB in map resize window

2017-03-13 Thread Daniel
Update of bug #25080 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25080] UB in map resize window

2017-03-13 Thread Daniel
Follow-up Comment #8, bug #25080 (project wesnoth): was fixed some time ago https://github.com/wesnoth/wesnoth/commit/24e7ae28d80d589e5156910f1ba2df765fc7ca8d ___ Reply to this item at:

[Wesnoth-bugs] [bug #25587] Error message about another (unrelated) add-on when starting a campaign & sth goes wrong with sourcing.

2017-03-11 Thread Daniel
Follow-up Comment #1, bug #25587 (project wesnoth): > When I selected then another campaign in the list so start, I did get this error message again during the loading screen, Hmm yes that's most likely becasue when strarting your campaign the whole wml data including all addons is relaoded with

[Wesnoth-bugs] [bug #25585] segfault when clicking on the "x" while the application launches.

2017-03-11 Thread Daniel
Follow-up Comment #1, bug #25585 (project wesnoth): Duplicate of http://gna.org/bugs/?25290 ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #25579] crash on [kill] canrecruit=yes during last_breath when caused by debug mode

2017-03-08 Thread Daniel
Update of bug #25579 (project wesnoth): Status:None => Duplicate ___ Follow-up Comment #1: Duplicate, Fixed in master, see https://gna.org/bugs/?25348

[Wesnoth-bugs] [bug #25561] stderr message about unescaped

2017-03-07 Thread Daniel
Follow-up Comment #3, bug #25561 (project wesnoth): > it makes sense to allow marked-up text in the add-on or scenario description But this looks like it is in the autor label not the descipriton label. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25562] crashes when loading create game dialog

2017-03-05 Thread Daniel
Follow-up Comment #2, bug #25562 (project wesnoth): Hm is see 2 issues: 'Tag [combobox_definition] may not be used in [gui]' and 'Assertion m_check_invariants() failed' issue 1: the file 'data/gui/widget/combobox_default.cfg' was removed in wensoth 1.13.6 so maybe you are trying to run a

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-04 Thread Daniel
Update of bug #2 (project wesnoth): Assigned to:None => celticminstrel ___ Follow-up Comment #4: Assigning to celmin who recently did multiple changes to the wesnoth.place_shroud (c++)

[Wesnoth-bugs] [bug #25557] Add-on manager doesn't open

2017-03-04 Thread Daniel
Follow-up Comment #2, bug #25557 (project wesnoth): This looks like your gui data files (data/gui) is incpmatible with the wesnoth.exe file. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-03 Thread Daniel
Follow-up Comment #1, bug #2 (project wesnoth): A c++ stcktrace of when his exception is thorwn woudl be useful. ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-03-01 Thread Daniel
Follow-up Comment #18, bug #25549 (project wesnoth): I curently don't think thats is about unitilzed varaibles, i mean the units appear white quite constantly. But if you want to be sure we coudl ask matthiaskrgr run his tool on this issue.

[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #9, bug #25549 (project wesnoth): i just found somethign possibly related: at https://github.com/wesnoth/wesnoth/blob/f2d730bd86d6b8b97d89d3f92176a44af6026dc4/src/units/frame.cpp#L952 uses result.blend_with but doesn't check that is initilized.

[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #8, bug #25549 (project wesnoth): > I see the frame_parameter() and frame_builder() constructors leave blend_with uninitialised, but I would have thought that they would take the default color_t() constructor. Note that blend_with is not a color_t but a optional

[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #5, bug #25549 (project wesnoth): https://github.com/wesnoth/wesnoth/blob/1.13.6/src/units/drawer.cpp#L124 ___ Reply to this item at: ___

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

2017-02-28 Thread Daniel
Update of bug #21564 (project wesnoth): Severity: 3 - Normal => 4 - Important Priority: 5 - Normal => 6 ___ Follow-up Comment #5: I think the

[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-02-28 Thread Daniel
Follow-up Comment #3, bug #25467 (project wesnoth): I had a similar issue when i resized the window during the loadingscreen dialog. Are you didn't do a similar thing before? ___ Reply to this item at:

[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Daniel
Follow-up Comment #2, bug #25548 (project wesnoth): Im using a build from about a week ago ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
URL: Summary: poisoned units appear white instead of green Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 28 Feb 2017 16:50:31 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Daniel
URL: Summary: 'use map settings' not greyed out in mp create Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 28 Feb 2017 14:40:45 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Daniel
URL: Summary: Addon mnager closes when doubleckicking on the list Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Di 28 Feb 2017 14:35:29 UTC Category: Bug

[Wesnoth-bugs] [bug #25285] crash starting campaign

2017-02-28 Thread Daniel
Follow-up Comment #4, bug #25285 (project wesnoth): > I can still reproduce a crash here if I resize the wesnoth window while the scenario is loading (== during the loading screen). So it only happens if you resize dring the loadingscreen? In that case it would be a result of

[Wesnoth-bugs] [bug #25393] heap use after free in MP map selection

2017-02-28 Thread Daniel
Update of bug #25393 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25161] editor generates invalid map, crash while loading (expand map)

2017-02-28 Thread Daniel
Update of bug #25161 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25546] can't start multiplayer game, missing file

2017-02-27 Thread Daniel
Follow-up Comment #1, bug #25546 (project wesnoth): > Operating System: all You sure this is true? this looks like a typaical case of some systems fs beeing cases sesitive while others aren't ___ Reply to this item at:

[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-27 Thread Daniel
Update of bug #25541 (project wesnoth): Status: Confirmed => Fixed Assigned to:None => vultraz ___ Follow-up Comment #4:

[Wesnoth-bugs] [bug #25542] integer overflow in ai attack rating code

2017-02-27 Thread Daniel
Update of bug #25542 (project wesnoth): Release: git => 1.13.6+dev Summary: int overflow: wesnoth -t, end turn => integer overflow in ai attack rating code ___ Follow-up

[Wesnoth-bugs] [bug #25221] MP slot selection becomes black

2017-02-25 Thread Daniel
Follow-up Comment #3, bug #25221 (project wesnoth): s/wully/fully ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #25221] MP slot selection becomes black

2017-02-25 Thread Daniel
Follow-up Comment #2, bug #25221 (project wesnoth): This is related to the semi-translarent background of that treeview ([panel] definition = "box_display_no_blur_no_border" ...). It onyl happens if the panels child widget (the treeview) doesnt wully fit on the window (e.g when a scrollbar

[Wesnoth-bugs] [bug #25538] attack prediction: division by zero (test scenario)

2017-02-24 Thread Daniel
Follow-up Comment #1, bug #25538 (project wesnoth): The division by zero is intenational there. The integer overflow might not be though, maybe we should change that ai code to use floats instead. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25393] heap use after free in MP map selection

2017-02-23 Thread Daniel
Follow-up Comment #1, bug #25393 (project wesnoth): same casue as https://gna.org/bugs/index.php?25534 not sure whether i shodul make this is 'fixed' or 'dublicate' hmm. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25088] Random map generation: non-numerical seeds yield different maps

2017-02-23 Thread Daniel
Update of bug #25088 (project wesnoth): Status: Confirmed => Ready For Test ___ Follow-up Comment #4: I changed the text at the label:

[Wesnoth-bugs] [bug #25473] OOS when redoing certain action that use synced choices

2017-02-23 Thread Daniel
Update of bug #25473 (project wesnoth): Status: Invalid => None ___ Follow-up Comment #2: My bad i didnt see the first_time_only=no in my exampel code bloew, marking as 'none'

[Wesnoth-bugs] [bug #25473] OOS when redoing certain action that use synced choices

2017-02-23 Thread Daniel
Update of bug #25473 (project wesnoth): Status:None => Invalid ___ Follow-up Comment #1: After looking at this again i think this code is not meant to be OOS safe. Its actually the

[Wesnoth-bugs] [bug #25523] addon manger is slow

2017-02-21 Thread Daniel
Follow-up Comment #3, bug #25523 (project wesnoth): Hmm i think you are right, when i tested it now again it wasn't as related to the feedback rl as it seemed when i tested it the first time. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23316] OOS in networked mp caused by automatic undoing of moves when reloading.

2017-02-21 Thread Daniel
Update of bug #23316 (project wesnoth): Severity: 4 - Important => 3 - Normal ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25530] Can't select sp moddifications

2017-02-20 Thread Daniel
Follow-up Comment #2, bug #25530 (project wesnoth): also the current dropdown menu still has a 'selected' entry liek other listboyes which looks bad here ___ Reply to this item at:

[Wesnoth-bugs] [bug #25530] Can't select sp moddifications

2017-02-20 Thread Daniel
URL: Summary: Can't select sp moddifications Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mo 20 Feb 2017 12:49:42 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #25525] [campaign][options] ignored

2017-02-20 Thread Daniel
Update of bug #25525 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #2: confirmed fix but while testing this i noticed that selecting sp modifications is bugged will

[Wesnoth-bugs] [bug #25524] team_name gets corrupted in sp

2017-02-20 Thread Daniel
Follow-up Comment #4, bug #25524 (project wesnoth): although i'd put the execute function the the cpp file now that its size increased. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25524] team_name gets corrupted in sp

2017-02-20 Thread Daniel
Update of bug #25524 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #3: confirmed fixed ___ Reply to this

[Wesnoth-bugs] [bug #25526] map/campaign options aren't removed when switching the scenario

2017-02-20 Thread Daniel
Update of bug #25526 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

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