[Wesnoth-bugs] [bug #23990] Unit advancing in enemy turn cannot be chosen which advancement to take

2015-10-27 Thread anonymous
URL: Summary: Unit advancing in enemy turn cannot be chosen which advancement to take Project: Battle for Wesnoth Submitted by: None Submitted on: Tue 27 Oct 2015 06:03:52 PM UTC Category: Bug

[Wesnoth-bugs] [bug #23990] Unit advancing in enemy turn cannot be chosen which advancement to take

2015-10-27 Thread anonymous
Follow-up Comment #3, bug #23990 (project wesnoth): It's just random. Afaik there is a mp mod called 'plan your advancements' on the addon server that allows you to set a prefered advamcent. Maybe this is what you want. ___ Reply to this

[Wesnoth-bugs] [bug #22918] Translations dont work for observers

2015-10-24 Thread anonymous
Follow-up Comment #2, bug #22918 (project wesnoth): I'm quite sure this still happens with 1.13.1+dev Note that: 1) This only effects strings that are actually received from the network, so for example unit type names are still translated becasue they are read from the local client 2) It is

[Wesnoth-bugs] [bug #22817] Inactive "Back to" button is present in online MP

2015-10-24 Thread anonymous
Follow-up Comment #3, bug #22817 (project wesnoth): The new mp replay feature still doesnt work perfectly, (a comment of about the problme can be found here: https://github.com/wesnoth/wesnoth/blob/master/src/playsingle_controller.cpp#L180 specially points 4) and 5) )

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

2015-10-20 Thread anonymous
Follow-up Comment #3, bug #22368 (project wesnoth): Hey, i'm the guy from original bug submission. I haven't played new Wesnoth yet, also, this bug is hard to reproduce, as it happened to me twice in many hours of playing. What might help is that I have never installed any addons.

[Wesnoth-bugs] [bug #23941] ą weirdly affects writing field

2015-10-16 Thread anonymous
URL: Summary: ą weirdly affects writing field Project: Battle for Wesnoth Submitted by: None Submitted on: Fri 16 Oct 2015 08:34:44 PM UTC Category: Bug Severity: 2 - Minor

[Wesnoth-bugs] [bug #23932] show current turn when observing

2015-10-12 Thread anonymous
URL: Summary: show current turn when observing Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 12 Okt 2015 15:51:32 UTC Category: Feature Request Severity: 3 -

[Wesnoth-bugs] [bug #23378] [delayed_massage] tag

2015-10-10 Thread anonymous
Follow-up Comment #4, bug #23378 (project wesnoth): @Charles Dang : Yes but that is something very different from what i described in the first post. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23921] Show [option]s values in the mp lobby gameslist

2015-10-05 Thread anonymous
URL: Summary: Show [option]s values in the mp lobby gameslist Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 05 Okt 2015 17:47:31 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23917] const [event]s

2015-10-03 Thread anonymous
URL: Summary: const [event]s Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 03 Okt 2015 12:54:41 UTC Category: Feature Request Severity: 3 - Normal

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

2015-09-30 Thread anonymous
Follow-up Comment #6, bug #23913 (project wesnoth): Ah, I'm still only in the 2s in reviewing bugs, so I haven't got up to that one yet. It does appear to be the same bug. Feel free to close either one as duplicate, but I think this one is a little more clear and detailed. (: And yes, as

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

2015-09-30 Thread anonymous
Follow-up Comment #5, bug #23913 (project wesnoth): I think this was already reported here: gna.org/bugs/?21945 (maybe we should keep this one becasue it has less typos?) In that report it was noted that the wrong leader names only appear on the host. Is this also what you observed?

[Wesnoth-bugs] [bug #23721] add support for key first_scenaraio_only=yes to [event]

2015-09-30 Thread anonymous
Follow-up Comment #6, bug #23721 (project wesnoth): > While this sounds like a useful feature i currently dont know how to implement this, the problem is, that crrently the code which adds those events doesn't know whether we currently have the first scenario. I looked the code again and

[Wesnoth-bugs] [bug #23914] custom [effect]s

2015-09-30 Thread anonymous
URL: Summary: custom [effect]s Project: Battle for Wesnoth Submitted by: None Submitted on: Mi 30 Sep 2015 16:37:18 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23914] custom [effect]s

2015-09-30 Thread anonymous
Follow-up Comment #1, bug #23914 (project wesnoth): Also useful, but easier to implement could be a apply_to=lua function= [effect] ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #23903] wml menu items wil [allow_undo] causing OOS (when undone)

2015-09-25 Thread anonymous
URL: Summary: wml menu items wil [allow_undo] causing OOS (when undone) Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 26 Sep 2015 00:56:13 UTC Category: Bug

[Wesnoth-bugs] [bug #23720] AI units with 0/0 moves will not attack adjacent enemies

2015-09-24 Thread anonymous
Follow-up Comment #1, bug #23720 (project wesnoth): I could not observe this beaviour on 1.12.4. Just tested it with a Word conquest 2 game where the ai leader with 0 max movement did attack adjacent enemies. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23902] [event]s from [era] are not copied into the scenario

2015-09-24 Thread anonymous
URL: Summary: [event]s from [era] are not copied into the scenario Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 25 Sep 2015 00:48:18 UTC Category: Bug

[Wesnoth-bugs] [bug #23901] an [escape] tag in [message]

2015-09-24 Thread anonymous
URL: Summary: an [escape] tag in [message] Project: Battle for Wesnoth Submitted by: None Submitted on: Do 24 Sep 2015 20:25:42 UTC Category: Feature Request Severity: 3 -

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

2015-09-22 Thread anonymous
Follow-up Comment #5, bug #20268 (project wesnoth): boost::locale is now required depencency on windows. There are however some plattforms where we don't require boost locale yet see this thread: http://forums.wesnoth.org/viewtopic.php?f=10=41196

[Wesnoth-bugs] [bug #23897] Neither 1.12.x nor 1.13.x builds with boost 1.59.0

2015-09-22 Thread anonymous
Follow-up Comment #1, bug #23897 (project wesnoth): first issue: seems like a semicolon missing after BOOST_GLOBAL_FIXTURE second issue: afaik wmlparser3 i meant to be used with python3. both the boost tests and the python tools are not necessary to play wesnoth, you should try to disable these

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

2015-09-20 Thread anonymous
URL: Summary: attempt to add an [event] with empty id=, ignoring Project: Battle for Wesnoth Submitted by: None Submitted on: So 20 Sep 2015 19:02:13 UTC Category: Bug

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

2015-09-20 Thread anonymous
Follow-up Comment #3, bug #23883 (project wesnoth): removing that unit is not an option for a stable branch (1.12.x) ___ Reply to this item at: ___ Nachricht

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

2015-09-18 Thread anonymous
Follow-up Comment #1, bug #23883 (project wesnoth): maybe this can be fixed by adding the elvish horserider to the list ELVES_SCOUTS in data/campaigns/Legend_of_Wesmere/utils/low-macros.cfg ___ Reply to this item at:

[Wesnoth-bugs] [bug #23879] a database of alll wesnoth units

2015-09-15 Thread anonymous
URL: Summary: a database of alll wesnoth units Project: Battle for Wesnoth Submitted by: None Submitted on: Di 15 Sep 2015 17:54:40 UTC Category: Feature Request Severity: 3 -

[Wesnoth-bugs] [bug #23878] Flag running mp games that still need players.

2015-09-15 Thread anonymous
URL: Summary: Flag running mp games that still need players. Project: Battle for Wesnoth Submitted by: None Submitted on: Di 15 Sep 2015 12:33:32 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23867] UtbS: traveller's ring doesn't stop dehydration

2015-09-12 Thread anonymous
URL: Summary: UtbS: traveller's ring doesn't stop dehydration Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 12 Sep 2015 14:18:05 UTC Category: Bug Severity: 3

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

2015-09-08 Thread anonymous
Follow-up Comment #7, bug #22891 (project wesnoth): I'd be suprised if that's the case. currently we have https://github.com/wesnoth/wesnoth/pull/475 which intends to solve this which is not merged yet. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23856] replay reset button crashes wesnoth

2015-09-06 Thread anonymous
URL: Summary: replay reset button crashes wesnoth Project: Battle for Wesnoth Submitted by: None Submitted on: So 06 Sep 2015 22:27:59 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-04 Thread anonymous
Follow-up Comment #6, bug #23841 (project wesnoth): > ... You can use it to blindly overwrite any WML tag with a new definition ... A check for wesnoth.wml_actions[tagname] == nil should be easy to implement, but also i think the chances that someone really does that accidently are rather small,

[Wesnoth-bugs] [bug #23822] C++ crash in experimental multiplayer lobby

2015-09-04 Thread anonymous
Follow-up Comment #3, bug #23822 (project wesnoth): The assserion showm from grid.cpp means that some gui wigets don't fit in their detinated place. A possible wokraround might be is to run wesnoth in a larger window. But it's also not completeley impossible that this bug happrens when a player

[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #5, bug #23841 (project wesnoth): Oh, one other thing (I'm the same person who posted the previous comment #4) - if the ability to overwrite the preset tags is retained, then there should be a way to restore the default behaviour of a preset tag. ~~CelticMinstrel

[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #4, bug #23841 (project wesnoth): I think it could benefit from a slightly more standardized approach to return values, and maybe a different name, but overall I think it seems good. Also, maybe it should support delayed_variable_substitution=no. My only concern is that, as

[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #2, bug #23841 (project wesnoth): Ok i made a new (tested) version that makes the custom wml tags also persistent (so that they won't be lost when reloading): Lua code: local helper = wesnoth.require("lua/helper.lua") local _ = wesnoth.textdomain 'wesnoth' local T =

[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #3, bug #23841 (project wesnoth): This code will also work in 1.12.x, just put it in a toplevel [lua] tag in your campaign. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
URL: Summary: a [make_tag] tag to create custom wml tags. Project: Battle for Wesnoth Submitted by: None Submitted on: Di 01 Sep 2015 14:21:55 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23839] "Invalid or unsupported charset:utf-8" error leads to fatal crash

2015-08-31 Thread anonymous
URL: Summary: "Invalid or unsupported charset:utf-8" error leads to fatal crash Project: Battle for Wesnoth Submitted by: None Submitted on: 2015年08月31日 08時15分27秒 Category: Bug

[Wesnoth-bugs] [bug #23833] Continue play after replay

2015-08-29 Thread anonymous
URL: http://gna.org/bugs/?23833 Summary: Continue play after replay Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 29 Aug 2015 19:58:40 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23834] Scenario editor crashes upon placing a unit with ambush

2015-08-29 Thread anonymous
Follow-up Comment #1, bug #23834 (project wesnoth): Addendum: As it turns out this seems to affect all units with hiding abilites - namely submerge, nightstalk, and concealment, in addition to ambush. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23834] Scenario editor crashes upon placing a unit with ambush

2015-08-29 Thread anonymous
URL: http://gna.org/bugs/?23834 Summary: Scenario editor crashes upon placing a unit with ambush Project: Battle for Wesnoth Submitted by: None Submitted on: Sat 29 Aug 2015 08:54:05 PM UTC Category: Bug

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

2015-08-28 Thread anonymous
URL: http://gna.org/bugs/?23832 Summary: Wesnoth has too much right click menu items Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 28 Aug 2015 15:59:55 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #23822] C++ crash in experimental multiplayer lobby

2015-08-26 Thread anonymous
Follow-up Comment #1, bug #23822 (project wesnoth): how do you open the experimental lobby? ___ Reply to this item at: http://gna.org/bugs/?23822 ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #23819] Non-ascii key not shown in hotkey preferences dialog.

2015-08-24 Thread anonymous
Follow-up Comment #1, bug #23819 (project wesnoth): Also the § $ % and keys are not Displayed correctly. ___ Reply to this item at: http://gna.org/bugs/?23819 ___ Nachricht gesendet

[Wesnoth-bugs] [bug #23819] Non-ascii key not shown in hotkey preferences dialog.

2015-08-24 Thread anonymous
URL: http://gna.org/bugs/?23819 Summary: Non-ascii key not shown in hotkey preferences dialog. Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 24 Aug 2015 14:21:50 UTC Category: Bug

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

2015-08-24 Thread anonymous
Follow-up Comment #13, bug #17995 (project wesnoth): It's most likeley still possible to get infinite loops like this, for example by creating a scenario with 2 ai or empty sides which have no units and are enemies of each other and have defeat_condition=never. But i think those are quiet

[Wesnoth-bugs] [bug #23789] wesnoth: src/whiteboard/move.cpp:141: void wb::move::init(): Assertion `get_unit()' failed.

2015-08-15 Thread anonymous
Follow-up Comment #1, bug #23789 (project wesnoth): Note that there is a related bug #18637 However, it is about *recruited* units. I think recruited units should not be allowed to move, as we don't know how many MP they have, and recalled units should behave just as normal units. For the same

[Wesnoth-bugs] [bug #23789] wesnoth: src/whiteboard/move.cpp:141: void wb::move::init(): Assertion `get_unit()' failed.

2015-08-15 Thread anonymous
URL: http://gna.org/bugs/?23789 Summary: wesnoth: src/whiteboard/move.cpp:141: void wb::move::init(): Assertion `get_unit()' failed. Project: Battle for Wesnoth Submitted by: None Submitted on: Sat 15 Aug 2015 11:18:08 PM UTC

[Wesnoth-bugs] [bug #23776] Legend of Wesmere - Scenario 3 - Labels out of place

2015-08-10 Thread anonymous
URL: http://gna.org/bugs/?23776 Summary: Legend of Wesmere - Scenario 3 - Labels out of place Project: Battle for Wesnoth Submitted by: None Submitted on: Mon 10 Aug 2015 07:17:44 PM UTC Category: Bug

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

2015-08-09 Thread anonymous
Follow-up Comment #11, bug #17995 (project wesnoth): Also note that there are story-only scenarios, even in mainline campaigns that doesn't contain sides. ___ Reply to this item at: http://gna.org/bugs/?17995

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

2015-08-09 Thread anonymous
Follow-up Comment #10, bug #17995 (project wesnoth): The attached file is not a save file it's an addon. ___ Reply to this item at: http://gna.org/bugs/?17995 ___ Nachricht gesendet

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

2015-08-09 Thread anonymous
Follow-up Comment #4, bug #22891 (project wesnoth): This bug isn't about general wesnoth hotkey conventions. This bug is about wesnoth for windows not matching windows conventions, and for that it's really not important where wesnoth comes from or what conventions other OS have. On windows

[Wesnoth-bugs] [bug #23769] [event] inside [campaign]

2015-08-08 Thread anonymous
URL: http://gna.org/bugs/?23769 Summary: [event] inside [campaign] Project: Battle for Wesnoth Submitted by: None Submitted on: So 09 Aug 2015 01:27:30 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23752] gui2 listboxes header not working correctly

2015-08-04 Thread anonymous
URL: http://gna.org/bugs/?23752 Summary: gui2 listboxes header not working correctly Project: Battle for Wesnoth Submitted by: None Submitted on: Di 04 Aug 2015 23:11:33 UTC Category: Bug Severity: 3 -

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

2015-08-04 Thread anonymous
Follow-up Comment #2, bug #22891 (project wesnoth): I didn't say that Alt-F4 should close wesnoh on linux. This report was about wesnoth for windows. Where every application i know closes on alt-F4. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23751] sortable gui2 listboxes

2015-08-04 Thread anonymous
URL: http://gna.org/bugs/?23751 Summary: sortable gui2 listboxes Project: Battle for Wesnoth Submitted by: None Submitted on: Di 04 Aug 2015 23:07:21 UTC Category: Feature Request Severity: 4 - Important

[Wesnoth-bugs] [bug #23739] [event] in [side] doesn't work

2015-08-03 Thread anonymous
Follow-up Comment #5, bug #23739 (project wesnoth): Currently (1.13.1) [event] inside [side] mostlikeley won't work because of this bug. And fixing this bug actually isn't that wasy. ___ Reply to this item at: http://gna.org/bugs/?23739

[Wesnoth-bugs] [bug #23739] [event] in [side] doesn't work

2015-08-03 Thread anonymous
Follow-up Comment #3, bug #23739 (project wesnoth): This is likeley to be related to iceiceces refactor of game events: in 1.13 the game events are initialized after the starting unit are put on the map, so [event]s inside those starting units are ignored.

[Wesnoth-bugs] [bug #23732] Change map file extension

2015-07-31 Thread anonymous
URL: http://gna.org/bugs/?23732 Summary: Change map file extension Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 31 Jul 2015 18:43:39 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23734] Bugs in sp confgure screen

2015-07-31 Thread anonymous
URL: http://gna.org/bugs/?23734 Summary: Bugs in sp confgure screen Project: Battle for Wesnoth Submitted by: None Submitted on: Fr 31 Jul 2015 22:23:21 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23721] add support for key first_scenaraio_only=yes to [event]

2015-07-29 Thread anonymous
Follow-up Comment #2, bug #23721 (project wesnoth): While this sounds like a useful feature i currently dont know how to implement this, the problem is, that crrently the code which adds those events doesn't know whether we currently have the first scenario. Currently coders can only create

[Wesnoth-bugs] [bug #23721] add support for key first_scenaraio_only=yes to [event]

2015-07-29 Thread anonymous
Follow-up Comment #4, bug #23721 (project wesnoth): Otherwise, how could a replay file be generated from save file as it can be done now? the savefiles actually contain 2 saves: one from the start of the game ([replay_start] in the file) which is loaded when playing a repay and one save from

[Wesnoth-bugs] [bug #23712] Mage of Light halo not drawing correctly

2015-07-25 Thread anonymous
URL: http://gna.org/bugs/?23712 Summary: Mage of Light halo not drawing correctly Project: Battle for Wesnoth Submitted by: None Submitted on: Sat 25 Jul 2015 12:13:03 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #23712] Mage of Light halo not drawing correctly

2015-07-25 Thread anonymous
Follow-up Comment #1, bug #23712 (project wesnoth): The screenshot didn't attach before: http://i.imgur.com/13VMGVL.jpg ___ Reply to this item at: http://gna.org/bugs/?23712 ___ Message

[Wesnoth-bugs] [bug #23710] victory_when_enemies_defeated=yes causes OOS in networked mp

2015-07-23 Thread anonymous
URL: http://gna.org/bugs/?23710 Summary: victory_when_enemies_defeated=yes causes OOS in networked mp Project: Battle for Wesnoth Submitted by: None Submitted on: Do 23 Jul 2015 22:17:07 UTC Category: Bug

[Wesnoth-bugs] [bug #23709] unit health bars visible during Fog of War

2015-07-23 Thread anonymous
Follow-up Comment #3, bug #23709 (project wesnoth): 1.13.1 i mean ___ Reply to this item at: http://gna.org/bugs/?23709 ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #23709] unit health bars visible during Fog of War

2015-07-23 Thread anonymous
Follow-up Comment #2, bug #23709 (project wesnoth): mostlikeley fixed in https://github.com/wesnoth/wesnoth/commit/a3d1b17d1a07a884eebdb9a64f8521b9ee51c0a8 please check if this bug is still in 1.13 ___ Reply to this item at:

[Wesnoth-bugs] [bug #23709] unit health bars visible during Fog of War

2015-07-22 Thread anonymous
URL: http://gna.org/bugs/?23709 Summary: unit health bars visible during Fog of War Project: Battle for Wesnoth Submitted by: None Submitted on: Thu 23 Jul 2015 02:10:43 AM UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #23000] MP Campaign set-up screen

2015-07-19 Thread anonymous
Follow-up Comment #6, bug #23000 (project wesnoth): Has any progress been made on this bug? Yes on wesnoth 1.13.1+dev these codes have changed quite a bit, but i dont know whether this specific bug was fixed. But there aren't much differences in this code bewteen 1.12.0 and 1.12.4 I'm sure it

[Wesnoth-bugs] [bug #23695] Unsynced capture event triggering on undo move.

2015-07-17 Thread anonymous
Follow-up Comment #1, bug #23695 (project wesnoth): Fixed in master: https://github.com/wesnoth/wesnoth/commit/db54a8dce543af9224dd79cd72e416b7f617aeb5 ___ Reply to this item at: http://gna.org/bugs/?23695

[Wesnoth-bugs] [bug #23694] Observer list broken

2015-07-14 Thread anonymous
URL: http://gna.org/bugs/?23694 Summary: Observer list broken Project: Battle for Wesnoth Submitted by: None Submitted on: Di 14 Jul 2015 22:02:12 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #23693] Skip ai turns does not work for remote ai Sides

2015-07-14 Thread anonymous
URL: http://gna.org/bugs/?23693 Summary: Skip ai turns does not work for remote ai Sides Project: Battle for Wesnoth Submitted by: None Submitted on: Di 14 Jul 2015 19:39:41 UTC Category: Bug Severity: 3 -

[Wesnoth-bugs] [bug #4201] ability to continue with another map in multiplayer

2015-07-13 Thread anonymous
Follow-up Comment #7, bug #4201 (project wesnoth): Note that mp campaigns already work (more or less) in latest wesnoth versions. Also implementing this is not trivial, specially becasue currently in campaigns it is defined by wml which sides unit carries over to which side of the next scenario.

[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-12 Thread anonymous
Follow-up Comment #12, bug #23686 (project wesnoth): seems like the documentation in the wiki is still missing. Howver the c++ function is documented: https://github.com/wesnoth/wesnoth/blob/bcfdc85568b308b48138ee5884595f272a0795c3/src/scripting/game_lua_kernel.cpp#L659

[Wesnoth-bugs] [bug #23689] Checking versions of dependencies of add-ons

2015-07-12 Thread anonymous
URL: http://gna.org/bugs/?23689 Summary: Checking versions of dependencies of add-ons Project: Battle for Wesnoth Submitted by: None Submitted on: Sun 12 Jul 2015 21:13:18 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-11 Thread anonymous
Follow-up Comment #2, bug #23686 (project wesnoth): Some of the Errormesages related to persistent variables only appear when having --log-debug active. It would be useful it you'd test again with --log-debug=all ___ Reply to this item at:

[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-11 Thread anonymous
Follow-up Comment #3, bug #23686 (project wesnoth): Also note that (although side= will be ignored form inside unsyced context) the side= key is manditory in mp games in [get_global_variable]. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23685] [set_menu_item] synced=no not available for players who aren't taking their turn

2015-07-11 Thread anonymous
Follow-up Comment #1, bug #23685 (project wesnoth): Hm maybe i just changed the code for hotkeys and not for right click menus, you coudl please test whether hotkeys work? ___ Reply to this item at: http://gna.org/bugs/?23685

[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-11 Thread anonymous
Follow-up Comment #5, bug #23686 (project wesnoth): And you you have the side= attribute specified? ___ Reply to this item at: http://gna.org/bugs/?23686 ___ Nachricht gesendet von/durch

[Wesnoth-bugs] [bug #23682] Wesnoth flashes from lobby to game tutorial midst writing a whisper

2015-07-10 Thread anonymous
URL: http://gna.org/bugs/?23682 Summary: Wesnoth flashes from lobby to game tutorial midst writing a whisper Project: Battle for Wesnoth Submitted by: None Submitted on: Fri 10 Jul 2015 10:37:36 AM UTC Category: Bug

[Wesnoth-bugs] [bug #23681] program crash when turning off music

2015-07-09 Thread anonymous
URL: http://gna.org/bugs/?23681 Summary: program crash when turning off music Project: Battle for Wesnoth Submitted by: None Submitted on: Thu 09 Jul 2015 01:17:29 PM UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23679] Players get kicked to lobby at scenario transition

2015-07-06 Thread anonymous
URL: http://gna.org/bugs/?23679 Summary: Players get kicked to lobby at scenario transition Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 06 Jul 2015 22:13:50 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #23677] Change units advancments directly in lua.

2015-07-05 Thread anonymous
URL: http://gna.org/bugs/?23677 Summary: Change units advancments directly in lua. Project: Battle for Wesnoth Submitted by: None Submitted on: So 05 Jul 2015 18:34:30 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23675] Replays not saved after [endlevel] result=victory

2015-07-04 Thread anonymous
Follow-up Comment #1, bug #23675 (project wesnoth): Also the server ignores the replay_save= value inside [endlevel] (even if result=defeat) ___ Reply to this item at: http://gna.org/bugs/?23675

[Wesnoth-bugs] [bug #23674] LoW carryover bugged

2015-07-01 Thread anonymous
URL: http://gna.org/bugs/?23674 Summary: LoW carryover bugged Project: Battle for Wesnoth Submitted by: None Submitted on: Mi 01 Jul 2015 23:22:41 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23645] LoW scenario3 bugged in local mp

2015-06-30 Thread anonymous
Follow-up Comment #1, bug #23645 (project wesnoth): the problem might be that connect_engine::update_level() searches for sides in level_ instead of in current_config() ___ Reply to this item at: http://gna.org/bugs/?23645

[Wesnoth-bugs] [bug #23669] show unit details in mp leader selection dialog

2015-06-28 Thread anonymous
URL: http://gna.org/bugs/?23669 Summary: show unit details in mp leader selection dialog Project: Battle for Wesnoth Submitted by: None Submitted on: So 28 Jun 2015 21:21:10 UTC Category: Feature Request

[Wesnoth-bugs] [bug #23608] UBSAN: findings while playing tutorial

2015-06-27 Thread anonymous
Follow-up Comment #2, bug #23608 (project wesnoth): s/buffer overflow/integer overflow ___ Reply to this item at: http://gna.org/bugs/?23608 ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #23519] Able to start scenario with user map with no starting locations

2015-06-27 Thread anonymous
Follow-up Comment #3, bug #23519 (project wesnoth): Afaik there are, even in mainline, scenarios with no sides which usually just have [story] tags and an [endlevel] inside a prestart event. Is this still supported after fixing this ? ___

[Wesnoth-bugs] [bug #21198] Wesnoth loads data/core/unit and such WML twice for multiplayer

2015-06-27 Thread anonymous
Follow-up Comment #5, bug #21198 (project wesnoth): A possibe way to fix this would be to remember the last 'define set' and reload it the next time when wesnoth is started. This means that when the game was closed from a multiplayer screen then the next time wesnoth is started the game config

[Wesnoth-bugs] [bug #23664] Controllers can be changed when reloading a game

2015-06-25 Thread anonymous
URL: http://gna.org/bugs/?23664 Summary: Controllers can be changed when reloading a game Project: Battle for Wesnoth Submitted by: None Submitted on: Do 25 Jun 2015 22:02:24 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #23617] mp modifications added to sp campaigns

2015-06-21 Thread anonymous
Follow-up Comment #3, bug #23617 (project wesnoth): I think a good way to fix this issue would be to save the modification preferences seperateley for sp and for mp. ___ Reply to this item at: http://gna.org/bugs/?23617

[Wesnoth-bugs] [bug #23654] [unit_type] in [scenario]

2015-06-20 Thread anonymous
URL: http://gna.org/bugs/?23654 Summary: [unit_type] in [scenario] Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 20 Jun 2015 21:52:51 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #23653] Make joining game faster

2015-06-20 Thread anonymous
URL: http://gna.org/bugs/?23653 Summary: Make joining game faster Project: Battle for Wesnoth Submitted by: None Submitted on: Sa 20 Jun 2015 21:20:07 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23650] bugs in Legend of Wesmere with shuffle sides active

2015-06-18 Thread anonymous
URL: http://gna.org/bugs/?23650 Summary: bugs in Legend of Wesmere with shuffle sides active Project: Battle for Wesnoth Submitted by: None Submitted on: Do 18 Jun 2015 17:12:08 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #23617] mp modifications added to sp campaigns

2015-06-16 Thread anonymous
Follow-up Comment #2, bug #23617 (project wesnoth): I actually think the 'Advanced settings' dialog is very unhandy. It should be like this: The 'configure sides' option should be dropped completely. I see no usecases for it. The 'Level options' checkbox should be removed. Instead the game

[Wesnoth-bugs] [bug #23645] LoW scenario3 bugged in local mp

2015-06-15 Thread anonymous
URL: http://gna.org/bugs/?23645 Summary: LoW scenario3 bugged in local mp Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 15 Jun 2015 18:47:59 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23646] OOS when advancing to next scenario if next scenario changes a side controller

2015-06-15 Thread anonymous
URL: http://gna.org/bugs/?23646 Summary: OOS when advancing to next scenario if next scenario changes a side controller Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 15 Jun 2015 21:48:27 UTC Category:

[Wesnoth-bugs] [bug #23647] change minimap settings in mp lobby

2015-06-15 Thread anonymous
URL: http://gna.org/bugs/?23647 Summary: change minimap settings in mp lobby Project: Battle for Wesnoth Submitted by: None Submitted on: Mo 15 Jun 2015 22:54:25 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23643] Show mp connect independent on allow_new_game=yes

2015-06-14 Thread anonymous
URL: http://gna.org/bugs/?23643 Summary: Show mp connect independent on allow_new_game=yes Project: Battle for Wesnoth Submitted by: None Submitted on: So 14 Jun 2015 16:10:16 UTC Category: Bug Severity: 3

[Wesnoth-bugs] [bug #21753] MP campaign leader random gender change

2015-06-14 Thread anonymous
Follow-up Comment #3, bug #21753 (project wesnoth): However, this would still be relevant in an mp campaign where the author wanted to allow the player the option of changing faction/leader between each scenarios I actualy don't know of any such campaign, do you?

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