[Wesnoth-bugs] [bug #18784] AI ignoring [hides] ability

2011-10-04 Thread Matthias Schoeck
URL: http://gna.org/bugs/?18784 Summary: AI ignoring [hides] ability Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Tue 04 Oct 2011 09:54:43 PM GMT Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #18839] recruitment_ignore_bad_combat/movement displayed backwards in inspector

2011-10-22 Thread Matthias Schoeck
URL: http://gna.org/bugs/?18839 Summary: recruitment_ignore_bad_combat/movement displayed backwards in inspector Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Sun 23 Oct 2011 01:43:51 AM GMT Category:

[Wesnoth-bugs] [bug #19086] [add_ai_behavior] problems

2011-11-30 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19086 Summary: [add_ai_behavior] problems Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Wed 30 Nov 2011 10:46:17 PM GMT Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #19086] [add_ai_behavior] problems

2011-12-04 Thread Matthias Schoeck
Follow-up Comment #2, bug #19086 (project wesnoth): Thanks for the comments. As far as I understand it (and please let me know if I am missing something), the BCA id is not used by the engine at all (or at least its name can be set to anything arbitrarily), so I don't know how using unit.id

[Wesnoth-bugs] [bug #19769] aggression doesn't work with [facet] tags.

2012-05-28 Thread Matthias Schoeck
Follow-up Comment #1, bug #19769 (project wesnoth): A bit more specifically, the part that does not work is the 'time_of_day' modifier, and it also does not seem to work when the aggression aspect is set directly, without using [aspect] and [facet] tags. See discussion on IRC at 20120528

[Wesnoth-bugs] [bug #19782] Wesnoth crashes to desktop on some errors in Lua AI engine

2012-06-04 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19782 Summary: Wesnoth crashes to desktop on some errors in Lua AI engine Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Mon 04 Jun 2012 03:20:51 PM GMT Category: Bug

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

2012-06-09 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19795 Summary: Out of sync error with [message][option] in start event and Side 1 controller=null Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Sat 09 Jun 2012 02:10:50 PM GMT

[Wesnoth-bugs] [bug #19798] Wesnoth crashes to desktop when using reserved Lua keyword

2012-06-11 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19798 Summary: Wesnoth crashes to desktop when using reserved Lua keyword Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Mon 11 Jun 2012 10:36:15 PM GMT Category: Bug

[Wesnoth-bugs] [bug #19853] Several MP leaders can have same ID if launched from command line

2012-06-25 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19853 Summary: Several MP leaders can have same ID if launched from command line Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Tue 26 Jun 2012 03:27:46 AM GMT Category: Bug

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

2012-06-30 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19877 Summary: Wesnoth crashes when starting replay of MP game started on command line Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Sat 30 Jun 2012 01:44:55 PM GMT Category: Bug

[Wesnoth-bugs] [bug #19883] MP village_gold default set incorrectly when launched from commandline

2012-06-30 Thread Matthias Schoeck
URL: http://gna.org/bugs/?19883 Summary: MP village_gold default set incorrectly when launched from commandline Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Sun 01 Jul 2012 02:58:15 AM GMT Category: Bug

[Wesnoth-bugs] [bug #20124] Petrified units continue their idle/flying animations

2012-09-01 Thread Matthias Schoeck
URL: http://gna.org/bugs/?20124 Summary: Petrified units continue their idle/flying animations Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Sat 01 Sep 2012 10:10:29 PM GMT Category: Bug

[Wesnoth-bugs] [patch #3570] Rename RCA AI from 'testing' to 'default'

2012-11-24 Thread Matthias Schoeck
URL: http://gna.org/patch/?3570 Summary: Rename RCA AI from 'testing' to 'default' Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Sat 24 Nov 2012 04:03:04 PM GMT Priority: 5 - Normal

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

2013-01-11 Thread Matthias Schoeck
Update of bug #19877 (project wesnoth): Status:None = Fixed Assigned to:None = mattsc ___ Reply to this item at:

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

2013-01-11 Thread Matthias Schoeck
Follow-up Comment #3, bug #19877 (project wesnoth): This bug is fixed in r56036. ___ Reply to this item at: http://gna.org/bugs/?19877 ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #20009] mp scenario with random map launched from command line crashes

2013-01-16 Thread Matthias Schoeck
Update of bug #20009 (project wesnoth): Status: Confirmed = Fixed Assigned to:None = mattsc ___ Follow-up Comment #5: Fixed in r56070.

[Wesnoth-bugs] [bug #19853] Several MP leaders can have same ID if launched from command line

2013-01-16 Thread Matthias Schoeck
Update of bug #19853 (project wesnoth): Status:None = Fixed Assigned to:None = mattsc ___ Reply to this item at:

[Wesnoth-bugs] [bug #19883] MP village_gold default set incorrectly when launched from commandline

2013-01-16 Thread Matthias Schoeck
Update of bug #19883 (project wesnoth): Status:None = Fixed Assigned to:None = mattsc ___ Follow-up Comment #2: Original bug and

[Wesnoth-bugs] [bug #20605] lua error after ending turn

2013-03-10 Thread Matthias Schoeck
Follow-up Comment #2, bug #20605 (project wesnoth): Hi. My guess is that the problem is with your code rather than with Wesnoth itself (the latter being what this bug tracker is about), but you need to provide more information (e.g. your code) in order for us to be certain about that. Most

[Wesnoth-bugs] [bug #20605] lua error after ending turn

2013-03-10 Thread Matthias Schoeck
Update of bug #20605 (project wesnoth): Status:None = Need Info Assigned to:None = mattsc ___ Reply to this item at:

[Wesnoth-bugs] [patch #3884] Added deprecation messages for AI aspects

2013-04-27 Thread Matthias Schoeck
Update of patch #3884 (project wesnoth): Assigned to:None = crab ___ Reply to this item at: http://gna.org/patch/?3884 ___ Message sent

[Wesnoth-bugs] [patch #3899] Httt 06_siege_of_elensefar micro_Ai iplemetation

2013-05-07 Thread Matthias Schoeck
Update of patch #3899 (project wesnoth): Assigned to:None = crab ___ Reply to this item at: http://gna.org/patch/?3899 ___ Message sent

[Wesnoth-bugs] [bug #20924] MICRO_AI_GOTO parameter release_all_units_at_goal corrupts saves

2013-06-22 Thread Matthias Schoeck
Update of bug #20924 (project wesnoth): Status: In Progress = Fixed ___ Follow-up Comment #3: This is fixed in commit b83e68711cb72f318d4e78699c25dd77fc709f39 http://git.io/uqJZcg For

[Wesnoth-bugs] [bug #20605] lua error after ending turn

2013-07-26 Thread Matthias Schoeck
Follow-up Comment #4, bug #20605 (project wesnoth): You did not say under which circumstances this occurred, but based on the message, I assume that it was when you tried to use the Experimental AI with a non-mainline faction? If so, this is likely the same error as reported in this thread

[Wesnoth-bugs] [bug #20605] lua error after ending turn

2013-09-02 Thread Matthias Schoeck
Update of bug #20605 (project wesnoth): Status: Need Info = Fixed ___ Follow-up Comment #5: I just tried a game of Experimental AI vs. Experimental AI on Weldyn Channel and got no error

[Wesnoth-bugs] [bug #21110] Wesnoth 1.10.6 for mac Menu Screen Cursor Lag

2013-09-06 Thread Matthias Schoeck
Follow-up Comment #1, bug #21110 (project wesnoth): Are you running Wesnoth in windowed mode with 'Show color cursors' checked in the preferences? If so this is a know bug (duplicate of https://gna.org/bugs/?func=detailitemitem_id=18112 bug #18112). Given how long this has been around, it is

[Wesnoth-bugs] [bug #21110] Wesnoth 1.10.6 for mac Menu Screen Cursor Lag

2013-09-08 Thread Matthias Schoeck
Update of bug #21110 (project wesnoth): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #3: I'm glad it helped.

[Wesnoth-bugs] [bug #19769] aggression doesn't work with [facet] tags.

2013-10-02 Thread Matthias Schoeck
Update of bug #19769 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: Fixed by shadowm in commit b7ad119de231099b0014b5f86b8b0742bb232f0e

[Wesnoth-bugs] [bug #19427] TRoW Temple of the Deep corpses spawn in wall

2013-10-03 Thread Matthias Schoeck
Update of bug #19427 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: Apparently placement=map_overwrite does not work in 1.10 (or at least not in this situation; it

[Wesnoth-bugs] [bug #21106] An Orcish Incursion, no dialogue at the end of Wasteland level ( possibly not getting bonus gold too )

2013-10-03 Thread Matthias Schoeck
Follow-up Comment #1, bug #21106 (project wesnoth): I cannot reproduce this bug. I see in your replay that the final dialog is missing, but when I save the game (saved from your replay after the player's turn on Turn 12) and then reload and let it play through the AI turn until that situation

[Wesnoth-bugs] [bug #20843] legend of wesmere final play does not close the campaign properly

2013-10-03 Thread Matthias Schoeck
Follow-up Comment #1, bug #20843 (project wesnoth): Did you attach the screenshot of the error message? I don't see an attachment. I'm on OS X 10.8 as well, but don't currently have 1.11.2 installed. Using my last play-through of the campaign with 1.11.6 (on medium), I do not encounter a

[Wesnoth-bugs] [bug #20843] legend of wesmere final play does not close the campaign properly

2013-10-05 Thread Matthias Schoeck
Update of bug #20843 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #3: Okay, thanks for

[Wesnoth-bugs] [bug #20564] Persistent crash when loading my own replays in 1.11.1

2013-10-09 Thread Matthias Schoeck
Update of bug #20564 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #9: This bug is fixed in Commit ef0ffef5b02282954c2f9b7871a6417bd079adde

[Wesnoth-bugs] [bug #21106] An Orcish Incursion, no dialogue at the end of Wasteland level ( possibly not getting bonus gold too )

2013-11-01 Thread Matthias Schoeck
Update of bug #21106 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #3: Thanks for replying

[Wesnoth-bugs] [bug #21262] Replays crash Wesnoth (campaign replays)

2013-11-06 Thread Matthias Schoeck
Follow-up Comment #1, bug #21262 (project wesnoth): This is likely the same as Bug 20564 https://gna.org/bugs/?func=detailitemitem_id=20564. Could you try starting a scenario by loading the last turn of the previous scenario and playing a few turns into it, then saving a replay (no need to play

[Wesnoth-bugs] [bug #21262] Replays crash Wesnoth (campaign replays)

2013-11-08 Thread Matthias Schoeck
Update of bug #21262 (project wesnoth): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #3: Thanks for

[Wesnoth-bugs] [bug #21264] Loading a turnsave in campaign sets negative gold to 0

2013-11-08 Thread Matthias Schoeck
Follow-up Comment #1, bug #21264 (project wesnoth): I have confirmed with two other mainline campaigns that this happens reproducibly, but only for Scenarios 2 and higher. The reason why it does not happen for S1 is that it is related to carryover code, which is not entered for S1 of a campaign.

[Wesnoth-bugs] [bug #20124] Petrified units continue their idle/flying animations

2013-11-10 Thread Matthias Schoeck
Update of bug #20124 (project wesnoth): Status:None = Fixed Assigned to: boucman = mattsc ___ Follow-up Comment #1: On further

[Wesnoth-bugs] [bug #21264] Loading a turnsave in campaign sets negative gold to 0

2013-11-11 Thread Matthias Schoeck
Update of bug #21264 (project wesnoth): Assigned to:None = ayne ___ Reply to this item at: http://gna.org/bugs/?21264 ___ Message sent

[Wesnoth-bugs] [bug #21209] bug in wmlindent

2013-11-15 Thread Matthias Schoeck
Update of bug #21209 (project wesnoth): Status:None = Fixed ___ Reply to this item at: http://gna.org/bugs/?21209 ___ Message sent

[Wesnoth-bugs] [bug #20935] A Tale of Two Brothers graphic off-center in campaign select dialog

2013-11-15 Thread Matthias Schoeck
Update of bug #20935 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: This can be fixed by cropping the oversize sprite down to 72x72 (without losing any pixels).

[Wesnoth-bugs] [bug #21277] Crash in BMR3-Escape the Legion

2013-11-18 Thread Matthias Schoeck
Update of bug #21277 (project wesnoth): Severity: 3 - Normal = 4 - Important Assigned to:None = fendrin ___ Reply to this item at:

[Wesnoth-bugs] [bug #21289] Replays in 1.11 do not play through prestart and start events

2013-11-20 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21289 Summary: Replays in 1.11 do not play through prestart and start events Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Wed 20 Nov 2013 10:04:49 PM GMT Category: Bug

[Wesnoth-bugs] [bug #21290] Unit names and ids are not synced in MP and replays

2013-11-20 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21290 Summary: Unit names and ids are not synced in MP and replays Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Wed 20 Nov 2013 10:43:48 PM GMT Category: Bug

[Wesnoth-bugs] [bug #21289] Replays in 1.11 do not play through prestart and start events

2013-11-21 Thread Matthias Schoeck
Update of bug #21289 (project wesnoth): Status:None = Fixed Assigned to:None = mattsc ___ Follow-up Comment #1: Fixed in commit

[Wesnoth-bugs] [bug #21294] undocumented backwards compatability code silently strips out custom ais

2013-11-23 Thread Matthias Schoeck
Update of bug #21294 (project wesnoth): Assigned to:None = crab ___ Reply to this item at: http://gna.org/bugs/?21294 ___ Message sent

[Wesnoth-bugs] [bug #21294] undocumented backwards compatability code silently strips out custom ais

2013-11-24 Thread Matthias Schoeck
Update of bug #21294 (project wesnoth): Category: Bug = Feature Request ___ Reply to this item at: http://gna.org/bugs/?21294 ___ Message sent

[Wesnoth-bugs] [bug #21290] Unit names and ids are not synced in MP and replays

2013-11-24 Thread Matthias Schoeck
Update of bug #21290 (project wesnoth): Assigned to:None = mattsc ___ Follow-up Comment #1: The names are now synced as of commit 071b7550f9cf1fafb0d46a7c9f3704de0d8bc737

[Wesnoth-bugs] [bug #21294] undocumented backwards compatability code silently strips out custom ais

2013-11-26 Thread Matthias Schoeck
Update of bug #21294 (project wesnoth): Category: Feature Request = Bug ___ Reply to this item at: http://gna.org/bugs/?21294 ___ Message sent

[Wesnoth-bugs] [bug #21334] AI passive when surrounded

2013-12-07 Thread Matthias Schoeck
Update of bug #21334 (project wesnoth): Status:None = Fixed Assigned to:None = mattsc ___ Follow-up Comment #1: Fixed in commit

[Wesnoth-bugs] [bug #21451] Mainline Campaign Dies Unexpectedly

2014-01-05 Thread Matthias Schoeck
Update of bug #21451 (project wesnoth): Status:None = Duplicate ___ Follow-up Comment #1: This is a duplicate of bug 21278 https://gna.org/bugs/index.php?21278. Fortunately, this bug

[Wesnoth-bugs] [bug #21464] Add a pre advance event

2014-01-09 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21464 Summary: Add a pre advance event Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Thu 09 Jan 2014 02:57:41 PM GMT Category: Feature Request Severity: 1 - Wish

[Wesnoth-bugs] [bug #21488] Standard Location Filter broken when only x= or y= is given

2014-01-15 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21488 Summary: Standard Location Filter broken when only x= or y= is given Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Thu 16 Jan 2014 04:30:03 AM GMT Category: Bug

[Wesnoth-bugs] [bug #21306] Issue on [filter_vision] tag on 1.11.7

2014-01-18 Thread Matthias Schoeck
Update of bug #21306 (project wesnoth): Status:None = Ready For Test Assigned to:None = mattsc ___ Follow-up Comment #2: I looked into this

[Wesnoth-bugs] [bug #21622] Reload number of attacks after combat events

2014-02-08 Thread Matthias Schoeck
Update of bug #21622 (project wesnoth): Category: Bug = Feature Request ___ Reply to this item at: http://gna.org/bugs/?21622 ___ Message sent

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

2014-02-13 Thread Matthias Schoeck
Follow-up Comment #2, bug #21634 (project wesnoth): It's present on OS X as well. ___ Reply to this item at: http://gna.org/bugs/?21634 ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #21659] Lua: 'location_set:empty' works as not_empty

2014-02-17 Thread Matthias Schoeck
Update of bug #21659 (project wesnoth): Status:None = Fixed Assigned to:None = mattsc ___ Follow-up Comment #5: Fixed in commit

[Wesnoth-bugs] [bug #21750] Cannot delete AI candidate action after reload if a CA was modified previously

2014-03-03 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21750 Summary: Cannot delete AI candidate action after reload if a CA was modified previously Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Mon 03 Mar 2014 07:46:09 PM UTC

[Wesnoth-bugs] [bug #21750] Cannot delete AI candidate action after reload if a CA was modified previously

2014-03-03 Thread Matthias Schoeck
Update of bug #21750 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #1: Fixed in commit 61701354520751da758e7cc23550db5f3436a9c9

[Wesnoth-bugs] [bug #21757] crash upon starting mp game

2014-03-05 Thread Matthias Schoeck
Update of bug #21757 (project wesnoth): Assigned to:None = involution ___ Reply to this item at: http://gna.org/bugs/?21757 ___ Message sent

[Wesnoth-bugs] [bug #21882] Scenario with only leaderless AI side ends with defeat as soon as it starts

2014-04-01 Thread Matthias Schoeck
URL: http://gna.org/bugs/?21882 Summary: Scenario with only leaderless AI side ends with defeat as soon as it starts Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Tue 01 Apr 2014 02:25:02 PM UTC Category:

[Wesnoth-bugs] [bug #13242] split forest graphics iinto two layers in order to handle some edge cases better

2014-04-01 Thread Matthias Schoeck
Follow-up Comment #6, bug #13242 (project wesnoth): Reviving this since almost 5 years later it is still unchanged. See attached screen grab. No new information though. (file #20451) ___ Additional Item Attachment: File name:

[Wesnoth-bugs] [bug #22045] Color of portraits in unit help wrong on Mac OS X

2014-05-16 Thread Matthias Schoeck
URL: http://gna.org/bugs/?22045 Summary: Color of portraits in unit help wrong on Mac OS X Project: Battle for Wesnoth Submitted by: mattsc Submitted on: Fri 16 May 2014 03:15:22 PM UTC Category: Bug

[Wesnoth-bugs] [bug #22601] Northern Rebirth - The Eastern Flank - recall list empty for drakes

2014-10-06 Thread Matthias Schoeck
Update of bug #22601 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #8: gfgtdf now also merged this into 1.13, so I am marking this as fixed. I tested that it fixes

[Wesnoth-bugs] [bug #22221] LoW Scenario 3 broken, carryover gold and recruits lost

2014-10-06 Thread Matthias Schoeck
Update of bug #1 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #1: This was fixed by gfgtdf as reported for bug #22601 (same problem in Northern Rebirth)

[Wesnoth-bugs] [bug #22250] Using no_leader=yes causes 100% CPU usage

2014-10-06 Thread Matthias Schoeck
Update of bug #22250 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #20046] Unable to have Lua AI on both sides of multiplayer game

2014-10-07 Thread Matthias Schoeck
Update of bug #20046 (project wesnoth): Status: In Progress = Works For Me Open/Closed:Open = Closed ___ Follow-up Comment #2: Closing this as it

[Wesnoth-bugs] [bug #22751] Money not being added properly from previous scenario

2014-10-07 Thread Matthias Schoeck
Update of bug #22751 (project wesnoth): Status:None = Works For Me ___ Follow-up Comment #1: If I understand you correctly, it is as you say in your last sentence: or it was first added to

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

2014-10-07 Thread Matthias Schoeck
Update of bug #21940 (project wesnoth): Status:None = Works For Me ___ Follow-up Comment #2: I tried this in both 1.10.7 and 1.11.16 and don't get that behavior. I recruited the elves when

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

2014-10-08 Thread Matthias Schoeck
Update of bug #22068 (project wesnoth): Assigned to: gfgtdf = ayne ___ Follow-up Comment #10: Ayne: if you still get messages about bugs assigned to you, could you have a look at this,

[Wesnoth-bugs] [bug #21936] LoW 3: map labels/names overlay units

2014-10-10 Thread Matthias Schoeck
Update of bug #21936 (project wesnoth): Category: Bug = Feature Request Priority: 5 - Normal = 3 - Low Item Group:Campaign = WML Status:

[Wesnoth-bugs] [bug #22790] UtBS - dehydration/thirst effect buggy

2014-10-12 Thread Matthias Schoeck
Update of bug #22790 (project wesnoth): Assigned to:None = alarantalara ___ Follow-up Comment #1: Assigning to alarantalara. Hopefully he has time to check this out, otherwise I'll have a look

[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first

2014-10-13 Thread Matthias Schoeck
Update of bug #21903 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21873] multiplayer forcing a player to exit upon loss

2014-10-13 Thread Matthias Schoeck
Update of bug #21873 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21873 ___ Message sent

[Wesnoth-bugs] [bug #21916] Game is ready blocked at inappropriate times

2014-10-13 Thread Matthias Schoeck
Update of bug #21916 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #22414] Liberty: Units in The Raid on wrong side

2014-10-19 Thread Matthias Schoeck
Update of bug #22414 (project wesnoth): Status:Works For Me = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #22837] Illumination circles are not being drawn

2014-10-20 Thread Matthias Schoeck
Follow-up Comment #8, bug #22837 (project wesnoth): Hi CR/skystriker. There is a preference to turn halos on/off: Display - Show haloing effects. Do you maybe have that turned off? ___ Reply to this item at: http://gna.org/bugs/?22837

[Wesnoth-bugs] [bug #22837] Illumination circles are not being drawn

2014-10-20 Thread Matthias Schoeck
Update of bug #22837 (project wesnoth): Open/Closed:Open = Closed ___ Follow-up Comment #10: No worries, we have all done things like this. :) And as you can see, nobody else thought of

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

2014-10-21 Thread Matthias Schoeck
Follow-up Comment #15, bug #22068 (project wesnoth): We discussed this bug on irc, it seems that no one knows what to do about it. Is anyone still working on this for 1.12? If not we would like to disable SOS saves for mp only (in 1.12). Please write back if you know anything else about this.

[Wesnoth-bugs] [bug #16600] LOW: better AI for final level

2014-10-23 Thread Matthias Schoeck
Follow-up Comment #2, bug #16600 (project wesnoth): This scenario works completely differently now, the player being in control of the previous AI ally side, so this is not an issue any more. ___ Reply to this item at:

[Wesnoth-bugs] [bug #16600] LOW: better AI for final level

2014-10-23 Thread Matthias Schoeck
Update of bug #16600 (project wesnoth): Status:None = Fixed Assigned to:None = fendrin ___ Reply to this item at:

[Wesnoth-bugs] [bug #22877] require_modification not working

2014-10-26 Thread Matthias Schoeck
Update of bug #22877 (project wesnoth): Assigned to:None = lipk ___ Reply to this item at: http://gna.org/bugs/?22877 ___ Message sent

[Wesnoth-bugs] [bug #22880] Legend of Wesmere - Ka'lian under Attack - one side has fog, other does not

2014-10-28 Thread Matthias Schoeck
Update of bug #22880 (project wesnoth): Status:None = Fixed Assigned to:None = fendrin ___ Follow-up Comment #1: Thanks for

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Matthias Schoeck
Update of bug #22881 (project wesnoth): Assigned to:None = fendrin ___ Reply to this item at: http://gna.org/bugs/?22881 ___ Message sent

[Wesnoth-bugs] [bug #22265] Game crashes after main menu

2014-11-03 Thread Matthias Schoeck
Update of bug #22265 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #5: This has now been fixed in both 1.12 and master. As the release of 1.12.0 is imminent, it will

[Wesnoth-bugs] [bug #22995] Statuspanel lvl not shown

2014-11-25 Thread Matthias Schoeck
Update of bug #22995 (project wesnoth): Assigned to:None = fendrin ___ Reply to this item at: http://gna.org/bugs/?22995 ___ Message sent

[Wesnoth-bugs] [bug #22991] No 64-bit build

2014-11-28 Thread Matthias Schoeck
Follow-up Comment #2, bug #22991 (project wesnoth): For what it's worth, the master (1.13) builds and libraries have already been converted to 64-bit binaries. Well, actually, they are fat libraries that support both 32 and 64-bit architectures. For 1.12, this has not been done because we are

[Wesnoth-bugs] [bug #24633] AI stops performing gotos if one fails

2016-06-05 Thread Matthias Schoeck
Update of bug #24633 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Message

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

2016-06-05 Thread Matthias Schoeck
Update of bug #24679 (project wesnoth): Status:None => Fixed Assigned to:None => mattsc Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #24633] AI stops performing gotos if one fails

2016-05-09 Thread Matthias Schoeck
Follow-up Comment #1, bug #24633 (project wesnoth): This is fixed as of commits 55985d70b2 (1.12) and 76a8a98574 (1.13).

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

2016-09-06 Thread Matthias Schoeck
Update of bug #23720 (project wesnoth): Status:None => Fixed Assigned to:None => mattsc ___ Follow-up Comment #5: This is now fixed

[Wesnoth-bugs] [bug #22179] [disable] weapon special is ignored by AI

2016-09-12 Thread Matthias Schoeck
Update of bug #22179 (project wesnoth): Item Group: None of the others => Artificial Intelligence Status:None => Fixed Assigned to:None => mattsc

[Wesnoth-bugs] [bug #25112] ai vs ai game, experimental AI recruits nothing, humans recruit drakes, SNAFU

2016-09-26 Thread Matthias Schoeck
Update of bug #25112 (project wesnoth): Release: git => 1.13.5+dev ___ Follow-up Comment #1: While looking at this, I found a bug with the ExpAI not recruiting under fog. This is fixed in

[Wesnoth-bugs] [bug #25146] Crash to desktop when campaigns selected

2016-10-04 Thread Matthias Schoeck
Follow-up Comment #3, bug #25146 (project wesnoth): I can reproduce this if I manually edit a saved game to say campaign_type="" for the respective line close to the beginning of the file. So it looks like you have a corrupted save somewhere, which should be easy enough to find. That would also

[Wesnoth-bugs] [bug #25146] Crash to desktop when campaigns selected

2016-10-04 Thread Matthias Schoeck
Follow-up Comment #10, bug #25146 (project wesnoth): Confirmed. This fixes it for me with the manually edited save. ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #19682] full-featured tunnels

2016-09-20 Thread Matthias Schoeck
Update of bug #19682 (project wesnoth): Assigned to:None => mattsc ___ Follow-up Comment #1: Vision through tunnels (as well as moving through allied units on the exit hex) is enabled as

[Wesnoth-bugs] [bug #22206] Tunnel problem causes lua errors, and bad surprise for the player

2016-09-16 Thread Matthias Schoeck
Update of bug #22206 (project wesnoth): Status:None => Fixed Assigned to:None => mattsc ___ Follow-up Comment #2: This should be

[Wesnoth-bugs] [bug #25123] TRoW: ANL: Lua error for AI

2016-09-25 Thread Matthias Schoeck
Update of bug #25123 (project wesnoth): Status:None => Fixed Assigned to:None => mattsc Operating System: Mac => All

[Wesnoth-bugs] [bug #19731] Spurious "Return value of AI ACTION was not checked" errors when quitting AI turns

2016-10-01 Thread Matthias Schoeck
Update of bug #19731 (project wesnoth): Status:None => Ready For Test Assigned to:crab => mattsc ___ Follow-up Comment #2: These error

[Wesnoth-bugs] [bug #25411] LoW - The Chief Must Die is now impossible

2017-03-23 Thread Matthias Schoeck
Follow-up Comment #12, bug #25411 (project wesnoth): Huh, that's interesting. I just went back in and started the scenario several times and only ever had 2 orcs in the fort. I also checked my replays and saves from last week, same thing. It would be good to figure out how this happened, but at

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