On Wed, Sep 21, 2005 at 11:41:37AM +0200, Isaac Clerencia wrote: > Any other delayed changes?
Here is my todo list as it currently stands (some of these are in the bug tracker already). I have tried to report really big ones to the bug tracker, so this is really a list of little niggles. EdB: loading savegame, all speeches are in en_US regardless of language Kapou'e and Gruu teleport in Black Flag, should rather be more seamless ?: makefile dependency issue .gmo vs .pot instead of .po necroheal vs amla buggy: http://www.wesnoth.org/forum/viewtopic.php?t=7415 --nogui vs --multiplayer see http://www.wesnoth.org/forum/viewtopic.php?t=7025 add ref from alignment spec of unit to time of day see http://www.wesnoth.org/forum/viewtopic.php?t=7341 for some TDH issues AMLA visual cues -- 80/100, 100 should be different colour EI: Evacuation recalling Ranged, Melee: don't exist allied units get healed but only if no own units need any healing mention multiplayer add introduction to Units, explaining various terms, or headings to xrefs describe slow cmd/ctrl/alt/shift strings translatable, and add comments to po files male_names="Hol,Il,Del,El,Hel,Sel,Sil,Sal,Bal,Sen,Sed,Hex,Hox,Bal,Fren,Kin,Tal,Gel,Nam,Sam,Olf,Ol,Nes,Cam,Rook" to male_names= _"Hol" + "," + _"Il" + ... faction descriptions for help help Basic Strategy -- where? "Undead" see https://savannah.nongnu.org/bugs/index.php?func=detailitem&item_id=14085 inconsistencies between weapon type/attack type (sanna) server messages not translated (eg. construct_error paradigm) check all en_GB.po files for mismatching translations, correct originals data/units.cfg:812 "Zap~" TDH: add name=die event to The_Dark_Hordes/Inside_The_Tower.cfg SotBE: improve the last scenario that is too easy (finish boat arriving) translation caching problems on commandline Mac OS X + others hotkey for screenshot fixed delays on animations, switch off animations?, what is "accelerated mode"? switch off all delays, as first step to skip replays editor bugs: error display: could not open image 'buttons/uparrow-button-active-pressed.png' error display: could not open image 'buttons/downarrow-button-active-pressed.png' illegal surface portion... error display: could not open image 'buttons/lite-active-pressed.png' error display: could not open image 'buttons/lite_small-active-pressed.png' error display: could not open image '' error display: could not open image 'buttons/button-active-pressed.png' None of the strings File, Edit, Draw, Flood, Start P, Paste in data/themes/editor.cfg are translated; the values from editor.cfg are used untranslated. Changing the values in the installed editor.cfg by hand updates the values seen in the game. "Damage Calculations" dialogue called at playturn.cpp:583 does not respond to "Enter" properly, it is buffered and is passed to "OK" in parent "Attack Enemy" dialogue called at playturn.cpp:661. It looks like SDLK_RETURN is true but never reset, perhaps the event queue needs to be flushed? See show_dialog.cpp:316 for show_dialog() especially line 701 for possible location where this key event is picked up, or otherwise line 782 for where the button press is found (pressing OK button is fine, this does not replicate event). In addition, this also occurs during the save dialogue at end scenario -- pressing Esc skips the next scenario intro, but pressing Cancel doesn't. SDL_ttf or freetype problem vs Sithrandel's 0.9.0 village name generator more translatable (Waterval-Boven/Onder) should not scroll when not foreground app savegames marked as invalid if uncompressed possibly ="1" null tags in [sequence] the problem? slow on attack: 1 to n-1 turns, slow on defend: 1 turn -- symmetry? use SDL_WaitEvent() instead of polling to reduce CPU usage, eg. laptops? add gold=100 to [game_config], game_config.[ch]pp, playlevel.cpp text mode client -- [EMAIL PROTECTED]
