[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2015-08-01 Thread Wedge009
Additional Item Attachment, bug #21648 (project wesnoth): File name: wesnoth-win32-cleartype-cairo-1.14.2-defaults.png Size:105 KB File name: wesnoth-win32-cleartype-cairo-1.14.2-grayscale-aa.png Size:106 KB ___ Reply to this item at: <

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2015-08-01 Thread Wedge009
Follow-up Comment #4, bug #21648 (project wesnoth): After posting those screenshots I also managed to get Pango 1.37.2 compiled and working. Still no change in the text rendering with CAIRO_ANTIALIAS_DEFAULT. ): ___ Reply to this item at:

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2015-08-01 Thread Wedge009
Follow-up Comment #2, bug #21649 (project wesnoth): Not sure if new Pango/Cairo libraries help. Using Pango 1.37.2 and Cairo 1.14.2 on Windows results in the same single-only new-line issue. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23670] Language settings not persistent after exit BfW

2015-08-03 Thread Wedge009
Follow-up Comment #5, bug #23670 (project wesnoth): I cannot reproduce in Windows either. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.or

[Wesnoth-bugs] [bug #15763] Pressing Enter in Delete Save dialog loads saved game

2015-08-04 Thread Wedge009
Follow-up Comment #1, bug #15763 (project wesnoth): I'm trying to get my head around construct_dialog.cpp and dialogs.cpp as of 1.13.1+dev. Past experience tells me that working through UI code tends to be tricky and confusing but it seems to me in this case that there is some sort of timing-relat

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

2015-08-04 Thread Wedge009
Follow-up Comment #1, bug #22891 (project wesnoth): I suspect this may be deliberate. Alt-F4 is a Windows convention, while in Unix it's often Ctrl-Shift-W. On the other hand, it could also be polling for these key combinations is quite a bit of effort for not much utility. Using the main menu Qu

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

2015-08-08 Thread Wedge009
Follow-up Comment #6, bug #15149 (project wesnoth): I can't reproduce this with 1.13.1+dev. It's an old report - could be closed, perhaps? ___ Reply to this item at: _

[Wesnoth-bugs] [bug #14503] Player often can't see his own shadows and nightgaunts

2015-08-08 Thread Wedge009
Follow-up Comment #3, bug #14503 (project wesnoth): I don't know if it was a feature back in 1.7.6 when this was first reported but in newer releases (currently on 1.13.1+dev) ethereal units such as ghosts, shadows and wraiths will be translucent, with the animation periodically varying its level

[Wesnoth-bugs] [bug #13041] Glitch when a submerged unit stands on an [item]

2015-08-08 Thread Wedge009
Follow-up Comment #2, bug #13041 (project wesnoth): I confirm this issue is still around in 1.13.1+dev, but honestly I don't think it's that bad. Even when I first started playing Wesnoth back in 1.4.x and was playing Heir to the Throne, this glitch didn't stick out in my mind at all. True, it mig

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

2015-08-08 Thread Wedge009
Follow-up Comment #3, bug #22891 (project wesnoth): You're missing the point. I was referring to hot-key conventions, which are by nature tied to the operating system. Wesnoth is borne out of Linux and thus by default uses Unix-like conventions. As it turns out, the default in this case is Ctrl-Q.

[Wesnoth-bugs] [bug #15614] Clicking things in the "inspect" dialog causes labels to become bolder.

2015-08-08 Thread Wedge009
Follow-up Comment #4, bug #15614 (project wesnoth): Likewise, I cannot reproduce this with 1.13.1+dev. Can be closed, perhaps? ___ Reply to this item at: ___ Mes

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

2015-08-08 Thread Wedge009
Follow-up Comment #8, bug #15651 (project wesnoth): Not sure what is old or new, but using Multiplayer option and then typing /emote [message] or /me [message] in the chat window results in: <[username] [message]> This is correct isn't it? I'm using 1.13.1+dev on Windows. If this is correct, we c

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

2015-08-08 Thread Wedge009
Follow-up Comment #2, bug #15690 (project wesnoth): The lobby screen in 1.13.1+dev is different. Maybe this bug is no longer an issue? ___ Reply to this item at: _

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

2015-08-08 Thread Wedge009
Follow-up Comment #1, bug #15894 (project wesnoth): I can select and copy text from the chat window as of 1.13.1+dev. Does this mean this can be closed? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #16057] graphical glitch around Set password button

2015-08-08 Thread Wedge009
Follow-up Comment #1, bug #16057 (project wesnoth): Seems to be no longer an issue with the layout currently used (testing on 1.13.1+dev). ___ Reply to this item at: _

[Wesnoth-bugs] [bug #16069] (team) labels are sometimes drawn above the chat

2015-08-08 Thread Wedge009
Follow-up Comment #2, bug #16069 (project wesnoth): Testing on 1.13.1+dev, the chat window is translucent, but labels are still appear to be printed 'underneath' it. So I suppose this is no longer an issue? ___ Reply to this item at:

[Wesnoth-bugs] [bug #16114] Crash in "inspect" dialog

2015-08-08 Thread Wedge009
Follow-up Comment #5, bug #16114 (project wesnoth): Cannot reproduce either, using 1.13.1+dev. ___ Reply to this item at: ___ Message sent via/by Gna! http://g

[Wesnoth-bugs] [bug #16638] Full screen toggle doesn't work

2015-08-08 Thread Wedge009
Follow-up Comment #4, bug #16638 (project wesnoth): I can't reproduce this with 1.13.1+dev under Windows. ___ Reply to this item at: ___ Message sent via/by Gna!

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

2015-08-08 Thread Wedge009
Follow-up Comment #9, bug #16725 (project wesnoth): Doesn't appear to be an issue in 1.13.1+dev under Windows 7. ___ Reply to this item at: ___ Message sent via/

[Wesnoth-bugs] [bug #17324] lock-up when binding to used-up hotkey in lobby

2015-08-08 Thread Wedge009
Follow-up Comment #1, bug #17324 (project wesnoth): I can't reproduce this with 1.13.1+dev. There is a prompt when attempting to use an already-in-use hot-key combination - perhaps this check helps resolve whatever was causing the freeze previously. ___

[Wesnoth-bugs] [bug #17358] Mouse Cursor Paints Black Boxes on Dialog Graphics

2015-08-08 Thread Wedge009
Follow-up Comment #1, bug #17358 (project wesnoth): I could not reproduce this in 1.13.1+dev, also on Windows 7. I have never encountered this glitch in past versions either. Could it be something specific to your driver or hardware set-up?

[Wesnoth-bugs] [bug #17498] Text layout is broken

2015-08-08 Thread Wedge009
Follow-up Comment #3, bug #17498 (project wesnoth): This was also mentioned in bug #16725. As I mentioned there, this seems to be no longer an issue in 1.13.1+dev, at least on Windows. ___ Reply to this item at:

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

2015-08-09 Thread Wedge009
Follow-up Comment #9, bug #17995 (project wesnoth): Not sure if the save file format is too old but attempting to load this in 1.13.1+dev results in a 'file corrupt' error message. Perhaps this boundary case scenario is being checked for now? __

[Wesnoth-bugs] [bug #17997] zooming in/out lag in editor

2015-08-09 Thread Wedge009
Follow-up Comment #2, bug #17997 (project wesnoth): Hard to say. I suppose this does depend on the computer performance as well as scaling options selected in the Advanced Display Preferences. Testing the scaling on 1.13.1+dev with +/- keys does feel a bit 'slow' even on my high-end (by contempora

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

2015-08-09 Thread Wedge009
Follow-up Comment #3, bug #18112 (project wesnoth): I was wondering why the mouse cursor looked so plain... I manually enabled colour cursors with 1.13.1+dev and didn't notice anything substantially different at the main menu. In a game there does seem to be a slightly longer delay in responsiven

[Wesnoth-bugs] [bug #18204] Redrawing of the screen fails to remove old elements such as old cursor position

2015-08-09 Thread Wedge009
Follow-up Comment #3, bug #18204 (project wesnoth): Yikes, that's some pretty nasty graphical glitches. Unfortunately, I'd agree that Alexey does seem to be alone in this result - I haven't seen anything like this before, in Windows or Linux. Perhaps this one should be closed. ___

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

2015-08-10 Thread Wedge009
Follow-up Comment #12, bug #17995 (project wesnoth): Sorry, my mistake. Well, I gave it a go and there doesn't appear to be any issue. Upon loading the campaign I get a 'you are defeated message', and that's it. No infinite loops, I can end the scenario normally. So perhaps the boundary case is

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

2015-08-10 Thread Wedge009
Follow-up Comment #5, bug #22891 (project wesnoth): I would argue, then, that this is more of a feature request than an actual bug. There is nothing broken, nothing that cannot be customised to suit the user's preference. As it turns out, making Alt-F4 the default quit hot-key shouldn't be too di

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2015-08-12 Thread Wedge009
Follow-up Comment #3, bug #21649 (project wesnoth): I notice that the campaign description for Legend of Wesmere is shown with the proper line breaks in the multi-player campaign window, but not the normal single-player one. It looks like they both use the same source directory (data/campaigns/Leg

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

2015-08-13 Thread Wedge009
Follow-up Comment #4, bug #15567 (project wesnoth): I wonder if this is related to something I'm investigating at the moment, which is that Ctrl+Enter is not detected correctly. Instead (depending on operating system, and therefore the EOL format used), it is detected as Ctrl+j or Ctrl-m, which co

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

2015-08-13 Thread Wedge009
Follow-up Comment #5, bug #15567 (project wesnoth): Turns out it's not related to Ctrl+m characters. It's related to the apparent inability to read Ctrl+Alt+[key] combinations from the default hot-keys in /data/core/hotkeys.cfg. This can be confirmed by attempting to add a custom hot-key of Ctrl+A

[Wesnoth-bugs] [bug #22219] CTRL+ALT+Anything hotkey combination errors

2015-08-15 Thread Wedge009
Follow-up Comment #1, bug #22219 (project wesnoth): Didn't know about this report before making my pull request: https://github.com/wesnoth/wesnoth/pull/450 But once that goes in this bug can be marked as fixed. ___ Reply to this item at:

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2015-08-26 Thread Wedge009
Follow-up Comment #4, bug #21649 (project wesnoth): After seeing how the *.po language files are generated, I notice they use 'n' (presumably to render the LF character) to make lines breaks. I wonder, then, for the situations where we are not getting the expected line breaks in Windows, if anythi

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

2015-09-07 Thread Wedge009
Follow-up Comment #7, bug #16722 (project wesnoth): This one might be dependent on the specific hardware. In both Windows and Linux I don't notice any discernible slow down in mouse responsiveness (running 1.13.1+dev). The Linux build is on a rather old Core 2 laptop as well, so not exactly a supe

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

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

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

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

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

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

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

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

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

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

[Wesnoth-bugs] [bug #17324] lock-up when binding to used-up hotkey in lobby

2015-09-07 Thread Wedge009
Follow-up Comment #2, bug #17324 (project wesnoth): Never mind, this is another one of those 'experimental lobby' bugs. ___ Reply to this item at: ___ Message se

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

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

[Wesnoth-bugs] [bug #17498] Text layout is broken

2015-09-07 Thread Wedge009
Follow-up Comment #4, bug #17498 (project wesnoth): If the specific issue raised here is the full stop being on the next line after 'Scenario', I suspect this is due to the tags used to make the 'End Scenario' text bold. The full stop is no longer treated as being together with 'Scenario.' and so

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

2015-09-07 Thread Wedge009
Follow-up Comment #8, bug #15149 (project wesnoth): It's not just Theme, opening just about any dialogue under the 'experimental lobby' causes the lock-up. ___ Reply to this item at:

[Wesnoth-bugs] [bug #16376] Drawing errors in Game Lobbey when toggling fullscreen

2015-09-07 Thread Wedge009
Follow-up Comment #5, bug #16376 (project wesnoth): As buggy as the 'experimental lobby' seems to be, I can't reproduce this in 1.13.1+dev, in Windows or Linux. In both cases the background remains navy blue in both full screen and window modes, plus the screen elements are redrawn correctly - or

[Wesnoth-bugs] [bug #17865] lag when firing animation

2015-09-07 Thread Wedge009
Follow-up Comment #1, bug #17865 (project wesnoth): Is this related to #16363? ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #16363] Lag when beginning animations if animations have lots of frames

2015-09-07 Thread Wedge009
Follow-up Comment #16, bug #16363 (project wesnoth): Is this related to bug #17865? ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ _

[Wesnoth-bugs] [bug #17324] lock-up when binding to used-up hotkey in lobby

2015-09-07 Thread Wedge009
Follow-up Comment #3, bug #17324 (project wesnoth): I suspect this is a duplicated of bug #15149 - any dialogue opening in the 'experimental lobby' appears to cause problems. ___ Reply to this item at: _

[Wesnoth-bugs] [bug #16638] Full screen toggle doesn't work

2015-09-07 Thread Wedge009
Follow-up Comment #5, bug #16638 (project wesnoth): Nor Linux... ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #16934] sometimes unreadable text (rectangles) on windows; solvable by rebooting

2015-09-07 Thread Wedge009
Follow-up Comment #2, bug #16934 (project wesnoth): Haven't seen this one before, Windows or Linux, German or otherwise. But, certainly, squares are usually an indication of missing characters in a given font's rendering. ___ Reply to this

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

2015-09-07 Thread Wedge009
Follow-up Comment #6, bug #18269 (project wesnoth): The quick-load 'Back to...' menu is probably rightly disabled for network MP games. Using it in a local MP game does give the warning that one should load MP games from the MP menu, but I couldn't replicate this bug in 1.13.1+dev. I did find som

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

2015-09-11 Thread Wedge009
Follow-up Comment #1, bug #23756 (project wesnoth): This sounds like a web-site issue. Do we handle those here? Would help to have a browser or screenshot. I cannot reproduce the issue by shrinking a desktop browser. ___ Reply to this item

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

2015-09-11 Thread Wedge009
Follow-up Comment #1, bug #23832 (project wesnoth): I don't really think this is a bug as technically nothing is broken to the point of not working in this particular area, though we could have a feature request to review the UI. ___ Reply

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

2015-09-11 Thread Wedge009
Follow-up Comment #3, bug #23756 (project wesnoth): Then I'll leave this to someone who has a smartphone! ;) ___ Reply to this item at: ___ Message sent via/by G

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

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

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

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

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

2015-09-15 Thread Wedge009
Follow-up Comment #4, bug #23820 (project wesnoth): Unfortunately I cannot reproduce this on Linux either. ): Running on a laptop with Radeon Mobility HD 2600 and open-source radeon driver, and I did confirm it's using SDL2 libraries. ...so perhaps it's something peculiar about your set-up, Agino

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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