[Wesnoth-bugs] [bug #23488] All AI multiplayer crash

2016-03-08 Thread Andreas Löf
Follow-up Comment #15, bug #23488 (project wesnoth):

Is this still (or was ever) a Wesnoth issue or can the issue be closed?

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[Wesnoth-bugs] [bug #23559] Wesnoth crashes at main menu in standard build in OS X 10.10

2016-03-08 Thread Andreas Löf
Follow-up Comment #2, bug #23559 (project wesnoth):

Is this still an issue or can it be closed?

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[Wesnoth-bugs] [bug #23640] Read lua files from host.

2016-03-08 Thread Andreas Löf
Follow-up Comment #1, bug #23640 (project wesnoth):

Could this potentially be a security issue if we download arbitrary lua from
the host and execute?

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[Wesnoth-bugs] [bug #23673] Graphical errors around GUI elements in Wesnoth 1.13.1

2016-03-08 Thread Andreas Löf
Update of bug #23673 (project wesnoth):

  Status:None => Fixed  


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

2016-03-08 Thread Andreas Löf
Update of bug #23819 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #3:

Marking as fixed after the 1.13.4 release. Confirmed working with "ö".

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[Wesnoth-bugs] [bug #24186] Using a different keyboard layout causes letter based hotkeys not to work.

2016-03-08 Thread Andreas Löf
Update of bug #24186 (project wesnoth):

 Assigned to:None => aginor 

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Follow-up Comment #5:

Has there been any movement on re-testing this on master? - Or the newly
released 1.13.4.

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[Wesnoth-bugs] [bug #24202] Wesnoth does not exist on the panel

2016-03-08 Thread Andreas Löf
Follow-up Comment #4, bug #24202 (project wesnoth):

This could be related to the time it takes until the SDL event loop is
invoked. It may be worthwhile to look at that behaviour.

Pentarctagon, would you be able to help me to test a pull request where I try
the above? I can't reproduce this problem myself, but it would be very good to
resolve it.

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[Wesnoth-bugs] [bug #24202] Wesnoth does not exist on the panel

2016-03-08 Thread Andreas Löf
Update of bug #24202 (project wesnoth):

 Assigned to:None => aginor 


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[Wesnoth-bugs] [bug #24509] Errors in gettext_boost.cpp when trying to build with Boost 1.60

2016-03-08 Thread ancestral
URL:
  

 Summary: Errors in gettext_boost.cpp when trying to build
with Boost 1.60
 Project: Battle for Wesnoth
Submitted by: ancestral
Submitted on: Wed 09 Mar 2016 12:03:56 AM CST
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.4
Operating System: OS X 10.11

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Details:


  "boost::locale::generator::add_messages_path(std::string const&)",
referenced from:
  (anonymous
namespace)::translation_manager::add_messages_path(std::string const&) in
gettext_boost.o
  "boost::locale::generator::add_messages_domain(std::string const&)",
referenced from:
  (anonymous
namespace)::translation_manager::add_messages_domain(std::string const&) in
gettext_boost.o
  "boost::locale::generator::set_default_messages_domain(std::string const&)",
referenced from:
  (anonymous
namespace)::translation_manager::set_default_messages_domain(std::string
const&) in gettext_boost.o
  "boost::iostreams::file_descriptor::seek(long, std::_Ios_Seekdir)",
referenced from:
  std::fpos<__mbstate_t>
boost::iostreams::detail::seek_device_impl::seek(boost::iostreams::file_descriptor_source&,
long, std::_Ios_Seekdir, std::_Ios_Openmode) in filesystem_boost.o
  std::fpos<__mbstate_t>
boost::iostreams::detail::seek_device_impl::seek(boost::iostreams::file_descriptor_sink&,
long, std::_Ios_Seekdir, std::_Ios_Openmode) in filesystem_boost.o
  "boost::iostreams::file_descriptor_sink::open(boost::iostreams::detail::path
const&, std::_Ios_Openmode)", referenced from:
 
boost::iostreams::file_descriptor_sink::file_descriptor_sink(boost::filesystem::path
const&, std::_Ios_Openmode) in filesystem_boost.o
 
"boost::iostreams::file_descriptor_source::open(boost::iostreams::detail::path
const&, std::_Ios_Openmode)", referenced from:
boost::iostreams::file_descriptor_source::file_descriptor_source(boost::filesystem::path
const&, std::_Ios_Openmode) in filesystem_boost.o
  "boost::locale::generator::generate(std::string const&) const", referenced
from:
  (anonymous namespace)::translation_manager::update_locale_internal() in
gettext_boost.o
  (anonymous
namespace)::default_utf8_locale_name::default_utf8_locale_name() in
gettext_boost.o
ld: symbol(s) not found for architecture x86_64





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[Wesnoth-bugs] [bug #24226] Multiplayer player name displayed in singleplayer

2016-03-08 Thread Wedge009
Follow-up Comment #10, bug #24226 (project wesnoth):

I tested this again after PR #622 and some weird stuff is happening. Though
the player name issue does seem resolved for both SP and MP.

1.12 branch:
* SP: Kalenz
* MP: player

master:
* SP: Kalenz
* MP: Kalenz

It doesn't look like anything major has changed for Legend of Wesmere but the
first scenario story dialogue is severely truncated for both SP and MP in
master.

Also, some crazy stuff happens with the following steps:

1. Start a fresh instance of Wesnoth.
2. Start a single-player Legend of Wesmere campaign and then return to the
title screen.
3. Create a local multi-player game.
4. Attempt to load the single-player Legend of Wesmere game that was
automatically saved. You will get a warning that you are trying to load a SP
game in MP mode.
5. Continue with starting a multi-player Legend of Wesmere campaign.

In 1.12 branch the MP LoW game starts normally. However, in master, a pretty
crazy version of the map is loaded (extra random and unrelated units at each
leader's camp).

If the above is unrelated to this bug I will create a new one. But I am
wondering if tinkering with the game engine code has done anything to break
handling of teams/players/leaders.

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[Wesnoth-bugs] [bug #23310] Saving game in replay creates corrupt saves

2016-03-08 Thread Daniel
Update of bug #23310 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #4:

Fixed in wesnoth 1.13

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

2016-03-08 Thread SigurdFireDragon
Follow-up Comment #9, bug #24490 (project wesnoth):

@gfgtdf

Thanks for the response, I had no idea that replays had those multiple
considerations, or that making a save game from a replay was a thing.

With that, it seems that everything I mentioned in the OP is now either fixed
or won't fix.

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[Wesnoth-bugs] [bug #24357] Logo doesn't show in many languages, including Danish, Icelandic, Norwegian or Polish

2016-03-08 Thread Wedge009
Follow-up Comment #4, bug #24357 (project wesnoth):

Submitted PR #621 to resolve this.

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[Wesnoth-bugs] [bug #24496] Journey trails on story maps only show one marker at a time

2016-03-08 Thread Charles Dang
Update of bug #24496 (project wesnoth):

 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #24357] Logo doesn't show in many languages, including Danish, Icelandic, Norwegian or Polish

2016-03-08 Thread Wedge009
Follow-up Comment #3, bug #24357 (project wesnoth):

I just worked out why the language codes aren't being properly detected: the
languages' respective po file in po/wesnoth-lib/ don't have the codes properly
translated. So Wesnoth just falls back to the default, which (isn't it
always?) is en_US.

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[Wesnoth-bugs] [bug #23318] Window Geometry not recognized

2016-03-08 Thread Andreas Löf
Follow-up Comment #17, bug #23318 (project wesnoth):

Is this still an issue in 1.13.4 as was released?

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[Wesnoth-bugs] [bug #23318] Window Geometry not recognized

2016-03-08 Thread Andreas Löf
Update of bug #23318 (project wesnoth):

  Status:   Fixed => Confirmed  
 Open/Closed:  Closed => Open   


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