[Wesnoth-bugs] [bug #25378] SDL2 + OpenGL crash on ARM

2016-12-10 Thread Pee Vee
URL:
  <http://gna.org/bugs/?25378>

 Summary: SDL2 + OpenGL crash on ARM
 Project: Battle for Wesnoth
Submitted by: petevine
Submitted on: Sat 10 Dec 2016 09:35:15 PM UTC
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
Operating System: Linux

___

Details:

Unlike in the previous issue, an OpenGL-only SDL2 library seems to be working
fine input-wise but the game quickly crashes (the first block of info comes
from the glshim/gl4es library):

$ ./wesnoth
Battle for Wesnoth v1.13.6+dev (66494fc-Clean)
Started on Sat Dec 10 22:29:25 2016

Automatically found a possible data directory at
/home/odroid/wesnoth-master/build-boost154/..
LIBGL: Initialising gl4es
LIBGL: v0.9.2 built on Dec  3 2016 23:26:50
LIBGL:loaded: libGLESv1_CM.so
LIBGL:loaded: libEGL.so
LIBGL: Extension GL_OES_point_sprite detected and used
LIBGL: Extension GL_OES_point_size_array detected
LIBGL: Extension GL_OES_framebuffer_object detected and used
LIBGL: Extension GL_OES_packed_depth_stencil detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_texture_format_BGRA detected
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_OES_texture_cube_map detected and used
LIBGL: Max texture size: 4096
LIBGL: Texture Units: 8, Max lights: 8
LIBGL: Implementation Read is GL_RGB/GL_UNSIGNED_SHORT_5_6_5
LIBGL: Current folder is:/home/odroid/wesnoth-master/build-boost155
glXGetProcAddress: glXGetSwapIntervalMESA not found.

Data directory:   /home/odroid/wesnoth-master/build-boost154/..
User configuration directory: /home/odroid/.config/wesnoth
User data directory:  /home/odroid/.local/share/wesnoth/1.13
Cache directory:  /home/odroid/.cache/wesnoth

Setting mode to 1280x1024
Checking lua scripts... ok
20161210 22:29:29 error general: Unknown key: +
20161210 22:29:29 error general: Unknown key: page up
20161210 22:29:29 error general: Unknown key: page down
20161210 22:29:29 error general: Unknown key: :

wesnoth: /home/odroid/wesnoth-master/src/gui/widgets/menu_button.cpp:180: void
gui2::menu_button::set_values(const std::vector&, int): Assertion
`static_cast(selected) < values.size()' failed.
Aborted





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[Wesnoth-bugs] [bug #25377] SDL2 support broken on ARM

2016-12-10 Thread Pee Vee
URL:
  <http://gna.org/bugs/?25377>

 Summary: SDL2 support broken on ARM 
 Project: Battle for Wesnoth
Submitted by: petevine
Submitted on: Sat 10 Dec 2016 09:29:04 PM UTC
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
Operating System: Linux

___

Details:

I've just built the new, SDL2-based wesnoth on ARM Linux and it's definitely
broken. 

Using a GLES-only SDL2 library leads to a game with non-working keyboard and a
functioning mouse pointer (no clicks). The choice of the rendering backend
seems to be important here. (another issue about SDL2/OpenGL coming next)

I might try a debug build later, but for now here's what I'm seeing on the
console:

$ ./wesnoth
Battle for Wesnoth v1.13.6+dev (66494fc-Clean)
Started on Sat Dec 10 22:17:59 2016

Automatically found a possible data directory at
/home/odroid/wesnoth-master/build-boost154/..

Data directory:   /home/odroid/wesnoth-master/build-boost154/..
User configuration directory: /home/odroid/.config/wesnoth
User data directory:  /home/odroid/.local/share/wesnoth/1.13
Cache directory:  /home/odroid/.cache/wesnoth

Setting mode to 1280x1024
Checking lua scripts... ok
20161210 22:18:05 error general: Unknown key: +
20161210 22:18:05 error general: Unknown key: page up
20161210 22:18:05 error general: Unknown key: page down
20161210 22:18:05 error general: Unknown key: :





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[Wesnoth-bugs] [bug #25376] resizing window when starting a campaign

2016-12-10 Thread Severin Glöckner
URL:
  

 Summary: resizing window when starting a campaign
 Project: Battle for Wesnoth
Submitted by: shiki
Submitted on: Sat 10 Dec 2016 09:10:30 PM UTC
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: 1.13.6+dev
Operating System: Archlinux

___

Details:

Play in windowed mode.
Start a new campaign. After selecting the difficulty, when the loading screen
shows, doubleclick on the title bar to to resize the window.

In the case that the window is smaller afterwards, wesnoth shuts down (without
crash), and leaves this message in stderr:

WML exception:
User message: Anzeigen eines Dialogfensters fehlgeschlagen. Es passt nicht in
die aktuelle Fenstergröße.
Dev message: src/gui/widgets/window.cpp:1021 in function 'layout' found the
following problem: Failed to size window; wanted size 610,905 available size
1229,673 screen size 1229,673.

- if the window get's bigger , thats fine
- if the windows get's bigger and afterwards back to the old size, that works,
but the logo which is displayed during loading is now out of place
- disable_loadingscreen_animation=yes in the preference file has no influence
on this




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[Wesnoth-bugs] [bug #25375] cmake build fails on macOS with undefined symbols

2016-12-10 Thread alex
URL:
  

 Summary: cmake build fails on macOS with undefined symbols
 Project: Battle for Wesnoth
Submitted by: adunn
Submitted on: Sat 10 Dec 2016 06:14:12 PM UTC
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: HEAD
Operating System: macOS 10.12.1

___

Details:

Seems similar to #23082.  Compiling the `wesnoth` binary fails with:
```
Undefined symbols for architecture x86_64:
  "_SDL_main", referenced from:
  -[SDLMain applicationDidFinishLaunching:] in libSDLmain.a(SDLMain.o)
  "apple_notifications::send_notification(std::__1::basic_string const&,
std::__1::basic_string const&, desktop::notifications::type)", referenced
from:
  desktop::notifications::send(std::__1::basic_string const&,
std::__1::basic_string const&, desktop::notifications::type) in
notifications.cpp.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see
invocation)
make[2]: *** [wesnoth] Error 1
make[1]: *** [src/CMakeFiles/wesnoth.dir/all] Error 2
make: *** [all] Error 2
```

This is as of 2cf66ff.

Full logs: https://gist.github.com/dunn/806e4e26a11f105bf2ffb32d62c55fec




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[Wesnoth-bugs] [bug #25311] UTBS(New units): Infinite Kalehs

2016-12-10 Thread Lari Nieminen
Update of bug #25311 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #2:

Sorry, I forgot to update this to say that it's actually already been fixed.

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[Wesnoth-bugs] [bug #25363] Dead Water, S2: The Chest

2016-12-10 Thread Lari Nieminen
Update of bug #25363 (project wesnoth):

  Status:None => Fixed  
 Assigned to:None => zookeeper  


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