[Wesnoth-bugs] [bug #25413] Scrolling tileset in editor also scrolls map

2017-01-03 Thread David Mikos
URL:
  

 Summary: Scrolling tileset in editor also scrolls map
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Wed 04 Jan 2017 15:24:22 ACDT
Category: Bug
Severity: 2 - Minor
Priority: 4
  Item Group: Editor
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: Any

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Details:

In the map editor, scrolling a large selection of tiles in the bottom right
area also scrolls the whole map up and down.




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[Wesnoth-bugs] [bug #25410] Missing mouse input events

2017-01-02 Thread David Mikos
URL:
  

 Summary: Missing mouse input events
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Mon 02 Jan 2017 21:43:41 ACDT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: jyrkive
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: Linux (64bit)

___

Details:

Since the fix for bug #25356 (commit 7d403bcd696edd1db3a596a4a4a2e1b77fc71196)
about half of all left mouse click events appear to be missed by the game in
context menus.

The terminal is filled with the following:

warning gui/event: distributor mouse button left [VARIOUS MENUS HERE]: SDL
left button up. The mouse button is already up, we missed an event.

This might also affect key presses as up and down keystrokes cause menus to
sometimes skip 2 entries.




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[Wesnoth-bugs] [bug #25409] Multiplayer empty slots get unexpectedly filled

2017-01-02 Thread David Mikos
URL:
  

 Summary: Multiplayer empty slots get unexpectedly filled
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Mon 02 Jan 2017 21:31:56 ACDT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: Any

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Details:

In multiplayer, if a slot is set as "empty" it will be filled with a random
leader.

To replicate easily choose a 3 or more multiplayer map and set one side to
"empty".




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[Wesnoth-bugs] [bug #25408] Large game slow down when new window UI elements showing/moved

2017-01-02 Thread David Mikos
Follow-up Comment #1, bug #25408 (project wesnoth):

I listed bug #24604 twice, when I meant to also list bug #24598

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[Wesnoth-bugs] [bug #25408] Large game slow down when new window UI elements showing/moved

2017-01-02 Thread David Mikos
URL:
  

 Summary: Large game slow down when new window UI elements
showing/moved
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Mon 02 Jan 2017 19:28:27 ACDT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: Linux

___

Details:

The game appears to slow to a crawl when moving around or resizing the title
screen main window or loading a network game across 2 instances of Wesnoth or
simply with many window elements on the screen.

I believe these are all the same bug, as I will demonstrate below with a
work-around. This is possibly related to bugs 24604 and 24604.

I am running a combination of Linux (64bit newest kernel and stable SDL2
packages, etc.) and nVidia graphics on a very fast machine (12 cores, etc.).

I ran a gdb and found that when I experience the above problems it is always
running "events::pump()" in "gui2::window::show(bool, unsigned int) ()" and
taking all the CPU power from one thread and basically locking up the game.

The SDL_Delay(10) in "src/gui/widgets/window.cpp" seems to be related to
this.

If taken out of the loop looking for windows "!CLOSED" the problem disappears.
Either by removing from this loop or just eliminating it completely seems to
work and not affect the CPU usage of the game (perhaps a delay is elsewhere
done when the important thread is created). Maybe the delay time should be set
to 1 or deleted? Passing this on as it is not my area of expertise.

A work-around that works for me is below:

-- src/gui/widgets/window.cpp
--
index 7eac195..fe52fb2 100644
@@ -633,6 +633,7 @@ int window::show(const bool restore, const unsigned
auto_close_timeout)
{
// Start our loop drawing will happen here as well.
bool mouse_button_state_initialised = false;
+   bool add_delay = false;
for(status_ = SHOWING; status_ != CLOSED;) {
// process installed callback if valid, to allow e.g. 
network
// polling
@@ -658,6 +659,10 @@ int window::show(const bool restore, const unsigned
auto_close_timeout)
}
 
// Add a delay so we don't keep spinning if there's no 
event.
+   add_delay=true;
+   
+   }
+   if (add_delay) {
SDL_Delay(10);
}
}





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[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2016-01-02 Thread David Mikos
Follow-up Comment #11, bug #24042 (project wesnoth):

Good to know, and happy to help test this again when the code gets replaced.

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[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2016-01-01 Thread David Mikos
Follow-up Comment #9, bug #24042 (project wesnoth):

I've done a bit more research into this bug and found that by setting the
"ping timeout" value in the preferences the client can detect if it is no
longer connected after the specified time. However, the other players who are
still connected to the original game will not detect that this player has
disconnected.

In the source code file network_worker.cpp there is code to deal with
disconnects in "receive_with_timeout" functions, etc. This code runs if the
original client that disconnects connection re-establishes even if they have
quit the game.

Hence, you might think that in the "receive_bytes" function SDLNet_TCP_Recv
might be a blocking call, waiting like a zombie to get information on a
separate thread. This doesn't appear to be the case, because I have refactored
my local version to do a SDLNet_CheckSockets and SDLNet_SocketReady and there
is no problem here with blocking that I can see as this code is not run when
there is a disconnect and only when the connection is re-established does it
run again.

This is highly frustrating to debug, but perhaps it could be solved by firstly
making the clients use the ping test "timeout" to the server as in the current
code for the client side. Then a test to each client from the server might be
needed as well to disconnect forcefully any client that isn't responding any
more.

When a client disconnects, perhaps they should be given an option to reconnect
with the same username and have the server do a check for any open connections
to that username, and then a second check  after a period of time to make sure
they are disconnected. Once this has been confirmed, then disconnect all
sockets with the old connection and allow login with the same handle.

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[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2015-12-29 Thread David Mikos
Follow-up Comment #7, bug #24042 (project wesnoth):

gfgtdf might be on to something with the ip change. I can reproduce what
appears to be the exact same conditions by changing the IP address mid-game of
one of the clients.

When quitting the game it does the same thing as on the mp online server each
time I've experienced this (showing out of date information for the semi-d/c
player), etc. This makes sense as ISPs change the IP addresses every so often
for most people.

The next thing I figure would be to work out how to detect this in-game.

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[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2015-12-28 Thread David Mikos
Follow-up Comment #5, bug #24042 (project wesnoth):

I am happy to assist with testing this bug, as I can attest that it is
actually quite common and has a severe impact on games.

Although probably not that useful, I've done some tests with the linux "tc"
command to simulate packet loss, reordered/corrupt packets, lag, and
combinations of the above on a locally hosted mp server with 2 different
network interface cards. I couldn't reproduce this effect.

One thing I wonder, because of my own experience with this bug, is if it
happens when only 2 players are playing or does this need 3 or more players
and how can this kind of bug be tested easily?

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[Wesnoth-bugs] [bug #23113] Unit specific animations no longer play

2014-12-26 Thread David Mikos
URL:
  http://gna.org/bugs/?23113

 Summary: Unit specific animations no longer play
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Fri 26 Dec 2014 06:39:05 PM ACDT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Units
  Status: None
 Privacy: Public
 Assigned to: involution
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.0+dev
Operating System: Ubuntu

___

Details:

Since commit 6603de667b464d6f6bea04fa07dd25ac8493bc39 unit specific animations
don't work. An example would be in the tutorial, Delfador has a 'new
animation' set that doesn't play when summoning the quintain. This looks to be
because the animations from this commit are not set for units individually,
but for unit types.

*see 'for' statement in  unit_animation*
unit_animation_component::choose_animation).




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[Wesnoth-bugs] [bug #23113] Unit specific animations no longer play

2014-12-26 Thread David Mikos
Update of bug #23113 (project wesnoth):

  Status:  Ready For Test = Fixed  

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Follow-up Comment #2:

Looks good to me. Thanks for fixing it so quickly :)

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[Wesnoth-bugs] [bug #23020] Movement animations jerky under fog

2014-12-05 Thread David Mikos
Follow-up Comment #1, bug #23020 (project wesnoth):

Is this a large map? Some work was done to alleviate this type of problem
before the 1.12.0 release, but with a lot of processing going on it can still
happen.

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[Wesnoth-bugs] [bug #23020] Movement animations jerky under fog

2014-12-05 Thread David Mikos
Update of bug #23020 (project wesnoth):

 Assigned to:None = coffee 


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[Wesnoth-bugs] [bug #23020] Movement animations jerky under fog

2014-12-05 Thread David Mikos
Follow-up Comment #3, bug #23020 (project wesnoth):

Ok. Don't mind if I ask some more questions?

Does the motion look the same as for this previously fixed bug
https://gna.org/bugs/?21883 (for Macintosh though)? The initial video and
attachment file #20525 are the interesting ones here.

Also, what graphics card do you have, as well as does this happens with a
lower resolution or if it happens less?

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[Wesnoth-bugs] [bug #22817] Inactive Back to button is present in online MP

2014-10-17 Thread David Mikos
Follow-up Comment #1, bug #22817 (project wesnoth):

Just reading my comment again and in case it wasn't clear I mean when actually
playing a game on the MP server the back to turn... menu entry is available
and doesn't do anything.

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[Wesnoth-bugs] [bug #21400] image_icon is sometimes default animation image

2014-10-16 Thread David Mikos
Follow-up Comment #4, bug #21400 (project wesnoth):

I'm sorry but it doesn't actually look like a bug to me at all. Looks like the
'image_icon' part of the unit definition was added to include the portrait in
the example, which might be okay for UMC. Normally [frame][/frame] would
specifically include the image and the image_icon is a best guess, and if
not present then by image. Makes sense to me to use whatever is available,
although the order could be swapped in checking instead.

i.e.
params.image= cfg_[image].empty() ? cfg_[image_icon] : cfg_[image];

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[Wesnoth-bugs] [bug #22817] Inactive Back to button is present in online MP

2014-10-16 Thread David Mikos
URL:
  http://gna.org/bugs/?22817

 Summary: Inactive Back to button is present in online MP
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Thu 16 Oct 2014 08:04:45 PM CST
Category: Bug
Severity: 2 - Minor
Priority: 4
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.17
Operating System: Any

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Details:

Under Menu there is a Back to button present when joining the online server
that doesn't do anything. I suppose it should be hidden when joining online?




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[Wesnoth-bugs] [bug #22357] Dwarvish Masked Lord in The Hammer of Thursagan still has 2 ranged attacks

2014-07-20 Thread David Mikos
Update of bug #22357 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #1:

Fixed in 3c21f01058bea367a89ec9fb63c7799d80ccb9bf

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[Wesnoth-bugs] [bug #22334] MP Modifications can no longer be directly chosen for MP campaigns

2014-07-16 Thread David Mikos
Update of bug #22334 (project wesnoth):

  Status:None = Works For Me   
 Assigned to:None = coffee 

___

Follow-up Comment #1:

Well... I'll have a look again at this later, but to me this is the intended
behavior.

Previously, if you ad a mod that was locked to a particular scenario it would
check for 2p-aethenaw at loading the MP create game dialog and ask if you
wanted to switch scenarios to a compatible one. Now it goes back to the last
played scenario saved in the preferences file as the default choice first up.

As far as I can tell you can select the mods in the campaign create game
menu just as before and no redundant screen should pop up, as is expected.

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[Wesnoth-bugs] [bug #22256] Help doesn't show

2014-07-05 Thread David Mikos
Follow-up Comment #2, bug #22256 (project wesnoth):

Well, after trying to bisect I am having no joy because I get unrelated errors
about window settings that crash the game on earlier commits. Happy for
someone else to take a look at fixing this.

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[Wesnoth-bugs] [bug #20635] Flying unit movements are offset by bridges

2014-06-30 Thread David Mikos
Update of bug #20635 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

Fixed in master by adding a smoothing to animation offsets.

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[Wesnoth-bugs] [bug #21302] whiteboard assertion error

2014-06-30 Thread David Mikos
Update of bug #21302 (project wesnoth):

  Status:None = Works For Me   

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Follow-up Comment #1:

Marking as Works For Me because I can't reproduce on 1.11.15+dev

I do however get warning whiteboard: Unable to build future map to determine
whether leader's allowed to move. This looks to be a separate bug and hasn't
impacted the game in my testing.

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[Wesnoth-bugs] [bug #22132] planning mode recruits ghosts have corrupted standing animations

2014-06-29 Thread David Mikos
Update of bug #22132 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #1:

Fixed in commit e87406c6084ab23efeb6be1c4d48179af87c0925

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[Wesnoth-bugs] [bug #22231] Whiteboard (planning mode) moves broken

2014-06-28 Thread David Mikos
Follow-up Comment #3, bug #22231 (project wesnoth):

Interesting. I did a full bisect and found... no problem at all. In fact it
now works for me on the head of the 1.12 branch.

I think the problem might have been introduced with the new mouse input
controls for movement that have been reverted.

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[Wesnoth-bugs] [bug #22231] Whiteboard (planning mode) moves broken

2014-06-28 Thread David Mikos
Follow-up Comment #4, bug #22231 (project wesnoth):

Yes. The problem appears to be with the new select/move/attack hotkey
implementation. It works if select and move are set separately. I suspect the
hex is now being selected, whereas before the unit remained selected after
partial movement.

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[Wesnoth-bugs] [bug #22231] Whiteboard (planning mode) moves broken

2014-06-28 Thread David Mikos
Update of bug #22231 (project wesnoth):

  Status:None = In Progress
 Assigned to:None = coffee 

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Follow-up Comment #5:

Fixed in the 1.12 branch with 89e2047ab5bd9adafe94cdc2b0d7744831b55fb5

On master the same fix with 23a3d15b6627d40ef6ff5d6f21e04cd882c9cbb0 seems to
make the units invisible on movement. Otherwise it works fine :P

Still checking the problem on the 1.13.x branch.

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[Wesnoth-bugs] [bug #22231] Whiteboard (planning mode) moves broken

2014-06-28 Thread David Mikos
Update of bug #22231 (project wesnoth):

  Status: In Progress = Fixed  

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Follow-up Comment #6:

Marking as solved because trying the version before my commit on master also
has the invisible whiteboard unit and appears to be a separate issue.

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[Wesnoth-bugs] [bug #22231] Whiteboard (planning mode) moves broken

2014-06-27 Thread David Mikos
Follow-up Comment #2, bug #22231 (project wesnoth):

To be fair, some of these problems with visual glitches occurred in the 1.10
whiteboard as well. A lot of people don't use the attack feature in
multiplayer for fear of oos errors.

I've got a bit of free time this weekend and can take a look at the
whiteboard. I don't mind if other devs also want to look at the problem and
beat me to it :)

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[Wesnoth-bugs] [bug #22177] animation and right-click

2014-06-21 Thread David Mikos
Follow-up Comment #1, bug #22177 (project wesnoth):

I believe the right click will pause the game to the observer by bringing up a
menu, but the animation timer continues in the background. The animation then
appears to fill in quickly to catch up with the timer. Seems like desired
behaviour to me so that animations do the right thing (e.g. for multiplayer).

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[Wesnoth-bugs] [bug #22116] Attacking enemy+discovering in fog locks movement

2014-05-31 Thread David Mikos
URL:
  http://gna.org/bugs/?22116

 Summary: Attacking enemy+discovering in fog locks movement
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 01 Jun 2014 06:48:15 AM WIT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: coffee
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.15+dev
Operating System: Any

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Details:

As per
http://forums.wesnoth.org/viewtopic.php?f=5p=571095sid=d29ec31c259a1353dd0fefd314006904#p571113
there is a specific problem when attacking an enemy unit and in the same move
sighting a unit in the fog. The unit stops and the path cannot be modified
easily as it can if the unit were just moving instead and discovered a unit in
the fog.




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[Wesnoth-bugs] [bug #22116] Attacking enemy+discovering in fog locks movement

2014-05-31 Thread David Mikos
Update of bug #22116 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

And fixed in d7ba99db3490964145ff27ee06767ae29f9b

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[Wesnoth-bugs] [bug #21491] Unit drag-and-drop functionality lost (regression)

2014-05-24 Thread David Mikos
Follow-up Comment #3, bug #21491 (project wesnoth):

Maybe it is some sort of event interfering, because if you move the wolf one
hex anywhere and then drag and drop to attack it works fine.

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[Wesnoth-bugs] [bug #22020] Unit descriptions for Walking Corpse Soulless always show as Unknown Unit

2014-05-17 Thread David Mikos
Update of bug #22020 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

___

Follow-up Comment #2:

Fixed in 6475cd1ad2d72c1201944dcaf3e011ebbdc2d604

Problem was that the help prefix for units with variations needs to now be
.. because it is a 'folder' with all the variations listed underneath it.

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[Wesnoth-bugs] [bug #21448] Can't undo premove click easily

2014-05-10 Thread David Mikos
Update of bug #21448 (project wesnoth):

 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #21257] Lagging in Unit Movement

2014-05-10 Thread David Mikos
Update of bug #21257 (project wesnoth):

  Status:  Ready For Test = Fixed  

___

Follow-up Comment #19:

Marking as fixed as this solution skips the animation as the setting says
should happen.

For information purposes, this is related to
https://gna.org/bugs/index.php?21883

The original problem appears to be the fog clearing/drawing algorithm uses a
lot of CPU, causing the ticks between frames to go up. The game engine then
has to deal with this and at some point the fog drawing mechanism should
ideally IMO be rewritten in part to make more use of GPU acceleration. Simply
moving to SDL 2.0 might also help with fog clearing in general.

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[Wesnoth-bugs] [bug #22030] [disable] weapon special broken

2014-05-10 Thread David Mikos
Update of bug #22030 (project wesnoth):

  Status:None = Fixed  

___

Follow-up Comment #1:

Should be fixed in 9b1a223b3d36dc539126527656a67806d6fe64fb

The attack GUI index result value didn't match the attack value because the
items are taken out of a list if 'disabled'

I added an increment vector to compensate for each 'disabled' item as a vector
that is saved before the attack, to account for the case where disable may be
applied during an attack to a weapon.

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[Wesnoth-bugs] [bug #21944] Game freezes while loading Scepter of Fire mission in Heir to the Throne campaign

2014-05-03 Thread David Mikos
Update of bug #21944 (project wesnoth):

  Status:None = Fixed  


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[Wesnoth-bugs] [bug #21967] Crash on mod of trait with no id

2014-05-03 Thread David Mikos
Update of bug #21967 (project wesnoth):

 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #21770] Mouse focus lost on sight of enemy unit (regression)

2014-05-03 Thread David Mikos
Update of bug #21770 (project wesnoth):

 Assigned to:None = coffee 

___

Follow-up Comment #1:

This bug appears to have been introduced in commit
7e46df919167c6906d7a782b8f7710cdee5a



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[Wesnoth-bugs] [bug #21770] Mouse focus lost on sight of enemy unit (regression)

2014-05-03 Thread David Mikos
Update of bug #21770 (project wesnoth):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #2:

Turns out this is a duplicate of bug #21372.

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[Wesnoth-bugs] [bug #21372] Pressing 't' to continue moving after sighting unit no longer works

2014-05-03 Thread David Mikos
Update of bug #21372 (project wesnoth):

  Status:   Confirmed = Fixed  

___

Follow-up Comment #3:

Fixed in a26bd3cd5c116cf7e8896d954bffe8e1ffd36c4f

This should work for both input schemes due to earlier commit
ffb83a97c8c61afabb464aa3ed893fec54297278

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[Wesnoth-bugs] [bug #22007] Units are duplicated wrongly on WML move

2014-05-02 Thread David Mikos
URL:
  http://gna.org/bugs/?22007

 Summary: Units are duplicated wrongly on WML move
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sat 03 May 2014 07:25:04 AM WIT
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: ai0867
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.13+dev
Operating System: Any

___

Details:

Units can be duplicated on the map wrongly in some WML tags since commit
5b92c1ef5575c0d2473b582f5368d985bf2aefff on the 1.12 branch (the same happens
on master).

To reproduce, load the tutorial, move to the spot that Delfador says to and
attack the dummy. Delfador will move to a new location and at the original
location a new Delfador will be created (leaving 2 on the map).




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[Wesnoth-bugs] [bug #21448] Can't undo premove click easily

2014-05-02 Thread David Mikos
Update of bug #21448 (project wesnoth):

  Status:None = Fixed  

___

Follow-up Comment #2:

Fixed in commit ffb83a97c8c61afabb464aa3ed893fec54297278

I matched the expression so that the behavior is the same for units that have
a premove set and are then clicked on again as per what happened in Wesnoth
1.10.

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[Wesnoth-bugs] [bug #21491] Unit drag-and-drop functionality lost (regression)

2014-05-01 Thread David Mikos
Update of bug #21491 (project wesnoth):

  Status:None = Fixed  

___

Follow-up Comment #1:

The movement and attacking drag+drop were actually 2 separate bugs.

The movement bug is now fixed in commit
c53b204abdc722116ff2b3d486d0004b03454724

The attack bug from a distance was fixed (and previously introduced) in an
earlier commit I believe by gfgtdf.

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[Wesnoth-bugs] [bug #21967] Crash on mod of trait with no id

2014-04-24 Thread David Mikos
URL:
  http://gna.org/bugs/?21967

 Summary: Crash on mod of trait with no id
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Fri 25 Apr 2014 12:49:14 PM WIT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: Fixed
 Privacy: Public
 Assigned to: coffee
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.13
Operating System: Any

___

Details:

As reported on the forums
http://forums.wesnoth.org/viewtopic.php?f=4t=40360p=569754#p569754 Wesnoth
crashes when a modification is applied to a unit to apply a trait that has no
id set.




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[Wesnoth-bugs] [bug #21967] Crash on mod of trait with no id

2014-04-24 Thread David Mikos
Follow-up Comment #1, bug #21967 (project wesnoth):

This was due to https://github.com/wesnoth/wesnoth/commit/54e2351 using the
trait_ids instead of trait names for help menu links (to avoid ^female traits
not showing in the help menu), but the id and names sizes didn't match if one
or more of the ids was empty.

Fixed in commit 83836b1516715e931f44fbb1820083b17ee9dd54

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[Wesnoth-bugs] [bug #21448] Can't undo premove click easily

2014-04-24 Thread David Mikos
Follow-up Comment #1, bug #21448 (project wesnoth):

After returning to the old default mouse scheme, I still find it hard to
deselect premoves. It used to be just a double left click on the unit to
deselect, and now I don't know if it is possible with the mouse.

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-20 Thread David Mikos
Update of bug #21883 (project wesnoth):

  Status:  Ready For Test = Fixed  

___

Follow-up Comment #11:

Tested to work by mattsc (on irc). Marking as fixed and pushed to the 1.12
branch.

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[Wesnoth-bugs] [bug #21937] sound and music lags/screech sometimes if a lot of sound acitivity is produced

2014-04-20 Thread David Mikos
Follow-up Comment #1, bug #21937 (project wesnoth):

What happens if you increase the length of the sound buffer to say 4096 in the
advanced are of sound preferences?

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[Wesnoth-bugs] [bug #21316] Animation bug with whatever_frame features

2014-04-20 Thread David Mikos
Update of bug #21316 (project wesnoth):

  Status:  Ready For Test = Fixed  

___

Follow-up Comment #3:

Fixed in commit 774b0ec162894de9e43361564a2c5bcd3f8bfa5c and pushed to 1.12
branch.

You should be able to have multiple frames/halos now and they will set the
appropriate xxx_cycle=true by default (this is what was missing before).

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-16 Thread David Mikos
Follow-up Comment #6, bug #21883 (project wesnoth):

Sigh. I had also hoped it would be fixed by now and I'm instead still working
on it.

I thought I might post a script that I've created to quickly test this bug for
reference:

#!/bin/bash
./wesnoth -m 
cpulimit -l 12 -p $!  /dev/null 21

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[Wesnoth-bugs] [bug #21914] Drake WC variation cannot move on unwalkable

2014-04-15 Thread David Mikos
URL:
  http://gna.org/bugs/?21914

 Summary: Drake WC variation cannot move on unwalkable
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Wed 16 Apr 2014 06:58:35 AM WIT
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Units
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.12+dev
Operating System: Any

___

Details:

As per forum user wesbane on
http://forums.wesnoth.org/viewtopic.php?f=5t=40217#p569350 the drake walking
corpse variation (and soulless variation) cannot move on unwalkable. This is a
problem if spawned on unwalkable for its movement is hindered and has 0%
defense on unwalkable terrain.




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[Wesnoth-bugs] [bug #21914] Drake WC variation cannot move on unwalkable

2014-04-15 Thread David Mikos
Update of bug #21914 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

___

Follow-up Comment #1:

Fixed in commit e586dd320370a5922c6f568742822bbacf7e0b7c

Made it so that it has the same movement as for deep water and same defense.
This is an inbetween for clasher and flying drake derived WC units and fixes
the bug.

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-06 Thread David Mikos
Follow-up Comment #4, bug #21883 (project wesnoth):

After a bit more investigation I don't think it is a dirty graphics buffer
issue any more.

In unit_display.ccp the funtion move_unit_between has a target_time with a
magic number of 200 for an increment. Increasing this number manually leads to
a cycling of the unit path between the individual hexes in a similar fashion
to the earlier attached video. Lowering it speeds up the animation too
quickly. This issue looks to require some more prodding and poking.

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-01 Thread David Mikos
Update of bug #21883 (project wesnoth):

 Assigned to:None = coffee 

___

Follow-up Comment #1:

I believe this is related to https://gna.org/bugs/?21316, where I used a
workaround to fix for the specific case of skip AI moves.

This bug can be easily replicated on linux by running cpulimit -10 wesnoth
(or lower than 10% until the issue is apparent). This does not appear to be a
disk loading issue, but an issue with the algorithm that draws the movement of
units between hexes.

I should have some time to take a look this weekend at this bug, unless jamit
wants to also have a go at it -- given this only occurs with fog/shroud on.

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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-01 Thread David Mikos
Follow-up Comment #3, bug #21883 (project wesnoth):

Another thing from testing is that I get a similar issue with 1.10.6, just
less of it with the same cpulimit approach on Linux.

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[Wesnoth-bugs] [bug #21257] Lagging in Unit Movement

2014-03-24 Thread David Mikos
Follow-up Comment #17, bug #21257 (project wesnoth):

Perhaps the move to SDL 2.0 and the new drawing mechanism will fix the problem
later properly.

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[Wesnoth-bugs] [bug #21257] Lagging in Unit Movement

2014-03-23 Thread David Mikos
Update of bug #21257 (project wesnoth):

  Status:   Confirmed = Ready For Test 

___

Follow-up Comment #15:

I've committed that bugfix in c770104621aaa2f8f278438f355eb323bd3a0705

This should solve the specific problem of lagging with fog/shroud and skip AI
moves enabled.

I hope Jamit you don't mind the proposed solution.

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[Wesnoth-bugs] [bug #21859] unit capacity gone after save

2014-03-23 Thread David Mikos
Update of bug #21859 (project wesnoth):

 Assigned to:None = fendrin


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[Wesnoth-bugs] [bug #21858] special scenario buttun unvaiable

2014-03-23 Thread David Mikos
Follow-up Comment #1, bug #21858 (project wesnoth):

Can you please attach the .cfg file you have made?

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[Wesnoth-bugs] [bug #21257] Lagging in Unit Movement

2014-03-22 Thread David Mikos
Follow-up Comment #14, bug #21257 (project wesnoth):

A workaround that I have tested for the specific case of lagging with shroud
as observer to AI with skip_AI_moves is the following:

in src/unit_display.cpp, make the unit hidden for !animate_ in the
unit_mover::proceed_to function and then in unit_mover::finish set
u.set_hidden(was_hidden_);

This will remove all the in-between lagging frames from the unit movements.

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[Wesnoth-bugs] [bug #21802] Transparent TC pixels?

2014-03-16 Thread David Mikos
URL:
  http://gna.org/bugs/?21802

 Summary: Transparent TC pixels?
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 16 Mar 2014 05:33:00 PM CST
Category: Feature Request
Severity: 2 - Minor
Priority: 3 - Low
  Item Group: Graphics
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.0(dev)
Operating System: Any

___

Details:

Currently it looks like the TC pixels for units/etc. have to be fully opaque.
Would be nice to allow alpha values as well for TCs.




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[Wesnoth-bugs] [bug #21770] Mouse focus lost on sight of enemy unit (regression)

2014-03-07 Thread David Mikos
URL:
  http://gna.org/bugs/?21770

 Summary: Mouse focus lost on sight of enemy unit (regression)
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sat 08 Mar 2014 09:11:14 AM CST
Category: Bug
Severity: 3 - Normal
Priority: 7 - High
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12 (beta)
Operating System: Any

___

Details:

When a scout moves and is stopped by the sight of an enemy unit in the fog the
focus of the mouse is lost and the unit stops midway through a move. This then
requires you to click the unit again and move it, possibly experiencing the
same thing multiple times during a single unit's move. Previously the moved
unit would retain mouse focus.

Possibly related to bug #21372




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[Wesnoth-bugs] [bug #21765] segfault in animation code

2014-03-07 Thread David Mikos
Follow-up Comment #1, bug #21765 (project wesnoth):

Trying this on wesnoth 1.12 (beta)/1.13.0 gives Mandatory WML child error and
can't load to test.

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[Wesnoth-bugs] [bug #21736] MP create screen defaults to top entry

2014-03-01 Thread David Mikos
URL:
  http://gna.org/bugs/?21736

 Summary: MP create screen defaults to top entry
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 02 Mar 2014 06:20:27 PM CST
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: In Progress
 Privacy: Public
 Assigned to: coffee
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.10+dev(62d3783)
Operating System: Any

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Details:

Since the addition of the filter for number of players the MP create screen
defaults to the top entry, even when the preferences file says it should go to
the last played scenario.




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[Wesnoth-bugs] [bug #21736] MP create screen defaults to top entry

2014-03-01 Thread David Mikos
Update of bug #21736 (project wesnoth):

  Status: In Progress = Fixed  

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Follow-up Comment #1:

Fixed in dee9868ac82aade400f31a7e696f6dfedbade545

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[Wesnoth-bugs] [bug #21213] Shuffle sides ignores leader selection

2014-01-06 Thread David Mikos
Update of bug #21213 (project wesnoth):

  Status:   Confirmed = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #3:

Considering this is fixed now in the 1.11.x series, I'm marking it as such.

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[Wesnoth-bugs] [bug #21448] Can't undo premove click easily

2014-01-05 Thread David Mikos
URL:
  http://gna.org/bugs/?21448

 Summary: Can't undo premove click easily
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Mon 06 Jan 2014 08:00:09 AM CST
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: fendrin
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.8+dev(2924ed8)
Operating System: Linux

___

Details:

As the title says I can't anymore undo a certain type of premove that is
useful in village grabbing without an arduous challenging series of clicks.

To reproduce (all on turn 1):
- open a map
- right click and recruit a unit in an empty castle hex (point C)
- left click C
- right click an empty village or some other hex (point V)
- left click C
- if you at this point right click C and move the mouse off C it will ask you
to predefine another hex. You can again left click to cancel, but this now
involves 3 clicks and is non-intuitive IMO.




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[Wesnoth-bugs] [bug #21390] UMC music in map editor doesn't play

2013-12-29 Thread David Mikos
URL:
  http://gna.org/bugs/?21390

 Summary: UMC music in map editor doesn't play
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 29 Dec 2013 07:25:39 PM CST
Category: Bug
Severity: 3 - Normal
Priority: 4
  Item Group: Editor
  Status: None
 Privacy: Public
 Assigned to: fendrin
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.7+dev(c46d681)
Operating System: Any

___

Details:

With the new feature to select music, UMC music shows up but does not play in
the editor.

Also, exporting the scenario from the editor gives UMC music without the .ogg
file extension (possibly why it doesn't play in the editor).




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[Wesnoth-bugs] [bug #21379] help 'unit' area units are not links anymore

2013-12-27 Thread David Mikos
URL:
  http://gna.org/bugs/?21379

 Summary: help 'unit' area units are not links anymore
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sat 28 Dec 2013 02:39:01 PM CST
Category: Bug
Severity: 2 - Minor
Priority: 3 - Low
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.7+dev(e211f77)
Operating System: Any

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Details:

In the help menu, clicking the top 'units' page lists all the general unit
types as text and not links you can click. May be related to khalifate.




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[Wesnoth-bugs] [bug #21379] help 'unit' area units are not links anymore

2013-12-27 Thread David Mikos
Update of bug #21379 (project wesnoth):

  Status:None = Duplicate  

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Follow-up Comment #1:

Okay, this is a duplicate of bug 21339. I suppose I should have checked more
thoroughly.

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[Wesnoth-bugs] [bug #21339] No clickable links in F1 menu - units

2013-12-27 Thread David Mikos
Update of bug #21339 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

___

Follow-up Comment #1:

Fixed in commit d874f57aaabea87fca6b0d4af2e6e086abbdb8b5.

For reference, problem was introduced in
2b61f2a89788dd59032a7e881b1ca7c7d678aa78. This just restores the old method
for this particular type of menu, but with the make_link function.

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[Wesnoth-bugs] [bug #21364] MP create game description text area scroll overlays text

2013-12-25 Thread David Mikos
Update of bug #21364 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #2:

Fixed in commit 1f94869fd77a0df3f7f546c0e5181b326ae7ef69

Problem was solved by essentially running set_text of GUI textbox twice so
that the scrollbar appearance/disappearance would be calculated in the
horizontal text width of the box.

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[Wesnoth-bugs] [bug #21364] MP create game description text area scroll overlays text

2013-12-25 Thread David Mikos
Follow-up Comment #3, bug #21364 (project wesnoth):

Just a follow up comment that in commit
5cf466942a8927a65ee7f97e4a855fc81beb459a this solution has been changed to
override the update_location function of scrollarea in GUI textbox. This is so
that window resizing also leave the text nicely fitting inside the box.

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[Wesnoth-bugs] [bug #21364] MP create game description text area scroll overlays text

2013-12-22 Thread David Mikos
URL:
  http://gna.org/bugs/?21364

 Summary: MP create game description text area scroll overlays
text
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Mon 23 Dec 2013 06:47:31 AM CST
Category: Bug
Severity: 2 - Minor
Priority: 4
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.7+dev(4d31983)
Operating System: Linux

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Details:

As the title says, the when the scrollbar appears, it appears over the text in
MP game creation.




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[Wesnoth-bugs] [bug #21365] MP modifications clash dialog requires multiple input clicks

2013-12-22 Thread David Mikos
URL:
  http://gna.org/bugs/?21365

 Summary: MP modifications clash dialog requires multiple
input clicks
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Mon 23 Dec 2013 07:04:55 AM CST
Category: Bug
Severity: 2 - Minor
Priority: 3 - Low
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.7+dev (4d31983)
Operating System: Linux

___

Details:

When toggling an MP modification and a dialog comes up to say that something
else must be activated/deactivated, the input requires 2 clicks. i.e. if you
click cancel, the box remains and disappears only after a second click.




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[Wesnoth-bugs] [bug #21365] MP modifications clash dialog requires multiple input clicks

2013-12-22 Thread David Mikos
Update of bug #21365 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #1:

Fixed in commit 9f9a7b9460e5ac0024036649c4dc5631710f24ee

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[Wesnoth-bugs] [bug #21208] Would like read-only access to some top level tags exposed to lua

2013-12-20 Thread David Mikos
Update of bug #21208 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #3:

Merged in 31e9c4ec0e86febc1035089739a2833f6faeb4b9.

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[Wesnoth-bugs] [bug #18954] Way to store/read MP_era variable in WML

2013-12-20 Thread David Mikos
Update of bug #18954 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

Feature implemented in pull request:
https://github.com/wesnoth/wesnoth-old/pull/87 

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[Wesnoth-bugs] [bug #21316] Animation bug with whatever_frame features

2013-12-07 Thread David Mikos
Update of bug #21316 (project wesnoth):

 Assigned to:None = coffee 

___

Follow-up Comment #1:

I've made a bug-fix change in commit 34b865832aa64eea5a69daa31411567bdb453b0b

If you have access to the git repository, can you please test to see if the
bug is still present?

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[Wesnoth-bugs] [bug #21311] Cannot order units to move with mouse

2013-11-29 Thread David Mikos
Update of bug #21311 (project wesnoth):

Severity:   4 - Important = 5 - Blocker
 Assigned to:None = fendrin

___

Follow-up Comment #2:

Since 7e46df919167c6906d7a782b8f7710cdee5a I can't move any unit. All left
click actions don't work for units. This affects both local multiplayer and
campaigns.

I am also on Linux (running Ubuntu). Can reproduce on
0093617b272b7365e199ad2ea4faec47b73617ae (current HEAD as of writing).

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[Wesnoth-bugs] [bug #21311] Cannot order units to move with mouse

2013-11-29 Thread David Mikos
Follow-up Comment #3, bug #21311 (project wesnoth):

This can be resolved by resetting the hotkeys in the preferences menu, but
this is non-obvious.

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[Wesnoth-bugs] [bug #21261] Refer new players interested in Multiplayer to stable version

2013-11-11 Thread David Mikos
Follow-up Comment #1, bug #21261 (project wesnoth):

Might be good if that message was translatable. Seems like many of the players
that are on the development version multiplayer server do not speak English.

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[Wesnoth-bugs] [bug #19055] Shuffle sides can cause engine error - patch included

2013-11-03 Thread David Mikos
Update of bug #19055 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #5:

I think it was commit 4b531850da0666e6b4718acdf3800ad268d71e0b that made the
difference here. Problem that was being addressed here is that multiple
units/villages/AI WML tags were not being swapped because it would only match
the once with 'map'. The side effect could well have been this bug and the
solution was to use 'multimap' so that the config entries should match in
length between the sides properly.

Glad it solved itself and thanks again for looking into it SigurdFireDragon.

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[Wesnoth-bugs] [bug #21213] Shuffle sides ignores leader selection

2013-11-03 Thread David Mikos
Update of bug #21213 (project wesnoth):

  Status:None = Confirmed  

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Follow-up Comment #1:

Confirming this is still a problem in 1.11.6+dev(c0ee2c8).

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[Wesnoth-bugs] [bug #21213] Shuffle sides ignores leader selection

2013-11-03 Thread David Mikos
Follow-up Comment #2, bug #21213 (project wesnoth):

Sorry I've tested for the wrong thing. I believe it is fixed in the 1.11.6+dev
since 4b531850da0666e6b4718acdf3800ad268d71e0b.

It is possible that fixing it in 1.10.x branch might lead to an out of sync
between the clients between the point versions. Unless mistaken I think it
will have to stay like that until 1.11.7 is released.

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[Wesnoth-bugs] [bug #21218] Eras using random_leader instead of leader

2013-10-25 Thread David Mikos
URL:
  http://gna.org/bugs/?21218

 Summary: Eras using random_leader instead of leader
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Fri 25 Oct 2013 04:30:17 PM CST
Category: Bug
Severity: 2 - Minor
Priority: 4
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.6+dev(b13a9d9)
Operating System: Linux

___

Details:

If you click to start a local MP game and choose 'default era' you will not
see the shock trooper for example as a leader choice. Looks like for some
reason the 'random_leader' list is presented to the user to choose from if it
is not empty.




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[Wesnoth-bugs] [bug #21186] Map with initial captured village and shuffle sides wrong side

2013-10-20 Thread David Mikos
Update of bug #21186 (project wesnoth):

  Status:None = Duplicate  

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Follow-up Comment #1:

Can be considered a duplicate of bug #20936

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[Wesnoth-bugs] [bug #20936] 2p - Hamlets: Bonus village given to wrong side

2013-10-20 Thread David Mikos
Update of bug #20936 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

___

Follow-up Comment #2:

Reverted d49b183fb1252d913b8ca8afdbc0feec885b793f in
78cf3be5acebc270d6ce497e564caa0e8319c2ff to fix shuffle sides village bug.

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[Wesnoth-bugs] [bug #21198] Wesnoth loads data/core/unit and such WML twice for multiplayer

2013-10-20 Thread David Mikos
Follow-up Comment #2, bug #21198 (project wesnoth):

From what I've been able to gather it works like so (just considering units,
but the principal is the same for terrain and other things):
- title screen loads data/core/unit... files
- on click of campaign or multiplayer all data is disgregarded
- each campaign separately or a new multiplayer instance checks
data/core/unit... files + the data/campaign/... or multiplayer specific era
files.
- game is quit and game logic brings one back to the title screen.
- the unit files remain loaded as before (see help list of units)
- a different campaign or multiplayer instance is loaded and previous unit
files are disgregarded and again each campaign separately or a new multiplayer
instance checks data/core/unit... files + the data/campaign/... or multiplayer
specific era files.

Just to be clear on the 'disgregarded' part -- it looks like the data is one
first load combined together, but the cache for each campaign or multiplayer
contains both the default and unique unit files put together. So each
subsequent load may be wasting time loading the same information that is
already loaded by the time the title screen loads.

Seeing as you want the unique data for each campaign to be lost when starting
another campaign, it would be hard to optimize in general. However, it could
be optimized specifically for the -m, -c, or --scenario command line
switches to load without the title screen part -- saving one pass of the core
units from cache.

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[Wesnoth-bugs] [bug #21198] Wesnoth loads data/core/unit and such WML twice for multiplayer

2013-10-14 Thread David Mikos
URL:
  http://gna.org/bugs/?21198

 Summary: Wesnoth loads data/core/unit and such WML twice for
multiplayer
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Tue 15 Oct 2013 04:01:56 PM CST
Category: Bug
Severity: 2 - Minor
Priority: 3 - Low
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.6+dev (412720c)
Operating System: Ubuntu 13.04x64

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Details:

By renaming or moving temporarily all addons and clearing the cache you should
see the follinwg behavior:
- loading wesnoth to title screen creates a cache with all the default units
included (~210kb file) as well as other things
- then loading the multiplayer screen creates a new file with the same
information plus all the information for the included multiplayer eras and
scenarios (~300kb)

This second file could potentially be optimized to not include the data that
has already been loaded by the time of the title screen. This would cut down
slightly on loading time for mutiplayer and testing with -m option from the
command line.




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[Wesnoth-bugs] [bug #21186] Map with initial captured village and shuffle sides wrong side

2013-10-09 Thread David Mikos
URL:
  http://gna.org/bugs/?21186

 Summary: Map with initial captured village and shuffle sides
wrong side
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Thu 10 Oct 2013 11:09:48 AM CST
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.6+dev (ef0ffef-Clean)
Operating System: Any

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Details:

A map with an initial captured village and shuffle sides can lead to the
captured village being next to the wrong side. e.g. 2p -- hamlets.




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[Wesnoth-bugs] [bug #20845] Segmentation fault on delete of last save game in list

2013-10-09 Thread David Mikos
Update of bug #20845 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = coffee 

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Follow-up Comment #1:

Fixed in 59546bc9cddb. Problem was in code for changing difficulty option not
checking if an array was empty.

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[Wesnoth-bugs] [bug #21135] MP game error on load with null leader

2013-09-15 Thread David Mikos
Update of bug #21135 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21135] MP game error on load with null leader

2013-09-13 Thread David Mikos
URL:
  http://gna.org/bugs/?21135

 Summary: MP game error on load with null leader
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sat 14 Sep 2013 07:23:04 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: 1.11.6+dev (bc2fd63)
Operating System: Linux

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Details:

When trying to load an addon with a side specifying the no_leader=true and
not specifying a type of leader, the game does not load, instead bringing up
the error:
Cannot obtain genders for invalid leader null




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[Wesnoth-bugs] [bug #21135] MP game error on load with null leader

2013-09-13 Thread David Mikos
Follow-up Comment #1, bug #21135 (project wesnoth):

More info:
Seems to happen only when use map settings is ticked.

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[Wesnoth-bugs] [patch #3943] Set initial unit facing direction based on map location

2013-06-18 Thread David Mikos
Follow-up Comment #2, patch #3943 (project wesnoth):

You really have to try that in game with the new skeletons and dwarf fighters
to see that it really wouldn't work well facing the recruiter.

I did not actually make it so that the units face the middle of the map,
because in the middle it is a random direction and it gets more constrained to
face the other side of the board the more you get to one of the edges or
corners.

After speaking with Fabi on IRC it seems like it might be good to use this a a
fallback (and also for initial leader facing directions) and for new recruits
to face where the current most threat is (so enemy units, but not a goblin if
there is a fire dragon, etc.).

The patch as it is though does a bit I think to make the MP maps feel a bit
nicer to play (than current random initial facings). Recruitment placings is
just one niceness that is not necessary, but would not slow down the game much
or really introduce too much complexity I think -- it is pretty much detached
from all the important code.

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[Wesnoth-bugs] [patch #3943] Set initial unit facing direction based on map location

2013-06-15 Thread David Mikos
URL:
  http://gna.org/patch/?3943

 Summary: Set initial unit facing direction based on map
location
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 16 Jun 2013 01:25:16 PM CST
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

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Details:

Now that the dwarvish fighter and skeleton and other units are set to have
multiple facing directions, I thought it would be nice if the initial facing
directions on recruit were more directed.

Attached is a patch that sets the initial facing diretion on recruit like so:

If you imagine the board split into parts, the intial facing directions would
be like so after applying the patch:

SE   SE/S  S S/SW SW

SE/NE  SE/S/NE/N  ALL  S/SW/N/NW  SW/NW

NE   NE/N  N N/NW NW

Where multiple direction choices are chosen randomly.

The idea is that if you are playing at the bottom of the map your units should
be initially facing north and in the middle they could go be facing any which
way, etc.



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File Attachments:


---
Date: Sun 16 Jun 2013 01:25:16 PM CST  Name:
2013.06.16_recruit_unit_facing_direction_based_on_map_location.patch  Size:
3kB   By: coffee

http://gna.org/patch/download.php?file_id=18096

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[Wesnoth-bugs] [bug #20878] Old editor selection method in addition to toggle

2013-06-08 Thread David Mikos
URL:
  http://gna.org/bugs/?20878

 Summary: Old editor selection method in addition to toggle
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 09 Jun 2013 03:22:45 PM CST
Category: Feature Request
Severity: 2 - Minor
Priority: 3 - Low
  Item Group: Editor
  Status: None
 Privacy: Public
 Assigned to: fendrin
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.4+dev (46ea339)
Operating System: Any

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Details:

The new editor interface is great, but I find it harder now to select a bunch
of hexes. With the 1.10 editor I could select a range of hexes easily and
right click to deselect those that were outside of my desired range, making
use of the different size selectors. With right click as menu and eft click
toggle, it takes a while to select a bunch of hexes and is more prone to
error.

IMO the 6 hex selector is mostly useless with toggle, as are the other
non-single hex selectors.

So, I would like to suggets maybe a control-click overload to switch off
toggle mode for selection or to use the space that normally switches between
the front and back selected terrain when using the paint tool to switch
between toggle and not toggle.




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[Wesnoth-bugs] [bug #20845] Segmentation fault on delete of last save game in list

2013-05-25 Thread David Mikos
URL:
  http://gna.org/bugs/?20845

 Summary: Segmentation fault on delete of last save game in
list
 Project: Battle for Wesnoth
Submitted by: coffee
Submitted on: Sun 26 May 2013 09:41:03 AM CST
Category: Bug
Severity: 2 - Minor
Priority: 3 - Low
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.11.4
Operating System: Linux

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Details:

Wesnoth crashes with a segmentation fault if the last save game is deleted
from the list of saves.




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