[Wesnoth-bugs] [bug #24538] observers cannot whisper to players.

2016-03-24 Thread Gunter Labes
Follow-up Comment #1, bug #24538 (project wesnoth):

Unlike the title says the mentioned functionality also prevents players from
whispering other players so that you cannot form secret alliances in a
free-for-all game for example.

Btw, how you can be sure that debug mode or constant savegame loading is an
easier way to cheat for any player with whatever device setup is beyond me.
Nor how it apparently follows that if there is one method to cheat all other
methods to cheat must be allowed, too.

What should be quite clear though is that the functionality to disallow
whispers to players from members of the same game is intentional. There are a
couple lines of code for it and a specific error message.

Of course that still leaves the possibility to change the rules and allow such
whispers in the future. Just the reason would ideally not be that it looks
like an oversight.

Personally I don't have a strong preference one way or another.

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

2015-11-09 Thread Gunter Labes
Follow-up Comment #1, bug #24042 (project wesnoth):

What is a "silent disconnect"?

If you mean going afk or similar then there is no technical solution to that.
Save the game and reload with the original host replaced.

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[Wesnoth-bugs] [task #7661] Setup of new server

2014-06-23 Thread Gunter Labes
Update of task #7661 (project wesnoth):

  Status: In Progress = Done   
Percent Complete: 10% = 100%   


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[Wesnoth-bugs] [bug #15650] retain lobby message history during games

2014-06-20 Thread Gunter Labes
Update of bug #15650 (project wesnoth):

Category: Bug = Feature Request
Operating System:   . = any
 Summary: lobby messages keep getting deleted = retain lobby
message history during games


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[Wesnoth-bugs] [bug #16733] timer pause button

2014-02-18 Thread Gunter Labes
Follow-up Comment #1, bug #16733 (project wesnoth):

weak points:
1) the other players have no idea what's happening and unless/until the timer
is server-side (it's not right now) there is no reliable way to tell them
2) obviously any player with a memory can continue thinking about what moves
to make for as long as he likes

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[Wesnoth-bugs] [bug #16001] add possibility to give reason for ignore

2014-02-11 Thread Gunter Labes
Update of bug #16001 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Fixed in
https://github.com/wesnoth/wesnoth-old/commit/e827728e78e3ad841b5b5707013568b7c514e402

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[Wesnoth-bugs] [bug #21210] change how names are displayed in replays on replays.wesnoth.org

2013-10-23 Thread Gunter Labes
Follow-up Comment #1, bug #21210 (project wesnoth):

replays.w.o is run by simple scripts that do a text search on the replay
files. If there is a simple way to get to those name keys from a replay it can
be changed easily otherwise it'll have to wait for a more sophisticated
replays.w.o setup.

Good idea either way, of course.

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[Wesnoth-bugs] [bug #21211] add a bell to indicate party is full

2013-10-23 Thread Gunter Labes
Update of bug #21211 (project wesnoth):

Category: Bug = Feature Request


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

2013-10-21 Thread Gunter Labes
Update of bug #21198 (project wesnoth):

Category: Bug = Feature Request
Operating System: Ubuntu 13.04x64 = any

___

Follow-up Comment #3:

You again seem to have ignored the MULTIPLAYER define that is being set on
reloading the WML. Which means, at least in theory, completely different WML
is loaded. In practice there are of course similarities and it would be good
to introduce a better mechanic for multiplayer add-ons in general...

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[Wesnoth-bugs] [bug #21118] Can no longer get to local multiplayer as of yesterday

2013-09-09 Thread Gunter Labes
Update of bug #21118 (project wesnoth):

Severity:   4 - Important = 3 - Normal 

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Follow-up Comment #1:

What happens when you delete the cache
(E:/Battle_for_Wesnoth_1.11/userdata/cache), move add-ons away and try again?

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[Wesnoth-bugs] [bug #21104] Canvas Size error

2013-09-04 Thread Gunter Labes
Update of bug #21104 (project wesnoth):

  Status:None = Need Info  

___

Follow-up Comment #1:

Please add a minimal description on how to reproduce whatever it is you're
talking about.

Expecting people to follow several links through the forum to extract a
problem description is not acceptable. Nevertheless I read the thread you
linked to and still have only the vaguest idea of what you're talking about.

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[Wesnoth-bugs] [bug #21093] Bank teller crashes next load of test scenario

2013-09-02 Thread Gunter Labes
Update of bug #21093 (project wesnoth):

 Assigned to:None = upthorn


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[Wesnoth-bugs] [bug #21082] Replay crash (exits wesnoth) in Legend of Wesmere, scenario 3

2013-09-02 Thread Gunter Labes
Update of bug #21082 (project wesnoth):

Severity:   4 - Important = 3 - Normal 


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[Wesnoth-bugs] [bug #20979] Obsolete SDL causes fullscreen to be inaccessible.

2013-07-28 Thread Gunter Labes
Update of bug #20979 (project wesnoth):

Severity:   4 - Important = 1 - Wish   

___

Follow-up Comment #5:

We're going to upgrade to SDL 2 eventually, but it's going to be quite some
work and likely take a long time, especially considering the number of
platforms wesnoth runs on and that SDL 2 is not out on any of them yet.

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[Wesnoth-bugs] [bug #3954] support for random starting positions

2013-05-05 Thread Gunter Labes
Update of bug #3954 (project wesnoth):

 Open/Closed:Open = Closed 

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Follow-up Comment #2:

This seems to be essentially done with the shuffle sides feature now.

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[Wesnoth-bugs] [bug #20554] Unit gains enough experience to level up, but does not gain new level

2013-02-24 Thread Gunter Labes
Update of bug #20554 (project wesnoth):

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

___

Follow-up Comment #1:

Duplicate of bug #19607.

See
http://wiki.wesnoth.org/FAQ#My_unit_leveled_up_but_didn.27t_improve._What_happened.3F

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[Wesnoth-bugs] [task #7661] Setup of new server

2013-01-28 Thread Gunter Labes
URL:
  http://gna.org/task/?7661

 Summary: Setup of new server
 Project: Battle for Wesnoth
Submitted by: soliton
Submitted on: Mo 28 Jan 2013 12:00:19 GMT
Category: Website
 Should Start On: Mo 28 Jan 2013 00:00:00 GMT
   Should be Finished on: So 10 Feb 2013 00:00:00 GMT
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 10%
 Assigned to: soliton
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00

___

Details:

* install Proxmox
* install VZs for services:
** website
*** forum
*** wiki
** database
** wenothd (VZ per version?)
** campaignd (VZ per version?)
** statistics:
*** collectd
*** awstats?
*** drraw (wesnothd.w.o)




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[Wesnoth-bugs] [task #7661] Setup of new server

2013-01-28 Thread Gunter Labes
Update of task #7661 (project wesnoth):

  Status:None = In Progress


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[Wesnoth-bugs] [bug #20402] Remove fog of war on unpassable terrain

2013-01-12 Thread Gunter Labes
Update of bug #20402 (project wesnoth):

  Status:None = Wont Fix   
 Open/Closed:Open = Closed 

___

Follow-up Comment #3:

Not very compelling reasons for complicating the vision rules (and their
implementation).

Please follow the guidelines for feature requests
http://wiki.wesnoth.org/ReportingBugs#Guidelines_for_suggesting_features in
the future.

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[Wesnoth-bugs] [bug #20418] no one addon work on medium level

2013-01-12 Thread Gunter Labes
Update of bug #20418 (project wesnoth):

  Status:None = Need Info  


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[Wesnoth-bugs] [bug #20394] Player can leave just as game starts

2013-01-12 Thread Gunter Labes
Follow-up Comment #1, bug #20394 (project wesnoth):

If a player leaves there should be a server message about that and the host
get prompted to choose a replacement.

There is no functionality to go back to the game setup screen once the game
was started.

A replay or any hint what game this happened in on the official mp server
would be helpful in further investigation.

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[Wesnoth-bugs] [bug #20380] field descriptions (random map etc.) are shown ABOVE chat text

2013-01-12 Thread Gunter Labes
Update of bug #20380 (project wesnoth):

 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #20344] Modifications: none even though it's active and works

2012-12-02 Thread Gunter Labes
Update of bug #20344 (project wesnoth):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #20342] created games sometimes don't show up in mp lobby

2012-12-01 Thread Gunter Labes
Follow-up Comment #2, bug #20342 (project wesnoth):

It'd be useful to get a literal error message from wesnothd. I don't see where
the one you mentioned should be coming from.

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[Wesnoth-bugs] [bug #19861] Undo can be abused to find invisible units

2012-07-21 Thread Gunter Labes
Follow-up Comment #9, bug #19861 (project wesnoth):

You're welcome to add a feature request for clients with incomplete
information if there isn't one yet.

While wesnoth is probably a game where implementing that is more feasible than
elsewhere it's still not going to be easy. Apart from complicating and
increasing client-server communication it's going to make the server a lot
more complex and resource hungry. Something that is probably prohibitive with
our current hosting of server.wesnoth.org.

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[Wesnoth-bugs] [bug #19861] Undo can be abused to find invisible units

2012-07-18 Thread Gunter Labes
Update of bug #19861 (project wesnoth):

  Item Group:  User Interface = Multiplayer

___

Follow-up Comment #6:

Every client has the information where hidden units are located, thus it is no
problem to modify the code of the client to show them. Moves sent to the
server cannot be undone. It should be possible to make moves non-undoable with
WML.

This report is marked as won't fix because we see no good way to fix the
problem without imposing artificial limitations.

Now knowing how the game actually works you're welcome to come up with a
realistic solution. See the forum for past discussions on the issue.

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[Wesnoth-bugs] [bug #19319] Zoom in key should be =

2012-01-29 Thread Gunter Labes

Update of bug #19319 (project wesnoth):

Category: Bug = Feature Request
  Status:None = Wont Fix   
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [patch #3090] Zoom key patch

2012-01-29 Thread Gunter Labes

Update of patch #3090 (project wesnoth):

  Status:None = Wont Do
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #19161] OOS after multiple control swaps (units regain movement)

2011-12-18 Thread Gunter Labes

Update of bug #19161 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [bug #16061] player disconnect causes change of leader name

2011-12-11 Thread Gunter Labes

Update of bug #16061 (project wesnoth):

Category: Bug = Feature Request

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Follow-up Comment #1:

Leader renaming on side dropping is intended, though maybe not too useful.

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[Wesnoth-bugs] [bug #16299] changing control of a side right before it starts its turn misses side init

2011-12-11 Thread Gunter Labes

Update of bug #16299 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [bug #19140] allow whiteboard to be enabled per side

2011-12-09 Thread Gunter Labes

Update of bug #19140 (project wesnoth):

Category: Bug = Feature Request
Severity:  3 - Normal = 1 - Wish   
Operating System:  win xp = any
 Summary: wb active option in right click menu shared between
sides = allow whiteboard to be enabled per side


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[Wesnoth-bugs] [bug #19092] infinite hourglass: Multiplayer AI hangs on first attack

2011-12-05 Thread Gunter Labes

Follow-up Comment #5, bug #19092 (project wesnoth):

Well, just redirect stdout/stderr to a file. For more detailed output
--log-info=all would help.

I.e. wesnoth --log-info=all  log 21

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[Wesnoth-bugs] [bug #18784] AI ignoring [hides] ability

2011-12-05 Thread Gunter Labes

Update of bug #18784 (project wesnoth):

  Status:None = Wont Fix   


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[Wesnoth-bugs] [bug #19092] infinite hourglass: Multiplayer AI hangs on first attack

2011-12-02 Thread Gunter Labes

Update of bug #19092 (project wesnoth):

  Status:None = Need Info  

___

Follow-up Comment #3:

According to the wesnothd output the game was already broken since the start
of the log. We'd need to at least see the start of those illegal command
errors.

Since all sides were local more important is the client side log though.

What you've attached is a replay.

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[Wesnoth-bugs] [bug #19002] Labels Showing Over Chat Box

2011-11-15 Thread Gunter Labes

Update of bug #19002 (project wesnoth):

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

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Follow-up Comment #2:

See bug #16069.

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[Wesnoth-bugs] [bug #18925] Disconnects while a player gets his turn lead to units without mp and no income, aka MP BUG

2011-11-05 Thread Gunter Labes

Update of bug #18925 (project wesnoth):

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

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Follow-up Comment #1:

See bug #16299.

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[Wesnoth-bugs] [bug #16299] changing control of a side right before it starts its turn misses side init

2011-11-05 Thread Gunter Labes

Follow-up Comment #8, bug #16299 (project wesnoth):

See also bug #18925.

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[Wesnoth-bugs] [bug #18634] trying to load a savegame segfaults

2011-09-11 Thread Gunter Labes

Update of bug #18634 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Seems fixed by some recent changes.

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[Wesnoth-bugs] [bug #18634] trying to load a savegame segfaults

2011-09-10 Thread Gunter Labes

URL:
  http://gna.org/bugs/?18634

 Summary: trying to load a savegame segfaults
 Project: Battle for Wesnoth
Submitted by: soliton
Submitted on: Sa 10 Sep 2011 23:16:56 GMT
Category: Bug
Severity: 5 - Blocker
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: thonsew
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: r51140
Operating System: debian testing

___

Details:

steps to reproduce:
1. start some game
2. load autosave

backtrace:

#0  0x009d5101 in config::operator[](n_token::t_token const) const
()
#1  0x009d7f44 in config::operator[](std::string const) const ()
#2  0x00756617 in dialogs::load_game_dialog(display, config const,
bool*, bool*) ()
#3  0x005b308c in savegame::loadgame::show_dialog(bool, bool) ()
#4  0x005b3158 in savegame::loadgame::load_game() ()
#5  0x008b1ae2 in play_controller::load_game() ()
#6  0x00a7b45c in
hotkey::command_executor::execute_command(hotkey::HOTKEY_COMMAND, int) ()
#7  0x008b1998 in
play_controller::execute_command(hotkey::HOTKEY_COMMAND, int) ()
#8  0x00a7e07b in hotkey::execute_command(display,
hotkey::HOTKEY_COMMAND, hotkey::command_executor*, int) ()
#9  0x00a7eb06 in hotkey::key_event(display, SDL_KeyboardEvent
const, hotkey::command_executor*) ()
#10 0x0074cdf5 in controller_base::handle_event(SDL_Event const) ()
#11 0x00a7a04c in events::pump() ()
#12 0x0074d95e in controller_base::play_slice(bool) ()
#13 0x0059c265 in playsingle_controller::play_human_turn() ()
#14 0x00599e08 in playsingle_controller::play_side(unsigned int,
bool) ()
#15 0x00599a22 in playsingle_controller::play_turn(bool) ()
#16 0x0059d8b9 in
playsingle_controller::play_scenario(std::pairconfig::const_child_iterator,
config::const_child_iterator const, bool) ()
#17 0x00590eca in play_game(display, game_state, config const,
io_type_t, bool) ()
#18 0x00498891 in
game_controller::launch_game(game_controller_abstract::RELOAD_GAME_DATA) ()
#19 0x0045298e in do_gameloop(int, char**) ()
#20 0x00424ad5 in main ()





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[Wesnoth-bugs] [bug #18559] MP persistent variables synchronization

2011-08-27 Thread Gunter Labes

Follow-up Comment #2, bug #18559 (project wesnoth):

Feature requests are pretty much by definition Severity Wish. I could change
the Priority to something else but anything is synonym to maybe in next ten
years unless someone takes the initiative.

If there are issues in MP with reloading games then they should be reported
in this tracker.

I understand that you may be frustrated by whatever you're trying to do but
whining about how developers hate on MP players because they do not foresee
and implement their every wish as soon as possible is ignorant and insulting.

Wesnoth is a community effort. There is no we and they. Anyone can become
a developer and fix bugs or implement new features.

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[Wesnoth-bugs] [bug #18435] MP lobby: wrong display of number of players in game

2011-08-05 Thread Gunter Labes

Update of bug #18435 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = boucman


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[Wesnoth-bugs] [bug #18430] Add delay shroud updates option back in

2011-07-28 Thread Gunter Labes

Update of bug #18430 (project wesnoth):

 Assigned to:None = tschmitz   

___

Follow-up Comment #1:

This feature is not for undoing auto moves. That's a bug (bug #17948).
Canceling auto moves is an option when loading a savegame.

Planning beyond one turn is planned for the whiteboard mode.

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[Wesnoth-bugs] [bug #18233] crash when my turn time is over and my unit attacks

2011-07-24 Thread Gunter Labes

Update of bug #18233 (project wesnoth):

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

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Follow-up Comment #3:

With the fix the attack doesn't take place anywhere, not sure what you mean.

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[Wesnoth-bugs] [bug #18399] Build of 1.8.6 fails with Boost 1.47.0

2011-07-24 Thread Gunter Labes

Update of bug #18399 (project wesnoth):

 Assigned to:None = mordante   


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[Wesnoth-bugs] [bug #17546] Wesnoth Crashes when loading a game before a triggered event occurs

2011-07-24 Thread Gunter Labes

Update of bug #17546 (project wesnoth):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #18327] Cmake installation process gives wrong permissions to installed files

2011-07-11 Thread Gunter Labes

Update of bug #18327 (project wesnoth):

 Assigned to:None = mordante   


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[Wesnoth-bugs] [bug #17929] Network disconnect doesn't cause player to be booted from server

2011-05-23 Thread Gunter Labes

Update of bug #17929 (project wesnoth):

  Status:None = Need Info  

___

Follow-up Comment #1:

This is obviously false in the general case so we need a specific example. In
the last server restart for example every single client left or disconnected.

I don't know where you got those 3 minutes from but it's more like 15.

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[Wesnoth-bugs] [bug #18152] GUI hangs on uploading add-on

2011-05-23 Thread Gunter Labes

Update of bug #18152 (project wesnoth):

Severity:   4 - Important = 3 - Normal 

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Follow-up Comment #1:

Can you test whether it works the same compiled without libana?

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[Wesnoth-bugs] [bug #18155] Mac version of Wesnoth 1.8.6 does not see saves and prefs from 1.8.5 (uses different directory)

2011-05-22 Thread Gunter Labes

Update of bug #18155 (project wesnoth):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #18157] Repeated muliplayer crash when time is short to attack

2011-05-22 Thread Gunter Labes

Update of bug #18157 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton
Operating System:Mac X 10.6.7 = any


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[Wesnoth-bugs] [bug #18071] Dwarf Scout line has no undead variation

2011-04-30 Thread Gunter Labes

Update of bug #18071 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [patch #2651] Use MODIFY_TERRAIN macro in Liberty

2011-04-30 Thread Gunter Labes

Update of patch #2651 (project wesnoth):

  Status:None = Done   
 Assigned to:   zookeeper = soliton


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[Wesnoth-bugs] [patch #2649] [interface] Cancelling order of unit if ennemi appears

2011-04-30 Thread Gunter Labes

Update of patch #2649 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #18036] 'village_gold=0' has no effect within [side]

2011-04-19 Thread Gunter Labes

Update of bug #18036 (project wesnoth):

  Status:   Need Info = Invalid
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #17558] Turn off confirmation dialogs in debug mode

2011-03-14 Thread Gunter Labes

Follow-up Comment #2, bug #17558 (project wesnoth):

There is the setting confirm_end_turn in the preferences file which you can
set to no to turn the confirmation questions off.

You could set that only in a wrapper script when you start in debug mode if
you don't want it in normal play.

I suppose we could support another possible value (e.g. debug) for this
preference that would work the way you suggested.

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[Wesnoth-bugs] [patch #2531] Revert hotkey for Mac OS X back to F5

2011-02-16 Thread Gunter Labes

Follow-up Comment #3, patch #2531 (project wesnoth):

If as proposed in this patch the comment in hotkeys.cfg is removed we're just
asking history to repeat itself. Leave the comment in and amend it to explain
the override. (Also the changelog indentation is broken.)

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[Wesnoth-bugs] [bug #17578] Glitches caused by SDL_BlitSurface

2011-01-28 Thread Gunter Labes

Update of bug #17578 (project wesnoth):

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

___

Follow-up Comment #2:

See bug #17573.

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[Wesnoth-bugs] [bug #17572] Cannot start a new The Rise of Wesnoth campaign (RISE_UP_RISE_UP macro)

2011-01-25 Thread Gunter Labes

Update of bug #17572 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 

___

Follow-up Comment #1:

Are you sure you're using up-to-date data? There is no RISE_UP_RISE_UP call
with an argument anywhere.

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[Wesnoth-bugs] [bug #17562] Multiplayer Friendslist, and Personal Message

2011-01-25 Thread Gunter Labes

Update of bug #17562 (project wesnoth):

  Item Group: Multiplayer = User Interface 
 Assigned to:None = mordante   


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[Wesnoth-bugs] [bug #17560] Game Crash

2011-01-25 Thread Gunter Labes

Update of bug #17560 (project wesnoth):

  Status:None = Need Info  

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Follow-up Comment #1:

Post stderr.txt if you can reproduce.

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[Wesnoth-bugs] [bug #17561] UtBS/ Battle for Zocthanol Isle - Dust Devil should not have dialogue

2011-01-25 Thread Gunter Labes

Update of bug #17561 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [bug #17550] Units regain invisibility due to saveload

2011-01-25 Thread Gunter Labes

Update of bug #17550 (project wesnoth):

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


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[Wesnoth-bugs] [bug #16299] changing control of a side right before it starts its turn misses side init

2011-01-24 Thread Gunter Labes

Update of bug #16299 (project wesnoth):

  Status:None = Confirmed  

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Follow-up Comment #7:

See also bug #15795 and bug #17559.

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[Wesnoth-bugs] [bug #17549] german language: unable to load a saved game from 1.9.3

2011-01-23 Thread Gunter Labes

Update of bug #17549 (project wesnoth):

  Status:   Need Info = Invalid
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #17501] Wrong gold per village and turn in the ingame manual

2011-01-21 Thread Gunter Labes

Update of bug #17501 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [bug #17549] german language: unable to load a saved game from 1.9.3

2011-01-21 Thread Gunter Labes

Update of bug #17549 (project wesnoth):

  Status:None = Need Info  

___

Follow-up Comment #1:

Check wesnoth --config-path to see if you're really using the config dir
you think you are.

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[Wesnoth-bugs] [bug #17491] registered accounts override ip ban range

2011-01-18 Thread Gunter Labes

Update of bug #17491 (project wesnoth):

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

___

Follow-up Comment #1:

Indeed there is no use for such a topic to be public. We've already agreed
it's a good idea.

Nevertheless Wintermute was faster than you. ;-)

See bug #17462.

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[Wesnoth-bugs] [bug #17462] Allow registered users to bypass banned IP ranges

2011-01-18 Thread Gunter Labes

Follow-up Comment #1, bug #17462 (project wesnoth):

See also bug #17491.

One point to add is that we then need to check whether the account is banned
on the forum or separately marked as banned in mp. Since we don't want to let
the real trouble maker get around the ban of course. ;-)

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[Wesnoth-bugs] [bug #17500] Always 1 movement in Top Panel

2011-01-18 Thread Gunter Labes

Update of bug #17500 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #17351] Playtest Under the Burning Suns campaign on Normal (***) difficulty

2011-01-09 Thread Gunter Labes

Update of bug #17351 (project wesnoth):

  Status:None = Wont Fix   
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Looks like bogus language errors. Marking as Won't Fix.

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[Wesnoth-bugs] [bug #17416] TRoW dialog and story improvements

2011-01-09 Thread Gunter Labes

Update of bug #17416 (project wesnoth):

  Status:None = Wont Fix   
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Looks like bogus language errors. Marking as Won't Fix.

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[Wesnoth-bugs] [bug #17307] Northern Rebirth dialog and story improvements

2011-01-09 Thread Gunter Labes

Update of bug #17307 (project wesnoth):

  Status:None = Wont Fix   
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Looks like bogus language errors. Marking as Won't Fix.

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[Wesnoth-bugs] [bug #17451] friend/ignored status not internationalized

2011-01-09 Thread Gunter Labes

Update of bug #17451 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [patch #2237] Patch to bug #17185

2010-12-05 Thread Gunter Labes

Update of patch #2237 (project wesnoth):

  Status:None = Wont Do
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

As explained in bug #17185 current behavior is correct. Thanks for your
effort anyway!

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[Wesnoth-bugs] [patch #2238] Update AI WML to new syntax on Tutorial

2010-12-05 Thread Gunter Labes

Update of patch #2238 (project wesnoth):

 Assigned to:None = crab   


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[Wesnoth-bugs] [bug #17152] cmake: wesnothd needs to link with libintl

2010-12-04 Thread Gunter Labes

Update of bug #17152 (project wesnoth):

 Assigned to:None = mordante   


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[Wesnoth-bugs] [bug #17185] ball indicating remaining moves can be red although moves are left

2010-12-04 Thread Gunter Labes

Update of bug #17185 (project wesnoth):

 Assigned to:None = soliton

___

Follow-up Comment #1:

The meaning of the red orb is actually the the unit is finished for this turn
as you can see from ending a unit's turn with the space key. It does not mean
that you can't change plans for this unit still. The help is indeed wrong
there though so I'll fix that.

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[Wesnoth-bugs] [bug #17185] ball indicating remaining moves can be red although moves are left

2010-12-04 Thread Gunter Labes

Update of bug #17185 (project wesnoth):

  Status:None = Fixed  


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[Wesnoth-bugs] [bug #17219] Wish menu to pop up when there is animation going on

2010-12-04 Thread Gunter Labes

Update of bug #17219 (project wesnoth):

Category: Bug = Feature Request


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[Wesnoth-bugs] [bug #17218] Liberty - Scenario 3 - Typo

2010-12-04 Thread Gunter Labes

Update of bug #17218 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

To err is correct.

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[Wesnoth-bugs] [bug #17217] Liberty Epilogue Typo

2010-12-04 Thread Gunter Labes

Update of bug #17217 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton

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Follow-up Comment #2:

Please report typos in the wiki instead:
http://wiki.wesnoth.org/SpellingMistakes
(This was already reported there.)

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[Wesnoth-bugs] [bug #17176] In the third scenario AToTB, you get six extra turns

2010-11-28 Thread Gunter Labes

Update of bug #17176 (project wesnoth):

  Status:None = Need Info  

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Follow-up Comment #1:

Explain what you want to happen instead. It is not clear what the bug is.

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[Wesnoth-bugs] [bug #17184] Save bug.

2010-11-28 Thread Gunter Labes

Update of bug #17184 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Where/How did you get the impression you're not supposed to be able to save
on opponent's turns?

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[Wesnoth-bugs] [bug #17183] Unit movement bug.

2010-11-28 Thread Gunter Labes

Update of bug #17183 (project wesnoth):

 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #17178] In the third scenario AToTB, you get six extra turns

2010-11-28 Thread Gunter Labes

Update of bug #17178 (project wesnoth):

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

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Follow-up Comment #1:

Duplicate of bug #17176.

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[Wesnoth-bugs] [bug #17177] In scenario 4 of AToTB, you can kill the enemy leader before you get the objective to do so

2010-11-28 Thread Gunter Labes

Update of bug #17177 (project wesnoth):

  Status:None = Need Info  

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Follow-up Comment #1:

Explain what you want to happen instead. It is not clear what the bug is.

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[Wesnoth-bugs] [bug #17142] little bug

2010-11-25 Thread Gunter Labes

Follow-up Comment #1, bug #17142 (project wesnoth):

Are you sure you're not pressing ctrl+shift+r? That does the action you
describe.

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[Wesnoth-bugs] [bug #17058] Gold per Village setting ignored

2010-11-09 Thread Gunter Labes

Update of bug #17058 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Please read the help section about Income and Upkeep. Each village provides
one upkeep.

Also in the future please post savegames that do not require add-ons.

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[Wesnoth-bugs] [bug #16866] Shroud is on by default in 'use map settings'

2010-10-17 Thread Gunter Labes

Update of bug #16866 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton
 Release:   trunk = 1.9.1  


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[Wesnoth-bugs] [bug #16866] Shroud is on by default in 'use map settings'

2010-10-17 Thread Gunter Labes

Update of bug #16866 (project wesnoth):

 Release:   trunk = 1.9.1  


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[Wesnoth-bugs] [bug #16299] units wrongly marked as moved on regaining control of a side

2010-09-25 Thread Gunter Labes

Update of bug #16299 (project wesnoth):

 Summary: Server doesn't recognize a disconnection and
movement lost = units wrongly marked as moved on regaining control of a side

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Follow-up Comment #4:

Are all of the movement points of the affected units lost or sometimes also
just some of them?

Have those units been touched prior to the disconnect?

Are those units marked as moved for the other players as well?

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[Wesnoth-bugs] [bug #16299] changing control of a side right before it starts its turn misses side init

2010-09-25 Thread Gunter Labes

Update of bug #16299 (project wesnoth):

  Status:   Need Info = None   
 Summary: units wrongly marked as moved on regaining control
of a side = changing control of a side right before it starts its turn
misses side init

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Follow-up Comment #5:

So as it turns out the bug happens if the side is switched right before it
gets its turn and then the side is not getting initialized for some reason.
Neither through the replay nor by the new side controller.

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[Wesnoth-bugs] [patch #1981] Fix the lua export for is_enemy function

2010-09-23 Thread Gunter Labes

Update of patch #1981 (project wesnoth):

 Assigned to:None = silene 


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[Wesnoth-bugs] [bug #16737] Contributors string is repeated twice

2010-09-21 Thread Gunter Labes

Update of bug #16737 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = soliton


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[Wesnoth-bugs] [bug #16492] [results] tag is sometimes missing from replays

2010-09-03 Thread Gunter Labes

Update of bug #16492 (project wesnoth):

Category: Feature Request = Bug
Severity:   4 - Important = 3 - Normal 
 Summary: Requesting that the [result] tag be put back into
the replay format. = [results] tag is sometimes missing from replays

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Follow-up Comment #1:

What is meant is the [results] tag inside [random] after an [attack]. It
turns out it isn't completely gone but only sometimes missing. In the
attached replay it isn't there at all though.

Might have something to do with the introduction of server-side RNG
support...

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[Wesnoth-bugs] [bug #16618] wesnothd: client login issues

2010-09-02 Thread Gunter Labes

URL:
  http://gna.org/bugs/?16618

 Summary: wesnothd: client login issues
 Project: Battle for Wesnoth
Submitted by: soliton
Submitted on: Thursday 09/02/2010 at 21:15
Category: Bug
Severity: 4 - Important
Priority: 7 - High
  Item Group: Networking
  Status: None
 Privacy: Public
 Assigned to: billynux
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: r46017
Operating System: debian

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Details:

Not sure if this was an uptodate enough build so maybe it's already fixed.
There is HEAD running now.

Last log message: player joined using accepted version 1.9.0: telling them
to log in.

infinite freeze of wesnothd bt:

#0  0xb7773424 in __kernel_vsyscall ()
#1  0xb721fc99 in __lll_lock_wait () from /lib/i686/cmov/libpthread.so.0
#2  0xb721b0c4 in _L_lock_89 () from /lib/i686/cmov/libpthread.so.0
#3  0xb721a9f2 in pthread_mutex_lock () from /lib/i686/cmov/libpthread.so.0
#4  0xb731ab36 in pthread_mutex_lock () from /lib/i686/cmov/libc.so.6
#5  0x080f4f65 in ana_send_handler::wait_completion (this=0xbfffe4c4)
at /usr/include/boost/thread/pthread/mutex.hpp:50
#6  0x080fa033 in ana_network_manager::send_raw_data (this=0x81c4340,
base_char=0x81e2be0 \037\213\b, size=37, 
connection_num=42) at src/network_manager_ana.cpp:945
#7  0x080f0485 in network::send_raw_data (buf=0x81e2be0 \037\213\b, len=37,
connection_num=42)
at src/network_ana.cpp:330
#8  0x0809d316 in send_doc (d...@0xbfffefec, connection=42, type=
{static npos = 4294967295, _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data fields},
_M_p = 0xbfffe898 \034M)\b\0044\034\b}}) at src/server/server.cpp:158
#9  0x080ad1c6 in server::process_login (this=0xbfffed64, sock=42,
da...@0x81ff820) at src/server/server.cpp:1081
#10 0x080afe67 in server::process_data (this=0xbfffed64, sock=42,
da...@0x81ff820) at src/server/server.cpp:857
#11 0x080b0de5 in server::run (this=0xbfffed64) at src/server/server.cpp:709
#12 0x080b3610 in main (argc=7, argv=0xb154) at
src/server/server.cpp:2455

Last log message: 13arrage has logged off. (He was using a registered
account.)
crash on login bt:

#0  0xb7707424 in __kernel_vsyscall ()
#1  0xb71eb640 in raise () from /lib/i686/cmov/libc.so.6
#2  0xb71ed018 in abort () from /lib/i686/cmov/libc.so.6
#3  0xb740a988 in __gnu_cxx::__verbose_terminate_handler () from
/usr/lib/libstdc++.so.6
#4  0xb7408865 in ?? () from /usr/lib/libstdc++.so.6
#5  0xb74088a2 in std::terminate () from /usr/lib/libstdc++.so.6
#6  0xb74089da in __cxa_throw () from /usr/lib/libstdc++.so.6
#7  0x080f0280 in network::queue_disconnect () at src/network_ana.cpp:194
#8  0x080ab78e in server::process_command (this=0xbfffed34, query=
{static npos = 4294967295, _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data fields},
_M_p = 0xbfffe87c \234]\\b$�!\b\020}}, issuer_name=
{static npos = 4294967295, _M_dataplus = {std::allocatorchar =
{__gnu_cxx::new_allocatorchar = {No data fields}, No data fields},
_M_p = 0xbfffe878 ��!\b\234]\\b$�!\b\020}}) at
src/server/server.cpp:1556
#9  0x080ad108 in server::process_login (this=0xbfffed34, sock=38,
da...@0x8222968) at src/server/server.cpp:1064
#10 0x080afe67 in server::process_data (this=0xbfffed34, sock=38,
da...@0x8222968) at src/server/server.cpp:857
#11 0x080b0de5 in server::run (this=0xbfffed34) at src/server/server.cpp:709
#12 0x080b3610 in main (argc=7, argv=0xb124) at
src/server/server.cpp:2455




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[Wesnoth-bugs] [bug #16530] Missing terrain WML

2010-08-24 Thread Gunter Labes

Update of bug #16530 (project wesnoth):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Presumably just as in valid as bug #16513.

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[Wesnoth-bugs] [bug #16513] Missing .png suffixes in Dead Water

2010-08-23 Thread Gunter Labes

Follow-up Comment #2, bug #16513 (project wesnoth):

Sounds like an outdated data dir. Maybe delete /usr/local/share/wesnoth and
install again.

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[Wesnoth-bugs] [bug #16214] implement a way to mark add-ons as being required (like require_era)

2010-08-21 Thread Gunter Labes

Update of bug #16214 (project wesnoth):

Category: Bug = Feature Request
 Summary: Needs a mandatory WML key to specify whether having
add-on is required = implement a way to mark add-ons as being required (like
require_era)


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  1   2   >