[Wesnoth-bugs] [bug #23990] Unit advancing in enemy turn cannot be chosen which advancement to take

2015-10-27 Thread anonymous
Follow-up Comment #3, bug #23990 (project wesnoth):

It's just random.


Afaik there is a mp mod called 'plan your advancements' on the addon server
that allows you to set a prefered advamcent. Maybe this is what you want.

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[Wesnoth-bugs] [bug #23990] Unit advancing in enemy turn cannot be chosen which advancement to take

2015-10-27 Thread anonymous
URL:
  

 Summary: Unit advancing in enemy turn cannot be chosen which
advancement to take
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Tue 27 Oct 2015 06:03:52 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: siposagosto...@gmail.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: Arch Linux

___

Details:

If a unit advances by being attacked in the enemy turn, the player does not
get asked, which advancement the unit should take (in case there are more than
1). This issue is only coming up in multiplayer games, that's why I put this
into the MP item group.




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[Wesnoth-bugs] [bug #22918] Translations dont work for observers

2015-10-25 Thread anonymous
Follow-up Comment #6, bug #22918 (project wesnoth):

play a mp campiagn for example legend of wesmere and at least in the second
scenario you'll see 'female^' and similar things in your strings.

Yes PR #342 attepmts to fix this roblembut as said in the pr messge it not a
perfect solution.

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[Wesnoth-bugs] [bug #22918] Translations dont work for observers

2015-10-24 Thread anonymous
Follow-up Comment #2, bug #22918 (project wesnoth):

I'm quite sure this still happens with 1.13.1+dev Note that:

1) This only effects strings that are actually received from the network, so
for example unit type names are still translated becasue they are read from
the local client

2) It is possible that this bug does not apprear in 100% of the cases so for
example it might depend on whether it is the first scenario of a campaign or
on which mp settings are used.

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

2015-10-24 Thread anonymous
Follow-up Comment #3, bug #22817 (project wesnoth):

The new mp replay feature still doesnt work perfectly, (a comment of about the
problme can be found here:
https://github.com/wesnoth/wesnoth/blob/master/src/playsingle_controller.cpp#L180
specially points 4) and 5) )

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[Wesnoth-bugs] [bug #22368] Wrong unit sprite displayed.

2015-10-20 Thread anonymous
Follow-up Comment #3, bug #22368 (project wesnoth):

Hey, i'm the guy from original bug submission.

I haven't played new Wesnoth yet, also, this bug is hard to reproduce, as it
happened to me twice in many hours of playing.

What might help is that I have never installed any addons.


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[Wesnoth-bugs] [bug #23941] ą weirdly affects writing field

2015-10-16 Thread anonymous
URL:
  

 Summary: ą weirdly affects writing field
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fri 16 Oct 2015 08:34:44 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: scorpio-...@wp.pl
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4e
Operating System: Windows 7

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Details:

So, what happens when you want to write "ą"?
>To co z tamt
>ąTo co z tamt
It's annoying when you're allowed to use every other polish diacritic but
this.




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[Wesnoth-bugs] [bug #23932] show current turn when observing

2015-10-12 Thread anonymous
URL:
  

 Summary: show current turn when observing
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 12 Okt 2015 15:51:32 UTC
Category: Feature Request
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: 1.12.4
Operating System:  

___

Details:

It would be useful if the game showed the current turn when you are observing
a game.

I suggest that the 'turn' label in teh ingame theme shows both turn nummber
like '4 (12)' if you are currently watching turn 4 but the game is already at
turn 12.




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[Wesnoth-bugs] [bug #23378] [delayed_massage] tag

2015-10-10 Thread anonymous
Follow-up Comment #4, bug #23378 (project wesnoth):

@Charles Dang :
Yes but that is something very different from what i described in the first
post.


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[Wesnoth-bugs] [bug #23921] Show [option]s values in the mp lobby gameslist

2015-10-05 Thread anonymous
URL:
  

 Summary: Show [option]s values in the mp lobby gameslist
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 05 Okt 2015 17:47:31 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Multiplayer Lobby
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

Some sceanrios/eras/modifications have [option]s to configure them similar to
the fog/shroud/maxturns ... setings. But unlike those, [option]s are
unfortunateley not shown in the mp lobby, which is bad because whether a game
is interresting for you can really depend on those [option]s.





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[Wesnoth-bugs] [bug #23917] const [event]s

2015-10-03 Thread anonymous
URL:
  

 Summary: const [event]s
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sa 03 Okt 2015 12:54:41 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

I actually think that i filed this feature request already but since i cannot
find it i'll do it again, maybe i forgot to to so.

[event]s should have a const=yes/no(default) key. const events cannot be
deleted (by remove event or by first_time_onky=yes).

The advantage is, that these event would be stored only once in a savefile (as
opposed to normal events which are stored in [replay_start] and in [snapshot])
becasue the game knows that they are the same in the beginning of the game and
in the current gamestate.




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

2015-09-30 Thread anonymous
Follow-up Comment #6, bug #23913 (project wesnoth):

Ah, I'm still only in the 2s in reviewing bugs, so I haven't got up to
that one yet. It does appear to be the same bug. Feel free to close either one
as duplicate, but I think this one is a little more clear and detailed. (:

And yes, as noted in the original submission and attached screenshots, the
incorrect names only appear on the host. Other connected players see
appropriate names for the leaders.

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[Wesnoth-bugs] [bug #23914] custom [effect]s

2015-09-30 Thread anonymous
Follow-up Comment #1, bug #23914 (project wesnoth):

Also useful, but easier to implement could be a apply_to=lua
function= [effect]

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[Wesnoth-bugs] [bug #23914] custom [effect]s

2015-09-30 Thread anonymous
URL:
  

 Summary: custom [effect]s
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mi 30 Sep 2015 16:37:18 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

It should be possible to create custom [effect]s (apply_to).
A possible syntax to create new [effect]s could be this:

function wesnoth.effects.set_variable(unit, cfg)
 unit.variables[cfg.name] = cfg.value
end


which can then be used like this:


[effect]
 apply_to = set_variable
 name = varname
 value = 5
[/effect]






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[Wesnoth-bugs] [bug #23721] add support for key first_scenaraio_only=yes to [event]

2015-09-30 Thread anonymous
Follow-up Comment #6, bug #23721 (project wesnoth):

> While this sounds like a useful feature i currently dont know how to
implement this, the problem is, that crrently the code which adds those events
doesn't know whether we currently have the first scenario. 

I looked the code again and currently (1.13.1) the scenario's components are
loaded in this order:
1) the scenario is copied from the game config.
2) random maps are calculated
3) [event]s are copied from [era] and [modification] into the scenario
4) [variables] and carrover unit are copied from the the prvious scenario into
the new scenario
5) mp [options] are converted into variables and added to te scenarios
[variables]

If we switch 3) and 4) we might have [variables] available while the events
are added so we can ad some filter bases on games.

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

2015-09-30 Thread anonymous
Follow-up Comment #5, bug #23913 (project wesnoth):

I think this was already reported here: gna.org/bugs/?21945 (maybe we should
keep this one becasue it has less typos?)

In that report it was noted that the wrong leader names only appear on the
host. Is this also what you observed?


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

2015-09-30 Thread anonymous
Follow-up Comment #2, bug #23913 (project wesnoth):

This is a known issue.  But what isn't known yet is the assertion failure in
msvc debug mode, maybe you can give more information about that (a
stacktrace)?

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[Wesnoth-bugs] [bug #23903] wml menu items wil [allow_undo] causing OOS (when undone)

2015-09-25 Thread anonymous
URL:
  

 Summary: wml menu items wil [allow_undo] causing OOS (when
undone)
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sa 26 Sep 2015 00:56:13 UTC
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: 1.12.4
Operating System: all

___

Details:

wml menu items wil [allow_undo] causing OOS (when undone)

This bug is mostlikely not present on 1.13.x




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[Wesnoth-bugs] [bug #23902] [event]s from [era] are not copied into the scenario

2015-09-24 Thread anonymous
URL:
  

 Summary: [event]s from [era] are not copied into the scenario
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fr 25 Sep 2015 00:48:18 UTC
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: 1.12.4
Operating System: all

___

Details:

If i load a multiplayer save in singleplayer mode, and then advance to the
next scenario, the [event]s from the [era] are not copied into the next
[scenario].

It is unlikeley that this bug is also present in 1.13.1




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[Wesnoth-bugs] [bug #23720] AI units with 0/0 moves will not attack adjacent enemies

2015-09-24 Thread anonymous
Follow-up Comment #1, bug #23720 (project wesnoth):

I could not observe this beaviour on 1.12.4. Just tested it with a Word
conquest 2 game where the ai leader with 0 max movement did attack adjacent
enemies.

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[Wesnoth-bugs] [bug #23901] an [escape] tag in [message]

2015-09-24 Thread anonymous
URL:
  

 Summary: an [escape] tag in [message]
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Do 24 Sep 2015 20:25:42 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: windows

___

Details:

[message] (with [option]s) should accept an [escape] subtag which has a
[command] subtag.

If a [message] has an [escape] subtag it is possible to quit the message by
pressing escape which then executes the code in [escape]





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

2015-09-22 Thread anonymous
Follow-up Comment #5, bug #20268 (project wesnoth):

boost::locale is now required depencency on windows.

There are however some plattforms where we don't require boost locale yet see
this thread: http://forums.wesnoth.org/viewtopic.php?f=10&t=41196

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[Wesnoth-bugs] [bug #23897] Neither 1.12.x nor 1.13.x builds with boost 1.59.0

2015-09-22 Thread anonymous
Follow-up Comment #1, bug #23897 (project wesnoth):

first issue: 
seems like a semicolon missing after BOOST_GLOBAL_FIXTURE
second issue:
afaik wmlparser3 i meant to be used with python3.

both the boost tests and the python tools are not necessary to play wesnoth,
you should try to disable these things from your build.


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[Wesnoth-bugs] [bug #23893] attempt to add an [event] with empty id=, ignoring

2015-09-20 Thread anonymous
URL:
  

 Summary: attempt to add an [event] with empty id=, ignoring
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: So 20 Sep 2015 19:02:13 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: windows

___

Details:

I sometimes get a message 'attempt to add an [event] with empty id=, ignoring'
in stderr.txt

I think this is a bug because the id= attribute is not necessary accoring to
the wiki.





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

2015-09-20 Thread anonymous
Follow-up Comment #3, bug #23883 (project wesnoth):

removing that unit is not an option for a stable branch (1.12.x)

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

2015-09-18 Thread anonymous
Follow-up Comment #1, bug #23883 (project wesnoth):

maybe this can be fixed by adding the elvish horserider to the list
ELVES_SCOUTS in data/campaigns/Legend_of_Wesmere/utils/low-macros.cfg

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[Wesnoth-bugs] [bug #23879] a database of alll wesnoth units

2015-09-15 Thread anonymous
URL:
  

 Summary: a database of alll wesnoth units
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 15 Sep 2015 17:54:40 UTC
Category: Feature Request
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: 1.12.4
Operating System: windows

___

Details:

It would be nice if there existed an online database of all wesnoth units in
all addons, where you could search for special  units like "a level 0 drake
unit" or "a lvl 2 unit with leadership that has no advancements"




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[Wesnoth-bugs] [bug #23878] Flag running mp games that still need players.

2015-09-15 Thread anonymous
URL:
  

 Summary: Flag running mp games that still need players.
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 15 Sep 2015 12:33:32 UTC
Category: Feature Request
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
Operating System:  

___

Details:

It can happen that a game still needs players even if has already started,
this can for example happen if a player left the game.

It would be nice if the host had a button 'More players wecome' that marks the
game in the lobby as 'More players wecome' so that other humans in the lobby
know that there are still open slots in that game.




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[Wesnoth-bugs] [bug #23867] UtbS: traveller's ring doesn't stop dehydration

2015-09-12 Thread anonymous
URL:
  

 Summary: UtbS: traveller's ring doesn't stop dehydration
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sa 12 Sep 2015 14:18:05 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: -

___

Details:

Even after picking up traveller's ring units suffer dehydration.




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

2015-09-08 Thread anonymous
Follow-up Comment #7, bug #22891 (project wesnoth):

I'd be suprised if that's the case. currently we have
https://github.com/wesnoth/wesnoth/pull/475 which intends to solve this which
is not merged yet.

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[Wesnoth-bugs] [bug #23856] replay reset button crashes wesnoth

2015-09-06 Thread anonymous
URL:
  

 Summary: replay reset button crashes wesnoth
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: So 06 Sep 2015 22:27:59 UTC
Category: Bug
Severity: 5 - Blocker
Priority: 5 - Normal
  Item Group: Replays
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.1+dev
Operating System: windows

___

Details:

wesnoth crashes (segfaults) when i press the square button (reset) in the
replay viewer.

The segfault happens inside the


config reports::generate_report(const std::string &name, reports::context &
rc, bool only_static)


function. I only get this crash in certain scenarios/campaigns. I suppose this
crash is related to the wesnoth.theme_items lua callback.

I do not know whether this crash also happens in other wesnoth versions.





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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-04 Thread anonymous
Follow-up Comment #6, bug #23841 (project wesnoth):

> ... You can use it to blindly overwrite any WML tag with a new definition
...

A check for wesnoth.wml_actions[tagname] == nil should be easy to implement,
but also i think the chances that someone really does that accidently are
rather small, also it mostlikeley will only effect your addon anyway.

In any case feel free to use that code in your addons.

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[Wesnoth-bugs] [bug #23822] C++ crash in experimental multiplayer lobby

2015-09-04 Thread anonymous
Follow-up Comment #3, bug #23822 (project wesnoth):

The assserion showm from grid.cpp means that some gui wigets don't fit in
their detinated place. A possible wokraround might be is to run wesnoth in a
larger window.

But it's also not completeley impossible that this bug happrens when a player
with a long name logs on whose name does not fit in the name textrea.

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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #5, bug #23841 (project wesnoth):

Oh, one other thing (I'm the same person who posted the previous comment #4) -
if the ability to overwrite the preset tags is retained, then there should be
a way to restore the default behaviour of a preset tag.

~~CelticMinstrel

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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #4, bug #23841 (project wesnoth):

I think it could benefit from a slightly more standardized approach to return
values, and maybe a different name, but overall I think it seems good. Also,
maybe it should support delayed_variable_substitution=no.

My only concern is that, as written, it's kind of dangerous. You can use it to
blindly overwrite any WML tag with a new definition, including [make_tag]
itself. I think the ability to overwrite tags is beneficial, but either it
should be explicitly enabled behaviour (ie something like overwrite=yes) or
preset WML tags should be protected from being overwritten somehow, so that
only tags defined by [make_tag] can be overwritten by [make_tag].

Also, a delete form (in analogy to [event]delete=yes) could make sense.

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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #3, bug #23841 (project wesnoth):

This code will also work in 1.12.x, just put it in a toplevel [lua] tag in
your campaign.

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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
Follow-up Comment #2, bug #23841 (project wesnoth):

Ok i made a new (tested) version that makes the custom wml tags also
persistent (so that they won't be lost when reloading):

Lua code:


local helper = wesnoth.require("lua/helper.lua")
local _ = wesnoth.textdomain 'wesnoth'
local T = helper.set_wml_tag_metatable {}

-- a map string -> vconfig
local wml_defined_tags = {}

local add_new_wml_tag = function(tagname, command)
if type(command) == "table" then
command = wesnoth.tovconfig(command)
end
wml_defined_tags[tagname] = command
wesnoth.wml_actions[tagname] = function(args)
local old_args = wesnoth.get_variable("a")
wesnoth.set_variable("a", args)
wesnoth.wml_actions.command(command)
wesnoth.set_variable("a", old_args)
end

end

local old_on_save = wesnoth.game_events.on_save
wesnoth.game_events.on_save = function()
local cfg = old_on_save()
for k,v in pairs(wml_defined_tags) do
table.insert(cfg, T.wml_defined_tag {
tagname = k,
T.command(helper.literal(v)),
})
end
return cfg
end

local old_on_load = wesnoth.game_events.on_load
wesnoth.game_events.on_load = function(cfg)
for i = #cfg,1,-1 do
local v = cfg[i]
if v[1] == "wml_defined_tag" then
local v2 = v[2]
add_new_wml_tag(v2.tagname, helper.get_child(v2, 
"command") )
table.remove(cfg, i)
end
end
old_on_load(cfg)
end

wesnoth.wml_actions.make_tag = function(cfg)
local tagname = cfg.tagname or helper.wml_error "[make_tag] missing 
required
tagname= attribute."
local command = helper.get_child(cfg, "command") or helper.wml_error
"[make_tag] missing required command= child."
add_new_wml_tag(tagname, command)
end




How to use:


[make_tag]
##  triggers an advancement for the given unit (which shows an advancement
dialog)
tagname = "advance_unit"
[command]
[store_unit]
[filter]
x = "$a.x"
y = "$a.y"
[/filter]
## a variable will be cleared automatically
variable = "a.unit"
[/store_unit]
[set_variable]
name = "a.unit.experience"
add = "$a.unit.max_experience"
[/set_variable]
[unstore_unit]
variable = "a.unit"
fire_event = yes
[/unstore_unit]
[/command]
[/make_tag]

[advance_unit]
x,y = 16,17
[/advance_unit]


i also renamed 'args' to 'a', first becasue that is easier to type, but also
because short variable names are usually faster than long ones in execution.

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[Wesnoth-bugs] [bug #23841] a [make_tag] tag to create custom wml tags.

2015-09-01 Thread anonymous
URL:
  

 Summary: a [make_tag] tag to create custom wml tags.
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 01 Sep 2015 14:21:55 UTC
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: any

___

Details:

I don't know any usecases for it but i tought it was a funny idea:

One could add a [make_tag] tag which creates custom wml tags:


-- A tag to create new wml tags
wesnoth.wml_actions.make_tag = function(cfg)
local tagname = cfg.tagname
local command = helper.get_child(cfg, "command")
wesnoth.wml_actions[tagname] = function(args)
local old_args = wesnoth.get_variable("args")
wesnoth.set_variable("args", args)
wesnoth.wml_actions.command(command)
wesnoth.set_variable("args", old_args)
end
-- TODO: Use wesnoth.game_events.on_load/save to make those tags 
persistent.
end


This could then be used for example like this:


[make_tag]
##  triggers an advancement for the given unit (which shows an advancement
dialog)
name = "advance_unit"
[command]
[store_unit]
[filter]
x = "$args.x"
y = "$args.y"
[/filter]
## args variable will be cleared automatically
variable = "args.unit"
[/store_unit]
[set_variable]
name = "args.unit.experience"
add = "args.unit.max_experience"
[/set_variable]
[unstore_unit]
variable = "args.unit"
fire_event = yes
[/unstore_unit]
[/command]
[/make_tag]
[advance_unit]
x,y = 7,4
[/advance_unit]
[advance_unit]
x,y = 8,4
[/advance_unit]
[advance_unit]
x,y = 9,4
[/advance_unit]






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[Wesnoth-bugs] [bug #23839] "Invalid or unsupported charset:utf-8" error leads to fatal crash

2015-08-31 Thread anonymous
URL:
  

 Summary: "Invalid or unsupported charset:utf-8" error leads
to fatal crash
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: 2015年08月31日 08時15分27秒
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: impu...@shrub.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: Windows 7

___

Details:

I am running Windows 7 Professional (Service Pack 1) with my OS language set
to Japanese.

After installing an add-on called "Alariel's Journey: A Faerie Tale (SP 1.12)"
and clicking on the "preferences" button, my game crashed suddenly without
warning or error message. Upon trying to load the game again, the game would
partially load but then crash before the main screen.

I then ran the game directly from the Program Files folder, downloaded the
add-on again and tried the Tutorial mode. That time it loaded, but gave me an
error message pretty much exactly like this one:
http://forums.wesnoth.org/download/file.php?id=68447&mode=view

I was able to start the Alariel's Journey campgain after that, but it crashed
when it tried to load the first scenario map. The game then (unsurprisingly)
continually crashed before completing loading if I tried to start it up.

While I uninstalled the entire game and all of the userdata and then
reinstalled everything fresh, I am reasonably sure (from looking at the error
message) that deleting the offending add-on would have fixed the crash problem
without needing a full on uninstall (although understandably I don't want to
test that theory).

I've attached one of the error log files I managed to rescue from my recycle
bin. 



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File Attachments:


---
Date: 2015年08月31日 08時15分27秒  Name: stderr.txt  Size: 751B   By:
None



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[Wesnoth-bugs] [bug #23834] Scenario editor crashes upon placing a unit with ambush

2015-08-29 Thread anonymous
Follow-up Comment #1, bug #23834 (project wesnoth):

Addendum: As it turns out this seems to affect all units with hiding abilites
- namely submerge, nightstalk, and concealment, in addition to ambush.


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[Wesnoth-bugs] [bug #23834] Scenario editor crashes upon placing a unit with ambush

2015-08-29 Thread anonymous
URL:
  

 Summary: Scenario editor crashes upon placing a unit with
ambush
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sat 29 Aug 2015 08:54:05 PM UTC
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group: Editor
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: gyrasol...@gmail.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: Windows 10

___

Details:

When placing various units on a field using the Unit Tool in the map/scenario
editor, it seems to crash entirely upon a unit with ambush being placed, both
Elvish Rangers and Woses. The following message is displayed in a popup
window:

Assertion Failed!

Program: ...
File: src\unit_abilities.cpp
Line: 301

Expression: resources::units && resources::gameboard && resources::teams &&
resources::tod_manager

Both Abort and Ignore completely end the process, Ignore has it crash and
offer debugging usage before ending the process as well.

The attached scenario file shows the environment in which I placed the unit -
specifically being on side 2, in the column directly below the Elvish
Sharpshooter - however, the specific side, location, or unit with Ambush did
not seem to matter in my experimentation.



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File Attachments:


---
Date: Sat 29 Aug 2015 08:54:05 PM UTC  Name: Units.cfg  Size: 20kB   By: None



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[Wesnoth-bugs] [bug #23833] Continue play after replay

2015-08-29 Thread anonymous
URL:
  

 Summary: Continue play after replay
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sa 29 Aug 2015 19:58:40 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Replays
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: all

___

Details:

It would be nice if replays had a button to continue playing the scenario from
the current position. Currently this is only possible by saving and reloading
the scenario.

Generally i think the current spereration of replays and normal gameplay is a
mistake or at least implemented wrongly. There are multiple features which are
quiet useful but rather hard to implement due to this seperation:
1) This one
2) Replaying game together over network.
3) It would also be nice to have the replay functionality available when
observing mp games.




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

2015-08-28 Thread anonymous
URL:
  

 Summary: Wesnoth has too much right click menu items
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fr 28 Aug 2015 15:59:55 UTC
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: 1.13.1+dev
Operating System: windows

___

Details:

Wesnoths right click menu grows, and its often quiet hard to find the entry
that you need. For example in 1.13.1+dev there are 11 default menu items on
caslte hexes:
1) Terrain description
2) Add team label
3) Add label
4) Delete Label
5) Speak
6) Recruit
7) Recall
8) Planning mode
9) Next unit
10) Finish turn
11) Open command line

Additionaly there are also the Wml defined menu items So there can easily be
15 or more right click menu items.

I personally think that most of these don't make sense:
6) and 11) : I really doubt anyone uses them, they open a textbox where you
have to type text and it really doesn't make sense to open them by complicated
mouseclicks if you need the keyboard afterwards anyway.
10): There is a big blue button to finish the turn. Seems strange to have it
also in the right click menu.
9): If you use this feature you usualy use this to check for every unit
whether it still has useful moves available, so you need to use it multiple
times in a row, here again the hotkey is much more usable.
2), 3) and 4): This is sure an important feature but it would be better if it
was somehow possible to merge them into one menu item so that it doesn't take
that much space. using submenu items  is also an option.

Also a lot of these items are already accessible via the actions menu and i do
not see any advantage of having them in the right click menu if you want fast
access you can easily use the hotkey.




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[Wesnoth-bugs] [bug #23822] C++ crash in experimental multiplayer lobby

2015-08-26 Thread anonymous
Follow-up Comment #1, bug #23822 (project wesnoth):

how do you open the experimental lobby?

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

2015-08-24 Thread anonymous
Follow-up Comment #13, bug #17995 (project wesnoth):

It's most likeley still possible to get infinite loops like this, for example
by creating a scenario with 2 ai or empty sides which have no units and are
enemies of each other and have defeat_condition=never.

But i think those are quiet unimportant cases.

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

2015-08-24 Thread anonymous
Follow-up Comment #1, bug #23819 (project wesnoth):

Also the § $ % and & keys are not Displayed correctly.

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

2015-08-24 Thread anonymous
URL:
  

 Summary: Non-ascii key not shown in hotkey preferences
dialog.
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 24 Aug 2015 14:21:50 UTC
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: 1.13.0
Operating System: windows

___

Details:

When i assign a hotkey to the Ü key, the Ü is not displayed correctly in the
preference dialog (but the hotkey works). The key is displayed as "




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[Wesnoth-bugs] [bug #23789] wesnoth: src/whiteboard/move.cpp:141: void wb::move::init(): Assertion `get_unit()' failed.

2015-08-15 Thread anonymous
Follow-up Comment #1, bug #23789 (project wesnoth):

Note that there is a related bug #18637
However, it is about *recruited* units.

I think recruited units should not be allowed to move, as we don't know how
many MP they have, and recalled units should behave just as normal units. For
the same reason we are not allowed to undo recruits but can undo recall:
recruits are random.

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[Wesnoth-bugs] [bug #23789] wesnoth: src/whiteboard/move.cpp:141: void wb::move::init(): Assertion `get_unit()' failed.

2015-08-15 Thread anonymous
URL:
  

 Summary: wesnoth: src/whiteboard/move.cpp:141: void
wb::move::init(): Assertion `get_unit()' failed.
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sat 15 Aug 2015 11:18:08 PM UTC
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group: Whiteboard
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: v1.12.4 and trunk
Operating System: Linux

___

Details:

Attempting to move non-existing unit results in assertion failure.

How to reproduce:
1. Start any campaign (Heir to the trone, for example)
2. Enable planning mode
3. Recruit one unit
4. Move recruited unit somewhere
5. When you click to save move action, game exits

Tested both on release and trunk, it is still not fixed.




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[Wesnoth-bugs] [bug #23776] Legend of Wesmere - Scenario 3 - Labels out of place

2015-08-10 Thread anonymous
URL:
  

 Summary: Legend of Wesmere - Scenario 3 - Labels out of place
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mon 10 Aug 2015 07:17:44 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: Windows 7

___

Details:

The flavour labels naming various geographic features on the map (such as
'North Bridge', 'East Tower' and others) are approximately 9 hexes out of
place




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

2015-08-09 Thread anonymous
Follow-up Comment #4, bug #22891 (project wesnoth):

This bug isn't about general wesnoth hotkey conventions. This bug is about
wesnoth for windows not matching windows conventions, and for that it's really
not important where wesnoth comes from or what conventions other OS have.

On windows pressing Alt-F4 should always have the same effect as pressing the
red cross in the corner and for wesnoth this is not the case. And you cannot
expect windows users to change the games settings just to get this normal
behaviour.


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

2015-08-09 Thread anonymous
Follow-up Comment #11, bug #17995 (project wesnoth):

Also note that there are story-only scenarios, even in mainline campaigns that
doesn't contain sides.

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

2015-08-09 Thread anonymous
Follow-up Comment #10, bug #17995 (project wesnoth):

The attached file is not a save file it's an addon.

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[Wesnoth-bugs] [bug #23769] [event] inside [campaign]

2015-08-08 Thread anonymous
URL:
  

 Summary: [event] inside [campaign]
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: So 09 Aug 2015 01:27:30 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: all of them

___

Details:

as a simpler (simpler to implement) alternative to https://gna.org/bugs/?22974
i think it would be useful if we could put [event]s inside [campaign] which
would then be copied inisde every scenario of that campaign, on could put thse
events inside a #ifdef  of course.




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[Wesnoth-bugs] [bug #23752] gui2 listboxes header not working correctly

2015-08-04 Thread anonymous
URL:
  

 Summary: gui2 listboxes header not working correctly
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 04 Aug 2015 23:11:33 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

the headers of gui2 listboxes (which are defined inside [header]) should, like
gui1 listboxes headers, be outside the scroll area so that they are always on
top of the list unrelatd to where the scrollbar grip is.




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[Wesnoth-bugs] [bug #23751] sortable gui2 listboxes

2015-08-04 Thread anonymous
URL:
  

 Summary: sortable gui2 listboxes
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 04 Aug 2015 23:07:21 UTC
Category: Feature Request
Severity: 4 - Important
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

gui2 listboxes should be sortable, similar to gui1 listboxes. There are many
wesnoth dialogs that have sortable listboxes (loadgame, recall units, addon
manager) and for many them the sortable listbox is the main reason why we
cannot port them to gui2.

It would also be nice to have sortable listboxes in lua gui2 dialogs.





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

2015-08-04 Thread anonymous
Follow-up Comment #2, bug #22891 (project wesnoth):

I didn't say that Alt-F4 should close wesnoh on linux. This report was about
wesnoth for windows. Where every application i know closes on alt-F4.

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[Wesnoth-bugs] [bug #23739] [event] in [side] doesn't work

2015-08-03 Thread anonymous
Follow-up Comment #5, bug #23739 (project wesnoth):

Currently (1.13.1) [event] inside [side] mostlikeley won't work because of
this bug. And fixing this bug actually isn't that wasy.

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[Wesnoth-bugs] [bug #23739] [event] in [side] doesn't work

2015-08-03 Thread anonymous
Follow-up Comment #3, bug #23739 (project wesnoth):

This is likeley to be related to iceiceces refactor of game events: in 1.13
the game events are initialized after the starting unit are put on the map, so
[event]s inside those starting units are ignored.

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[Wesnoth-bugs] [bug #23734] Bugs in sp confgure screen

2015-07-31 Thread anonymous
URL:
  

 Summary: Bugs in sp confgure screen
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fr 31 Jul 2015 22:23:21 UTC
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: 1.13.1
Operating System: windows

___

Details:

here an image of how the current sp configuration screen looks:
http://i.imgur.com/YqyBias.png

it has several issues:
1) 'Default' button doesn't adjust when resizing
2) Big spaces with nothing on it
3) Some options the don't make sense in sp (timelimit, gamename)
4) Some options that will break the game if changed (see also
http://gna.org/bugs/?23650 for this)






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[Wesnoth-bugs] [bug #23732] Change map file extension

2015-07-31 Thread anonymous
URL:
  

 Summary: Change map file extension
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fr 31 Jul 2015 18:43:39 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Editor
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: all

___

Details:

On my pc .map files are by default 'Linker Adress Map' files, so .map files
are by default opened with visual sudio.

To fix this i suggest to change the default extension of wesnoths map files to
.wesnothmap or similar.




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[Wesnoth-bugs] [bug #23721] add support for key first_scenaraio_only=yes to [event]

2015-07-29 Thread anonymous
Follow-up Comment #4, bug #23721 (project wesnoth):

> Otherwise, how could a replay file be generated from save file as it can be
done now?

the savefiles actually contain 2 saves: one from the start of the game
([replay_start] in the file) which is loaded when playing a repay and one save
from the current state of the game ([snapshot] in the file).

If you use [remove_event] you can at least remove that event from the current
state of the game so that it appears only once in the savefile.

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[Wesnoth-bugs] [bug #23721] add support for key first_scenaraio_only=yes to [event]

2015-07-29 Thread anonymous
Follow-up Comment #2, bug #23721 (project wesnoth):

While this sounds like a useful feature i currently dont know how to implement
this, the problem is, that crrently the code which adds those events doesn't
know whether we currently have the first scenario.

> Currently coders can only "create such event" via [filter_condition], wich
has as drawback that event is still loaded but not executed in all scenarios.

You can also remove such events using event ids, you can also have a marco
like this (untested) which makes it easier:


#define FIRST_SCENARIO_EVENT ID CODE
[event]
name = preload
first_time_only = yes
[if]
[filter_condition]
[variable]
name = is_not_first_scenario
equals = yes
[/variable]
[/filter_condition]
[then]
[remove_event]
id = {ID}
[/remove_event]
[/then]
[/if]
[/event]
[event]
name = prestart
first_time_only = yes
id = set_is_first_scenario
[set_variable]
name = is_not_first_scenario
value = yes
[/set_variable]
[/event]
[event]
id = {ID}
{CODE}
[/event]
#enddef




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[Wesnoth-bugs] [bug #23712] Mage of Light halo not drawing correctly

2015-07-25 Thread anonymous
Follow-up Comment #1, bug #23712 (project wesnoth):

The screenshot didn't attach before: http://i.imgur.com/13VMGVL.jpg

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[Wesnoth-bugs] [bug #23712] Mage of Light halo not drawing correctly

2015-07-25 Thread anonymous
URL:
  

 Summary: Mage of Light halo not drawing correctly
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sat 25 Jul 2015 12:13:03 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.1+dev
Operating System: Linux

___

Details:

Create a Mage of Light and move it around the map. As it moves, the
illuminates-aura halo flickers between the unit and the top-left corner of the
screen, before not drawing around the unit and just appearing only in the top
corner as a broken image.

Notice in the screenshot it's not completely in the top left corner, I'd
scrolled slightly on the screen first.




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[Wesnoth-bugs] [bug #23710] victory_when_enemies_defeated=yes causes OOS in networked mp

2015-07-23 Thread anonymous
URL:
  

 Summary: victory_when_enemies_defeated=yes causes OOS in
networked mp
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Do 23 Jul 2015 22:17:07 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: any

___

Details:

A possible fix might be to backport

https://github.com/wesnoth/wesnoth/commit/d808b7c7874465e314c433029d709236bea4fab9




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[Wesnoth-bugs] [bug #23709] unit health bars visible during Fog of War

2015-07-23 Thread anonymous
Follow-up Comment #3, bug #23709 (project wesnoth):

1.13.1 i mean

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[Wesnoth-bugs] [bug #23709] unit health bars visible during Fog of War

2015-07-23 Thread anonymous
Follow-up Comment #2, bug #23709 (project wesnoth):

mostlikeley fixed in
https://github.com/wesnoth/wesnoth/commit/a3d1b17d1a07a884eebdb9a64f8521b9ee51c0a8

please check if this bug is still in 1.13

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[Wesnoth-bugs] [bug #23709] unit health bars visible during Fog of War

2015-07-22 Thread anonymous
URL:
  

 Summary: unit health bars visible during Fog of War
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Thu 23 Jul 2015 02:10:43 AM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.0
Operating System: linux

___

Details:

HttT at start of scenario 14.
Can see dwarves units by their health bar. 




___

File Attachments:


---
Date: Thu 23 Jul 2015 02:10:43 AM UTC  Name:
HttT-Plunging_into_the_Darkness-Auto-Save1.gz  Size: 77kB   By: None
scenario save and screenshot

---
Date: Thu 23 Jul 2015 02:10:43 AM UTC  Name: Screenshot - 07222015 - 10:08:34
PM.png  Size: 350kB   By: None
scenario save and screenshot


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[Wesnoth-bugs] [bug #23000] MP Campaign set-up screen

2015-07-19 Thread anonymous
Follow-up Comment #6, bug #23000 (project wesnoth):

>Has any progress been made on this bug?
Yes on wesnoth 1.13.1+dev these codes have changed quite a bit, but i dont
know whether this specific bug was fixed. But there aren't much differences in
this code bewteen 1.12.0 and 1.12.4
>I'm sure it must affect some mainline ones too.
There is only one mainline mp campaign: Legend of wemere
>Is thunderstruck still around?
I don't think so

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[Wesnoth-bugs] [bug #23695] Unsynced capture event triggering on undo move.

2015-07-17 Thread anonymous
Follow-up Comment #1, bug #23695 (project wesnoth):

Fixed in master: 
https://github.com/wesnoth/wesnoth/commit/db54a8dce543af9224dd79cd72e416b7f617aeb5

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[Wesnoth-bugs] [bug #23694] Observer list broken

2015-07-14 Thread anonymous
URL:
  

 Summary: Observer list broken
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 14 Jul 2015 22:02:12 UTC
Category: Bug
Severity: 5 - Blocker
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.1+dev
Operating System: any

___

Details:

This does not only mean that you cannot see the current observers, in the game
gui, this also means that you cannot select the observers in the side drop
dialog.

Marked this a blocker because this makes rejoining a multiplayer game more
complicated because the host cannot see the names of the players.

Most likeley this was broken in 
https://github.com/wesnoth/wesnoth/commit/cb5a9a0d28ed4761272fcad65001c376445cc7d6





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[Wesnoth-bugs] [bug #23693] Skip ai turns does not work for remote ai Sides

2015-07-14 Thread anonymous
URL:
  

 Summary: Skip ai turns does not work for remote ai Sides
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Di 14 Jul 2015 19:39:41 UTC
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: 1.12, 1.13
Operating System: any

___

Details:

Skip ai turns does not work for remote ai Sides. This means that in a
multiplayer game 'skip ai moves' only works for the host.




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[Wesnoth-bugs] [bug #4201] ability to continue with another map in multiplayer

2015-07-13 Thread anonymous
Follow-up Comment #7, bug #4201 (project wesnoth):

Note that mp campaigns already work (more or less) in latest wesnoth
versions.

Also implementing this is not trivial, specially becasue currently in
campaigns it is defined by wml which sides unit carries over to which side of
the next scenario. Specially its currently unrelated to which user conrolls
which side. This may seem like a technical limitation but actually its very
related to problems like: 'If player A controlls side 1 in the first scenario
And controlls sides 2 and 3 of the next scenario which side (of the next
scenario) should get the carryover units?' In usual (mp and sp) campaigns this
is defined by wml.

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[Wesnoth-bugs] [bug #23689] Checking versions of dependencies of add-ons

2015-07-12 Thread anonymous
URL:
  

 Summary: Checking versions of dependencies of add-ons
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sun 12 Jul 2015 21:13:18 UTC
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: All

___

Details:

I have had a problem with a campaign using another campaign as resources. The
new campaign depends on the latest version of the old campaign, which I have
released about a week before the new campaign. Wesnoth has seen that it had
the dependency installed and did not even show that it depends on something.
So if somebody had an older version of the old campaign, it did not load for
no apparent reason. I have wrote about this in the campaign's description on
the add-ons' server, but as usually, people don't read.

So, I would be really glad if wesnoth updated all already installed
dependencies when installing an add-on, possibly asking the player if he
wants. Could this little feature be added?




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[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-12 Thread anonymous
Follow-up Comment #12, bug #23686 (project wesnoth):

seems like the documentation in the wiki is still missing. Howver the c++
function is documented:
https://github.com/wesnoth/wesnoth/blob/bcfdc85568b308b48138ee5884595f272a0795c3/src/scripting/game_lua_kernel.cpp#L659

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[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-11 Thread anonymous
Follow-up Comment #5, bug #23686 (project wesnoth):

And you you have the side= attribute specified?


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[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-11 Thread anonymous
Follow-up Comment #3, bug #23686 (project wesnoth):

Also note that (although side= will be ignored form inside unsyced context)
the side= key is manditory in mp games in [get_global_variable].

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[Wesnoth-bugs] [bug #23686] [set_menu_item] synced=no does not save global variables

2015-07-11 Thread anonymous
Follow-up Comment #2, bug #23686 (project wesnoth):

Some of the Errormesages related to persistent variables only appear when
having --log-debug active. It would be useful it you'd test again with
--log-debug=all

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[Wesnoth-bugs] [bug #23685] [set_menu_item] synced=no not available for players who aren't taking their turn

2015-07-11 Thread anonymous
Follow-up Comment #1, bug #23685 (project wesnoth):

Hm maybe i just changed the code for hotkeys and not for right click menus,
you coudl please test whether hotkeys work?

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[Wesnoth-bugs] [bug #23682] Wesnoth flashes from lobby to game tutorial midst writing a whisper

2015-07-10 Thread anonymous
URL:
  

 Summary: Wesnoth flashes from lobby to game tutorial midst
writing a whisper
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Fri 10 Jul 2015 10:37:36 AM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group: Multiplayer Lobby
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: smirp...@luukku.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.2
Operating System: Windows 7

___

Details:

I was writing yet another whisper to other player in multiplayer lobby with
/msg command when the screen simply flashed and the next moment I have the
starting screen of the tutorial campaign in front of my eyes.

The exact message I was writing escapes my mind, but I was discussing of
modifying a confiq file of one of the add-ons.

I writed several whispers afterwards after re-entering lobby without
triggering the event again.




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[Wesnoth-bugs] [bug #23681] program crash when turning off music

2015-07-09 Thread anonymous
URL:
  

 Summary: program crash when turning off music
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Thu 09 Jul 2015 01:17:29 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: temple_w...@163.com
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.3
Operating System: win7

___

Details:

when turning off music in preference -> source page, the game program
automatically disappears.




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[Wesnoth-bugs] [bug #23679] Players get kicked to lobby at scenario transition

2015-07-06 Thread anonymous
URL:
  

 Summary: Players get kicked to lobby at scenario transition
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 06 Jul 2015 22:13:50 UTC
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: 1.13.1
Operating System: windows

___

Details:

when advancing to a scenario which has allow_new_game=yes all players (except
host) get kicked to the lobby. It seems like the reason is that the clients
get the serversided controller tweaks when requesting the next scenario data
even if the game has not started yet.

This bug is not present on 1.12.x





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[Wesnoth-bugs] [bug #23677] Change units advancments directly in lua.

2015-07-05 Thread anonymous
URL:
  

 Summary: Change units advancments directly in lua.
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: So 05 Jul 2015 18:34:30 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

Lua should be able to change units advancements directly. Like:

u.advancements = { { id="advancement1", ..., T.effect { ... } }, {
id="advancement2", ..., T.effect { ... } } }


Also: why do i have to enter a Operating System for a feaure request?




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[Wesnoth-bugs] [bug #23675] Replays not saved after [endlevel] result=victory

2015-07-04 Thread anonymous
Follow-up Comment #1, bug #23675 (project wesnoth):

Also the server ignores the replay_save= value inside [endlevel] (even if
result=defeat)

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[Wesnoth-bugs] [bug #23674] LoW carryover bugged

2015-07-01 Thread anonymous
URL:
  

 Summary: LoW carryover bugged
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mi 01 Jul 2015 23:22:41 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.4
Operating System: any

___

Details:

In MP, At some scenarios, Legend of wesmere currently uses a custom carrover
implemented in wml which works like this:
The units are stored into global variables in the victory event and then
unstored at the beginning of the next scenario.

The result is, that now you have all (or some) units twice. Specially there
are multiple scenarios with 2 Landars or 2 Kalenzes.

The custom carryover code is most likeley related to the entry points fature
when you want to start from other scenarios than the first one.

Since that entry points feature curently doesn't relly work in all scenarios
(becasue of bad wml) and also becasue one can just reload a save in mp, the
prosed solution is to remove that custom carryover wml code.





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[Wesnoth-bugs] [bug #23645] LoW scenario3 bugged in local mp

2015-06-30 Thread anonymous
Follow-up Comment #1, bug #23645 (project wesnoth):

the problem might be that connect_engine::update_level() searches for sides in
level_ instead of in current_config()

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[Wesnoth-bugs] [bug #23669] show unit details in mp leader selection dialog

2015-06-28 Thread anonymous
URL:
  

 Summary: show unit details in mp leader selection dialog
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: So 28 Jun 2015 21:21:10 UTC
Category: Feature Request
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: 1.12
Operating System: all

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Details:

It would be nice if the leader selection dialog in mp had a button to show the
unit details like the recruit dialog has.





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

2015-06-27 Thread anonymous
Follow-up Comment #5, bug #21198 (project wesnoth):

A possibe way to fix this would be to remember the last 'define set' and
reload it the next time when wesnoth is started. This means that when the game
was closed from a multiplayer screen then the next time wesnoth is started the
game config will be loaded with MULTIPLAYER defined and no additional reload
on opening multiplayer will happen.

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[Wesnoth-bugs] [bug #23519] Able to start scenario with user map with no starting locations

2015-06-27 Thread anonymous
Follow-up Comment #3, bug #23519 (project wesnoth):

Afaik there are, even in mainline, scenarios with no sides which usually just
have [story] tags and an [endlevel] inside a prestart event. Is this still
supported after fixing this ?

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[Wesnoth-bugs] [bug #23608] UBSAN: findings while playing tutorial

2015-06-27 Thread anonymous
Follow-up Comment #2, bug #23608 (project wesnoth):

s/buffer overflow/integer overflow

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[Wesnoth-bugs] [bug #23664] Controllers can be changed when reloading a game

2015-06-25 Thread anonymous
URL:
  

 Summary: Controllers can be changed when reloading a game
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Do 25 Jun 2015 22:02:24 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Replays
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13, 1.12
Operating System: any

___

Details:

When reloaing an mp game it is possible to change controllers to
human/ai/null. This causes OOS when replaying those scenarios later, specially
when a side was set to null that was previously not null controlled.

There are 2 possible solutions:
1) forbit to change controller types when reloading a game.
2) Store these controller changes in the replay.





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[Wesnoth-bugs] [bug #23617] mp modifications added to sp campaigns

2015-06-21 Thread anonymous
Follow-up Comment #3, bug #23617 (project wesnoth):

I think a good way to fix this issue would be to save the modification
preferences seperateley for sp and for mp.

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[Wesnoth-bugs] [bug #23654] [unit_type] in [scenario]

2015-06-20 Thread anonymous
URL:
  

 Summary: [unit_type] in [scenario]
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sa 20 Jun 2015 21:52:51 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: all of them

___

Details:

It would be useful if [unit_type] would be read from [scenario]. The intention
is, to make it possible for the host to transfer [unit_type]s over network to
other players. if [unit_type] were read form [scenario]/[multiplayer] you
could just put your unittypes there and they would automaticly transfered to
other players among everything else inside [scenario].






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[Wesnoth-bugs] [bug #23653] Make joining game faster

2015-06-20 Thread anonymous
URL:
  

 Summary: Make joining game faster
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Sa 20 Jun 2015 21:20:07 UTC
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
Operating System: all of them

___

Details:

It really takes a long time to join a game which already has a lot of turns.
(Which need to be replayed when joining)

The proposed solution is that the clients automaticly send an updated
gamestate to the server from time to time (maybe every 10 turns). So that
joining client would only have to replay the scenario from the last gamestate
update.




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[Wesnoth-bugs] [bug #23650] bugs in Legend of Wesmere with shuffle sides active

2015-06-18 Thread anonymous
URL:
  

 Summary: bugs in Legend of Wesmere with shuffle sides active
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Do 18 Jun 2015 17:12:08 UTC
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: 1.12.2, 1.13.0
Operating System: windows

___

Details:

When you activate 'shuffle sides' when playing LoW bugs will appear.

Proposed solution:
It should not be possible to activate 'shuffle sides' in Legend of Wesmere.




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[Wesnoth-bugs] [bug #23617] mp modifications added to sp campaigns

2015-06-16 Thread anonymous
Follow-up Comment #2, bug #23617 (project wesnoth):

I actually think the 'Advanced settings' dialog is very unhandy.

It should be like this:

The 'configure sides' option should be dropped completely. I see no usecases
for it.

The 'Level options' checkbox should be removed. Instead the game should
automatically show the 'Level options' if and only if there are options to
configure in the selected modifications or campaign.

Pressing 'Ok' in the advanced settings should not take you back to the
campaign selection, instead it should start the campaign directly (or show
'Level options' if needed)


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[Wesnoth-bugs] [bug #23647] change minimap settings in mp lobby

2015-06-15 Thread anonymous
URL:
  

 Summary: change minimap settings in mp lobby
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 15 Jun 2015 22:54:25 UTC
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: 1.12.2
Operating System: windows

___

Details:

In the mp lobby the game uses the same settings for drawing minimap as during
the game. This is problematic if you turned 'Draw Terrain' off (so that only
the units are visible on the minimap) because then maps will not be shown in
there are 2 solutions to fix this problem:
1) Ignore the 'Draw Terrain' setting in the mp lobby
2) Add buttons or other widgets in the mp lobby to change minimap
preferences.






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[Wesnoth-bugs] [bug #23646] OOS when advancing to next scenario if next scenario changes a side controller

2015-06-15 Thread anonymous
URL:
  

 Summary: OOS when advancing to next scenario if next scenario
changes a side controller
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 15 Jun 2015 21:48:27 UTC
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
Operating System: all of them

___

Details:

OOS can be observed when advancong toa  scenario that changes a side
controller for example by this lua code:

wesnoth.sides[1].controller = 1

The reason is that when advancing to the next scenario the server sends the
current contreoller information and not the controller information from how
the scenario was when the scenario started.

https://github.com/wesnoth/wesnoth/blob/57ae45387a4dc83a38b550ed6d7f124285374287/src/server/game.cpp#L1313





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[Wesnoth-bugs] [bug #23645] LoW scenario3 bugged in local mp

2015-06-15 Thread anonymous
URL:
  

 Summary: LoW scenario3 bugged in local mp
 Project: Battle for Wesnoth
Submitted by: None
Submitted on: Mo 15 Jun 2015 18:47:59 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12.2
Operating System: windows

___

Details:

when i proceed to scenario 2 in Low in local mp in wesnoth 1.12.2 the second
human side gets automaticly controlled by an ai.




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