[Wesnoth-bugs] [bug #6651] Don't limit number of starting positions in map editor.

2015-06-08 Thread Daniel
Update of bug #6651 (project wesnoth):

  Status:Wont Fix = None   

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Follow-up Comment #8:

Accidently set to wontfix

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[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2015-06-08 Thread Daniel
Update of bug #21776 (project wesnoth):

  Item Group:  None of the others = WML


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[Wesnoth-bugs] [bug #21945] Ai leadernames wrong in networked mp

2015-06-08 Thread Daniel
Update of bug #21945 (project wesnoth):

  Item Group:  None of the others = Multiplayer


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[Wesnoth-bugs] [bug #23460] HP/XP bars draw over shroud

2015-06-08 Thread Daniel
Update of bug #23460 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #7:

https://github.com/wesnoth/wesnoth/commit/a3d1b17d1a07a884eebdb9a64f8521b9ee51c0a8

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[Wesnoth-bugs] [bug #23028] wesnothd::game::is_on_team bugged,

2015-06-10 Thread Daniel
Update of bug #23028 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/6aa3b3bc9a920638b68e6ceebd96a23822767c8d

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[Wesnoth-bugs] [bug #23496] Unexpected leader gender randomization in SP campaigns

2015-06-18 Thread Daniel
Update of bug #23496 (project wesnoth):

  Status:None = Ready For Test 

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/6c97702c458f06c68666d8930c53f57ee6f93421

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[Wesnoth-bugs] [bug #23499] Assertion failure when changing side user in networked mp

2015-06-19 Thread Daniel
Update of bug #23499 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/da4994f4dd65a3b4496a17ec77ab1f573a3e5175

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[Wesnoth-bugs] [bug #23512] Single player [modification][options] values default to null

2015-06-20 Thread Daniel
Update of bug #23512 (project wesnoth):

  Status:None = Ready For Test 

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Follow-up Comment #1:

Posibly fixed in master the new behaviour is that 'Level options' are
automaticly shown if there are options.

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[Wesnoth-bugs] [bug #23629] Non-mainline [side] color= not handled correctly

2015-06-20 Thread Daniel
Update of bug #23629 (project wesnoth):

  Status:None = Fixed  


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[Wesnoth-bugs] [bug #23641] Turns slider in mp configure doesnt work

2015-06-18 Thread Daniel
Follow-up Comment #3, bug #23641 (project wesnoth):

https://github.com/wesnoth/wesnoth/commit/b8f26c4542db8bc9bc7cb21ef4b51d775cff4c4d
to prevent a possible multiplayer turns used in sp bug

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[Wesnoth-bugs] [bug #23229] Cache refreshed before showing sp campaign dialog after exiting game

2015-06-18 Thread Daniel
Follow-up Comment #4, bug #23229 (project wesnoth):

second attempt to fix this in
https://github.com/wesnoth/wesnoth/commit/c2e1d71fc257db38251f2396d3bd0b5f2be69533

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[Wesnoth-bugs] [bug #23509] Multiplayer XP used in single-player campaigns

2015-06-18 Thread Daniel
Update of bug #23509 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #4:

https://github.com/wesnoth/wesnoth/commit/b8f26c4542db8bc9bc7cb21ef4b51d775cff4c4d

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[Wesnoth-bugs] [bug #23038] wml reloads on campaign menu

2015-06-18 Thread Daniel
Follow-up Comment #2, bug #23038 (project wesnoth):

second attempt to fix this in
https://github.com/wesnoth/wesnoth/commit/c2e1d71fc257db38251f2396d3bd0b5f2be69533

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[Wesnoth-bugs] [bug #23652] A gui2 combobox

2015-06-19 Thread Daniel
URL:
  http://gna.org/bugs/?23652

 Summary: A gui2 combobox
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Fr 19 Jun 2015 15:12:51 UTC
Category: Feature Request
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
Operating System: all

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Details:

I would ne nice to have a combobox widget in gui2. There are currently radio
buttons for those purposes, but sometimes comboboxes are better becasue
radiobuttons can take much space.





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[Wesnoth-bugs] [bug #23641] Turns slider in mp configure doesnt work

2015-06-11 Thread Daniel
Follow-up Comment #1, bug #23641 (project wesnoth):

fixed the mistake in that commit in
https://github.com/wesnoth/wesnoth/commit/b728d216baaf8c1c57d7b5c43d11c2ade4b12250

Note that we now might get a multiplayer turns used in sp bug.

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[Wesnoth-bugs] [bug #23523] Game automatically meet defeat criteria at the start of Captured misssion in Eastern Invasion campaign

2015-06-15 Thread Daniel
Update of bug #23523 (project wesnoth):

  Status:None = Ready For Test 


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[Wesnoth-bugs] [bug #23523] Game automatically meet defeat criteria at the start of Captured misssion in Eastern Invasion campaign

2015-06-13 Thread Daniel
Follow-up Comment #3, bug #23523 (project wesnoth):

This could be caused by https://gna.org/bugs/?23630

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[Wesnoth-bugs] [bug #23579] save/reload process corrupts team_name

2015-05-29 Thread Daniel
Follow-up Comment #15, bug #23579 (project wesnoth):

Ok I was able to reproduce this in 1.12.2 but not in 1.13

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[Wesnoth-bugs] [bug #23301] wesnoth crashes when failing to save a game

2015-05-29 Thread Daniel
Update of bug #23301 (project wesnoth):

  Status: In Progress = Fixed  

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Follow-up Comment #3:

backported in
https://github.com/wesnoth/wesnoth/commit/11eab4bd1f1643c40450e4004f65f4f038dfd0b4

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[Wesnoth-bugs] [bug #23627] gui2 Sliders take too much space

2015-05-31 Thread Daniel
URL:
  http://gna.org/bugs/?23627

 Summary: gui2 Sliders take too much space
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: So 31 Mai 2015 18:19:51 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, 1.12.2
Operating System: windows

___

Details:

This can for example be observed at the map editor. Here a screenshot of the
'new map' Dialog (german language): http://i.imgur.com/ltKiNUY.png . There is
too much empty space right to the slider. I also observed this when i tried to
use sliders in my gui2 lua dialog.
Here is an edited version of how it should look:
http://i.imgur.com/jdFaFkm.png




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[Wesnoth-bugs] [bug #23329] victory event not fired for observers

2015-05-30 Thread Daniel
Follow-up Comment #2, bug #23329 (project wesnoth):

actually I am not sure whether the new code fires the defeat or the victory
event for observer, and i think i should maybe revert it.

Note that in 1.13 we have an endlevel event that is fired regardless of
victory/defeat and also for observers.

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[Wesnoth-bugs] [bug #23439] Add function to remove elements from lua gui2 lists

2015-05-30 Thread Daniel
Update of bug #23439 (project wesnoth):

  Status:None = Fixed  

___

Follow-up Comment #1:

fixed in
https://github.com/wesnoth/wesnoth/commit/90ee0a2e9b8a96cacf4c2d3217b0230b1dcd3f34

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[Wesnoth-bugs] [bug #23117] Invert breaks lobby filtering if Apply Filter is off

2015-05-30 Thread Daniel
Update of bug #23117 (project wesnoth):

  Status:None = Ready For Test 

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Follow-up Comment #1:

I believe this was fixed some time ago (at lest in 1.13), i currently dont
remember who did it.

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[Wesnoth-bugs] [bug #23462] Scenario ToD initially gets set to random time on start

2015-05-30 Thread Daniel
Follow-up Comment #2, bug #23462 (project wesnoth):

possible fix in
https://github.com/wesnoth/wesnoth/commit/bd77807baa6db01b978fe2cbcbb8b1791e8258e6

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[Wesnoth-bugs] [bug #23579] save/reload process corrupts team_name

2015-05-29 Thread Daniel
Follow-up Comment #16, bug #23579 (project wesnoth):

Since this bug only effects 1.12.2 and i don't know the 1.12.2 mpconnect code
very well i most likeley cannot fix this.

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[Wesnoth-bugs] [bug #23671] Disable music in Preferences crash BfW

2015-06-29 Thread Daniel
Update of bug #23671 (project wesnoth):

 Assigned to:None = loonycyborg


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[Wesnoth-bugs] [bug #23671] Disable music in Preferences crash BfW

2015-06-29 Thread Daniel
Follow-up Comment #1, bug #23671 (project wesnoth):

You coudl try using the 'libvorbisfile-3.dll' and 'libvorbis-0.dll' from
wesnoth 1.12.2

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[Wesnoth-bugs] [bug #23671] Disable music in Preferences crash BfW

2015-06-29 Thread Daniel
Follow-up Comment #2, bug #23671 (project wesnoth):

I was also able to reproduce this issue with 1.12.4 windows release there is
no crash messabge, nothing in sterr.txt. Wesnoth just closes itself when
unckecking the music toggle button.

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

2015-07-04 Thread Daniel
Update of bug #23674 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/32862cf1a6657c32c61edf32bca16dd36c835dd5


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[Wesnoth-bugs] [bug #23600] sighted events still unsafe (can cause OOS)

2015-05-22 Thread Daniel
Follow-up Comment #1, bug #23600 (project wesnoth):

Note, that there is no redoing involvd in this bug, so i think the only way to
fix this bug is to forbid undoing actions before the last update shroud even
if they did not uncover anything. An alternative would be to allow undoing
that by default and add a  (wml/lua) function to disallow undoing moves or
other actions before the last shroud updates.

I actualy dont use DSU that often so i dont know whether deactivaing this
feature (undoing moves that happened before the last DSU update) would be bad
or not.


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

2015-08-06 Thread Daniel
Follow-up Comment #1, bug #23752 (project wesnoth):

I investigated this problem, and its harder than it seems at first:

Assume we have a normal vertical listbox which is very big so that we need
vertical and horizontal scrollbars. In this case its not that trivial as
moving the header out of the scroll area becasue we want the header to be
effected by horizontal scrolling but not by vertical scrolling.

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

2015-08-08 Thread Daniel
Update of bug #23751 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/a4806343f5ca0e17b8b67640a8c6fdd0a38c460b

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

2015-07-23 Thread Daniel
Update of bug #23709 (project wesnoth):

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


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[Wesnoth-bugs] [bug #22822] create a lua method to query who is the viewing player

2015-07-24 Thread Daniel
Update of bug #22822 (project wesnoth):

  Status:None = Fixed  


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[Wesnoth-bugs] [bug #21861] Generator map tempered bug

2015-07-24 Thread Daniel
Follow-up Comment #3, bug #21861 (project wesnoth):

Also note that the yamg was removed from wesnoth 1.13

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[Wesnoth-bugs] [bug #22628] status orbs wrong in replay if not side 1

2015-07-24 Thread Daniel
Update of bug #22628 (project wesnoth):

  Status:   Confirmed = Fixed  

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Follow-up Comment #5:

https://github.com/wesnoth/wesnoth/commit/cabbede63a8ddfe8e29493772cbc92b1942e4ecf

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[Wesnoth-bugs] [bug #21966] OOS - unfound location for source of movement

2015-07-24 Thread Daniel
Update of bug #21966 (project wesnoth):

  Status:   Need Info = Fixed  

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Follow-up Comment #22:

Assuming to be fixed.

In any case reports from 1.10 are unlikeley to be helpful. Mostly becasue it
is impossible to replay 1.10 replays with 1.12

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[Wesnoth-bugs] [bug #21929] multiplayer - load game dialog should correctly handle replays

2015-07-24 Thread Daniel
Update of bug #21929 (project wesnoth):

Category: Bug = Feature Request

___

Follow-up Comment #4:

 No that would be a mistake. The replay check box in the load game dialog
serves a useful purpose, it determine whether we will load from snapshot or
from replay_start and replay.

Yes, that proposaal was just about the multiplayer loadgame dialog (because it
doesnt work anyway there), the sp load dialog shoudl stay unchanged.

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[Wesnoth-bugs] [bug #23690] Enable [effect] to heal the same amount when increase max_hitpoints

2015-07-13 Thread Daniel
Update of bug #23690 (project wesnoth):

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


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[Wesnoth-bugs] [bug #23506] Add wesnoth.disallow_undo lua function

2015-07-14 Thread Daniel
Update of bug #23506 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/55662b99601ef7aebe6e15bb69790dec450c58a9

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[Wesnoth-bugs] [bug #23467] Make profile accessible via lua proxy units.

2015-07-14 Thread Daniel
Update of bug #23467 (project wesnoth):

Category: Bug = Feature Request
 Summary: (lua) wesnoth.get_recall_units doesn't support all
keys = Make profile accessible via lua proxy units.

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Follow-up Comment #1:

profile= beeing not accesible from lua is unrelated to whether it is recall
unit or not

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[Wesnoth-bugs] [bug #23507] Access to current event unit from lua

2015-07-14 Thread Daniel
Update of bug #23507 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/31796c0b46e0c9398e53a939abde058feca2a065

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[Wesnoth-bugs] [bug #23643] Show mp connect independent on allow_new_game=yes

2015-07-15 Thread Daniel
Update of bug #23643 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/6ae5ea220faa615a7fb645dd859b33e9b36064d5

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

2015-07-15 Thread Daniel
Update of bug #23694 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/c405766578f0b5f65252007548227e83d1bfa4a0

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[Wesnoth-bugs] [bug #13228] Checkbox to disallow/reduce frequency of 1v1 mirror matches

2015-07-13 Thread Daniel
Update of bug #13228 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = involution 

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Follow-up Comment #2:

'Random no mirror' was implemented by iceiceice in 1.13

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[Wesnoth-bugs] [bug #13256] Assertion failure in src/actions.cpp, happened when moved (12, 8)- (10, 10)

2015-07-13 Thread Daniel
Follow-up Comment #10, bug #13256 (project wesnoth):

There are a lot of ways to abuse [allow_undo] and i see no reason why we
should specially guard against [kill] or [(un)store_unit] (specially since it
doesn't cause crashs anymore).

Also i think there could be cases where a wml developer want to use [kill] or
simiar inside a undoable event which does not casue bugs/OOS, for example one
might want to create a temporary unit to calculate its attack stats (to show
it in a message) and then remove the unit after it.

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[Wesnoth-bugs] [bug #23558] enter/exit_hex events without [allow_undo] do no prevent undo

2015-07-13 Thread Daniel
Update of bug #23558 (project wesnoth):

  Status:None = Fixed  

___

Follow-up Comment #2:

Fixed in master:
https://github.com/wesnoth/wesnoth/commit/c6685bbb6d7bef3c342e4fb8368506267d32aa2a



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[Wesnoth-bugs] [bug #23454] Variables not loaded for observers after scenario trnasition

2015-07-13 Thread Daniel
Update of bug #23454 (project wesnoth):

  Status:  Ready For Test = Fixed  

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Follow-up Comment #11:

assuming to be fixed

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

2015-07-13 Thread Daniel
Update of bug #22334 (project wesnoth):

  Status:  Ready For Test = Fixed  

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Follow-up Comment #5:

assuming to be fixed

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[Wesnoth-bugs] [bug #21861] Generator map tempered bug

2015-07-13 Thread Daniel
Update of bug #21861 (project wesnoth):

  Status:  Ready For Test = Invalid

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Follow-up Comment #2:

It is intentional that the map settings not work with all map generators. Some
of the map generators can not be configured that's why the parameter button is
disabled for them.

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[Wesnoth-bugs] [bug #22936] LoW MP - Gold carryover from scenario 1 to 2

2015-07-13 Thread Daniel
Update of bug #22936 (project wesnoth):

  Status:  Ready For Test = Fixed  

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Follow-up Comment #7:

assuming to be fixed

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[Wesnoth-bugs] [bug #18746] No prestart event/settings for start of scenario save in MP campaign for non-host

2015-07-13 Thread Daniel
Update of bug #18746 (project wesnoth):

  Status:  Ready For Test = Fixed  

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Follow-up Comment #10:

assuming to be fixed

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[Wesnoth-bugs] [bug #20267] MP campaign: reload scenario with droided side creates OOS

2015-07-13 Thread Daniel
Update of bug #20267 (project wesnoth):

  Status:  Ready For Test = Fixed  

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Follow-up Comment #2:

assuming to be fixed

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[Wesnoth-bugs] [bug #11599] All ANL factions (currently only loyalist available)

2015-07-13 Thread Daniel
Update of bug #11599 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

Idk since when, but currently it is possile to choose any faction in ANL.

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

2015-07-12 Thread Daniel
Follow-up Comment #13, bug #23686 (project wesnoth):

Made 'global' the default for side= n get/set_global_Variable
https://github.com/wesnoth/wesnoth/commit/4c75f6cf66d0da488382b0c578213614f66bd759

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

2015-07-12 Thread Daniel
Update of bug #23685 (project wesnoth):

  Status:None = Ready For Test 

___

Follow-up Comment #3:

pushed
https://github.com/wesnoth/wesnoth/commit/37293b257698fc1499849f13e7982bbb8f339e9e
please test

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

2015-07-12 Thread Daniel
Update of bug #23685 (project wesnoth):

  Status:  Ready For Test = Fixed  


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[Wesnoth-bugs] [bug #23556] fire_event from inside wesnoth.game_events.on_event bugged

2015-07-14 Thread Daniel
Update of bug #23556 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/2ff22bae3691f821a61dd9bf3e5c1cb4ee37f5f8

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

2015-10-27 Thread Daniel
Follow-up Comment #8, bug #22918 (project wesnoth):

Iirc, the main problem is (that makes fixing this bug so complicated), that
the #textdomain markes can be quite far away from the translated string.

So what i suggest to fix this problem is not to use #textdomain markers when
sending wml documents over the network but to instead use a different syntax
for example we could use a syntax like


attibute=_("tdomain", "str")


instead of 


#textdomain tdomain
attibute=_"str"


It is possible that this increases the filesize but from looking at a few
random i think it happens quite rarely that one #textdomain marker covers more
that 2 translated strings. So i don't think this is an issue.


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

2015-10-27 Thread Daniel
Follow-up Comment #9, bug #22918 (project wesnoth):

s/a few random/a few savefiles

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

2015-10-27 Thread Daniel
Update of bug #23990 (project wesnoth):

  Status:None => Invalid

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Follow-up Comment #1:

This is intentional, We don't want to make the currently playing player have
to wait for other players during his own turn.


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[Wesnoth-bugs] [bug #24022] Crash on Quit Scenario With Planned Recruits Present

2015-11-06 Thread Daniel
Follow-up Comment #7, bug #24022 (project wesnoth):

Since there seem to be multiple bugs with planned recuits (see for example
this one https://www.mail-archive.com/wesnoth-bugs@gna.org/msg24885.html but
iirc there are also others) i wonder whether we should just disable planned
recruits.

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[Wesnoth-bugs] [bug #24022] Crash on Quit Scenario With Planned Recruits Present

2015-11-06 Thread Daniel
Follow-up Comment #8, bug #24022 (project wesnoth):

Also 'master' is not a good value for the 'relese' field, for example when
later 'master' is 1.15.9 or something noone will know with which version this
was reproduced.

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[Wesnoth-bugs] [bug #24020] almost (?) reproducible complex crash involving the whiteboard

2015-11-04 Thread Daniel
Follow-up Comment #2, bug #24020 (project wesnoth):

I could also reproduce this on 1.13.1+dev with only 2 sides which are not
allied (removed side 2 of previous example and let side 1 and 3 be enemies)

I wonder whether the crash is caused by the error from the stderr.


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[Wesnoth-bugs] [bug #24022] Crash on Quit Scenario With Planned Recruits Present

2015-11-06 Thread Daniel
Follow-up Comment #5, bug #24022 (project wesnoth):

> fake_unit_manager's deque appears to be valid
Why do you think this?

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

2015-11-06 Thread Daniel
Follow-up Comment #10, bug #22918 (project wesnoth):

Ok i tried the syntax suggestd in the prviousl post and it seems liek  was
wrong, the (uncomplressed) size of the savefile increased about 30%.

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

2015-10-31 Thread Daniel
Follow-up Comment #2, bug #23819 (project wesnoth):

This seems to be fixed in the SDL2 branch

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[Wesnoth-bugs] [bug #23490] Side specific variables

2015-10-07 Thread Daniel
Follow-up Comment #5, bug #23490 (project wesnoth):

> I can see your point about save_id maybe containing spaces and other special
characters, but you can easily ensure that it doesn't (because you control
what the save_id is), so I don't see that being a significant issue. 

Uhm no i can't. Like is said before, my addon is a modification.

> Regarding Lua API though, I'd suggest mirroring the API for unit variables,
which means using a metatable with __index and __newindex methods rather than
having functions.


I think the unit variables api is quiet unhandy, specially it cannot handle
wml tables (only scalars) iirc.

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[Wesnoth-bugs] [bug #23490] Side specific variables

2015-10-07 Thread Daniel
Follow-up Comment #3, bug #23490 (project wesnoth):

I personally think storing these variables in the leaders variables isn't very
save since it will break if the leader dies or for sides with no leaders.

I recently tried to wrtie a similar thing, and since my addon is a
modification i cannot rely on leaders surviving.

referencing the save_id is a good idea but the problem is that the save_id
might not be usable for a variablename since it might contain spaces or other
characters so writing "$addonname_sides.$side.save_id|.upgrade_level" might
fail.

Another advantage of having side specific variables is that they would
automatically be removed from the savefile when the side is removed (if it has
persistnet=no attribute).

If this will be implementing i suggest lua functions
wesnoth.get_side_variable(side_num, variable_name) and
wesnoth.set_side_variable(side_num, variable_name, value) as the lua part of
the api.

Since most of my addons use a lot of lua i don't really care about the wml
interface, so it's better if someone who actually used wml a lot would decive
about the wml interface then.


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

2015-07-08 Thread Daniel
Update of bug #23677 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/fc220fee266ec91debf958a147193f682cc5306c

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

2015-07-10 Thread Daniel
Follow-up Comment #1, bug #23679 (project wesnoth):

I see why this bug appears in 1.13.1 but i don't understand why/how it works
on 1.12.x

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

2015-07-11 Thread Daniel
Update of bug #23686 (project wesnoth):

  Status:None = Invalid

___

Follow-up Comment #10:

Maybe that could be done via [show_if], wesnoth.wml_conditionals and
wesnoth.get_viewing_side()

About the other issue: i think i'll remove the need for side= in mp, so that
side= will default to 'global'

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

2015-07-11 Thread Daniel
Follow-up Comment #7, bug #23686 (project wesnoth):

I just tested [set/get_global_variable] myself in an unsyced menu event and it
worked like it should.
Here the code i used:

[modification]
id=mod_menu_test
name= _ mod_menu_test
type = hybrid
[event]
name=start
[set_menu_item]
id = unsynced_test
synced = no
description = unsynced_test
[command]
[message]
speaker = narrator
message = Unsynced
[/message]
{VARIABLE_OP bb rand 1..100}
[set_global_variable]
from_local = bb
to_global = aa
namespace = unsynced_test
side = global
immediate = yes
[/set_global_variable]
[get_global_variable]
from_global = aa
to_local = cc
namespace = unsynced_test
side = global
immediate = yes
[/get_global_variable]
[/command]
[/set_menu_item]
[/event]
[/modification]


And what i said earlier about side beeing ignored was only about
get_global_variable in set_global_variable side= is not ignored
set_global_variable behaves the same, unrelated to whether we are in a
unsynced menu event.

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[Wesnoth-bugs] [bug #24100] to_variable on a non-existent variable crashes wesnoth

2015-11-18 Thread Daniel
Follow-up Comment #1, bug #24100 (project wesnoth):

I couldn't reproduce this (at
https://github.com/wesnoth/wesnoth/commit/55f7b28720f2749d543fabfbdd3037faa1f86c80)
by typing


wesnoth.wml_actions.set_variables { mode = "append", to_variable = "array[6]",
name = "myvar"}


in the lua console in AoI first sceanrio.

Maybe the error is something different?

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

2015-08-26 Thread Daniel
Update of bug #23769 (project wesnoth):

  Status:None = Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/30dc78636bbf44706d46cbb97ea6637c30ac4659

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[Wesnoth-bugs] [bug #23852] Game crashes when using invalid conditional tags

2015-09-05 Thread Daniel
URL:
  

 Summary: Game crashes when using invalid conditional tags
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Sa 05 Sep 2015 13:10:16 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: windows 7

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Details:

this code:

[filter_condition]
  [asdfgh]
  [/asdfgh]
[/filter_condition]

crashes wesnoth, the reason is mostlikeley this line:
https://github.com/wesnoth/wesnoth/blob/df9908932dbe7a049350b71a1a01cb4b4182792d/src/scripting/game_lua_kernel.cpp#L4563
where luaL_argerror is used even though that function is not always called
from lua.




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

2015-09-06 Thread Daniel
Update of bug #23679 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #3:

This was mostlikeley fixed in
https://github.com/wesnoth/wesnoth/commit/6ae5ea220faa615a7fb645dd859b33e9b36064d5

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[Wesnoth-bugs] [bug #23858] "Select entry point" gui option is missing

2015-09-10 Thread Daniel
Update of bug #23858 (project wesnoth):

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


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

2015-09-09 Thread Daniel
Update of bug #23856 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/41e363a3fd71faf332bf9167a0926dc3954c5387

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

2015-09-29 Thread Daniel
Update of bug #23833 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/9ca66784794fa6eed0fd74558a2368f42030087e

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

2015-10-03 Thread Daniel
Follow-up Comment #2, bug #23832 (project wesnoth):

'6) and 11)' is obviously meant as '5) and 11)'

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[Wesnoth-bugs] [bug #23600] sighted events still unsafe (can cause OOS)

2015-10-02 Thread Daniel
Follow-up Comment #3, bug #23600 (project wesnoth):

fixed in 1.12:
https://github.com/wesnoth/wesnoth/commit/00068c55b09bcaf6f63960c5a88a46f8cec49bb9

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

2015-10-02 Thread Daniel
Update of bug #23695 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #2:

Fixed in 1.12:
https://github.com/wesnoth/wesnoth/commit/7c958621ee30216456b3082a3d8f81fcb121e87c

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

2015-10-02 Thread Daniel
Follow-up Comment #2, bug #23914 (project wesnoth):

I tried to implemnt this but it turned out to be quiet hard to do so, the
problem is that 'lua proxy units' are expected to be eigher:
1)On the map
2)On the recall list
3)Private lua units

Also [effect]s are usually applied when the unit is constructed for example
via [unit] or [unstore_unit]
Also units are usually constructed first, and then placed on the map.

Altogether this means that it is usually not possible to use 'lua proxy units'
while [effect]s are applied (when the unit is created). So i think
implementing this feature would require rather big changes to how 'lua proxy
units' or the unit map in gerneral works.

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

2015-10-02 Thread Daniel
Follow-up Comment #3, bug #23914 (project wesnoth):

Well actually not that ai thougth about it again it might be possible to add
some 'local c++ variable' variant to lua proxy units, will try.

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

2015-09-26 Thread Daniel
Update of bug #23903 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/pull/505

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

2015-10-05 Thread Daniel
Update of bug #23721 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #7:

added [event] enable_if= for events in [era]s and [modification]s as
suggested in the previous post

https://github.com/wesnoth/wesnoth/commit/c9e23dc733cc5c81e8f12ca8be43adf36fd8b67d

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[Wesnoth-bugs] [bug #18693] Debug mode can be used in Network multiplayer

2015-09-23 Thread Daniel
Follow-up Comment #15, bug #18693 (project wesnoth):

you mean just inclising the time they are shown?

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[Wesnoth-bugs] [bug #23201] Toggle icons display error in replay

2015-09-23 Thread Daniel
Update of bug #23201 (project wesnoth):

  Status: In Progress => Fixed  


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

2015-09-21 Thread Daniel
Update of bug #23710 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/d625d49d37969eb30ebe960c30a5d51b2ca1127e

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

2015-08-28 Thread Daniel
Follow-up Comment #2, bug #23679 (project wesnoth):

I just tested with 1.13.1+dev and i cannot reproduce it anymore

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[Wesnoth-bugs] [bug #23297] show waiting dialog while waiting for remote user choice

2015-10-06 Thread Daniel
Update of bug #23297 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #24138] SDL2 crash on resize after starting a game and returning to title screen

2015-12-05 Thread Daniel
Follow-up Comment #1, bug #24138 (project wesnoth):

For the log i'll link to the irc discussion here: 
http://www.wesnoth.org/irclogs/2015/10/%23wesnoth-dev.2015-10-31.log
(discussion beginning at ~20:00)


Actially i think the display/CVideo classes are a huge mess:

1) In the CVideo class (the video.cpp file) half of the variables are static
variables instead of class members, we should eigher make all those variables
static or put them all into the CVideo class.

2) The display class (in display.cpp file) is required by the gui1 dialogs,
thats why we always need a display class active (to be always able to show a
gui1 dialog) but it mostly contains a data relates to the game/editor/replay
view. We shoudl try to split this two parts.

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[Wesnoth-bugs] [bug #24149] undroiding doesnt work

2015-12-06 Thread Daniel
URL:
  

 Summary: undroiding doesnt work
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Mo 07 Dez 2015 02:06:17 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
Operating System: all

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Details:

using :droid on an ai side should give the control of the side back to the
player, but in 1.12 this doent work corrently: it only gives the player
contorl of that side starting with the next turn.

This bug is not present on 1.13





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[Wesnoth-bugs] [bug #24100] to_variable on a non-existent variable crashes wesnoth

2015-12-04 Thread Daniel
Update of bug #24100 (project wesnoth):

  Status:  Ready For Test => Fixed  

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Follow-up Comment #9:

hmm but [set_variables] doesn't delete things so i don't think it should
behave like CLEAR_VARIABLE

Anyway the error in the code was just a '<' instead of a '<=' when checking
the size of the array. I didnt had to change the way when error messages were
shown.

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[Wesnoth-bugs] [bug #21983] clearing hotkeys not working properly

2015-12-04 Thread Daniel
Update of bug #21983 (project wesnoth):

  Status:   Postponed => None   

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Follow-up Comment #5:

i also have this problem, speially when it comes to the 'fullscreen' hotkey, i
know that t could put a harmless hotkey to that position (show unit list or
something) but beeing able to remove default hotkeys would ne nicer.

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

2015-12-04 Thread Daniel
Follow-up Comment #4, bug #24042 (project wesnoth):

unfortulateley this wouldn't solve the issue for unregistered nicks though.

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

2015-12-04 Thread Daniel
Update of bug #23941 (project wesnoth):

  Status:None => Need Info  


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[Wesnoth-bugs] [bug #24191] Early finish bonus not working?

2015-12-16 Thread Daniel
Update of bug #24191 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/3b9a0fdb15a52e46e5e391097fada052a71d7807

should fix this, since this is not a change to the wesnoth.exe file you could
apply that patch to your local copy of wesnoth if you want.

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[Wesnoth-bugs] [bug #24180] Recall list has an upper limit of about 30 units

2015-12-17 Thread Daniel
Follow-up Comment #1, bug #24180 (project wesnoth):

'Release:Unknown' This alone is usually reason enough to ignore this bug.

From you quote it looks like the bug was reported in irc and that the reporter
declined to give more information, so maybe he was just trolling or something?

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