[Wesnoth-bugs] [patch #4596] add a number box widget for numerical input

2014-03-11 Thread Sebastia Kölle
Additional Item Attachment, patch #4596 (project wesnoth): File name: 0001-fix-num_box-and-its-documentation.patch Size:2 KB ___ Reply to this item at: http://gna.org/patch/?4596 ___

[Wesnoth-bugs] [patch #4596] add a number box widget for numerical input

2014-03-11 Thread Sebastia Kölle
Additional Item Attachment, patch #4596 (project wesnoth): File name: 0001-num-box-add-support-for-up-down-arrows.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?4596 ___

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-03-11 Thread anonymous
Follow-up Comment #1, bug #21697 (project wesnoth): so you want to be able to call random or [unit] from lua filters? the nomral rule is that you shall not change the gamestate during an (possibly) unsynced event, which [unit] normaly does. i argee that wesnoth.synchronized would be a useful

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-03-11 Thread Eli Dupree
Follow-up Comment #2, bug #21697 (project wesnoth): Simple: For some filter, I have a unit table (not a proxy unit) and I want to check its movement cost on a particular hex using wesnoth.unit_movement_cost. So I make a proxy unit with wesnoth.create_unit(), but that (by default) desyncs the RNG.

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-03-11 Thread Eli Dupree
Follow-up Comment #3, bug #21697 (project wesnoth): Another one: You could have a complex menu that allows you to create and customize a unit (possibly with some legitimately random elements), then passes the unit to the other players as the return value of wesnoth.synchronize choice.

[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-03-11 Thread Eli Dupree
Follow-up Comment #4, bug #21697 (project wesnoth): For random numbers in ability filters specifically, it is probably wrong to use them, but if my ability filter is complicated and calls other parts of my code, and one of those parts uses random numbers, I want to see that as a warning message

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

2014-03-11 Thread anonymous
Follow-up Comment #1, bug #21776 (project wesnoth): the preload event event is normaly meant to intilialize things that are not prsitent in savefiles. For instance Lua environments, wml variables ARE persitent thats why you get OOS errors, it would be good if you gave us an example where you get

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

2014-03-11 Thread SlowThinker
Follow-up Comment #2, bug #21776 (project wesnoth): There is no OOS in the game. An OOS may occur in the replay though, because the replay is not synchronized with the real game. This is because preload events are skipped in the replay. In the example below, after the 'preload' event runs 2nd

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

2014-03-11 Thread anonymous
Follow-up Comment #3, bug #21776 (project wesnoth): so you realy want to have reloading an influence on the players game? thats currently not realy supported so i'd rather call that a feature request than a bug. People currently use preload events to initialize lua envornemts, and load data

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

2014-03-11 Thread SlowThinker
Follow-up Comment #4, bug #21776 (project wesnoth): I named it a bug because I expected the replay should replay the game exactly how it went in reality. people would have to check wether their envoronment is already loaded in every preload event then. I cannot imagine how any problem could

[Wesnoth-bugs] [bug #21746] Unit tests for the unit_map class are no longer working

2014-03-11 Thread Chris Beck
associated to the unit map tests is now: 20140311 20:13:09 error engine: Trying to add - Orcish Grunt-4294967294 - 4294967294 (2,2) over - Orcish Grunt-4294967294 - 4294967294 (2,2). The new unit will be assigned underlying_id=1 to prevent duplicate id conflicts. 20140311 20:13:09 warning unit

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

2014-03-11 Thread anonymous
Follow-up Comment #5, bug #21776 (project wesnoth): If the real game had no problem and the replay is equal to the real game then the replay must be problem-free too, musn't it? but in the game the lua variables are deleted during reload, in the replay that doesnt happen. And the prelaod events