[Wesnoth-bugs] [bug #12871] can't see units' hitpoints in attack dialogs

2011-12-05 Thread Anonymissimus
Follow-up Comment #2, bug #12871 (project wesnoth): I don't seem to be able to reproduce this with trunk r52175 (on windows) no matter what resolution. I think I remember seeing it at some spot but I think it's long gone. Tried both resolutions mentioned as system and ingame settings.

[Wesnoth-bugs] [bug #18694] When planned unit dies before planned action is done the game crashes at everywhere.

2011-12-05 Thread Anonymissimus
Update of bug #18694 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18694 ___ Nachricht

[Wesnoth-bugs] [bug #19081] Loading saved game (Legend of Wesmere) crashes Wesnoth

2011-12-05 Thread Anonymissimus
Update of bug #19081 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19081 ___ Nachricht

[Wesnoth-bugs] [bug #19106] Game crashed when I advanced to the 'Wasteland' scenario of campaign 'Delfador's memoir'

2011-12-05 Thread Anonymissimus
Update of bug #19106 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19106 ___ Nachricht

[Wesnoth-bugs] [bug #19108] Game crashes (SIGSEGV) when trying to start The Rise of Genesis campaign.

2011-12-05 Thread Anonymissimus
Update of bug #19108 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19108 ___ Nachricht

[Wesnoth-bugs] [bug #19089] Tutorial crashes with symbol not found: fopen$UNIX2003

2011-12-05 Thread Anonymissimus
Follow-up Comment #4, bug #19089 (project wesnoth): The question was about the wesnoth version not the MacOs version. Please try reproducing with wesnoth 1.9.12. Anyway, does that mean that you can't reproduce after upgrading MacOs ? If so the bug is invalid.

[Wesnoth-bugs] [bug #19028] Setting to show all units in help doesn't reviel Enciclopedia entries for units

2011-12-05 Thread Anonymissimus
Update of bug #19028 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19028 ___ Nachricht

[Wesnoth-bugs] [bug #18968] wesnoth-tutorial: Not all instances of all-caps words are converted to use i or b

2011-12-05 Thread Anonymissimus
Update of bug #18968 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18968 ___ Nachricht

[Wesnoth-bugs] [bug #19096] link errors for wesnoth, wesnothd (CMake)

2011-12-05 Thread Anonymissimus
Update of bug #19096 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19096 ___ Nachricht

[Wesnoth-bugs] [bug #19095] gcc warning in src/pathfind/astarsearch.cpp

2011-12-05 Thread Anonymissimus
Update of bug #19095 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19095 ___ Nachricht

[Wesnoth-bugs] [bug #19061] Peculiar Whiteboard-related segfault

2011-12-05 Thread Anonymissimus
Update of bug #19061 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19061 ___ Nachricht

[Wesnoth-bugs] [bug #19052] Invalid hexadecimal color codes cause crash

2011-12-05 Thread Anonymissimus
Update of bug #19052 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19052 ___ Nachricht

[Wesnoth-bugs] [bug #18992] automatic recruiting with ctrl-r crashes the game

2011-12-05 Thread Anonymissimus
Update of bug #18992 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18992 ___ Nachricht

[Wesnoth-bugs] [bug #18976] Planning mode (P) allows multiple action per turn

2011-12-05 Thread Anonymissimus
Update of bug #18976 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18976 ___ Nachricht

[Wesnoth-bugs] [bug #18971] wesnoth-tutorial: Inconsistent/wrong instructions

2011-12-05 Thread Anonymissimus
Update of bug #18971 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18971 ___ Nachricht

[Wesnoth-bugs] [bug #18774] Recalling with the whiteboard enabled causes the game to abort

2011-12-05 Thread Anonymissimus
Update of bug #18774 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18774 ___ Nachricht

[Wesnoth-bugs] [bug #18654] wesnothd exhibits memory corruption with multiple threads

2011-12-05 Thread Anonymissimus
Update of bug #18654 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18654 ___ Nachricht

[Wesnoth-bugs] [bug #17799] The game lets you abandon planned recruits by moving your leader out of order

2011-12-05 Thread Anonymissimus
Update of bug #17799 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17799 ___ Nachricht

[Wesnoth-bugs] [bug #18284] [objectives] dialog with note=very long text doesn't work well

2011-12-05 Thread Anonymissimus
Follow-up Comment #1, bug #18284 (project wesnoth): 3. The dialog cannot be closed by a mousepress like a normal small objectives dialog. This happens even directly after opening the dialog without the bad look. I don't know whether this was already present when I made the report. Note that

[Wesnoth-bugs] [bug #16274] ignore list does not block labels set by a player

2011-12-05 Thread Anonymissimus
Update of bug #16274 (project wesnoth): Category: Bug = Feature Request ___ Follow-up Comment #1: -I consider this a FR. -I consider labels part of the gamestate, thus it seems problematic to

[Wesnoth-bugs] [bug #16274] please let ignore list block labels set by a player

2011-12-05 Thread Anonymissimus
Update of bug #16274 (project wesnoth): Summary: ignore list does not block labels set by a player = please let ignore list block labels set by a player ___ Reply to this item at: http://gna.org/bugs/?16274

[Wesnoth-bugs] [bug #18284] [objectives] dialog with note=very long text doesn't work well

2011-12-05 Thread Anonymissimus
Follow-up Comment #2, bug #18284 (project wesnoth): Part 1) seems reported separately as bug #19121. The patch attached to that report fixes 1) for me. ___ Reply to this item at: http://gna.org/bugs/?18284

[Wesnoth-bugs] [bug #19086] [add_ai_behavior] problems

2011-12-04 Thread Anonymissimus
Follow-up Comment #1, bug #19086 (project wesnoth): -The usage of unit.id is problematic since the engine normally never uses the wml-definable id=, instead it uses underlying_id to refer to units (which you need to access via the .__cfg field atm.) -If you submit the code in the form of a diff

[Wesnoth-bugs] [bug #19083] OOS when time is short to attack

2011-12-04 Thread Anonymissimus
Update of bug #19083 (project wesnoth): Release: 1.8.6 = 1.9.10 ___ Reply to this item at: http://gna.org/bugs/?19083 ___ Nachricht

[Wesnoth-bugs] [bug #19074] preprocessor gets confused by nested s

2011-12-04 Thread Anonymissimus
Update of bug #19074 (project wesnoth): Severity: 2 - Minor = 3 - Normal Priority: 3 - Low = 5 - Normal ___ Reply to this item at:

[Wesnoth-bugs] [bug #19106] Game crashed when I advanced to the 'Wasteland' scenario of campaign 'Delfador's memoir'

2011-12-03 Thread Anonymissimus
Update of bug #19106 (project wesnoth): Status:None = Duplicate Assigned to:None = gabba ___ Follow-up Comment #1: probably duplicate

[Wesnoth-bugs] [bug #19074] preprocessor gets confused by nested s

2011-12-03 Thread Anonymissimus
Follow-up Comment #1, bug #19074 (project wesnoth): shadowmaster points out some important info: [20:04] shadowmasteranonymissimus, AI0867 : the segfault is caused by an unchecked vector access when trying to locate the first argument of an inclusion [20:04] shadowmasterthe easiest way

[Wesnoth-bugs] [bug #19083] Lagged attack makes a timed game crash on timer expiration

2011-12-02 Thread Anonymissimus
Follow-up Comment #3, bug #19083 (project wesnoth): Ah yes. Thanks for the perfect description, could you please attach a savegame from before the attack ? This is actually a known bug (known by me at least) and the remainder of bug #18157 after the partial fix for that one. It can be worked

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

2011-12-02 Thread Anonymissimus
Follow-up Comment #2, bug #18157 (project wesnoth): see also bug #18157 ___ Reply to this item at: http://gna.org/bugs/?18157 ___ Nachricht geschickt von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #19083] OOS when time is short to attack

2011-12-02 Thread Anonymissimus
Update of bug #19083 (project wesnoth): Summary: Lagged attack makes a timed game crash on timer expiration = OOS when time is short to attack ___ Follow-up Comment #4: A good way to reproduce is to open the damage

[Wesnoth-bugs] [bug #19089] Tutorial crashes with symbol not found: fopen$UNIX2003

2011-12-01 Thread Anonymissimus
Update of bug #19089 (project wesnoth): Status:None = Need Info ___ Follow-up Comment #2: We're in feature freeze for the next stable and nothing will be fixed for 1.8 anymore. Please

[Wesnoth-bugs] [bug #18868] Hotkeys now go by qwerty layout, and not what is set in Windows

2011-12-01 Thread Anonymissimus
Follow-up Comment #8, bug #18868 (project wesnoth): see also bug #19084 ___ Reply to this item at: http://gna.org/bugs/?18868 ___ Nachricht geschickt von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #19084] Incorrect keystrokes on dvorak on Mac 10.7

2011-12-01 Thread Anonymissimus
Follow-up Comment #1, bug #19084 (project wesnoth): see also bug #18868 (looks like a duplicate, but I'm not sure) ___ Reply to this item at: http://gna.org/bugs/?19084 ___ Nachricht

[Wesnoth-bugs] [bug #15567] Default hotkey for Mute (ctrl-alt m) doesn't work

2011-12-01 Thread Anonymissimus
Follow-up Comment #2, bug #15567 (project wesnoth): see also bug #18868, bug #19084 ___ Reply to this item at: http://gna.org/bugs/?15567 ___ Nachricht geschickt von/durch Gna!

[Wesnoth-bugs] [bug #19081] Loading saved game (Legend of Wesmere) crashes Wesnoth

2011-11-30 Thread Anonymissimus
Update of bug #19081 (project wesnoth): Severity: 3 - Normal = 4 - Important Priority: 5 - Normal = 7 - High Assigned to:None = gabba

[Wesnoth-bugs] [bug #19083] Lagged attack makes a timed game crash on timer expiration

2011-11-30 Thread Anonymissimus
Follow-up Comment #1, bug #19083 (project wesnoth): -1.8 is outdated by now since we're in feature freeze for the next stable. So you should really reproduce with 1.9 if you can since nothing will be fixed in the 1.8 source any more. Maybe if I attempted to start Wesnoth twice, and multiplay

[Wesnoth-bugs] [bug #18968] wesnoth-tutorial: Not all instances of all-caps words are converted to use i or b

2011-11-29 Thread Anonymissimus
Follow-up Comment #3, bug #18968 (project wesnoth): These are labels not dialogs. I only see that some important labels have words in all-caps and many others don't. So what ? Things are perfectly functional. Please provide a patch which does the job if you think that this is something important

[Wesnoth-bugs] [bug #18969] wesnoth-tutorial: There seems to be at least one useless Note: string left

2011-11-28 Thread Anonymissimus
Update of bug #18969 (project wesnoth): Status:None = Postponed Assigned to:None = anonymissimus ___ Follow-up Comment #1: Not fixable

[Wesnoth-bugs] [bug #18968] wesnoth-tutorial: Not all instances of all-caps words are converted to use i or b

2011-11-28 Thread Anonymissimus
Update of bug #18968 (project wesnoth): Status:None = Wont Fix ___ Follow-up Comment #1: Marking won't fix: -Not fixable currently due to string freeze. -Where are there all-caps words

[Wesnoth-bugs] [bug #18969] wesnoth-tutorial: There seems to be at least one useless Note: string left

2011-11-28 Thread Anonymissimus
Update of bug #18969 (project wesnoth): Severity: 3 - Normal = 2 - Minor Priority: 5 - Normal = 3 - Low ___ Reply to this item at:

[Wesnoth-bugs] [bug #19074] preprocessor gets confused by nested s

2011-11-28 Thread Anonymissimus
URL: http://gna.org/bugs/?19074 Summary: preprocessor gets confused by nested s Project: Battle for Wesnoth Submitted by: anonymissimus Submitted on: Mo 28 Nov 2011 21:57:03 GMT Category: Bug Severity: 2

[Wesnoth-bugs] [bug #19058] Some mulitplayer/maps still have deprecated terrain Ggf

2011-11-28 Thread Anonymissimus
Update of bug #19058 (project wesnoth): Status:None = Fixed Assigned to:None = espreon ___ Reply to this item at:

[Wesnoth-bugs] [bug #19028] Setting to show all units in help doesn't reviel Enciclopedia entries for units

2011-11-27 Thread Anonymissimus
Update of bug #19028 (project wesnoth): Status:None = Works For Me ___ Follow-up Comment #1: Appears to works for me. With a fresh preferences file and the setting enabled I can click on

[Wesnoth-bugs] [bug #19028] Setting to show all units in help doesn't reviel Enciclopedia entries for units

2011-11-27 Thread Anonymissimus
Follow-up Comment #3, bug #19028 (project wesnoth): In my previous post that should have been EncyclopediaGeographyMorogor (the drake island). ___ Reply to this item at: http://gna.org/bugs/?19028

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

2011-11-27 Thread Anonymissimus
Update of bug #16299 (project wesnoth): Status: Ready For Test = None Assigned to: anonymissimus = None ___ Follow-up Comment #18: It seems

[Wesnoth-bugs] [bug #18809] Wraith sprite in Scenario 2, Campaign Dead Water

2011-11-25 Thread Anonymissimus
Update of bug #18809 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18809 ___ Nachricht

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

2011-11-25 Thread Anonymissimus
Update of bug #19055 (project wesnoth): Severity: 5 - Blocker = 4 - Important ___ Reply to this item at: http://gna.org/bugs/?19055 ___ Nachricht

[Wesnoth-bugs] [bug #18877] Putting a unit on the recall list can overwrite one already on the list

2011-11-25 Thread Anonymissimus
Update of bug #18877 (project wesnoth): Assigned to:None = upthorn ___ Follow-up Comment #7: upthorn, assigning to you as the coder of the persistent variables feature. Do you think it

[Wesnoth-bugs] [bug #18694] When planned unit dies before planned action is done the game crashes at everywhere.

2011-11-25 Thread Anonymissimus
Follow-up Comment #11, bug #18694 (project wesnoth): Reproducing is (actually was) easy IIRC; just plan a move with a unit and then kill this unit. I don't remember whether it needed to be networked mp or local was enough. But as I said this did no longer reproduce.

[Wesnoth-bugs] [bug #19052] Invalid hexadecimal color codes cause crash

2011-11-25 Thread Anonymissimus
Update of bug #19052 (project wesnoth): Assigned to:None = anonymissimus ___ Reply to this item at: http://gna.org/bugs/?19052 ___ Nachricht

[Wesnoth-bugs] [bug #19052] Invalid hexadecimal color codes cause crash

2011-11-25 Thread Anonymissimus
Update of bug #19052 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #3: Well, the engine is right in crashing here so to say, it's not a tag modifyable for users. Now

[Wesnoth-bugs] [bug #19056] gui stuff not updated if player disconnects or leaves while it's his turn

2011-11-24 Thread Anonymissimus
URL: http://gna.org/bugs/?19056 Summary: gui stuff not updated if player disconnects or leaves while it's his turn Project: Battle for Wesnoth Submitted by: anonymissimus Submitted on: Do 24 Nov 2011 19:00:37 GMT

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

2011-11-24 Thread Anonymissimus
Follow-up Comment #15, bug #16299 (project wesnoth): see also bug #19056 ___ Reply to this item at: http://gna.org/bugs/?16299 ___ Nachricht geschickt von/durch Gna! http://gna.org/

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

2011-11-24 Thread Anonymissimus
Update of bug #16299 (project wesnoth): Assigned to:None = anonymissimus ___ Reply to this item at: http://gna.org/bugs/?16299 ___ Nachricht

[Wesnoth-bugs] [bug #19056] gui stuff not updated if player disconnects or leaves while it's his turn

2011-11-24 Thread Anonymissimus
Follow-up Comment #1, bug #19056 (project wesnoth): Most likely introduced by r46027. This moved the according calls from a function which was called from playmp_controller::play_side upon player_type_changed_ == true into the side init code which is not called and should not, since this

[Wesnoth-bugs] [bug #19043] Crash caused by incomplete UMC

2011-11-22 Thread Anonymissimus
Update of bug #19043 (project wesnoth): Assigned to:None = fendrin ___ Follow-up Comment #1: It seems it's enough to put an invalid advances_to= into any unit type. (I used Custom Unit in

[Wesnoth-bugs] [bug #18996] RANDOM apparently not using full .. range

2011-11-21 Thread Anonymissimus
Follow-up Comment #5, bug #18996 (project wesnoth): Because I always prefer lua snippets as test cases due to their ability to reflect changes on the fly without relaunching the scenario or even wesnoth, which takes several minutes in case I'm running it under the MSVC debugger and is still very

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

2011-11-19 Thread Anonymissimus
Follow-up Comment #14, bug #16299 (project wesnoth): I feel like giving up now. I'm not satisfied with the ugly hack and it didn't even work at all so there must be something else I don't understand. I don't think that the server is involved or responsible, that is, the data received appears ok.

[Wesnoth-bugs] [bug #18992] automatic recruiting with ctrl-r crashes the game

2011-11-18 Thread Anonymissimus
Update of bug #18992 (project wesnoth): Status: Confirmed = Fixed Assigned to: fendrin = gabba ___ Follow-up Comment #8: I'm marking this

[Wesnoth-bugs] [bug #17277] Issues about scanning.

2011-11-18 Thread Anonymissimus
Update of bug #17277 (project wesnoth): Open/Closed: Closed = Open ___ Reply to this item at: http://gna.org/bugs/?17277 ___ Nachricht

[Wesnoth-bugs] [bug #17277] Issues about scanning.

2011-11-18 Thread Anonymissimus
Follow-up Comment #11, bug #17277 (project wesnoth): Perhaps upon restoring the real unit map, the whiteboard should check whether there are any collisions (coordinate-wise) and if so, delete the according move/recruit/whatever plan, or delete all plans starting with the first collision.

[Wesnoth-bugs] [patch #3040] Updates most of helper.lua to use wesnoth.wml_actions instead of wesnoth.fire

2011-11-13 Thread Anonymissimus
Follow-up Comment #4, patch #3040 (project wesnoth): 1) is an excellent question - this is not a value assignment, local wml_actions points to the same table wesnoth.wml_actions points to. Meaning if one changes, the other one (the exact same one and only) does simultaneously. So there's no

[Wesnoth-bugs] [bug #18996] RANDOM apparently not using full .. range

2011-11-13 Thread Anonymissimus
Follow-up Comment #1, bug #18996 (project wesnoth): A small script such as this ++ local rand = 0 for i = 0,10, 1 do rand = math.max(rand, helper.rand(1..9)) end wesnoth.message(tostring(rand)) -- shows the limitation. In this case I

[Wesnoth-bugs] [bug #18992] automatic recruiting with ctrl-r crashes the game

2011-11-12 Thread Anonymissimus
Update of bug #18992 (project wesnoth): Assigned to:None = fendrin ___ Follow-up Comment #3: backtrace ++ Program received signal SIGTRAP, Trace/breakpoint trap. 0x77c05b62 in

[Wesnoth-bugs] [bug #18972] Sounds and character animations get blocked by dialog text

2011-11-11 Thread Anonymissimus
Update of bug #18972 (project wesnoth): Status:None = Invalid ___ Follow-up Comment #1: That's the way the wesnoth UI works. For instance, an attacker hits event needs to be executed

[Wesnoth-bugs] [bug #18972] Sounds and character animations get blocked by dialog text

2011-11-11 Thread Anonymissimus
Update of bug #18972 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18972 ___ Nachricht

[Wesnoth-bugs] [bug #18977] Invalid pointer error

2011-11-11 Thread Anonymissimus
Follow-up Comment #4, bug #18977 (project wesnoth): Is the way to reproduce (step 2 3) actually correct ? There are sometimes bugs that need a lua error. I managed to reproduce a crash a bit differently in the test scenario; it looks as if these lua errors corrupt memory. A valgrind log for

[Wesnoth-bugs] [bug #18809] Wraith sprite in Scenario 2, Campaign Dead Water

2011-11-11 Thread Anonymissimus
Follow-up Comment #4, bug #18809 (project wesnoth): (Also, there is no reason why the lich sprite should blink, his wml description hasn't been modified/mixed/whatever, he's a normal lich like in every other scenario.) ___ Reply to this

[Wesnoth-bugs] [bug #16148] Assertion failed: !wml_triggered

2011-11-11 Thread Anonymissimus
Update of bug #16148 (project wesnoth): Assigned to:mordante = None ___ Follow-up Comment #4: I'm unassigning this from mordante. It was assigned to him since apparently silene thought it

[Wesnoth-bugs] [bug #18983] uploading addon requires clicking on download

2011-11-11 Thread Anonymissimus
URL: http://gna.org/bugs/?18983 Summary: uploading addon requires clicking on download Project: Battle for Wesnoth Submitted by: anonymissimus Submitted on: Fr 11 Nov 2011 20:13:03 GMT Category: Bug

[Wesnoth-bugs] [bug #18977] Invalid pointer error

2011-11-11 Thread Anonymissimus
Update of bug #18977 (project wesnoth): Status: Ready For Test = Fixed ___ Reply to this item at: http://gna.org/bugs/?18977 ___ Nachricht

[Wesnoth-bugs] [bug #18984] networked mp game with non-idle AI crashes for non-host

2011-11-11 Thread Anonymissimus
URL: http://gna.org/bugs/?18984 Summary: networked mp game with non-idle AI crashes for non-host Project: Battle for Wesnoth Submitted by: anonymissimus Submitted on: Fr 11 Nov 2011 21:52:21 GMT Category: Bug

[Wesnoth-bugs] [bug #18984] networked mp game with non-idle AI crashes for non-host

2011-11-11 Thread Anonymissimus
Update of bug #18984 (project wesnoth): Assigned to:None = fendrin ___ Follow-up Comment #1: I suppose it is caused by fendrin's recent recruit/recall from modifications...

[Wesnoth-bugs] [bug #18984] networked mp game with non-idle AI crashes for non-host

2011-11-11 Thread Anonymissimus
Follow-up Comment #2, bug #18984 (project wesnoth): Maybe the from data isn't sent over the network ? It apparently is done for the human enemy. Perhaps that's the purpose of the functions in the ai area which you didn't yet care for (I think). If so, the accessed leader u in replay.cpp:900 is

[Wesnoth-bugs] [bug #18984] networked mp game with non-idle AI crashes for non-host

2011-11-11 Thread Anonymissimus
Follow-up Comment #3, bug #18984 (project wesnoth): Not in 1.9.10 yet, so yeah. ___ Reply to this item at: http://gna.org/bugs/?18984 ___ Nachricht geschickt von/durch Gna!

[Wesnoth-bugs] [bug #18966] helper.rand is unusable

2011-11-10 Thread Anonymissimus
Update of bug #18966 (project wesnoth): Status:None = Fixed Assigned to:None = anonymissimus ___ Reply to this item at: http://gna.org

[Wesnoth-bugs] [bug #18893] Teleport ability not working properly when applied by object

2011-11-10 Thread Anonymissimus
Update of bug #18893 (project wesnoth): Status: Postponed = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?18893 ___ Nachricht

[Wesnoth-bugs] [bug #18869] Multiplayer Khalifate does not recruit mixed fighters (Jundis)

2011-11-10 Thread Anonymissimus
Update of bug #18869 (project wesnoth): Status:None = Fixed Assigned to: wintermute = anonymissimus ___ Follow-up Comment #1: Fixed in r11684

[Wesnoth-bugs] [bug #18869] Multiplayer Khalifate does not recruit mixed fighters (Jundis)

2011-11-10 Thread Anonymissimus
Follow-up Comment #2, bug #18869 (project wesnoth): Btw I also followed your pattern suggestion (since I'm sure you know that better ;)) ___ Reply to this item at: http://gna.org/bugs/?18869

[Wesnoth-bugs] [bug #18893] Teleport ability not working properly when applied by object

2011-11-09 Thread Anonymissimus
Update of bug #18893 (project wesnoth): Status: Ready For Test = In Progress ___ Follow-up Comment #6: This is pretty bad. Please post your wml testcase.

[Wesnoth-bugs] [bug #18893] Teleport ability not working properly when applied by object

2011-11-09 Thread Anonymissimus
Follow-up Comment #7, bug #18893 (project wesnoth): No testcase needed. These error messages are invalid. The fix would be to delay variable substitution much more which requires refactoring a lot of called subfunctions. I don't feel like doing it pre-1.10 since this could cause a lot of bugs,

[Wesnoth-bugs] [bug #18893] Teleport ability not working properly when applied by object

2011-11-09 Thread Anonymissimus
Update of bug #18893 (project wesnoth): Status: In Progress = Postponed ___ Reply to this item at: http://gna.org/bugs/?18893 ___ Nachricht

[Wesnoth-bugs] [patch #3040] Updates most of helper.lua to use wesnoth.wml_actions instead of wesnoth.fire

2011-11-09 Thread Anonymissimus
Follow-up Comment #1, patch #3040 (project wesnoth): Well - 1. We're in feature freeze... 2. You could've used local wml_actions = wesnoth.wml_actions ... wml_actions.kill({}) ... etc 3. Do note that calling wesnoth.wml_actions.tag(cfg) isn't equivalent to wesnoth.fire(tag, cfg). For tags

[Wesnoth-bugs] [patch #3040] Updates most of helper.lua to use wesnoth.wml_actions instead of wesnoth.fire

2011-11-09 Thread Anonymissimus
Follow-up Comment #2, patch #3040 (project wesnoth): The line 191 could be changed like so probably: return function(cfg) wesnoth.wml_actions[n](wesnoth.tovconfig(cfg or {})) end ___ Reply to this item at: http://gna.org/patch/?3040

[Wesnoth-bugs] [bug #18893] Teleport ability not working properly when applied by object

2011-11-08 Thread Anonymissimus
Update of bug #18893 (project wesnoth): Status: Confirmed = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?18893 ___ Nachricht

[Wesnoth-bugs] [bug #18931] The replay codepath is not aware of the acting leader

2011-11-07 Thread Anonymissimus
Follow-up Comment #1, bug #18931 (project wesnoth): As a note, in case the recall was triggered by action wml it works. This works ingame and in the replay: ++ [event] name=moveto [unit] type=Troll

[Wesnoth-bugs] [bug #18931] The replay codepath is not aware of the acting leader

2011-11-07 Thread Anonymissimus
Follow-up Comment #2, bug #18931 (project wesnoth): I've removed the references to $second_unit in recall events and [recall][secondary_unit] in changelog and wiki. This should be temporarily. ___ Reply to this item at:

[Wesnoth-bugs] [bug #12962] [endlevel] in prestart event can cause assertion failure

2011-11-07 Thread Anonymissimus
Update of bug #12962 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?12962 ___ Nachricht

[Wesnoth-bugs] [bug #16076] Clear labels item missing from menu

2011-11-07 Thread Anonymissimus
Update of bug #16076 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16076 ___ Nachricht

[Wesnoth-bugs] [bug #16089] variable unit is empty if killed previously in an event

2011-11-07 Thread Anonymissimus
Update of bug #16089 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16089 ___ Nachricht

[Wesnoth-bugs] [bug #16111] default gold carryover is used when proceeding to next scenario after loading savegame created in linger mode

2011-11-07 Thread Anonymissimus
Update of bug #16111 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16111 ___ Nachricht

[Wesnoth-bugs] [bug #16141] specialized AMLA problems

2011-11-07 Thread Anonymissimus
Update of bug #16141 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16141 ___ Nachricht

[Wesnoth-bugs] [bug #16165] unit advancements through AMLA don't show up in the library

2011-11-07 Thread Anonymissimus
Update of bug #16165 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16165 ___ Nachricht

[Wesnoth-bugs] [bug #16259] [unit][event]s do no longer work

2011-11-07 Thread Anonymissimus
Update of bug #16259 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16259 ___ Nachricht

[Wesnoth-bugs] [bug #16577] TSG Vengeance - crown sign on top of Hylas and Gerrick

2011-11-07 Thread Anonymissimus
Update of bug #16577 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16577 ___ Nachricht

[Wesnoth-bugs] [bug #16821] Linger mode skipped when ending scenario at turn end

2011-11-07 Thread Anonymissimus
Update of bug #16821 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16821 ___ Nachricht

[Wesnoth-bugs] [bug #17023] [unstore_unit]advance=yes doesn't advance when unstoring to the recall list

2011-11-07 Thread Anonymissimus
Update of bug #17023 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17023 ___ Nachricht

[Wesnoth-bugs] [bug #17038] SotBE-1: Fencers aren't recruited anymore

2011-11-07 Thread Anonymissimus
Update of bug #17038 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17038 ___ Nachricht

[Wesnoth-bugs] [bug #17365] DM: Scenario 19 - Showdown in the Northern Swamp: Undead veterans

2011-11-07 Thread Anonymissimus
Update of bug #17365 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17365 ___ Nachricht

[Wesnoth-bugs] [bug #17527] Feeding ability doubles when ghast and necrophage are in same scenario

2011-11-07 Thread Anonymissimus
Update of bug #17527 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17527 ___ Nachricht

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