[Wesnoth-bugs] [bug #16420] Rejoin Multiplayer Game with logins

2011-02-06 Thread David White
Update of bug #16420 (project wesnoth): Status:Wont Fix = Postponed ___ Follow-up Comment #2: I think this is a great idea if someone wanted to take it on. The way I think it should work

[Wesnoth-bugs] [patch #1139] class config: change non-const operator[] to return a proxy class

2009-03-23 Thread David White
Update of patch #1139 (project wesnoth): Assigned to:dave = boucman ___ Follow-up Comment #1: Looks Good To Me. boucman, please commit if you don't have any procedural problems with this

[Wesnoth-bugs] [bug #13175] Formula AI attacks not working properly.

2009-03-15 Thread David White
Update of bug #13175 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #1: I have committed a

[Wesnoth-bugs] [bug #13120] AI is not scouting

2009-03-05 Thread David White
Follow-up Comment #1, bug #13120 (project wesnoth): Can you please give more details? e.g. a save file which has the AI configured in a way that you think it should recruit scouts. ___ Reply to this item at: http://gna.org/bugs/?13120

[Wesnoth-bugs] [bug #8410] AI makes big mistakes in custom maps!

2009-03-05 Thread David White
Update of bug #8410 (project wesnoth): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #7: This is a very old

[Wesnoth-bugs] [bug #13105] AI is blocked by a certain game configuration.

2009-03-05 Thread David White
Update of bug #13105 (project wesnoth): Status: Confirmed = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #2: Should be fixed in

[Wesnoth-bugs] [bug #13120] AI is not scouting

2009-03-05 Thread David White
Follow-up Comment #3, bug #13120 (project wesnoth): I think that the situation in this scenario is quite complicated for the purple AI. I'm not sure what I'd *want* it to do. There are plenty of villages to the south, but they are all in dense forest. It would take *forever* for orcs on foot to

[Wesnoth-bugs] [bug #12817] Wesnoth unexpectedly terminates when download of add-on has been cancelled.

2009-02-22 Thread David White
Update of bug #12817 (project wesnoth): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #12817] Wesnoth unexpectedly terminates when download of add-on has been cancelled.

2009-02-21 Thread David White
Update of bug #12817 (project wesnoth): Status:None = Ready For Test ___ Follow-up Comment #3: I could not reproduce this problem. I think it only occurs on a sufficiently slow connection.

[Wesnoth-bugs] [bug #12606] AI freeze

2008-11-16 Thread David White
Update of bug #12606 (project wesnoth): Status:None = Fixed Assigned to:dave = zookeeper Open/Closed:Open = Closed

[Wesnoth-bugs] [bug #12559] AI leader movement glitches, ignores ZoC

2008-11-08 Thread David White
Update of bug #12559 (project wesnoth): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Wesnoth-bugs] [patch #951] convert surface class to use boost::shared_ptr

2008-04-07 Thread David White
Update of patch #951 (project wesnoth): Status:None = Wont Do ___ Follow-up Comment #3: I don't see any reasonable rationale for this patch. SDL_Surface already has its own reference

[Wesnoth-bugs] [patch #1042] FormulaAI calculate_outcome (battle outcome for formulaAI)

2008-04-06 Thread David White
Update of patch #1042 (project wesnoth): Status:None = Done ___ Follow-up Comment #1: applied ___ Reply to this item at:

[Wesnoth-bugs] [patch #1036] In-game console (:command) refactoring and help function

2008-03-31 Thread David White
Follow-up Comment #1, patch #1036 (project wesnoth): Overall looks great to me. Here are some style comments: + //A function object class with only the cosntructor public. -- spelling of 'constructor'. -- the get_flags() function looks unnecessarily complicated? Why not just do this:

[Wesnoth-bugs] [patch #1036] In-game console (:command) refactoring and help function

2008-03-31 Thread David White
Update of patch #1036 (project wesnoth): Status: In Progress = Done ___ Follow-up Comment #4: Thanks for the patch; I've applied it! --David

[Wesnoth-bugs] [patch #1033] New formulaAI formula: close_enemies

2008-03-30 Thread David White
Follow-up Comment #6, patch #1033 (project wesnoth): Thanks for adding the nice get_tiles_in_radius() function. I agree with cjhopman's comment though: it'd be faster to iterate through units. This is also quite doable already using the formula AI: def close_enemies(ai*, hex, radius)

[Wesnoth-bugs] [patch #1034] Input history

2008-03-30 Thread David White
Update of patch #1034 (project wesnoth): Status: In Progress = None Assigned to: boucman = None ___ Follow-up Comment #1: Looks great

[Wesnoth-bugs] [patch #1033] New formulaAI formula: close_enemies

2008-03-30 Thread David White
Update of patch #1033 (project wesnoth): Assigned to:dave = boucman ___ Follow-up Comment #7: Looks good! ___ Reply to this item

[Wesnoth-bugs] [bug #11402] Crash in 'create unit' dialog

2008-03-30 Thread David White
URL: http://gna.org/bugs/?11402 Summary: Crash in 'create unit' dialog Project: Battle for Wesnoth Submitted by: dave Submitted on: Monday 03/31/2008 at 03:54 Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [patch #1022] refactoring of game.cpp, to allow testing

2008-03-24 Thread David White
Follow-up Comment #1, patch #1022 (project wesnoth): While I commend the effort to clean up the code, and make it more testable, I'm not sure if this kind of patch is likely to be easily accepted from a first-time contributor. This patch touches many lines of code, and the only benefit is some

[Wesnoth-bugs] [patch #1014] Added 'functions' keyword to FormulaAI

2008-03-23 Thread David White
Update of patch #1014 (project wesnoth): Status: In Progress = Done ___ Reply to this item at: http://gna.org/patch/?1014 ___ Message sent

[Wesnoth-bugs] [patch #1016] Added 'def' keyword to FormulaAI

2008-03-23 Thread David White
Update of patch #1016 (project wesnoth): Status: In Progress = Done ___ Reply to this item at: http://gna.org/patch/?1016 ___ Message sent

[Wesnoth-bugs] [bug #11142] lobby doesn't refresh after quitting an 'ended' game

2008-02-24 Thread David White
Update of bug #11142 (project wesnoth): Status:None = Fixed ___ Reply to this item at: http://gna.org/bugs/?11142 ___ Message sent