[Wesnoth-bugs] [bug #25683] Hotkey preferences give incorrect feedback when updating hotkeys

2017-05-01 Thread SigurdFireDragon
Follow-up Comment #3, bug #25683 (project wesnoth): correct link: https://gna.org/bugs/?25687 ___ Reply to this item at: ___ Message sent via/by Gna! http://gn

[Wesnoth-bugs] [bug #25683] Hotkey preferences give incorrect feedback when updating hotkeys

2017-05-01 Thread SigurdFireDragon
Follow-up Comment #2, bug #25683 (project wesnoth): I'm still getting a form of incorrect feedback after https://github.com/wesnoth/wesnoth/commit/7e1caca082dca2930a55deebe4e2a89349ff06af After a quit and relaunch cycle, the hotkey asignment indicates a something like: ,' when I try to reassign

[Wesnoth-bugs] [bug #25687] Hotkeys don't persist between Wesnoth session

2017-05-01 Thread SigurdFireDragon
URL: Summary: Hotkeys don't persist between Wesnoth session Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Mon 01 May 2017 11:58:19 PM UTC Category: Bug S

[Wesnoth-bugs] [bug #25673] Walking corpse bat sometimes shows humanoid animation

2017-04-28 Thread SigurdFireDragon
Follow-up Comment #4, bug #25673 (project wesnoth): Also note the bug was only visible if you attacked in a direction other than n or s, and also was slightly intermittent ___ Reply to this item at:

[Wesnoth-bugs] [bug #25673] Walking corpse bat sometimes shows humanoid animation

2017-04-28 Thread SigurdFireDragon
Follow-up Comment #3, bug #25673 (project wesnoth): This was caused by the bat variant only having two attack_anim, but inheriting three from the base unit. Thus, the third tag wasn't overwritten and still active. I submitted a fix at https://github.com/wesnoth/wesnoth/pull/1004 ___

[Wesnoth-bugs] [bug #25681] Campaign completion laurel missing for MP Campaigns

2017-04-28 Thread SigurdFireDragon
URL: Summary: Campaign completion laurel missing for MP Campaigns Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 28 Apr 2017 11:39:45 PM UTC Category: Bug

[Wesnoth-bugs] [bug #25673] Walking corpse bat sometimes shows humanoid animation

2017-04-23 Thread SigurdFireDragon
Follow-up Comment #1, bug #25673 (project wesnoth): Confirmed ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Wesnoth-bugs] [bug #25670] App Crash when canceling or Esc a Lua dialog

2017-04-21 Thread SigurdFireDragon
Follow-up Comment #2, bug #25670 (project wesnoth): Thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #25663] SotA S17 Sacrifice Scene Animate Unit Error

2017-04-21 Thread SigurdFireDragon
Follow-up Comment #3, bug #25663 (project wesnoth): Thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #25670] App Crash when canceling or Esc a Lua dialog

2017-04-20 Thread SigurdFireDragon
URL: Summary: App Crash when canceling or Esc a Lua dialog Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 21 Apr 2017 05:07:57 AM UTC Category: Bug Se

[Wesnoth-bugs] [bug #25657] [animate_unit] add error

2017-04-17 Thread SigurdFireDragon
Follow-up Comment #3, bug #25657 (project wesnoth): The very first animation in the sequence fires now, and I think the bug is fixed. It still throws the same error on the next one on line 875, but I think this is due to faulty wml here, (the animated unit & facing have the same x,y) which was ex

[Wesnoth-bugs] [bug #25662] Statistics window redraw bug

2017-04-16 Thread SigurdFireDragon
Follow-up Comment #2, bug #25662 (project wesnoth): Fixed, thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Wesnoth-bugs] [bug #24383] Statistics are lost when reloading a Multiplayer Game In Mulitplayer

2017-04-16 Thread SigurdFireDragon
Follow-up Comment #5, bug #24383 (project wesnoth): I wouldn't know, all my tests have been 1p local games ___ Reply to this item at: ___ Message sent via/by Gna

[Wesnoth-bugs] [bug #25663] SotA S17 Sacrifice Scene Animate Unit Error

2017-04-16 Thread SigurdFireDragon
URL: Summary: SotA S17 Sacrifice Scene Animate Unit Error Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Sun 16 Apr 2017 06:10:59 PM UTC Category: Bug Sev

[Wesnoth-bugs] [bug #24383] Statistics are lost when reloading a Multiplayer Game In Mulitplayer

2017-04-16 Thread SigurdFireDragon
Follow-up Comment #3, bug #24383 (project wesnoth): Confirmed, thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Wesnoth-bugs] [bug #25662] Statistics window redraw bug

2017-04-16 Thread SigurdFireDragon
URL: Summary: Statistics window redraw bug Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Sun 16 Apr 2017 04:47:21 PM UTC Category: Bug Severity: 3 - Norm

[Wesnoth-bugs] [bug #25655] [story] use of [switch] no longer works

2017-04-13 Thread SigurdFireDragon
Follow-up Comment #2, bug #25655 (project wesnoth): Fixed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #25656] Assertion Failed error with incorrect controller attribute

2017-04-13 Thread SigurdFireDragon
Follow-up Comment #3, bug #25656 (project wesnoth): Fixed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #25657] [animate_unit] add error

2017-04-13 Thread SigurdFireDragon
Follow-up Comment #1, bug #25657 (project wesnoth): version 1.6.0 of Ashen Hearts on the add-on server ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #25657] [animate_unit] add error

2017-04-13 Thread SigurdFireDragon
URL: Summary: [animate_unit] add error Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 14 Apr 2017 01:12:25 AM UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #25656] Assertion Failed error with incorrect controller attribute

2017-04-13 Thread SigurdFireDragon
URL: Summary: Assertion Failed error with incorrect controller attribute Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 14 Apr 2017 12:52:59 AM UTC Category: Bug

[Wesnoth-bugs] [bug #25655] [story] use of [switch] no longer works

2017-04-13 Thread SigurdFireDragon
URL: Summary: [story] use of [switch] no longer works Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 14 Apr 2017 12:39:25 AM UTC Category: Bug Severit

[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-09 Thread SigurdFireDragon
Follow-up Comment #4, bug #25638 (project wesnoth): That looks like it fixed it, thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-09 Thread SigurdFireDragon
Follow-up Comment #2, bug #25638 (project wesnoth): I checked it again... It just appeared to always be the case due to my work cycle on master. It is some weird caching issue The following reproduces it: start mp campaign LoW quit to main menu start a mp scenario (ie, Hamlets) look in inspect

[Wesnoth-bugs] [bug #25638] wesnoth.sides[x].faction doesn't work

2017-04-08 Thread SigurdFireDragon
URL: Summary: wesnoth.sides[x].faction doesn't work Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Sat 08 Apr 2017 06:19:53 PM UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #24897] Using Lua Console from Inspect is Sluggish

2017-03-22 Thread SigurdFireDragon
Follow-up Comment #5, bug #24897 (project wesnoth): In the 1.13.7 release this is fixed. No idea when it happened ___ Reply to this item at: ___ Message sent vi

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-20 Thread SigurdFireDragon
Follow-up Comment #7, bug #25604 (project wesnoth): Confirmed fixed via tests on 2_Den_of_Onis & 5p_Forest_of_Fear Thanks ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #24491] Dialog In Replay Clearing Issue

2017-03-19 Thread SigurdFireDragon
Follow-up Comment #2, bug #24491 (project wesnoth): Confirmed. I don't know when this was fixed, but it is. ___ Reply to this item at: ___ Message sent via/by Gn

[Wesnoth-bugs] [bug #25605] Yet another [heal_unit] bug

2017-03-17 Thread SigurdFireDragon
Follow-up Comment #1, bug #25605 (project wesnoth): Confirmed fixed by: https://github.com/wesnoth/wesnoth/commit/b16728c78e633d9e38de191508a1067e59b2cf5e Thanks ___ Reply to this item at:

[Wesnoth-bugs] [bug #25605] Yet another [heal_unit] bug

2017-03-16 Thread SigurdFireDragon
URL: Summary: Yet another [heal_unit] bug Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 17 Mar 2017 05:13:59 AM UTC Category: Bug Severity: 4 - Impor

[Wesnoth-bugs] [bug #25604] Shuffle Sides Recruit list bug

2017-03-16 Thread SigurdFireDragon
URL: Summary: Shuffle Sides Recruit list bug Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 17 Mar 2017 02:54:23 AM UTC Category: Bug Severity: 3 - No

[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-03-15 Thread SigurdFireDragon
Follow-up Comment #21, bug #25549 (project wesnoth): I've bisected where this error was introduced. Here are the results: Poison working normally here: https://github.com/wesnoth/wesnoth/commit/1662abb622d2229c078f1b04f39a98d3403df17b The next commit: https://github.com/wesnoth/wesnoth/commit/f2

[Wesnoth-bugs] [bug #25586] Another [heal_unit] Lua error

2017-03-12 Thread SigurdFireDragon
Follow-up Comment #1, bug #25586 (project wesnoth): confirmed fixed, thanks by: https://github.com/wesnoth/wesnoth/commit/72f9a4f270cf3087d07482eb58c50c7acfa5ae26 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25550] Secrets of the Ancients: Broken Chocobone Lua Code

2017-03-12 Thread SigurdFireDragon
Follow-up Comment #5, bug #25550 (project wesnoth): Confirmed, thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-11 Thread SigurdFireDragon
Follow-up Comment #12, bug #2 (project wesnoth): AFAICT, this is fixed. What happened was that I managed to confuse myself with how various elements in SotA S16 interacted. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25550] Secrets of the Ancients: Broken Chocobone Lua Code

2017-03-11 Thread SigurdFireDragon
Follow-up Comment #3, bug #25550 (project wesnoth): To clarify, this is the code that now produces the error in SotA S10 # Remove the bones and show a resurected bird: [animate_unit] # Fire the recruitment animation (actually an extra_anim): [filter]

[Wesnoth-bugs] [bug #25586] Another [heal_unit] Lua error

2017-03-11 Thread SigurdFireDragon
URL: Summary: Another [heal_unit] Lua error Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Sat 11 Mar 2017 07:05:42 PM UTC Category: Bug Severity: 4 - Imp

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-10 Thread SigurdFireDragon
Follow-up Comment #11, bug #2 (project wesnoth): I'm not sure now... I'll double check this in a day or two... ___ Reply to this item at: ___ Message sent vi

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-10 Thread SigurdFireDragon
Follow-up Comment #9, bug #2 (project wesnoth): Unfortunately, it's not completely fixed. It no longer throws lua errors, however, it doesn't handle the place shroud code correctly in SotA S16 line 94 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-10 Thread SigurdFireDragon
Follow-up Comment #8, bug #2 (project wesnoth): https://github.com/wesnoth/wesnoth/commit/20694498052d05e481b028333c8bdf50c205c38e seems to have fixed it, thanks ___ Reply to this item at: _

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-10 Thread SigurdFireDragon
Follow-up Comment #7, bug #2 (project wesnoth): change tiles to "all" in the line 880 of wml-tags that is ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-10 Thread SigurdFireDragon
Follow-up Comment #6, bug #2 (project wesnoth): I took at look at wml-tags.lua line line 880 and also scr/game_kernel_lua.ccp code section starting at line 828 if I change tiles to "all" (with the quotes) I get the error message on line 863 in the c++ file. this seems to suggest the error i

[Wesnoth-bugs] [bug #25550] Secrets of the Ancients: Broken Chocobone Lua Code

2017-03-08 Thread SigurdFireDragon
Follow-up Comment #1, bug #25550 (project wesnoth): Can confirm that this same error is produced in SotA S10 (line~203) as well, as of master on 2017/03/08 Can be triggered in that scenario by moving a unit to 32,12 Can confirm nothing PR#933 affects this. __

[Wesnoth-bugs] [bug #25578] [heal_unit] lua error

2017-03-08 Thread SigurdFireDragon
Follow-up Comment #2, bug #25578 (project wesnoth): confirmed, thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Wesnoth-bugs] [bug #25578] [heal_unit] lua error

2017-03-08 Thread SigurdFireDragon
URL: Summary: [heal_unit] lua error Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Wed 08 Mar 2017 08:01:59 PM UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-07 Thread SigurdFireDragon
Follow-up Comment #5, bug #2 (project wesnoth): Currently, my attempts to make a debug-build are failing, and thus won't be able to provide a stacktrace until I get it fixed. ___ Reply to this item at: _

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-03 Thread SigurdFireDragon
Follow-up Comment #3, bug #2 (project wesnoth): Did a run with --log-debug=all active, this was all that seemed to be relevant, which is the same as what was displayed in-game. 20170303 15:43:12 error scripting/lua: basic_string::_M_construct null not valid stack traceback: [C]: in fi

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-03 Thread SigurdFireDragon
Follow-up Comment #2, bug #2 (project wesnoth): It's an in-game lua error message. Can a c++ stacktrace be generated for it if it doesn't crash wesnoth? ___ Reply to this item at: __

[Wesnoth-bugs] [bug #25555] Use of [place_shroud] & [remove_shroud] throw errors

2017-03-03 Thread SigurdFireDragon
URL: Summary: Use of [place_shroud] & [remove_shroud] throw errors Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 03 Mar 2017 04:32:38 PM UTC Category: Bug

[Wesnoth-bugs] [bug #23037] force_lock_settings=yes in campaigns

2017-02-28 Thread SigurdFireDragon
Follow-up Comment #3, bug #23037 (project wesnoth): I'm not sure what the best way to deal with this would be. ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #25539] Assertion Failed - toggle_button usage

2017-02-25 Thread SigurdFireDragon
Follow-up Comment #2, bug #25539 (project wesnoth): Thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #25539] Assertion Failed - toggle_button usage

2017-02-24 Thread SigurdFireDragon
URL: Summary: Assertion Failed - toggle_button usage Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Fri 24 Feb 2017 09:30:30 PM UTC Category: Bug Severity

[Wesnoth-bugs] [bug #23749] Illuminates not working as advertised

2017-02-09 Thread SigurdFireDragon
Follow-up Comment #1, bug #23749 (project wesnoth): Confirmed that the wml below doesn't work. However when read the wiki entry and searched the c++ code in /src for "illuminates", I got the impression that the intent of the illuminates tag was not to use most of the common keys and tags for abil

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-11-21 Thread SigurdFireDragon
Follow-up Comment #5, bug #24700 (project wesnoth): I think the best way to resolve the issue in the OP would be to give the timer settings memory like other Game Settings entries and have a 'Defaults' button for the timer group to reset it, like there is for Custom Options under GUI2. __

[Wesnoth-bugs] [bug #22335] Options collision that prevents values from being initialized as variables

2016-11-21 Thread SigurdFireDragon
Follow-up Comment #3, bug #22335 (project wesnoth): looks to be fixed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #24698] Entering some lua commands in the console resets view to the top

2016-10-02 Thread SigurdFireDragon
Follow-up Comment #2, bug #24698 (project wesnoth): Confirmed fixed. Thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #24897] Using Lua Console from Inspect is Sluggish

2016-10-02 Thread SigurdFireDragon
Follow-up Comment #4, bug #24897 (project wesnoth): Still sluggish. I think it may have gotten worse. ___ Reply to this item at: ___ Message sent via/by Gna! h

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

2016-09-04 Thread SigurdFireDragon
Follow-up Comment #11, bug #18868 (project wesnoth): The hotkey system in master is working fine now after the sdl2 merge and the new hotkey implementation. This can be closed now. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24923] Recruit & Recall empty list message not showing

2016-09-01 Thread SigurdFireDragon
Follow-up Comment #12, bug #24923 (project wesnoth): Fixed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ _

[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-08-06 Thread SigurdFireDragon
Follow-up Comment #15, bug #24703 (project wesnoth): @wedge009 - I never found a non-functioning scrollbar with these dialogs @vultraz I think it may be mostly fixed now. See the new picture attached that illustrates the scrollbar made available for the Shyde in the Recall Dialog The Shyde is th

[Wesnoth-bugs] [bug #24923] Recruit & Recall empty list message not showing

2016-08-06 Thread SigurdFireDragon
Follow-up Comment #7, bug #24923 (project wesnoth): @gfgtdf - I tried a longer hold on the click and find the same as wedge009 most recent post: That the longer hold will make the message appear for both empty recruit & recall lists. Prior to this behavior (about 4 weeks ago?) was the message app

[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-08-05 Thread SigurdFireDragon
Follow-up Comment #10, bug #24703 (project wesnoth): I agree it's sufficient for the Recruit dialog. The Recall dialog issue still remains. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24924] Leadership ability shown excessively in Recall Dialog

2016-08-05 Thread SigurdFireDragon
Follow-up Comment #2, bug #24924 (project wesnoth): Confirmed. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-08-04 Thread SigurdFireDragon
Follow-up Comment #8, bug #24703 (project wesnoth): I agree that c2b09cbe is an improvement. By 'invoking the scrollbar', I mean that a scrollbar will show up in the Recall Dialog's Unit preview pane for any unit with 3 or more attacks, under the conditions I outline below. See the attached pictu

[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-08-03 Thread SigurdFireDragon
Follow-up Comment #5, bug #24703 (project wesnoth): I think the c2b09cbe fix has some issues. First off, if the first unit that lands on the recall list has a short entry in the preview pane (with 1-2 attacks) any unit that is later added to the recall list with 3 or more attacks invokes the scro

[Wesnoth-bugs] [bug #24388] Giant & Regular Mudcrawler not showing elemental trait in Help

2016-08-01 Thread SigurdFireDragon
Follow-up Comment #3, bug #24388 (project wesnoth): https://github.com/wesnoth/wesnoth/commit/a2639431bfe41d3159eb1678c0c78ef9727d26c1 Seems to have fixed it, thanks. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24388] Giant & Regular Mudcrawler not showing elemental trait in Help

2016-07-31 Thread SigurdFireDragon
Follow-up Comment #2, bug #24388 (project wesnoth): Nope. While the Mudcrawlers are now fixed, now the Dark Adept is showing no traits, and the Ghoul line and Walking Corpse Line does not show Fearless. Perhaps reverting the commit and giving the mudcrawlers a version of Elemental trait that is m

[Wesnoth-bugs] [bug #24897] Using Lua Console from Inspect is Sluggish

2016-07-30 Thread SigurdFireDragon
URL: Summary: Using Lua Console from Inspect is Sluggish Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Sat 30 Jul 2016 04:36:23 PM UTC Category: Bug Seve

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread SigurdFireDragon
Follow-up Comment #5, bug #24864 (project wesnoth): confirmed fixed, thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ _

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread SigurdFireDragon
Follow-up Comment #1, bug #24864 (project wesnoth): Reading symbols from wesnoth-debug.exe...done. (gdb) run Starting program: C:WesnothMasterwesnoth-debug.exe --config-dir C:WesnothMa steruserdata [New Thread 6908.0x19c] [New Thread 6908.0x8b0] [New Thread 6908.0xd60] [New Thread 6908.0x1858] [Ne

[Wesnoth-bugs] [bug #24864] Campaign use of random maps causes crash

2016-07-18 Thread SigurdFireDragon
URL: Summary: Campaign use of random maps causes crash Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Mon 18 Jul 2016 08:25:05 PM UTC Category: Bug Severi

[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-07-12 Thread SigurdFireDragon
Follow-up Comment #5, bug #24709 (project wesnoth): Thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-07-11 Thread SigurdFireDragon
Follow-up Comment #3, bug #24709 (project wesnoth): Note that last time I checked, PR661 doesn't fix this. (pr comment on June 7th) ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24740] set_variable tag doesn't work in some cases

2016-06-10 Thread SigurdFireDragon
Follow-up Comment #3, bug #24740 (project wesnoth): Thanks ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #24740] set_variable tag doesn't work in some cases

2016-06-07 Thread SigurdFireDragon
Follow-up Comment #1, bug #24740 (project wesnoth): meant may be a bug in wesnoth.get_variable ___ Reply to this item at: ___ Message sent via/by Gna! http://g

[Wesnoth-bugs] [bug #24740] set_variable tag doesn't work in some cases

2016-06-07 Thread SigurdFireDragon
URL: Summary: set_variable tag doesn't work in some cases Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Wed 08 Jun 2016 03:13:21 AM UTC Category: Bug Sev

[Wesnoth-bugs] [bug #24383] Statistics are lost when reloading a Multiplayer Game In Mulitplayer

2016-06-07 Thread SigurdFireDragon
Follow-up Comment #1, bug #24383 (project wesnoth): I think this should be elevated to Important. When I'm playing an 1v1 mp match vs computer, if I have to reload from a save, all statistics are lost. At times, part of my strategy in playing when fog is on is to estimate how many units the enemy

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #4, bug #24700 (project wesnoth): As far as the reported bug, since Sapient made the original commit and he's been around lately, we should hear from him about this. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #3, bug #24700 (project wesnoth): I've been using the ladder timer settings with 1v1 mp maps, as part of getting better at playing Wesnoth. I think a lot of players would get into trouble enabling a timer on SP, especially if they try and use the ladder settings of 300/300/300/0

[Wesnoth-bugs] [bug #24704] Mouseover tooltips on Multiplayer Configure Game sceen don't show

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #2, bug #24704 (project wesnoth): Example: For hovering over 'Shuffle sides' it says 'Assign sides to players at random' at the bottom of the screen. Note that my tests are for 'Configure Game' screen in a local multiplayer game. I see the tooltips in 1.12.6, and I'm using the s

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #6, bug #24699 (project wesnoth): Yes. it is the ` key (above Tab and below Esc on english keyboards) This is the default key value for the hotkey entry 'Show Lua Console'. I should have mentioned this. Afaict, this is the only way to access the console outside of debug mode.

[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-06-02 Thread SigurdFireDragon
Follow-up Comment #3, bug #24703 (project wesnoth): If checking max height for each entry only means 'units on the recruit list' why not? I would think it would be quick enough for any normal sized recruit list. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-06-01 Thread SigurdFireDragon
Follow-up Comment #1, bug #24700 (project wesnoth): I took a look at doing a pr for this and found that this behavior was originally put in place in 2006 by https://github.com/wesnoth/wesnoth/commit/adb4f15cc14cf30158a732577abd2230b63d2ce5 and it also provided a key to add to preferences (remember

[Wesnoth-bugs] [bug #24653] Engine does not respect Accelerated speed perferences setting

2016-06-01 Thread SigurdFireDragon
Follow-up Comment #4, bug #24653 (project wesnoth): Confirmed, AND the accelerated settings are working faster again like in 1.12. Thanks. ___ Reply to this item at: _

[Wesnoth-bugs] [bug #24706] New Unicode multiplication sign in unit panel not showing

2016-05-27 Thread SigurdFireDragon
Follow-up Comment #2, bug #24706 (project wesnoth): Confirmed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #24708] Lato Current ToD highlight should be more obvious

2016-05-27 Thread SigurdFireDragon
Follow-up Comment #2, bug #24708 (project wesnoth): Confirmed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Wesnoth-bugs] [bug #24653] Engine does not respect Accelerated speed perferences setting

2016-05-26 Thread SigurdFireDragon
Follow-up Comment #2, bug #24653 (project wesnoth): Attempted to make a pr for reverting this, but merge conflicts were reported in src/editor/controller/editor_controller.cpp & I have no idea how those should be handled. ___ Reply to this

[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-05-26 Thread SigurdFireDragon
Follow-up Comment #1, bug #24709 (project wesnoth): Additional info. The change in the commit makes it so that a [generator] lacking [naming] {VILLAGE_NAMES} [/naming] makes it crash. However, it's fine with [village_naming] {VILLAGE_NAMES}

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-26 Thread SigurdFireDragon
Follow-up Comment #2, bug #24699 (project wesnoth): The point is the typical player should not be able to access such things without having to enter debug mode. Commands like gold, fog, & shroud already require debug mode & can be used to cheat, and since you can do equivalents in the lua console

[Wesnoth-bugs] [bug #24709] Assertion Failure when selecting a UMC random map

2016-05-25 Thread SigurdFireDragon
URL: Summary: Assertion Failure when selecting a UMC random map Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 03:48:46 AM UTC Category: Bug

[Wesnoth-bugs] [bug #24708] Lato Current ToD highlight should be more obvious

2016-05-25 Thread SigurdFireDragon
URL: Summary: Lato Current ToD highlight should be more obvious Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 01:24:54 AM UTC Category: Bug

[Wesnoth-bugs] [bug #24707] Unit text clipping in sidebar with Lato font

2016-05-25 Thread SigurdFireDragon
URL: Summary: Unit text clipping in sidebar with Lato font Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 01:18:27 AM UTC Category: Bug Se

[Wesnoth-bugs] [bug #24706] New Unicode multiplication sign in unit panel not showing

2016-05-25 Thread SigurdFireDragon
URL: Summary: New Unicode multiplication sign in unit panel not showing Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 01:09:42 AM UTC Category: Bug

[Wesnoth-bugs] [bug #24705] Certain sequences of flags will cause glitches in wml loading

2016-05-25 Thread SigurdFireDragon
URL: Summary: Certain sequences of flags will cause glitches in wml loading Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:49:28 AM UTC Category: Bug

[Wesnoth-bugs] [bug #24704] Mouseover tooltips on Multiplayer Configure Game sceen don't show

2016-05-25 Thread SigurdFireDragon
URL: Summary: Mouseover tooltips on Multiplayer Configure Game sceen don't show Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:41:47 AM UTC Category: B

[Wesnoth-bugs] [bug #24703] New Recruit Dialog - clipping of unit panel stats if recruit list is too short.

2016-05-25 Thread SigurdFireDragon
URL: Summary: New Recruit Dialog - clipping of unit panel stats if recruit list is too short. Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:38:03 AM UTC

[Wesnoth-bugs] [bug #24702] Map briefly flashed before story screen appears in campaigns

2016-05-25 Thread SigurdFireDragon
URL: Summary: Map briefly flashed before story screen appears in campaigns Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:35:31 AM UTC Category: Bug

[Wesnoth-bugs] [bug #24701] Recruit Dialog - unit shows as red if you have exactly enough gold to recruit it.

2016-05-25 Thread SigurdFireDragon
URL: Summary: Recruit Dialog - unit shows as red if you have exactly enough gold to recruit it. Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:31:15 AM UTC

[Wesnoth-bugs] [bug #24700] Timer settings not remembered on Configure Game screen

2016-05-25 Thread SigurdFireDragon
URL: Summary: Timer settings not remembered on Configure Game screen Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:25:41 AM UTC Category: Bug

[Wesnoth-bugs] [bug #24699] Lua console is not hidden behind debug

2016-05-25 Thread SigurdFireDragon
URL: Summary: Lua console is not hidden behind debug Project: Battle for Wesnoth Submitted by: sigurdfdragon Submitted on: Thu 26 May 2016 12:20:57 AM UTC Category: Bug Severity

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