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

2017-03-12 Thread Wedge009
Update of bug #25550 (project wesnoth): Status: Confirmed => Fixed ___ Follow-up Comment #6: Confirmed fixed, thank you. Can continue play-testing now!

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

2017-03-12 Thread Wedge009
Update of bug #25586 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #25585] segfault when clicking on the "x" while the application launches.

2017-03-12 Thread Wedge009
Update of bug #25585 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #2: Closing in favour

[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loading screen in an unusual way

2017-03-12 Thread Wedge009
Update of bug #25290 (project wesnoth): Status:None => Confirmed Summary: Game crashes when exiting the loadingscreen îna unusual way => Game crashes when exiting the loading screen in an unusual way

[Wesnoth-bugs] [bug #25462] Team color not loading correctly in the multiplayer lobby

2017-03-10 Thread Wedge009
Update of bug #25462 (project wesnoth): Category: Feature Request => Bug Status:None => Fixed ___ Follow-up Comment #7: WTH? Why do I keep

[Wesnoth-bugs] [bug #25462] Team color not loading correctly in the multiplayer lobby

2017-03-10 Thread Wedge009
Update of bug #25462 (project wesnoth): Category: Bug => Feature Request Status: Fixed => None Operating System: windows => All

[Wesnoth-bugs] [bug #24681] Documentation update for command mode key

2017-03-10 Thread Wedge009
Follow-up Comment #4, bug #24681 (project wesnoth): Do we want to do this? I've actually got used to the semi-colon, instead of having to use shift. Well, whatever works, I suppose. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25360] variants in the ingame help

2017-03-09 Thread Wedge009
Follow-up Comment #6, bug #25360 (project wesnoth): Ah, I didn't mean to make that assignment. Yes, I know RA isn't registered here. ___ Reply to this item at:

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

2017-03-09 Thread Wedge009
Update of bug #25550 (project wesnoth): Status:None => Confirmed ___ Follow-up Comment #2: Thanks for the confirmation. ___

[Wesnoth-bugs] [bug #25360] variants in the ingame help

2017-03-09 Thread Wedge009
Update of bug #25360 (project wesnoth): Assigned to:None => radx ___ Follow-up Comment #4: Confirmed, thanks for that! ___ Reply

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

2017-03-09 Thread Wedge009
Update of bug #25578 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #25553] List in the hotkey preference dialog becomes bigger

2017-03-04 Thread Wedge009
Follow-up Comment #14, bug #25553 (project wesnoth): I didn't notice anything immediately obvious in the preferences, but something is clearly wrong. There is way too much padding in your initial dialogue image. I always see an image somewhere in between your 1 and 2 click images - there are

[Wesnoth-bugs] [bug #25553] List in the hotkey preference dialog becomes bigger

2017-03-04 Thread Wedge009
Follow-up Comment #11, bug #25553 (project wesnoth): Nor I. :/ ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25553] List in the hotkey preference dialog becomes bigger

2017-03-03 Thread Wedge009
Follow-up Comment #9, bug #25553 (project wesnoth): I believe so (see ratarmy's comment on 3rd March 13:00 UTC). ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #25557] Add-on manager doesn't open

2017-03-03 Thread Wedge009
Follow-up Comment #1, bug #25557 (project wesnoth): What commit are you building against and have you tried a clean build recently? I can't replicate this in either Windows or Linux. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25553] List in the hotkey preference dialog becomes bigger

2017-03-03 Thread Wedge009
Follow-up Comment #7, bug #25553 (project wesnoth): Looks like we really need help in reproducing this issue because it sounds like none of the regulars here are able to do so. I tried switching to Japanese language as well as experimenting with the font scaling but still can't replicate the

[Wesnoth-bugs] [bug #25553] List in the hotkey preference dialog becomes bigger

2017-03-03 Thread Wedge009
Follow-up Comment #4, bug #25553 (project wesnoth): Uh, that's what I was doing, switching between the 'tabs' in the preferences dialogue. Also, it's not clear what's the issue in the picture - is it that the hot-key groups have gone? Do you still have the problem with a clean build?

[Wesnoth-bugs] [bug #25553] List in the hotkey preference dialog becomes bigger

2017-03-03 Thread Wedge009
Follow-up Comment #2, bug #25553 (project wesnoth): I also didn't find this issue. I tested against b1ea099d on both Windows and Linux. I also wondered if font scaling might have been a factor but that doesn't seem to cause what you describe either. Sorry.

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

2017-03-01 Thread Wedge009
Follow-up Comment #19, bug #25549 (project wesnoth): Well, in VC build at least, uninitialised stuff comes out as 0xCC for all colour values, hence the white. Only when I initialised stuff did it return to being green as intended. But if there's some other cause I'm missing or some other way to

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

2017-03-01 Thread Wedge009
Follow-up Comment #16, bug #25549 (project wesnoth): Sorry, I meant to the blend_with member for the frame_parameter/builder constructors, not the color_t. Maybe I don't understand this fully, but it seems to me that *something* has to initialise these blend_with things. Otherwise if they're left

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

2017-02-28 Thread Wedge009
Follow-up Comment #14, bug #25549 (project wesnoth): I see. So should we introduce zero initialisation to the constructors? ___ Reply to this item at: ___

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

2017-02-28 Thread Wedge009
URL: <http://gna.org/bugs/?25550> Summary: Secrets of the Ancients: Broken Chocobone Lua Code Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Wed 01 Mar 2017 05:52:42 PM AEDT Categor

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

2017-02-28 Thread Wedge009
Follow-up Comment #12, bug #25549 (project wesnoth): http://www.boost.org/doc/libs/1_63_0/libs/optional/doc/html/index.html So are we using optional<> to avoid having a null color_t object? Is this why blend_with_ seems to be uninitialised by default? Just trying to get an understanding of how

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

2017-02-28 Thread Wedge009
Follow-up Comment #11, bug #25549 (project wesnoth): I'm not familiar with what the optional<> does, but that line 952 was what I was looking at before. It might do some sort of check, but result.blend_with uses the uninitialised current_val.blend_with (line above), which in turn is taken from

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

2017-02-28 Thread Wedge009
Follow-up Comment #7, bug #25549 (project wesnoth): Just as an experiment, I changed frame_parsed_parameters::parameters() (frame.cpp:561) so that blend_with is initialised to color_t(0, 0, 0) instead of just copying the uninitialised blend_with_ member. Poisoned units are rendered green again.

[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-28 Thread Wedge009
Follow-up Comment #9, bug #25541 (project wesnoth): Looks like this was in the last few commits. Just retested against d8973041 and it seems okay now. ___ Reply to this item at:

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

2017-02-28 Thread Wedge009
Follow-up Comment #6, bug #25549 (project wesnoth): Thanks. I stepped through from unit_drawer::redraw_unit() in drawer.cpp to unit_frame::merge_parameters() in frame.cpp. /** engine provide a blend color for poisoned units */ result.blend_with = current_val.blend_with ? current_val.blend_with

[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Wedge009
Follow-up Comment #5, bug #25547 (project wesnoth): I didn't mean to re-open it. I think what happened was that I had the bug already open, you replied, then I replied on the original state before you had already closed it. :/ 'All's well that ends well...'

[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Wedge009
Follow-up Comment #3, bug #25547 (project wesnoth): Ugh, not sure why I didn't see vultraz' post before. ___ Reply to this item at: ___ Message sent via/by Gna!

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

2017-02-28 Thread Wedge009
Follow-up Comment #3, bug #25549 (project wesnoth): I scanned through for instances of STATE_POISONED... I can see lots of places in attack and unit and ai, etc, where this is used, but not really sure where the unit overlay that turns the unit green is supposed to happen.

[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Wedge009
Update of bug #25547 (project wesnoth): Open/Closed: Closed => Open ___ Follow-up Comment #2: Seems to be resolved in

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

2017-02-28 Thread Wedge009
Follow-up Comment #2, bug #25549 (project wesnoth): I recall this as well play-testing Secrets of the Ancients - my Necrophage/Ghast was turning units white instead of green. I need to play more Wesnoth - it didn't register in my mind that that was incorrect.

[Wesnoth-bugs] [bug #24501] Scrolling terrain palette with mousewheel scrolls map too

2017-02-28 Thread Wedge009
Follow-up Comment #7, bug #24501 (project wesnoth): Yay, confirmed fixed. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-27 Thread Wedge009
Update of bug #25541 (project wesnoth): Status: Fixed => In Progress ___ Follow-up Comment #6: Reverting fixed status, since mk shows there are still issues.

[Wesnoth-bugs] [bug #25332] Texts including alphanumeric or symbol are not displayed in help when language is Japanese or Chinese.

2017-02-27 Thread Wedge009
Update of bug #25332 (project wesnoth): Status: Confirmed => In Progress ___ Follow-up Comment #6: PR #937. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-27 Thread Wedge009
Follow-up Comment #2, bug #25541 (project wesnoth): Strange. I can't seem to reproduce this for Linux release, Windows debug, or even Windows release again. Looks like something non-deterministic going on. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-26 Thread Wedge009
Update of bug #25541 (project wesnoth): Status:None => Confirmed Release: git => 1.13.6+dev Operating System: linux => All

[Wesnoth-bugs] [bug #25540] Add-on list randomly disappears when filter excludes all add-ons

2017-02-25 Thread Wedge009
Update of bug #25540 (project wesnoth): Status:None => Confirmed Operating System: Windows => All ___ Follow-up Comment #2: I find this

[Wesnoth-bugs] [bug #25221] MP slot selection becomes black

2017-02-25 Thread Wedge009
Follow-up Comment #4, bug #25221 (project wesnoth): 'doesn't fully fit on the window' sounds more related to my bug #25107. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25504] heap use after free in new addon manager (downloading addon)

2017-02-24 Thread Wedge009
Update of bug #25504 (project wesnoth): Status: Fixed => Confirmed Assigned to:None => vultraz ___ Follow-up Comment #4: Reverting status

[Wesnoth-bugs] [bug #25088] Random map generation: non-numerical seeds yield different maps

2017-02-24 Thread Wedge009
Update of bug #25088 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #7: Righty-o, then! ___ Reply to this

[Wesnoth-bugs] [bug #25088] Random map generation: non-numerical seeds yield different maps

2017-02-24 Thread Wedge009
Follow-up Comment #5, bug #25088 (project wesnoth): I suppose that helps. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25361] scrollbar in advance dialog

2017-02-24 Thread Wedge009
Update of bug #25361 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #7: Confirming fixed for at least Elvish Shaman in recruit dialogue and Troll Whelp in advance

[Wesnoth-bugs] [bug #25523] addon manger is slow

2017-02-23 Thread Wedge009
Follow-up Comment #4, bug #25523 (project wesnoth): It's hard to quantify slowness because everyone's system is different. But even on my system there seems to be a slight delay in bringing up a newly-clicked list entry. At the menu screen CPU usage is negligible. When I go to the add-on screen

[Wesnoth-bugs] [bug #25496] HTTT: S18 - Is Delfador using the right portrait consistently?

2017-02-17 Thread Wedge009
Update of bug #25496 (project wesnoth): Status:None => Works For Me ___ Follow-up Comment #4: zookeeper on IRC: 'yes we can' ___

[Wesnoth-bugs] [bug #25496] HTTT: S18 - Is Delfador using the right portrait consistently?

2017-02-17 Thread Wedge009
Follow-up Comment #3, bug #25496 (project wesnoth): So can we confirm that a normal play-through will have Delfador in his correct portraits, then? ___ Reply to this item at:

[Wesnoth-bugs] [bug #25469] "attack per turn"/"attacks per turn" needs ngettext

2017-02-17 Thread Wedge009
Update of bug #25469 (project wesnoth): Status: In Progress => Fixed ___ Follow-up Comment #7: Thanks again. ___ Reply to this item

[Wesnoth-bugs] [bug #25469] "attack per turn"/"attacks per turn" needs ngettext

2017-02-16 Thread Wedge009
Update of bug #25469 (project wesnoth): Status:None => In Progress ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #25468] Hard-coded word order in translateable strings

2017-02-16 Thread Wedge009
Update of bug #25468 (project wesnoth): Status: In Progress => Fixed ___ Follow-up Comment #8: Thanks for that. Convention is to mark as fixed, and close when the next release is, well,

[Wesnoth-bugs] [bug #25130] Clicking Add-On Dialogue Buttons Results in Deadlocked UI

2017-02-10 Thread Wedge009
Update of bug #25130 (project wesnoth): Assigned to:None => vultraz ___ Follow-up Comment #8: Yep, seems to be okay now. Looks nice, BTW. Thanks.

[Wesnoth-bugs] [bug #25468] Hard-coded word order in translateable strings

2017-02-10 Thread Wedge009
Update of bug #25468 (project wesnoth): Status: Confirmed => In Progress ___ Follow-up Comment #6: PR #928 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25468] Hard-coded word order in translateable strings

2017-02-10 Thread Wedge009
Follow-up Comment #5, bug #25468 (project wesnoth): Thanks for that. I see you've already made progress in the PR and have had feedback on it. I think you need to be part of the Wesnoth group here to assign tasks to yourself, but not to worry, we'll keep track of your progress whether it's here

[Wesnoth-bugs] [bug #25496] HTTT: S18 - Is Delfador using the right portrait consistently?

2017-02-10 Thread Wedge009
Follow-up Comment #1, bug #25496 (project wesnoth): I know it's arduous, but checking with a proper game progression sequence might be the only way to be sure. I suppose you could take short-cuts by fulfilling objectives as best as you can, so that the right characters are introduced to the

[Wesnoth-bugs] [bug #25186] [message] lag

2017-02-03 Thread Wedge009
Update of bug #25186 (project wesnoth): Open/Closed:Open => Closed ___ Follow-up Comment #24: Thanks. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25482] Hotkeys list in preference dialog is not displayed if font scaling greater than 120%.

2017-02-03 Thread Wedge009
Follow-up Comment #2, bug #25482 (project wesnoth): Looks like we're running into gui2 limitations again. This is an example from the log: error gui/layout: grid [] gui2::grid::place: Failed to place a grid, we have 521,234 space but we need 619,88 space. This happened at a grid with the id ''

[Wesnoth-bugs] [bug #25334] Stack overflow / segmentation fault on viewing Help in Japanese

2017-02-03 Thread Wedge009
Update of bug #25334 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #5: Fixed via PR #923. Thank you! ___

[Wesnoth-bugs] [bug #25186] [message] lag

2017-02-03 Thread Wedge009
Follow-up Comment #22, bug #25186 (project wesnoth): Given bug #25356 is fixed, is this one also fixed? ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #25135] Campaign crashes when resizing window horizontally during a dialog

2017-02-03 Thread Wedge009
Update of bug #25135 (project wesnoth): Open/Closed:Open => Closed ___ Follow-up Comment #2: No further feedback - closing duplicate.

[Wesnoth-bugs] [bug #25398] Addon Description button causes game to hang

2017-02-03 Thread Wedge009
Update of bug #25398 (project wesnoth): Open/Closed:Open => Closed ___ Follow-up Comment #3: No further feedback - closing duplicate.

[Wesnoth-bugs] [bug #25376] resizing window when starting a campaign

2017-02-03 Thread Wedge009
Update of bug #25376 (project wesnoth): Open/Closed:Open => Closed ___ Follow-up Comment #2: No further feedback - closing duplicate.

[Wesnoth-bugs] [bug #25482] Hotkeys list in preference dialog is not displayed if font scaling greater than 120%.

2017-02-03 Thread Wedge009
Update of bug #25482 (project wesnoth): Status:None => Confirmed Operating System: Linux => All ___ Follow-up Comment #1: Oh, hooray. More

[Wesnoth-bugs] [bug #25471] [Sighted] event in TSG 07a_Into_the_Depths does not fire

2017-02-01 Thread Wedge009
Update of bug #25471 (project wesnoth): Status:None => Works For Me ___ Follow-up Comment #4: Okay, thanks for confirming. ___

[Wesnoth-bugs] [bug #25468] Hard-coded word order in translateable strings

2017-01-31 Thread Wedge009
Follow-up Comment #3, bug #25468 (project wesnoth): I'm not familiar with how boost works with translated strings, but you're welcome to open a pull request and let the other devs have a look at what you're trying to achieve here. ___

[Wesnoth-bugs] [bug #25334] Stack overflow / segmentation fault on viewing Help in Japanese

2017-01-30 Thread Wedge009
Follow-up Comment #3, bug #25334 (project wesnoth): While bug #25292 was resolved via PR #917, this one still seems to be an issue. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25292] Crash when viewing in-game Help with large font size.

2017-01-30 Thread Wedge009
Update of bug #25292 (project wesnoth): Status: Confirmed => Fixed ___ Follow-up Comment #8: Appears to be resolved via PR #917. Thanks! Didn't appear to help with bug #25334, though. Are

[Wesnoth-bugs] [bug #25471] [Sighted] event in TSG 07a_Into_the_Depths does not fire

2017-01-30 Thread Wedge009
Follow-up Comment #2, bug #25471 (project wesnoth): Seems to work fine in unmodified 1.13.6 release as well as current master. I'm puzzled about you remark about the id 'Mal M-Brin'. Looking at the history, the id has apparently always been 'Mal M'Brin'. Where did the dash come from?

[Wesnoth-bugs] [bug #25469] "attack per turn"/"attacks per turn" needs ngettext

2017-01-30 Thread Wedge009
Update of bug #25469 (project wesnoth): Summary: "attack per turn"/"attack per turns" needs ngettext => "attack per turn"/"attacks per turn" needs ngettext ___ Reply to this item at:

[Wesnoth-bugs] [bug #25469] "attack per turn"/"attack per turns" needs ngettext

2017-01-30 Thread Wedge009
Follow-up Comment #1, bug #25469 (project wesnoth): Not sure I understand this one properly. It might be better to use something like t_string (condition ? N_("attack per turn") : N_("attacks per turn"), "wesnoth"); ...but otherwise it looks to me to be a similar issue to what you describe in

[Wesnoth-bugs] [bug #25468] Hard-coded word order in translateable strings

2017-01-30 Thread Wedge009
Update of bug #25468 (project wesnoth): Status:None => Confirmed ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #25468] Hard-coded word order in translateable strings

2017-01-30 Thread Wedge009
Follow-up Comment #1, bug #25468 (project wesnoth): Ah, I see what you mean. A code design issue, I suppose - not sure how we can have numeric variables and have the flexibility to place the words in a different order in a translated string. Couple of thoughts: * Could try something like

[Wesnoth-bugs] [bug #25462] Team color not loading correctly in the multiplayer lobby

2017-01-30 Thread Wedge009
Follow-up Comment #1, bug #25462 (project wesnoth): If I understand you correctly, when you have a non-random leader selected in the MP lobby and you change the leader colour selection, the sprite changes dress based on the colour selected. I could not find this problem in either the current

[Wesnoth-bugs] [bug #25292] Crash when viewing in-game Help with large font size.

2017-01-29 Thread Wedge009
Follow-up Comment #6, bug #25292 (project wesnoth): It's been a while since I looked at this one. It sounds to me that the font scaling function never worked fully as intended. Do you have any idea what changes with scaling > 115% to cause the excessive recursion?

[Wesnoth-bugs] [bug #25455] Manpages, German translation missing & welcome 2017

2017-01-20 Thread Wedge009
Follow-up Comment #4, bug #25455 (project wesnoth): Thanks, that makes sense. How are translations of man pages related - if at all - to po translations? Maybe Shiki could help if he was willing and able to translate to German? ___ Reply

[Wesnoth-bugs] [bug #25409] Multiplayer empty slots get unexpectedly filled

2017-01-19 Thread Wedge009
Follow-up Comment #3, bug #25409 (project wesnoth): Might be something to open for discussion. I don't really play MP, but I would guess - and it seems that this is David's opinion - that the expected behaviour is to honour the 'empty' request.

[Wesnoth-bugs] [bug #25455] Manpages, German translation missing & welcome 2017

2017-01-19 Thread Wedge009
Update of bug #25455 (project wesnoth): Status:None => Confirmed Operating System: Archlinux => All ___ Follow-up Comment #2: According to the

[Wesnoth-bugs] [bug #25413] Scrolling tileset in editor also scrolls map

2017-01-06 Thread Wedge009
Update of bug #25413 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #1: Unfortunately a

[Wesnoth-bugs] [bug #25411] LoW - The Chief Must Die is now impossible

2017-01-03 Thread Wedge009
Update of bug #25411 (project wesnoth): Status:None => Confirmed Operating System: Windows => All ___ Follow-up Comment #1: Confirmed insofar

[Wesnoth-bugs] [bug #25409] Multiplayer empty slots get unexpectedly filled

2017-01-03 Thread Wedge009
Update of bug #25409 (project wesnoth): Status:None => Confirmed ___ Follow-up Comment #1: I can confirm this. Specifically, I tested 4p Paths of Daggers on the official server as well

[Wesnoth-bugs] [bug #25398] Addon Description button causes game to hang

2016-12-21 Thread Wedge009
Update of bug #25398 (project wesnoth): Status:None => Duplicate Operating System: Windows 8.1 => All ___ Follow-up Comment #2: I'm pretty sure

[Wesnoth-bugs] [bug #14503] Player often can't see his own shadows and nightgaunts

2016-12-12 Thread Wedge009
Follow-up Comment #8, bug #14503 (project wesnoth): Wow, yes, I see that too. While it's visible at moments now, I agree that it's really distracting and annoying. I don't know how if this effect is intentional or where it might have been implemented.

[Wesnoth-bugs] [bug #22028] Crashing Titlescreen with an empty background

2016-12-11 Thread Wedge009
Follow-up Comment #4, bug #22028 (project wesnoth): Confirmed fixed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25361] scrollbar in advance dialog

2016-12-06 Thread Wedge009
Update of bug #25361 (project wesnoth): Status:None => Confirmed Operating System: Archlinux => All ___ Follow-up Comment #4: Yes, the Troll

[Wesnoth-bugs] [bug #25359] chill wave animation doesn't get played

2016-12-06 Thread Wedge009
Update of bug #25359 (project wesnoth): Status:None => Fixed Assigned to:None => celticminstrel ___ Follow-up Comment #4: Oh, I didn't even

[Wesnoth-bugs] [bug #25361] scrollbar in advance dialog

2016-12-05 Thread Wedge009
Follow-up Comment #1, bug #25361 (project wesnoth): I don't have an test in mind to check this easily but I strongly suspect this is due to the way bug #24703 was resolved. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25360] variants in the ingame help

2016-12-05 Thread Wedge009
Update of bug #25360 (project wesnoth): Item Group: None of the others => User Interface Status:None => Confirmed Operating System: Archlinux => All

[Wesnoth-bugs] [bug #25359] chill wave animation doesn't get played

2016-12-05 Thread Wedge009
Follow-up Comment #2, bug #25359 (project wesnoth): Is this specific to a WML script or just a normal battle with the Chill Wave attack? I tried it with an Elvish Archer and a Dark Adept and the attack animations seemed to play okay. Compiled today, commit 8986732a.

[Wesnoth-bugs] [bug #25358] Movement values get cut off on resolutions with low height

2016-12-05 Thread Wedge009
Follow-up Comment #2, bug #25358 (project wesnoth): Forgot to mention I was testing with 800x600 window. ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #25358] Movement values get cut off on resolutions with low height

2016-12-05 Thread Wedge009
Update of bug #25358 (project wesnoth): Status:None => Confirmed ___ Follow-up Comment #1: I wonder if this is a side-effect of the Lato font - I recall the letter height in the side-bar

[Wesnoth-bugs] [bug #25348] segfault: killed a unit with debug mode, which should have triggered an event afterwards

2016-12-02 Thread Wedge009
Update of bug #25348 (project wesnoth): Status:None => Fixed Assigned to:None => tad_carlucci ___ Reply to this item at:

[Wesnoth-bugs] [bug #25334] Stack overflow / segmentation fault on viewing Help in Japanese

2016-11-22 Thread Wedge009
Follow-up Comment #2, bug #25334 (project wesnoth): As pointed out by ratarmy, this seems to have the same cause as bug #25292. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25292] Crash when viewing in-game Help with large font size.

2016-11-22 Thread Wedge009
Follow-up Comment #4, bug #25292 (project wesnoth): It appears this affects bug #25334 too. ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #25332] Texts including alphanumeric or symbol are not displayed in help when language is Japanese or Chinese.

2016-11-22 Thread Wedge009
Update of bug #25332 (project wesnoth): Status:None => Confirmed Operating System: Linux => All ___ Follow-up Comment #5: I was wondering

[Wesnoth-bugs] [bug #25332] Texts including alphanumeric or symbol are not displayed in help when language is Japanese or Chinese.

2016-11-21 Thread Wedge009
Follow-up Comment #3, bug #25332 (project wesnoth): Oh, never mind. Single-line verbatim windows in my browser don't have the adjustable handle to resize the verbatim section. So I thought the Chinese text got truncated. ___ Reply to this

[Wesnoth-bugs] [bug #25332] Texts including alphanumeric or symbol are not displayed in help when language is Japanese or Chinese.

2016-11-21 Thread Wedge009
Follow-up Comment #2, bug #25332 (project wesnoth): Ugh, looks like gna doesn't like non-Latin characters. 20161122 17:13:17 error gui/layout: pango_text::font::pango_text::set_markup_helper text 'Chinese Chinese Chinese Chinese Chinese' has broken markup, set to normal text.

[Wesnoth-bugs] [bug #25332] Texts including alphanumeric or symbol are not displayed in help when language is Japanese or Chinese.

2016-11-21 Thread Wedge009
Follow-up Comment #1, bug #25332 (project wesnoth): Thanks for your input. I don't think the issue - at least in the screenshots provided - is related to +/- symbols (I only see + signs in the image, not text). In this case, it looks like it's having trouble rendering the Japanese text in

[Wesnoth-bugs] [bug #25334] Stack overflow / segmentation fault on viewing Help in Japanese

2016-11-21 Thread Wedge009
Follow-up Comment #1, bug #25334 (project wesnoth): Forgot to mention this was on both Windows and Linux. ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #25334] Stack overflow / segmentation fault on viewing Help in Japanese

2016-11-21 Thread Wedge009
URL: <http://gna.org/bugs/?25334> Summary: Stack overflow / segmentation fault on viewing Help in Japanese Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Tue 22 Nov 2016 05:50:40 PM AEDT Categor

[Wesnoth-bugs] [bug #25322] movement/resistance tooltips missing in unit preview panel widget

2016-11-21 Thread Wedge009
Update of bug #25322 (project wesnoth): Status:None => Confirmed Operating System: windows => All ___ Follow-up Comment #1: This isn't a

[Wesnoth-bugs] [bug #24986] KDE5: compositing with OpenGL breaks after closing wesnoth.

2016-11-14 Thread Wedge009
Update of bug #24986 (project wesnoth): Open/Closed:Open => Closed ___ Follow-up Comment #6: Thanks for the confirmation. ___

[Wesnoth-bugs] [bug #25293] Image Not Found for minimap icons when using large font size

2016-11-13 Thread Wedge009
Update of bug #25293 (project wesnoth): Status:None => Confirmed Operating System: Windows 10 => All ___ Follow-up Comment #1: For me, happens in

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