[Wesnoth-bugs] [bug #25004] [HELP] Portrait gets not shown properly anymore

2016-08-29 Thread Wedge009
Follow-up Comment #6, bug #25004 (project wesnoth): vultraz mentioned sdl/utils.cpp:446. Could this be related to bug #17961? That one is rather old, so I don't know if the issues it mentions are still valid. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25014] Splitting text and changing to new line at a space character is not good for some languages.

2016-08-29 Thread Wedge009
Follow-up Comment #2, bug #25014 (project wesnoth): I think bug #17498 is also related, because of the line-breaks. ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #17324] lock-up when binding to used-up hotkey in lobby

2016-08-29 Thread Wedge009
Follow-up Comment #4, bug #17324 (project wesnoth): Resolved with 1.13 MP redesign. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #16088] ellipses pass trough south-east/west encampment walls

2016-08-29 Thread Wedge009
Follow-up Comment #2, bug #16088 (project wesnoth): I think this might be okay in 1.13.5+dev. ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #15893] (new) MP Lobby - arrow keys no longer navigate players list

2016-08-29 Thread Wedge009
Follow-up Comment #3, bug #15893 (project wesnoth): Resolved with 1.13 MP redesign. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #15772] Selecting game in mp lobby re-sorts the game list

2016-08-29 Thread Wedge009
Follow-up Comment #1, bug #15772 (project wesnoth): Hard to test this one since the development server is usually empty but I don't think this is a problem with the 1.13.x MP redesign. ___ Reply to this item at:

[Wesnoth-bugs] [bug #15765] Gamemaps are parsed too often in the new lobby

2016-08-29 Thread Wedge009
Follow-up Comment #3, bug #15765 (project wesnoth): Not sure how to test this one, but the current 1.13.x MP redesign seems to be an improvement. Can anyone else test this? ___ Reply to this item at:

[Wesnoth-bugs] [bug #15691] Selected game unselect after viewing player info

2016-08-29 Thread Wedge009
Follow-up Comment #4, bug #15691 (project wesnoth): BTW, this is still an issue on the experimental MP interface. ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #15691] Selected game unselect after viewing player info

2016-08-29 Thread Wedge009
Follow-up Comment #3, bug #15691 (project wesnoth): I have a feeling it's not so much an unselect as a redraw of the whole lobby after closing a dialogue. ___ Reply to this item at:

[Wesnoth-bugs] [bug #14741] Lobby game list frequently selects first game

2016-08-29 Thread Wedge009
Follow-up Comment #8, bug #14741 (project wesnoth): I may not be testing thoroughly, since 1.13.x server is usually empty, but I don't think this is a problem any more. ___ Reply to this item at:

[Wesnoth-bugs] [bug #15690] Incorrect displaying string "Games: showing..." in lobby

2016-08-29 Thread Wedge009
Follow-up Comment #6, bug #15690 (project wesnoth): Seems resolved in 1.13 MP redesign. ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #15651] /emote or /me command doesn't work properly.

2016-08-29 Thread Wedge009
Follow-up Comment #10, bug #15651 (project wesnoth): /me is rendered correctly in the 'old' lobby regardless of what interface the sender is using. /me is rendered as-is in the 'experimental' lobby, again, regardless of what interface the sender is using.

[Wesnoth-bugs] [bug #15561] thinner game-list after closing player-dialog

2016-08-29 Thread Wedge009
Follow-up Comment #9, bug #15561 (project wesnoth): Doesn't appear to be an issue with the 1.13 MP redesign. ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #15149] Pressing Theme button makes Wesnoth freeze

2016-08-29 Thread Wedge009
Follow-up Comment #9, bug #15149 (project wesnoth): The 1.13 redesign of the 'experimental MP lobby' seems to fix this. ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #15072] [item]halo=xxxx not covered/hideable by fog

2016-08-29 Thread Wedge009
Follow-up Comment #2, bug #15072 (project wesnoth): I don't know much about custom items and WML, but Mage of Light's and Elvish Shyde's halos are covered by fog. Is this report still an issue? ___ Reply to this item at:

[Wesnoth-bugs] [bug #14957] Some characters in italic text are misplaced, partially overlaping with previous

2016-08-29 Thread Wedge009
Follow-up Comment #10, bug #14957 (project wesnoth): Can anyone check if this is still a problem? I don't think I have a good way to replicate this issue. ___ Reply to this item at:

[Wesnoth-bugs] [bug #14300] in game chat gets blurry on small maps, refresh command cleans it up.

2016-08-29 Thread Wedge009
Follow-up Comment #4, bug #14300 (project wesnoth): There was a relatively recent change to fonts. Testing on 1.13.5+dev, I don't see any of the issues raised earlier but I will grant the chat text size is quite small. I can read it just fine, but I imagine others might have difficulty. Can

[Wesnoth-bugs] [bug #25014] Splitting text and changing to new line at a space character is not good for some languages.

2016-08-29 Thread Wedge009
Follow-up Comment #1, bug #25014 (project wesnoth): I think this is a limitations of parts of the game design which are very old. As a related issue, there is bug #13947 from 2009. Although it's a different issue, the underlying problem of non-English translations not being handled well is still

[Wesnoth-bugs] [bug #12162] Menuitems get activated on mouse press rather than release

2016-08-29 Thread Wedge009
Follow-up Comment #6, bug #12162 (project wesnoth): The original issue of items being activated on mouse-click rather than mouse-release seems to be no longer an issue as of 1.13.5+dev (tested on 7be3e454). ___ Reply to this item at:

[Wesnoth-bugs] [bug #25019] [TIE] Gweddry gains (sometimes) no EP

2016-08-28 Thread Wedge009
Follow-up Comment #2, bug #25019 (project wesnoth): I'm not sure what the problem is. The Vampire Bat is a level 0 unit. So any units attacking it (not just Gweddry) will *not* get any XP from the attack *unless* they make the killing blow. In the latter case, they will only get 4 XP. I don't

[Wesnoth-bugs] [bug #25004] [HELP] Portrait gets not shown properly anymore

2016-08-28 Thread Wedge009
Follow-up Comment #5, bug #25004 (project wesnoth): Just wondering: where's the bit of code that does the portrait resizing? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25013] weapon naming: with or without space?

2016-08-24 Thread Wedge009
Follow-up Comment #1, bug #25013 (project wesnoth): Would have to check with the Khalifate authors, but I disagree that they should necessarily be the same. The longsword is a type of sword, while a long sword is a sword that is... well, long. In English at least, they can be terms to describe

[Wesnoth-bugs] [bug #24967] loadgame list empty on low resolutions.

2016-08-23 Thread Wedge009
Follow-up Comment #5, bug #24967 (project wesnoth): It still seems to be empty in 800x600 after a recompile on master as at 23rd August 06:24 UTC. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25004] [HELP] Portrait gets not shown properly anymore

2016-08-22 Thread Wedge009
Follow-up Comment #3, bug #25004 (project wesnoth): Oh, I see it now. I wonder if it's a case of the alpha layer not being scaled with rest of the image properly. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25005] EI - Northern Outpost SP no outlaws appear

2016-08-22 Thread Wedge009
Follow-up Comment #1, bug #25005 (project wesnoth): This is a duplicate of bug #24954, which has since been fixed. If you can't wait till the 1.13.6 release, just modify the Lua code with the change in https://github.com/wesnoth/wesnoth/commit/087a2822d16b8eb129a271e4a6e66edd51a5be6f

[Wesnoth-bugs] [bug #25004] Portrait gets not shown properly anymore

2016-08-22 Thread Wedge009
Follow-up Comment #1, bug #25004 (project wesnoth): Do you have this issue with any of the standard units? Or let me know which add-on has these Elementals, please. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25000] Game Inspector Seems Broken in Windows

2016-08-20 Thread Wedge009
Follow-up Comment #1, bug #25000 (project wesnoth): Fixed. https://github.com/wesnoth/wesnoth/commit/149b4779359b2579842ce41a41279bc6fc1a5435 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25000] Game Inspector Seems Broken in Windows

2016-08-20 Thread Wedge009
URL: <http://gna.org/bugs/?25000> Summary: Game Inspector Seems Broken in Windows Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Sun 21 Aug 2016 09:06:27 AM AEST Category: Bug Sever

[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-19 Thread Wedge009
Follow-up Comment #5, bug #24959 (project wesnoth): Some interesting differences, and not just in the input box. I know you did a change not so long ago relating to the Cairo anti-aliasing and dropping the special case for Windows. While I think what we have now is an improvement over how it was

[Wesnoth-bugs] [bug #24988] scrollbar in attack dialog

2016-08-18 Thread Wedge009
Follow-up Comment #6, bug #24988 (project wesnoth): Works for me, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #24995] Selection boxes inconsistent

2016-08-18 Thread Wedge009
Follow-up Comment #1, bug #24995 (project wesnoth): Confirmed, and it's on Linux as well - I don't think it's OS-specific. I don't think I've noticed this before (it's not in 1.12) so it might be a fairly recent change. Thanks for reporting.

[Wesnoth-bugs] [bug #24988] scrollbar in attack dialog

2016-08-17 Thread Wedge009
Follow-up Comment #3, bug #24988 (project wesnoth): The commit might help with the German dialogue in the original attached image. But I forgot that the issue I had with the French dialogues wasn't the 'corps à corps' but the comparatively long word for 'poison' in the ranged attack,

[Wesnoth-bugs] [bug #24780] Load Game dialog layout issues with a small number of saves

2016-08-17 Thread Wedge009
Follow-up Comment #10, bug #24780 (project wesnoth): The commits Vultraz made were after the 1.13.5 release. So you will only see the work-around on the master build. As for the behaviour, I think that's part of the GUI2 design. ___ Reply

[Wesnoth-bugs] [bug #24976] Unit list not focused when pressing recruit hotkey

2016-08-17 Thread Wedge009
Follow-up Comment #5, bug #24976 (project wesnoth): Oh, great! Thanks for reporting before I had a chance to retest. (: Indeed, I would not have thought changing the hot-keys would have made a difference. I don't have rights to mark this as fixed, but I'll make sure it gets cleaned up as part

[Wesnoth-bugs] [bug #24983] Screen messages like "xx created a unit using debug mode" overlap

2016-08-16 Thread Wedge009
Follow-up Comment #1, bug #24983 (project wesnoth): This wouldn't be a big deal if it was only debugging messages, but sadly this happens with any sort of message. I believe this is a duplicate of bug #21634. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24978] Wrong number of hits for swarm attack in attack window

2016-08-15 Thread Wedge009
Follow-up Comment #3, bug #24978 (project wesnoth): Have submitted PR #750 to resolve this. Works for me, at least. ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #24978] Wrong number of hits for swarm attack in attack window

2016-08-15 Thread Wedge009
Follow-up Comment #2, bug #24978 (project wesnoth): Sorry, my mistake. I forgot to take into account the damage resistances of the defending unit. So 1.12 is correct in all cases, and 1.13 is only incorrect with respect to the number of attacks (in the attack window). The damage points are

[Wesnoth-bugs] [bug #24978] Wrong number of hits for swarm attack in attack window

2016-08-15 Thread Wedge009
Follow-up Comment #1, bug #24978 (project wesnoth): Confirmed, although at least the damage calculation graphs show the correct number of attacks. The strange thing is that a similar but distinct problem exists for 1.12: side-bar, attack window and and damage calculations all show different

[Wesnoth-bugs] [bug #24976] Unit list not focused when pressing recruit hotkey

2016-08-15 Thread Wedge009
Follow-up Comment #1, bug #24976 (project wesnoth): Hmm, I know there's been a lot of changes between 1.12 and 1.13 (SDL2, GUI2, etc), but I can't repeat this one. I've tried Windows and Linux, both Recall and Recruit, and in all cases I can use the keyboard hot-key and the up and down keys work

[Wesnoth-bugs] [bug #24967] loadgame list empty on low resolutions.

2016-08-13 Thread Wedge009
Follow-up Comment #1, bug #24967 (project wesnoth): The link has trouble sending info (image cuts out after a few lines of loading), but I can confirm this one too. Switching to the next one up, 1024x768, the load list is fine. This happens in Windows and Linux. The error log appears to be:

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-08-13 Thread Wedge009
Follow-up Comment #9, bug #24846 (project wesnoth): The issue with the editor initialisation has been resolved - can you try the exit again, please? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24780] Load Game dialog layout issues with a small number of saves

2016-08-13 Thread Wedge009
Follow-up Comment #8, bug #24780 (project wesnoth): This works well enough for the Status dialogue now. Thanks. ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #24780] Load Game dialog layout issues with a small number of saves

2016-08-12 Thread Wedge009
Follow-up Comment #6, bug #24780 (project wesnoth): As a work-around, this does the job for the Load Game dialogue (thanks) but for the Status dialogue it leaves a spurious scroll bar. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24964] Segfault/Exception on null reference when initialising Editor

2016-08-12 Thread Wedge009
Follow-up Comment #2, bug #24964 (project wesnoth): Oh, I thought we'd have to create a game board for the editor too. Well, confirmed, thanks. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-12 Thread Wedge009
Follow-up Comment #3, bug #24959 (project wesnoth): It's not an obvious difference to me. Perhaps the font size difference may also be making an impact? Do you think it's another Windows-specific text rendering issue? Any difference that's there is even harder to see in Linux. If I had to pick

[Wesnoth-bugs] [bug #24952] Unstored unit is slowed when recalled

2016-08-12 Thread Wedge009
Follow-up Comment #7, bug #24952 (project wesnoth): Cherry-picked a commit from PR #701 which should resolve this. Please mark this as fixed, or let me know if there are still issues. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24964] Segfault/Exception on null reference when initialising Editor

2016-08-12 Thread Wedge009
URL: <http://gna.org/bugs/?24964> Summary: Segfault/Exception on null reference when initialising Editor Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Fri 12 Aug 2016 09:12:11 PM AEST Categor

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-12 Thread Wedge009
Follow-up Comment #9, bug #24951 (project wesnoth): Forgot to mention that I checked for other instances of 'equals=true/false' and this seems to be only in Delfador's Memoirs. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-12 Thread Wedge009
Follow-up Comment #8, bug #24951 (project wesnoth): Never mind, I did some testing to work out the details. Should be resolved now. https://github.com/wesnoth/wesnoth/commit/f1be140bb48b5a178ae02833425dc379f8ff98c9 ___ Reply to this item

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-12 Thread Wedge009
Follow-up Comment #7, bug #24951 (project wesnoth): Wait, I also see 'boolean_equals=yes/no'. So boolean_equals and equals are different? There are cases of numerical_equals too. I suppose xxx_equals is a way of specifying the data type of the equality operation. Does that mean 'equals' is just a

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-12 Thread Wedge009
Follow-up Comment #6, bug #24951 (project wesnoth): Outside of DM I see instances of 'boolean_equals=true/false' and 'equals=yes/no'. Are these two equivalent? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24954] Eastern Invasion: Outlaws won't appear in 05_Northern Outpost

2016-08-12 Thread Wedge009
Follow-up Comment #4, bug #24954 (project wesnoth): Confirmed, fixed. Thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-08-11 Thread Wedge009
Follow-up Comment #8, bug #24846 (project wesnoth): I think it's related to this change that Vultraz committed earlier today. I don't know the details of what it's doing but it looks like nothing is initialising resources::gameboards after its initial null declaration.

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-08-11 Thread Wedge009
Follow-up Comment #7, bug #24846 (project wesnoth): Oh wow, I'm getting the same thing, on the same commit. editor::map_context_refresher::refresh() (context_manager.cpp:80) Unhandled exception thrown: read access violation. resources::gameboard was nullptr. This is on Windows, but I presume

[Wesnoth-bugs] [bug #24952] Unstored unit is slowed when recalled

2016-08-11 Thread Wedge009
Follow-up Comment #6, bug #24952 (project wesnoth): I don't think I can work out this WML. I see data/campaigns/Delfadors_Memoirs/utils/sides.cfg containing all the macros to store and unstore units. The units recorded in Scenario 8 are stored in the variable delfador_lionels_guard. As an

[Wesnoth-bugs] [bug #24952] Unstored unit is slowed when recalled

2016-08-11 Thread Wedge009
Follow-up Comment #5, bug #24952 (project wesnoth): I confirm the bug is present in 1.12 as well. ___ Reply to this item at: ___ Message sent via/by Gna!

[Wesnoth-bugs] [bug #24914] 1.13.5 Mage of Light illuminates halo issue

2016-08-11 Thread Wedge009
Follow-up Comment #2, bug #24914 (project wesnoth): A good place to test this is the opening scenario of Delfador's Memoirs, where a Mages of Light crosses over another. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23734] Bugs in sp confgure screen

2016-08-11 Thread Wedge009
Follow-up Comment #4, bug #23734 (project wesnoth): Right, well, I found similar problems with MP configuration too. I understand Vultraz is trying a conversion to GUI2 at the moment. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24952] Unstored unit is slowed when recalled

2016-08-11 Thread Wedge009
Follow-up Comment #4, bug #24952 (project wesnoth): That makes sense. I haven't played Delfador's Memoirs for a while so I forgot the story details. I confirm it with the save file you provided and with my own testing (via debug), though it seems I got the slowed unit back in Scenario 17 - A New

[Wesnoth-bugs] [bug #24780] Load Game dialog layout issues with a small number of saves

2016-08-11 Thread Wedge009
Follow-up Comment #4, bug #24780 (project wesnoth): Noting this is an issue for the recently-converted Status dialogue as well. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24959] gui2::ttext renders worse than font::ttext

2016-08-11 Thread Wedge009
Follow-up Comment #1, bug #24959 (project wesnoth): Is there a good example of a dialogue I should be looking at to check this? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24955] When add-ons are downloaded, the dialogs do not disappear properly

2016-08-11 Thread Wedge009
Follow-up Comment #2, bug #24955 (project wesnoth): Forgot to mention this isn't an issue with the old rendering routines in 1.12. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24955] When add-ons are downloaded, the dialogs do not disappear properly

2016-08-11 Thread Wedge009
Follow-up Comment #1, bug #24955 (project wesnoth): Uh, no attachments at all in this case. I know what you're referring to though. If you download more add-ons after the first one, the download success messages 'stack' until the whole screen is redrawn with the dismissal of the add-ons

[Wesnoth-bugs] [bug #24954] Eastern Invasion: Outlaws won't appear in 05_Northern Outpost

2016-08-11 Thread Wedge009
Follow-up Comment #1, bug #24954 (project wesnoth): The attached file doesn't appear to hold any actual save information - maybe it's an OSX issue? Anyway, I tried this manually with debug mode and confirm this is a problem (it's not OS-specific). I wonder if it's similar to the Lua issue

[Wesnoth-bugs] [bug #23734] Bugs in sp confgure screen

2016-08-11 Thread Wedge009
Follow-up Comment #2, bug #23734 (project wesnoth): Okay, I found this is still an issue in 1.13.5+dev, but resizing often causes problems anyway. As I understand it, there's work to convert these screens to GUI2, so it may be resolved then.

[Wesnoth-bugs] [bug #24952] Unstored unit is slowed when recalled

2016-08-10 Thread Wedge009
Follow-up Comment #1, bug #24952 (project wesnoth): I don't know all the details of how units are carried over throughout the scenarios but this doesn't sound right to me (the distinction between units recalled frequently vs seldom). Do you have a save file on hand to demonstrate this, please?

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-09 Thread Wedge009
Follow-up Comment #4, bug #24951 (project wesnoth): I confirm that the scenario will end properly if the condition is changed to 'yes' instead of 'true'. I hacked the save file to do this. Can you explain if the [set_variable] change affects the variable delf_has_staff being assigned 'yes'

[Wesnoth-bugs] [bug #24943] LoW - Human Alliance no recall list

2016-08-09 Thread Wedge009
Follow-up Comment #9, bug #24943 (project wesnoth): No worries, thanks for making the time and effort to report issues. ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-09 Thread Wedge009
Follow-up Comment #2, bug #24951 (project wesnoth): Never mind, I forgot how to find the game inspector but found it just now. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #24951] Delfador's Memoirs Scenario 9 issues

2016-08-09 Thread Wedge009
Follow-up Comment #1, bug #24951 (project wesnoth): I confirm this for master... how did you find out what the delf_has_staff variable is set to? ___ Reply to this item at:

[Wesnoth-bugs] [bug #24943] LoW - Human Alliance no recall list

2016-08-09 Thread Wedge009
Follow-up Comment #7, bug #24943 (project wesnoth): That's a good point. If you feel comfortable enough to do it, just modify the .cfg file with the same change that you see in https://github.com/wesnoth/wesnoth/commit/864d84c2b50bbef6f00f3c7d33c1aa6678b3d90f

[Wesnoth-bugs] [bug #24943] LoW - Human Alliance no recall list

2016-08-09 Thread Wedge009
Follow-up Comment #5, bug #24943 (project wesnoth): Understand your position but unfortunately it looks like you just missed out on this one for the recent 1.13.5 release. You'll have to wait till 1.13.6 for the issue to be resolved in this case.

[Wesnoth-bugs] [bug #24943] LoW - Human Alliance no recall list

2016-08-09 Thread Wedge009
Follow-up Comment #1, bug #24943 (project wesnoth): I believe this is a duplicate of the aforementioned bug #24896. It's possible the leaders' experience was resolved in a separate commit or it was a fluke oddity, but the correction to fix the missing recall list was introduced after the 1.13.5

[Wesnoth-bugs] [bug #24937] Problems with loading/deleting file names with spaces

2016-08-08 Thread Wedge009
Follow-up Comment #3, bug #24937 (project wesnoth): Thanks for the information. That's right, as I mentioned, Linux seems to be okay. The interesting thing to note is that 1.12 also seems to be okay. I see that std::strftime() is wrapped with util::strftime(), the latter being used throughout

[Wesnoth-bugs] [bug #21648] Pango/Cairo (GUI2) font rendering with ClearType on Windows

2016-08-08 Thread Wedge009
Follow-up Comment #10, bug #21648 (project wesnoth): Big improvement. I think this can be marked as fixed/done. Thanks. ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #24933] hotkeys list cannot be sorted by hotkey

2016-08-07 Thread Wedge009
Follow-up Comment #2, bug #24933 (project wesnoth): I don't really know how dialogues work, but I'm looking at src/gui/dialogs/preferences_dialog.cpp and I see two structs at the top: hotkey_sort_by_type and hotkey_sort_by_desc. These seem to be used in the set-up for the dialogue from line 883

[Wesnoth-bugs] [bug #24937] Problems with loading/deleting file names with spaces

2016-08-07 Thread Wedge009
Follow-up Comment #1, bug #24937 (project wesnoth): Considering this minor because Wesnoth doesn't generate file names with spaces - underscores are used instead. This situation arises when I make copies of files - Windows appends things like ' - Copy' or ' (2)' to the file name.

[Wesnoth-bugs] [bug #24927] Load game dialogue does not show file summary for several languages

2016-08-07 Thread Wedge009
Follow-up Comment #1, bug #24927 (project wesnoth): Found something in the logs which may be relevant to this: Failed to convert a string from utf8 to UCS4 error gui/layout: ttext::font::ttext::set_text text '06 août' contains invalid utf-8, trimmed the invalid parts. Note 6 août is French for

[Wesnoth-bugs] [bug #14654] Team name in tooltip is not translated

2016-08-06 Thread Wedge009
Follow-up Comment #6, bug #14654 (project wesnoth): Hovering over the icons at the top of the game screen shows some tool-tips, eg gold, villages, units, etc. I haven't looked at this for a while, but I think the complaint relates to the coloured flag on the top-left. Hovering over it in 1.12

[Wesnoth-bugs] [bug #24918] [1.13] hotkey issue with 'b' and 'volume up/f9'

2016-08-06 Thread Wedge009
Follow-up Comment #7, bug #24918 (project wesnoth): I think we'll leave it open as a record of the issue - on the off chance someone else has the same problem. Thanks for taking the time to report! ___ Reply to this item at:

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

2016-08-06 Thread Wedge009
Follow-up Comment #6, bug #24923 (project wesnoth): I don't think it's a double-click as there's no message popping up at all. In fact, gfgtdf's suggestion seems to lend credence to my theory it is related to mouse click events. Doing a normal single click-release results in no message. But a

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

2016-08-06 Thread Wedge009
Follow-up Comment #3, bug #24923 (project wesnoth): I did some investigation and I think this is a timing issue because when I step through in debugging mode the 'no troops available to recall' message shows up even with the right-click menu method. This message can be dismissed with a mouse

[Wesnoth-bugs] [bug #24928] Loading start of Legend of Wesmere: Human Alliance save file results in a crash

2016-08-06 Thread Wedge009
URL: <http://gna.org/bugs/?24928> Summary: Loading start of Legend of Wesmere: Human Alliance save file results in a crash Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Sat 06 Aug 2016 04:33:42 P

[Wesnoth-bugs] [bug #24918] [1.13] hotkey issue with 'b' and 'volume up/f9'

2016-08-06 Thread Wedge009
Follow-up Comment #3, bug #24918 (project wesnoth): I'm sorry, but I still can't replicate this issue. Is this the only hot-key entry in your preferences file? Given that it happens with other functions to which 'b' is assigned, I wonder if it's specific to your keyboard. I don't have a

[Wesnoth-bugs] [bug #24927] Load game dialogue does not show file summary for several languages

2016-08-06 Thread Wedge009
URL: <http://gna.org/bugs/?24927> Summary: Load game dialogue does not show file summary for several languages Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Sat 06 Aug 2016 04:10:19 PM AEST Ca

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

2016-08-05 Thread Wedge009
Follow-up Comment #12, bug #24703 (project wesnoth): I think this works. SFD, do you mean that a non-functioning scroll bar appears on the Recall dialogue if there are only a few units available? I can confirm that if that's what you mean.

[Wesnoth-bugs] [bug #24919] [1.13] graphical issue with mounted and drake moving animations

2016-08-05 Thread Wedge009
Follow-up Comment #4, bug #24919 (project wesnoth): What does this mean? Is it dependent on CPU performance? I can't say I've seen this happening before - at all. ___ Reply to this item at:

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

2016-08-05 Thread Wedge009
Follow-up Comment #2, bug #24923 (project wesnoth): Actually, I can confirm this one. Empty recruit is a lot less common than empty recall (former is usually scenario-specific, latter can be tested at the start of any campaign), but using the keyboard short-cut results in the message that there

[Wesnoth-bugs] [bug #23909] SDL2 Colour Cursors broken on ATI/AMD GPUs under Linux

2016-08-05 Thread Wedge009
Follow-up Comment #11, bug #23909 (project wesnoth): From the commit comment, it looks like SDL + AMD GPUs don't handle colour information within the transparency layer very well. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23909] SDL2 Colour Cursors broken on ATI/AMD GPUs under Linux

2016-08-05 Thread Wedge009
Follow-up Comment #9, bug #23909 (project wesnoth): Oh wow, if I'd known it was that simple I would have tried it myself. Running on the Mobility HD 2600 with standard radeon driver, the cursors seem fine to me. The R9 290 system no longer has Wesnoth on it (had to wipe the HDD, I think), but I

[Wesnoth-bugs] [bug #24896] LoW - Human Alliance experience and recall reset

2016-08-05 Thread Wedge009
Follow-up Comment #9, bug #24896 (project wesnoth): Just noticed something, not sure if it's related to the commit 864d84c2 which was meant to resolve the team reset. Attempting to load the automatically-generated saved game for the start of Human Alliance now results in a crash. Attempting to

[Wesnoth-bugs] [bug #24918] [1.13] hotkey issue with 'b' and 'volume up/f9'

2016-08-05 Thread Wedge009
Follow-up Comment #1, bug #24918 (project wesnoth): I wasn't able to replicate this issue. What keyboard layout are you using? The SDL2 key scanning should adapt to different layouts but best to minimise variables. Also, what's the contents of the hot-key section of your preferences file?

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

2016-08-04 Thread Wedge009
Follow-up Comment #7, bug #24703 (project wesnoth): Even with the problems, I think c2b09cbe is still an improvement over not seeing the overflowed text at all. I'm not sure what is meant by the invocation of the scroll bar - are we talking about the scroll bar on the Dark Sorcerer's profile or

[Wesnoth-bugs] [bug #24896] LoW - Human Alliance experience and recall reset

2016-08-01 Thread Wedge009
Follow-up Comment #8, bug #24896 (project wesnoth): Yep, that seemed to fix the issue. I reckon that's something worth reporting in the player change log. It doesn't appear to be an issue in 1.12. ___ Reply to this item at:

[Wesnoth-bugs] [bug #23910] Intermittent System Icon on Windows

2016-07-31 Thread Wedge009
Follow-up Comment #8, bug #23910 (project wesnoth): Haven't witnessed this for a long, long time - probably not since the last comments on this back in March. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24512] Multiplayer is broken after attempting to load SP save as MP game

2016-07-31 Thread Wedge009
Follow-up Comment #1, bug #24512 (project wesnoth): Still present as of 1.13.5+dev (4889fd7534a3b6aa766878783cfaaec89725005e). Admittedly, this is a pretty contrived circumstance, but it's still possible. ___ Reply to this item at:

[Wesnoth-bugs] [bug #24896] LoW - Human Alliance experience and recall reset

2016-07-30 Thread Wedge009
Follow-up Comment #3, bug #24896 (project wesnoth): The previous comment relates to the lack of a recall list. I think the reset of Kalenz and Landar's experience may be related to a forced change in level if they are not already at level 2 (since they were only at level 1 in my debug-mode

[Wesnoth-bugs] [bug #24896] LoW - Human Alliance experience and recall reset

2016-07-30 Thread Wedge009
Follow-up Comment #1, bug #24896 (project wesnoth): I tentatively confirm this, though I can't be sure because I used debug mode. I had a look over the history of the campaign files, but I don't know enough about WML to see what's going on. We have both a chapter change and a story-only scenario

[Wesnoth-bugs] [bug #24887] Alignment not being translated in unit sidebar

2016-07-30 Thread Wedge009
Follow-up Comment #2, bug #24887 (project wesnoth): I had a look through the history (back when unit/types.* was still unit_types.*, and Chris Beck switched unit_type::alignment from the standard enum used in 1.12.x to the MAKE_ENUM macro on 26th May 2014

[Wesnoth-bugs] [bug #21649] Consecutive line breaks not rendered as expected with Pango/Cairo (GUI2, etc.)

2016-07-29 Thread Wedge009
Follow-up Comment #17, bug #21649 (project wesnoth): Oh right. Is that why we switched font? Well, thanks for the explanation/reminder. ___ Reply to this item at:

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