[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-08-27 Thread Ignacio R. Morelle
Update of bug #19861 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-21 Thread Gunter Labes
Follow-up Comment #9, bug #19861 (project wesnoth): You're welcome to add a feature request for clients with incomplete information if there isn't one yet. While wesnoth is probably a game where implementing that is more feasible than elsewhere it's still not going to be easy. Apart from complica

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-19 Thread J Tyne
Follow-up Comment #8, bug #19861 (project wesnoth): For example, the following WML makes it impossible to undo anything except dismissals from the recall list: [event] name=moveto,recruit,recall first_time_only=no [/event] This event could be added to either a scenario or an era to make

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-18 Thread ToBeFree
Follow-up Comment #7, bug #19861 (project wesnoth): Now knowing how the game really works I am surprised. O.o Why are hidden units implemented like this? In my opinion it is much better to do it like I thought it was. Are there any reasons *for* doing it like it is currently done? I want to be ab

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-18 Thread Gunter Labes
Update of bug #19861 (project wesnoth): Item Group: User Interface => Multiplayer ___ Follow-up Comment #6: Every client has the information where hidden units are located, thus it is no problem to modify

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-08 Thread Simon Forsyth
Follow-up Comment #5, bug #19861 (project wesnoth): Also see bug #17277 for another discussion of this issue. ___ Reply to this item at: ___ Message sent via/by

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-07 Thread ToBeFree
Follow-up Comment #4, bug #19861 (project wesnoth): Either the host or the server has to tell the client that there is a hidden unit. It is not "the game" that allows moves to be undone. Every move is sent to the server and it can only be undone if there was no hidden unit. If every client had the

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-07-07 Thread J Tyne
Follow-up Comment #3, bug #19861 (project wesnoth): Your question assumes that the host has the option to disable undos, which is not the case as far as I know. The game (not the host, but _Battle for Wesnoth_ itself) is the one that allows moves to be undone. It is rather trivial to edit a scenar

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-06-28 Thread ToBeFree
Follow-up Comment #2, bug #19861 (project wesnoth): Couldn't you at least warn about this issue when someone allows undo in multiplayer without activating fog? A little warning dialog saying something like "Warning: If you enable undo on maps without fog, it is possible to abuse the undo command t

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-06-28 Thread Simon Forsyth
Update of bug #19861 (project wesnoth): Status:None => Wont Fix ___ Follow-up Comment #1: This is an inevitable consequence of allowing undo and having hidden information. _

[Wesnoth-bugs] [bug #19861] "Undo" can be abused to find invisible units

2012-06-28 Thread ToBeFree
URL: Summary: "Undo" can be abused to find invisible units Project: Battle for Wesnoth Submitted by: tobefree Submitted on: Do 28 Jun 2012 12:54:22 GMT Category: Bug Severity: 2