[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-06-13 Thread Daniel
Update of bug #22173 (project wesnoth): Severity: 3 - Normal => 4 - Important ___ Follow-up Comment #1: this bug annoys me so much.. i upgraded its importance. But note this this ismmost likley only

[Wesnoth-bugs] [bug #22205] enter_hex and exit_hex events keep units from moving

2014-06-15 Thread Daniel
Follow-up Comment #1, bug #22205 (project wesnoth): if i remember correctly this is the intened behaviour: During enter_hex, leave_hex the [allow_undo] has a special meaning which is [not_stop_the_unit]. Note that this means enter_hex events doesn't prevent undoing, if you want prevent undoing you

[Wesnoth-bugs] [bug #22205] enter_hex and exit_hex events keep units from moving

2014-06-26 Thread Daniel
Update of bug #22205 (project wesnoth): Status:None => Invalid Open/Closed:Open => Closed ___ Follow-up Comment #2: closed since "if i

[Wesnoth-bugs] [bug #21884] Units with many [advancement] tags cause graphic slowdowns

2014-06-26 Thread Daniel
Update of bug #21884 (project wesnoth): Status: Invalid => None Open/Closed: Closed => Open ___ Follow-up Comment #3: i can reproduce thi

[Wesnoth-bugs] [bug #21884] Units with many [advancement] tags cause graphic slowdowns

2014-06-27 Thread Daniel
Update of bug #21884 (project wesnoth): Severity: 3 - Normal => 2 - Minor Priority: 5 - Normal => 2 ___ Follow-up Comment #4: Ok i think https://

[Wesnoth-bugs] [bug #22263] inspect doesnt show variables if first is empty

2014-07-02 Thread Daniel
URL: Summary: inspect doesnt show variables if first is empty Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 03 Jul 2014 00:52:16 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #22268] Lua assertion

2014-07-06 Thread Daniel
Update of bug #22268 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: ready for test https://github.com/wesnoth/wesnoth/commit/792b34686e5a092e0658b4c869fc739e5df5583

[Wesnoth-bugs] [bug #21565] Fullscreen does not resize when dragging window to fullscreen.

2014-07-10 Thread Daniel
Follow-up Comment #2, bug #21565 (project wesnoth): I do not have this bug (in 1.13-dev). I do have a similar bug (resizing doesnt work during storyscreen) but that's not related to how i rezize I do also (in 1.13-dev) have a similar bug that when a rezize the window by gragging to the left/righ

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Daniel
URL: Summary: assertion failure in unit map Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 10 Jul 2014 22:57:12 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Daniel
Follow-up Comment #1, bug #22305 (project wesnoth): ignore the '>' character which caused quoting highlighting in teh previous post. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-12 Thread Daniel
Update of bug #22305 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22268] Lua assertion

2014-07-12 Thread Daniel
Update of bug #22268 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #22361] "observers" game option is always false in networked mp

2014-07-19 Thread Daniel
Update of bug #22361 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21866] MP campaign underyling_id collision

2014-07-19 Thread Daniel
Update of bug #21866 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #20826] Unit does not level up after gaining 1 EP, other player loses connection

2014-07-19 Thread Daniel
Update of bug #20826 (project wesnoth): Status: Ready For Test => Fixed Assigned to:None => gfgtdf ___ Reply to this item at:

[Wesnoth-bugs] [bug #20257] Replay Crash

2014-07-19 Thread Daniel
Update of bug #20257 (project wesnoth): Status:Wont Fix => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #6: the code has change

[Wesnoth-bugs] [bug #22410] Segmentation fault when setting up multiplayer

2014-07-31 Thread Daniel
Update of bug #22410 (project wesnoth): Status:None => Ready For Test ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #18559] MP persistent variables synchronization

2014-08-03 Thread Daniel
Update of bug #18559 (project wesnoth): Status:None => Fixed Assigned to: upthorn => None ___ Reply to this item at:

[Wesnoth-bugs] [bug #13274] altered [advancement]s don't take effect

2014-08-03 Thread Daniel
Update of bug #13274 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #14232] Pre-setting game variables from within game hall

2014-08-03 Thread Daniel
Update of bug #14232 (project wesnoth): Status:None => Need Info ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #21464] Add a pre advance event

2014-08-06 Thread Daniel
Update of bug #21464 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22410] Segmentation fault when setting up multiplayer

2014-08-10 Thread Daniel
Update of bug #22410 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #1: assuming as fixed b

[Wesnoth-bugs] [bug #21962] replays of reloaded sp games broken.

2014-08-10 Thread Daniel
Update of bug #21962 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22480] Mp connect is shown when advancing to next scenario.

2014-08-15 Thread Daniel
Update of bug #22480 (project wesnoth): Assigned to:None => riftwalker ___ Follow-up Comment #1: This is annoying because: 1) we see information about other sides that we don't want to see (spo

[Wesnoth-bugs] [bug #20941] Keeping track of "number of times recalled" for each unit in a campaign.

2014-08-17 Thread Daniel
Update of bug #20941 (project wesnoth): Status:None => Wont Fix ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #20719] next_scenario= not correctly read

2014-08-21 Thread Daniel
Follow-up Comment #10, bug #20719 (project wesnoth): I think we should add name= also to the things that get preserved from [scenario]. Especialy for the filenames of start-of-scenario saves this makes sense because i think it would be nice if those were saved before the scenario is generated. Cu

[Wesnoth-bugs] [bug #19653] shuffle=yes/no key

2014-08-21 Thread Daniel
Update of bug #19653 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: see https://github.com/wesnoth/wesnoth/pull/265 ___

[Wesnoth-bugs] [bug #22516] [standard_unit_filter] id = "" behaviour changed

2014-08-24 Thread Daniel
URL: Summary: [standard_unit_filter] id = "" behaviour changed Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 24 Aug 2014 19:05:51 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #22539] Single player saved games contain [multiplayer] blocks

2014-08-28 Thread Daniel
Update of bug #22539 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #5: the assertion was removed and the the [multiplayer] beeing present in sp saves is part of riftwa

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-08-28 Thread Daniel
URL: Summary: wesnoth cannot load old start-of-scenario saves Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 28 Aug 2014 19:05:27 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-08-28 Thread Daniel
Update of bug #22546 (project wesnoth): Assigned to: rhuvaen => riftwalker ___ Follow-up Comment #1: misslicked. ofc it was meant to be assigned to riftwalker.

[Wesnoth-bugs] [bug #22547] msvc build broken

2014-08-30 Thread Daniel
Update of bug #22547 (project wesnoth): Severity: 4 - Important => 5 - Blocker ___ Follow-up Comment #1: upgraded to blocker, note that this is 1.13.0-dev so it doesn't block the 1.11.x releses. _

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-09-08 Thread Daniel
Update of bug #22546 (project wesnoth): Severity: 4 - Important => 5 - Blocker ___ Follow-up Comment #2: upgraded to blocker, start-of-scenario saves are the saves that are usualy used when changing th

[Wesnoth-bugs] [bug #22547] msvc build broken

2014-09-12 Thread Daniel
Update of bug #22547 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #2: fixed it in https:/

[Wesnoth-bugs] [bug #22620] Preprocessor symbols not cleared at BfW title-screen

2014-09-13 Thread Daniel
Follow-up Comment #1, bug #22620 (project wesnoth): and why is this harmful? Note that reloadoing might take some time so it's desirable not to do it if it's not needed. for [campaign]s we have the type="sp"/"mp"/"hybrid" which specifies when a campaigns should be accesible.

[Wesnoth-bugs] [bug #22620] Preprocessor symbols not cleared at BfW title-screen

2014-09-14 Thread Daniel
Follow-up Comment #3, bug #22620 (project wesnoth): Sp campaigns shouldn't be accessible via multiplayer because [campaign]type= defaults to "sp" which means they aren't accesible via mp. I also don't see how conflicts with imagefiles could appear. As soon as the sp campaign starts the configs ar

[Wesnoth-bugs] [bug #22635] mousemove event.

2014-09-14 Thread Daniel
URL: Summary: mousemove event. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 14 Sep 2014 18:11:47 UTC Category: Feature Request Severity: 3 - Normal

[Wesnoth-bugs] [bug #22643] Wesnoth 1.11.16 fails to build with boost-1.56

2014-09-15 Thread Daniel
Update of bug #22643 (project wesnoth): Assigned to:None => mattsc ___ Follow-up Comment #1: unfortunateley i see no linenumbers in your errorreport (i guess thatÄs normal for linkererrors?

[Wesnoth-bugs] [bug #22601] Northern Rebirth - The Eastern Flank - recall list empty for drakes

2014-09-23 Thread Daniel
Follow-up Comment #7, bug #22601 (project wesnoth): pr is merged in 1.12 still needs to be done for 1.13 ___ Reply to this item at: ___ Nachricht gesendet von/d

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-10-08 Thread Daniel
Update of bug #22147 (project wesnoth): Assigned to:None => gfgtdf ___ Follow-up Comment #4: backported commit in https://github.com/wesnoth/wesnoth/commit/1b8199685e2178a380edfbd8c4d2af658

[Wesnoth-bugs] [bug #21903] Scenario transitions in networked MP don't work unless host transitions first

2014-10-08 Thread Daniel
Follow-up Comment #10, bug #21903 (project wesnoth): for the log: 1.12 commit is: https://github.com/wesnoth/wesnoth/commit/986002b44880093e848e7c10a8a08581d53e3796 master commit is: https://github.com/wesnoth/wesnoth/commit/35f781d428aed486752d65d01624d9a236a363d5 __

[Wesnoth-bugs] [bug #20322] Private units created with Lua cause OOS in replays

2014-10-08 Thread Daniel
Update of bug #20322 (project wesnoth): Status: Ready For Test => Fixed Assigned to:None => gfgtdf ___ Follow-up Comment #7: assuming to be fixe

[Wesnoth-bugs] [bug #21798] Saving and loading in multiplayer alters global_variable in replay

2014-10-08 Thread Daniel
Follow-up Comment #2, bug #21798 (project wesnoth): becasue there is no answer it'll be assumed to be fixed on master and nonexistent on 1.12. ___ Reply to this item at: _

[Wesnoth-bugs] [bug #22147] networking instability in linger mode

2014-10-08 Thread Daniel
Update of bug #22147 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #1, bug #22881 (project wesnoth): this seems to be a bug on the c++ side rather then in Low (although it could be solved by Low in a workaround too ofc). I tihnk the reason is that extract_preload_scripts which extracts toplevel [lua] scripts (like the one that defines [replace_

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #2, bug #22881 (project wesnoth): or maybe it's a resources::lua_kernel->initialize(); call that is missing? unfortualtely i cannot test that since Low seems to be quite broken on master. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #3, bug #22881 (project wesnoth): no i think i got it all wrong. I now think that the "time over" event doesn't fire in replays and that's why the replace_map etc doesnt even happen. ___ Reply to this item at:

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-28 Thread Daniel
Follow-up Comment #4, bug #22881 (project wesnoth): fixed in master in https://github.com/wesnoth/wesnoth/commit/52fb0597273f5cfd1783436a623e1eb6038b756f ___ Reply to this item at: __

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-10-28 Thread Daniel
Update of bug #22546 (project wesnoth): Severity: 5 - Blocker => 3 - Normal ___ Follow-up Comment #6: i had problmes with your commit when advancing to the next scenario after reloading an old start

[Wesnoth-bugs] [bug #22881] Legend of Wesmere - Ka'lian under Attack - replay corrupt/out of sync

2014-10-29 Thread Daniel
Update of bug #22881 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #5: now also backported to 1.12 marking as ready to test __

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-10-29 Thread Daniel
URL: Summary: cannot select modifications for LoW Mp campaign Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 30 Okt 2014 00:25:39 UTC Category: Bug Severity:

[Wesnoth-bugs] [bug #22897] stderr/out.txt bugged in unicodepaths.

2014-11-01 Thread Daniel
Update of bug #22897 (project wesnoth): Item Group: None of the others => User Interface ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22897] stderr/out.txt bugged in unicodepaths.

2014-11-01 Thread Daniel
Update of bug #22897 (project wesnoth): Item Group: User Interface => None of the others ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22891] wesnoth doesn't close on Alt+F4

2014-11-01 Thread Daniel
Update of bug #22891 (project wesnoth): Item Group: None of the others => User Interface ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-01 Thread Daniel
Update of bug #22890 (project wesnoth): Item Group: None of the others => Multiplayer ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-01 Thread Daniel
Update of bug #22890 (project wesnoth): Status: Ready For Test => Need Info ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-01 Thread Daniel
Update of bug #22890 (project wesnoth): Status:None => Ready For Test Open/Closed:Open => Closed ___ Follow-up Comment #1: i just tested again

[Wesnoth-bugs] [bug #11618] [generator] 'cave' maps lack functionality for MP

2014-11-05 Thread Daniel
Update of bug #11618 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: maybe fixed in https://github.com/wesnoth/wesnoth/pull/279

[Wesnoth-bugs] [bug #22921] Wesnoth is missing apostrophes

2014-11-08 Thread Daniel
Follow-up Comment #3, bug #22921 (project wesnoth): My msvc build on master didn't reproduce it, i still get the game game called "Daniel's game" and "Sulla's ruins". Note that boost locale s implementation might differ very much on different os. What i did get however is that my "system defaul

[Wesnoth-bugs] [bug #22921] Wesnoth is missing apostrophes

2014-11-08 Thread Daniel
Update of bug #22921 (project wesnoth): Severity: 3 - Normal => 4 - Important ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #16820] [kill] with fire_event=yes doesn't trigger end of scenario

2014-11-09 Thread Daniel
Update of bug #16820 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #4: [kill] side,canrecruit=1,yes fire_event=yes [/kill] Do

[Wesnoth-bugs] [bug #16850] 'enemies defeated' events fired at odd times

2014-11-09 Thread Daniel
Update of bug #16850 (project wesnoth): Status:None => Wont Fix ___ Follow-up Comment #3: like i said in https://gna.org/bugs/index.php?16820 killing all units with [kill] is not guarant

[Wesnoth-bugs] [bug #22546] wesnoth cannot load old start-of-scenario saves

2014-11-09 Thread Daniel
Update of bug #22546 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #21798] Saving and loading in multiplayer alters global_variable in replay

2014-11-09 Thread Daniel
Update of bug #21798 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #15948] Random TOD does not work in MP campaigns, causes OOS

2014-11-09 Thread Daniel
Update of bug #15948 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #8106] User gets defeat when he's not supposed to.

2014-11-09 Thread Daniel
Update of bug #8106 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht gese

[Wesnoth-bugs] [bug #22173] check_victory broken inside draw.

2014-11-09 Thread Daniel
Update of bug #22173 (project wesnoth): Category: Bug => Feature Request Status:None => Wont Fix Open/Closed:Open => Closed _

[Wesnoth-bugs] [bug #3856] hide map at start of turn, to preserve fog/shroud in hotseat games

2014-11-09 Thread Daniel
Update of bug #3856 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht gese

[Wesnoth-bugs] [bug #22956] Mp campaign list shows unit icons

2014-11-14 Thread Daniel
URL: Summary: Mp campaign list shows unit icons Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 14 Nov 2014 16:37:29 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-14 Thread Daniel
Update of bug #22890 (project wesnoth): Status: Need Info => None Open/Closed: Closed => Open ___ Follow-up Comment #2: y i can definitely

[Wesnoth-bugs] [bug #22956] Mp campaign list shows unit icons

2014-11-14 Thread Daniel
Update of bug #22956 (project wesnoth): Severity: 3 - Normal => 2 - Minor Assigned to:None => fendrin ___ Follow-up Comment #1: ok i found out that

[Wesnoth-bugs] [bug #10904] random map selector

2014-11-16 Thread Daniel
Update of bug #10904 (project wesnoth): Summary:random map generator => random map selector ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #16172] Several requests for object/effect

2014-11-16 Thread Daniel
Follow-up Comment #3, bug #16172 (project wesnoth): s/sill only five/only gives ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org

[Wesnoth-bugs] [bug #16172] Several requests for object/effect

2014-11-16 Thread Daniel
Follow-up Comment #2, bug #16172 (project wesnoth): 3) has been implemented, just like for loyal it sill only five you the effect not the trait. ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #11618] [generator] 'cave' maps lack functionality for MP

2014-11-20 Thread Daniel
Update of bug #11618 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #2: note that this fix is only in master. _

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-21 Thread Daniel
Update of bug #22890 (project wesnoth): Status:None => Duplicate ___ Follow-up Comment #3: dublicate of https://gna.org/bugs/index.php?22334 _

[Wesnoth-bugs] [bug #22334] MP Modifications can no longer be directly chosen for MP campaigns

2014-11-21 Thread Daniel
Update of bug #22334 (project wesnoth): Status:Works For Me => Confirmed ___ Follow-up Comment #3: I can confirm this bug, it only happens when the 'campaigns' scenatio is the first scenaio to sh

[Wesnoth-bugs] [bug #22334] MP Modifications can no longer be directly chosen for MP campaigns

2014-11-21 Thread Daniel
Update of bug #22334 (project wesnoth): Status: Confirmed => Ready For Test ___ Follow-up Comment #4: possible fix in https://github.com/wesnoth/wesnoth/commit/385115727fc1a1d64f25712de71c8eb56e7f24

[Wesnoth-bugs] [bug #15567] Default hotkey for Mute (ctrl-alt m) doesn't work

2014-11-21 Thread Daniel
Update of bug #15567 (project wesnoth): Summary: Default hotkey for Mute (ctrl-alt m) doesn't work => Default hotkey for Mute (ctrl-alt m) doesn't work ___ Reply to this item at: _

[Wesnoth-bugs] [bug #15567] Default hotkey for Mute (ctrl-alt m) doesn't work

2014-11-21 Thread Daniel
Follow-up Comment #3, bug #15567 (project wesnoth): removed a leading space in the bug description. ___ Reply to this item at: ___ Nachricht gesendet von/durch G

[Wesnoth-bugs] [bug #22983] non-ASCII characters in the user's path prevent BfW to launch

2014-11-23 Thread Daniel
Follow-up Comment #2, bug #22983 (project wesnoth): I tried to reproduce this with a downloaded 1.11.19 version by starting "path_to_my_wesnoth\wesnoth.exe --config-dir D:\máslo" and the userdata was properly read from D:\máslo. Did you also test another non ascii string besides máslo ? _

[Wesnoth-bugs] [bug #22983] non-ASCII characters in the user's path prevent BfW to launch

2014-11-23 Thread Daniel
Update of bug #22983 (project wesnoth): Status:None => Confirmed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22983] non-ASCII characters in the user's path prevent BfW to launch

2014-11-24 Thread Daniel
Update of bug #22983 (project wesnoth): Severity: 3 - Normal => 5 - Blocker ___ Follow-up Comment #7: y, it shouldn't be hard to fix. ___ Re

[Wesnoth-bugs] [bug #22988] any moveto event prevents units to attack

2014-11-24 Thread Daniel
Follow-up Comment #1, bug #22988 (project wesnoth): from looking at the code this seems to be the intended behaviour. In most situations this makes sense because the movto event might have changes the sitution, so that attacking is now a less good idea, and the user might want the option to rethin

[Wesnoth-bugs] [bug #22975] quit game does not work during enemy turn

2014-11-24 Thread Daniel
Update of bug #22975 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #1: closed in master, w

[Wesnoth-bugs] [bug #22890] cannot select modifications for LoW Mp campaign

2014-11-24 Thread Daniel
Update of bug #22890 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Nachricht ge

[Wesnoth-bugs] [bug #22988] any moveto event prevents units to attack

2014-11-24 Thread Daniel
Follow-up Comment #4, bug #22988 (project wesnoth): no there is currently no mechanism for cutomizing undos, although it has been requested multiple times (see older feature requests, or this page: http://wiki.wesnoth.org/EasyCoding (i woudn't call this easy though)). currently [allow_undo] (or

[Wesnoth-bugs] [bug #22988] any moveto event prevents units to attack

2014-11-24 Thread Daniel
Follow-up Comment #6, bug #22988 (project wesnoth): > so enter/exit hex is unusable in this situation, and players will cry they must split move+attack into two orders I don't know which situation you mean. If you are talking about the problm in the first post: I never said those events can help

[Wesnoth-bugs] [bug #22983] non-ASCII characters in the user's path prevent BfW to launch

2014-11-25 Thread Daniel
Update of bug #22983 (project wesnoth): Status: Confirmed => Ready For Test ___ Follow-up Comment #8: fixed in https://github.com/wesnoth/wesnoth/commit/b4d49a367525e22acee2eaaa1753b41c06920629 But

[Wesnoth-bugs] [bug #20582] [era] and [modification] WML is copied twice for MP campaign

2014-12-02 Thread Daniel
Update of bug #20582 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #7: events from modification beeing present in all scenarios of a campaign is the expected behaviour

[Wesnoth-bugs] [bug #18883] [snapshot], [multiplayer], [replay_start] not supported at scenario toplevel

2014-12-04 Thread Daniel
Update of bug #18883 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #7: becasue of refactors of the mp code and of the savegame code it is unlikeley that this bug is st

[Wesnoth-bugs] [bug #23027] wesnoth.dofile broken

2014-12-05 Thread Daniel
URL: Summary: wesnoth.dofile broken Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 05 Dez 2014 18:20:49 UTC Category: Bug Severity: 5 - Blocker

[Wesnoth-bugs] [bug #23027] wesnoth.dofile broken

2014-12-05 Thread Daniel
Update of bug #23027 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #2: i didn't check deep

[Wesnoth-bugs] [bug #23028] wesnothd::game::is_on_team bugged,

2014-12-05 Thread Daniel
URL: Summary: wesnothd::game::is_on_team bugged, Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 05 Dez 2014 22:07:00 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23036] campaign define not defined in networked multiplayer when joining game

2014-12-07 Thread Daniel
URL: Summary: campaign define not defined in networked multiplayer when joining game Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 07 Dez 2014 17:35:07 UTC Category: Bug

[Wesnoth-bugs] [bug #23038] wml reloads on campaign menu

2014-12-10 Thread Daniel
Update of bug #23038 (project wesnoth): Assigned to:None => riftwalker ___ Follow-up Comment #1: This is mpost likeley repated to riftwalkers SPMP patch. assigning to riftwalker. _

[Wesnoth-bugs] [bug #23042] Lawful Heavy Infantryman not getting -25% damage at night

2014-12-10 Thread Daniel
Update of bug #23042 (project wesnoth): Status:None => Invalid Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #22968] Reload in multiplayer severe bugs

2014-12-26 Thread Daniel
Follow-up Comment #7, bug #22968 (project wesnoth): I tested the "Host controlles Ai sides on reload" bug in 1.12 and it seems that: 1) If the host switched during reload then the sides are now controlled by the previous host. 2) It's also possible to reproduce this when reloading the game as a lo

[Wesnoth-bugs] [bug #22968] Reload in multiplayer severe bugs

2014-12-26 Thread Daniel
Follow-up Comment #8, bug #22968 (project wesnoth): This bug only happens when the host saves the game. ___ Reply to this item at: ___ Nachricht gesendet von/dur

[Wesnoth-bugs] [bug #22968] Reload in multiplayer severe bugs

2014-12-26 Thread Daniel
Follow-up Comment #9, bug #22968 (project wesnoth): There is a known bug about wrong values of team names in teh status window in networked mp related to serversided contoller tweaks that only appears to the host of a game. (I couldnt fing the report right now, also possible that this was just rep

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