Follow-up Comment #14, bug #21776 (project wesnoth): (I agree this is a minor cause, probably not worth to work on it. Wesnoth has much more serious problems. :) Like the lua environment that is not saved. )
>Also becasue i currently believe that relaoding should not change the gamestate I understand that philosophy, but the problem is the WML/lua system is far from perfect, and there are situations in which it is useful (see comment #7, the text "that come to my mind"). And from a philosophical point of view, don't forget the save/load process doesn't lead to an identical situation, since the controller may change. An example scenario: WML may help AI to cheat >> IMO a replay should be an exact replay. >there are other events aswell which arent fired in the replay (select ... ) I see. But still ... it is expected a select event won't be fired during a replay because it is not synchronized. It is natural to expect that any stuff will be replayed iff it is synchronized. Also select events behave consistently in a replay. A preload event is fired sometimes, sometimes it is not. (The situation would be more clean if the events were distinguished, name=preload,save_and_reload ) Conquest Minus: >which could maybe the be solved by moving all the "make some input" in the "turn 2" event. But maybe you meant player actions (move, attack) while i thought you meant right click menus, [message][option] and similar by input. Yes, I meant [message][option]. But in turn 1 players play the game, and in turn 2 they decide whether the start is balanced enough. So the input must stay within turn 2. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21776> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs