wesnoth-dev
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Wesnoth-dev] open bug overview


From: ott
Subject: [Wesnoth-dev] open bug overview
Date: Sun, 13 Feb 2005 23:12:55 +0200
User-agent: Mutt/1.5.6i

Review of open bugs

Apologies for the long post.

The list of bugs seems to contain many bugs that are related to each
other, and also many that are not really bugs.  I went through the
current list of 119 open bugs, excluding the 3 that are marked as Fixed.
Here is a classification of these bugs, highlighting some not-so-obvious
relationships, with specific comments on some of the bugs that seem
potentially easy to deal with.  I hope this helps us all get a better
handle on the state of Savannah.


Commented bugs

 7506 [AI] AI & units with multi-hexes-range weapons does not use of them 
properly

I thought multi-hex-range attacks were now completely out of the game.
As benj points out, Watch Towers and Pirate Galleons do require them
in SotBE.  Has removal of multi-hex attacks broken SotBE?

11441 [--] "Unknown scenario" bug in HTTT
11374 [Ca] Princess of Wesnoth bug

Similar bugs cropped up several times, here and in the forums.
With #11374 strings in scenario files were clearly different
to the original distribution in Crossroads, containing a
tag "next_scenario=Princess_of_Wesnoth" which does not match
"id=The_Princess_of_Wesnoth" as defined in Princess of Wesnoth; these
have both been "The_Princess_of_Wesnoth" in the official sources
for many moons.  With #11441 the player could not progress beyond
Elves Besieged because of "Unknown scenario: Blackwater_Port" (this
is the correct id).  Maybe someone was distributing a broken build,
or, less likely, the files were modified by the user?  Both of these
bug reports are for 0.8.8.  Time to close?

10154 [UI] debug mode keybinding

This is misnamed.  It has to do with the ':' vi-like keyboard commands
implemented in turn_info::do_command(), and really isn't anything
to do with debug mode: there are some debug-only commands like ':n'
which throw a victory event so making it possible to skip immediately
to the next scenario, but most (like ':w' and ':q!') are available
at any time.  The complaint is that command mode is bound to shift-;
but on some keyboards ; is shift-, so command mode is inaccessible.
Perhaps the workaround of editing game.cfg could be documented
somewhere.  A longer term fix could be to allow this hotkey to be
changed or to add another hotkey shift-, as a synonym.  Just adding
a block
    [hotkey]
    command=command
    key=,
    shift=yes
    [/hotkey]
after the existing "key=;" block does not work, this seems to disable
both shift-, and shift-; unfortunately.

 9432 [UI] Mac-standard shortcuts not working in windowed mode

This seems to relate to the many feature requests about better keyboard
handling or less reliance on the mouse.  Keyboard handling from the
main menu is currently feature request #11170, perhaps these can
be consolidated?

11685 [AI] crash: Assertion `threats.empty() == false' failed in ai_move.cpp:114

I submitted this one, but I haven't seen it since the new pathfinder
code was introduced and it can probably be closed.  I will ask for
it to be reopened if it occurs again.

11563 [--] in windowed mode the title is "unnamed window" (running openbox)

The comment from the submitter seems to indicate this was a problem
on their end, perhaps with openbox.  Time to close?

11810 [ed] Color choosing the tiles

The submitter did provide more info here, so this perhaps should be
changed back from Need Info to None.  They seem to be complaining about
lack of visual indicators of which tiles are selected.  This could
be related to errors I've been seeing when running the editor:

error display: could not open image 'buttons/uparrow-button-active-pressed.png'
error display: could not open image 
'buttons/downarrow-button-active-pressed.png'
illegal surface portion...
error display: could not open image 'buttons/lite-active-pressed.png'
error display: could not open image 'buttons/lite_small-active-pressed.png'
error display: could not open image ''
error display: could not open image 'terrain/desert_crater.png'

These button images do not exist, but there are game codepaths
that do cause these names to be generated.  There are other
button names like this exhibiting the same problem in the
game itself.  I see on IRC sanna was doing some fixing of these
(eg. images/missile-n.png) but there are several others.  On the
other hand, freim made a start on a list of unused graphics at:
    http://www.idi.ntnu.no/~haskjold/wesnoth/gfx_not_in_use.txt

 8506 [Gr] Wesnoth shows blank screen instead of graphics
10256 [--] crash when pasting text
10494 [Gr] Game crashes when setting resolution to current screen resolution in 
windowed mode
10712 [UI] a segmantation fault, always in different level/action/move ...
11116 [UI] Fullscreen crash

All related to serious errors.  The first one is for 0.7.2, has anyone
reproduced it recently?

 8848 [MP] Merged castles in random maps
 9584 [MP] Large random maps don't work well

These relate to problems in the random map generator, and are not
obviously multiplayer specific.  Also, are the problems still around?

11735 [Un] Disappearing units.

This seems unreproducible.  Orcish Incursion was revised several times,
so perhaps time to close?




The dreaded OOS

10050 [MP] MP random numbers still cause OOS
10697 [MP] 0.8.6 RC4 multiplayer OoS
10721 [MP] 0.8.7-CVS multiple OoS
10842 [MP] error network: SYNC: In attack Skeleton Archer vs Skeleton
11232 [MP] OoS bug
11452 [MP] Out Of Syncs
11743 [MP] Out of syncs :(
11811 [MP] Letting ai play against ai...
11831 [MP] Out of Sync

These just keep on irritating all of us.  See also the following
category...


Replay problems

10505 [--] WML random variables cause replay failure
10777 [AI] AI seems to recruit beyond its available gold, causing corrupt 
replays
10786 [--] Corrupt replay
10962 [--] After viewing replay, mage didn't level up at end of level!
11048 [UI] replays do not have icon/minimap in the "load game" preview
11298 [--] bug in replays saved with AI acting instead of human
11306 [Ca] Replay corrupt for scenarios with random enemy placement.
11389 [--] Battle statistics are modified when replaying a file
11052 [MP] When observing replay stops at latest green turn
10624 [--] Loading/replaying error with [choose]

Isaac's replay attacked to 10777 shows an out-of-gold OOS very early on.
Unfortunately, it clearly shows that the AI originally recruited
more units than it had gold (it spent 101 gp when it only had 100).
By adding 1gp to the first AI's gold one can then get past this error
but then the second AI is seen to have recruited beyond its means too,
this time by 4gp.

Could we have some additional logging of player gold whenever units
are recruited?  Right now the savegames exhibit the OOS but by then it's
too late, the AI seems to have recruited beyond its gold during the game
and there are no tracks to follow what happened in the stderr output.
I have patched my local copy of the source with additional logging, but
I don't get to play enough to be able to trigger these problems reliably.


WML glitches

 9528 [Ca] Toward_Mountains_of_Haag defeat doesn't list Gr??'s death
 9861 [Do] preprocessor does not retain macro lines
10448 [--] roles lost between scenarios
10543 [--] [recall] tag doesn't work when your leader isn't on a keep
10995 [WM] Nested parentheses in macro specifications don't work
11079 [WM] [redraw] apparently doesn't do anything
11214 [WM] [terrain] tag used to change the type of a side's keep is not 
remembered in savefile
11361 [WM] [recall] tag doesn't cure poison, even though it restores HP and 
moves


Campaign issues

10366 [Ca] Units in user-made campaigns not loaded correctly in save-games
10408 [Ca] Recruited characters have same name as main characters
10428 [Ca] Can?t recall any unit in lvl 3
10568 [Ca] Mystery campaign problems
10569 [Ca] disappearing recall list
10570 [Ca] disappearing leader
10619 [Ca] The Eastern Invasion - Evacuation - Victory condition bug
10805 [Ca] TVoD - AI Captured villages show no flag, ie. Appear to be neutral
10867 [Ca] Tutorial --- Merle has a "leader crown" which disappears
10925 [Ca] Little campaign
10964 [Ca] An unexpected castle appears in 'An Unexpected Appearance'
11797 [Ca] Campaign specific images not available directly after download
11932 [Ca] Units showing up in Recall that aren't supposed to be there.


Multiplayer bugs

 8937 [MP] Join to nonexistent game
 9490 [MP] Attempt to join already-begun game results in strange chat message
10627 [MP] obsrever prevent real player from joining
10694 [MP] Repeated crashes when setting up multiplayer game on MacOSX
10698 [MP] Seemingly wrong settings on player set up screen when reloading 
multiplayer game
10836 [MP] Names
10892 [MP] Player slots in game setup get messed when player joins
10903 [UI] End of scenario dialog lists all players as winners.
10982 [MP] join game appears when it's already started
10994 [MP] Between MP games when remaining on official server, variables are 
remembered
11025 [MP] After connction has been reset because of an error the opponent 
could only recruit dwarves
11524 [MP] Sides set to random is shown to non-game creating opponents at start 
up
11786 [MP] Chat
11832 [MP] Chat messages have wrong side colors on reload
11888 [--] problem with names
11889 [MP] Host Disconnects/Invisible Player bug


Data format problems

 7497 [po] Multiplayer savegame name not internationalized
10045 [po] unit types not translated in mp games
10363 [po] Teams sent translated
10838 [po] Schedules (time of day) not translated in multiplayer games
 9716 [Un] traits are stored localized
11027 [po] Campaigns on server cannot be translated

These all relate to inconsistencies: is the wire format the original
or the translated string?  Perhaps a review is needed of names that are
and are not translated.


Translations

11219 [po] Subtopics in help browser not translated in Russian
11736 [po] Some untranslateable strings in the Editor

Several people have been looking at inconsistencies with text domains
which are related to these.  11219 should perhaps be changed to
Unreproducible, but hopefully 11736 will be resolved after yann moves
terrains into wesnoth-lib.

11848 [--] translated user campaigns not translated under windows


Editor problems

 9878 [po] [German Translation] Size for "Save Hotkeys" button is to small
11965 [ed] translated string not completely readable 

These two seem to be duplicates or at least related.

10625 [ed] numbering error with editor
10704 [ed] Saving a map
11698 [ed] Broken file chooser.


Graphical glitches

10633 [Gr] poisened units not green
10690 [Gr] Village name shown over shroud
11363 [Gr] Specifying terrain graphics inside a particular scenario sometimes 
fails
11688 [Gr] Unit redraw bug after auto-move at the beginning of turn
11696 [Gr] Glitches in 1280x1024, full screen
11757 [Gr] terrain transition bug for custom terrains
11790 [Gr] Color Cursor bug
11863 [Gr] Buglet on Wesnoth banner screen
11072 [--] Display frequency is out of range
11095 [--] When a unit with a crown (canrecruit=1) dies, the crown doesn't fade 
as the unit does.
11152 [--] The villages in the rightmost column don't have name


Game engine problems

 9126 [AI] AI occupies leader spot with normal.unit
 9462 [AI] AI seems to get stuck in walls
 9573 [AI] AI units will freeze rather than attack risk-free
 9649 [AI] auto-move uses up all of the remaining moves when there are no empty 
hexes on the unit's path
11550 [--] ai moves units on top of other ai units, unit vanishes
11829 [Un] Unit not slowed


Misc bugs

 9303 [--] 2nd level unit costs are off balance

 9780 [NW] make install does not create /var/run/wesnothd/

10043 [UI] use units movement information to have information on uncovered 
terrain
11622 [Un] Recalls revealing shroud undoable

10332 [--] Tutorial scenario start and end savegames cannot be loaded
10700 [--] Recruit lists are merged when 2 players have the same name
11108 [--] When player 1 is not human-controlled, the victory conditions are 
not displayed

10665 [UI] Order of data about terrain in u-r corner
10839 [UI] Too wide menu makes items unselectable
11111 [UI] Unit help needs too much horiz space in 800x600
11292 [Do] Help shows "black" terrain tiles
11364 [UI] Picking "unit description" from the contextual menu of a modified 
unit gives wrong info
11480 [UI] Pathfinding UI not always clear

-- address@hidden




reply via email to

[Prev in Thread] Current Thread [Next in Thread]