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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1618 | [VCMI] Campaigns | minor | always | 2013-12-17 18:04 | 2024-01-31 14:09 |
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Reporter: | beegee | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bonus campaign screen should display button to re-view campaign video | ||||
Description: |
The bonus campaign screen should display a button to re-view the campaign video when ingame. Creating report to not forget about it. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Notes | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3259 | [VCMI] Other | crash | always | 2024-01-19 07:26 | 2024-01-21 15:33 |
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Reporter: | DenisT | Platform: | MAC OS | ||
Assigned To: | Ivan | OS: | Sonoma | ||
Priority: | high | OS Version: | 14.2.1 | ||
Status: | resolved | Product Version: | 1.3.2 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | 0003148: [MacOS] Game always crash after end of the day button is pressed | ||||
Description: |
Every build crashed after open and click Town/Villag Hall on necropolis or Inferno or Fortress or Conflux. But work fine on Castle,Tower, Stronghold. |
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Steps To Reproduce: |
load saved or start new game open necropolis or Inferno or Fortress click to Village Hall or Town Hall |
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Additional Information: |
------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: vcmiclient [1700] Path: /Applications/VCMI.app/Contents/MacOS/vcmiclient Identifier: vcmiclient Version: ??? Code Type: X86-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2024-01-19 10:07:10.2430 +0300 OS Version: macOS 14.2.1 (23C71) Report Version: 12 Anonymous UUID: 648180B8-24F2-FBDF-B9E9-B57C158BC0EE Time Awake Since Boot: 590 seconds System Integrity Protection: enabled Crashed Thread: 0 MainGUI Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000008 Exception Codes: 0x0000000000000001, 0x0000000000000008 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [1700] VM Region Info: 0x8 is not in any region. Bytes before following region: 140737487405048 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL UNUSED SPACE AT START ---> shared memory 7ffffff18000-7ffffff19000 [ 4K] r-x/r-x SM=SHM Thread 0 Crashed:: MainGUI Dispatch queue: com.apple.main-thread 0 vcmiclient 0x10c3fdd42 Graphics::blueToPlayersAdv(SDL_Surface*, PlayerColor) + 34 1 vcmiclient 0x10c504588 CWindowObject::createBg(ResourcePathTempl<(EResType)8> const&, bool) + 216 2 vcmiclient 0x10c504d99 CWindowObject::CWindowObject(int, ResourcePathTempl<(EResType)8> const&) + 105 3 vcmiclient 0x10c50572e CStatusbarWindow::CStatusbarWindow(int, ResourcePathTempl<(EResType)8> const&) + 14 4 vcmiclient 0x10c487d7e CHallInterface::CHallInterface(CGTownInstance const*) + 62 5 vcmiclient 0x10c480ec7 void WindowHandler::createAndPushWindow<CHallInterface, CGTownInstance const*&>(CGTownInstance const*&) + 71 6 vcmiclient 0x10c47dd3d CCastleBuildings::enterTownHall() + 157 7 vcmiclient 0x10c476400 CCastleBuildings::buildingClicked(BuildingID, BuildingSubID::EBuildingSubID, BuildingID) + 352 8 vcmiclient 0x10c330778 EventDispatcher::handleLeftButtonClick(Point const&, int, bool) + 296 9 vcmiclient 0x10c3296a2 InputSourceMouse::handleEventMouseButtonDown(SDL_MouseButtonEvent const&) + 146 10 vcmiclient 0x10c3270fb InputHandler::processEvents() + 123 11 vcmiclient 0x10c59110b CPlayerInterface::update() + 411 12 vcmiclient 0x10c32b66b CGuiHandler::renderFrame() + 59 13 vcmiclient 0x10c55e35c main + 19036 14 dyld 0x7ff817099386 start + 1942 Thread 1:: consoleHandler 0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff81742476b _pthread_cond_wait + 1211 2 libvcmi.dylib 0x10fd6741e boost::condition_variable::do_wait_until(boost::unique_lock<boost::mutex>&, boost::detail::real_platform_timepoint const&) + 78 3 libvcmi.dylib 0x10fd66bad void boost::this_thread::sleep_for<long long, boost::ratio<1l, 1000l>>(boost::chrono::duration<long long, boost::ratio<1l, 1000l>> const&) + 285 4 libvcmi.dylib 0x10fd66960 CConsoleHandler::run() const + 176 5 libboost_thread.dylib 0x10ee17a32 boost::(anonymous namespace)::thread_proxy(void*) + 146 6 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 7 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 2:: SDLTimer 0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff81742476b _pthread_cond_wait + 1211 2 vcmiclient 0x10c7c231e SDL_CondWaitTimeout_REAL + 142 3 vcmiclient 0x10c7c2640 SDL_SemWaitTimeout_REAL + 80 4 vcmiclient 0x10c70bf21 SDL_TimerThread + 113 5 vcmiclient 0x10c70bafc SDL_RunThread + 44 6 vcmiclient 0x10c7c1d99 RunThread + 9 7 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 8 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 3: 0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0 Thread 4: 0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0 Thread 5:: caulk.messenger.shared:17 0 libsystem_kernel.dylib 0x7ff8173e49aa semaphore_wait_trap + 10 1 caulk 0x7ff821af2c7e caulk::semaphore::timed_wait(double) + 150 2 caulk 0x7ff821af2b98 caulk::concurrent::details::worker_thread::run() + 30 3 caulk 0x7ff821af28bc void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 41 4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 6:: caulk.messenger.shared:high 0 libsystem_kernel.dylib 0x7ff8173e49aa semaphore_wait_trap + 10 1 caulk 0x7ff821af2c7e caulk::semaphore::timed_wait(double) + 150 2 caulk 0x7ff821af2b98 caulk::concurrent::details::worker_thread::run() + 30 3 caulk 0x7ff821af28bc void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 41 4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 7: 0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0 Thread 8: 0 libsystem_pthread.dylib 0x7ff81741fb88 start_wqthread + 0 Thread 9:: CVDisplayLink 0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff81742479c _pthread_cond_wait + 1260 2 CoreVideo 0x7ff8201c3185 CVDisplayLink::waitUntil(unsigned long long) + 379 3 CoreVideo 0x7ff8201c20fc CVDisplayLink::runIOThread() + 526 4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 10:: AudioQueue thread 0 libsystem_kernel.dylib 0x7ff8173e4a2e mach_msg2_trap + 10 1 libsystem_kernel.dylib 0x7ff8173f2e3a mach_msg2_internal + 84 2 libsystem_kernel.dylib 0x7ff8173ebb62 mach_msg_overwrite + 653 3 libsystem_kernel.dylib 0x7ff8173e4d1f mach_msg + 19 4 CoreFoundation 0x7ff8175001b5 __CFRunLoopServiceMachPort + 143 5 CoreFoundation 0x7ff8174fec25 __CFRunLoopRun + 1371 6 CoreFoundation 0x7ff8174fe102 CFRunLoopRunSpecific + 557 7 vcmiclient 0x10c7889b2 audioqueue_thread + 1090 8 vcmiclient 0x10c70bafc SDL_RunThread + 44 9 vcmiclient 0x10c7c1d99 RunThread + 9 10 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 11 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 11:: caulk::deferred_logger 0 libsystem_kernel.dylib 0x7ff8173e49aa semaphore_wait_trap + 10 1 caulk 0x7ff821af2c7e caulk::semaphore::timed_wait(double) + 150 2 caulk 0x7ff821af2b98 caulk::concurrent::details::worker_thread::run() + 30 3 caulk 0x7ff821af28bc void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 41 4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 12:: AQConverterThread 0 libsystem_kernel.dylib 0x7ff8173e75ce __psynch_cvwait + 10 1 libsystem_pthread.dylib 0x7ff81742476b _pthread_cond_wait + 1211 2 libAudioToolboxUtility.dylib 0x7ff8269f05b0 CADeprecated::CAGuard::Wait() + 68 3 AudioToolbox 0x7ff827c62c84 AQConverterManager::AQConverterThread::ConverterThreadEntry(void*) + 568 4 libAudioToolboxUtility.dylib 0x7ff8269cc8a9 CADeprecated::CAPThread::Entry(CADeprecated::CAPThread*) + 77 5 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 6 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 13:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x7ff8173e4a2e mach_msg2_trap + 10 1 libsystem_kernel.dylib 0x7ff8173f2e3a mach_msg2_internal + 84 2 libsystem_kernel.dylib 0x7ff8173ebb62 mach_msg_overwrite + 653 3 libsystem_kernel.dylib 0x7ff8173e4d1f mach_msg + 19 4 CoreAudio 0x7ff819befc27 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 103 5 CoreAudio 0x7ff819ac13e8 HALC_ProxyIOContext::IOWorkLoop() + 4608 6 CoreAudio 0x7ff819abfafe invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 73 7 CoreAudio 0x7ff819c4dfbe HALC_IOThread::Entry(void*) + 72 8 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 9 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 14:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x7ff8173e4a2e mach_msg2_trap + 10 1 libsystem_kernel.dylib 0x7ff8173f2e3a mach_msg2_internal + 84 2 libsystem_kernel.dylib 0x7ff8173ebb62 mach_msg_overwrite + 653 3 libsystem_kernel.dylib 0x7ff8173e4d1f mach_msg + 19 4 CoreFoundation 0x7ff8175001b5 __CFRunLoopServiceMachPort + 143 5 CoreFoundation 0x7ff8174fec25 __CFRunLoopRun + 1371 6 CoreFoundation 0x7ff8174fe102 CFRunLoopRunSpecific + 557 7 AppKit 0x7ff81ac69fac _NSEventThread + 122 8 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 9 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 15:: runServer 0 libsystem_kernel.dylib 0x7ff8173eea5a __wait4_nocancel + 10 1 libsystem_c.dylib 0x7ff81733c4bb system + 440 2 vcmiclient 0x10c5b206c CServerHandler::threadRunServer() + 2476 3 libboost_thread.dylib 0x10ee17a32 boost::(anonymous namespace)::thread_proxy(void*) + 146 4 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 5 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 16:: handleConnection 0 libsystem_kernel.dylib 0x7ff8173e813a __recvfrom + 10 1 libvcmi.dylib 0x10fcd140e boost::asio::detail::socket_ops::sync_recv1(int, unsigned char, void*, unsigned long, int, boost::system::error_code&) + 158 2 libvcmi.dylib 0x10fcc3c6a CConnection::read(void*, unsigned int) + 202 3 libvcmi.dylib 0x10fcc4968 CConnection::retrievePack() + 72 4 vcmiclient 0x10c5b37ad CServerHandler::threadHandleConnection() + 253 5 libboost_thread.dylib 0x10ee17a32 boost::(anonymous namespace)::thread_proxy(void*) + 146 6 libsystem_pthread.dylib 0x7ff817424202 _pthread_start + 99 7 libsystem_pthread.dylib 0x7ff81741fbab thread_start + 15 Thread 0 crashed with X86 Thread State (64-bit): rax: 0xad0cf56e191a0009 rbx: 0x0000600000e19040 rcx: 0x00000000dc88184a rdx: 0x0000000000000000 rdi: 0x00007faec010aa00 rsi: 0x0000000000000000 rbp: 0x00007ff7b3c86d50 rsp: 0x00007ff7b3c86c60 r8: 0x00000000000001ff r9: 0x00000000dca82117 r10: 0x0000000000000104 r11: 0x000000000000004a r12: 0x0000600005c47718 r13: 0x0000600005c47700 r14: 0x00007faebf827f18 r15: 0x00007faebf8bdaf0 rip: 0x000000010c3fdd42 rfl: 0x0000000000210206 cr2: 0x0000000000000008 Logical CPU: 0 Error Code: 0x00000004 (no mapping for user data read) Trap Number: 14 Thread 0 instruction stream: 9a 2e 01 49 89 c6 48 8b-7d c0 48 39 fb 74 0d e8 ...I..H.}.H9.t.. ba 8e 24 01 4c 89 f7 e8-ee 99 2e 01 48 8b 07 ff ..$.L.......H... 50 20 4c 89 f7 e8 e0 99-2e 01 0f 1f 40 00 55 48 P L.........@.UH 89 e5 5d e9 66 f0 ff ff-66 0f 1f 44 00 00 55 48 ..].f...f..D..UH 89 e5 41 56 53 48 81 ec-e0 00 00 00 48 8b 05 eb ..AVSH......H... b2 6b 01 48 8b 00 48 89-45 e8 89 95 58 ff ff ff .k.H..H.E...X... 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"com.apple.AppKit", "size" : 21024764, "uuid" : "20292f0b-3eb2-3566-91e2-ea657457d71d", "path" : "\/System\/Library\/Frameworks\/AppKit.framework\/Versions\/C\/AppKit", "name" : "AppKit", "CFBundleVersion" : "2487.30.108" }, { "source" : "P", "arch" : "x86_64", "base" : 140703517388800, "size" : 557056, "uuid" : "29a0020e-3766-39df-80fe-9aa731847daa", "path" : "\/usr\/lib\/system\/libsystem_c.dylib", "name" : "libsystem_c.dylib" } ], "sharedCache" : { "base" : 140703514398720, "size" : 25769803776, "uuid" : "2a323ece-7dbf-33e2-9ef3-3390c59ddc35" }, "vmSummary" : "ReadOnly portion of Libraries: Total=622.9M resident=0K(0%) swapped_out_or_unallocated=622.9M(100%)\nWritable regions: Total=1.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.1G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 128K 1 \nActivity Tracing 256K 1 \nAudio 10.0M 1 \nCG image 56K 6 \nColorSync 236K 29 \nCoreAnimation 264K 19 \nCoreGraphics 12K 2 \nCoreUI image data 1196K 9 \nFoundation 16K 1 \nIOKit 7940K 1 \nKernel Alloc Once 8K 1 \nMALLOC 1.1G 208 \nMALLOC guard page 64K 16 \nOpenGL GLSL 256K 3 \nSTACK GUARD 56.1M 17 \nStack 16.1M 17 \nVM_ALLOCATE 1524K 27 \nVM_ALLOCATE (reserved) 36K 1 reserved VM address space (unallocated)\n__CTF 824 1 \n__DATA 31.3M 426 \n__DATA_CONST 34.6M 252 \n__DATA_DIRTY 914K 126 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 192.8M 21 \n__OBJC_RO 71.1M 1 \n__OBJC_RW 2169K 2 \n__TEXT 430.1M 444 \ndyld private memory 260K 2 \nmapped file 177.4M 22 \nshared memory 876K 17 \n=========== ======= ======= \nTOTAL 2.1G 1676 \nTOTAL, minus reserved VM space 2.1G 1676 \n", "legacyInfo" : { "threadTriggered" : { "name" : "MainGUI", "queue" : "com.apple.main-thread" } }, "logWritingSignature" : "7def89f7c77570b2490bcaf34b177f888ed187c2", "trialInfo" : { "rollouts" : [ { "rolloutId" : "5fb4245a1bbfe8005e33a1e1", "factorPackIds" : { }, "deploymentId" : 240000021 }, { "rolloutId" : "60186475825c62000ccf5450", "factorPackIds" : { }, "deploymentId" : 240000069 } ], "experiments" : [ ] } } Model: iMac19,1, BootROM 2020.40.3.0.0, 6 processors, 6-Core Intel Core i5, 3,7 GHz, 16 GB, SMC 2.46f13 Graphics: Radeon Pro 580X, Radeon Pro 580X, PCIe, 8 GB Display: iMac, Retina 5K (5120 x 2880), Main, MirrorOff, Online Memory Module: BANK 0/ChannelA-DIMM0, 4 GB, DDR4, 2667 MHz, SK Hynix, HMA851S6CJR6N-VK Memory Module: BANK 1/ChannelA-DIMM1, 4 GB, DDR4, 2667 MHz, Micron, 4ATF51264HZ-2G6E3 Memory Module: BANK 2/ChannelB-DIMM0, 4 GB, DDR4, 2667 MHz, SK Hynix, HMA851S6CJR6N-VK Memory Module: BANK 3/ChannelB-DIMM1, 4 GB, DDR4, 2667 MHz, Micron, 4ATF51264HZ-2G6E3 AirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 10 2023 12:30:19 version 9.30.503.0.32.5.92 FWID 01-88a8883 Bluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports Network Service: Ethernet, Ethernet, en0 Serial ATA Device: APPLE HDD ST2000DM001, 2 TB USB Device: USB31Bus USB Device: USB Device USB Device: FaceTime HD Camera (Built-in) USB Device: Rutoken lite USB Device: USB FLASH DRIVE Thunderbolt Bus: iMac, Apple Inc., 47.5 |
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Attached Files: |
server_log.txt (4,198) 2024-01-21 07:45 https://bugs.vcmi.eu/file_download.php?file_id=3226&type=bug VCMI_Client_log.txt (1,036,339) 2024-01-21 07:46 https://bugs.vcmi.eu/file_download.php?file_id=3227&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
926 | [VCMI] AI - Adventure Map | minor | always | 2012-04-11 16:04 | 2024-01-20 06:47 |
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Reporter: | q4a | Platform: | amd64 | ||
Assigned To: | Warmonger | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 12.04 beta2 | ||
Status: | assigned | Product Version: | 0.88 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI don't know, that it will be dead without town | ||||
Description: | Tested on r2622. | ||||
Steps To Reproduce: |
Load attached save (homm3 map "The Five Rings.h3m"). Green AI have no town and only 1 hero (Vey). It have 3 days to get town and it can go to the south and capture its old empty town (Bocc, Stronghold) in 2 days. 3 times click "End Turn" and you will see, that Vey will go to the Trading Post, Gem Pond, Stables, but not to the town. |
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Additional Information: | |||||
Attached Files: |
save.7z (132,720) 2012-04-11 16:04 https://bugs.vcmi.eu/file_download.php?file_id=899&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
611 | [VCMI] GUI - PreGame | minor | always | 2010-08-13 04:26 | 2024-01-20 06:38 |
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Reporter: | phomm | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.82 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Some MP issues | ||||
Description: |
not a bug, but it is possible to start MP-game with only 1 player, here is also 1 feature - enter/return button in "enter payers names" window in OH3 just goes to next line, in VCMI - applies a window (the V/ok button is pressed) and here 1 more issue - maps are not filtered according to players quantity |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1290 | [VCMI] GUI - PreGame | minor | always | 2013-06-02 09:48 | 2024-01-15 22:22 |
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Reporter: | amvmichael | Platform: | x64 | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Menu Graphic displacement | ||||
Description: |
Best decription is a screenshot. http://img23.imageshack.us/img23/1435/imgqwj.jpg [^] |
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Steps To Reproduce: | Launch vcmi. | ||||
Additional Information: |
H 3 gold edition (pl), clean install. Nothing changed in vcmi. Im not sure if diffrent languages are supported now, but was there a language data rar for clean install?:P |
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Attached Files: |
CREDITS.SMK (108,692) 2013-06-02 11:01 https://bugs.vcmi.eu/file_download.php?file_id=1308&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2349 | [VCMI] GUI - PreGame | minor | always | 2015-12-15 09:28 | 2024-01-15 22:21 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98e | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Huge memory leak on opening / closing load save menu | ||||
Description: |
Problem appear both in PreGame and in game. Looks like and according to Valgrind's Massif most of memory loss because std::vector of CTypeList information don't get deleted. In the end it's all linking to SelectionTab::parseGames, but leak is likely deeper. |
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Additional Information: | |||||
Attached Files: |
massif.out.16383 (190,371) 2015-12-15 09:31 https://bugs.vcmi.eu/file_download.php?file_id=2401&type=bug massif.out.26569 (242,386) 2015-12-15 09:31 https://bugs.vcmi.eu/file_download.php?file_id=2402&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2125 | [VCMI] Sound, music, videos | minor | always | 2015-03-10 03:29 | 2024-01-15 22:20 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Defeat video not playing | ||||
Description: | In battle result window victory video is playing just fine, but defeat video isn't. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3090 | [VCMI] Sound, music, videos | major | always | 2019-10-19 23:38 | 2024-01-15 22:19 |
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Reporter: | trachynos | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Sounds missing | ||||
Description: |
I am running the latest version of VCMI (development), but I also experienced this bug on stable. When I run the game, many of the sounds are not present (for example "click" sound). This really breaks the experience for me. I noticed that in the log I can find multiple errors such as: WARN mod [30e0] - Data in airElemental is invalid! WARN mod [30e0] - At /sound/attack Error: Sound file "AELMATTK.wav" was not found At /sound/defend Error: Sound file "AELMDFND.wav" was not found At /sound/killed Error: Sound file "AELMKILL.wav" was not found At /sound/move Error: Sound file "AELMMOVE.wav" was not found At /sound/wince Error: Sound file "AELMWNCE.wav" was not found And for the button sound: TRACE global [cd4] - Attempt to play sound 136 with file name BUTTON.wav with cache WARN global [cd4] - Cannot get sound BUTTON.wav chunk: Resource with name SOUNDS/BUTTON and type SOUND wasn't found. |
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Steps To Reproduce: | Clean install of VCMI on Windows 10, copy data from GOG complete edition. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2211 | [VCMI] Campaigns | minor | always | 2015-06-12 05:18 | 2024-01-15 22:17 |
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Reporter: | exfizik | Platform: | Linux 64 bit | ||
Assigned To: | SXX | OS: | OpenSuse | ||
Priority: | normal | OS Version: | Tumbleweed | ||
Status: | resolved | Product Version: | 0.98b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Skills not preserved between campaign scenarios | ||||
Description: | Playing Dragon Slayer campaign. After moving to second scenario, I noticed that my hero had a different set of skills that I finished first scenario with. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
01.png (374,002) 2022-03-20 19:57 https://bugs.vcmi.eu/file_download.php?file_id=3147&type=bug 02.png (533,957) 2022-03-20 19:57 https://bugs.vcmi.eu/file_download.php?file_id=3148&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3258 | [VCMI] GUI - Other | major | always | 2024-01-06 07:51 | 2024-01-06 07:51 |
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Reporter: | kdmcser | Platform: | Windows 11 | ||
Assigned To: | OS: | Windows 11 | |||
Priority: | high | OS Version: | 2009 | ||
Status: | new | Product Version: | 1.3.2 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Laggy when choosing 4k resolution with scale 300 in nvidia RTX 2080 | ||||
Description: | When I change resolution to 4k, and change scale to 300, all interfaces become laggy, mouse move slow and left click laggy 2 ~ 3s to get a action. | ||||
Steps To Reproduce: | change resolution to 3840x2160 or above, and set scale to 300. | ||||
Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1697 | [VCMI] Mechanics - Adventure Map | major | have not tried | 2014-02-09 16:17 | 2023-11-28 14:06 |
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Reporter: | beegee | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Starting options and initial options won't be deleted from memory | ||||
Description: |
Starting options and initial options won't be deleted from memory after CGamestate has been deleted. When that options won't be deleted, the campaign state information won't be freed from memory too. Campaign state contains crossover hero instances (with stack data and more) which won't be freed as well. This point affects internal stuff of game engine and can't be tested by a tester. |
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Steps To Reproduce: | |||||
Additional Information: |
Destructor of CGameState //delete scenarioOps; //TODO: fix for loading ind delete //delete initialOpts; |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2200 | [VCMI] Other | minor | always | 2015-05-29 23:20 | 2023-11-28 14:05 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | normal | OS Version: | 6.1 | ||
Status: | resolved | Product Version: | 0.98b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Opening video problem, High-res Menu mod issue and VCMI_Client_log pinpointing possible problems | ||||
Description: |
The opening (3DO and WOG) video has a resolution problem where it only shows in the lower left corner of the screen, blacking out the rest of what should be filled. Also the opening video has no sound whatsoever. The High-res Menu mod has an issue as well. When hovering the cursor over any of the buttons in the main menu, it generates on the launcher command window the following- "libpng warning: iCCP: known incorrect sRGB profile" Each time the cursor hovers over one of the buttons it generates that message. Also, the main menu has really bad lag when a button is hovered over with the cursor..but that doesn't seem to have anything to do with the High-res Menu mod. I disabled it and it ran the same on the original WOG main menu. I then disabled the WOG mod and noticed that the lag was still present in the regular Heroes 3 main menu, but greatly reduced. So what that must mean is that there's something in the mechanics of VCMI causing the lag. This lag occurs on every computer I've installed it on, and all of my Heroes 3 installations are clean with a fresh copy of VCMI 0.98b. |
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Steps To Reproduce: | Opening the VCMI Client. | ||||
Additional Information: |
I wanted to upload the VCMI_Client_log because I looked through it and noticed many errors, like certain global things skipping or failing and whatnot. I've been wondering something, could these errors be generating from having all of the mods downloaded and installed for VCMI? (Excluding different language mods) I have none of the mods from older versions of VCMI, I cleaned out the vcmi folder in My Documents with the fresh installation of Heroes 3 and VCMI. |
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System Description | |||||
Attached Files: |
VCMI_Client_log.txt (89,149) 2015-05-29 23:20 https://bugs.vcmi.eu/file_download.php?file_id=2246&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2203 | [VCMI] Sound, music, videos | minor | always | 2015-06-01 12:39 | 2023-11-28 14:05 |
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Reporter: | smutkovski | Platform: | GNU-LINUX 32bit | ||
Assigned To: | AVS | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 12.04 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCMI 0.98c - Intro has no sound | ||||
Description: |
while playing intro movies no sound is played. (other in game and main menu sounds and music are playing correctly) |
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Steps To Reproduce: | |||||
Additional Information: |
CONSOLE OUTPUT----------------- jarda@ub45wr:~/.local/share/vcmi$ vcmilauncher File <unknown> is not a valid JSON file! At line 40, position 1 warning: Comma expected! File <unknown> is not a valid JSON file! At line 40, position 1 warning: Comma expected! jarda@ub45wr:~/.local/share/vcmi$ Starting... Creating console and configuring logger: 24 The log file will be saved to "/home/jarda/.cache/vcmi/VCMI_Client_log.txt" Initialization: 4 Data loading: 93 Mod handler: 0 Mod filesystems: 20 Basic initialization: 117 Initialized logging system based on settings successfully. Error: campaign music was not found! Loading settings: 119 VCMI 0.98c (client) Found 2 render drivers opengl (active) software Created renderer opengl Initializing screen: 80 Initializing video: 1 Initializing screen and sound handling: 2 Bonus type handler: 6 [smk @ 0xa244a00] max_analyze_duration reached General text handler: 10 Hero handler: 7 Artifact handler: 0 Creature handler: 1 Town handler: 0 Object handler: 0 Object types information handler: 0 Spell handler: 0 Terrain view pattern handler: 3 Initializing handlers: 31 Initializing content handler: 106 ms [d0444951] Original game files [ed56c359] VCMI essential files Parsing mod data: 46 ms [DONE] Original game files [DONE] VCMI essential files Loading mod data: 212ms Resolving identifiers: 9 ms No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 100:1 No templates found for 103:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 Handlers post-load finalization: 17 ms All game content loaded in 392 ms Template handler: 397 Initializing VCMI_Lib: 429 Loading and transforming heroes' flags: 67 Screen handler: 75 Main graphics: 52 Initializing game graphics: 127 Message handler: 4 Initialization of VCMI (together): 1574 Error: accessing unavailable frame 0:1 in CAnimation! [smk @ 0xa26a6c0] max_analyze_duration reached Cannot get sound N1A chunk: Resource with name SOUNDS/N1A and type SOUND wasn't found. [smk @ 0xa4a45e0] max_analyze_duration reached [smk @ 0xa26a660] max_analyze_duration reached Starting scenario 0 Setting up thread calling server: 0 No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 100:1 No templates found for 103:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 Waiting for server: 133 Establishing connection... Found endpoints: 0: 127.0.0.1:3030 Trying connection to 127.0.0.1:3030 (0) Established connection with VCMI 0.98c (server) Connecting to the server: 6 Will send info to server... Sending/Getting info to/from the server: 12 Creating gamestate: 0 Using random seed: 1433161660 Open campaign map file: 0 Map loaded! Our checksum for the map: 1721433556 Seed after init is 1506714199 (before was 1433161660) Initializing GameState (together): 57 Creating mapHandler: 0 Preparing FoW, roads, rivers,borders: 20 Making object rects: 60 Initializing mapHandler (together): 81 Player 0 will be lead by VCAI Opening VCAI Loaded VCAI Engine: InputVariable: OurShooters enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: OurWalkers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: OurFlyers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: EnemyShooters enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: EnemyWalkers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: EnemyFlyers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: OurSpeed enabled: true range: 0.000 25.000 term: LOW Ramp 6.500 3.000 term: MEDIUM Triangle 5.500 8.000 10.500 term: HIGH Ramp 8.500 16.000 InputVariable: EnemySpeed enabled: true range: 0.000 25.000 term: LOW Ramp 6.500 3.000 term: MEDIUM Triangle 5.500 8.000 10.500 term: HIGH Ramp 8.500 16.000 InputVariable: CastleWalls enabled: true range: 0.000 3.000 term: NONE Rectangle 0.000 0.500 term: MEDIUM Trapezoid 0.500 1.000 2.000 2.500 term: HIGH Ramp 1.900 3.000 InputVariable: Bank enabled: true range: 0.000 1.000 term: FALSE Rectangle 0.000 0.500 term: TRUE Rectangle 0.500 1.000 OutputVariable: Threat enabled: true range: 0.500 1.500 accumulation: AlgebraicSum defuzzifier: Centroid 200 default: nan lock-previous: false lock-range: false term: LOW Ramp 1.000 0.500 term: MEDIUM Triangle 0.800 1.000 1.200 term: HIGH Ramp 1.000 1.500 RuleBlock: enabled: true conjunction: Minimum disjunction: Maximum activation: Minimum rule: if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW rule: if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW rule: if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH rule: if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW rule: if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW rule: if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH rule: if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM rule: if EnemySpeed is MEDIUM then Threat is MEDIUM rule: if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM rule: if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH rule: if Bank is TRUE and EnemyShooters is MANY then Threat is LOW rule: if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH rule: if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM rule: if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW Engine: InputVariable: strengthRatio enabled: true range: 0.000 4.500 term: LOW Ramp 1.500 0.000 term: HIGH Ramp 1.500 4.500 InputVariable: heroStrength enabled: true range: 0.000 1.000 term: LOW Ramp 0.200 0.000 term: MEDIUM Triangle 0.200 0.500 0.800 term: HIGH Ramp 0.500 1.000 InputVariable: turnDistance enabled: true range: 0.000 3.000 term: SMALL Ramp 0.500 0.000 term: MEDIUM Triangle 0.100 0.450 0.800 term: LONG Ramp 0.500 3.000 InputVariable: lockedMissionImportance enabled: true range: 0.000 5.000 term: LOW Ramp 2.500 0.000 term: MEDIUM Triangle 2.000 2.500 3.000 term: HIGH Ramp 2.500 5.000 OutputVariable: Value enabled: true range: 0.000 5.000 accumulation: AlgebraicSum defuzzifier: Centroid 200 default: nan lock-previous: false lock-range: false term: LOW Ramp 2.500 0.000 term: MEDIUM Triangle 2.000 2.500 3.000 term: HIGH Ramp 2.500 5.000 RuleBlock: enabled: true conjunction: Minimum disjunction: Maximum activation: Minimum rule: if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH rule: if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH rule: if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW rule: if strengthRatio is LOW and heroStrength is LOW then Value is very LOW rule: if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH rule: if strengthRatio is LOW and heroStrength is HIGH then Value is LOW rule: if lockedMissionImportance is HIGH then Value is very LOW rule: if lockedMissionImportance is MEDIUM then Value is somewhat LOW rule: if lockedMissionImportance is LOW then Value is HIGH rule: if turnDistance is SMALL then Value is HIGH rule: if turnDistance is MEDIUM then Value is MEDIUM rule: if turnDistance is LONG then Value is LOW Opening StupidAI Loaded Stupid AI 0.1 Warning: IntObject re-activated with mismatching used and active Saving lib part of game... Saving header Saving options Saving handlers Saving gamestate |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1904 | [VCMI] Sound, music, videos | minor | always | 2014-09-26 15:03 | 2023-11-28 14:04 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | normal | OS Version: | 6.1 | ||
Status: | resolved | Product Version: | 0.96b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | 0.96b- Intro doesn't have any sound and the resolution is a bit buggy. | ||||
Description: | Just what the summary says, I've uploaded a picture attachment of the resolution issue. | ||||
Steps To Reproduce: | Launching VCMI | ||||
Additional Information: | I'm not certain if it was this way before. It's been awhile since I played VCMI, just installed VCMI 0.96b and the WoG folder and ran a test. | ||||
System Description | |||||
Attached Files: |
New Bitmap Image.bmp (1,440,054) 2014-09-26 15:03 https://bugs.vcmi.eu/file_download.php?file_id=1920&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
609 | [VCMI] Mechanics - Other | minor | always | 2010-08-13 04:22 | 2023-11-28 14:02 |
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Reporter: | phomm | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.82 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Boragus army in Unica map (see issue http://bugs.vcmi.eu/view.php?id=603 [^]) was : pikeman and archers | ||||
Description: |
i knew that it is so in hotraits.txt written, but in VCMI it should be checked and fixed i think internally, due to a reason : in OH3 even if you change in hotraits that, i.e. Ufretin should have 12-24 centaurs and 3-5 dwarves and 3-5 dwarves , he WOULD have 12-24 dwarves... and + (3-5) and + (3-5) if all stacks are present... so as in hotraits written "type (referrence only" this table affects i think only qnt of creatures, but all types of creatures for heroes startarmies are stored in h3.exe so i think boragus has in OH3 in hotraits written pikeman and archers and griffins but in h3.exe is written goblins and volves and orcs so pls decide what to do - to have all startarmy settings loaded from oh3 hotraits or from exe... |
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Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2979 | [VCMI] GUI - Adventure Map | minor | N/A | 2018-07-25 20:56 | 2023-11-28 14:00 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | none | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | [Feature request] IconsBig displaying during RMB click at creature stack. | ||||
Description: | There are mods that using the same graphics from creatures defs banks. Graphics are the same, but statistic and abilities can hardly vary. Maybe for quick distinguish is worth to create right-mouse-button click at creature stack to show its iconsBig (in mods the same defs have often diffirent backgrounds). Example in attachment. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
1gui.png (41,859) 2018-07-25 20:56 https://bugs.vcmi.eu/file_download.php?file_id=2922&type=bug 2gui.png (73,914) 2018-07-25 20:57 https://bugs.vcmi.eu/file_download.php?file_id=2923&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2655 | [VCMI] Campaigns | crash | always | 2017-03-19 08:48 | 2023-11-21 17:24 |
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Reporter: | Lichinlich | Platform: | GNU/Linux | ||
Assigned To: | OS: | Slackware Linux | |||
Priority: | high | OS Version: | 14.2 | ||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing feature: support for mod campaigns: HOTA | ||||
Description: |
Each time I choose any campaign, the video and sound plays and then game crashes with this error: Starting scenario 0 Setting up thread calling server: 0 No templates found for 38:1 No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 90:1 No templates found for 100:1 No templates found for 103:1 No templates found for 113:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 Waiting for server: 50 Establishing connection... Found endpoints: 0: 127.0.0.1:3030 Trying connection to 127.0.0.1:3030 (0) Established connection with VCMI 0.99 GITDIR-NOTFOUND (server) Connecting to the server: 2 Will send info to server... Sending/Getting info to/from the server: 6 Creating gamestate: 0 Using random seed: 1489913084 Open campaign map file: empty terminate called after throwing an instance of 'std::runtime_error' what(): Unknown map format read: End of file |
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Steps To Reproduce: |
1. Launch game 2. Select any campaign 3. Select scenario 4. Watch video 5. Game crashes |
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Additional Information: | The version I use is compiled from Slackbuilds, but same happened on the version compiled from Arch User Repository. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2802 | [VCMI] Other | major | always | 2017-10-04 15:53 | 2023-11-21 13:06 |
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Reporter: | moog | Platform: | Linux | ||
Assigned To: | OS: | Debian | |||
Priority: | high | OS Version: | Jessie powerpc | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCMI from git fails to compile launcher on powerpc | ||||
Description: |
Can't build the launcher. Linking CXX executable ../bin/vcmiclient CMakeFiles/vcmiclient.dir/CVideoHandler.cpp.o: In function `CVideoPlayer::nextFrame()': /home/mdec/git/vcmi/client/CVideoHandler.cpp:281: undefined reference to `sws_scale' /home/mdec/git/vcmi/client/CVideoHandler.cpp:294: undefined reference to `sws_scale' CMakeFiles/vcmiclient.dir/CVideoHandler.cpp.o: In function `CVideoPlayer::close()': /home/mdec/git/vcmi/client/CVideoHandler.cpp:358: undefined reference to `sws_freeContext' CMakeFiles/vcmiclient.dir/CVideoHandler.cpp.o: In function `CVideoPlayer::open(std::string, bool, bool, bool)': /home/mdec/git/vcmi/client/CVideoHandler.cpp:196: undefined reference to `sws_getContext' /home/mdec/git/vcmi/client/CVideoHandler.cpp:226: undefined reference to `sws_getContext' collect2: error: ld returned 1 exit status |
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Steps To Reproduce: |
git clone --recursive https://github.com/vcmi/vcmi.git [^] mkdir build cd build cmake -DSWSCALE_INCLUDE_DIRS=/usr/include -DSWSCALE_LIBRARIES=/usr/lib/powerpc-linux-gnu/libswscale.so.3 .. make |
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Additional Information: | To reproduce this on another architecture simply change /usr/lib/powerpc-linux-gnu to another architecture's catalog. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
87 | [VCMI] Sound, music, videos | tweak | have not tried | 2009-10-04 12:12 | 2023-11-06 19:42 |
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Reporter: | Tow dragon | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.73 | ||
Product Build: | Resolution: | not fixable | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Sound\Music level does not affect videos (0.73#7) | ||||
Description: | 0.73#7 - Sound\Music level does not affect videos. | ||||
Steps To Reproduce: | |||||
Additional Information: | Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=3167#3167 [^] | ||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1792 | [VCMI] Sound, music, videos | minor | N/A | 2014-05-19 18:28 | 2023-11-06 19:41 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | VCMI does not plays "h3intro.smk" on start (Catherine arrival) | ||||
Description: |
As in summary, VCMI plays 3DO/WoG intros but not actual intro in game. Note that this video is a bit different - it should be played in the center of screen with custom background (texture with "Heroes III" text on it) |
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Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2972 | [VCMI] Random Map Generator | block | sometimes | 2018-07-17 11:33 | 2023-10-28 20:51 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.3.2 | ||
Target Version: | |||||
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Summary: | RMG crashes | ||||
Description: | I have several issues with RMG in my build going to dump them here. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
image.png (15,243) 2018-07-19 05:16 https://bugs.vcmi.eu/file_download.php?file_id=2918&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2511 | [VCMI] Launcher | block | always | 2016-09-24 14:21 | 2023-10-28 20:50 |
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Reporter: | ruppertus | Platform: | Linux | ||
Assigned To: | SXX | OS: | ArchLinux | ||
Priority: | immediate | OS Version: | rolling | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.3.2 | ||
Target Version: | |||||
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Summary: | Launcher crashes when trying to install WOG | ||||
Description: |
Launcher crashes when trying to install WOG. Package: aur/vcmi-git, GIT revision: a03419e, PKGBUILD file: https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=vcmi-git [^] |
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Steps To Reproduce: |
1. rm -rf ~/.local/share/vcmi ~/.cache/vcmi ~/.config/vcmi ~/.local/share/vcmi/Saves 2. vcmibuilder --data ~/heroes3 3. vcmilauncher 4. From Launcher, install WOG |
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Additional Information: |
vcmilauncher Failed to open file /home/ruppertus/.config/vcmi/modSettings.json File <unknown> is not a valid JSON file! At line 21, position 2 warning: Comma expected! At line 36, position 1 warning: Comma expected! File <unknown> is not a valid JSON file! At line 21, position 2 warning: Comma expected! At line 36, position 1 warning: Comma expected! *** Error in `vcmilauncher': double free or corruption (!prev): 0x0000000001e6d000 *** ======= Backtrace: ========= /usr/lib/libc.so.6(+0x70c4b)[0x7f7b44465c4b] /usr/lib/libc.so.6(+0x76fe6)[0x7f7b4446bfe6] /usr/lib/libc.so.6(+0x777de)[0x7f7b4446c7de] /usr/lib/libc.so.6(fclose+0x132)[0x7f7b4445bc92] /usr/lib/libminizip.so.1(+0x484e)[0x7f7b441ed84e] /usr/lib/libminizip.so.1(unzOpen2_64+0x86)[0x7f7b441edef6] /usr/lib/vcmi/libvcmi.so(_ZN10ZipArchive9listFilesB5cxx11EN5boost10filesystem4pathE+0x57)[0x7f7b46ffde47] vcmilauncher[0x4333be] vcmilauncher[0x43414b] vcmilauncher[0x428bd3] vcmilauncher[0x42c5fa] vcmilauncher[0x42c8be] vcmilauncher[0x444102] /usr/lib/libQt5Core.so.5(_ZN11QMetaObject8activateEP7QObjectiiPPv+0x639)[0x7f7b44fe44e9] vcmilauncher[0x443daf] vcmilauncher[0x41852f] vcmilauncher[0x4443fc] /usr/lib/libQt5Core.so.5(_ZN11QMetaObject8activateEP7QObjectiiPPv+0x639)[0x7f7b44fe44e9] /usr/lib/libQt5Network.so.5(_ZN21QNetworkAccessManager8finishedEP13QNetworkReply+0x42)[0x7f7b462cf0b2] /usr/lib/libQt5Network.so.5(+0x5fbc4)[0x7f7b462cfbc4] /usr/lib/libQt5Network.so.5(+0x63061)[0x7f7b462d3061] /usr/lib/libQt5Core.so.5(_ZN11QMetaObject8activateEP7QObjectiiPPv+0x639)[0x7f7b44fe44e9] /usr/lib/libQt5Network.so.5(+0x82e97)[0x7f7b462f2e97] /usr/lib/libQt5Network.so.5(+0x119b59)[0x7f7b46389b59] /usr/lib/libQt5Core.so.5(_ZN7QObject5eventEP6QEvent+0xe9)[0x7f7b44fe5349] /usr/lib/libQt5Widgets.so.5(_ZN19QApplicationPrivate13notify_helperEP7QObjectP6QEvent+0x9c)[0x7f7b4672ce3c] /usr/lib/libQt5Widgets.so.5(_ZN12QApplication6notifyEP7QObjectP6QEvent+0x261)[0x7f7b467345b1] /usr/lib/libQt5Core.so.5(_ZN16QCoreApplication15notifyInternal2EP7QObjectP6QEvent+0x110)[0x7f7b44fb8c80] /usr/lib/libQt5Core.so.5(_ZN23QCoreApplicationPrivate16sendPostedEventsEP7QObjectiP11QThreadData+0x2dd)[0x7f7b44fbb3fd] /usr/lib/libQt5Core.so.5(+0x2db173)[0x7f7b4500d173] /usr/lib/libglib-2.0.so.0(g_main_context_dispatch+0x2a7)[0x7f7b41219e67] /usr/lib/libglib-2.0.so.0(+0x4a0d0)[0x7f7b4121a0d0] /usr/lib/libglib-2.0.so.0(g_main_context_iteration+0x2c)[0x7f7b4121a17c] /usr/lib/libQt5Core.so.5(_ZN20QEventDispatcherGlib13processEventsE6QFlagsIN10QEventLoop17ProcessEventsFlagEE+0x5f)[0x7f7b4500d57f] /usr/lib/libQt5Core.so.5(_ZN10QEventLoop4execE6QFlagsINS_17ProcessEventsFlagEE+0xfa)[0x7f7b44fb70da] /usr/lib/libQt5Core.so.5(_ZN16QCoreApplication4execEv+0x9c)[0x7f7b44fbf5cc] vcmilauncher[0x4139a7] /usr/lib/libc.so.6(__libc_start_main+0xf1)[0x7f7b44415291] vcmilauncher(_start+0x2a)[0x41404a] ======= Memory map: ======== 00400000-00457000 r-xp 00000000 08:05 169459 /usr/bin/vcmilauncher 00657000-00659000 r--p 00057000 08:05 169459 /usr/bin/vcmilauncher 00659000-0065a000 rw-p 00059000 08:05 169459 /usr/bin/vcmilauncher 0065a000-0065b000 rw-p 00000000 00:00 0 01bfb000-02589000 rw-p 00000000 00:00 0 [heap] 7f7b04000000-7f7b04075000 rw-p 00000000 00:00 0 7f7b04075000-7f7b08000000 ---p 00000000 00:00 0 7f7b0c000000-7f7b0c021000 rw-p 00000000 00:00 0 7f7b0c021000-7f7b10000000 ---p 00000000 00:00 0 7f7b10000000-7f7b100af000 rw-p 00000000 00:00 0 7f7b100af000-7f7b14000000 ---p 00000000 00:00 0 7f7b162f2000-7f7b16790000 rw-s 00000000 00:05 117801002 /SYSV00000000 (deleted) 7f7b16790000-7f7b16795000 r-xp 00000000 08:05 134378 /usr/lib/libnss_dns-2.24.so 7f7b16795000-7f7b16994000 ---p 00005000 08:05 134378 /usr/lib/libnss_dns-2.24.so 7f7b16994000-7f7b16995000 r--p 00004000 08:05 134378 /usr/lib/libnss_dns-2.24.so 7f7b16995000-7f7b16996000 rw-p 00005000 08:05 134378 /usr/lib/libnss_dns-2.24.so 7f7b16996000-7f7b169a0000 r-xp 00000000 08:05 134379 /usr/lib/libnss_files-2.24.so 7f7b169a0000-7f7b16ba0000 ---p 0000a000 08:05 134379 /usr/lib/libnss_files-2.24.so 7f7b16ba0000-7f7b16ba1000 r--p 0000a000 08:05 134379 /usr/lib/libnss_files-2.24.so 7f7b16ba1000-7f7b16ba2000 rw-p 0000b000 08:05 134379 /usr/lib/libnss_files-2.24.so 7f7b16ba2000-7f7b16ba8000 rw-p 00000000 00:00 0 7f7b16ba8000-7f7b16ba9000 ---p 00000000 00:00 0 7f7b16ba9000-7f7b173a9000 rw-p 00000000 00:00 0 7f7b173a9000-7f7b173aa000 ---p 00000000 00:00 0 7f7b173aa000-7f7b17baa000 rw-p 00000000 00:00 0 7f7b17baa000-7f7b17be8000 r-xp 00000000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so 7f7b17be8000-7f7b17de7000 ---p 0003e000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so 7f7b17de7000-7f7b17de9000 r--p 0003d000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so 7f7b17de9000-7f7b17dea000 rw-p 0003f000 08:05 1837454 /usr/lib/qt/plugins/bearer/libqnmbearer.so 7f7b17dea000-7f7b17dff000 r-xp 00000000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so 7f7b17dff000-7f7b17ffe000 ---p 00015000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so 7f7b17ffe000-7f7b17fff000 r--p 00014000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so 7f7b17fff000-7f7b18000000 rw-p 00015000 08:05 1837387 /usr/lib/qt/plugins/bearer/libqgenericbearer.so 7f7b18000000-7f7b18042000 rw-p 00000000 00:00 0 7f7b18042000-7f7b1c000000 ---p 00000000 00:00 0 7f7b1c000000-7f7b1c022000 rw-p 00000000 00:00 0 7f7b1c022000-7f7b20000000 ---p 00000000 00:00 0 7f7b20088000-7f7b200be000 r-xp 00000000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so 7f7b200be000-7f7b202be000 ---p 00036000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so 7f7b202be000-7f7b202bf000 r--p 00036000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so 7f7b202bf000-7f7b202c0000 rw-p 00037000 08:05 1837453 /usr/lib/qt/plugins/bearer/libqconnmanbearer.so 7f7b202c0000-7f7b202c1000 ---p 00000000 00:00 0 7f7b202c1000-7f7b20ac1000 rw-p 00000000 00:00 0 7f7b20ac1000-7f7b20ac2000 ---p 00000000 00:00 0 7f7b20ac2000-7f7b212c2000 rw-p 00000000 00:00 0 7f7b212c2000-7f7b212c6000 r-xp 00000000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0 7f7b212c6000-7f7b214c5000 ---p 00004000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0 7f7b214c5000-7f7b214c6000 r--p 00003000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0 7f7b214c6000-7f7b214c7000 rw-p 00004000 08:05 171227 /usr/lib/libwebpdemux.so.2.0.0 7f7b214c7000-7f7b21526000 r-xp 00000000 08:05 162734 /usr/lib/libwebp.so.6.0.1 7f7b21526000-7f7b21725000 ---p 0005f000 08:05 162734 /usr/lib/libwebp.so.6.0.1 7f7b21725000-7f7b21726000 r--p 0005e000 08:05 162734 /usr/lib/libwebp.so.6.0.1 7f7b21726000-7f7b21727000 rw-p 0005f000 08:05 162734 /usr/lib/libwebp.so.6.0.1 7f7b21727000-7f7b21728000 rw-p 00000000 00:00 0 7f7b21728000-7f7b2172d000 r-xp 00000000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so 7f7b2172d000-7f7b2192c000 ---p 00005000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so 7f7b2192c000-7f7b2192d000 r--p 00004000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so 7f7b2192d000-7f7b2192e000 rw-p 00005000 08:05 1838896 /usr/lib/qt/plugins/imageformats/libqwebp.so 7f7b2192e000-7f7b21932000 r-xp 00000000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so 7f7b21932000-7f7b21b32000 ---p 00004000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so 7f7b21b32000-7f7b21b33000 r--p 00004000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so 7f7b21b33000-7f7b21b34000 rw-p 00005000 08:05 1838898 /usr/lib/qt/plugins/imageformats/libqwbmp.so 7f7b21b34000-7f7b21bb0000 r-xp 00000000 08:05 159271 /usr/lib/libtiff.so.5.2.4 7f7b21bb0000-7f7b21db0000 ---p 0007c000 08:05 159271 /usr/lib/libtiff.so.5.2.4 7f7b21db0000-7f7b21db1000 r--p 0007c000 08:05 159271 /usr/lib/libtiff.so.5.2.4 7f7b21db1000-7f7b21db7000 rw-p 0007d000 08:05 159271 /usr/lib/libtiff.so.5.2.4 7f7b21db7000-7f7b21db8000 rw-p 00000000 00:00 0 7f7b21db8000-7f7b21dbf000 r-xp 00000000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so 7f7b21dbf000-7f7b21fbe000 ---p 00007000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so 7f7b21fbe000-7f7b21fbf000 r--p 00006000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so 7f7b21fbf000-7f7b21fc0000 rw-p 00007000 08:05 1838894 /usr/lib/qt/plugins/imageformats/libqtiff.so 7f7b21fc0000-7f7b21fc5000 r-xp 00000000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so 7f7b21fc5000-7f7b221c4000 ---p 00005000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so 7f7b221c4000-7f7b221c5000 r--p 00004000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so 7f7b221c5000-7f7b221c6000 rw-p 00005000 08:05 1838893 /usr/lib/qt/plugins/imageformats/libqtga.so 7f7b221c6000-7f7b22217000 r-xp 00000000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0 7f7b22217000-7f7b22417000 ---p 00051000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0 7f7b22417000-7f7b22419000 r--p 00051000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0 7f7b22419000-7f7b2241a000 rw-p 00053000 08:05 177505 /usr/lib/libQt5Svg.so.5.7.0 7f7b2241a000-7f7b2241f000 r-xp 00000000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so 7f7b2241f000-7f7b2261e000 ---p 00005000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so 7f7b2261e000-7f7b2261f000 r--p 00004000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so 7f7b2261f000-7f7b22620000 rw-p 00005000 08:05 1838887 /usr/lib/qt/plugins/imageformats/libqsvg.so 7f7b22620000-7f7b22677000 r-xp 00000000 08:05 159680 /usr/lib/liblcms2.so.2.0.8 7f7b22677000-7f7b22876000 ---p 00057000 08:05 159680 /usr/lib/liblcms2.so.2.0.8 7f7b22876000-7f7b22877000 r--p 00056000 08:05 159680 /usr/lib/liblcms2.so.2.0.8 7f7b22877000-7f7b2287c000 rw-p 00057000 08:05 159680 /usr/lib/liblcms2.so.2.0.8 7f7b2287c000-7f7b228e9000 r-xp 00000000 08:05 166486 /usr/lib/libmng.so.2.0.2 7f7b228e9000-7f7b22ae9000 ---p 0006d000 08:05 166486 /usr/lib/libmng.so.2.0.2 7f7b22ae9000-7f7b22aec000 r--p 0006d000 08:05 166486 /usr/lib/libmng.so.2.0.2 7f7b22aec000-7f7b22aee000 rw-p 00070000 08:05 166486 /usr/lib/libmng.so.2.0.2 7f7b22aee000-7f7b22af4000 r-xp 00000000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so 7f7b22af4000-7f7b22cf3000 ---p 00006000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so 7f7b22cf3000-7f7b22cf4000 r--p 00005000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so 7f7b22cf4000-7f7b22cf5000 rw-p 00006000 08:05 1838897 /usr/lib/qt/plugins/imageformats/libqmng.so 7f7b22cf5000-7f7b22d02000 r-xp 00000000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so 7f7b22d02000-7f7b22f01000 ---p 0000d000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so 7f7b22f01000-7f7b22f02000 r--p 0000c000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so 7f7b22f02000-7f7b22f03000 rw-p 0000d000 08:05 1837336 /usr/lib/qt/plugins/imageformats/libqjpeg.so 7f7b22f03000-7f7b22f6c000 r-xp 00000000 08:05 192519 /usr/lib/libjpeg.so.8.1.2 7f7b22f6c000-7f7b2316b000 ---p 00069000 08:05 192519 /usr/lib/libjpeg.so.8.1.2 7f7b2316b000-7f7b2316c000 r--p 00068000 08:05 192519 /usr/lib/libjpeg.so.8.1.2 7f7b2316c000-7f7b2316d000 rw-p 00069000 08:05 192519 /usr/lib/libjpeg.so.8.1.2 7f7b2316d000-7f7b231ba000 r-xp 00000000 08:05 159469 /usr/lib/libjasper.so.1.0.0 7f7b231ba000-7f7b233b9000 ---p 0004d000 08:05 159469 /usr/lib/libjasper.so.1.0.0 7f7b233b9000-7f7b233ba000 r--p 0004c000 08:05 159469 /usr/lib/libjasper.so.1.0.0 7f7b233ba000-7f7b233be000 rw-p 0004d000 08:05 159469 /usr/lib/libjasper.so.1.0.0 7f7b233be000-7f7b233c5000 rw-p 00000000 00:00 0 7f7b233c5000-7f7b233cd000 r-xp 00000000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so 7f7b233cd000-7f7b235cc000 ---p 00008000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so 7f7b235cc000-7f7b235cd000 r--p 00007000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so 7f7b235cd000-7f7b235ce000 rw-p 00008000 08:05 1838915 /usr/lib/qt/plugins/imageformats/libqjp2.so 7f7b235ce000-7f7b235d4000 r-xp 00000000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so 7f7b235d4000-7f7b237d4000 ---p 00006000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so 7f7b237d4000-7f7b237d5000 r--p 00006000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so 7f7b237d5000-7f7b237d6000 rw-p 00007000 08:05 1837338 /usr/lib/qt/plugins/imageformats/libqico.so 7f7b237d6000-7f7b237df000 r-xp 00000000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so 7f7b237df000-7f7b239de000 ---p 00009000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so 7f7b239de000-7f7b239df000 r--p 00008000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so 7f7b239df000-7f7b239e0000 rw-p 00009000 08:05 1838892 /usr/lib/qt/plugins/imageformats/libqicns.so 7f7b239e0000-7f7b239e6000 r-xp 00000000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so 7f7b239e6000-7f7b23be6000 ---p 00006000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so 7f7b23be6000-7f7b23be7000 r--p 00006000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so 7f7b23be7000-7f7b23be8000 rw-p 00007000 08:05 1837337 /usr/lib/qt/plugins/imageformats/libqgif.so 7f7b23be8000-7f7b23bf3000 r-xp 00000000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so 7f7b23bf3000-7f7b23df2000 ---p 0000b000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so 7f7b23df2000-7f7b23df3000 r--p 0000a000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so 7f7b23df3000-7f7b23df4000 rw-p 0000b000 08:05 1838895 /usr/lib/qt/plugins/imageformats/libqdds.so 7f7b23df4000-7f7b23dff000 r-xp 00000000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so 7f7b23dff000-7f7b23ffe000 ---p 0000b000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so 7f7b23ffe000-7f7b23fff000 r--p 0000a000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so 7f7b23fff000-7f7b24000000 rw-p 0000b000 08:05 1837350 /usr/lib/qt/plugins/platforminputcontexts/libcomposeplatforminputcontextplugin.so 7f7b24000000-7f7b24021000 rw-p 00000000 00:00 0 7f7b24021000-7f7b28000000 ---p 00000000 00:00 0 7f7b281ad000-7f7b281ae000 ---p 00000000 00:00 0 7f7b281ae000-7f7b289ae000 rw-p 00000000 00:00 0 7f7b289ae000-7f7b289af000 ---p 00000000 00:00 0 7f7b289af000-7f7b291af000 rw-p 00000000 00:00 0 7f7b291af000-7f7b291e6000 r-xp 00000000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so 7f7b291e6000-7f7b293e6000 ---p 00037000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so 7f7b293e6000-7f7b293eb000 r--p 00037000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so 7f7b293eb000-7f7b293ec000 rw-p 0003c000 08:05 1322048 /usr/lib/gvfs/libgvfscommon.so 7f7b293ec000-7f7b2941c000 r-xp 00000000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so 7f7b2941c000-7f7b2961c000 ---p 00030000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so 7f7b2961c000-7f7b2961d000 r--p 00030000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so 7f7b2961d000-7f7b2961f000 rw-p 00031000 08:05 278284 /usr/lib/gio/modules/libgvfsdbus.so 7f7b2961f000-7f7b29625000 r-xp 00000000 08:05 161245 /usr/lib/libogg.so.0.8.2 7f7b29625000-7f7b29824000 ---p 00006000 08:05 161245 /usr/lib/libogg.so.0.8.2 7f7b29824000-7f7b29825000 r--p 00005000 08:05 161245 /usr/lib/libogg.so.0.8.2 7f7b29825000-7f7b29826000 rw-p 00006000 08:05 161245 /usr/lib/libogg.so.0.8.2 7f7b29826000-7f7b29851000 r-xp 00000000 08:05 161251 /usr/lib/libvorbis.so.0.4.8 7f7b29851000-7f7b29a51000 ---p 0002b000 08:05 161251 /usr/lib/libvorbis.so.0.4.8 7f7b29a51000-7f7b29a52000 r--p 0002b000 08:05 161251 /usr/lib/libvorbis.so.0.4.8 7f7b29a52000-7f7b29a53000 rw-p 0002c000 08:05 161251 /usr/lib/libvorbis.so.0.4.8 7f7b29a53000-7f7b29a5c000 r-xp 00000000 08:05 152879 /usr/lib/libltdl.so.7.3.1 7f7b29a5c000-7f7b29c5b000 ---p 00009000 08:05 152879 /usr/lib/libltdl.so.7.3.1 7f7b29c5b000-7f7b29c5c000 r--p 00008000 08:05 152879 /usr/lib/libltdl.so.7.3.1 7f7b29c5c000-7f7b29c5d000 rw-p 00009000 08:05 152879 /usr/lib/libltdl.so.7.3.1 7f7b29c5d000-7f7b29c72000 r-xp 00000000 08:05 154296 /usr/lib/libtdb.so.1.3.11 7f7b29c72000-7f7b29e71000 ---p 00015000 08:05 154296 /usr/lib/libtdb.so.1.3.11 7f7b29e71000-7f7b29e72000 r--p 00014000 08:05 154296 /usr/lib/libtdb.so.1.3.11 7f7b29e72000-7f7b29e73000 rw-p 00015000 08:05 154296 /usr/lib/libtdb.so.1.3.11 7f7b29e73000-7f7b29e7b000 r-xp 00000000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7 7f7b29e7b000-7f7b2a07a000 ---p 00008000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7 7f7b2a07a000-7f7b2a07b000 r--p 00007000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7 7f7b2a07b000-7f7b2a07c000 rw-p 00008000 08:05 161255 /usr/lib/libvorbisfile.so.3.3.7 7f7b2a07c000-7f7b2a08d000 r-xp 00000000 08:05 174082 /usr/lib/libcanberra.so.0.2.5 7f7b2a08d000-7f7b2a28c000 ---p 00011000 08:05 174082 /usr/lib/libcanberra.so.0.2.5 7f7b2a28c000-7f7b2a28d000 r--p 00010000 08:05 174082 /usr/lib/libcanberra.so.0.2.5 7f7b2a28d000-7f7b2a28e000 rw-p 00011000 08:05 174082 /usr/lib/libcanberra.so.0.2.5 7f7b2a28e000-7f7b2a292000 r-xp 00000000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9 7f7b2a292000-7f7b2a491000 ---p 00004000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9 7f7b2a491000-7f7b2a492000 r--p 00003000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9 7f7b2a492000-7f7b2a493000 rw-p 00004000 08:05 174083 /usr/lib/libcanberra-gtk3.so.0.1.9 7f7b2a493000-7f7b2a498000 r-xp 00000000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so 7f7b2a498000-7f7b2a697000 ---p 00005000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so 7f7b2a697000-7f7b2a698000 r--p 00004000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so 7f7b2a698000-7f7b2a699000 rw-p 00005000 08:05 1990305 /usr/lib/gtk-3.0/modules/libcanberra-gtk3-module.so 7f7b2a699000-7f7b2a6a9000 r-xp 00000000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0 7f7b2a6a9000-7f7b2a8a9000 ---p 00010000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0 7f7b2a8a9000-7f7b2a8ab000 r--p 00010000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0 7f7b2a8ab000-7f7b2a8ac000 rw-p 00012000 08:05 158495 /usr/lib/libwayland-server.so.0.1.0 7f7b2a8ac000-7f7b2a8b9000 r-xp 00000000 08:05 165184 /usr/lib/libgbm.so.1.0.0 7f7b2a8b9000-7f7b2aab8000 ---p 0000d000 08:05 165184 /usr/lib/libgbm.so.1.0.0 7f7b2aab8000-7f7b2aab9000 r--p 0000c000 08:05 165184 /usr/lib/libgbm.so.1.0.0 7f7b2aab9000-7f7b2aaba000 rw-p 0000d000 08:05 165184 /usr/lib/libgbm.so.1.0.0 7f7b2aaba000-7f7b2aac1000 r-xp 00000000 08:05 154659 /usr/lib/libdatrie.so.1.3.3 7f7b2aac1000-7f7b2acc0000 ---p 00007000 08:05 154659 /usr/lib/libdatrie.so.1.3.3 7f7b2acc0000-7f7b2acc1000 r--p 00006000 08:05 154659 /usr/lib/libdatrie.so.1.3.3 7f7b2acc1000-7f7b2acc2000 rw-p 00007000 08:05 154659 /usr/lib/libdatrie.so.1.3.3 7f7b2acc2000-7f7b2acf0000 r-xp 00000000 08:05 159973 /usr/lib/libatspi.so.0.0.1 7f7b2acf0000-7f7b2aeef000 ---p 0002e000 08:05 159973 /usr/lib/libatspi.so.0.0.1 7f7b2aeef000-7f7b2aef2000 r--p 0002d000 08:05 159973 /usr/lib/libatspi.so.0.0.1 7f7b2aef2000-7f7b2aef3000 rw-p 00030000 08:05 159973 /usr/lib/libatspi.so.0.0.1 7f7b2aef3000-7f7b2aeff000 r-xp 00000000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0 7f7b2aeff000-7f7b2b0ff000 ---p 0000c000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0 7f7b2b0ff000-7f7b2b100000 r--p 0000c000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0 7f7b2b100000-7f7b2b101000 rw-p 0000d000 08:05 154789 /usr/lib/libxcb-render.so.0.0.0 7f7b2b101000-7f7b2b131000 r-xp 00000000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0 7f7b2b131000-7f7b2b331000 ---p 00030000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0 7f7b2b331000-7f7b2b332000 r--p 00030000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0 7f7b2b332000-7f7b2b333000 rw-p 00031000 08:05 267325 /usr/lib/mesa/libEGL.so.1.0.0Aborted (core dumped) |
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VCMI_Launcher_log.txt (6,556) 2016-09-24 14:21 https://bugs.vcmi.eu/file_download.php?file_id=2554&type=bug ab6293acf6c0a4f72bb46bd0a850f0d6.json (9,551) 2016-09-24 14:22 https://bugs.vcmi.eu/file_download.php?file_id=2555&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3146 | [VCMI] Other | block | always | 2020-10-05 17:20 | 2023-10-28 20:43 |
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Reporter: | xtouqh | Platform: | |||
Assigned To: | Nordsoft | OS: | FreeBSD | ||
Priority: | normal | OS Version: | 13.0-CURRENT | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
Target Version: | |||||
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Summary: | client hang after connecting to server | ||||
Description: |
VCMI 0095db4a3 running on FreeBSD 13.0-CURRENT, boost-libs 1.72.0. Client starts successfully, starting server. I can select new game, pressing single scenario gets the following message in the console: Establishing connection... Found endpoints: 0:127.0.0.1:3030 Trying connection to 127.0.0.1:3030(0) Established connection with VCMI 0.99 0095db4a305415031fe9f1485c09685443cb74c0 (server). UUID: 708bc587-5f1d-42d1-af2e-f586a276c672 I can press on anything yet again, and then it hangs. Workaround from 0003027 is applied, increasing kern.ipc.maxsockbuf to 8388608 (as it wouldn't even connect otherwise). |
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Additional Information: |
trussing client: --- _umtx_op(0x8006d2008,UMTX_OP_WAIT_UINT_PRIVATE,0x0,0x18,0x7fffdfffdd78) ERR#60 'Operation timed out' write(19,"\M-I\M-|\a\^A\M-d\M-|;\^A\M-$"...,4096) = 4096 (0x1000) write(19,"1\M-|?\M-y\M^D\M-{M\M-zW\M-{\^?"...,4096) = 4096 (0x1000) write(19,"\^F\^E\M-2\M^?c\^F*\0\M-?\a|\0"...,4096) = 4096 (0x1000) write(19,"q\au\^D\^[\a\M^@\^C\M-#\^F}\^B"...,4096) = 4096 (0x1000) --- trussing server: --- kevent(5,0x0,0,{ },128,{ 0.000000000 }) = 0 (0x0) _umtx_op(0x800f00528,UMTX_OP_WAIT_UINT_PRIVATE,0x0,0x18,0x7fffffffe0e8) ERR#60 'Operation timed out' _umtx_op(0x8003d6008,UMTX_OP_WAIT_UINT_PRIVATE,0x0,0x18,0x7fffdfffdd28) ERR#60 'Operation timed out' --- This goes in a loop (data sent changes, but ERR#60 is always there). |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3012 | [VCMI] Mechanics - Battles | crash | always | 2018-10-14 08:17 | 2023-10-28 20:42 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | high | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | won't fix | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash in creature dwellings | ||||
Description: |
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, (targets > 1)); //creatures perish > VCMI_client.exe!CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo,std::allocator<StackAttackedInfo> > attackedInfos, const std::vector<MetaString,std::allocator<MetaString> > & battleLog)Строка 1098 C++ VCMI_client.exe!CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & bsa, const std::vector<MetaString,std::allocator<MetaString> > & battleLog)Строка 979 C++ VCMI_client.exe!callOnlyThatBattleInterface<IBattleEventsReceiver,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > const & __ptr64,std::vector<MetaString,std::allocator<MetaString> > const & __ptr64,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & __ptr64,std::vector<MetaString,std::allocator<MetaString> > & __ptr64>(CClient * cl, PlayerColor player, void(IBattleEventsReceiver::*)(const std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > &, const std::vector<MetaString,std::allocator<MetaString> > &) ptr, std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & <args_0>, std::vector<MetaString,std::allocator<MetaString> > & <args_1>)Строка 80 C++ VCMI_client.exe!callBattleInterfaceIfPresentForBothSides<IBattleEventsReceiver,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > const & __ptr64,std::vector<MetaString,std::allocator<MetaString> > const & __ptr64,std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & __ptr64,std::vector<MetaString,std::allocator<MetaString> > & __ptr64>(CClient * cl, void(IBattleEventsReceiver::*)(const std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > &, const std::vector<MetaString,std::allocator<MetaString> > &) ptr, std::vector<BattleStackAttacked,std::allocator<BattleStackAttacked> > & <args_0>, std::vector<MetaString,std::allocator<MetaString> > & <args_1>)Строка 114 C++ VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 431 C++ VCMI_client.exe!CServerHandler::threadHandleConnection()Строка 632 C++ |
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Steps To Reproduce: |
Атакую кошмаров архангелом, воскрешаю другим архангелом, добиваю водяными элементалями - авария I am attacking a nightmare with an archangel, resurrecting with another archangel, finishing off with water elementals - an accident |
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Additional Information: |
addon In wake of the Gods VCMI 0.99 6958f2cddf28abcc152340190e25d21d122abd1a (client) |
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Attached Files: |
VCMI_Client_log.txt (886,913) 2018-10-14 08:17 https://bugs.vcmi.eu/file_download.php?file_id=2953&type=bug VCMI_Server_log.txt (551,349) 2018-10-14 08:21 https://bugs.vcmi.eu/file_download.php?file_id=2954&type=bug Saves.rar (2,248,317) 2018-10-14 08:21 https://bugs.vcmi.eu/file_download.php?file_id=2955&type=bug WoG_революция нычка единорогов, захват ИИ.h3m (4,438) 2023-09-02 18:57 https://bugs.vcmi.eu/file_download.php?file_id=3225&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
824 | [VCMI] GUI - Adventure Map | crash | sometimes | 2011-09-29 08:52 | 2023-10-28 20:41 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows 7 | ||
Priority: | normal | OS Version: | SP1 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
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Summary: | One-time crash at interface initialization | ||||
Description: |
Debugger pointed at this line: int3 selPos = selection->getSightCenter(); in CAdvMapInterface.cpp Where 'selection' is empty (0x adress). |
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Steps To Reproduce: | Launch VCMI_Tests_2011 in hotseat with player 1 and 2 enabled. | ||||
Additional Information: | Happens from time to time in hotseat mode. | ||||
System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3013 | [VCMI] Other | crash | unable to reproduce | 2018-10-14 08:29 | 2023-10-28 20:40 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
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Summary: | Rare crash when starting the game | ||||
Description: |
return chars != 0 ? > VCMI_lib.dll!boost::iostreams::detail::indirect_streambuf<FileBuf,std::char_traits<char>,std::allocator<char>,boost::iostreams::seekable>::underflow()Строка 262 C++ [Внешний код] VCMI_lib.dll!CFileInputStream::read(unsigned char * data, __int64 size)Строка 36 C++ VCMI_client.exe!impl_read(SDL_RWops * context, void * ptr, unsigned __int64 size, unsigned __int64 maxnum)Строка 51 C++ smpeg2.dll!00007fff6210d183() Нет данных smpeg2.dll!00007fff6210ba9e() Нет данных smpeg2.dll!00007fff6210bf0c() Нет данных smpeg2.dll!00007fff6210a35d() Нет данных smpeg2.dll!00007fff62109989() Нет данных smpeg2.dll!00007fff6210908d() Нет данных smpeg2.dll!00007fff621095f1() Нет данных smpeg2.dll!00007fff620dd3e4() Нет данных smpeg2.dll!00007fff620dcfae() Нет данных smpeg2.dll!00007fff620dca59() Нет данных SDL2.dll!00007fff63d68165() Нет данных SDL2.dll!00007fff63daea0e() Нет данных [Внешний код] |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
crash.jpg (307,962) 2018-10-14 08:35 https://bugs.vcmi.eu/file_download.php?file_id=2956&type=bug |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3135 | [VCMI] Other | crash | always | 2020-07-14 23:10 | 2023-10-28 20:39 |
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Reporter: | phage00 | Platform: | Windows | ||
Assigned To: | Nordsoft | OS: | Windows 7 | ||
Priority: | high | OS Version: | Version 6.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
Target Version: | |||||
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Summary: | Can't load XL maps | ||||
Description: | Whenever I try to load any of the regular XL maps shipped with the game, VCMI crashes. I don't get booted back to desktop, I just click "begin" and nothing happens and I get a "VCMI has crashed" notification in the background, but I can press back and return to the main menu without needing to restart VCMI. | ||||
Steps To Reproduce: | Try to begin any XL map in VCMI | ||||
Additional Information: | Since I can't find any other complaints about this but can see many complaints about less serious issues, I am wondering if the problem is on my end but I can't imagine what that problem could be. I am also told by the crash notification that a file with information about the crash has been created so please tell me how to access that if it will help but hopefully the solution is simple, thank you! | ||||
Attached Files: |
VCMI_client.exe_crashinfo.dmp (11,855,235) 2020-07-14 23:33 https://bugs.vcmi.eu/file_download.php?file_id=3090&type=bug VCMI_Client_log.txt (548,472) 2020-07-23 08:48 https://bugs.vcmi.eu/file_download.php?file_id=3094&type=bug VCMI_Server_log.txt (555,413) 2020-07-23 08:49 https://bugs.vcmi.eu/file_download.php?file_id=3095&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3097 | [VCMI] Sound, music, videos | crash | sometimes | 2020-01-04 18:28 | 2023-10-28 20:39 |
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Reporter: | kdmcser | Platform: | VCMI 0.99 98e2d177c083251328de81 | ||
Assigned To: | Nordsoft | OS: | win10 | ||
Priority: | normal | OS Version: | 1903 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
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Summary: | VCMI may crash on mods using mp3 as town background music | ||||
Description: | if a town mod use mp3 file as background music, VCMI may crash on town interface. The bug occured very high frequency. 1/10 or more. game can not continue. When I convert mp3 file to ogg format and delete mp3 file in mod. The bug dissappear. | ||||
Steps To Reproduce: |
1. enable mods like Fairy, Deathvalley, preserve or Forge. 2. select mod town to start game. 3. play game, bugs will occures when you enter the town. |
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Additional Information: | I using the first dev branch build of 2020. still contains this bug. | ||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2953 | [VCMI] GUI - PreGame | crash | random | 2018-04-07 06:31 | 2023-10-28 20:38 |
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Reporter: | hkoehler | Platform: | Linux | ||
Assigned To: | Nordsoft | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
Target Version: | |||||
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Summary: | Crash in pre-game lobby | ||||
Description: |
Establishing connection... Found endpoints: 0:127.0.0.1:16828 Trying connection to 127.0.0.1:16828(0) Established connection with VCMI 0.99 db60983b5ae5e86286dd8ee3811a488ca9a29a57 (server). UUID: 62c4a8ee-f187-439f-8206-1d41e59121a4 Segmentation fault (core dumped) Last connection lost, server will close itself... *** Error in `./vcmiserver': double free or corruption (out): 0x0000000002720ef0 *** Aborted (core dumped) |
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Additional Information: |
Core was generated by `./vcmiclient'. Program terminated with signal SIGSEGV, Segmentation fault. #0 0x00000000004a0cdd in CGuiHandler::handleMouseMotion (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:383 383 if(isItIn(&(elem)->pos, current->motion.x, current->motion.y)) [Current thread is 1 (Thread 0x7fe928bbf780 (LWP 6319))] (gdb) bt #0 0x00000000004a0cdd in CGuiHandler::handleMouseMotion (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:383 #1 0x00000000004a1f40 in CGuiHandler::handleCurrentEvent (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:275 0000002 0x00000000004a2893 in CGuiHandler::handleEvents (this=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:200 0000003 0x0000000000557ab1 in CMainMenu::update (this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/mainmenu/CMainMenu.cpp:307 0000004 0x00000000004a15f2 in CGuiHandler::renderFrame (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:458 0000005 0x0000000000449516 in mainLoop (this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:1317 0000006 main (argc=<optimized out>, argv=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:484 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2543 | [VCMI] Multiplayer | crash | always | 2016-10-03 18:29 | 2023-10-28 20:38 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
Target Version: | |||||
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Summary: | Server is crashing if something connect to it and disconnect | ||||
Description: |
So if you open port with "nc" and then disconnect server will crash.$: nc 127.0.0.1 3333 Aiya! VCMI 0.98h (server) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2177 | [VCMI] Mechanics - Adventure Map | crash | always | 2015-04-09 12:17 | 2023-10-28 20:37 |
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Reporter: | AMDmi3 | Platform: | amd64 | ||
Assigned To: | Nordsoft | OS: | FreeBSD | ||
Priority: | normal | OS Version: | 11.0 | ||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
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Summary: | Server crashes on FreeBSD | ||||
Description: |
I'm trying to run vcmi on FreeBSD. After some minor changes (https://github.com/vcmi/vcmi/pull/98 [^] + another one for which I'm still to prepare proper patch) it builds fine, launcher, client and server run, however when I try to start the game (either random map or campaign), server dies: CPack serialized... this should not happen! Logs attached. Any more info I could provide? Tracebacks are disabled atm, but can do. Would tcpdump capture be useful? |
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Additional Information: | |||||
Attached Files: |
VCMI_Client_log.txt (82,138) 2015-04-09 12:18 https://bugs.vcmi.eu/file_download.php?file_id=2224&type=bug VCMI_Server_log.txt (64,835) 2015-04-09 12:18 https://bugs.vcmi.eu/file_download.php?file_id=2225&type=bug wireshark-dump.txt (9,910) 2015-04-11 02:19 https://bugs.vcmi.eu/file_download.php?file_id=2226&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2391 | [VCMI] Other | crash | unable to reproduce | 2016-01-20 22:14 | 2023-10-28 20:36 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | none | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
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Summary: | Pressing spacebar somethimes cause crash or freeze. | ||||
Description: | When pressing spacebar to revisit any object more than one for a turn, game seldom crashes of freezes. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2408 | [VCMI] GUI - PreGame | crash | have not tried | 2016-02-02 02:13 | 2023-10-28 20:35 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Client crashing on attempt to view save with unknown town / faction from mod | ||||
Description: |
I'm not yet fully find out why is that happen, but there is info. If you have save done with for example HotA and then disabled it then client may crash on "OptionsTab::CPlayerSettingsHelper::getImageIndex" because it's attempt to check information about faction that not exist: default: return CGI->townh->factions[settings.castle]->town->clientInfo.icons[true][false] + 2; It's weird because so far it's only occur for me in case of hotseat loading so it's may be as well some save file corruption. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2403 | [VCMI] Mechanics - Other | crash | always | 2016-01-27 18:50 | 2023-10-28 20:34 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Grail should always be placed even if no suitable tile found | ||||
Description: |
In H3 when there is no suitable tile (unblocked, 9 tiles from border) available grail may be positioned in water or even inside the rock. So obelisks keep working even if it's impossible to dig it out. Currently in VCMI if it's impossible to place gail position remain as -1,-1,-1 and that obviously cause crash. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2856 | [VCMI] Mechanics - Objects | tweak | always | 2018-01-14 11:20 | 2023-10-12 11:43 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.4.0 | ||
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Summary: | seer's hut: mission displayed after visiting the AI - Receiving rewards from other players | ||||
Description: |
Если ИИ посетит провидца, то нам хоть в журнал это и не занесет, но все равно на карте приключений покажет будто бы мы его уже посещали. (Что надо принести) If the AI visits the seer, then at least it will not bring us to the magazine, but still it will show on the adventure map if we already visited it. (What you need to bring) update: Moreover, if another player (AI) fulfills the condition, then the person can receive a reward! Более того, если другой игрок (ИИ) выполнит условие, то человек может получить награду! |
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Additional Information: | |||||
Attached Files: |
Kill Hero.h3m (1,832) 2022-09-13 10:37 https://bugs.vcmi.eu/file_download.php?file_id=3180&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3084 | [VCMI] AI - Battles | major | always | 2019-09-05 15:56 | 2023-10-05 10:22 |
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Reporter: | Inbar | Platform: | Android | ||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Archerers in the castles attacks the ballistra | ||||
Description: | The Archerers in the castles always attacks the ballista | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2180 | [VCMI] AI - Adventure Map | crash | always | 2015-04-11 08:19 | 2023-09-30 15:47 |
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Reporter: | loki13 | Platform: | Linux | ||
Assigned To: | SXX | OS: | Gentoo | ||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | WoG: crash on AI turn - assert on ai->knownTeleportChannels | ||||
Description: | game crashes on AI turn | ||||
Steps To Reproduce: | take the map and savegame from attachment. capture the shipyard, build captain quarters and end turn. | ||||
Additional Information: |
Opening StupidAI Loaded Stupid AI 0.1 Warning: an orphaned child! Warning: an orphaned child! Another allied hero stands in our way Another allied hero stands in our way Hero Арлаш cannot reach 2 18 1 Another allied hero stands in our way Player 5 ends turn Player 5 ended turn Player 6 starting turn read: End of file Ended handling connection Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! Warning: an orphaned child! |
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Attached Files: |
attach.zip (570,126) 2015-04-11 08:19 https://bugs.vcmi.eu/file_download.php?file_id=2227&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1021 | [VCMI] GUI - Other | feature | always | 2012-06-26 20:58 | 2023-09-30 15:42 |
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Reporter: | vcmi_user | Platform: | x86_64 | ||
Assigned To: | OS: | windows | |||
Priority: | normal | OS Version: | vista | ||
Status: | new | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Incorrect showing loss condition, victory condition and header in Scenario Information window | ||||
Description: |
Incorrect showing loss condition, victory condition and header in Scenario Information window. see red marked zones on screenshot. In Russian. Некорректное отображение условия поражения, условия победы и заголовка в окне Scenario Information. На скриншотах выделено красным. wog [URL=http://www.radikal.ru [^]][IMG]http://i018.radikal.ru/1206/a7/af68b7de9f7d.jpg[/IMG][/URL] [^] vcmi [URL=http://www.radikal.ru [^]][IMG]http://s019.radikal.ru/i603/1206/4b/20e0a392a3f7.jpg[/IMG][/URL] [^] |
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Steps To Reproduce: |
Run Last Chance map and see Scenario Information window, work witch another map. in Russian. Запустить карту Last Chance и открыть окно Scenario Information. Работает и на других картах но когда условие поражения не не успеть вовремя не так заметно. |
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Additional Information: | |||||
Attached Files: |
vcmi.jpg (142,984) 2012-06-26 20:58 https://bugs.vcmi.eu/file_download.php?file_id=998&type=bug wog.jpg (146,692) 2012-06-26 21:00 https://bugs.vcmi.eu/file_download.php?file_id=999&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2018 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2015-01-01 18:41 | 2023-09-30 15:17 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Povelitel | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.10 | ||
Status: | resolved | Product Version: | 0.97b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Gelu has two icons to promote wood elves to Snipers | ||||
Description: |
If you're playing with Gelu, there is a possibility to promote your troops to snipers (archers, wood/grand elves). For some reasons, there are two icons to promote elves to snipers. See screenshot. vcmi marked 0.97c by Warmonger |
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Снимок экрана от 2015-01-01 21:35:00.png (866,611) 2015-01-01 18:41 https://bugs.vcmi.eu/file_download.php?file_id=2055&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2755 | [VCMI] Mechanics - Objects | text | always | 2017-07-30 08:59 | 2023-09-25 09:15 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Visiting a Shipwreck gives you an incorrect text message. | ||||
Description: | The message says that you've defeated Harpies while in fact you fight vs Wights there. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
618 | [VCMI] Mechanics - Other | feature | always | 2010-08-28 15:46 | 2023-09-17 12:53 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.82 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Single/Multi-player save/load logic & format differs from H3 | ||||
Description: |
I'm not sure if this is intended as "enhancement" or coded temporarily as such, but we have the following differences: In VCMI: SP/MP save separately. If we go to the SP Load menu we have only games saved in SP. If we go the the MP Load menu, we have the list with the games saved in MP. In OH3: I don't think they made any difference in the saved file, whether it was from SP or MP. If we go to the SP Load menu, we get the list of all saved games, so one could load in SP a game saved in MP. If we go the MP Load menu, then we actually fist get the same choice window we get in the MP New Game menu, where we select the type of MP (HotSeat, etc). After we make the choice, we get the list of all saved games, so also those saved in SP. I think the OH3 take is more flexible and useful. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2858 | [VCMI] Other | feature | N/A | 2018-01-18 12:40 | 2023-09-17 12:51 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | low | OS Version: | Home Premium x64 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Daily build installer - option to not create desktop shortcut | ||||
Description: | Would be nice if bundled installer supported not creating desktop icon. It should maintain its current way of uninstalling - removing only files related to installation, without touching original H3 files put in the folder so that folder can serve for installing newer version of VCMI later. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2595 | [VCMI] Mechanics - Objects | minor | sometimes | 2016-11-09 06:47 | 2023-09-02 19:15 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | in mercenary camp you can buy other uints us crystal dragon, etc. | ||||
Description: | В лагере наемников вы можете купить существ которых там быть не должно. Например кристальных драконов, ржавых, сказочных и тд. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3001 | [VCMI] Mods | feature | N/A | 2018-08-25 20:05 | 2023-07-28 23:23 |
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Reporter: | asgraf | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Ability to learn new spells should be moddable | ||||
Description: |
I would like to request new bonus type ALLOW_LEARN_SPELLS that grands hero ability to learn certain spells without need of having Wisdom skill of appropriate level This new bonus type should be allowed to be limited by: - spell level (ability to learn spells of certain level including spells added by other mods) - spell school (ability to learn spells of certain magic school including spells added by other mods) - spell flags (ability to learn all spells with certain flag like summoning including spells added by other mods) - hand-picked selection of spell id's (white-listed spells can be learn without Wisdom) Example use case: https://forum.vcmi.eu/t/spell-schools-modding/4679 [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2690 | [VCMI] Mods | minor | have not tried | 2017-06-09 01:14 | 2023-07-16 16:49 |
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Reporter: | Draeganfire | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Cove Shipyard | ||||
Description: | Cove Shipyard shows prior to being built, and when attempted to build it, the game crashed | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2344 | [VCMI] Mechanics - Adventure Map | feature | N/A | 2015-12-01 00:00 | 2023-07-15 17:11 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98e | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Dwellings: auto stack merge needed like we have with joining creatures on adventure map | ||||
Description: |
Currently if all stacks in your army are busy with splitted creatures and you attempt to buy (or take for free in case of 1st level) creatures from dwellings you get message that army is full. Though quite some time ago we have auto merge mechanics for creatures joining hero army. So we need to reuse it for dwellings and other possible cases too. |
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2880 | [VCMI] Mechanics - Other | minor | have not tried | 2018-02-19 05:17 | 2023-07-15 17:10 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Hero lost after fleeing on day 7 | ||||
Description: | When a hero flees during the enemy's turn on day 7, you aren't able to buy them back (due to hero rotation). This differs from how HMM3 handles this scenario, where the hero will be available for recruitment in the new week. | ||||
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2921 | [VCMI] Mechanics - Adventure Map | minor | always | 2018-03-17 08:32 | 2023-07-15 17:10 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Currently town and adventure map dwellings don't have auto-merge when army is full | ||||
Description: |
When creatures join you on adventure map and you have full army then if it's possible stacks of same type will be merged to make place for them. Otherwise you'll get garrison dialog window and able to choose on your own what stacks to keep and what to disband. Nothing like that happen when you try to hire creatures from dwellings on adventure map. You just get message that "%s want to join your hero, but there aren't enough provisions to support them.". Warning! If army is actually full and there nothing to merge then you should still get message about provisions instead of garrison dialog! Player shouldn't be able to accidentally buy creatures that he can't get into army. PS: Also I had feeling auto-merge was working inside town garrison, but now it's broken. So if there no empty slots then you can't buy anything in town and there no error. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1416 | [VCMI] Mechanics - Town structures | minor | always | 2013-08-21 15:19 | 2023-07-15 17:06 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Retreat / Surrender sends hero to the left Tavern slot only - H3 used both slots to place them | ||||
Description: |
H3 was making use of both slots, giving player the chance to keep 2 of the best heroes recently retreated or surrendered. I'm not very sure about the exact pattern and I didn't find info on this in Strategija. I played a bit with the VCMI_Tests map in WoG, retreating / surrendering each of the 8 heroes in different orders, and noticed the following: - first retreated/surrendered hero went into the left Tavern slot - from the 2nd onward, as long as I kept retreating only, they all went to the right slot (leaving the 1st retreated/surrendered hero there) - this went on until I surrendered with a hero, which went as well to the right slot; but after that, the next retreated/surrendered hero went to the left slot, overriding the hero that's been sitting there for a while. So H3 seems to prioritize surrendered heroes, to keep them there as long as possible; but if we have 2 surrendered heroes, the one who surrendered first (pending there unhired the longest) will be lost & replaced by the next hero retreating/surrendering. H3 does not look at hero/army strengths though: I had a retreating hero override the first surrendered hero, even though it was stronger (level, artifacts, army) than the second surrendered hero. This was a bit of a bummer, but the odds of having 2 surrendered heroes, and no chance to hire the best of them until you have to retreat/surrender another, are pretty small, so I guess we shouldn't bother to further tweak the H3 logic on that. My assumption of the OH3 pattern is the following: 1. Look, from left to right, for the "most vulnerable" hero to be replaced. In order, that would be the Default (randomly generated weekly) hero, considered weaker than a Retreated hero, which is weaker than a Surrendered hero. i.e.: so if a Default hero is found in the left slot, the algorithm stops here as that's the one replaced. 2. If both slots have retreated heroes, or both have surrendered heroes, then replace the "oldest". Or, in other words: 1. Check left slot > If Default hero, replace (> End) 2. Else check right slot > If Default, replace hero in right slot (> End) 3. Else check if both heroes have Retreated > If yes, replace the oldest (> End) 4. Else check if both heroes have Surrendered > If yes, replace the oldest (> End) 5. Else replace the one who Retreated > End __or split from step 3 into: 3. Else check if left slot = Retreated 3A. If Yes > Check if right slot = Retreated > Yes = replace oldest / No = replace left slot 3B. If No > Check if right slot = Retreated > Yes = replace right slot / No = replace oldest |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1976 | [VCMI] GUI - PreGame | minor | always | 2014-11-24 08:59 | 2023-07-08 21:20 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Mouse wheel event affect all forms with scrollbar | ||||
Description: |
Affect map select / game load where list and map description have scrollbar. Likely affect chat in multiplayer, but it's looks like broken so can't test it now. Right behaviour would be if only hovered form would accept mouse wheel input. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3254 | [VCMI] AI - Adventure Map | major | always | 2023-07-07 20:33 | 2023-07-07 20:50 |
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Reporter: | Ensrick | Platform: | Desktop PC | ||
Assigned To: | OS: | Windows 11 | |||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI Stuck on it's turn | ||||
Description: |
The AI (Purple player in this instance) is getting stuck on its turn. This is happening on the map arrogance for me. Based on a look at the log, it might be the AI trying to build a boat. |
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Steps To Reproduce: |
Start map arrogance, wait several turns, eventually, the AI seems to get stuck |
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Additional Information: | |||||
Attached Files: |
VCMI_Client_log.txt (925,287) 2023-07-07 20:33 https://bugs.vcmi.eu/file_download.php?file_id=3218&type=bug VCMI_Client_log 2.txt (1,977,124) 2023-07-07 20:39 https://bugs.vcmi.eu/file_download.php?file_id=3219&type=bug Aericka.vsgm1 (3,625,546) 2023-07-07 20:41 https://bugs.vcmi.eu/file_download.php?file_id=3220&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1642 | [VCMI] Campaigns | feature | N/A | 2013-12-30 15:40 | 2023-07-05 13:55 |
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Reporter: | beegee | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.94b | ||||
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Summary: | Do not let the player give the possibility to choose a hero bonus if the hero is a crossover hero moving to new scenario | ||||
Description: |
Do not let the player give the possibility to choose a hero bonus if the selected hero is a crossover hero moving to new scenario. It may be possible that you can't choose any bonus at all. In OH3 it is possible to do that and then you have two hero instances with the same hero type ID where you can only select and move one of those heroes. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2412 | [VCMI] Mechanics - Adventure Map | major | always | 2016-02-13 23:17 | 2023-07-05 11:16 |
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Reporter: | agarttha | Platform: | x86_64 | ||
Assigned To: | SXX | OS: | Debian | ||
Priority: | normal | OS Version: | 4.3.3-7 | ||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Hero does not move on mouse-click--error message "Tiles are not neighboring!" | ||||
Description: |
Note: version is actually 0.98g Clicking to move hero fails and the following error message is overlaid: System message: Server encountered a problem: Tiles are not neighboring! System message: Server encountered a problem: Got false in applying 8MoveHero... that request must have been fishy! |
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Steps To Reproduce: | Load save game, try to move either hero. | ||||
Additional Information: | |||||
Attached Files: |
save.zip (1,136,501) 2016-02-13 23:17 https://bugs.vcmi.eu/file_download.php?file_id=2456&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3127 | [VCMI] GUI - Adventure Map | minor | always | 2020-05-16 20:24 | 2023-07-05 11:12 |
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Reporter: | Czesiek | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 20.04 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Duplicated town displayed in side bar | ||||
Description: |
At some point I only had three towns, but in the sidebar there were four displayed. On the screenshot you can see: three red towns on the minimap and no dungeons, but four in the sidebar. * The fourth one was a duplicate of the third of the list. It had the same icon. The tooltip in bottom bar displayed the same name when covered. * Clicking on the fourth icon "selected" it but clicking again didn't open the town view as it should happen. Only clicking on the third "correct" item opened the town view. * In the town view there's also list of towns in bottom right corner - I noticed exactly the same effect there * When I captured some fourth town, it was appended to the list normally, so then the list was: (town1, town2, town3, duplicate of town3, town4) |
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Steps To Reproduce: | Load the save file and check town list in sidebar | ||||
Additional Information: |
encountered on nullkiller_ai branch - but seem unrelated to AI compiled with gcc 9.3.0 |
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Attached Files: |
Screenshot from 2020-05-16 21-16-36.png (2,696,420) 2020-05-16 20:24 https://bugs.vcmi.eu/file_download.php?file_id=3072&type=bug duplicated_towns_sidebar.vcgm1 (3,301,956) 2020-05-16 20:25 https://bugs.vcmi.eu/file_download.php?file_id=3073&type=bug duplicated_towns_sidebar.vsgm1 (3,303,021) 2020-05-16 20:29 https://bugs.vcmi.eu/file_download.php?file_id=3075&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3253 | [VCMI] Campaigns | block | always | 2023-05-29 16:40 | 2023-06-30 12:28 |
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Reporter: | Ayallay | Platform: | |||
Assigned To: | Ivan | OS: | Android | ||
Priority: | immediate | OS Version: | 10 | ||
Status: | resolved | Product Version: | 1.2.1 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing every artifacts in any campaign | ||||
Description: | If your artifact supposed to follow your path all the way to the end - it won't. If your character BOUGHT A MAGIC BOOK - you can kiss it goodbye, since he hasn't it by the start of campaign. | ||||
Steps To Reproduce: | You can either play it fair with basically every Might hero or just buy the spell book and cheat it via vcmisilmaril - it will be the same. | ||||
Additional Information: | |||||
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Screenshot_20230529_193822_is.xyz.vcmi.daily.jpg (1,439,552) 2023-05-29 16:40 https://bugs.vcmi.eu/file_download.php?file_id=3217&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3251 | [VCMI] Campaigns | minor | always | 2023-05-06 18:50 | 2023-06-30 12:28 |
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Reporter: | gzeuweulski | Platform: | |||
Assigned To: | Ivan | OS: | Android | ||
Priority: | normal | OS Version: | 11 | ||
Status: | resolved | Product Version: | 1.2.1 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing starting artifacts in Invasion scenario of the Unholy Alliance campaign of Shadow of Death | ||||
Description: | When starting the game, Sandro should be equipped with the same starting artifacts as in the previous scenario : Cloak of the Undead King and Armor of the Damned. But they are missing. | ||||
Steps To Reproduce: |
Start game and pay the invasion scenario of unholy alliance campaign Open sandro's inventory : no starting artifacts |
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Screenshot_20230506-205034.png (1,037,997) 2023-05-06 18:50 https://bugs.vcmi.eu/file_download.php?file_id=3211&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3104 | [VCMI] Campaigns | minor | always | 2020-01-25 17:26 | 2023-06-30 12:28 |
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Reporter: | toneyisnow | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | In Dragon Slayer campaign, the hero should not carry Magic Book at the beginning | ||||
Description: | In the first scenario of Dragon Slayer, the hero is not carrying magic book in H3. But in vcmi there is already one. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3094 | [VCMI] Campaigns | major | always | 2019-11-24 15:50 | 2023-06-30 12:28 |
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Reporter: | Romitopolous | Platform: | windows | ||
Assigned To: | Ivan | OS: | 10 | ||
Priority: | normal | OS Version: | 1903 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Artifacts do not carry over to next scenario | ||||
Description: | The Sword of Hellfire, Breastplate of Brimstone and Shield of the Damned do not carry over from Seeking Armageddon to Maker of Sorrows in the Armageddon's Blade campaign. Without these three artifacts, the Blade cannot be created and there is no way to proceed. | ||||
Steps To Reproduce: | Complete the Seeking Armageddon scenario by picking up the Shield of the Damned, and then start the next scenario. | ||||
Additional Information: | |||||
Attached Files: |
blade end 2.vcgm1 (4,327,922) 2019-11-24 15:50 https://bugs.vcmi.eu/file_download.php?file_id=3045&type=bug WrathOfSandro.vcgm1 (4,631,232) 2020-03-29 08:43 https://bugs.vcmi.eu/file_download.php?file_id=3051&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2825 | [VCMI] Campaigns | trivial | always | 2017-12-16 15:21 | 2023-06-30 12:28 |
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Reporter: | Demonlight | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windwos | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | If I get one level further in the campaign artifacts will be taken along by chance | ||||
Description: |
If I get one level further in the campaign,(Restoration of Erathia) some of the artifacts that are down in the stock area will be taken to the next level, this can be reproduced. In the level victories conditions it says that only the heroes will be taken along. Which artifacts are taken along are random each time |
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Steps To Reproduce: |
Load my savegame before mapchange Look at the artefakts in the savegame by my heroes kill the one heroes and defeat the town. Than in the next level you will see that are some artifakts by the start in the stock area from my heroes are. (Depending on the winning conditions, all or no artifacts should be taken along in the campaign. Or those that allowed. but no randomly selected) I have tracked this error in several campaigns. |
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Additional Information: |
I Use your version develop-26a222a.exe And I use 5 mods for additional heroes and cities And i use the high res menü And new terrains |
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Attached Files: |
Artefakt transfer bug.7z (2,034,020) 2017-12-16 15:21 https://bugs.vcmi.eu/file_download.php?file_id=2813&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1635 | [VCMI] Campaigns | minor | always | 2013-12-27 12:33 | 2023-06-30 12:28 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Minor campaign features that are still missing | ||||
Description: |
- Yog: Can't use spellbook. Probably should be turned into hero property available to our modding system. Modding interface: Probably should be implemented as special state of spellbook entry: "spellbook" : "banned" (if string and string == banned -> disable spellbook, else - parse list of spells) Internally: Probably separate flag similar to current haveSpellbook. - Gem: Has her class renamed to "Sorceress". Probably we should give her a custom class which is essentially a copy of Druid class but with different name. Localization can be handled with mods as well so no need to do anything about it on our side. - Anything else I missed? |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1845 | [VCMI] Launcher | feature | N/A | 2014-07-17 22:03 | 2023-06-27 19:23 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.97 | ||||
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Summary: | There should be a way to select location of Heroes III data files | ||||
Description: |
Continuation of this: https://github.com/vcmi/vcmi/pull/29 [^] Launcher must provide some way to select location of H3 files. As of now it can only display current data directory. This should be replaced with user-selectable location + some generation of possible locations (install dir, common registry entries, common install locations). |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2231 | [VCMI] Launcher | minor | always | 2015-08-16 20:21 | 2023-06-27 19:19 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | Warmonger | OS: | Windows 10 Home | ||
Priority: | low | OS Version: | build 10240 | ||
Status: | resolved | Product Version: | 0.98c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Downloading and refreshing repositories error | ||||
Description: |
It says-- File <unknown> is not a valid JSON file! At line 40, position 1 warning: Comma expected! In the VCMI launcher command window It has something to do with downloading and refreshing repositories. |
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Steps To Reproduce: | Download & refresh repositories | ||||
Additional Information: | This occurred ever since I updated from 0.97. I always use a fresh installation of Heroes 3 Complete and remove any old folders of VCMI, like in C:\Users\user\Documents\My Games\vcmi. | ||||
System Description |
System Type: x64-based PC Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz 3.30GHz Installed Memory (RAM): 8.00 GB |
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Attached Files: |
VCMI_Launcher_log.txt (4,771) 2015-08-16 20:21 https://bugs.vcmi.eu/file_download.php?file_id=2285&type=bug modSettings.json (4,408) 2015-08-22 14:28 https://bugs.vcmi.eu/file_download.php?file_id=2296&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2945 | [VCMI] Campaigns | minor | always | 2018-04-02 10:16 | 2023-06-27 12:31 |
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Reporter: | reedwolf | Platform: | Linux (x86_64) | ||
Assigned To: | Ivan | OS: | Manjaro Linux | ||
Priority: | normal | OS Version: | 17.1.7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Shadow of Death: A new beginning, the Clearing the Border->After the Amulet transition does not work, just reloads 1st scenario | ||||
Description: | After the win condition is met in Clearing the Border, the game correctly loads the next scenario's FMV, and even the Scenario description screen, but when I click begin it just loads the first scenario with all of Gem's (the scenario's first recurring hero) experience gone, exactly like if I started anew the scenario. It is possible that it is due to the fact that I saved, then later I loaded it to continue from where I left off. | ||||
Steps To Reproduce: |
1. Start the "A new beginning" scenario from Shadow of Death (1.5. [maybe not necessary] Save the game somewhere in the middle of the scenario then load it before finishing it) 2. Achieve Win Condition 3. Try to start the second scenario 4. The game still loads the first one while resetting all stats |
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Additional Information: | I will include my save file that was made just before winning the scenario. Gem needs to be taken out of the castle closest to the last enemy hero, engage him in battle and win. | ||||
Attached Files: |
Saves.zip (1,150,295) 2018-04-02 10:16 https://bugs.vcmi.eu/file_download.php?file_id=2903&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3250 | [VCMI] Campaigns | crash | always | 2023-05-06 16:44 | 2023-06-27 12:30 |
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Reporter: | gzeuweulski | Platform: | |||
Assigned To: | Ivan | OS: | Android | ||
Priority: | normal | OS Version: | 11 | ||
Status: | resolved | Product Version: | 1.2.1 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Game crashes in Shadow of death, unholy alliance campaign, scenario Wrath of Sandro | ||||
Description: |
In the scenario "Wrath of Sandro" in the Shadow of death, unholy alliance campaign. When trying to build citadel in the starting town (Coldreign), the games crashes. When trying to open the surface inferno townscreen once conquered (Gehenna), the game also crashes. This didn't ever happen before in random maps, and the bug stays from one turn to the other, and restarting the game changes nothing. |
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Steps To Reproduce: |
1.1 : open vcmi and load game .2 : select Coldreign town .3 : open Coldreign townscreen .4 : go in the town hall and select citadel building .5 : buy the building (game crashes instead of building citadel) 2.1 : open vcmi and load game .2 : select Gehenna town .3 : open Gehenna townscreen (game crashes instead of displaying town screen) OR 2.1 : open vcmi and load game .2 : select any hero and bring him to Gehenna town .3 : when in town, the townscreen should be displayed with the hero in it. Instead, game crashes. |
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Additional Information: |
Mods : vcmi essential files, vcmi extras, horn of the abyss (with submod balance mod disabled) Deactivating HotA mod doesn't solve the issue. Another issue showed at the beginning of the recording and that occurs with any game, campaign or not, is that the calendar doesn't show correctly at the bottom left corner. It is miscentered in a way that the day isn't visible. |
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Attached Files: |
GAME.vcgm1 (203,966) 2023-05-06 16:44 https://bugs.vcmi.eu/file_download.php?file_id=3205&type=bug VCMI_Client_log.txt (786,757) 2023-05-06 16:49 https://bugs.vcmi.eu/file_download.php?file_id=3206&type=bug VCMI_Server_log.txt (706,380) 2023-05-06 16:50 https://bugs.vcmi.eu/file_download.php?file_id=3207&type=bug screen-20230506-185155.mp4 (5,494,326) 2023-05-06 16:56 https://bugs.vcmi.eu/file_download.php?file_id=3208&type=bug screen-20230506-185929.mp4 (1,976,090) 2023-05-06 17:01 https://bugs.vcmi.eu/file_download.php?file_id=3209&type=bug screen-20230506-190140.mp4 (3,075,074) 2023-05-06 17:01 https://bugs.vcmi.eu/file_download.php?file_id=3210&type=bug Autosave_8.vcgm1 (222,566) 2023-05-06 19:51 https://bugs.vcmi.eu/file_download.php?file_id=3212&type=bug Autosave_8.vsgm1 (4,975,966) 2023-05-06 19:51 https://bugs.vcmi.eu/file_download.php?file_id=3213&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2805 | [VCMI] GUI - Adventure Map | trivial | unable to reproduce | 2017-10-10 06:58 | 2023-06-22 16:15 |
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Reporter: | HarryPhoon | Platform: | Mobile | ||
Assigned To: | Ivan | OS: | Android | ||
Priority: | normal | OS Version: | 7.0.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | A dialog box about shipyard showed when clicked on the castle doorway | ||||
Description: |
Made a map with RMG (large, 6 players, me - necropolis) and during second week I wanted to go with Vidomina to the castle. I clicked on the doorway and a dialog box showed up. Happened only once and I wasn't able to reproduce it. I'm using the latest develop build for android (08-Oct-2017 18:49) on Nexus 7 (2013) with RR 7.0.1. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Screenshot_20171010-062408.png (1,777,281) 2017-10-10 06:58 https://bugs.vcmi.eu/file_download.php?file_id=2794&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
839 | [VCMI] GUI - Adventure Map | trivial | always | 2011-11-27 13:17 | 2023-06-22 16:11 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | yupsi | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.86d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | The blocked frame of the Move button in high resolutions is not correct | ||||
Description: | Since 0.86c, the graphics of the Move button in "off" state on high resolutions are not correct, nor consistent with the graphics of the other buttons in "off" state. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2011-11-27_MoveVCMIhr.jpg (10,031) 2011-11-27 13:17 https://bugs.vcmi.eu/file_download.php?file_id=829&type=bug 2011-11-27_H3move.jpg (1,333) 2011-11-27 13:22 https://bugs.vcmi.eu/file_download.php?file_id=830&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3128 | [VCMI] GUI - Adventure Map | minor | always | 2020-05-16 20:28 | 2023-06-22 16:09 |
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Reporter: | Czesiek | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 20.04 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.2.0 | ||
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Summary: | For flying hero, gliched movement range and path display is displayed | ||||
Description: |
See screenshot. Hero owns angel wings artifacts. Notice the last arrow on the proposed path wrongly marked as green |
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Steps To Reproduce: | |||||
Additional Information: |
nullkiller_ai branch gcc 9.3.0 |
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Attached Files: |
Screenshot from 2020-05-16 20-58-35.png (2,850,267) 2020-05-16 20:28 https://bugs.vcmi.eu/file_download.php?file_id=3074&type=bug fly_move_range_glitch.vcgm1 (3,303,557) 2020-05-16 20:29 https://bugs.vcmi.eu/file_download.php?file_id=3076&type=bug fly_move_range_glitch.vsgm1 (3,304,611) 2020-05-16 20:30 https://bugs.vcmi.eu/file_download.php?file_id=3077&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
515 | [VCMI] Mechanics - Adventure Map | minor | always | 2010-07-03 03:32 | 2023-06-21 15:30 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | resolved | Product Version: | 0.81 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | "There is no place to put the boat" if the water is on the left (west) side of the shore + Correct Rules for boat summoning | ||||
Description: |
Also, the position where the boat appears should be tweaked to match H3. I've struggled for half an hour to figure out what was the rule in H3 (see attached screenshot) and it turns out the system was actually quite simple. First, please see here the priority of the water tiles around the hero (clockwise, starting above the hero): 8 1 2 7 x 3 6 5 4 The rules are as follows: - The game looks for the highest priority water tile available to place the boat (1 being the highest) at 1st cast - At 2nd cast the game looks for the 2nd highest priority water tile to place the boat - Further casting will continue to regularly alternate between the 1st & 2nd highest priority tiles (if only 1 available, after 1st cast it will be blocked by the summoned boat already - then see last rule below) - If there are more than 2 available water tiles, still only the first 2 are considered (a boat is never placed on a 3rd available water tile) - If an empty boat occupies what could be the 1st or 2nd available tile, then the game considers it as obstacle as well, hence choosing the empty tile and the boat moves there - If all tiles around the hero are occupied (even if that means occupied by empty boats on water), we get the message "There is no place to put a boat" which we normally get when there is no free water tile around Take Sir Mullich in the attached map to run your tests. For the bug in the subject, just take him to a vertical shore where the water is to the west (but I guess you don't need to waste time with the bug as long as you implement the above rules correctly) Note: monster area of control does not impact water tiles. I'm pointing this out just in case, because the above rules should not be impacted by a monster stationed next to a water tile. Boats can be summoned on tiles adjacent to a monster and hero can board it without starting a fight (of course, only if he does not need to go through a terrain tile guarded by that monster before getting to the boat). |
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Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
2010-07-03_SummonBoatPosition.jpg (440,740) 2010-07-03 03:32 https://bugs.vcmi.eu/file_download.php?file_id=441&type=bug VCMI_Tests.h3m (12,527) 2010-07-03 03:35 https://bugs.vcmi.eu/file_download.php?file_id=442&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2791 | [VCMI] Mechanics - Adventure Map | crash | always | 2017-09-12 13:26 | 2023-06-21 15:30 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Crash when AI try to buy a boat outside of map | ||||
Description: |
Due to position conversion it's end up building boat outside of map. I mainly add it on bug tracker because once I again I want attempt to document this convertPosition between actual and visitable object position at least and might be make some functions to explicitly request such positions from objects when it's needed. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
TAN_BOAT_CRASH.zip (2,012,992) 2017-09-12 13:26 https://bugs.vcmi.eu/file_download.php?file_id=2783&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2342 | [VCMI] Mods | minor | always | 2015-11-29 12:46 | 2023-06-20 19:42 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong file names of Sea Serpent/Haspid in HotA sudmod | ||||
Description: | In folder IconsBig and Icons Small, Haspid png picture contains Sea Serpent graphic and vice versa. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2470 | [VCMI] Mechanics - Adventure Map | feature | N/A | 2016-09-07 19:12 | 2023-06-20 19:41 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Give boat to heroes spawned on water | ||||
Description: |
H3 editor allow to place objects such as prison and tavern on water. It's also possible to interact with them in game which in H3 result in heroes that cannot move since they're on water. In VCMI selecting hero like that will cause crash in pathfinder. Probably if we might not remove this possibility, but instead spawn hero with a boat. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1097 | [VCMI] GUI - PreGame | feature | always | 2012-09-29 01:19 | 2023-05-31 14:05 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Select Resolution - would be good if it worked again without restarting the application | ||||
Description: |
I think it's great the resolution setting could be integrated in System Options. However I do miss the possibility to change resolutions without restarting. I understand it's not a priority, but if it can be done at some point in the future it would be great. Any other PC game (that I know) allows the change of resolution without restart, so it would look & feel better if we bring back the functionality. Not only for the players of the final product later on, but also for testers now. It was way easier to change resolutions in the past, by typing it in Console at any time (regardless of where the client was). Now it's quite some clicks away, plus we *have* to be on Adventure Map to open System Options, plus we have to exit & restart after that. Ideally would be that it takes effect as soon as we exit system options. But if that's difficult with the current architecture, then would be nice if at least going through the menu (Load, etc) would be enough for new setting to take effect. Perhaps a message saying "Reload necessary for setting to take effect" would also be good. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2469 | [VCMI] Mechanics - Town structures | minor | always | 2016-09-07 17:36 | 2023-05-31 14:01 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Random Town: fully built in H3M editor have less structures in VCMI | ||||
Description: |
If H3M map has customized random town that is fully built on start of game it's will have less structures built in VCMI than in H3. For instance Inferno derrived from fully built random town object: - In H3 there is 3 buildings not built - In VCMI there is 5 of them Proper testing needed for each town. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
SXX_inferno_crash.h3m (1,492) 2016-09-07 17:36 https://bugs.vcmi.eu/file_download.php?file_id=2518&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2633 | [VCMI] Mods | minor | always | 2016-12-15 07:41 | 2023-05-29 11:19 |
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Reporter: | Alyx182008 | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Problem with how stack experience is defined can cause crash when using WoG mod | ||||
Description: | When a creature has a stack bonus that references another creature or a spell, if identifiers are used instead of ID numbers, the game will crash when the creature gains enough experience for the stack bonus to apply. I found the bug in Grove town as it looks like it's the only one that has stack bonuses defined with identifiers and not IDs. | ||||
Steps To Reproduce: | Have a creature with a Hate stack bonus or a cast spell bonus, gain enough battle experience for the creature to gain the stack that applies the bonus, try to check the creature's attributes. | ||||
Additional Information: | |||||
Attached Files: |
vcmi_logs1.zip (176,674) 2016-12-15 07:41 https://bugs.vcmi.eu/file_download.php?file_id=2672&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2580 | [VCMI] GUI - Other | major | always | 2016-10-23 13:49 | 2023-05-17 18:23 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Fullscreen game window width is bigger than it should be | ||||
Description: | When running game in fullscreen mode, mouse cursor can go far beyond right edge of the screen. When playing on 800x600 resolution, the effective resolution is 1067x600. When playing on 1024x768, resolution is around 1300x768. | ||||
Steps To Reproduce: | Run game in fullscreen move and move mouse as far as possible to the right side. When moving mouse back to the left side, cursor will go back after moving mouse far left, instead of immediately. | ||||
Additional Information: | I added "logGlobal->warn(std::to_string(x) + " " + std::to_string(y));" at the end of CCursorHandler::cursorMove and confirmed that resolution is bigger than desired. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2067 | [VCMI] GUI - Adventure Map | minor | always | 2015-02-10 22:08 | 2023-05-12 14:59 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.97c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | It's possible to switch to "View World" during AI turn and this cause glitches | ||||
Description: |
So after AI turn begins you can still press "V" hotkey and see what happening via View World screen. It's works surprisingly well and it's possible to see AI movements, etc. Though when AI turn end "Day N" video and minimap are drawn over "View World" interface. PS: Not sure what I should choose for bug "product version" as View World was just merged. :-) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2606 | [VCMI] Mechanics - Adventure Map | feature | sometimes | 2016-11-15 01:28 | 2023-05-12 14:56 |
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Reporter: | exfizik | Platform: | Linux 64 bit | ||
Assigned To: | Ivan | OS: | OpenSuse | ||
Priority: | normal | OS Version: | Tumbleweed | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Necromancy shouldn't be in University | ||||
Description: | IMHO, Necromancy shouldn't appear as an option at a University. Non-necromants can't learn it whereas necromants already have it. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
Selection_002.png (179,922) 2016-11-15 01:28 https://bugs.vcmi.eu/file_download.php?file_id=2648&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3151 | [VCMI] GUI - Adventure Map | minor | always | 2020-10-13 18:12 | 2023-05-12 14:54 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows/Android | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Text messages at the bottom of adventure screen are not centered. | ||||
Description: |
Text messages at the bottom of adventure screen are not centered. Reported from windows and android users. Probably this bug was introduced in daily builds starting from 02 October 2020. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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bug1.jpg (210,500) 2020-10-13 18:12 https://bugs.vcmi.eu/file_download.php?file_id=3103&type=bug bug2.png (534,202) 2020-10-13 18:13 https://bugs.vcmi.eu/file_download.php?file_id=3104&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1862 | [VCMI] Mechanics - Adventure Map | minor | have not tried | 2014-07-27 22:42 | 2023-05-12 14:54 |
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Reporter: | raine | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Hero animation speed (adventure map) | ||||
Description: | The hero walking/riding animation on the adventure map is progressing much faster than the original one. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3105 | [VCMI] Campaigns | minor | always | 2020-01-31 23:04 | 2023-05-12 14:51 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Some campaigns can't be played: very big lenght | ||||
Description: |
I've found enchanced version of Dragon's Blood campaigns and VCMI freezes trying to load first scenario. Console says: Warning - very big lenght: 708848. Loading the same campaign under H3 Complete - it's all good. |
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Steps To Reproduce: |
1. Download slayer.h3c file 2. Put it into Maps folder. 3. In game. New Start->Campaign->Custom 4. Choose Dragon's Slayer Campaign 5. Choose any starting bonus. 6. Click begin - game freezes. |
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Additional Information: | |||||
Attached Files: |
slayer.h3c (401,064) 2020-01-31 23:04 https://bugs.vcmi.eu/file_download.php?file_id=3050&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1598 | [VCMI] Other | text | always | 2013-11-24 11:40 | 2023-05-06 07:01 |
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Reporter: | beegee | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Reduce some warning/error messages while ingame | ||||
Description: |
There will be generated error messages even when the game behaves normally. That messages are mostly "FIXME" warnings meant for developers. Some messages: FIXME: battleGetFightingHero wrong argument! Warning: an orphaned child! const PlayerState *CGameInfoCallback::getPlayer(PlayerColor, bool) const: Cannot find player 255info! battleGetHeroInfo: side 1 does not have hero! battleGetAllObstacles called when no battle! read: End of file Ended handling connection Our socket has been closed. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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Cannot get object with id . Object was removed.rar (1,072,052) 2022-03-19 20:53 https://bugs.vcmi.eu/file_download.php?file_id=3146&type=bug 121.png (1,393,706) 2023-05-06 06:53 https://bugs.vcmi.eu/file_download.php?file_id=3202&type=bug 121_1.png (1,388,754) 2023-05-06 06:53 https://bugs.vcmi.eu/file_download.php?file_id=3203&type=bug GreenMessages.zip (901,887) 2023-05-06 07:01 https://bugs.vcmi.eu/file_download.php?file_id=3204&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2804 | [VCMI] Mods | minor | have not tried | 2017-10-08 16:36 | 2023-05-04 10:52 |
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Reporter: | steelsun905 | Platform: | x64 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Can't use the holy grail in Horn on the Abyss's Cove town | ||||
Description: | When I delivered the holy grail to a Cove town, no prompt appeared to use the grail artifact. I did verify, however, that the grail worked properly in a Necropolis. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
301 | [VCMI] Mechanics - Town structures | minor | have not tried | 2009-12-07 13:08 | 2023-04-30 09:36 |
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Reporter: | Steven Aus | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.75 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.0.0 | ||
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Summary: | Skyship didn't reveal the whole map immediately on capture or the next turn after capture. | ||||
Description: | See attached save (saved immediately after capture but it may be that the Skyship making all the map visible shouldn't happen until the next turn). | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Just After Capturing Skyship Town.7z (99,922) 2009-12-07 13:08 https://bugs.vcmi.eu/file_download.php?file_id=172&type=bug Skyship.h3m (1,775) 2019-05-26 18:19 https://bugs.vcmi.eu/file_download.php?file_id=3021&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3249 | [VCMI] Launcher | block | always | 2023-04-28 15:54 | 2023-04-30 09:35 |
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Reporter: | ewbailey | Platform: | MacOS | ||
Assigned To: | Nordsoft | OS: | Monterey | ||
Priority: | normal | OS Version: | 12.6.5 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.2.1 | ||
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Summary: | Launcher on MacOS does not complete initial setup | ||||
Description: | Installed fresh copy after deleting old in my Library. Finds and copies data files (H3 Complete). Does not auto detect language - defaults to Chinese. Next button grey - no language choice changes this. Nothing clickable. Cannot proceed. | ||||
Steps To Reproduce: | Have tried clean installs multiple times. | ||||
Additional Information: | |||||
Attached Files: |
Screen Shot 2023-04-28 at 11.44.24 AM.png (104,579) 2023-04-28 15:54 https://bugs.vcmi.eu/file_download.php?file_id=3201&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2162 | [VCMI] GUI - Battles | minor | always | 2015-04-04 02:48 | 2023-04-20 17:16 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hotseat: popup message "Spell will affect no one" don't appear for 2nd player | ||||
Description: |
This only happen in battle when it's 1st player turn and he's attacked 2nd player. When 2nd player attempt to cast spell that not allowed or useless he don't get popup message. I suppose there is problem that only 1st player interface receive these messages as it's hist turn. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2290 | [VCMI] GUI - Battles | minor | always | 2015-10-07 14:11 | 2023-04-20 17:16 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Information about timed adventure map spells displayed on stacks in battle. | ||||
Description: | So when you start battle your stacks number have yellow background and you can see effects on Disguise / Visions in stack info window. Fact that *some* adventure maps spells may affect stacks isn't bad because it's neat feature for mods, but those clearly shouldn't appear within battle. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1616 | [VCMI] Mechanics - Battles | tweak | random | 2013-12-11 12:04 | 2023-04-20 09:42 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.94 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | It is possible to receive morale after defeating last enemy stack | ||||
Description: |
As in description, it is possible for creature to receive morale after defeating enemy. Result: a) interface plays animations and displays battle result. b) if autobattle enabled - AI will try to move creature despite fact that battle had ended. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2986 | [VCMI] Random Map Generator | minor | always | 2018-08-02 21:11 | 2023-04-15 22:17 |
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Reporter: | tukkek | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Debian | ||
Priority: | normal | OS Version: | Buster (testing) | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Random Map Generators don't work out-of-the-box (fix included) | ||||
Description: |
Installing the game from Debian repositories results in RMG showing a message similar to "cannot create a random map with these parameters" regardless of what parameters are set. Updating the essential game files from the launcher also doesn't fix it, even after the update is completed. I believe there are no RMG templates provided with the vcmi "essential" mod that comes with the Debian package (or the updated version from the repository). |
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Steps To Reproduce: |
To fix the problem I installed the essential files from the following link and now RMGs seem to be working fine after manually enabling all of them (although I haven't tested anything extensively) https://wiki.vcmi.eu/Mod_list#Utilities [^] I have also removed the vcmi "essential files" mod folder from my system folder and put the new vcmi files into my user configuration folder instead (~/.local/share/vcmi/Mods). This was a prerequisite for trying to upgrade the package from the launcher (even though that didn't fix RMG). |
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Additional Information: |
I'm not realizing that I don't know whether RMGs are supposed to be working out of the box at all for 0.99 - however, since the wiki states RMG is functional, I suppose it's OK to expect it to be working with the latest release of the game. Also of note is that the "essential files" mod that comes with the 0.99 Debian package shows itself to be 0.98 in the launcher. After refreshing the repository, it says it is outdated but still shows as 0.98 after the update (and doesn't fix RMG regardless). Would updating the "essential files" mod in the repository to the 1.0 version (linked above) fix this or be possible at all? Also of note is that the linked version shows itself as 0.96 in the launcher for some files and 0.0 or 0.99 for others. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3184 | [VCMI] AI - Adventure Map | minor | always | 2021-07-27 01:07 | 2023-04-15 12:30 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hero can't use map objects if his primary skills are negative | ||||
Description: |
When hero's attack, defence, power or wisdom skills fall to -1 or less, he can't use: - campfires - treasure chests - tombs of the warrior - single-use objects, like learning stones, faerie rings, marletto towers, windmills, etc. |
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Steps To Reproduce: |
1) Enter any map 2) type in a cheatcode: vcmiforgeofnoldorking 3) equip an artifact which will lower one of primary skills into negative values, like Titan's Gladius. 4) try interacting with any aforementioned objects |
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Additional Information: | The easiest way to fix it would be to set minimum values for primary skills, but negative values are cool and it should make sense for future modded artifacts or objects to give powerful bonuses but with some added detriments. | ||||
Attached Files: |
negativescr.jpg (605,469) 2021-07-27 01:07 https://bugs.vcmi.eu/file_download.php?file_id=3132&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1969 | [VCMI] Sound, music, videos | trivial | always | 2014-11-20 16:59 | 2023-04-14 12:06 |
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Reporter: | Sebt | Platform: | ASUS Transformer Prime TF201 | ||
Assigned To: | Ivan | OS: | Google Android for Tablets | ||
Priority: | low | OS Version: | 4.1.1. | ||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Gargoyles has no sound when moving | ||||
Description: | When Gargoyles are moving from one point to another in battle mode there will be no sound of their movement. | ||||
Steps To Reproduce: | Battle with Gargoyles. | ||||
Additional Information: | |||||
System Description | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3222 | [VCMI] GUI - Adventure Map | tweak | have not tried | 2022-06-07 17:46 | 2023-04-14 12:06 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | At the beginning of the game cursor over hostile monster is horse | ||||
Description: | I generated a random map and got the situation as in the picture. Regardless of the fact a monster shouldn't spawn next to castle, the cursor shown is incorrect. It is a horse while it should be a sword (combat). | ||||
Steps To Reproduce: | The Infernal Troglodytes stack is the very first object I hovered cursor over after starting the map. | ||||
Additional Information: | |||||
Attached Files: |
Visit Troglodytes.png (324,776) 2022-06-07 17:47 https://bugs.vcmi.eu/file_download.php?file_id=3170&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2951 | [VCMI] GUI - Adventure Map | major | always | 2018-04-05 18:30 | 2023-04-14 12:06 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | When triggering garrison dialog on owned mined freeze occur | ||||
Description: | Seems like regression that wasn't noticed before. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2385 | [VCMI] GUI - PreGame | feature | N/A | 2016-01-18 18:52 | 2023-04-12 23:38 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature: show mods required by the save file | ||||
Description: |
This may be not just GUI feature depend on information in save already let you check what mods client that created save used or not. Also currently save is likely don't include information about mod versions so it's will need to be implemented. Anyway currently when you attempt to load save and one of mods is missing there no way to know what is missing except to check crash log as crashes on client usually appear due to missing graphics. So we need simple feature that prints what mods certain save require. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
398 | [VCMI] Mechanics - Other | crash | sometimes | 2010-03-01 23:45 | 2023-04-12 23:37 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.8 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash if I exit the game while in battle | ||||
Description: | I'm not sure yet, but it seems to happen only for the battles in which I have already cast a spell. At least from my attempts to reproduce so far I have: 3 battles with no spell - close application with no crash; 3 battles with spell - crash if I close application before exiting battle. To reproduce use the savegame from report 0000396. Crashdump attached. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2010-03-02_CrashIfExitDuringBattle.7z (106,353) 2010-03-01 23:45 https://bugs.vcmi.eu/file_download.php?file_id=274&type=bug 2010-03-02_CrashIfExitDuringBattle.jpg (32,771) 2010-03-01 23:46 https://bugs.vcmi.eu/file_download.php?file_id=275&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2256 | [VCMI] Mechanics - Adventure Map | minor | always | 2015-09-04 21:15 | 2023-04-12 23:31 |
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Reporter: | anoleyn | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.98c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Tile in the foreground | ||||
Description: |
One tile on lava terrain seems to be in the foreground and not in the background. It does not cause any crashes, but covers the hero. After ending one or two turns, the tile seems to move/dissapear, which is strange. Installed mods: - HotA - The Forge (initial release) Map: - Arrogance |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Tile.png (883,660) 2015-09-04 21:15 https://bugs.vcmi.eu/file_download.php?file_id=2311&type=bug VCMI_save2.vcgm1 (2,632,536) 2015-09-04 21:15 https://bugs.vcmi.eu/file_download.php?file_id=2312&type=bug VCMI_save2.vsgm1 (2,634,172) 2015-09-04 21:15 https://bugs.vcmi.eu/file_download.php?file_id=2313&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3149 | [VCMI] GUI - Battles | minor | always | 2020-10-12 15:31 | 2023-04-12 23:30 |
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Reporter: | shuliakovsky | Platform: | Mac | ||
Assigned To: | Ivan | OS: | Catalina | ||
Priority: | normal | OS Version: | 10.15.7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Light blue rectangle in the battle field when rocks exists | ||||
Description: |
while battle, if rocks exists in the center of the battle field always present blue rectangle |
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Steps To Reproduce: |
start a battle if rocks in the center exists - light blue rectangle always presents |
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Additional Information: | |||||
Attached Files: |
Screen Shot 2020-10-12 at 6.26.31 PM.png (886,093) 2020-10-12 15:31 https://bugs.vcmi.eu/file_download.php?file_id=3101&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3174 | [VCMI] GUI - Battles | minor | always | 2021-03-13 08:26 | 2023-04-12 23:30 |
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Reporter: | Gameslayer | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Manjaro | ||
Priority: | high | OS Version: | Manjaro | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Broken ground sprites in battle screen (Developer git) | ||||
Description: |
Battle screen ground sprites are broken and have a blue box instead of being transparent. Here is a screenshot |
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Steps To Reproduce: | Got into a the first battle at the castle door on the scenario All for One. | ||||
Additional Information: | Used the latest git version | ||||
Attached Files: |
Screenshot_2021-03-13_18-03-16.png (690,229) 2021-03-13 08:26 https://bugs.vcmi.eu/file_download.php?file_id=3124&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3119 | [VCMI] GUI - Battles | tweak | sometimes | 2020-05-09 15:20 | 2023-04-12 23:30 |
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Reporter: | Czesiek | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 20.04 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Blue rectangle around object on battleground | ||||
Description: | Sometimes during a battle, a blue rectangle can be seen around a obstacle. Obstacle and units are not covered, but "ground" texture is covered - see screenshot. | ||||
Steps To Reproduce: |
Build the most recent develop (8871368c5) on Ubuntu 20.04, release config Start a scenario Start a battle Observe big blue rectangle in the middle of the battlefield. |
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Additional Information: | |||||
Attached Files: |
Screenshot from 2020-05-09 15-46-40.png (2,558,010) 2020-05-09 15:20 https://bugs.vcmi.eu/file_download.php?file_id=3065&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2999 | [VCMI] AI - Adventure Map | crash | always | 2018-08-20 16:38 | 2023-04-12 23:28 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI assert failed on GatherArmy related logic after hero died | ||||
Description: |
AI hero died trying to pass through underground tunnel, then assert failed - assert(obj) in HeroPtr::get in AiUtility.cpp. Triggering breakpoint just before assert failure happened showed call stack with some GatherArmy stuff. Found with commit 243ce7370a41dd7fdda1538084a1490b60c45396 from FuzzyHelperRework branch (PR 474). Providing save game attachments |
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Steps To Reproduce: | With appropiate VCMI build open provided save and pass turn. Purple AI player will cause crash. | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
fuzzyrework_crash2.zip (669,414) 2018-08-20 16:38 https://bugs.vcmi.eu/file_download.php?file_id=2945&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3159 | [VCMI] GUI - Adventure Map | major | random | 2020-12-10 04:48 | 2023-04-12 23:26 |
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Reporter: | DonSantiago | Platform: | x86 | ||
Assigned To: | Povelitel | OS: | Ubuntu | ||
Priority: | high | OS Version: | 20.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | "Ghost" characters without flag on adventure map | ||||
Description: |
Today when I was playing with my friend on "hot seats" mode, one of us have strange problem with adventure map. After a couple of turns, We couldn't see current position of computer characters, but some "ghosts" - there were CPU figures without flag, without possibility to click on them - well - just like ghost. The only thing what repairs it, is reloading the game on every beginning of new turn. Other player saw everything correctly. I suspect that they were on positions while moving by CPU player. What is also strange, even when some of them were visible for me, there wasn't any preview of CPU move, what made playing awful ;( |
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Steps To Reproduce: | Just play, I didn't tested it yet on some single player campaign. | ||||
Additional Information: | I can provide logs, and saves, but I don't think they will be usefull. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1893 | [VCMI] GUI - Adventure Map | minor | always | 2014-09-19 15:12 | 2023-04-12 23:26 |
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Reporter: | enik | Platform: | |||
Assigned To: | Povelitel | OS: | Android | ||
Priority: | normal | OS Version: | 4.0.4 | ||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Fog of War flashes revealing adventure map for milliseconds while moving | ||||
Description: |
Pretty sure there is an easy fix for this bug, but I can't figure it out. Any help? Offtopic: Sorry to ask it here but is there a way to make AI turn a little faster? I understand this issue is directly related to the device used and mine is not the best in terms of performance (ritmix rmd-1030) but it takes at least 2 minutes for 3 AI at the start of the game, which is pretty much unplayable :( |
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Steps To Reproduce: | Start the game, move to fog of war. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2321 | [VCMI] GUI - Town screen | minor | always | 2015-11-01 01:24 | 2023-04-12 23:24 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98d | ||
Product Build: | Resolution: | reopened | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
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Summary: | If any building dependency is disabled then building should be considered disabled too | ||||
Description: |
Currently in VCMI on Town screen when there is building that require another building (e.g City Hall require Tovern) is disabled it's still shows in red color. H3 behaviour is different: - If any of dependencies are disabled building shown as disabled too. - H3 also don't show dependencies of disabled building, but I think we shouldn't reproduce this behaviour. In practice this doesn't change anything except building have gray border instead of red. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
472 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2010-05-30 16:09 | 2023-04-12 23:23 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | OnionKnight | OS: | Windows | ||
Priority: | low | OS Version: | XP SP3 | ||
Status: | resolved | Product Version: | 0.8b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Misc Combo artifacts can't be moved from one Misc slot to another (if occupied by one of its padlocks) | ||||
Description: | I've had it with Bow of the Sharpshooter, but probably valid with the others as well. | ||||
Steps To Reproduce: | |||||
Additional Information: | (possibly related to 0000471) | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1667 | [VCMI] Mechanics - Battles | minor | always | 2014-01-20 19:13 | 2023-04-12 23:23 |
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Reporter: | anoleyn | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.94 | ||
Product Build: | Resolution: | reopened | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.95 | ||
Target Version: | |||||
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Summary: | Elixir of Life not working properly | ||||
Description: |
Elixir of Life gives a health bonus to undead and non living cratures although it should not (as states in the description). Additionally, most probably the 25% bonus value is also granted on the basis of the bonuses of the artifact's components not only on the crature's base health value. For example, Phoenixes should have a bonus of: 200 * 25% + 4 = 54 but have: (200 + 4) * 25% + 4 = 55 Attached screen shows both problems on a Ghost Dragon. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Elixir.png (433,066) 2014-01-20 19:13 https://bugs.vcmi.eu/file_download.php?file_id=1660&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2977 | [VCMI] AI - Adventure Map | major | have not tried | 2018-07-20 12:19 | 2023-04-12 18:59 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | AI does not complete AI Quest Test map quickly | ||||
Description: | Log shows that AI tries to "Conquer", while the win condition is to capture Thunder Helmet. AI doesn't pick it for long time even when the way is open. | ||||
Steps To Reproduce: | |||||
Additional Information: | This is a regression, AI used to perform much better last time I checked. | ||||
Attached Files: |
Quest test.h3m (4,077) 2018-07-20 12:19 https://bugs.vcmi.eu/file_download.php?file_id=2920&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3092 | [VCMI] Mods | minor | always | 2019-11-06 20:06 | 2023-04-12 18:37 |
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Reporter: | Snarkbutt | Platform: | |||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game unbuilds capitol in main town instead of new town | ||||
Description: | When you already have a town with a capitol, then you capture a new town with a capitol, instead of downgrading the new capitol, the game is downgrading your first town's capitol. | ||||
Steps To Reproduce: | Start new game. Build capitol. Capture new town with capitol. | ||||
Additional Information: | My game is heavily modded and I have not yet tried to reproduce this with zero mods. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2273 | [VCMI] GUI - Adventure Map | crash | always | 2015-10-02 10:00 | 2023-04-12 16:59 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | XP sp2 | ||
Status: | acknowledged | Product Version: | 0.98d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hero Ufretin take kristal and heroes closed. He go through town and when tri take it = quit. | ||||
Description: | Just click and send the hero of the Crystals | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
Saves.rar (722,658) 2015-10-02 10:00 https://bugs.vcmi.eu/file_download.php?file_id=2329&type=bug najat.PNG (968,951) 2015-10-02 10:00 https://bugs.vcmi.eu/file_download.php?file_id=2330&type=bug VCMI_Client_log.txt (138,514) 2015-10-02 10:01 https://bugs.vcmi.eu/file_download.php?file_id=2331&type=bug VCMI_Server_log.txt (133,747) 2015-10-02 10:01 https://bugs.vcmi.eu/file_download.php?file_id=2332&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2209 | [VCMI] Sound, music, videos | minor | always | 2015-06-06 15:28 | 2023-04-12 16:59 |
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Reporter: | Myau | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | New week tune starts too late | ||||
Description: | "New week" melody should start simultaneously with the new week alert, but it starts playing only when the alert is already closed. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2119 | [VCMI] AI - Adventure Map | major | always | 2015-03-04 17:38 | 2023-04-12 16:59 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | high | OS Version: | |||
Status: | acknowledged | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Freeze in Subterranean Gates (SectorMap) | ||||
Description: |
Player Tan. Hero Fiur. Constantly in and out in subterranean gates (turn slow, wait for it) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
xod.rar (1,485,192) 2015-03-04 17:38 https://bugs.vcmi.eu/file_download.php?file_id=2145&type=bug VCMI_Client_log.txt (2,051,352) 2015-03-04 17:40 https://bugs.vcmi.eu/file_download.php?file_id=2146&type=bug steel exist - 0.97c.rar (743,450) 2015-03-29 21:23 https://bugs.vcmi.eu/file_download.php?file_id=2188&type=bug 0.98.rar (464,487) 2015-04-06 13:28 https://bugs.vcmi.eu/file_download.php?file_id=2213&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1651 | [VCMI] Mods | minor | always | 2014-01-12 01:02 | 2023-04-12 16:59 |
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Reporter: | Witchking | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.94b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Creature abilities don't use duration | ||||
Description: |
I try write some new abilities. "energyShild" : { "type": "GENERAL_DAMAGE_REDUCTION", "duration": "UNITL_BEING_ATTACKED", "subtype":0, "val" : 100 } but duration don't work |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1575 | [VCMI] GUI - PreGame | feature | N/A | 2013-10-29 11:07 | 2023-04-12 16:59 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.94 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | In hotseat it is possible to select single-player maps | ||||
Description: | When in hotseat mode VCMI should filter out maps that have less human players than selected in hotseat. | ||||
Steps To Reproduce: | |||||
Additional Information: | Reported here: http://forum.vcmi.eu/viewtopic.php?p=10705#10705 [^] | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1209 | [VCMI] AI - Battles | block | always | 2013-02-13 23:00 | 2023-04-12 16:59 |
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Reporter: | AlienX | Platform: | PC | ||
Assigned To: | Tow | OS: | Win7 x64 | ||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.91 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI freeze when fighting as Emissaries of Peace | ||||
Description: | AI don't perform any actions if it has only Emissaries of Peace in army, probably caused by 0 Attack skill/damage of those units. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
483 | [VCMI] Mechanics - Adventure Map | tweak | always | 2010-06-01 08:36 | 2023-04-12 16:59 |
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Reporter: | Boulie | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.8b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Dimension Door - message you cann't cast DD should appear just after you choose spell not after you choos place to "jump" | ||||
Description: | Message "Hero is not skilled enough to cast this spell again today" should appear just after you click on the spell in book. Saving time is important;) | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
285 | [VCMI] GUI - Adventure Map | tweak | always | 2009-12-02 15:40 | 2023-04-12 16:59 |
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Reporter: | Boulie | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Strange graphics of creatures on map Road to hell, which stands next to the Dragon Hive in front of Crystal Mine | ||||
Description: |
Map "road to hell" (attached), I modified it to put the hero near creatures. I've tested it with diamond golems and genies. It looks like the Dragon Fly Hive cast the shadow on the creatures. See screenshots of VCMI and H3_org |
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Steps To Reproduce: | Start new game Road to hell (attached). | ||||
Additional Information: | |||||
Attached Files: |
roads_to_hell.h3m (22,356) 2009-12-02 15:40 https://bugs.vcmi.eu/file_download.php?file_id=139&type=bug GUI_adv map_road to hell_diamond golems_VCMI.jpg (315,548) 2009-12-02 15:41 https://bugs.vcmi.eu/file_download.php?file_id=140&type=bug GUI_adv map_road to hell_diamond golems_H3_org.jpg (46,346) 2009-12-02 15:41 https://bugs.vcmi.eu/file_download.php?file_id=141&type=bug GUI_adv map_road to hell_genies_VCMI.jpg (220,004) 2009-12-02 15:41 https://bugs.vcmi.eu/file_download.php?file_id=142&type=bug GUI_adv map_road to hell_genies_H3_org.jpg (199,483) 2009-12-02 15:41 https://bugs.vcmi.eu/file_download.php?file_id=143&type=bug test.h3m (9,788) 2009-12-02 16:09 https://bugs.vcmi.eu/file_download.php?file_id=146&type=bug GUI_creatures hidden by shadow from Dragon Hive.jpg (280,078) 2009-12-02 16:10 https://bugs.vcmi.eu/file_download.php?file_id=147&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
125 | [VCMI] Other | tweak | always | 2009-10-08 03:05 | 2023-04-12 16:59 |
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Reporter: | Steven Aus | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.74 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | When saving games, holding down backspace or delete does not delete more than one character, which it is possible to do in H3. | ||||
Description: | Also, I think H3 allows you to insert characters partway through a savegame's filename (that is, not just at the end). These are small improvements but very valued and important, as it means than you don't have to press a key say 5, 10, 15 or more times in a long filename to delete a number of characters. =) | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3006 | [VCMI] AI - Adventure Map | feature | always | 2018-09-08 11:35 | 2023-04-12 16:59 |
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Reporter: | By003 | Platform: | |||
Assigned To: | OS: | ||||
Priority: | high | OS Version: | |||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI doesn't recruit creatures from the town | ||||
Description: | I was testing the latest version and found AI seldom recruit creature from their towns, even my heroes close to their town, they have no defense action. I think it might be put into priority and it would affect the game. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2987 | [VCMI] AI - Adventure Map | major | have not tried | 2018-08-03 00:24 | 2023-04-12 16:59 |
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Reporter: | tukkek | Platform: | Linux | ||
Assigned To: | Warmonger | OS: | Debian | ||
Priority: | high | OS Version: | Buster (testing) | ||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI spamming heroes to the exclusion of everything else | ||||
Description: |
I'm playing my first scenario on VCMI and I must have seen the AI build two or three dozen heroes. I know there's some legitimate strategies that involve spamming heroes but it seems clear to me that this is a problem with the AI. Most of these heroes had only one stack of units, with one unit in it. I think maybe two or three had a token army with maybe a 20-sized stack. Practically all others (80% or 90%) had one stack of 1 unit with them. When I reach their town, it is literally unguarded so I walk in and take it - only to see that there are close to 250 units not hired. Meanwhile the AI was recruiting three of four heroes per turn and giving them no units at all (which funnily enough kept me busy defeating a handful of them each turn so I had trouble reaching the castle lol). I'm playing on normal difficulty but even then this barely sounds like any semblance of proper behavior, so I must assume it's a bug. The AI didn't even bother to leave one of the 30 heroes with 1 stack of 1 unit home to guard the castle, so I just walked right in after defeating 3-4 heroes per turn for several turns in a row. |
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Steps To Reproduce: |
I played the first scenario on the single-player game list on Normal difficulty. Said AI was the blue player on the island to the south, still on the surface map. Data files are from GOG's Heroes 3 Complete. |
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Additional Information: |
Some heroes seemed to stay in place and do nothing for many turns at a time, but most of them were moving about (probably not doing much at all with their 1 unit's worth of an army). I have tagged this issue as major/high priority because honestly I might as well have played this game with no AI at all. It was absolutely worthless and really, pretty much as good as having no AI at all. This might sound a little bit dire but other than that I'd like to take the opportunity to thank everyone involved in VCMI - the game runs like a charm, from installation to the launcher to the game itself, it's more feature-complete than the original version and I'm sure these outstanding issues will be fixed soon enough! I'm very proud to see how far the project has come and given a few minor tweaks I could easily call this the best open-source game engine remake bar none other! Thanks you so much for all the effort! |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2877 | [VCMI] AI - Adventure Map | feature | always | 2018-02-10 21:10 | 2023-04-12 16:59 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI do not use artifacts in the best way | ||||
Description: |
I used controlai and look what AI has. And see don't optimal using artifacts. Я использовал controlai и посмотрел что есть у ИИ. И увидел не оптимальное использование артефактов. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
AIhero.png (523,855) 2018-02-10 21:10 https://bugs.vcmi.eu/file_download.php?file_id=2847&type=bug Diplomats_-_Tournament_Edition TESTSPELL.h3m (44,508) 2018-02-10 21:11 https://bugs.vcmi.eu/file_download.php?file_id=2848&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2793 | [VCMI] Other | minor | always | 2017-09-13 15:35 | 2023-04-12 16:59 |
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Reporter: | istokin | Platform: | iMac | ||
Assigned To: | OS: | macOS Sierra | |||
Priority: | normal | OS Version: | 10.12.6 | ||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Cyrillic characters are not displayed when you enter a save name and load it. | ||||
Description: | При вводе названия сохранения критические символы не отображаются но игра сохраняется. При загрузке игры отображется сохранение без названия - смотреть скриншот. | ||||
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Additional Information: | |||||
System Description |
iMac (27-inch, Late 2012) Процессор 3,2 GHz Intel Core i5 Память 16 ГБ 1600 MHz DDR3 Графика NVIDIA GeForce GTX 675MX 1024 МБ |
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Attached Files: |
2017-09-14_00-32-42.png (707,758) 2017-09-13 15:35 https://bugs.vcmi.eu/file_download.php?file_id=2785&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2550 | [VCMI] AI - Adventure Map | feature | always | 2016-10-06 09:38 | 2023-04-12 16:59 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI not take empty castle and died without towns (his heroes nearly) | ||||
Description: |
Why it does not consider that he could die without the city on the expiration of 7 days. It is in this case, and this is happening. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Not take castle.7z (401,787) 2016-10-06 09:38 https://bugs.vcmi.eu/file_download.php?file_id=2590&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1813 | [VCMI] Mechanics - Objects | major | always | 2014-06-28 19:53 | 2023-04-12 16:59 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.95c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Repeated re-entering of teleporter using space bar cause freeze | ||||
Description: | If you go into a monolith and press the "space bar", and a little to hold him, the game is blocked | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1708 | [VCMI] AI - Adventure Map | major | always | 2014-02-10 15:22 | 2023-04-12 16:59 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.94e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Kills the guard of the city, but do not buy there beings. He could buy the army and quietly kill me, but he did not. | ||||
Description: | He took the city, ignored me, and then ran off to. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
moment.rar (267,424) 2014-02-10 15:22 https://bugs.vcmi.eu/file_download.php?file_id=1700&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1623 | [VCMI] Random Map Generator | major | always | 2013-12-20 13:18 | 2023-04-12 16:59 |
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Reporter: | beegee | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Random map shouldn't be re-created when restarting the map | ||||
Description: | The random map shouldn't be re-created when restarting the map. Random map and starting options remain the same, whereas random seed used for map init won't be reused. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1316 | [VCMI] Mods | minor | always | 2013-06-10 15:37 | 2023-04-12 16:59 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.93 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Soul Eater (Necro commander) does not function as it should | ||||
Description: |
1. It doesn't seem to have the Undead attribute*: - we can cast spells like Bless on it - it has Morale - Undead nature also missing from creature card *strangely though, its Animate Dead spell seems to become available for itself, once it loses some HP... but that could be because the spells is regarded as some sort of Cure 2. Once itself or one of the undeads in the army (perhaps also non-undeads > didn't test yet) has damage, the Soul Eater gets the Cast animation when hovering above that creature. However if we click to cast, nothing happens. This could be related to the Commander, or to faulty implementation of Animate Dead (allowed as soon as there is loss of HP - like Cure - but does nothing as no creature died in stack yet). Let me know if I should open a separate report for it. |
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Steps To Reproduce: | Take Septienna in the map attached, pick-up the spell book next to her, and attack. | ||||
Additional Information: | |||||
Attached Files: |
2013-06-10_SoulEaterMorale.jpg (51,614) 2013-06-10 15:37 https://bugs.vcmi.eu/file_download.php?file_id=1368&type=bug VCMI_Tests_2013.h3m (19,414) 2013-06-10 15:46 https://bugs.vcmi.eu/file_download.php?file_id=1370&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1006 | [VCMI] GUI - Other | trivial | have not tried | 2012-06-14 20:50 | 2023-04-12 16:59 |
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Reporter: | greg3ll | Platform: | |||
Assigned To: | vmarkovtsev | OS: | |||
Priority: | none | OS Version: | |||
Status: | acknowledged | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong alies and enemies flags | ||||
Description: | While playing green player, on save and load game screen, the flads says, that red player is ally for me, which is wrong. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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scr01.jpg (95,572) 2012-06-14 20:50 https://bugs.vcmi.eu/file_download.php?file_id=969&type=bug Screenshot - 06142012 - 05:03:58 PM.png (774,356) 2012-06-14 21:07 https://bugs.vcmi.eu/file_download.php?file_id=970&type=bug Screenshot - 06142012 - 05:09:20 PM.png (980,244) 2012-06-14 21:11 https://bugs.vcmi.eu/file_download.php?file_id=971&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2909 | [VCMI] Launcher | text | have not tried | 2018-03-07 05:01 | 2023-04-12 16:57 |
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Reporter: | zorion | Platform: | debian | ||
Assigned To: | Ivan | OS: | linux | ||
Priority: | low | OS Version: | 9 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | runing vcmiclient. and console output red error | ||||
Description: |
const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible! std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible! const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible! std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible! const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible! std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible! const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (12 62 0) is not visible! std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (12 62 0) is not visible! Clear way should be used with visible tiles! Cannot get object with id 871. Object is not visible. const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: (15 12 0) is not visible! std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: (15 12 0) is not visible! |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1304 | [VCMI] GUI - Other | text | random | 2013-06-06 12:49 | 2023-04-12 16:57 |
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Reporter: | lonelywolf | Platform: | windows | ||
Assigned To: | Ivan | OS: | 7 | ||
Priority: | low | OS Version: | premium | ||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | should not be on list error | ||||
Description: |
failed to find files. shipwreck survivor should'nt be on list flotsam at 17 19 1 shouldnt be on list! |
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Steps To Reproduce: | |||||
Additional Information: | the still works but it says some files are missing. campagain movies can not be found | ||||
Attached Files: |
error.png (924,860) 2013-06-06 12:49 https://bugs.vcmi.eu/file_download.php?file_id=1351&type=bug VCMI_Client_log.txt (2,924,684) 2013-06-06 18:59 https://bugs.vcmi.eu/file_download.php?file_id=1352&type=bug error2.png (886,215) 2013-09-14 22:49 https://bugs.vcmi.eu/file_download.php?file_id=1495&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3136 | [VCMI] Mods | crash | always | 2020-07-21 08:26 | 2023-04-12 16:56 |
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Reporter: | N0th1ng | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game crashes when level up | ||||
Description: | Everytime I level up by choose exp in treasure box event, interact with learning, or defeat enemy, the game crashes before the level up window shows up. | ||||
Steps To Reproduce: |
-) Interact with learning stone -) Choose Exp in treasure box event -) Defeat enemy While almost level up. |
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Additional Information: | Load save doesn't solve the bug either, the game still crashes after that. | ||||
Attached Files: |
VCMI_Client_log.txt (15,266,324) 2020-07-21 08:26 https://bugs.vcmi.eu/file_download.php?file_id=3091&type=bug journey.vcgm1 (10,073,344) 2020-07-21 09:05 https://bugs.vcmi.eu/file_download.php?file_id=3092&type=bug journey.vsgm1 (10,069,020) 2020-07-21 09:08 https://bugs.vcmi.eu/file_download.php?file_id=3093&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2457 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2016-08-12 20:20 | 2023-04-12 16:55 |
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Reporter: | misiokles | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Defeat/Victory window can't be closed by ENTER after auto-combat | ||||
Description: | Defeat/Victory window can't be closed by pressing ENTER after auto-combat. After normal battle everything is ok. | ||||
Steps To Reproduce: |
1. Lauch game. 2. Initiate battle. 3. Press auto-combat to allow computer to finish battle. 4. After battle - battle window appears. 5. You can click (V) by mouse to close window - it's ok 6. But you can press ENTER to close window - but instead of close, Hero window is shown, so you must click by mouse twice (V) to resolve game. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3168 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2021-02-13 07:56 | 2023-04-12 16:55 |
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Reporter: | rybiej | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | pressing "Enter" does not close the battle summary. It opens the hero screen instead. | ||||
Description: | When you end a battle and see all the casualities, press "Enter" and your hero screen will pop up. | ||||
Steps To Reproduce: | When you end a battle and see all the casualities, press "Enter" and your hero screen will pop up. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
501 | [VCMI] Mechanics - Battles | minor | always | 2010-06-10 08:28 | 2023-04-12 09:06 |
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Reporter: | Boulie | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.81 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Morale in battle is same like "Neutral Morale Info" in hero screen, not depend on number of alignments | ||||
Description: |
see screenshot. PS> It would be nice to have morale info in creature card-better to test it. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
morale.jpg (770,877) 2010-06-10 08:28 https://bugs.vcmi.eu/file_download.php?file_id=416&type=bug morale info in creatures card.jpg (130,455) 2010-06-10 08:29 https://bugs.vcmi.eu/file_download.php?file_id=417&type=bug _test_SoD_map_by Boulie.h3m (7,142) 2010-06-10 08:32 https://bugs.vcmi.eu/file_download.php?file_id=418&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2739 | [VCMI] Mods | text | always | 2017-07-21 18:59 | 2023-04-11 20:34 |
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Reporter: | Anubis | Platform: | PC x32 | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | MDF Forge - while visiting outer Forge creature dwellings, the name of the dwelling will be missing in the message. | ||||
Description: | It happens whenever you visit an outer Forge creature dwelling, easily noticed by entering a Lvl 1 dwelling to buy Guards. The name of the dwelling is missing and replaced by unknown symbols. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1772 | [VCMI] GUI - Adventure Map | major | always | 2014-04-06 10:41 | 2023-04-11 20:30 |
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Reporter: | beegee | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | SIGABRT when ending game from adventure map | ||||
Description: | SIGABRT occures when ending the game from the adventure map. | ||||
Steps To Reproduce: | |||||
Additional Information: |
Thread 15 (Thread 0x7f5c6328d700 (LWP 8206)): #0 0x00000034af035c39 in raise () from /lib64/libc.so.6 No symbol table info available. #1 0x00000034af037348 in abort () from /lib64/libc.so.6 No symbol table info available. 0000002 0x00000034af02eb96 in __assert_fail_base () from /lib64/libc.so.6 No symbol table info available. 0000003 0x00000034af02ec42 in __assert_fail () from /lib64/libc.so.6 No symbol table info available. 0000004 0x0000000000b5bc68 in boost::mutex::~mutex (this=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:108 No locals. 0000005 0x0000000000b5bb15 in boost::mutex::~mutex (this=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:107 No locals. 0000006 0x00000034af0394c9 in __run_exit_handlers () from /lib64/libc.so.6 No symbol table info available. 0000007 0x00000034af039515 in exit () from /lib64/libc.so.6 No symbol table info available. 0000008 0x0000000000eda3d9 in operator() (this=0x7f5c4c6b3938) at /home/bge/VCMI/trunk/src/client/CMT.cpp:988 No locals. 0000009 0x0000000000eda5dd in boost::detail::function::void_function_obj_invoker0<handleQuit()::$_2, void>::invoke(boost::detail::function::function_buffer&) (function_obj_ptr=...) at /usr/include/boost/function/function_template.hpp:153 f = 0x7f5c4c6b3938 0000010 0x0000000000ba5cbb in boost::function0<void>::operator() (this=0x7f5c4c6b3930) at /usr/include/boost/function/function_template.hpp:766 No locals. 0000011 0x0000000000ba22ed in CFunctionList<void ()>::operator()() const (this=0x2a06550) at /home/bge/VCMI/trunk/src/client/battle/../../lib/FunctionList.h:61 i = 1 funcs2 = std::vector of length 2, capacity 2 = {{<boost::function0<void>> = {<boost::function_base> = {vtable = 0x10f8a89 <void boost::function0<void>::assign_to<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CInfoWindow>, boost::_bi::list1<boost::_bi::value<CInfoWindow*> > > >(boost::_bi::bind_t<void, boost::_mfi::mf0<void, CInfoWindow>, boost::_bi::list1<boost::_bi::value<CInfoWindow*> > >)::stored_vtable+1>, functor = {obj_ptr = 0x81, type = {type = 0x81, const_qualified = false, volatile_qualified = false}, func_ptr = 0x81, bound_memfunc_ptr = {memfunc_ptr = <error reading variable>, obj_ref = {obj_ptr = 0x81, is_const_qualified = false, is_volatile_qualified = false}, data = -127 '\201'}}, static args = 0, static arity = 0}, <No data fields>}, {<boost::function0<void>> = {<boost::function_base> = {vtable = 0x10ed521 <void boost::function0<void>::assign_to<handleQuit()::$_2>(handleQuit()::$_2)::stored_vtable+1>, functor = {obj_ptr = 0x2706ca8, type = {type = 0x2706ca8, const_qualified = 104, volatile_qualified = 72}, func_ptr = 0x2706ca8, bound_memfunc_ptr = {memfunc_ptr = <error reading variable>, obj_ref = {obj_ptr = 0x2706ca8, is_const_qualified = 104, is_volatile_qualified = 72}, data = -88 '\250'}}, static args = 0, static arity = 0}, <No data fields>}} 0000012 0x0000000000bba7f0 in CAdventureMapButton::onButtonClicked (this=0x2a064a0) at /home/bge/VCMI/trunk/src/client/gui/CIntObjectClasses.cpp:325 parent = 0x0 prefix = 0000013 0x0000000000bba9c3 in CAdventureMapButton::clickLeft (this=0x2a064a0, down=..., previousState=true) at /home/bge/VCMI/trunk/src/client/gui/CIntObjectClasses.cpp:350 No locals. 0000014 0x0000000000bbaa07 in virtual thunk to CAdventureMapButton::clickLeft(boost::logic::tribool, bool) (this=0x2a06570, down=..., previousState=true) at /home/bge/VCMI/trunk/src/client/gui/CIntObjectClasses.cpp:350 No locals. 0000015 0x0000000000bad7f6 in CGuiHandler::handleEvent (this=0x15e9c30 <GH>, sEvent=0x7f5c6328cab0) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:287 i = hlp = std::list = {[0] = 0x2a17940, [1] = 0x2a06570} prev = true 0000016 0x0000000000bac70e in CGuiHandler::handleEvents (this=0x15e9c30 <GH>) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:180 ev = {type = 6 '\006', active = {type = 6 '\006', gain = 0 '\000', state = 1 '\001'}, key = {type = 6 '\006', which = 0 '\000', state = 1 '\001', keysym = {scancode = 236 '\354', sym = SDLK_UNKNOWN, mod = KMOD_NONE, unicode = 0}}, motion = {type = 6 '\006', which = 0 '\000', state = 1 '\001', x = 492, y = 407, xrel = 0, yrel = 0}, button = {type = 6 '\006', which = 0 '\000', button = 1 '\001', state = 0 '\000', x = 492, y = 407}, jaxis = {type = 6 '\006', which = 0 '\000', axis = 1 '\001', value = 492}, jball = {type = 6 '\006', which = 0 '\000', ball = 1 '\001', xrel = 492, yrel = 407}, jhat = {type = 6 '\006', which = 0 '\000', hat = 1 '\001', value = 0 '\000'}, jbutton = {type = 6 '\006', which = 0 '\000', button = 1 '\001', state = 0 '\000'}, resize = {type = 6 '\006', w = 26673644, h = 0}, expose = {type = 6 '\006'}, quit = {type = 6 '\006'}, user = {type = 6 '\006', code = 26673644, data1 = 0x0, data2 = 0x0}, syswm = {type = 6 '\006', msg = 0x0}} lock = {m = 0x15e9d80 <eventsM>, is_locked = true} 0000017 0x0000000000e8f00f in CPlayerInterface::update (this=0x7f5c3ceeb6f8) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:1644 acquiredTheLockOnPim = true un = {m = 0x271da80, is_locked = true} gsLock = {m = 0x7f5c3c01ae80, is_locked = true} 0000018 0x0000000000e8f29c in non-virtual thunk to CPlayerInterface::update() (this=0x7f5c3ceeb718) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:1658 No locals. 0000019 0x0000000000bae37d in CGuiHandler::run (this=0x15e9c30 <GH>) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:388 e = @0x3: <error reading variable> 0000020 0x0000000000ee1ed2 in boost::_mfi::mf0<void, CGuiHandler>::operator() (this=0x2a34478, p=0x15e9c30 <GH>) at /usr/include/boost/bind/mem_fn_template.hpp:49 No locals. 0000021 0x0000000000ee1e35 in boost::_bi::list1<boost::_bi::value<CGuiHandler*> >::operator()<boost::_mfi::mf0<void, CGuiHandler>, boost::_bi::list0> (this=0x2a34488, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253 No locals. 0000022 0x0000000000ee1dcf in boost::_bi::bind_t<void, boost::_mfi::mf0<void, CGuiHandler>, boost::_bi::list1<boost::_bi::value<CGuiHandler*> > >::operator() (this=0x2a34478) at /usr/include/boost/bind/bind_template.hpp:20 a = {<No data fields>} 0000023 0x0000000000ee1d7c in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CGuiHandler>, boost::_bi::list1<boost::_bi::value<CGuiHandler*> > > >::run (this=0x2a342c0) at /usr/include/boost/thread/detail/thread.hpp:117 No locals. 0000024 0x00000034da20c2aa in thread_proxy () from /lib64/libboost_thread.so.1.54.0 No symbol table info available. 0000025 0x00000034af807f33 in start_thread () from /lib64/libpthread.so.0 No symbol table info available. 0000026 0x00000034af0f4ded in clone () from /lib64/libc.so.6 No symbol table info available. Thread 1 (Thread 0x7f5c644ba880 (LWP 8184)): #0 0x00000034af80e59d in __lll_lock_wait () from /lib64/libpthread.so.0 No symbol table info available. #1 0x00000034af80a179 in _L_lock_814 () from /lib64/libpthread.so.0 No symbol table info available. 0000002 0x00000034af80a048 in pthread_mutex_lock () from /lib64/libpthread.so.0 No symbol table info available. 0000003 0x0000000000b17ddd in pthread_mutex_lock (m=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:61 ret = 0 0000004 boost::mutex::lock (this=0x15e9d80 <eventsM>) at /usr/include/boost/thread/pthread/mutex.hpp:113 res = 0 0000005 0x0000000000b17c74 in boost::unique_lock<boost::mutex>::lock (this=0x7fff64e868b0) at /usr/include/boost/thread/lock_types.hpp:346 No locals. 0000006 0x0000000000b24e47 in boost::unique_lock<boost::mutex>::unique_lock (this=0x7fff64e868b0, m_=...) at /usr/include/boost/thread/lock_types.hpp:124 No locals. 0000007 0x0000000000b092fd in boost::unique_lock<boost::mutex>::unique_lock (this=0x7fff64e868b0, m_=...) at /usr/include/boost/thread/lock_types.hpp:125 No locals. 0000008 0x0000000000ed9a15 in listenForEvents () at /home/bge/VCMI/trunk/src/client/CMT.cpp:920 lock = {m = 0x15e9d80 <eventsM>, is_locked = false} ev = {type = 4 '\004', active = {type = 4 '\004', gain = 0 '\000', state = 0 '\000'}, key = {type = 4 '\004', which = 0 '\000', state = 0 '\000', keysym = {scancode = 235 '\353', sym = 65535, mod = KMOD_NONE, unicode = 0}}, motion = {type = 4 '\004', which = 0 '\000', state = 0 '\000', x = 491, y = 407, xrel = -1, yrel = 0}, button = {type = 4 '\004', which = 0 '\000', button = 0 '\000', state = 0 '\000', x = 491, y = 407}, jaxis = {type = 4 '\004', which = 0 '\000', axis = 0 '\000', value = 491}, jball = {type = 4 '\004', which = 0 '\000', ball = 0 '\000', xrel = 491, yrel = 407}, jhat = {type = 4 '\004', which = 0 '\000', hat = 0 '\000', value = 0 '\000'}, jbutton = {type = 4 '\004', which = 0 '\000', button = 0 '\000', state = 0 '\000'}, resize = {type = 4 '\004', w = 26673643, h = 65535}, expose = {type = 4 '\004'}, quit = {type = 4 '\004'}, user = {type = 4 '\004', code = 26673643, data1 = 0xffff, data2 = 0x0}, syswm = {type = 4 '\004', msg = 0xffff}} ret = 1 resChanged = {parent = @0x15e8280, path = std::vector of length 2, capacity 2 = {, }, callback = {<std::_Maybe_unary_or_binary_function<void, JsonNode const&>> = {<std::unary_function<JsonNode const&, void>> = {<No data fields>}, <No data fields>}, <std::_Function_base> = {static _M_max_size = 16, static _M_max_align = 8, _M_functor = {_M_unused = {_M_object = 0x2a5b620, _M_const_object = 0x2a5b620, _M_function_pointer = 0x2a5b620, _M_member_pointer = <error reading variable>, _M_pod_data = " \266\245\002\000\000\000\000v\264\355\000\000\000\000"}, _M_manager = 0xedb580 <std::_Function_base::_Base_manager<listenForEvents()::$_3>::_M_manager(std::_Any_data&, std::_Any_data const&, std::_Manager_operation)>}, _M_invoker = 0xedb540 <std::_Function_handler<void (JsonNode const&), listenForEvents()::$_3>::_M_invoke(std::_Any_data const&, JsonNode const&)>}} 0000009 0x0000000000ed4f0f in main (argc=1, argv=0x7fff64e87828) at /home/bge/VCMI/trunk/src/client/CMT.cpp:413 opts = {static m_default_line_length = 80, m_caption = , m_line_length = 80, m_min_description_length = 40, m_options = std::vector of length 11, capacity 16 = {{px = 0x272d420, pn = {pi_ = 0x272d560}}, {px = 0x272d5e0, pn = {pi_ = 0x272d6f0}}, {px = 0x272d780, pn = {pi_ = 0x272d8a0}}, {px = 0x272d980, pn = {pi_ = 0x272da30}}, {px = 0x272da70, pn = {pi_ = 0x272db30}}, {px = 0x272dc00, pn = {pi_ = 0x272dc60}}, {px = 0x272dcf0, pn = {pi_ = 0x272de00}}, {px = 0x272de40, pn = {pi_ = 0x272df30}}, {px = 0x272df70, pn = {pi_ = 0x272e040}}, {px = 0x272db70, pn = {pi_ = 0x272e1e0}}, {px = 0x272e220, pn = {pi_ = 0x272e380}}}, belong_to_group = , groups = std::vector of length 0, capacity 0} total = {start = 44124, last = 737252, mem = 0} pomtime = {start = 44124, last = 226112, mem = 0} logPath = logConfig = {filePath = , console = 0x272e540, appendToLogFile = true} testFile = {<No data fields>} video = @0x299d738: {type = JsonNode::DATA_STRUCT, data = {Bool = 96, Float = 2.1559333103740639e-316, String = 0x299d760, Vector = 0x299d760, Struct = 0x299d760}, meta = } res = @0x299d7c8: {type = JsonNode::DATA_STRUCT, data = {Bool = 240, Float = 2.155940424919364e-316, String = 0x299d7f0, Vector = 0x299d7f0, Struct = 0x299d7f0}, meta = } loading = {thread_info = {px = 0x0, pn = {pi_ = 0x0}}} Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <type 'exceptions.ValueError'> Cannot find type std::_List_iterator<CIntObject*>::_Node: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <class 'gdb.error'> Argument to arithmetic operation not a number or boolean.: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: Python Exception <class 'gdb.error'> No type named std::basic_string<char>::_Rep.: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1307 | [VCMI] GUI - Town screen | trivial | always | 2013-06-08 08:05 | 2023-04-11 20:23 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Shipyard + ship graphics are partly missing at Castle | ||||
Description: |
As per screenshot: - from Shipyard, we see only the extreme right edge at the shore - from the ship, we only see the mast but not the body of the ship |
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Steps To Reproduce: |
Use vcmiarmenelos cheat or build shipyard in Castle town from the map attached to 0001063. |
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Additional Information: | I vaguely remember we had this long ago (0.7x), then it was fixed. I found it working in 0.88, but then broken again since 0.9, so it must have happened sometime between those releases. | ||||
Attached Files: |
2013-06-08_Ship(yard)093.jpg (5,067) 2013-06-08 08:05 https://bugs.vcmi.eu/file_download.php?file_id=1357&type=bug 2013-06-08_Ship(yard)H3.jpg (6,522) 2013-06-08 08:06 https://bugs.vcmi.eu/file_download.php?file_id=1358&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
949 | [VCMI] GUI - Battles | feature | N/A | 2012-05-04 10:49 | 2023-04-11 11:53 |
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Reporter: | ench0 | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Add projected attack outcome hintbox when mouse is over enemy unit stack | ||||
Description: |
In the new King's Bounty (KB - The lgened and KB - Armored Princess) games there is a very neat in-battle feature, which I think would be great to have in VCMI. In a battle, when you place the mouse over an enemy unit it it pops hintbox over the enemy unit which displays a projected attack outcome, i.e. shows a message which reads kind of like: "damage - 370 HP, kills - 24 units", meaning that an attack (with your currently selected unit) against this enemy unit stack will result in 370 health points of damage against this enemy stack and would kill 24 units from the stack. This makes it easy for the player to estimate which enemy stack would incur the most damage from their current unit. Even though simply trying to incur the most damage with each of your units is not always the most beneficial strategy, there are many battles when this indeed WOULD BE the most beneficial one. In any case this feature would give the player more info and more predictability when planning their moves and would remove some unnecessary element of randomness and "guestimation" from the battles. Will see if I still have KB installed and will try to add a screenshot here to illustrate this feature. |
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Additional Information: | |||||
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kb-projected-attack-result-256.bmp (239,158) 2012-05-07 17:06 https://bugs.vcmi.eu/file_download.php?file_id=922&type=bug show-kills-on-hover-over-enemy-stack.patch (44,710) 2012-06-15 14:33 https://bugs.vcmi.eu/file_download.php?file_id=972&type=bug BatEstBG.bmp (15,182) 2012-06-19 15:22 https://bugs.vcmi.eu/file_download.php?file_id=990&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1315 | [VCMI] GUI - Adventure Map | feature | N/A | 2013-06-10 14:33 | 2023-04-11 11:52 |
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Reporter: | nicoly | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Suggestion to make information windows non-modal | ||||
Description: | I suggest if appliable to make information windows appearing while map roaming that contain single OK button to be self disappearing, appearing just for several seconds and not preventing farther map investigation. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1802 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2014-06-13 21:05 | 2023-04-11 11:47 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.95b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Window showing spells shared between heroes is not resizable | ||||
Description: |
When one of the heroes has skill "Literacy", it can share skills with another hero. When they meet each other, a new window showing what spells are shared is displayed. It's not resizable, see screehshot. |
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Additional Information: | |||||
Attached Files: |
vcmi4.png (756,904) 2014-06-13 21:05 https://bugs.vcmi.eu/file_download.php?file_id=1827&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2477 | [VCMI] GUI - Other | major | unable to reproduce | 2016-09-14 22:02 | 2023-04-11 11:37 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Freeze on town select when on Castle screen possible due to race condition in CMusicHandler | ||||
Description: |
Not long ago I tested VCMI with helgrind and one of problems was race condition in audio code (traces attached). Today I actually got freeze that end up related to this (didn't saved backtrace, sorry). When I rapidly switched towns while in CCastleInterface freeze occur on one of clicks on townlist. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1123 | [VCMI] GUI - Hero screen / Exchange window | trivial | always | 2012-09-30 20:34 | 2023-04-11 11:34 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Primary Skill values don't get immediately updated in Hero Exchange window when a skill-altering artifact is moved | ||||
Description: | Can be reproduced on any map, but you can for example take Sir Mullich in the map from 0001063 and have him meet Inteus to the North-East. In the exchange window, just move Power of the Dragon Father from Inteus' backpack to his chest. The Primary Skill number values will remain unchanged, as long as we don't close the Exchange window. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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2012-09-30_PrimarySkillsNotUpdated.jpg (157,837) 2012-09-30 20:34 https://bugs.vcmi.eu/file_download.php?file_id=1123&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2649 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2017-02-27 21:07 | 2023-04-11 11:34 |
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Reporter: | ihor | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 16.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Primary skills stats do not update immediately when putting on/off artifacts | ||||
Description: |
Primary skills stats do not update immediately when putting on/off artifacts. Similarly when moving an artifact from one hero to another hero in exchange window. the stats do not update until exchange window is closed. |
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Steps To Reproduce: |
1. Choose a hero with an artifact that modifies primary skills. 2. Put the artifact into back backpack. 3. Primary skills did not update. 4. Put the artifact back on. 5. Primary skills did not update. Same on hero exchange window. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2396 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2016-01-23 14:29 | 2023-04-11 11:31 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Combined artifacts - slots used by locks remain inactive when artifact picked | ||||
Description: | Currently if you pick combined artifact slots that was used for it's locks remain inactive so can't for example put it back on arbitrary slot. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2734 | [VCMI] Mechanics - Town structures | feature | always | 2017-07-21 08:37 | 2023-04-11 11:28 |
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Reporter: | Anubis | Platform: | x32 | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | "Randomness at start" for dwellings and hero armies fix - like it was done in HotA. | ||||
Description: |
1. Player Towns with Fort always have level 2 dwelling built by default. 2. Heroes with a starting army always have all troops (and a war machine), without the possibility of absence of any of them. Those are two fixes implemented by HotA in order to remove the random factors from the game start. I'm requesting those because it makes better for the Multiplayer, Singleplayer games and hero balance. Right now, it's hardly possible to get a 3rd stack in hero's starting army. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2992 | [VCMI] Campaigns | major | always | 2018-08-04 11:22 | 2023-04-11 11:27 |
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Reporter: | a.yupinov | Platform: | |||
Assigned To: | toneyisnow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hero names are persistent between games | ||||
Description: | Not sure how much can actually be affected by this, just noticed when checking https://bugs.vcmi.eu/view.php?id=2652. [^] | ||||
Steps To Reproduce: |
1) start "Birth of a Barbarian" campaign, where main character is Solmyr renamed to Yog, with a custom portrait/biography. 2) go to main menu, start a single scenario as Solmyr (I picked Dragon Orb, blue player). 3) Solmyr has a normal portrait/bio, but is still named Yog. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3140 | [VCMI] GUI - Adventure Map | minor | always | 2020-08-30 16:42 | 2023-04-11 11:26 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Special terrains' names don't show | ||||
Description: |
Special terrains' names don't show when clicked with a right mouse button. How it's in VCMI: https://i.imgur.com/Fxoi6tx.png [^] How it should be: https://i.imgur.com/EKRpkFa.png [^] |
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Steps To Reproduce: | Start new game in Arrogance, go left and right click on Lucid Pools terrain. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
751 | [VCMI] GUI - Town screen | minor | have not tried | 2011-06-18 05:11 | 2023-04-11 10:03 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Tow | OS: | Windows 7 | ||
Priority: | normal | OS Version: | vanillia | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Only four misc art slots are visible at Artifact Merchant | ||||
Description: |
I guess it's just about using hero figure from RoE. http://i118.photobucket.com/albums/o102/DjFaust/VCMI/ArtMerchant4.png [^] |
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Steps To Reproduce: | |||||
Additional Information: | |||||
System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2427 | [VCMI] GUI - Other | minor | always | 2016-03-13 08:14 | 2023-04-11 09:45 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Grail - puzzle map shouldn't have roads on it | ||||
Description: | Currently VCMI render roads on puzzle map while in H3 they missing. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
h3_puzzle.jpg (211,901) 2016-03-13 08:14 https://bugs.vcmi.eu/file_download.php?file_id=2475&type=bug h3_adventure.jpg (236,678) 2016-03-13 08:14 https://bugs.vcmi.eu/file_download.php?file_id=2476&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3143 | [VCMI] Other | minor | have not tried | 2020-10-02 23:07 | 2023-04-11 09:34 |
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Reporter: | jambolo | Platform: | Windows | ||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Lots of warnings | ||||
Description: |
When I compile with Visual Studio, I get nearly 2000 warnings. The vast majority are "conversion from X to Y, possible loss of data". |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3181 | [VCMI] Campaigns | minor | always | 2021-06-05 18:27 | 2023-04-11 09:29 |
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Reporter: | rybiej | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hero placeholder | ||||
Description: | heroeswho come from the previous scenario, UNTIL THEY MOVE they are marked as "hero placeholder" and are unable to interact with. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
werr2.png (18,574) 2021-06-05 18:27 https://bugs.vcmi.eu/file_download.php?file_id=3128&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1836 | [VCMI] Sound, music, videos | major | always | 2014-07-12 17:45 | 2023-04-11 09:22 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | [regression] Crash due to not found files | ||||
Description: |
An error should be thrown, but the game shouldn't crash. Right now it's sigabrt: Warning: IntObject re-activated with mismatching used and active Failed to queue music. setName= musicURI=Music/Underground.mp3 Exception: Resource with name MUSIC/UNDERGROUND and type MUSIC wasn't found. [New Thread 0x7fffe598d700 (LWP 28779)] Player 0 starting turn Striving to goal of type WIN Considering goal WIN Considering goal CONQUER terminate called after throwing an instance of 'std::runtime_error' what(): Resource with name MUSIC/AITHEME2 and type MUSIC wasn't found. Program received signal SIGABRT, Aborted. [Switching to Thread 0x7fffe6538700 (LWP 28623)] 0x00007ffff3dcef79 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56 56 ../nptl/sysdeps/unix/sysv/linux/raise.c: Нет такого файла или каталога. (gdb) bt #0 0x00007ffff3dcef79 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56 #1 0x00007ffff3dd2388 in __GI_abort () at abort.c:89 0000002 0x00007ffff46da6b5 in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 0000003 0x00007ffff46d8836 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 0000004 0x00007ffff46d8863 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 0000005 0x00007ffff46d8aa2 in __cxa_throw () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 0000006 0x00007ffff7596033 in CFilesystemList::load (this=this@entry=0x983910, resourceName=...) at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/lib/filesystem/AdapterLoaders.cpp:67 0000007 0x0000000000634826 in MusicEntry::load (this=this@entry=0x7fffc8082a90, musicURI=...) at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/client/CMusicHandler.cpp:482 0000008 0x0000000000636105 in MusicEntry::play (this=0x7fffc8082a90) at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/client/CMusicHandler.cpp:519 0000009 0x0000000000636df0 in CMusicHandler::musicFinishedCallback (this=0xd19c40) at /build/buildd/vcmi-0.96+git20140711.3673~ubuntu14.04.1/client/CMusicHandl---Type <return> to continue, or q <return> to quit--- er.cpp:448 0000010 0x00007ffff62799d4 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL_mixer-1.2.so.0 0000011 0x00007ffff66e89b9 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0 0000012 0x00007ffff66f0ad8 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0 0000013 0x00007ffff6730109 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0 0000014 0x00007ffff697c182 in start_thread (arg=0x7fffe6538700) at pthread_create.c:312 0000015 0x00007ffff3e9330d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111 (gdb) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1420 | [VCMI] Other | feature | N/A | 2013-08-26 02:49 | 2023-04-11 09:21 |
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Reporter: | acme_pjz | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Read data file and map file with other text encodings | ||||
Description: | Is it possible to read data file and map file with other configurable text encodings? In current version the font files can be configured already. But it still doesn't work on Heroes3 Simplified Chinese edition, because the text encoding is CP936. If the text encoding is configurable, then VCMI will support more languages of Heroes3. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
H3Bitmap.7z (219,570) 2013-09-03 06:11 https://bugs.vcmi.eu/file_download.php?file_id=1432&type=bug HZK.7z (427,903) 2013-09-03 06:11 https://bugs.vcmi.eu/file_download.php?file_id=1433&type=bug vcmi-chinese.png (693,206) 2013-09-08 15:06 https://bugs.vcmi.eu/file_download.php?file_id=1465&type=bug 1.jpg (54,280) 2013-09-11 05:30 https://bugs.vcmi.eu/file_download.php?file_id=1479&type=bug 1-1.jpg (74,040) 2013-10-03 04:57 https://bugs.vcmi.eu/file_download.php?file_id=1532&type=bug 1-2.jpg (65,890) 2013-10-03 04:58 https://bugs.vcmi.eu/file_download.php?file_id=1533&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
950 | [VCMI] GUI - Battles | feature | N/A | 2012-05-04 11:17 | 2023-04-11 09:15 |
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Reporter: | ench0 | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Allow shooters to move and attack enemy units in close combat (hand-to-hand) | ||||
Description: |
Shooting units should be able to engage in close combat with a special command (e.g. ctrl-click on the enemy unit) I know that the original game also never had this ability but I regard this as a problem there as well (I even wrote to 3DO or New age, cant remember which one) to add this... but they said no, hehe. So IMHO it would be great if VCMI fixed this omission. Nothing in the game logic or in the real-world common sense logic prevents a shooter from advancing and attacking the enemy in hand-to-hand combat. After all this is exactly what happens eventually, when the enemy closes in on your shooters... In many cases it would be a better choice, strategically, to move your shooters rather than standing in place and shooting at the enemy (e.g. to stop enemy's advance, or to block a chokepoint). Might be a good idea to introduce some sort of penalty for close combat attack of shooter units... |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2733 | [VCMI] Mechanics - Battles | minor | always | 2017-07-21 08:22 | 2023-04-11 09:14 |
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Reporter: | Anubis | Platform: | x32 | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Faerie Dragons have their move cursor changed to an AoE of spell in case of Inferno and stays that way. | ||||
Description: | Basically, on the battlefield during Faerie Dragon's turn the cursor will change to the spell cursor even despite the fact you haven't ordered the creature to cast the spell. | ||||
Steps To Reproduce: |
1. Buy a Faerie Dragon. 2. Enter a battle. 3. Hover the cursor over a different battlefield tile. 4. Observe the cursor changes. Expected outcome is that cursor stays normal, while in fact it changes to an AoE cursor for the spell EVEN before you press F to cast the spell. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2786 | [VCMI] Mechanics - Battles | minor | random | 2017-09-11 09:29 | 2023-04-11 09:13 |
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Reporter: | SXX | Platform: | |||
Assigned To: | FeniksFire | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Some battlefield types like ship-to-ship need special obstacle limits | ||||
Description: |
Today I got ship-to-ship battle where one of two available ways between two parts of battlefield was blocked by obstacle. I not sure if something could happen in H3, but most likely it's not and there should be some sanity check. Also it's would be nice if this would be configurable via JSON. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Screenshot_20170911_122929.png (1,197,507) 2017-09-11 09:29 https://bugs.vcmi.eu/file_download.php?file_id=2782&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3106 | [VCMI] Mechanics - Battles | minor | always | 2020-02-06 19:25 | 2023-04-11 09:05 |
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Reporter: | toneyisnow | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | The firewall is hitting 2 hex unit twice when walking through. | ||||
Description: |
If an enemy is walking a 2 hex unit through the firewall, then it will be hit twice. From the original H3 description, this should not happen. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3209 | [VCMI] Mechanics - Adventure Map | minor | always | 2022-04-14 14:35 | 2023-04-11 09:02 |
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Reporter: | val-gaav | Platform: | PC | ||
Assigned To: | Ivan | OS: | windows | ||
Priority: | normal | OS Version: | 10/11 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | vcmi uses hardcoded values for adventure map speed for units. | ||||
Description: |
In original game there is a file called MOVEMENT.TXT that sets movement point for units in link to their speed : MOVEMENT.TXT I've placed modified MOVEMENT.TXT in DATA folder (just like one would do with SPTRAITS.TXT and it works in VCMI). The modded values however are ignored by vcmi. There is also no json file that would replace those settings. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3226 | [VCMI] Random Map Generator | minor | have not tried | 2022-07-24 15:19 | 2023-03-27 07:14 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Dolmen of Knowledge template is doubled in snow areas | ||||
Description: | As in the picture - only snow-covered version should be available. THus, their total number seems to be doubled as well. | ||||
Steps To Reproduce: | |||||
Additional Information: |
Used mods: Forge, Hota, Tides of War. Template: Clash of Dragons XL + U |
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Attached Files: |
Snow Dolmen of Knowledge.png (1,160,474) 2022-07-24 15:29 https://bugs.vcmi.eu/file_download.php?file_id=3173&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3133 | [VCMI] Random Map Generator | crash | always | 2020-06-17 20:01 | 2023-03-26 15:54 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | none | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.0.0 | ||
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Summary: | "allowedTerrains" command crashes custom mines. | ||||
Description: |
For example HotA made new mines graphics belong to sand terrain. Code for adding such mines to vcmi is easy. { "core:mine" : { "types" : { "hotaCrystalCavern" : { "templates": { "avmcrdn0" : { "animation" : "avmcrdn0", //hota sand "mask" : ["VVVV","VBBB","VBAB"], "allowedTerrains":["sand"] }, } }, Without "allowedTerrains":["sand"] command, such crystal mine is generated in every type of terrain. But with "allowedTerrains":["sand"] - game crash during map generation. |
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Steps To Reproduce: | n/a | ||||
Additional Information: | n/a | ||||
Attached Files: |
hj.png (1,142,552) 2020-06-17 20:03 https://bugs.vcmi.eu/file_download.php?file_id=3084&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2741 | [VCMI] Mods | minor | always | 2017-07-23 05:36 | 2023-03-25 06:45 |
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Reporter: | Anubis | Platform: | PC x32 | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Another creature horde bug for MDT Forge. | ||||
Description: | Currently, if the city is fully built in Map Editor (see the map Good to Go), it will not pre-build Horde structures for mod towns (see Forge). | ||||
Steps To Reproduce: |
1. Enable MDT Forge. 2. Launch map "Good to Go" playing as Forge. 3. Enter the town screen. Observe the result : none of the two creature hordes are built - one due to the bug, the second one is because the game doesn't support lvl 6 creature hordes in Map Editor yet. |
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Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2732 | [VCMI] Mods | minor | always | 2017-07-21 08:09 | 2023-03-25 06:45 |
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Reporter: | Anubis | Platform: | x32 | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | The horde bonus for Jump Troopers (upg. Lvl 6 of MDT Forge) is missing. | ||||
Description: | Summary says it all. I've uploaded a fix for this issue in the Upload section. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Lvl6unitup.json (1,303) 2017-07-21 08:09 https://bugs.vcmi.eu/file_download.php?file_id=2741&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2693 | [VCMI] GUI - Town screen | minor | always | 2017-06-10 07:43 | 2023-03-25 06:44 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Combo non upgrade dwelling + horde show wrong def. | ||||
Description: | Non upgraded dwelling + horde building has diffirent def than upgraded dwelling + horde building. In VCMI when non-upg dwelling is build and next we build horde building - on townscreen is show always upgraded building+horde def. | ||||
Steps To Reproduce: |
Launch map Select scenario Build horde building when you have non-upgreaded base. After that, dwelling has automatically upgrade+horde version. |
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Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2650 | [VCMI] Mechanics - Adventure Map | minor | have not tried | 2017-02-27 21:37 | 2023-03-23 06:55 |
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Reporter: | ihor | Platform: | Linux | ||
Assigned To: | kambala | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 16.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Fly should remove terrain penalty | ||||
Description: | Hero with Fly still moving slowly on swamp terrain because of terrain penalty. | ||||
Steps To Reproduce: |
1. Load save file 2. Isra hero has Angel Wings artifact 3. Moving on swamp terrain is still slow. |
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Additional Information: |
Expected behavior: Roads increase the amount of tiles you can Fly, while terrain penalties are negated. |
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Attached Files: |
save.zip (1,293,578) 2017-02-27 21:37 https://bugs.vcmi.eu/file_download.php?file_id=2681&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1746 | [VCMI] GUI - Adventure Map | tweak | always | 2014-03-06 10:29 | 2023-03-13 08:18 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.95 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Date bar is incorrectly centered after month 100 | ||||
Description: | This is probably not very common issue, but still. Text could be easily moved one place to the left. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug1746.png (5,062) 2014-03-06 10:30 https://bugs.vcmi.eu/file_download.php?file_id=1773&type=bug Screenshot_20230313_112903.png (5,062) 2023-03-13 08:17 https://bugs.vcmi.eu/file_download.php?file_id=3199&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2785 | [VCMI] Other | minor | always | 2017-09-07 19:43 | 2023-03-03 10:55 |
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Reporter: | SXX | Platform: | Linux / Android | ||
Assigned To: | kambala | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Avoid crash when LC_ALL / LANG is not set | ||||
Description: |
I working on Linux snap package and VCMI crash with "locale::facet::_S_create_c_locale name not valid" if encoding not set so I have to manually set "LC_ALL: C.UTF-8" to avoid crash. Also Android code also have following workaround in CMT: #ifdef VCMI_ANDROID // boost will crash without this setenv("LANG", "C", 1); #endif I guess there is good chance that we can avoid all of this by setting some options to our boost::locale usage. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2989 | [VCMI] GUI - Battles | minor | always | 2018-08-03 00:46 | 2023-03-01 10:59 |
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Reporter: | tukkek | Platform: | Linux | ||
Assigned To: | kambala | OS: | Debian | ||
Priority: | normal | OS Version: | Buster (testing) | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Pressing ENTER on the Casualties Report window opens up the hero screen instead of closing the report | ||||
Description: |
Pressing the Enter key when a battle is over causes the Hero Screen to pop up. Seems like the focus must be on the hero (still on the Adventure Map) or on the hero bar to the right of the screen instead of in the "OK" button on the report itself. Curiously enough, if you press Enter multiple times, several instances of the Hero Screen will show up (even though they're all identical) and you'll have to close it one at a time. Maybe there should be a check on the Hero Screen to make it a singleton instance or at least prevent new ones from opening up if there's one active already. |
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Steps To Reproduce: | Win a battle, wait for the Casualties Report to appear and press Enter. | ||||
Additional Information: |
I'm honestly surprised that literally all other dialogs work as expected. Open-source projects usually are lacking on the UI department since they're not professionally tested/polished - yet this is the only UI issue I could find with VCMI so far. Honestly, even commercial games in development by big studios in 2018 have much lesser consistent UI than VCMI has (I'm looking at you Stellaris). The Esc key also doesn't work when trying to close the report. It probably should, as it does for most other dialogs as far as I have experienced. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3232 | [VCMI] Other | major | always | 2022-09-11 10:35 | 2023-03-01 10:32 |
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Reporter: | kambala | Platform: | |||
Assigned To: | kambala | OS: | Android | ||
Priority: | normal | OS Version: | 11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | UI doesn't rotate with device | ||||
Description: | UI is locked to the "landscape right" orientation. It should be possible to rotate to "landscape left". | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3231 | [VCMI] Other | trivial | always | 2022-09-11 10:34 | 2023-03-01 10:31 |
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Reporter: | kambala | Platform: | |||
Assigned To: | kambala | OS: | Android | ||
Priority: | low | OS Version: | 11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Give daily builds proper package identifier | ||||
Description: | Should be something like eu.vcmi.vcmi.daily | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
android 2022-09-10 13.34.59.png (26,879) 2022-09-11 10:34 https://bugs.vcmi.eu/file_download.php?file_id=3179&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3248 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2023-02-24 13:42 | 2023-03-01 09:48 |
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Reporter: | zangaar | Platform: | |||
Assigned To: | OS: | Mac OS | |||
Priority: | normal | OS Version: | 12.6.3 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | wearing artefacts with no effect | ||||
Description: | Artefacts increasing spellpower or knwoledge do not have the effect on hero stats | ||||
Steps To Reproduce: | open the saved game and apply the artefact | ||||
Additional Information: | |||||
Attached Files: |
artefact_noeffect_bug.zip (3,360,159) 2023-02-24 13:42 https://bugs.vcmi.eu/file_download.php?file_id=3196&type=bug A Barbarian's Story.h3m (81,016) 2023-02-27 12:26 https://bugs.vcmi.eu/file_download.php?file_id=3197&type=bug Screenshot 2023-03-01 at 12.46.56.png (15,812) 2023-03-01 09:48 https://bugs.vcmi.eu/file_download.php?file_id=3198&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3230 | [VCMI] Launcher | text | always | 2022-09-11 10:31 | 2023-02-23 10:15 |
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Reporter: | kambala | Platform: | |||
Assigned To: | Nullkiller | OS: | Android | ||
Priority: | low | OS Version: | 11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | format strings missing | ||||
Description: | Error message shows placeholders instead of real strings | ||||
Steps To Reproduce: |
1. Don't have game files installed 2. Tap "use internal/external storage" |
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Additional Information: | |||||
Attached Files: |
android 2022-09-10 13.40.40.png (30,068) 2022-09-11 10:31 https://bugs.vcmi.eu/file_download.php?file_id=3178&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1848 | [VCMI] Campaigns | minor | have not tried | 2014-07-18 22:26 | 2023-02-16 18:42 |
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Reporter: | KroArtem | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash after moving to next mission in scenario | ||||
Description: |
Attached save game where I had this crash. Gelu got the ring, I've entered a town and a message about win was shown. Then I chose a bonus for the next mission and then a game crashed. Output: Error: accessing unavailable frame 0:1 in CAnimation! Error: video VIDEO/H3X2_ELC was not found Failed to queue music. setName= musicURI=Music/CampainMusic01 Exception: Resource with name MUSIC/CAMPAINMUSIC01 and type MUSIC wasn't found. Cannot get sound H3x2ELc chunk: Resource with name SOUNDS/H3X2ELC and type SOUND wasn't found. Starting scenario 2 [New Thread 0x7fffdbdf0700 (LWP 7029)] [New Thread 0x7fffe4cdd700 (LWP 7030)] Setting up thread calling server: 0 Waiting for server: 34 Establishing connection... Found endpoints: 0: 127.0.0.1:3030 Trying connection to 127.0.0.1:3030 (0) Established connection with VCMI 0.96 (server) Connecting to the server: 4 Will send info to server... Sending/Getting info to/from the server: 46 Creating gamestate: 0 Using random seed: 1405696708 Open campaign map file: 2 Hero: Ивор at 8 67 0 Hero: Уланд at 10 7 0 Hero placeholder: by power at 66 8 0 Hero placeholder: Джелу at 63 12 0 Hero placeholder: by power at 69 5 0 Hero: Уфретин at 61 62 0 Request to patch map data/gelu:2 Map loaded! Our checksum for the map: 2786012200 Initialization: Creating player entries in gs Generate list of hero placeholders Prepare crossover heroes Replace placeholders with heroes Picking grail position Picking random factions for players Randomizing objects Giving starting hero Setting up resources Starting bonuses Towns Town init spells Town init spells2 Town init spells3 Town init spells Town init spells2 Town init spells3 Town init spells Town init spells2 Town init spells3 Town init spells Town init spells2 Town init spells3 Town init spells Town init spells2 Town init spells3 Town init spells Town init spells2 Town init spells3 Town init spells Town init spells2 Town init spells3 Object initialization Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffdbdf0700 (LWP 7029)] 0x00007ffff76c380f in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:878 878 uniform_int_distribution<_IntType>:: (gdb) bt #0 0x00007ffff76c380f in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:878 #1 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000002 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000003 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000004 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( ---Type <return> to continue, or q <return> to quit--- this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000005 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000006 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000007 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000008 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000009 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::me---Type <return> to continue, or q <return> to quit--- rsenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000010 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000011 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000012 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000013 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) ---Type <return> to continue, or q <return> to quit--- at /usr/include/c++/4.8/bits/random.tcc:929 0000014 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000015 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000016 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000017 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000018 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11u---Type <return> to continue, or q <return> to quit--- l, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000019 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000020 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000021 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000022 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 ---Type <return> to continue, or q <return> to quit--- 0000023 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000024 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000025 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000026 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000027 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( ---Type <return> to continue, or q <return> to quit--- this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000028 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000029 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000030 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000031 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000032 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::me---Type <return> to continue, or q <return> to quit--- rsenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000033 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000034 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000035 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000036 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) ---Type <return> to continue, or q <return> to quit--- at /usr/include/c++/4.8/bits/random.tcc:929 0000037 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000038 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000039 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000040 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000041 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11u---Type <return> to continue, or q <return> to quit--- l, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000042 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000043 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000044 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000045 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 ---Type <return> to continue, or q <return> to quit--- 0000046 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000047 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000048 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000049 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000050 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( ---Type <return> to continue, or q <return> to quit--- this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000051 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000052 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000053 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000054 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::mersenne_twister_engine<unsigned long, 32ul, 624ul, 397ul, 31ul, 2567483615ul, 11ul, 4294967295ul, 7ul, 2636928640ul, 15ul, 4022730752ul, 18ul, 1812433253ul> > ( this=this@entry=0x7fffc4bf1960, __urng=..., __param=...) at /usr/include/c++/4.8/bits/random.tcc:929 0000055 0x00007ffff76c38ad in std::uniform_int_distribution<int>::operator()<std::me---Type <return> to continue, or q <return> to quit--- |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Saves.zip (1,016,205) 2014-07-18 22:26 https://bugs.vcmi.eu/file_download.php?file_id=1862&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3247 | [VCMI] GUI - Battles | crash | always | 2023-02-07 20:09 | 2023-02-14 16:22 |
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Reporter: | bredator | Platform: | Macbook SILICON | ||
Assigned To: | OS: | Ventura | |||
Priority: | normal | OS Version: | 13.1 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | not shown creatures during battle | ||||
Description: |
Dear Community, I repeatevely face to crash during combat when only number of creatures are shown, but there is no siliete. And the game hangs and crashes after a few turns. It happens constantly in Utopia (dragon castle) and some times during common battle, but what I first realised it was also at hero :( It means it is not possible to win. You can see more details and explanation on the attached screenshot. |
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Steps To Reproduce: | enter Utopia - Dragon Castle. | ||||
Additional Information: | |||||
Attached Files: |
Homman3VCMI.png (1,904,330) 2023-02-07 20:09 https://bugs.vcmi.eu/file_download.php?file_id=3194&type=bug CrashHOMAN3.txt (44,000) 2023-02-07 20:12 https://bugs.vcmi.eu/file_download.php?file_id=3195&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1029 | [VCMI] Sound, music, videos | minor | always | 2012-07-02 19:23 | 2023-02-03 09:18 |
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Reporter: | vcmi_user | Platform: | x86_64 | ||
Assigned To: | Warmonger | OS: | windows | ||
Priority: | normal | OS Version: | vista | ||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Death Stare sound played if Mighty Gorgon attack without Death Stare | ||||
Description: | Death Stare sound played if Mighty Gorgon attack without Death Stare. Death Stare sound played on all Mighty Gorgon attack. | ||||
Steps To Reproduce: | on any map attack Mighty Gorgon. | ||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
651 | [VCMI] GUI - Battles | trivial | always | 2010-11-19 12:58 | 2023-02-02 11:00 |
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Reporter: | Boulie | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.83 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Mouse icon (sword/arrow) stays in unit's info window during battle | ||||
Description: | During battle if you want to check unit's stats mouse icon (i.e.sword / arrow) should stay in background | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
battle creature info.jpg (34,337) 2010-11-19 12:58 https://bugs.vcmi.eu/file_download.php?file_id=609&type=bug battle creature info 2.jpg (27,513) 2010-11-19 12:58 https://bugs.vcmi.eu/file_download.php?file_id=610&type=bug battle creature info 3.jpg (29,054) 2010-11-19 12:58 https://bugs.vcmi.eu/file_download.php?file_id=611&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2822 | [VCMI] Launcher | major | always | 2017-12-08 15:13 | 2023-01-30 11:46 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | Povelitel | OS: | Windows 10 Pro | ||
Priority: | high | OS Version: | 1607 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | VCMI essential files will not update | ||||
Description: | Just installed the latest daily of VCMI (26a222a) over a fresh install of Heroes 3 Complete (GOG) and upon opening the launcher I saw that VCMI essential files had an update. So I clicked to update it, then it said to first disable it. So I disabled it and clicked to update before it said that it failed and the mod was already installed. So I tried to uninstall it and it just fails. Seems that it just won't update at all. | ||||
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System Description |
System Type: x64-based PC Processor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz 3.30GHz Installed Memory (RAM): 8.00 GB |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3025 | [VCMI] Launcher | major | always | 2018-11-28 15:24 | 2023-01-28 07:41 |
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Reporter: | kuba | Platform: | Phone (LG G7 thinq) | ||
Assigned To: | Povelitel | OS: | Android | ||
Priority: | normal | OS Version: | 8.0.0 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | blue filter on screen / blue screen | ||||
Description: |
when I launch the game, screen immediately gets blue. When I tru to shut down the game or to take a screen game goes normal - without blue color, but second later it is blue again. I wad |
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Steps To Reproduce: |
I was trying to unistal game but it changed nothing. |
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Additional Information: | I puted polish gold edition version of homm3 should I try with gog.or.english one? | ||||
Attached Files: |
Screenshot_2018-11-26-03-55-12.png (1,724,956) 2018-11-28 15:24 https://bugs.vcmi.eu/file_download.php?file_id=2968&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1649 | [VCMI] GUI - Other | major | always | 2014-01-08 01:49 | 2023-01-28 07:37 |
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Reporter: | dmccombs | Platform: | |||
Assigned To: | Povelitel | OS: | OS X | ||
Priority: | normal | OS Version: | 10.9.1 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Area around hero and other graphics such as town structures tinted blue on OS X | ||||
Description: | On OS X 10.9.1, running the game in full screen mode or switching to full screen mode and back to windowed causes many of the graphics to have a blue tint applied to them. See attached screenshots. | ||||
Steps To Reproduce: | Open the game and begin a scenario. Go to System Settings and change the game to full screen mode. Some graphical elements will now be tinted blue, and changing back to windowed mode will not solve the problem. | ||||
Additional Information: | |||||
Attached Files: |
Screen Shot 2014-01-07 at 8.36.54 PM.png (1,012,465) 2014-01-08 01:49 https://bugs.vcmi.eu/file_download.php?file_id=1646&type=bug Screen Shot 2014-01-07 at 8.37.12 PM.png (1,302,656) 2014-01-08 01:49 https://bugs.vcmi.eu/file_download.php?file_id=1647&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2815 | [VCMI] Mechanics - Battles | crash | always | 2017-10-29 11:57 | 2023-01-27 18:05 |
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Reporter: | misiokles | Platform: | Mobile | ||
Assigned To: | Povelitel | OS: | Android | ||
Priority: | high | OS Version: | 6.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash after battle | ||||
Description: | After battle, when player expects to see battle casualities window - crash occurs. There's suspect that crash is connected with wrong bink/smk files displaying (such clip is present in casualties window). | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3132 | [VCMI] Mechanics - Battles | minor | always | 2020-06-11 02:42 | 2023-01-26 11:02 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Turn to stone / Paralysis / Blind issue | ||||
Description: |
Abilities based on NOT_ACTIVE bonus don't work correctly. In vanilla H3, when basilisk's, medusa's, manticore's and unicorn's ability activates, it automatically stops the enemy's retaliation. In VCMI, this is made by adding BLOCKS_RETALIATION bonus to "paralyse" and "stoneGaze" spells (in abiliy.json). But "blind" doesn't get that - spell only stops retaliation on expert level, so when Unicorns blind a unit, it retaliates, when it shouldn't. There's more - creatures affected by "paralyse" and "stoneGaze" spells, should retaliate upon being attacked. In VCMI - they don't. BLOCKS_RETALIATION bonus makes them unable to. |
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Steps To Reproduce: |
Alter Basilisks' SPELL_AFTER_ATTACK value to 100 to make the testing easier. Start "All for one" map with Fortress and choose Bron as a starting hero - then separate his Basilisks into single stacks and attack Obsidian Gargoyles at North-East passage. Observe that Gargoyles turned into stone (yes, Gargoyles are susceptible to this spell) don't retaliate after being attacked. |
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Additional Information: | Add a new duration type - one that stops the effect with each new creature's round. Or make it that UNTIL_BEING_ATTACKED works - because right now it doesn't. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2916 | [VCMI] Mechanics - Battles | minor | always | 2018-03-16 00:55 | 2023-01-26 11:02 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Magic Elementals don't deal lowers damage to magic-resistant units | ||||
Description: | Magic Elementals should deal 50% damage to all units resistant to 5th level spells, that is Black Dragons and other Magic Elementals. Right now, they don't. | ||||
Steps To Reproduce: | Play attached map. Magic Elementals will deal the same damage to Magic Elementals as to Nagas and approximately same damage to Titans as to Black Dragons (because Titans have 1 less defense). | ||||
Additional Information: | |||||
Attached Files: |
MAGIC ELEMENTAL TEST.vmap (2,990) 2018-03-16 00:55 https://bugs.vcmi.eu/file_download.php?file_id=2879&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2915 | [VCMI] Mechanics - Battles | minor | always | 2018-03-16 00:25 | 2023-01-26 11:02 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Psychic Elementals don't deal lowers damage to Undead and Non-living | ||||
Description: | Psychic Elementals should deal 50% damage to all units resistant to mind spells, including Undead and Non-living creatures (BUT NOT GARGOYLES!). Right now, they only deal lower damage to units with Mind Spells Resistance bonus. | ||||
Steps To Reproduce: | Play attached map. Psychic Elementals will deal lower damage to Giants, Titans, Psychic and Magic Elementals, but not to Vampires and Golems. | ||||
Additional Information: | |||||
Attached Files: |
PSYCHIC ELEMENTAL TEST.vmap (2,995) 2018-03-16 00:25 https://bugs.vcmi.eu/file_download.php?file_id=2878&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2894 | [VCMI] Mechanics - Battles | minor | always | 2018-02-28 07:40 | 2023-01-26 11:02 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | Adela's Bless boosts only max damage and not all damage done by stack | ||||
Description: | The value is correct, but bonus is applied only to max damage and not min damage as well. | ||||
Steps To Reproduce: | |||||
Additional Information: | Truly speaking, in OH3 Adela didn't boost stack base damage as visible on creature card, the bonus was only calculated internally. Current implementation results in quantized value, i.e. damage boost is rounded down. | ||||
Attached Files: |
Adela dmg bonus.png (415,046) 2018-02-28 07:40 https://bugs.vcmi.eu/file_download.php?file_id=2858&type=bug Adela dmg bonus 2.png (353,629) 2018-02-28 07:40 https://bugs.vcmi.eu/file_download.php?file_id=2859&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2848 | [VCMI] Mechanics - Battles | major | always | 2018-01-10 12:49 | 2023-01-26 11:02 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | high | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Elementals don't deal higher damage to opposing elementals | ||||
Description: |
Elementals don't deal 100% higher damage to the elementals of opposing element (i.e. Fire and Water). I'm attaching a map made in the newest VCMI map editor, to help reproduce the bug. |
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Steps To Reproduce: |
1. Start a multiplayer scenario. 2. Have a hero with some Elementals 3. Have another player's hero with the Elementals of the opposing element 4. Enter battle with two heroes, attack each others Elementals |
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Additional Information: | |||||
Attached Files: |
elementalhate.vmap (2,790) 2018-01-10 12:49 https://bugs.vcmi.eu/file_download.php?file_id=2832&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2240 | [VCMI] Mechanics - Battles | minor | have not tried | 2015-08-30 18:49 | 2023-01-26 11:02 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | high | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.98c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Damage prediction works incorrectly, at least for ranged units | ||||
Description: | During hovering a mouse over enemy unit if attack is possible, battle log shows possible damage range. The actual damage for ranged units seems to be always higher than upper damage limit in combat log hint. | ||||
Steps To Reproduce: | Take some ranged units and start a battle, compare damage output with hint damage given when hovering mouse over target. | ||||
Additional Information: | Seems to be also broken in VCMI 0.98 | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
684 | [VCMI] Mechanics - Battles | minor | always | 2011-03-01 20:24 | 2023-01-26 11:02 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.84 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Curse spell decreases damage to 1 | ||||
Description: | Not sure if in all situations, but at least in the following scenario: Take Septienna in the map from 0000570 and attack Wraiths. If you're lucky and your Dread Knight casts Curse with the attack (bug 0000180), the enemy Wraiths will only deal 1 damage from then on (see screenshot). | ||||
Steps To Reproduce: | |||||
Additional Information: | Possibly related (or at least similar) to 0000147. | ||||
Attached Files: |
2011-03-01_CurseOnWraiths.jpg (33,491) 2011-03-01 20:24 https://bugs.vcmi.eu/file_download.php?file_id=660&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
640 | [VCMI] Mechanics - Battles | minor | sometimes | 2010-11-14 13:18 | 2023-01-26 11:02 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | resolved | Product Version: | 0.83 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Advanced Ballista doesn't get the 2nd shot sometimes, if the 1st shot destroyed the target + related console warning | ||||
Description: | Often (though apparently not always), if the first shot of an advanced/expert Ballista finishes the target (tower/wall section down), the 2nd shot is not performed anymore. The 2nd shot should always be performed as long as there's still a piece of wall standing (only the target should be random, as the indicated target was terminated by the first shot). | ||||
Steps To Reproduce: | Take Inteus in the map from 0000570, and attack Purple Inferno castle to the West to reproduce. | ||||
Additional Information: |
I'm not sure if it's related, but the Console displays this message in purple when this happens: "Warning - No projectile spin for spi.creID 149" For me it's easily reproducible after no more than a couple of attempts, but let me know if I need to save/upload any logs or screenshots in case you can't reproduce it. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3096 | [VCMI] Other | crash | always | 2020-01-04 17:03 | 2023-01-26 10:59 |
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Reporter: | Rovanion | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 18.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Crash on launch due to missing library libvcmi when installed from PPA | ||||
Description: |
After istalling vcmi from the PPA and trying to start the launcher or client I get the following error: vcmilauncher: error while loading shared libraries: libvcmi.so: cannot open shared object file: No such file or directory This does not appear when the package is installed from the normal Ubuntu repositories, though that is a vastly different version. |
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Steps To Reproduce: |
$ sudo apt-add-repository ppa:vcmi/ppa Packages of VCMI (Heroes3 recreated) game for Ubuntu Linux OS More info: https://launchpad.net/~vcmi/+archive/ubuntu/ppa [^] Press [ENTER] to continue or Ctrl-c to cancel adding it. $ sudo apt update ... $ sudo apt-get install vcmi ... $ vcmibuilder --data ~/.wine/drive_c/GOG\ Games/Heroes\ of\ Might\ and\ Magic\ 3\ Complete/ And finally trying to start the launcher or client I get the following error: $ vcmilauncher vcmilauncher: error while loading shared libraries: libvcmi.so: cannot open shared object file: No such file or directory $ vcmiclient vcmiclient: error while loading shared libraries: libvcmi.so: cannot open shared object file: No such file or directory |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1771 | [VCMI] GUI - Adventure Map | crash | random | 2014-04-06 10:32 | 2023-01-26 08:01 |
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Reporter: | beegee | Platform: | |||
Assigned To: | Povelitel | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash when loading a map (campaign scenario) | ||||
Description: | Sometimes when loading a map (campaign scenario) VCMI crashes. | ||||
Steps To Reproduce: |
It randomly occured when starting the - 1st scenario of AB campaign Armageddon's Blade / Catherine's Charge - 1st scenario of SOD campaign Unholy Alliance / Harvest |
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Additional Information: |
Backtrace: Thread 30 (Thread 0x7fd3f52d6700 (LWP 7613)): #0 0x0000000000f95859 in CTerrainRect::showPath (this=0x7fd3e13b90f8, extRect=0x7fd3e13b9148, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:140 curPos = @0x18: <error reading variable> nextPos = @0x40: <error reading variable> pn = 32723 i = 0 pns = {{16, 17, 18, 7, -1, 19, 6, 5, -1}, {8, 9, 18, 7, -1, 19, 6, -1, 20}, {8, 1, 10, 7, -1, 19, -1, 21, 20}, {24, 17, 18, 15, -1, -1, 6, 5, 4}, {-1, -1, -1, -1, -1, -1, -1, -1, -1}, {8, 1, 2, -1, -1, 11, 22, 21, 20}, {24, 17, -1, 23, -1, 3, 14, 5, 4}, {24, -1, 2, 23, -1, 3, 22, 13, 4}, {-1, 1, 2, 23, -1, 3, 22, 21, 12}} #1 0x0000000000f96911 in CTerrainRect::show (this=0x7fd3e13b90f8, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:272 No locals. 0000002 0x0000000000f9c0fb in CAdvMapInt::show (this=0x7fd3e13b8270, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:758 betterPos = {x = 5, y = 6, z = 0} scrollSpeed = 1 0000003 0x0000000000f9badb in CAdvMapInt::showAll (this=0x7fd3e13b8270, to=0x31cb4f0) at /home/bge/VCMI/trunk/src/client/CAdvmapInterface.cpp:679 No locals. 0000004 0x0000000000bac04f in CGuiHandler::totalRedraw (this=0x15e9c30 <GH>) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:150 __range = std::vector of length 1, capacity 8 = {0x7fd3e13b8270} __begin = __end = elem = @0x7fd3f04d4290: 0x7fd3e13b8270 0000005 0x0000000000bac327 in CGuiHandler::pushInt (this=0x15e9c30 <GH>, newInt=0x7fd3e13b8270) at /home/bge/VCMI/trunk/src/client/gui/CGuiHandler.cpp:115 No locals. 0000006 0x0000000000e915e3 in CPlayerInterface::playerStartsTurn (this=0x7fd3e1e065e8, player=...) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:2580 No locals. 0000007 0x0000000000e9177c in non-virtual thunk to CPlayerInterface::playerStartsTurn(PlayerColor) (this=0x7fd3e1e06600, player=...) at /home/bge/VCMI/trunk/src/client/CPlayerInterface.cpp:2598 No locals. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3145 | [VCMI] AI - Adventure Map | major | always | 2020-10-03 14:03 | 2023-01-26 07:01 |
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Reporter: | elk_aide | Platform: | |||
Assigned To: | Nullkiller | OS: | debian | ||
Priority: | high | OS Version: | buster | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | We whould ship a good (functional) Adventure Map AI | ||||
Description: |
(tested with a build from current master/develop branch) I think we should get a new AI into mainline sooner rather than later. And the good news is, that we already have one available: https://forum.vcmi.eu/t/nullkiller-ai/ [^] Right now even on the hardest setting they act totally of. The ai spends all it’s money on building 6+ heroes in the firtst two week, upgrades to castle and capitol, but doesn’t build any creature dwellings, and it doesn’t attack enemy heroes right next to theirs, even if they just have 1 level 1 unit. I would say the game is not really playable with the ai that is in out daily develop builds right now. |
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Steps To Reproduce: | Just start any game and watch what the enemy does. | ||||
Additional Information: | I attached a savegame where you can clearly see, that something went wrong there. | ||||
Attached Files: |
aiexamplesave_withcove.7z (284,608) 2020-10-03 14:03 https://bugs.vcmi.eu/file_download.php?file_id=3100&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3137 | [VCMI] Map Editor | minor | always | 2020-08-02 19:24 | 2023-01-21 19:31 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Seer's Hut/Quest Guard issue | ||||
Description: |
(encountered in latest release of VCMI map editor - 0.1.15) When you put one of the quest-giveers in VCMI map editor with an objective to bring a certain number of creatures ('Army' requirement) and visit such object, VCMI will freeze. This problem doesn't occur when you play one of the original maps with this objective. It also doesn't occur when you save such map in VCMI editor format. |
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Steps To Reproduce: | Play attached map, it contains Seer's Hut and Quest Guard with a quest to bring 1 Air Elemental. | ||||
Additional Information: | |||||
Attached Files: |
quest issues 1.vmap (2,541) 2020-08-02 19:24 https://bugs.vcmi.eu/file_download.php?file_id=3096&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2059 | [VCMI] AI - Adventure Map | major | sometimes | 2015-02-09 17:23 | 2023-01-10 16:01 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI scouts heroes may block path for others when path is blocked by armed instance | ||||
Description: |
So here is problem that can be easily reproduced on attached map or on any map where only one tile way available. Initially AI start to explore on map with not too powerful heroes that usually unable to win any battle so they're not going to try. When this happen on small map it's possible that there is already 1-2 more other heroes that already blocked way back to this scout. As result hero that have army and assigned to attack this armed instance unable to go here because of scout, but scout can't go back because other heroes block his way. So there need to be smart way to solve such situations. Though I'm currently made some dirty hack for myself that just make AI delete heroes that block way for others more than few times, but this not solution. |
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Steps To Reproduce: |
- Run game on attached map or load save (if it's compatible). - Use "vcmieagles" cheat to see map. - Now watch what AI's doing and both blue and orange will likely stuck in their zones because one of heroes going to block way for others. |
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Additional Information: | Save is for 1396476869aa52ac21fe92f1ac4ae000dd668b9d. | ||||
Attached Files: |
Wasteland.h3m (9,948) 2015-02-09 17:23 https://bugs.vcmi.eu/file_download.php?file_id=2098&type=bug bug_al_stuck_heroes.zip (648,952) 2015-02-09 17:31 https://bugs.vcmi.eu/file_download.php?file_id=2099&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3206 | [VCMI] GUI - Battles | minor | always | 2022-04-01 10:40 | 2023-01-09 20:15 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bugged "Start Walking" animation | ||||
Description: |
One of the most jarring graphic bugs I encounter while testing new units is the incorrect order of "Turning" and "Start Walking" animations. When the unit moves in an opposite direction, first the "Start Walking" animation plays, then "Turn", then "Walking". The correct order should be: 1. "Turn" 2. "Start Walking" 3. "Walking" (The order of "Stop Walking" animation is normal.) |
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Steps To Reproduce: | Move in an opposite direction with a unit which has a very noticeable "Start Walking" animation e.g. with vampires. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3125 | [VCMI] GUI - Battles | minor | always | 2020-05-16 20:07 | 2023-01-09 20:15 |
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Reporter: | Czesiek | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 20.04 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Palisade covering other elements of the battleground | ||||
Description: | On the battle view during siege, you can see that palisade is covering more important layers - like dead units, or current unit movement range or grid. See screenshot | ||||
Steps To Reproduce: |
Attack a barbarian town, enable grid, optionally kill a unit on the palisade. Didn't test it with other towns. |
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Additional Information: |
Encountered on nullkiller_ai branch, but seems unrelated to AI so I expect it's a develop issue as well. Compiled with gcc 9.3.0 (default on ubuntu 20.04) |
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Attached Files: |
Screenshot from 2020-05-16 21-43-11.png (2,966,056) 2020-05-16 20:07 https://bugs.vcmi.eu/file_download.php?file_id=3068&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3073 | [VCMI] GUI - Battles | minor | always | 2019-06-25 02:49 | 2023-01-09 20:15 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Casting and spell effect animations are played simultaneously instead of consecutively. | ||||
Description: |
In vanilla H3, when a spell is cast, first the hero's casting animation is displayed and then the spell's projectile is shot and/or its effect is displayed. In VCMI, hero's casting animation is displayed simultaneously with spell's projectile/effect. |
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Steps To Reproduce: |
1) start any single player scenario 2) select a hero with offensive spell or type cheatcode 'vcmiistari' (gives all spells +999 mana) 3) enter battle 4) cast offensive spell |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2975 | [VCMI] GUI - Battles | minor | always | 2018-07-19 16:01 | 2023-01-09 20:15 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Cyclops Kings don't use their 2-hex attack animation | ||||
Description: | After being given "TWO_HEX_ATTACK_BREATH" bonus, Cyclops Kings still use their normal attacking animation when they attack in melee, despite having unused 2-hex attacking animation in their original def file. | ||||
Steps To Reproduce: |
1. Unpack my attached mod, 2. Start any single player with Stronghold, 3. vcmiarmenelos, 4. Take some Cyclops Kings to battle, wait until enemy stacks align and attack. |
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Additional Information: | I attach an example test mod that makes Cyclops Kings attack with 2-hex attack BONUS and makes them unable to shoot, to help reproduce the issue. | ||||
Attached Files: |
cyclopTEST.zip (1,073) 2018-07-19 16:01 https://bugs.vcmi.eu/file_download.php?file_id=2919&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2834 | [VCMI] GUI - Battles | trivial | always | 2017-12-30 02:48 | 2023-01-09 20:15 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Disappearing flag | ||||
Description: | Hero's flag disappears when you open any window (unit's information, spellbook or settings). In vanilla it didnt disappear, just stopped moving. | ||||
Steps To Reproduce: | Open any window in battle (unit's information, spellbook or settings). | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2808 | [VCMI] Mechanics - Battles | major | always | 2017-10-13 03:16 | 2023-01-09 20:15 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | Ivan | OS: | |||
Priority: | high | OS Version: | 10 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Cloning spell bugs and lacking visuals representation + stupid AI | ||||
Description: |
In original game when you are using cloning spell on creature, clones are appearing sliding slowly on adjacent hexes. They are also blue and while dying or disappearing, they are fading away slowly. AI in vanilla also loves to focus on them. If the cloned creature dies, clone dies with it. In VCMI clones have no visual representation, they look exactly like cloned creatures, and are always appearing at the left side corner no matter where cloned creature is placed. They also disappear instantly instead of slowly fading while attacked. |
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Steps To Reproduce: | Cast clone on any creature | ||||
Additional Information: | Wasn't able to test whether clones in VCMI dies with their original yet, but it should be checked as well | ||||
Attached Files: |
clone.png (230,842) 2017-10-13 03:16 https://bugs.vcmi.eu/file_download.php?file_id=2798&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2784 | [VCMI] GUI - Battles | minor | have not tried | 2017-09-05 19:50 | 2023-01-09 20:15 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Tower: creatures clip into the town walls on siege | ||||
Description: | There is some problem with walls on top of creatures. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Screenshot_20170905_224727.png (711,187) 2017-09-05 19:50 https://bugs.vcmi.eu/file_download.php?file_id=2780&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2746 | [VCMI] Mechanics - Battles | minor | always | 2017-07-24 18:58 | 2023-01-09 20:15 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Incorrect visuals of the grid shadow near Moat hexes. | ||||
Description: | Grid shadow in siege screen near Moat hexes appears cut off. Attached a screenshot. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Grid shadow bug (crude outlines).jpg (358,994) 2017-07-24 18:58 https://bugs.vcmi.eu/file_download.php?file_id=2747&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2549 | [VCMI] GUI - Battles | minor | always | 2016-10-05 17:51 | 2023-01-09 20:15 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | One of Necropolis moat graphics is shifted outside moat. | ||||
Description: | One of Necropolis moat graphics is shifted outside moat. See picture. | ||||
Steps To Reproduce: | |||||
Additional Information: | Last VCMI daily builds | ||||
Attached Files: |
shift.jpg (371,796) 2016-10-05 17:51 https://bugs.vcmi.eu/file_download.php?file_id=2589&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2531 | [VCMI] Mechanics - Battles | minor | always | 2016-09-29 22:06 | 2023-01-09 20:15 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Implosion spell - unit should get hit and play damage animation when spell animation starts, not when it ends | ||||
Description: | Currently in VCMI implosion spell triggers unit damage after spell animation ends. In original H3 target unit takes damage as soon as spell animation starts. | ||||
Steps To Reproduce: | Cast implosion on any unit. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2452 | [VCMI] GUI - Battles | minor | always | 2016-08-09 16:45 | 2023-01-09 20:15 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | VCMI can't display 2hex-attack from def files. | ||||
Description: | If new creature from mods has 2-hex attack part of def and DRAGON_NATURE ability - in game there's always normal attack (but fortunatelly damage is 2-hex). | ||||
Steps To Reproduce: | |||||
Additional Information: | Check Serpentine creatures from latest Axolotl Creature Pack mod. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2244 | [VCMI] Mechanics - Battles | trivial | have not tried | 2015-08-30 21:32 | 2023-01-09 20:15 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | low | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.98c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Game prints error when enemy steps on quicksand | ||||
Description: | I casted quicksand spell during the battle, and when enemy stepped on it and stopped moving then game printed error (green font message), about monster being unable to move to destination | ||||
Steps To Reproduce: | |||||
Additional Information: | Battle was played vs AI player | ||||
System Description | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1318 | [VCMI] Mechanics - Battles | tweak | always | 2013-06-10 16:52 | 2023-01-09 20:15 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Multiple spell animations are shown simultaneously instead of consecutively | ||||
Description: |
When more than one spell has to act one a creature, they should occur one after the other (animation + sound + effect). Take Septienna in map from 0001316, pick the Spellbook and attack. Cast Chain Lightning in the beginning, so that you get soon enemy Wraiths with partial damage. When their turn comes, the Regeneration + Mana Drain animations (& sounds I think) will take place simultaneously. In reality, we should get first Regeneration, then - when animation & sound of that is completed - also Mana Drain. |
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Steps To Reproduce: | |||||
Additional Information: |
It would be even easier to reproduce with Ivor and its Cloak of the Undead King SoD artifact from backpack, however it seems it doesn't work (is that not implemented yet, or another bug to report?) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1068 | [VCMI] Mechanics - Battles | tweak | always | 2012-09-05 22:52 | 2023-01-09 20:15 |
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Reporter: | krs | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Incorrect animation order for retaliating Units - First hit animation is sown, then the turn and retaliate animation | ||||
Description: |
Defending units show first the hit animation, then the turn and retaliate animation. Looks really weird when defending unit "dies", then turns (does not retaliate because its dead) then death animation is shown. Always force units to face each other before exchanging blows. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1059 | [VCMI] GUI - Battles | tweak | always | 2012-08-28 15:58 | 2023-01-09 20:15 |
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Reporter: | Ivan | Platform: | x86_64 | ||
Assigned To: | Ivan | OS: | Ubuntu Linux | ||
Priority: | normal | OS Version: | 12.04 (precise) | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Heroes during battle no longer have flags | ||||
Description: |
Just noticed - flags that heroes should hold during battle are missing. Instead they are holdings empty flagpole. Looks to be bug - old VCMI screenshots had them. |
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Steps To Reproduce: | |||||
Additional Information: | Screenshot (if needed) here: http://forum.vcmi.eu/download.php?id=444 [^] | ||||
System Description | |||||
Attached Files: |
no flag.png (564,610) 2014-08-09 07:48 https://bugs.vcmi.eu/file_download.php?file_id=1878&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
93 | [VCMI] GUI - Battles | tweak | always | 2009-10-04 12:19 | 2023-01-09 20:15 |
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Reporter: | Tow dragon | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.73 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong/Missing spell animations | ||||
Description: |
0.73#37 - Wrong Bloodlust animation (looks a bit like Hell Hydra's self-healing, though still different somehow). Screenshot: http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/090804-PMElementsas2-hexBloodlustAn.jpg [^] |
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Steps To Reproduce: | |||||
Additional Information: | Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=3192#3192 [^] | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3111 | [VCMI] GUI - Battles | minor | always | 2020-04-19 10:18 | 2023-01-09 20:15 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Death stare's sound effect | ||||
Description: | Death stare's sound effect plays, despite the bonus not effecting attacked creature (e.g. golems). | ||||
Steps To Reproduce: | Buy 10 mighty gorgons (it'll always activate then) and attack a unit with NON_LIVING bonus (golem). | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3108 | [VCMI] Mechanics - Battles | minor | always | 2020-03-21 18:06 | 2023-01-09 20:15 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Frost Ring range doesn't work | ||||
Description: | Spells that have range "1" (like Frost Ring) still affect the central hex, although they should avoid it. | ||||
Steps To Reproduce: |
1. Enter any map 2. Activate vcmiistari 3. Enter eny battle 4. Hit 1-hex unit with Frost Ring |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2809 | [VCMI] GUI - Battles | minor | always | 2017-10-13 03:32 | 2023-01-09 20:15 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Cursor for spell-like creature abilities and for casting spell should be animated. | ||||
Description: | Cursor for spell-like creature abilities and for casting spell should be animated like in Vanilla. For now it is frozen one frame. | ||||
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2807 | [VCMI] Mechanics - Battles | major | always | 2017-10-13 02:47 | 2023-01-09 20:15 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Pit lord's summoning demons ability lacks visuals and sounds + GUI problems | ||||
Description: |
In original game pit lord while summoning demons have special animation. Also summoned stack of demons are appearing slowly with fade effect like in teleportation spells. There is also resurrection sound add to it. If according to summoning formula you can't summon demons your cursor doesn't change either. In VCMI you don't have special animation, or graphic/sounds effects appropriate for the ability. Cursor is also changing for spell-like ability and it shouldn't if you are not able to summon the stack. Although it won't summon demons, clicking on the body to summon causes flickering of the GUI, and other problems. There is something wrong with summoning formula in VCMI as well, but I am not sure about it. |
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Steps To Reproduce: | |||||
Additional Information: | Tested on PR with new animations, the one MDT alternatives were filmed on, so there should be special animations in place. | ||||
Attached Files: |
summon demons.png (103,438) 2017-10-13 02:47 https://bugs.vcmi.eu/file_download.php?file_id=2796&type=bug gui flickering.gif (797,399) 2017-10-13 02:48 https://bugs.vcmi.eu/file_download.php?file_id=2797&type=bug |
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2806 | [VCMI] Mechanics - Battles | minor | always | 2017-10-13 02:10 | 2023-01-09 20:15 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Teleportation spell lacking visuals | ||||
Description: |
In original game teleport have visual effect while in VCMI it is lacking Original game have the teleported unit nicely fading in one places and appearing in another, while in VCMI it pushes creature quickly through every terrain obstacle using movement animation |
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Steps To Reproduce: | Simply use teleport spell | ||||
Additional Information: | |||||
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teleport.png (134,854) 2017-10-13 02:10 https://bugs.vcmi.eu/file_download.php?file_id=2795&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
935 | [VCMI] GUI - Battles | minor | always | 2012-04-18 13:32 | 2023-01-09 20:15 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows 7 | ||
Priority: | normal | OS Version: | SP1 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Casting Teleport on flying creature makes it fly slowly to destination | ||||
Description: | The creature will fly and fly to target tile with minimal speed, instead of teleporting immediately. | ||||
Steps To Reproduce: | Use VCMT Tests 2011b. Start combat with Sir Mullich and use Teleport on Phoenixes. | ||||
Additional Information: | |||||
System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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439 | [VCMI] GUI - Battles | trivial | always | 2010-03-07 13:42 | 2023-01-09 20:15 |
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Reporter: | julek | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.8 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Large units unnecesarily turn around during attack. | ||||
Description: | When a large, 2 tile long unit is directly under enemy creature and attacks it from the bottom, it turns around. It shouldn't - at least it didn't in H3. | ||||
Steps To Reproduce: | |||||
Additional Information: | I tested it with water elementals and nagas, so it probably affects all 2-tile-long creatures. | ||||
Attached Files: |
bug.png (662,388) 2010-03-07 13:42 https://bugs.vcmi.eu/file_download.php?file_id=329&type=bug |
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2118 | [VCMI] GUI - Adventure Map | minor | have not tried | 2015-03-03 14:15 | 2023-01-08 12:44 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Quest guard: require creatures and no info in status bar and on right click QoL | ||||
Description: | after visiting quest guard no remember information (kill creature) | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Безымянный.PNG (98,393) 2015-03-03 14:15 https://bugs.vcmi.eu/file_download.php?file_id=2143&type=bug Quest.PNG (133,278) 2015-03-03 14:16 https://bugs.vcmi.eu/file_download.php?file_id=2144&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1896 | [VCMI] Mechanics - Adventure Map | minor | have not tried | 2014-09-23 13:00 | 2022-12-30 22:31 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | There is something wrong with banks after few months(?) of game | ||||
Description: |
I think it's reproducible from save only, because I remember when launching a new game there was everything ok. Banks are abandoned, creatures have vanished. This time I have to include a save. VCMI version from: 22-09-2014 |
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Additional Information: | |||||
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Saves.zip (965,410) 2014-09-23 13:00 https://bugs.vcmi.eu/file_download.php?file_id=1903&type=bug abandoned bank.jpg (483,078) 2014-09-23 13:01 https://bugs.vcmi.eu/file_download.php?file_id=1904&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
590 | [VCMI] GUI - Battles | trivial | always | 2010-08-01 21:10 | 2022-12-23 20:20 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow dragon | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.82 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | The dead/left creatures on the battlefield disappear from background when the Battle Casualties window opens for some locations | ||||
Description: | The general fix applied for 0000032 seems to work for most locations, but not all. After I noticed it a couple of times, I tried it for various situations (multiple times each): siege, banks, adventure monsters. It never happened for most of them, but it did happen always for Medusa Store and the "siege" of a town w/o Fort. | ||||
Steps To Reproduce: |
Take map from 0000570: - Go East with Inteus at the creature banks to find the Medusa Stores. - Go North with Sir Mullich and attack the Castle town |
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Additional Information: | |||||
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2010-08-01_BackgroundGone.jpg (234,452) 2010-08-01 22:23 https://bugs.vcmi.eu/file_download.php?file_id=549&type=bug |
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1286 | [VCMI] GUI - Battles | tweak | always | 2013-05-31 08:47 | 2022-12-23 20:16 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hotkey F for Faerie Dragon's area spells | ||||
Description: |
When Faerie Dragon gets an area spell, we should be able to use the F hotkey to select the area of impact. Most useful to select the center of a Fireball in an empty hex surrounded by enemies, or a Frost Ring around one of hero's creatures. A message should show in the battle log when the dragon gets its turn and has an area spell, saying: "The Faerie Dragon readies Fireball (press F to cast)" / and same for the other area spells it may get. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2013-05-31_FaerieCast.jpg (36,178) 2013-05-31 08:47 https://bugs.vcmi.eu/file_download.php?file_id=1298&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2414 | [VCMI] GUI - Battles | minor | N/A | 2016-02-14 13:44 | 2022-12-23 20:10 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Siege: animation needed for drawbridge lowering / raising | ||||
Description: | In pull request 181 I implemented client-side visualization of drawbridge that just swap bitmap of gate when needed, but actually there must be animation for drawbridge based on CBattleAnimation. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3039 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2019-02-16 11:54 | 2022-12-22 21:46 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | no mouse click action possible when assemling artefacts | ||||
Description: |
hello guys, when assembling artefacts (like armor of the damned) one cannot click (either yes or no) however, I can [enter] or [esp] with the keyboard. Once I (let say [enter]), I cannot click to quit the hero screen, but I can still [enter] to close it. |
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Steps To Reproduce: |
load map, pickup artefacts in order in hero screen, switch the shield of the damned (equiped) with the shield of the yawning dead(stacked) popup asking to make the armor of the damened occurs but only keyboard is available |
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Additional Information: | |||||
Attached Files: |
zzz_test_artefacts.vmap (2,737) 2019-02-16 11:54 https://bugs.vcmi.eu/file_download.php?file_id=2987&type=bug propersettup_cropped.png (318,708) 2019-02-17 09:46 https://bugs.vcmi.eu/file_download.php?file_id=2988&type=bug wrongoffset_cropped.png (303,310) 2019-02-17 09:46 https://bugs.vcmi.eu/file_download.php?file_id=2989&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3246 | [VCMI] Mods | major | always | 2022-12-18 08:46 | 2022-12-19 12:55 |
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Reporter: | By003 | Platform: | |||
Assigned To: | OS: | ||||
Priority: | high | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Failed to add new creature in summons spell | ||||
Description: |
"summon":{ "exclusive":false, "id":"tidesofwar:mdtGhost", "permanent":false, "type":"core:summon" } new creatures cannot be summoned while using this format. And it crashes if using these new spells. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1333 | [VCMI] Mechanics - Battles | minor | have not tried | 2013-07-17 07:22 | 2022-12-18 20:14 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.94 | ||||
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Summary: | Spells: fire Shield should be rechecked | ||||
Description: | Inflicts only 1 point of damage from the angel to the gnomes. 2 damage for Pixies. Something is strange here. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2061 | [VCMI] GUI - Battles | feature | N/A | 2015-02-09 21:11 | 2022-12-18 20:06 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.97b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Stack queue: need option to only update stack count after magic/attack/death animation finished | ||||
Description: |
I'm really like the stack queue functionality, but when it's show the result of attack before animation finished that's make my slow paced single player games a bit less fun. Would be great to have feature that make it only update after animation finished. As someone may like different behaviour it's may be an option. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1025 | [VCMI] Mods | minor | always | 2012-06-28 22:43 | 2022-12-18 20:02 |
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Reporter: | vcmi_user | Platform: | x86_64 | ||
Assigned To: | OS: | windows | |||
Priority: | normal | OS Version: | vista | ||
Status: | new | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Gorynych related bugs | ||||
Description: |
1. no enemies cannot retaliate special ability. 2. no fearless special ability. 3. no guardians (3 Gorynych) in dwelling (Vast Cavern) |
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Steps To Reproduce: | On any map go to Vast Cavern buy Gorynych and test battle special abilities. | ||||
Additional Information: | |||||
Attached Files: |
Gorynych 2.7z (237,238) 2012-07-28 21:23 https://bugs.vcmi.eu/file_download.php?file_id=1023&type=bug Gorynych 1.7z (913,799) 2012-07-28 21:24 https://bugs.vcmi.eu/file_download.php?file_id=1024&type=bug Nine_Sides_1.2.h3m (105,089) 2012-07-28 21:24 https://bugs.vcmi.eu/file_download.php?file_id=1025&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1023 | [VCMI] Mods | minor | always | 2012-06-27 20:43 | 2022-12-18 20:02 |
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Reporter: | vcmi_user | Platform: | x86_64 | ||
Assigned To: | OS: | windows | |||
Priority: | normal | OS Version: | vista | ||
Status: | new | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Sorceress shooting bug | ||||
Description: |
Incorrect Sorceress shooting animation, see screenshots. And Sorceress not cast spell after attack, see Sorceress creature window screenshot. In Russian Не корректная анимация выстрела Волшебниц, смотри скриншоты. И Волшебницы не накладывают заклинание после атаки, смотри скриншот Sorceress creature window. |
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Steps To Reproduce: | attack Sorceress on Testy - Power Rating map. | ||||
Additional Information: | |||||
Attached Files: |
wog.jpg (133,342) 2012-06-27 20:43 https://bugs.vcmi.eu/file_download.php?file_id=1003&type=bug vcmi.jpg (134,935) 2012-06-27 20:44 https://bugs.vcmi.eu/file_download.php?file_id=1004&type=bug Sorceress creature window.jpg (132,641) 2012-06-27 20:44 https://bugs.vcmi.eu/file_download.php?file_id=1005&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
409 | [VCMI] Mechanics - Battles | minor | always | 2010-03-02 12:41 | 2022-12-18 19:55 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow dragon | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.8 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Ballistics skill gives hero first move before arrow towers and switches the left-to-right priority of turns | ||||
Description: |
Ballistics skill should only give the hero control of the Catapult. But in the beginning of the battle arrow towers should still be first. In VCMI Catapult shoots firsts and it also causes the left-to-right priority of creature turns to switch (the player on the right hand side of the battlefield getting the 1st priority for a same-speed creature). Should be easily reproducible so I'm not attaching another map (you can take the one from 0000392, make Blue player human and give Ballistics to its hero). |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
560 | [VCMI] Mechanics - Battles | tweak | always | 2010-07-28 13:53 | 2022-12-18 15:35 |
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Reporter: | Boulie | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.81c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong final position of blue player 2-hex creature if attacks red player 2-hex creature. | ||||
Description: |
see screenshots Upper squares shows the attack direction Middle OH3 position Lower VCMI position Red attacking blue is ok. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2-hex vs 2-hex.jpg (101,969) 2010-07-28 13:53 https://bugs.vcmi.eu/file_download.php?file_id=504&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1800 | [VCMI] GUI - Battles | minor | always | 2014-06-12 20:58 | 2022-12-18 09:36 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.95b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Image overlapping during battles | ||||
Description: |
Attaching two screenshots, showing two glitches with graphics. The first one is related to ogre-magi and a gully that overlaps him. The second one is related to medusa's tail, which is invisible on the right side because this medusa sits in a tower defensing the town, but its' tail is shown on the left side. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
vcmi1.png (892,193) 2014-06-12 20:58 https://bugs.vcmi.eu/file_download.php?file_id=1824&type=bug vcmi2.png (903,575) 2014-06-12 20:59 https://bugs.vcmi.eu/file_download.php?file_id=1825&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2563 | [VCMI] Mechanics - Objects | minor | always | 2016-10-19 18:20 | 2022-12-17 19:01 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Library of Enlightenment: incorrect text or icons with diplomacy skill | ||||
Description: |
As far as I understand skills are granted properly and only problem is that info window content is totally ruined. This was probably known even to Ivan long time ago when he didn't finished rewardable objects rework. Anyone who going to fix it would have to carefully test it with different hero level and diplomacy skill. |
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Attached Files: |
LIBRARY_OF_ENLIGHTMENT_DIPLOMACY_EXPERT_LEVEL4.png (674,608) 2016-10-19 18:20 https://bugs.vcmi.eu/file_download.php?file_id=2606&type=bug LIBRARY_OF_ENLIGHTMENT_DYPLOMACY_EXPERT_LEVEL10.png (657,604) 2016-10-19 18:21 https://bugs.vcmi.eu/file_download.php?file_id=2607&type=bug 2563.zip (1,217,933) 2016-10-19 18:23 https://bugs.vcmi.eu/file_download.php?file_id=2608&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1347 | [VCMI] Mechanics - Battles | minor | have not tried | 2013-07-18 14:42 | 2022-12-17 17:30 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | none | OS Version: | |||
Status: | assigned | Product Version: | 0.93 | ||
Product Build: | Resolution: | won't fix | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.94 | ||||
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Summary: | [Rejected] Armor of the Damned casts spells before 1st round | ||||
Description: | Instead spells should be casted when artifact owner gets turn. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2409 | [VCMI] GUI - Battles | minor | always | 2016-02-02 02:35 | 2022-12-17 17:23 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Back of arrow tower creature is rendered in left border of window | ||||
Description: | Problem at least occur in Fortress when default 800x600 resolution is used is used. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2409.jpg (256,472) 2016-02-02 02:38 https://bugs.vcmi.eu/file_download.php?file_id=2452&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
59 | [VCMI] GUI - Battles | tweak | always | 2009-10-03 15:24 | 2022-12-17 17:21 |
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Reporter: | Tow dragon | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.72c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Luck (Fortune) animation is shown too fast and positioned too low | ||||
Description: |
0.72c#3 [EDITED] Luck animation is shown for too short time. Seems even faster than how the 'fast' animation should display it. Setting battle animation to 'slow' or 'medium' also doesn't decrease its speed. Luck animation is also positioned too low. It should be a few pixels higher, somewhere above the head of the creature. Now it's somewhere above the belly/torso. Morale (Mirth) animation is also too fast. Positioning seems to be better though (see also 0000045). |
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Additional Information: | Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=2983#2983 [^] | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2810 | [VCMI] Sound, music, videos | minor | have not tried | 2017-10-13 15:56 | 2022-12-17 15:06 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | 10 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Beholder/Evil eye lacking laser-like shoot | ||||
Description: | Beholder/Evil eye lacking laser-like shoot like in vanilla. VCMI is using balista projectile instead. | ||||
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beholder.png (110,163) 2017-10-13 15:56 https://bugs.vcmi.eu/file_download.php?file_id=2799&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2207 | [VCMI] Sound, music, videos | minor | always | 2015-06-06 14:48 | 2022-12-17 15:05 |
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Reporter: | Myau | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Music stops on town switching | ||||
Description: | A town theme is supposed to keep going when switching to the other town of the same type, but in fact it stops playing. | ||||
Steps To Reproduce: | Switch to the town of the same type using a right bar of the town screen (see screenshot). | ||||
Additional Information: | |||||
Attached Files: |
vcmi-town-switch.png (57,826) 2015-06-06 14:48 https://bugs.vcmi.eu/file_download.php?file_id=2249&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1978 | [VCMI] Sound, music, videos | minor | always | 2014-11-24 16:07 | 2022-12-17 15:05 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Music should not restart or pause if player changed to other town of same type | ||||
Description: |
When on town screen player click on other town in right bottom list music theme playback restart even if this town have exactly same type as previous one. It's looks like simple change that would only require code like this in "/client/windows/CCastleInterface.cpp:910" if (!from || from->subID != town->subID) CCS->musich->playMusic(town->town->clientInfo.musicTheme, true); Though I still need to find how to prevent music change to terrain theme while game changing between towns. |
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Steps To Reproduce: |
- Start on map where you own 3 towns of 2 different types. - Now go into town screen. - Try to change between towns of same type. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2484 | [VCMI] GUI - Battles | minor | always | 2016-09-18 17:57 | 2022-12-17 14:25 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Beholders and Evil Eyes shoot arrows not eye-beams. | ||||
Description: | Beholders and Evil Eyes always shoot thick, paraller arrows, not normal beams | ||||
Steps To Reproduce: | Just battle with/against them. | ||||
Additional Information: | |||||
Attached Files: |
evilEyes.jpg (399,514) 2016-09-18 17:57 https://bugs.vcmi.eu/file_download.php?file_id=2526&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2764 | [VCMI] GUI - Battles | minor | always | 2017-08-04 13:32 | 2022-12-17 14:24 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | Ivan | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Arrow Towers' icons are missing during siege battles. | ||||
Description: |
During siege, Arrow Towers' icons during first battle round are missing, in others they are replaced with one of the defending creatures' icons. |
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Steps To Reproduce: | |||||
Additional Information: | I know there is a mod that adds those icons on VCMI mod list, why not include it with the main VCMI package? | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3120 | [VCMI] GUI - Battles | minor | always | 2020-05-09 15:25 | 2022-12-17 14:12 |
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Reporter: | Czesiek | Platform: | Linux | ||
Assigned To: | Ivan | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 20.04 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Wrong icons displayed for towers on unit queue | ||||
Description: | During a siege, in the units queue on top, towers are substitutes by random images of units present in the battle. (see screenshot) | ||||
Steps To Reproduce: |
Build vcmi in release config on newest develop (8871368c5) Start scenario Attack a enemy town with towers Observe the queue on top |
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Additional Information: | |||||
Attached Files: |
Screenshot from 2020-05-09 15-49-05.png (2,980,023) 2020-05-09 15:25 https://bugs.vcmi.eu/file_download.php?file_id=3066&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
366 | [VCMI] GUI - Other | feature | always | 2010-02-14 02:30 | 2022-12-17 14:07 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.75d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | R-click on hero/town in Kingdom Overview: should't it better open the hero/town screen only temporarily? | ||||
Description: |
The Kingdom Overview looks very nice (great job!). Even what I didn't expect to work from the first day (click on hero/town to open their screen) seems to work exactly like in OH3. However, I always felt that R-click was not implemented correctly in H3. It basically had the same functionality with L-click, which was not very intuitive, considering the typical R-click functionality in other applications (even other H3 screens). I would prefer if in VCMI it would behave as follows: - Either have the hero/town screen open only temporarily, while we're holding the mouse button down; - Or take us to the hero/town screen, with access to change/build things, but when we click the check mark to exit that screen we should be back to Kingdom Overview, not taken to the adventure map. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
379 | [VCMI] GUI - Other | feature | always | 2010-02-20 00:55 | 2022-12-17 14:07 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Drop shadow for all in-game windows | ||||
Description: | This is really low priority, but I wanted to have it logged (the difference in the screenshots attached to 0000375 reminded me of it): in H3 all in-game windows - even the smallest pop-ups, had a drop shadow effect. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
402 | [VCMI] GUI - Adventure Map | feature | always | 2010-03-02 09:46 | 2022-12-17 14:07 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.8 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | The extra info (between brackets) for any item on the map should be on a second line in the info window | ||||
Description: | The extra info that we have between brackets for map items (e.g.: "Not visited", "digging ok") should be on the second line. Otherwise it particularly doesn't look so good when the part between brackets is split on two lines. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2010-03-02_BetweenBrackets.jpg (9,653) 2010-03-02 09:46 https://bugs.vcmi.eu/file_download.php?file_id=278&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1094 | [VCMI] GUI - Other | minor | always | 2012-09-28 13:44 | 2022-12-17 14:07 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | assigned | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Capture artifact window: size and position of icon & text | ||||
Description: |
See original H3 screen: the inner frame (as in screenshot) has 310x245 pixels, the center of the icon is about 5 pixels above the center of the frame, the name is only about 7 pixels below it. The 0.89 version was not too bad, except the name being notably too low under the icon. But to go more in detail vs H3: - smaller size: 272x237 - icon perfectly centered (so 5 pixels lower than H3) - name is about 23 pixels lower, and on 1 row (H3 used variable rules for row length, so that most artifacts ended up having their name displayed on 2 rows) The 0.89b & c versions are moving the name in the good direction (up), however they lose the alignment on the horizontal, so we end up with what you see in the last screenshots. Notes for the fix: - maybe solution applied to 0000638 can be used as inspiration for vertical alignment - H3 had variable sizes depending on the number of captured artifacts: up to 4 artifacts window enlarged on the horizontal only, as of 5 also enlarged on the vertical (and I still need to test, but I think as of 9 artifacts it was split in multiple consecutive windows) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2012-09-28_CapturedArtifact_H3.jpg (40,476) 2012-09-28 13:44 https://bugs.vcmi.eu/file_download.php?file_id=1095&type=bug 2012-09-28_CapturedArtifact089.jpg (34,432) 2012-09-28 13:45 https://bugs.vcmi.eu/file_download.php?file_id=1096&type=bug 2012-09-28_CapturedArtifact089b.jpg (36,434) 2012-09-28 13:45 https://bugs.vcmi.eu/file_download.php?file_id=1097&type=bug 2012-09-28_CapturedArtifact089c.jpg (32,742) 2012-09-28 13:46 https://bugs.vcmi.eu/file_download.php?file_id=1098&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1117 | [VCMI] GUI - Other | minor | always | 2012-09-30 16:51 | 2022-12-17 14:07 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | assigned | Product Version: | 0.89d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | In various message windows when we get new artifact or similar, the item icon & name are not well centered anymore | ||||
Description: |
Since 0.89d, in various message windows when we get new artifact or similar, the item icon & name are not horizontally centered anymore. See below screenshot when getting artifact from Pandora's Box or buying Spell Book, and see as well Captured Artifact windows from 0.89b&c attached to 0001094 (I suggest we leave that report for fine tuning of the exact position and text width, and handle through this report at least the horizontal centering, which seem to be caused by some recent changes, and doesn't look good). EDIT: I'm not posting new screenshots, but the issue seems to be general. For example also when we pick artifacts from the map which have their own custom message, their icon & name below are notably placed left of the center position. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2012-09-30_FoundTreasure0.89d.jpg (28,877) 2012-09-30 16:51 https://bugs.vcmi.eu/file_download.php?file_id=1119&type=bug 2012-09-30_BuySpellbookNotCentered089d.jpg (40,639) 2012-09-30 16:52 https://bugs.vcmi.eu/file_download.php?file_id=1120&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1280 | [VCMI] GUI - Other | crash | always | 2013-05-29 20:28 | 2022-12-17 14:07 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.92 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bugs, performance issues and suggestions regarding cheat code 'vcmiarmenelos' (= build all) | ||||
Description: |
This is a split from a discussion started in 0001276. It was first noticed in 0.92c and the crashdump is from there, but I went back to 0.92 and 0.91 and behaviors were mostly the same. To reproduce all of the below, a good test map is VCMI_Tests_2012 map from 0001063 1. (Works as designed) One time bonus buildings created as result of the cheat, give the bonus to hero at gate immediately, i.e.: hero does not need to visit the town screen. On the quoted map, type vcmiarmenelos for the first Tower in the list. Neela will get +1 Knowledge instantly (even before the new Lookout Tower will reveal the map). It felt weird, but this is a cheat after all. It's maybe even meant as a feature, saving us the action of having to actually open the town interface, so you can really disregard this actually. 2. Most notable is the performance issue. For the same Tower, type vcmiarmenelos, then try to do some game actions, for example take Neela (at gate) and press spacebar a couple of times, then take Xyron (next hero after her) and try to move him on the land somewhere further East. Going back to the moment of typing the cheat, I have the following: - Immediately the +1 Knowledge pops for Neela, even if I'm on Adventure Map (should happen only once I enter the town > minor bug related to a cheat, not important) - Almost same time the map is shown as revealed in the minimap ~ around this time I tried the actions I said above - The game freezes for about 1min - 1m30 - Then it unfreezes, and funny enough does the recorded actions in opposite order: first I see Xyron move, then the town screen opens and closes If I try just one action after the cheat (e.g.: move Xyron), the freeze is as long. If the action is pressing spacebar on Neela more than 2 times, sometimes I get graphic artifacts on the screen from the late attempt to open/close/open/etc town screen. UPDATE: Another funny behavior, right after typing in the cheat, is to enter the town and just watch what's happening: buildings pop up slowly every 1-2-3 seconds... taking about a full minute till all is up (as compared to 1 second in H3). Which probably explains the crashes that occur if you try to do sth else, while VCMI is so slowly building that town. --- Next reports are issues noticed when using the cheat on all other towns on that map, most of them missing a Fort (hence starting with the basic town image on map and in town list) 3. Not all towns update their town icon in list after the cheat gives them the Fort: - some update with delay (possibly due to the performance delay reported above) - some never do, like the second Tower town on that map 4. Tower town on that map actually didn't update the image on the map either for a long time (I entered it few times, to find it all built inside, and yet at exit it still showed the original image... I'm not sure at which point it eventually appeared, but I'm pretty sure it happened after the image was updated for towns which I "upgraded" with the cheat after it). 5. The cheat doesn't seem to work at all on the last 3 towns: Dungeon, Stronghold & Fortress. I'm not sure if it's because of the town types, the fact that they're last in the list, or the overuse of the cheat before. Console gives "Cheater!!!" but nothing is happening - and of course I made sure the town was selected. 6. I also had a crash once after I reloaded the map to test again the behaviors above, and started using the cheat on each town in the list, starting with the first, and with no other game actions in between. I think somewhere around the 4th town in the list, the crash pop-up appeared. It let me finish typing the cheat one more time afterwards, and then another crash popup appeared above. Crashdump attached. Let me know if you need more details, but for me the above are reproducible every time, with minor variations. 7. (Fixed) In the very beginning, I was a bit confused and thought the cheat didn't work. First I tried it in town, but figured out immediately chat doesn't work there. But also after exiting town it wasn't working. It took a few attempts to figure out it was because I had a visiting hero, in which case at exit the hero gets selected (so town gets deselected). Suggestions: >> Either allow chat in town screen (preferred), in which case the cheat could visually work with the same fading effect we get when moving from one town to another (as if we're clicking on another town in the list which had all built). >> Or have the cheat work also for the town visited by the hero selected >> Or at the very least, the console message should say "No town selected!" next to (or instead of) "Cheater!!!" UPDATE: I just realized there is one other discrepancy with WoG, which may also render the above suggestion irrelevant if we go for the WoG behavior: 8. In WoG, wogminastirith took action regardless of the fact that a town, hero or nothing was selected, and it was building ALL towns (not just the one selected, like in VCMI). To avoid performance issues, it seems it was implemented as such to take effect one by one, at the time they were first accessed. So for example only when entering Tower the hero at gate would get +1 Knowledge, and only when exiting the map was revealed. Similar for Castle probably Lighthouse only became effective when entering town... But that may need further testing to see how exactly it worked for example in case after the cheat a town was not accessed before End Turn. |
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Additional Information: | |||||
Attached Files: |
2013-05-29_vcmiarmenelosCrash.7z (182,017) 2013-05-29 20:28 https://bugs.vcmi.eu/file_download.php?file_id=1287&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1461 | [VCMI] GUI - Town screen | crash | always | 2013-09-12 10:04 | 2022-12-17 14:07 |
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Reporter: | Macron1 | Platform: | x86 | ||
Assigned To: | OS: | Windows | |||
Priority: | high | OS Version: | 8, 8.1 | ||
Status: | assigned | Product Version: | 0.93 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | DEFs of big creatures crash game, when viewed in Castle window. | ||||
Description: | Since 0.93 some big creatures DEFs crash game, when in Castle window mode. | ||||
Steps To Reproduce: |
Use attached DEF, replace any battle DEF (from degrades) from any new town mod with it. Start town, go to Fort/Citadel/Castle and wait some seconds before attack animation will be shown. |
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Additional Information: | In VCMI 0.92 and lower versions this file was working well (among with other similar big creatures). | ||||
Attached Files: |
Covenant Ghost.def (309,711) 2013-09-12 10:04 https://bugs.vcmi.eu/file_download.php?file_id=1481&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1742 | [VCMI] Mechanics - Adventure Map | minor | always | 2014-03-03 18:00 | 2022-12-17 14:06 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | acknowledged | Product Version: | 0.95 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | If object that was set as loss condition is not owned by player on day 1 game ends with instant loss | ||||
Description: |
Some situations that are handled differently by H3 and VCMI. H3: If object is not owned, victory condition will be inactive until player will take control over it. VCMI: If object is not owned, game ends with instant loss. See duplicates for examples of such maps/campaigns. |
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Steps To Reproduce: | |||||
Additional Information: |
Possible causes for this bug: - Castle is not owned by player - Hero is in prison - Hero should have been transfered from previous scenario (0001695) |
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Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1951 | [VCMI] GUI - Town screen | minor | always | 2014-11-16 08:40 | 2022-12-17 14:05 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | It is possible to select both hero and creature portrait simultaneously in town screen | ||||
Description: | It is possible to select both hero and creature portrait simultaneously in town screen. As first one, select hero portrait, and then select any creature portrait. | ||||
Steps To Reproduce: | |||||
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1979 | [VCMI] GUI - Town screen | minor | always | 2014-11-24 20:42 | 2022-12-17 14:05 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Click on currently active town icon in list still reload town window | ||||
Description: | When click occur function "CCastleInterface::townChange" it's does check if town you're clicked on is current active town and return in this case, but it's looks like some feature under it still make window reload. | ||||
Steps To Reproduce: |
- Start game on any map with town that have some animations. - Go to town screen. - Click on town icon in right bottom list. |
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Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2015 | [VCMI] GUI - Town screen | feature | N/A | 2014-12-27 12:46 | 2022-12-17 14:05 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature - black screen visual efect when entering town and battle | ||||
Description: |
In original game before entering town screen becomes black for a short time. EDIT: This happens as well at battle start. |
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Steps To Reproduce: | |||||
Additional Information: | While some players may dislike that feature for "time wasting", I miss it a lot as it would make my gameplay feel more like original heroes 3. There could be a setting to disable it for players who do not like it. | ||||
System Description | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2359 | [VCMI] GUI - Town screen | minor | always | 2016-01-01 18:26 | 2022-12-17 14:05 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | One more bug regarding creature stack splitting | ||||
Description: | If hero visiting town has only one creature and tries to split it to garrison, split window appears - then type 1 on keyboard and VCMI crashes. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2586 | [VCMI] Mods | crash | always | 2016-10-31 10:57 | 2022-12-11 13:42 |
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Reporter: | lonelywolf | Platform: | laptop | ||
Assigned To: | Povelitel | OS: | windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash upon start of mission (bugged Bastion mod) | ||||
Description: | When i try to choose bastion tower and click start the game loads and after a while it crashes. | ||||
Steps To Reproduce: | Start the game with bastion mod installed and you will encounter same problem | ||||
Additional Information: | |||||
Attached Files: |
Nytt textdokument.txt (6,135) 2016-10-31 10:57 https://bugs.vcmi.eu/file_download.php?file_id=2627&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3244 | [VCMI] Mods | crash | always | 2022-11-12 16:33 | 2022-12-03 07:51 |
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Reporter: | ewbailey | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 1.0.0 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game crashes when Level up to L17 | ||||
Description: |
When advancing from 16th to 17th level the game crashes out to OS. This happens whether advancement from battle or tree or cheat code. |
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Steps To Reproduce: | First happened after update of VCMI to latest version. Disabled all mods I could and it continued to happen. No related to skill selected or to how level up was triggered. Rebooted mac for fresh start and still happened. Deleted game and all directories. Fresh install. Restarted game from scratch. Same issue with a different hero. | ||||
Additional Information: |
Using VCMI 1.0.0 Mods currently - --Reworked Commanders --Tok --In the Wake of Gods --VCMI Essential files --Neutral Heroes Playing Random Map saved from prior version. |
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Attached Files: |
Autosave_3.vcgm1 (7,367,863) 2022-11-12 16:33 https://bugs.vcmi.eu/file_download.php?file_id=3190&type=bug Archived.vcgm1 (7,367,783) 2022-11-28 19:17 https://bugs.vcmi.eu/file_download.php?file_id=3192&type=bug Archived.vsgm1 (7,368,847) 2022-11-28 19:18 https://bugs.vcmi.eu/file_download.php?file_id=3193&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2769 | [VCMI] GUI - Battles | minor | have not tried | 2017-08-13 07:52 | 2022-11-26 22:06 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | Povelitel | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Various UI failures when engaged by AI | ||||
Description: |
During a hot-seat game (2 humans vs 2 computer players), my hero got attacked by an enemy. The combat went seriously weird: * Spell casting seems to have an effect (lightning bolt killed creatures), but no animation is shown. * I couldn't move my troops (and mouse-cursor indicated no movement was possible into the lower right corner). * The enemy didn't move or take any other actions (possibly was waiting for me to act, but I couldn't move either). * After trying to surrender without enough gold, the popup message that I didn't have enough gold only appeared after I fled and the battle ended. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3245 | [VCMI] Campaigns | major | always | 2022-11-16 21:34 | 2022-11-24 23:36 |
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Reporter: | implala67 | Platform: | Android | ||
Assigned To: | Nordsoft | OS: | |||
Priority: | urgent | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | frozen campaign | ||||
Description: | When I win a campaign it doesn't take me to the next map. The game freezes waiting does nothing | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Freeze.zip (1,360,870) 2022-11-16 21:34 https://bugs.vcmi.eu/file_download.php?file_id=3191&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3236 | [VCMI] Other | minor | always | 2022-09-19 07:26 | 2022-11-06 19:16 |
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Reporter: | Yoshi2 | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | won't fix | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Version 1.0.0 is not selectable in the Product Version field in when creating a Bug Report | ||||
Description: | When creating a bug report, version 1.0.0, the most recent version of VCMI, is not among the options that can be selected in the Product Version field. | ||||
Steps To Reproduce: |
1) Go to https://bugs.vcmi.eu/bug_report_page.php [^] 2) Click on the drop down box next to "Product Version" 3) Notice that the most recent version that can be selected is 0.99, 1.0.0 is not among the versions that can be selected. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3235 | [VCMI] GUI - PreGame | major | always | 2022-09-19 07:19 | 2022-11-06 19:15 |
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Reporter: | Yoshi2 | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows 10 | ||
Priority: | normal | OS Version: | Build 18362 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game does not shut down VCMI server when exiting the game while selecting a map | ||||
Description: |
This is on version 1.0.0 When you exit the game while choosing the map, the game doesn't shut down VCMI_server.exe. When you start the game again and try to choose a game mode, the game cannot advance past the "Connecting..." window. If you click the Back button and then choose the game mode again, the game crashes on connecting. VCMI server has to be killed with the task manager to fix this. |
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Steps To Reproduce: |
1) Run VCMI launcher 2) Start game 3) Press New Game or Load Game and choose any of Single Scenario, Multiplayer or Campaign so that you see the "Connecting..." window. 4) Close the game by pressing the X on the VCMI window in the corner while you see the Connecting window or while you are choosing a scenario to start. 5) Run VCMI launcher again and restart the game 6) Now, whenever you start a new game or load a game the game will be stuck on the Connecting window. 7) Hit back on the connecting window and then start/load a game. 8) Now the game will crash. |
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Additional Information: | This is especially likely to happen when using the VCMI launcher. When running the VCMI client something similar happens but the console window continues to stay open and if you close the console window it kills the VCMI server. But if you reproduce this bug with the VCMI launcher and then run VCMI client, the client will also not be able to continue past the Connecting window until you shut down the VCMI server with task manager. | ||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3242 | [VCMI] GUI - Town screen | major | always | 2022-10-04 17:43 | 2022-11-06 19:13 |
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Reporter: | Faithless | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | won't fix | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | I can't recruit Heroes in Tavern past 2 | ||||
Description: | At the start of a game when I try to recruit past two heroes the button is grayed out and won't let me recruit heroes. I have tried to turn off mods to no avail it still does this to me even when I only have the VCMI Extras and Essentials mods enabled (I can't run the game with just Essentials it makes it crash when trying to load a scenario). | ||||
Steps To Reproduce: | Pick any map and just try to recruit more than two heroes on turn one. | ||||
Additional Information: |
I'm using the latest development build VCMI 1.1.0.5c44c8f released October 4th. I'm running: Horn of the Abyss version 1.5.1 VCMI Extras 2.1 Forge Town 1.4.0 Cathedral Town 1.0.1 Highlands Town 1.0.7 Courtyard Town 1.02 |
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Attached Files: |
Hero Bug.jpg (924,662) 2022-10-04 17:43 https://bugs.vcmi.eu/file_download.php?file_id=3189&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3239 | [VCMI] GUI - Battles | crash | sometimes | 2022-09-26 15:10 | 2022-11-01 16:13 |
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Reporter: | adreid | Platform: | Microsoft | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | normal | OS Version: | 11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCMI 1.0.0 becomes unresponsive after clicking "Auto Combat" button twice. | ||||
Description: | This may not always cause trouble (perhaps due to timing issues) but try a few times -- it often causes the mouse pointer to disappear (and a chime). Thereafter, it is difficult to gain control of the computer (you may need to press Ctrl-Alt-Del to invoke the Task Manager). | ||||
Steps To Reproduce: |
1) Start VCMI without any additional MODs. 2) New Game 3) Single Scenario 4) Map - Island of Fire 5) Attack the group of creatures near the upper left corner. 6) Click on the Auto Combat button (crossed swords) twice in quick succession. |
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Additional Information: | This issue, present in VCMI 0.99, also affects VCMI 1.0.0 | ||||
Attached Files: |
PROBLEM.zip (992,909) 2022-09-26 15:10 https://bugs.vcmi.eu/file_download.php?file_id=3186&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3040 | [VCMI] GUI - Battles | crash | always | 2019-02-16 16:41 | 2022-09-26 15:15 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Pressing quickly A button twice crashes game. | ||||
Description: | When game starts, pressing quickly A (Autocombat) button causes game crash. Latest daily builds. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2742 | [VCMI] Random Map Generator | major | sometimes | 2017-07-23 17:41 | 2022-09-17 17:14 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | RMG issues - doesn't create the map. | ||||
Description: | Whenever I try to create a L size map with no underground, 8 players, Normal setting on both guards and water, the game has a chance of getting stuck for 10+ minutes (and then I have to terminate the process). Logs show nothing specific, but I still attached them below. | ||||
Steps To Reproduce: |
1. Launch a single-player game. 2. Create a random map with the aforementioned settings. 3. The game has a chance to successfully either create a map or get stuck for a long time, resulting in no map creation. |
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Additional Information: | |||||
Attached Files: |
vcmi.zip (14,514) 2017-07-23 17:41 https://bugs.vcmi.eu/file_download.php?file_id=2744&type=bug VCMI_Server_log.zip (14,395) 2017-07-23 17:42 https://bugs.vcmi.eu/file_download.php?file_id=2745&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1205 | [VCMI] Random Map Generator | feature | always | 2013-02-12 07:44 | 2022-09-17 16:34 |
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Reporter: | o01eg | Platform: | amd64 | ||
Assigned To: | Povelitel | OS: | Gentoo Linux | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Cann't choose the allies for random map. | ||||
Description: | At "Random Map Setup" window I cann't choose the team for players. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1858 | [VCMI] Other | minor | random | 2014-07-23 20:07 | 2022-09-17 16:33 |
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Reporter: | Mixaill | Platform: | x86_64 | ||
Assigned To: | Povelitel | OS: | Linux | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Long compilation time on GCC | ||||
Description: |
Sometimes compilation on Travis can last more than 50 minutes! https://travis-ci.org/vcmi/vcmi/builds/30673739 [^] https://travis-ci.org/vcmi/vcmi/builds/30216721 [^] https://travis-ci.org/vcmi/vcmi/builds/30017056 [^] |
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Steps To Reproduce: |
1. Compile 2. Wait |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2651 | [VCMI] Sound, music, videos | minor | always | 2017-03-02 14:00 | 2022-09-17 14:43 |
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Reporter: | Gnom25 | Platform: | Mac | ||
Assigned To: | Povelitel | OS: | OS X El Capitan | ||
Priority: | low | OS Version: | 10.11.6 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | *.OGG music can not be played on Mac build | ||||
Description: | On my machine I can't hear any *.ogg music in VCMI. | ||||
Steps To Reproduce: |
1)Compile Mac build using this instruction: http://wiki.vcmi.eu/index.php?title=How_to_build_VCMI_%28OS_X%29 [^] But use "git clone -b 0.99 --depth 1 https://github.com/vcmi/vcmi.git", [^] not "develop" 2)Copy *.plist file from build found on forums to avoid AppTransport error (or skip step 1 and download this build): http://forum.vcmi.eu/viewtopic.php?p=15967 [^] 3)Copy some mod that uses *.ogg music from Windows (for example, HotA mod) 4)Go to Cove Town in game 5)NO MUSIC |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1627 | [VCMI] AI - Battles | minor | have not tried | 2013-12-23 14:46 | 2022-09-16 20:15 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Tow | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 13.10 | ||
Status: | resolved | Product Version: | 0.94 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | AI crashed when only one spell was used | ||||
Description: |
I've started battle, hero casted a spell and the battle was over. Then vcmi crashed. Warning: an orphaned child! battleCanCastSpell called when no battle! Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffdd5f6700 (LWP 11762)] 0x00007ffff492dd73 in std::_Rb_tree_increment(std::_Rb_tree_node_base const*) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (gdb) bt #0 0x00007ffff492dd73 in std::_Rb_tree_increment(std::_Rb_tree_node_base const*) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 #1 0x00007ffff79f8298 in operator++ (this=<synthetic pointer>) at /usr/include/c++/4.8/bits/stl_tree.h:270 0000002 __find<std::_Rb_tree_const_iterator<EBattleStackState::EBattleStackState>, EBattleStackState::EBattleStackState> (__val=@0x7fffdd5f5bdc: 32767, __last=..., __first=...) at /usr/include/c++/4.8/bits/stl_algo.h:140 0000003 find<std::_Rb_tree_const_iterator<EBattleStackState::EBattleStackState>, EBattleStackState::EBattleStackState> (__val=@0x7fffdd5f5bdc: 32767, __last=..., __first=...) at /usr/include/c++/4.8/bits/stl_algo.h:4441 0000004 vstd::contains<std::set<EBattleStackState::EBattleStackState, std::less<EBattleStackState::EBattleStackState>, std::allocator<EBattleStackState::EBattleStackState> >, EBattleStackState::EBattleStackState> (c=..., i=i@entry=@0x7fffdd5f5bfc: EBattleStackState::WAITING) at /build/buildd/vcmi-0.94+svn3369/lib/../Global.h:262 0000005 0x00007ffff7a47abd in CStack::waited (this=<optimized out>, turn=turn@entry=0) at /build/buildd/vcmi-0.94+svn3369/lib/BattleState.cpp:964 0000006 0x0000000000508e93 in CBattleInterface::blockUI ( this=this@entry=0x7fffce36f300, on=<optimized out>) at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1908 0000007 0x000000000050d8d6 in CBattleInterface::setActiveStack ( this=this@entry=0x7fffce36f300, stack=<optimized out>) ---Type <return> to continue, or q <return> to quit--- at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1662 0000008 0x00000000005186e3 in CBattleInterface::activateStack ( this=this@entry=0x7fffce36f300) at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1692 0000009 0x00000000005188b3 in CBattleInterface::stackActivated ( this=this@entry=0x7fffce36f300, stack=stack@entry=0x7fff50ea9e90) at /build/buildd/vcmi-0.94+svn3369/client/battle/CBattleInterface.cpp:1028 0000010 0x00000000005cc521 in CPlayerInterface::activeStack ( this=this@entry=0x7fffcd69fcb8, stack=0x7fff50ea9e90) at /build/buildd/vcmi-0.94+svn3369/client/CPlayerInterface.cpp:777 0000011 0x00000000005b4ec0 in CClient::waitForMoveAndSend (this=0x7fffcc000a90, color=...) at /build/buildd/vcmi-0.94+svn3369/client/Client.cpp:120 0000012 0x00000000006a63ca in operator() (a1=..., p=<optimized out>, this=<optimized out>) at /usr/include/boost/bind/mem_fn_template.hpp:165 0000013 operator()<boost::_mfi::mf1<void, CClient, PlayerColor>, boost::_bi::list0> (a=<synthetic pointer>, f=..., this=<optimized out>) at /usr/include/boost/bind/bind.hpp:313 0000014 operator() (this=<optimized out>) at /usr/include/boost/bind/bind_template.hpp:20 0000015 boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf1<void, CClient, PlayerColor>, boost::_bi::list2<boost::_bi::value<CClient*>, boost::_bi::value<PlayerColor> > > >::run (this=<optimized out>) at /usr/include/boost/thread/detail/thread.hpp:117 ---Type <return> to continue, or q <return> to quit--- 0000016 0x00007ffff6dfd94a in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.53.0 0000017 0x00007ffff6bdcf6e in start_thread (arg=0x7fffdd5f6700) at pthread_create.c:311 0000018 0x00007ffff40d19cd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:113 (gdb) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2767 | [VCMI] Mods | minor | always | 2017-08-11 12:57 | 2022-09-16 19:59 |
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Reporter: | tooandorisu | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Double clicking on abilities Commanders learn through leveling up, crashes VCMI | ||||
Description: | Like summary says. VCMI crashes when double-clicking on abilites Commanders learned through leveling up. See picture for more info. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Commander.jpg (127,068) 2017-08-11 12:57 https://bugs.vcmi.eu/file_download.php?file_id=2768&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2324 | [VCMI] Other | crash | always | 2015-11-05 10:12 | 2022-09-16 19:41 |
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Reporter: | josch | Platform: | amd64 | ||
Assigned To: | SXX | OS: | Debian | ||
Priority: | normal | OS Version: | unstable | ||
Status: | assigned | Product Version: | 0.98 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Segfault when buying spellbook | ||||
Description: |
I got the following bug for vcmi 0.98 on the Debian bug tracker which I'm also to reproduce myself: https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=797363 [^] I attached the savegame that produced this problem but you can also find links to the savegame in above bugreport. |
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Steps To Reproduce: |
I moved the hero near the city to the city. I then bought a spell building and tried to buy a spellbook for the hero. |
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Additional Information: |
the backtrace (line numbers correspond to vcmi 0.98): Core was generated by `/usr/games/vcmiclient'. Program terminated with signal SIGSEGV, Segmentation fault. #0 PutArtifact::applyGs (this=this@entry=0x7fb070b2c2c0, gs=gs@entry=0x7fb07f472ae0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/NetPacksLib.cpp:901 901 art->putAt(al); (gdb) bt #0 PutArtifact::applyGs (this=this@entry=0x7fb070b2c2c0, gs=gs@entry=0x7fb07f472ae0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/NetPacksLib.cpp:901 #1 0x00007fb0a6c4b3ef in CApplyOnGS<PutArtifact>::applyOnGS (this=<optimized out>, gs=0x7fb07f472ae0, pack=0x7fb070b2c2c0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/CGameState.cpp:71 0000002 0x00007fb0a6c04998 in CGameState::apply (this=0x7fb07f472ae0, pack=pack@entry=0x7fb070b2c2c0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/lib/CGameState.cpp:2164 0000003 0x00007fb0a74fbc56 in CClient::handlePack (this=this@entry=0x7fb07ef998e0, pack=0x7fb070b2c2c0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/client/Client.cpp:649 0000004 0x00007fb0a74fc038 in CClient::run (this=0x7fb07ef998e0) at /build/vcmi-t5ndlM/vcmi-0.98+dfsg/client/Client.cpp:176 0000005 0x00007fb0a5cdeaea in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.55.0 0000006 0x00007fb0a5abc0a4 in start_thread (arg=0x7fb082da5700) at pthread_create.c:309 0000007 0x00007fb0a221d07d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111 |
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Attached Files: |
crash-when-buying-spellbook.zip (1,243,114) 2015-11-05 10:12 https://bugs.vcmi.eu/file_download.php?file_id=2391&type=bug 0002324_vcmiclient_bt.txt (2,799) 2015-11-05 14:10 https://bugs.vcmi.eu/file_download.php?file_id=2392&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3153 | [VCMI] Random Map Generator | major | always | 2020-10-18 17:16 | 2022-09-16 19:29 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Random maps generator starts to create empty maps with some mods with new decorative objects. | ||||
Description: | From some new daily builds, vcmi + some decorative mods (for example: hota new objects) started to create empty random maps. Earlier all worked without problem. | ||||
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Additional Information: | |||||
Attached Files: |
bug1.png (743,614) 2020-10-18 17:16 https://bugs.vcmi.eu/file_download.php?file_id=3106&type=bug bug2.png (3,730) 2020-10-18 17:16 https://bugs.vcmi.eu/file_download.php?file_id=3107&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3180 | [VCMI] Campaigns | feature | random | 2021-06-05 18:21 | 2022-09-16 19:18 |
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Reporter: | rybiej | Platform: | |||
Assigned To: | Povelitel | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | If a hero is from a previous scenario. There can be two identical heroes on the map | ||||
Description: | I do not know if the second hero is a random, who happens to be the same as the one from the previous scenario or is he predestined to be of that kind. I ahd this problem in the "Song for the father". Check the screenshot | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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werr.png (478,015) 2021-06-05 18:21 https://bugs.vcmi.eu/file_download.php?file_id=3127&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3175 | [VCMI] Launcher | minor | always | 2021-03-13 08:43 | 2022-09-16 19:11 |
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Reporter: | Gameslayer | Platform: | Linux | ||
Assigned To: | OS: | Manjaro | |||
Priority: | normal | OS Version: | Manjaro | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Does not save or use resolution set in launcher. | ||||
Description: | When setting the resolution in the launcher it won't always save it and ignore the resolution set. | ||||
Steps To Reproduce: |
1. set resolution in launcher 2. launch and will not use set resolution nor will it always save the settings. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2003 | [VCMI] GUI - PreGame | minor | always | 2014-12-24 23:22 | 2022-09-16 16:07 |
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Reporter: | AlexVSharp | Platform: | PC | ||
Assigned To: | Tow | OS: | Linux Mint | ||
Priority: | high | OS Version: | 17 'Qiana' | ||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Resolution always defaults to 800x600 | ||||
Description: |
No matter if I use the launcher or edit the 'settings.json' file manually the resolution always defaults to 800x600 upon game start. This happens regardless if fullscreen is on or off. Changing the setting via the launcher does reflect in 'settings.json', however starting the client (both from the launcher and directly) removes the added lines. |
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Steps To Reproduce: | It happens every time on my machine. | ||||
Additional Information: |
Running x64 MATE desktop environment, version 1.8.1 Graphic card is AMD Radeon HD 5770, proprietary drivers vesion 13.35.5 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2968 | [VCMI] GUI - PreGame | minor | always | 2018-07-15 23:00 | 2022-09-16 15:59 |
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Reporter: | Crusader2010 | Platform: | PC | ||
Assigned To: | Povelitel | OS: | Windows 10 | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Cannot choose any map templates | ||||
Description: |
Using the latest VCMI version from the branches/develop/windows path and with only VCMI (and/or WoG) activated as mods, there is no way to change the map template when generating a random one. For example, there is a VCMI submod called "Default templates\Jebus cross", yet I cannot find a way to generate a map with this template. The interface does not have a combo box for that. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3176 | [VCMI] Mods | major | always | 2021-04-04 17:46 | 2022-09-16 15:10 |
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Reporter: | kdmcser | Platform: | mobile | ||
Assigned To: | Nullkiller | OS: | Android | ||
Priority: | normal | OS Version: | 11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Android 11 load mods more slow than Android 10 | ||||
Description: | In Android 11, Open 30+ mod is a disastor: a few minutes client can not launched. and 15 minutes later, the server can not start. The same mods in android 10 only take several seconds. Maybe Android 11 make files list more slow? | ||||
Steps To Reproduce: |
1. install 30+ mod 2. open game in Android 11 3. It take a few minutes to be a dark screen before play 3do start video 4. enter the game, create a new game 5. 15 minutes later, still hang in connect window. 6. reproduce it in Android 10, everything is OK. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3155 | [VCMI] Mods | crash | always | 2020-11-01 03:06 | 2022-09-16 14:55 |
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Reporter: | fatfishwen | Platform: | Mac | ||
Assigned To: | OS: | MacOS Catalina | |||
Priority: | normal | OS Version: | 10.15.7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crashes when entering a battle (problem with Hota addon?) | ||||
Description: |
Mac version always crashes when entering a battle. Have tried with/without quick battle and disabling all mods except official WOG downloaded through the launcher, or only HOTA. Problem remains the same with VCMI-branch-develop-9ca9c80.dmg provided on https://builds.vcmi.download/branch/develop/macOS/?C=M&O=D [^] Windows version does not have this issue. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Screenshot 2022-09-16 at 15.22.10.png (15,883) 2022-09-16 12:24 https://bugs.vcmi.eu/file_download.php?file_id=3182&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3220 | [VCMI] Launcher | major | always | 2022-05-24 08:51 | 2022-09-13 12:11 |
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Reporter: | Alex_leo | Platform: | Android arm64-v8a | ||
Assigned To: | OS: | Android | |||
Priority: | normal | OS Version: | 11 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Android 11 Storage permission needs rework | ||||
Description: |
Android 11 changed the way internal storage works. The App can’t write to /storage/emulated/0/vcmi-data When checking the permissions, only the following prompt is available. Allow access to media only. As I understand, the following flag needs to be set, R.attr | Android Developers Or separate app needs to be made just for Android 11 and beyond. |
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Steps To Reproduce: |
Install the daily build, create folder on /storage/emulated/0/vcmi-data It detects the file but can't write to the folder, following error occurs Could not save vcmi config; reason /storage/emulated/0/vcmi-data/config/json.conf: open failed: EPERM (Operation not permitted) |
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Additional Information: | Using Lenovo Tab P11, it has a keyboard with trackpad, thought it would be ideal to play HoMM3 with. But due to the Android 11 new permissions it causes older apps to misbehave. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2262 | [VCMI] AI - Adventure Map | minor | sometimes | 2015-09-30 07:28 | 2022-09-09 20:21 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows 7 | ||
Priority: | normal | OS Version: | SP1 | ||
Status: | resolved | Product Version: | 0.98c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 0.98d | ||||
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Summary: | AI stuck behind cleared bank | ||||
Description: | Once AI has cleared a creature bank, it is afraid to enter it again and gets stuck. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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Attached Files: |
Bug2262.png (56,433) 2015-09-30 07:29 https://bugs.vcmi.eu/file_download.php?file_id=2318&type=bug Bug2262_2.png (40,661) 2015-09-30 07:29 https://bugs.vcmi.eu/file_download.php?file_id=2319&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3227 | [VCMI] Mods | minor | always | 2022-08-20 17:29 | 2022-09-09 20:20 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Hero rescued from small HoTA prison is misplaced | ||||
Description: |
There's a smaller template of Prison object in HoTA, which only takes one tile. However, the hero released from prison still uses original positioning rules, which makes him displaced by one tile to the right. As a result, teh hero may spawn on top of an object or even inside rock, making him inaccessible and useless. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Small Prison bug.png (126,142) 2022-08-20 17:29 https://bugs.vcmi.eu/file_download.php?file_id=3174&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3229 | [VCMI] Mods | major | sometimes | 2022-09-06 13:39 | 2022-09-09 19:39 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Hero Orrin can be found in multiple prisons | ||||
Description: |
This happened to me today - opened two prisons on day 1 :) However, in a full game I ran with PR 780, the same problem occured. Game got confused about this one, in particular I couldn't move artifacts from duplicated hero. |
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Steps To Reproduce: | This happened on random map XL + U, multiple mods enabled - including extra heroes. | ||||
Additional Information: | |||||
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Double Orrin in Prison.png (1,640,071) 2022-09-06 13:39 https://bugs.vcmi.eu/file_download.php?file_id=3177&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3029 | [VCMI] AI - Adventure Map | major | random | 2018-12-19 04:49 | 2022-09-06 19:27 |
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Reporter: | By003 | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Cannot get object ID with XXX still happens | ||||
Description: |
This bug still suffers the game. Several weeks ago I put it into forum, sometimes it happens and contributes to crash of game. I will not offer a save file, but it happens the most frequently in this map 'Elbow Room' .Please put it into priority. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
533.jpg (122,762) 2018-12-19 04:49 https://bugs.vcmi.eu/file_download.php?file_id=2969&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3215 | [VCMI] AI - Adventure Map | crash | always | 2022-05-12 11:26 | 2022-09-06 09:47 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | NullkillerAI: crash | ||||
Description: | The yellow player visits the seer's hut and a crash occurs. That's all what I know | ||||
Steps To Reproduce: |
Press end turn желтый ИИ Люцифер который делает ТП в "Пентагон" и бежит к провидцу который за 2 виала к жизни предлагает 11 знаний, но у героя только в наличии 1 виал. Но окошко с получением награды все равно выскакивает и если принять награду то происходит авария |
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Additional Information: |
VCMI 0.99 1e97859fbfcf67814491c66f0f0cc0011966faed Mod AI speed up, limit heroes are 4 |
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Attached Files: |
Crash.rar (897,264) 2022-05-12 11:26 https://bugs.vcmi.eu/file_download.php?file_id=3164&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3217 | [VCMI] Launcher | tweak | always | 2022-05-19 03:59 | 2022-09-04 15:24 |
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Reporter: | Nordsoft | Platform: | |||
Assigned To: | Warmonger | OS: | MacOS | ||
Priority: | low | OS Version: | 10.15.7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Disable button doesn't change check icon | ||||
Description: |
When you disable/enable any sub-mod, it doesn't change icon. Root mods work OK, but sub-mods don't. If you select any other mod, issue disappears |
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Steps To Reproduce: |
1. Start launcher 2. Expand VCMI essential files -> default templates 3. Select any template 4. Press "Disable" Expected: icon is changed from check to cross Actual: icon is not changed |
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Additional Information: | |||||
Attached Files: |
Screenshot 2022-05-19 at 06.52.12.png (289,115) 2022-05-19 03:59 https://bugs.vcmi.eu/file_download.php?file_id=3166&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2728 | [VCMI] Launcher | minor | always | 2017-07-21 07:20 | 2022-09-04 15:23 |
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Reporter: | Anubis | Platform: | x32 | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Text under buttons is invisible for 1024*600 resolution. | ||||
Description: | Launcher's left-part has 2 buttons : options and mod configuration. The text under both of those is invisible because of button overlap on 1024*600 resolution. | ||||
Steps To Reproduce: |
1. Start the Launcher on 1024*600 resolution. 2. Check the buttons in the top-left part of the screen. The text there is invisible. The buttons overlap, so text is cut off. |
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Additional Information: | |||||
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Launcher text bug.jpg (90,397) 2017-07-21 07:20 https://bugs.vcmi.eu/file_download.php?file_id=2740&type=bug MinimalLauncher.png (48,169) 2022-09-04 15:16 https://bugs.vcmi.eu/file_download.php?file_id=3176&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2976 | [VCMI] Launcher | minor | always | 2018-07-20 08:39 | 2022-09-04 15:14 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Launcher does not preserve window size | ||||
Description: | It always starts with same window size and narrow columns, which makes it impractical to use. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3190 | [VCMI] Mechanics - Objects | minor | always | 2022-03-06 16:11 | 2022-08-28 18:45 |
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Reporter: | Quicksilver | Platform: | Raspberry Pi 4 | ||
Assigned To: | Nordsoft | OS: | Raspbian | ||
Priority: | normal | OS Version: | Buster lite | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Boots of levitation don't allow water walking | ||||
Description: | Was using the latest build of vcmi using nullkiller AI. On the isle of fire single scenario I aquired the boots of levitation. However I was unable to use them to walk on water. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2371 | [VCMI] Random Map Generator | major | random | 2016-01-12 18:48 | 2022-08-28 07:38 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 0.98g | ||||
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Summary: | Some objects are not guarded from side | ||||
Description: |
As in the screenshot. It sometimes leads to objects accessible from unguarded side. Some remarks: - Static objects seem to have offset from right side (in template/editor), but Pandoras or Artifacts do noy - It seems that free space is always present on the right hand side of object |
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Additional Information: | |||||
Attached Files: |
Bug2371.png (731,151) 2016-01-12 18:49 https://bugs.vcmi.eu/file_download.php?file_id=2418&type=bug Bug2371 2.png (48,560) 2016-01-12 18:49 https://bugs.vcmi.eu/file_download.php?file_id=2419&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3116 | [VCMI] Launcher | block | have not tried | 2020-04-26 11:36 | 2022-08-24 16:35 |
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Reporter: | AlucardNoir | Platform: | Linux | ||
Assigned To: | Nordsoft | OS: | Solus | ||
Priority: | immediate | OS Version: | 4.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Trying to uninstall the terrain mod WIPED my personal files in home | ||||
Description: | Frankly, the same fucking thing as 0002673 and 0002680. Except, you know, three years later. | ||||
Steps To Reproduce: |
1.Installed VCMI through the Solus repo. 2.Tried installing Heroes III via the vcmibuilder. After it failed did a manual install with the gog files. 3.Launched the game and it worked. 4.whent into mods and noticed the VCMI essential mods wanted an update. It did not wish to update so I cheked the https://wiki.vcmi.eu/Mod_list [^] and dl the latest essentials from there. 5. Turned VCMI essentials on and then tried to DL and turn on from the VCMI Launcher the High-res Menu and True type fonts. Misklicked and selected New Terrains . 6. Deactivated New Terrains and clicked the Uninstall button... 7. Computer started behaving sluggishly. VCMI stopped responding. I opened a terminal window and noticed bash 5$ in place of my username. I restarted and was greated by a completely blank slate system. My HOME folder was empty. |
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Additional Information: |
I would like to thank the team and VCMI for making a shitty weekend shittier. I only wanted to play Heroes III because yesterday I found out I had lost somebody to covid. This had been one of my favorite games as a kid and I just wanted some comfort gaming. Seriously, thank you. You have no idea how grateful I am to have to reinstall my system because a three year old bug has somehow made it's way back into the fray./s Thankfully I had backups of my most important files... which are just 1/5 of what I lost, but hey, you win some, you loose a system that has has been stable for over a year because of some half a sleep programmer. But hey, you get what you pay for. HeroesIII, I paid for it and got a great game. VCMI I didn't pay a cent for and I got my system wiped. That will teach me to use open source software. Oh, and if my language has perchance offended: you wiped my home folder, fuck if I care. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3042 | [VCMI] Mechanics - Battles | minor | always | 2019-02-24 08:55 | 2022-08-22 12:52 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | orb of vulnerability does not affect opponent's creatures | ||||
Description: |
hi, Unless I am mistaken, orb of vulnerability does not work properly. - Mainly it seems it only affects army of the one who equipped the artifact. I think it should affect everybody In map attach please consider following scenarios: Blue: black dragon Tan:black dragon + boars Green: black dragon + ability to cast implosion Orange: black dragon + equiped orb of vulnerability Red vs single black dragon / Red vs Blue: - I am expecting to be able to cast armageddon or implosion on blue's black dragon, but I can't - can't cast "negative" buff spells like slow, curse... + can cast "positive" buff spells like haste, shield on MY black dragon Red vs Tan: + I can cast armageddon. - It kills the boars, hurt me, but not Tan's black dragon. I am expecting armageddon to hurt everybody Red vs Green: - green can cast it on me which I expect + I still can't cast implosion on Green Red vs Orange: + I can cast armageddon / slow |
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Steps To Reproduce: |
new scenario select ZZZ_orbvulnerability play as Red |
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Additional Information: | |||||
Attached Files: |
ZZZ_orbvulnerability.vmap (3,095) 2019-02-24 08:55 https://bugs.vcmi.eu/file_download.php?file_id=2994&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3228 | [VCMI] Mechanics - Battles | major | always | 2022-08-22 00:44 | 2022-08-22 12:50 |
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Reporter: | Nordsoft | Platform: | |||
Assigned To: | Nordsoft | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Orb of Vulnerability doesn't work | ||||
Description: | Orb of Vulnerability must remove all immune from enemies. Currently it doesn't work at all | ||||
Steps To Reproduce: |
1. Attack Dragon Lair wearing Orb of Vulnerability 2. Try to apply magic arrow to dragons Save is attached for easy reproducing |
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Additional Information: | |||||
Attached Files: |
shpehe.vsgm1 (4,802,762) 2022-08-22 00:44 https://bugs.vcmi.eu/file_download.php?file_id=3175&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3218 | [VCMI] Mechanics - Battles | minor | always | 2022-05-23 16:36 | 2022-08-22 12:43 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Creature heroes' specialties don't work in newest daily builds | ||||
Description: |
Heroes with standard creatures' specialties don't give their units Attack and Defense bonus in the newest daily builds. They do give their units +1 Speed bonus. Heroes with fully described specialties work as intended (Conflux heroes), only format "specialty" : {"creature" : "creaturename"} doesn't seem to work. |
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Steps To Reproduce: |
1. Start a new game with a standard creature specialist, e.g. Ajit in Dungeon. 2. Check the beholders' stats - they should have 12 Attack (default 9 + 2 from hero bonus + 1 from specialty bonus), |
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Additional Information: | This issue doesn't occur on 10th April 2021 build. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3219 | [VCMI] Mechanics - Battles | major | always | 2022-05-23 18:46 | 2022-08-22 12:43 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Nordsoft | OS: | Windows | ||
Priority: | normal | OS Version: | 11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Heroes specialties with creatures don't work. | ||||
Description: |
Heroes specialties with creatures worked untill 7 Sep 2021 build. After this commits stopped to work (bonus not applied). https://github.com/vcmi/vcmi/commit/30b879ae5d1659e0daeed0658041d59a13735d32 [^] https://github.com/vcmi/vcmi/commit/7f175c7f1986511deeb189239299d70b4064662b [^] |
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Steps To Reproduce: | |||||
Additional Information: | Not checked other specialties (spells, skills etc.) | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3224 | [VCMI] Mechanics - Other | minor | always | 2022-07-02 11:48 | 2022-07-02 11:48 |
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Reporter: | javielillo | Platform: | Samsung Tab S8+ | ||
Assigned To: | OS: | Android | |||
Priority: | normal | OS Version: | 12 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Right click doesnt work with a mouse | ||||
Description: | All dialogs that should appear when you click with right mouse button doesn't work. They are working like a left mouse click. | ||||
Steps To Reproduce: |
Plug a Mouse through USB or BT and start a new game or continue an existing one. Try to right click in elements that you know that should appear an info panel like when you click purchaseable heroes in taberns for looking in their stats, or click in Hero objects for descriptions, click on spells for reading descriptions, click on monsters for looking their stats, click on enemy castells for looking additional info, etc. |
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Additional Information: | You can trigger the desired dialog windows if a put the finger in the screen over the desired object and without leaving that finger I put another finger in the screen. | ||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3223 | [VCMI] AI - Battles | major | always | 2022-06-29 08:39 | 2022-06-29 08:39 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | WOG: freeze in battle | ||||
Description: | Purple player Nella attack pink hero Arlash and freeze in battle happens | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
freeze.zip (1,677,503) 2022-06-29 08:39 https://bugs.vcmi.eu/file_download.php?file_id=3171&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3221 | [VCMI] AI - Adventure Map | minor | sometimes | 2022-06-07 13:04 | 2022-06-08 10:25 |
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Reporter: | val-gaav | Platform: | Windows\Linux | ||
Assigned To: | Nullkiller | OS: | Windows\Linux | ||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Nullkiller AI is stuck on attacking castle | ||||
Description: | The bug triggers while we have limited on map heroes with hardcoded options (for example by using resourcefullaimod). in my case it is 2 heroes but other people reported 4-5 hero limit. However I think this would also happen for 8 hero limit if there was a specific case to trigger it (it just may be hard to do) I do not see any specific place in AI code where the hero limit would not be implemented. What happens is IMHO AI is stuck on gather army or execute chain goal and is unable to change goals actions to something else. | ||||
Steps To Reproduce: |
I got it twice on Analogy template. In this case steps to reproduce are - enable on map hero limit (resourcefullaimod). Bug triggers when Ai cannot hire extra hero so reducing hero limit helps to trigger the bug. - I've started a map and fast skipped (end turn) about week or two. (The idea was to check AI movement with vcmieagles code) . When AI was clearly on path to my zone (to eliminate me) I've build up some things in castle to put up some resistance and Ai got afraid of attacking and is stuck with both heroes doing nothing. It will be stuck unless I move out my hero out of main town, so he can capture it. This does not happen in every game but it is easier to reproduce when AI owns more towns that are in different zones. In this case Analogy template with just 2 starting players is a good starting point to reproduce it. |
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Additional Information: |
mods enabled : resourcefullaimod : https://forum.vcmi.eu/t/resourceful-ai-mod/1097/10?u=val-gaav [^] other mods that or on: Forge Tides of war Courtyard Pavillion Town Ban things mod |
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Attached Files: |
Saves.zip (1,054,853) 2022-06-07 13:04 https://bugs.vcmi.eu/file_download.php?file_id=3167&type=bug vcmi.7z (579,386) 2022-06-07 13:29 https://bugs.vcmi.eu/file_download.php?file_id=3168&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2818 | [VCMI] AI - Adventure Map | minor | always | 2017-11-15 12:16 | 2022-05-04 12:56 |
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Reporter: | denspb | Platform: | Windows | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash on AI turn | ||||
Description: |
I've met this crash consistently on a number of random maps runs with Nostalgia XXL template (slightly changed to have stronger guards on the borders). All games ended crashing on AI move somewhere in the beginning of the second month. Client console contains Player 3 (green) starting turn Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Request to build building 9 in 0 days! Request to build building 9 in 0 days! Request to build building 9 in 0 days! Request to build building 9 in 0 days! Request to build building 9 in 0 days! Request to build building 9 in 0 days! Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Another allied hero stands in our way Opening BattleAI Loaded Battle AI Assertion failed: val < PlayerColor::PLAYER_LIMIT_I, file mapObjects\MiscObjects.cpp, line 2132 Assertion failed: val < PlayerColor::PLAYER_LIMIT_I, file mapObjects\MiscObjects.cpp, line 2132 |
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Steps To Reproduce: |
Load attached savefile. Press "End turn". List of mods in "Additional information". |
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Additional Information: |
{ "activeMods" : { "h4 arts - commander" : { "active" : true, "checksum" : "2854169c", "validated" : true }, "h4 arts - hero" : { "active" : true, "checksum" : "9fecf22f", "validated" : true }, "hota" : { "active" : false, "checksum" : "00000000", "mods" : { "artifacts" : { "active" : true, "checksum" : "00000000", "validated" : true }, "cove" : { "active" : true, "checksum" : "00000000", "validated" : true }, "hota balance" : { "active" : true, "checksum" : "00000000", "validated" : true }, "hota banks" : { "active" : true, "checksum" : "00000000", "validated" : true }, "hota heroes" : { "active" : true, "checksum" : "00000000", "validated" : true }, "newgfx" : { "active" : true, "checksum" : "00000000", "validated" : true } }, "validated" : false }, "new-menu" : { "active" : true, "checksum" : "6e29ca49", "validated" : true }, "newoldspells" : { "active" : false, "checksum" : "7fffffff", "validated" : false }, "truetypefonts" : { "active" : true, "checksum" : "8631a579", "validated" : true }, "vcmi" : { "active" : true, "checksum" : "11ed790c", "mods" : { "bonusicons" : { "active" : true, "checksum" : "9edd90f1", "validated" : true }, "defaulttemplates" : { "active" : true, "checksum" : "ef5925e9", "mods" : { "hdmod rmg templates" : { "active" : true, "checksum" : "8eddfc56", "validated" : false }, "oh3 rmg templates" : { "active" : true, "checksum" : "45fe0518", "validated" : false } }, "validated" : true }, "extraresolutions" : { "active" : true, "checksum" : "91a49d45", "validated" : true } }, "validated" : true }, "witchking-arts" : { "active" : true, "checksum" : "e495e97c", "validated" : true }, "wog" : { "active" : true, "checksum" : "d4945257", "mods" : { "commanders" : { "active" : true, "checksum" : "f72ace4c", "validated" : true }, "stackarts" : { "active" : true, "checksum" : "20725ef4", "validated" : true }, "stackexp" : { "active" : false, "checksum" : "0b16b642", "validated" : true }, "wog rus" : { "active" : true, "checksum" : "8a027115", "validated" : true } }, "validated" : true } }, "core" : { "active" : true, "checksum" : "add43028", "validated" : true } } |
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Attached Files: |
Saves.zip (2,206,708) 2017-11-15 12:16 https://bugs.vcmi.eu/file_download.php?file_id=2805&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3130 | [VCMI] Mechanics - Battles | crash | always | 2020-05-22 00:23 | 2022-05-04 06:34 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | [WOG] Winning the battle with only the commander crashes the game | ||||
Description: | When you play with commanders and all other units are killed in battle (and the hero doesn't have necromancy), it crashes the game. | ||||
Steps To Reproduce: |
1. Download any mod that provides commanders, e.g. "New Old Commanders": http://heroes3wog.net/new-old-commanders-v1-11-vcmi/ [^] 2. Start game with a hero that doesn't have necromancy 3. Enter a battle and win it with all units lost except the commander 4. Notice the crash |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2897 | [VCMI] GUI - Battles | crash | always | 2018-02-28 23:37 | 2022-05-04 06:32 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Summoned elementals + Armageddon crash | ||||
Description: | When you summon an Earth/Fire elemental stack and cast Armageddon, so that it wipes out all creatures except summoned elementals, it crashes the game. | ||||
Steps To Reproduce: |
1) Start a single player scenario with any hero expect Necropolis 2) Type a cheatcode fo all spells: vcmiistari 3) Enter battle 4) Summon e.g. Earth Elemental 5) Cast Armageddon to kill all creatures except elementals |
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Additional Information: | |||||
Attached Files: |
FireElementalsArmageddon.vmap (2,657) 2018-03-05 01:05 https://bugs.vcmi.eu/file_download.php?file_id=2871&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3089 | [VCMI] Campaigns | crash | always | 2019-10-15 21:16 | 2022-05-04 06:32 |
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Reporter: | agru | Platform: | Linux | ||
Assigned To: | Nullkiller | OS: | Arch 64 | ||
Priority: | normal | OS Version: | upstream | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash when only summoned creatures are left alive | ||||
Description: |
In "Shadow of Death / New Beginning" the objective/mission is lost if one of the main heroes loses a battle. When a battle is won, without any non-summoned creatures (triggered with "Earth Elemental") still alive the game crashes instead of showing the "mission failed" dialog. |
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Steps To Reproduce: |
* Start a battle with one of the main heroes (e.g. Gem or Clancy) * Summon a "Earth Elemental" * Lose all other creatures * Defeat opponent and win battle * Crash... |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3213 | [VCMI] AI - Adventure Map | crash | always | 2022-04-23 15:15 | 2022-05-03 21:00 |
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Reporter: | kdmcser | Platform: | Windows | ||
Assigned To: | Nullkiller | OS: | Windows 11 | ||
Priority: | normal | OS Version: | 21H2 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Game crash when AI moves | ||||
Description: |
When I try to end the turn, the AI moves. After AI occupies a town, game crashed. I save the last turn. And once I load the save. It appears. My AI is set to NullKiller AI. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
crash file and log.rar (1,025,227) 2022-04-23 15:15 https://bugs.vcmi.eu/file_download.php?file_id=3160&type=bug huaihuai.vcgm1 (17,469,646) 2022-04-26 15:27 https://bugs.vcmi.eu/file_download.php?file_id=3161&type=bug huaihuai.vsgm1 (17,461,301) 2022-04-26 15:27 https://bugs.vcmi.eu/file_download.php?file_id=3162&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3208 | [VCMI] AI - Adventure Map | major | always | 2022-04-14 13:27 | 2022-04-28 05:56 |
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Reporter: | val-gaav | Platform: | Pc | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 and 11 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Ai hangs when it cannot recruit heroes over set limit | ||||
Description: |
There is a setting in config/defaultmods.json : "MAX_HEROES_ON_MAP_PER_PLAYER" : 8, If one changes it to anything lower then 8 then AI sooner or latter will hang up on this. VCMIAI will just hang and loop trying to recruit hero end not end it turn. Nullkiller AI will hang up on trying to recruit hero and it turn and on each next turn it will hang up on this over and over again. Often when for example hero on map limit is set to 2 AI will end up buing 3 heroes and having them on map and then hanging up on this |
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Steps To Reproduce: |
Modify the file config/defaultmods.json and set to "MAX_HEROES_ON_MAP_PER_PLAYER" : 2, It will trigger this error always for both available adventure AIs |
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Additional Information: |
Nullkiler AI when I set: "MAX_HEROES_ON_MAP_PER_PLAYER" : 10, had no problems and ended up using 9 heroes on map. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3212 | [VCMI] AI - Battles | minor | sometimes | 2022-04-19 15:22 | 2022-04-19 15:22 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Stack failed movement (moat problems) | ||||
Description: |
Sometimes a unit hits a moat and doesn't move. At the same time, it has such an effect until you hover over it with the mouse. https://youtu.be/NN8XB3cWDxM [^] |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3211 | [VCMI] GUI - Hero screen / Exchange window | feature | N/A | 2022-04-14 14:44 | 2022-04-14 14:44 |
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Reporter: | val-gaav | Platform: | pc | ||
Assigned To: | OS: | windows | |||
Priority: | low | OS Version: | 10/11 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | [Feature request] adiitional hardcoded config | ||||
Description: |
There is a set of hardcoded features for engine : like fe : "NEGATIVE_LUCK" : false, "DWELLINGS_ACCUMULATE_CREATURES" : true, I would like to propose a setting : Hero_on_map_movement_depends_on_units_not_heroes : true This option would turn Heroes IV style where units had their movement points and there was no way to use hero chains. It could be implemented in VCMI by for example reducing movement point of the hero with higher movement to the level of hero with lover movent points when they meet and exchange something (units) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3210 | [VCMI] Mechanics - Other | feature | N/A | 2022-04-14 14:35 | 2022-04-14 14:35 |
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Reporter: | val-gaav | Platform: | pc | ||
Assigned To: | OS: | windows | |||
Priority: | none | OS Version: | 10/11 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | [Feature request] adiitional hardcoded config for on map heroes | ||||
Description: |
There is a setting in config/defaultmods.json : "MAX_HEROES_ON_MAP_PER_PLAYER" I would like to propose to have a setting to link this to number of town owned by a player. For example 1 hero per town owned or 2 hero per town owned. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1838 | [VCMI] Random Map Generator | crash | always | 2014-07-15 16:10 | 2022-04-12 12:23 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 0.97 | ||||
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Summary: | Crash on creating 2nd random map in same session | ||||
Description: | Needs more investigation, I bet it's related to 0001804 | ||||
Steps To Reproduce: |
1. Create random map. 2. Go to main menu 3. Create another map. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1394 | [VCMI] Campaigns | crash | always | 2013-08-03 13:28 | 2022-04-11 17:45 |
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Reporter: | beegee | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
Target Version: | 0.94 | ||||
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Summary: | Can not open the scenario information of a campaign | ||||
Description: | When opening the scenario information of a campaign the client crashes. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2646 | [VCMI] Mods | feature | always | 2017-02-16 20:49 | 2022-04-10 18:03 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | HotA's Cape of Silence artifact bug | ||||
Description: | Cape of Silence won't allow to cast 1-2 level spells during combat for player and for opponent. When I try to cast spell on ememy stack I get info that this spells will afect no one. That's OK. But when I cast any 1-2 spell on my army, I don't get any info. Moreover, spell is cast (but in fact doesn't affect on my stack) and took its cost with mana points. I think that proper behaviour should be that casting friendly spells should be disabled too with "this spells will afect no one" info. | ||||
Steps To Reproduce: |
Find Cape of Silence artifact and wear it. During battle try to cast friendly spells and hostile spells. Friendly spells are cast, took mana cost but with no effect. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1284 | [VCMI] Mechanics - Battles | feature | always | 2013-05-30 17:29 | 2022-04-10 18:02 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.92 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Next Creature logic does not work like in OH3 in Tactics phase | ||||
Description: |
In VCMI now, Next Creature in Tactics Phase just cycles through the creatures in order of their speeds & position. In OH3 it followed the logic of the Wait button (2nd, 4th, etc round starting with the lower speed creatures). However (!!!), in VCMI the behavior is logically consistent with the associated hotkey - spacebar - which in battle mode acts as Defend + SKIP, hence just skipping through the creatures. Which means we have two options, and I'll leave it up to you to decide which one would be the best: OPTION 1: Reproduce 0H3 behavior, that is Next Creature / Spacebar actually follow the Wait logic of skipping through the creatures. OPTION 2: Be consistent with the in-battle hotkeys, and implement as follows: - Next Creature / Spacebar skips through the creatures same as Defend / Spacebar does during battle - Wait button / W skip through the creatures following the Wait logic If you go for Option 2, then also 0001283 should be handled accordingly (leave button & hotkey available, just fix the bug). |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2542 | [VCMI] Mechanics - Adventure Map | crash | always | 2016-10-03 11:51 | 2022-04-10 17:45 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash when AI attempt to buy a boat | ||||
Description: |
Reported by @Povelitel. I suspect this can be related to FoW problems, but reason can be different. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
boat_buy_crash.zip (737,314) 2016-10-03 11:51 https://bugs.vcmi.eu/file_download.php?file_id=2582&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
589 | [VCMI] Mechanics - Battles | minor | always | 2010-08-01 19:42 | 2022-04-06 14:14 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | Tow dragon | OS: | Windows | ||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | resolved | Product Version: | 0.81 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Bugs related to the combination of Morale, Wait & Heal | ||||
Description: |
So far I've noticed 2 different bugs: 1. Loss of turn for this sequence of events: - Creature moves, but gets Morale - Creature does not use the bonus move, but Waits - First Aid Tent used on the creature - Creature loses the bonus move after heal 2. Bonus chance to wait (I'm not 100% sure of the sequence of events here): - Creature Waits - First Aid Tent used on the creature - Creature gets its turn, moves - After move, creature gets Morale, after which it gets the possibility to Wait again I don't have a good test map ready to easily reproduce (I guess I need a hero with expert Leadership fighting a shooter), but I post this already to have it logged and I'll update later if necessary. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3066 | [VCMI] AI - Adventure Map | minor | always | 2019-06-01 10:47 | 2022-04-05 12:10 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.6 LTS | ||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI hangs (not skipping hero?) | ||||
Description: |
red AI hangs (seemingly after hero gird turn) |
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Steps To Reproduce: |
1) in A.zip load map. vcmieagles. end turn. You can see red ending its turn 2) in afterdr.zip (I loaded save A. I killed red heroes (around necro) casting death riple (and dying along). Then saved before ending turn as drafter.) load map. vcmieagles. end turn. You can see red NOT ending its turn used mods are: witchiking artifacts, hota, retreat, preserve, death valley |
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Additional Information: | |||||
Attached Files: |
A.zip (2,471,543) 2019-06-01 10:47 https://bugs.vcmi.eu/file_download.php?file_id=3025&type=bug afterdr.zip (2,471,302) 2019-06-01 10:47 https://bugs.vcmi.eu/file_download.php?file_id=3026&type=bug drafter_logs.zip (94,072) 2019-06-01 10:48 https://bugs.vcmi.eu/file_download.php?file_id=3027&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3018 | [VCMI] AI - Adventure Map | minor | always | 2018-10-17 06:38 | 2022-04-05 10:31 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Infinite loops during AI turn. | ||||
Description: | Brown AI player's turn can't be ended. In console there are only YoG warnings. Build from 16/10/2018. | ||||
Steps To Reproduce: | Load temp1 save. Press next turn button. | ||||
Additional Information: | Used mods: Arrow Tower icon, Lenin Ghost, New Terrains, No flashing Trees, Tavern Videos, Andruids Bonus Icons. | ||||
Attached Files: |
loop.zip (3,280,363) 2018-10-17 06:38 https://bugs.vcmi.eu/file_download.php?file_id=2962&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3131 | [VCMI] Mods | feature | always | 2020-05-27 13:30 | 2022-04-05 10:10 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | MAXED_SPELL doesn't work with adventure spells | ||||
Description: | Tried to make a hero who specialises in Summon Boat, but it doesn't work. | ||||
Steps To Reproduce: |
1) Download my test mod and map. 2) Play Summon Boat Test map 3) enter cheatcode: vcmiistari 4) try to summon boat several times - Orrin should cast Summon boat on expert level, so the spell should work every time, but it fails occasionally. |
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summon boat test.rar (2,498) 2020-05-27 13:30 https://bugs.vcmi.eu/file_download.php?file_id=3083&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3144 | [VCMI] Multiplayer | minor | have not tried | 2020-10-03 05:12 | 2022-04-03 19:06 |
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Reporter: | jambolo | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Typo in CServerHandler.cpp at line 421 in CServerHandler::sendMessage() | ||||
Description: |
The following code is probably wrong: void CServerHandler::sendMessage(const std::string & txt) const { ... else if(command == "!forcep") { ... if(connectedId.length(), playerColorId.length()) <---- HERE ******* { ... } } ... } Perhaps it should be: if(connectedId.length() < playerColorId.length()) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2954 | [VCMI] GUI - PreGame | crash | always | 2018-04-07 08:10 | 2022-04-03 18:10 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | karliss | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash when restarting scenario | ||||
Description: | Game crashes whenever you start a scenario, then go to menu and select restart. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3204 | [VCMI] AI - Adventure Map | major | always | 2022-03-31 15:07 | 2022-03-31 15:45 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI does not see the threat of recapturing its city. | ||||
Description: |
ИИ не видит угрозу перезахвата своего города. Я буквально издеваюсь над ним, каждый день беру его город Санктум героем "Саня" и отвожу его влево к хижине ведьмы. Он возвращается своим главным героем. Берет город. Но моего героя игноририрует! Тут уж либо убить его. Либо купить лошка, и убить моего лошка передав армию назад Галтрану. В идеале удостоверится что статы мои слабые и опасности от моего лошка никакой. Что это не лошок камикадзе с каким нить армагедоном. Да, странным мув что при полном игноре меня, он идет вправо убивать тряпок. Эта проблема намного хуже чем кажется на первый взгляд. ИИ теряет инициативу при перезахвате городов. Когда ИИ между собой пытаются забрать город это может занять месяцы! Вместо того чтобы убить слабых героев и нормально развиваться AI does not see the threat of recapturing its city. I literally mock him, every day I take his city of Sanctum as the hero "Sanya" and take him to the left to the witch's hut. He returns as his main character. Takes the city. But my hero is ignored! Either way, kill him. Either buy a pony and kill my pony by handing over the army back to Galtran. Ideally, make sure that my stats are weak and there is no danger from my pony. That this is not a kamikaze loshok with some armageddon thread. Yes, it's a strange move that when you completely ignore me, he goes to the right to kill rags. This problem is much worse than it seems at first glance. AI loses initiative when recapturing cities. When the AIs among themselves try to take the city it can take months! Instead of killing weak heroes and developing normally |
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Steps To Reproduce: |
Сейв отсюда, из бага 3202 https://bugs.vcmi.eu/file_download.php?file_id=3154&type=bug [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3205 | [VCMI] AI - Adventure Map | minor | always | 2022-03-31 15:39 | 2022-03-31 15:39 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | The AI doesn't respect heroes much more in terms of stats than it does. | ||||
Description: |
ИИ не уважает героев намного сильнее по статам чем он. Похвальна его работа по цепи, но когда тебе противостоит герой с такой магической силой это всегда опасно. Ведь герои игра не только меча, но и магии. Тут нужно либо вести учет/проверку на то что есть у вражеского героя манна или нет, либо иметь красный шар, либо иметь юнитов невосприимчивых к магии (хотябы первых двух уровней, вроде драконов), либо быть на порядки сильнее по армии, а не только навскидку. His work on the chain is commendable, but when you are confronted by a hero with such magical power, it is always dangerous. After all, heroes are a game not only of the sword, but also of magic. Here you need to either keep a record / check whether the enemy hero has mana or not, or have a red ball, or have units immune to magic (at least the first two levels, like dragons), or be orders of magnitude stronger in the army, and not just offhand. Specifically here, the hero Aislin is 3 4 16 6 with an arrow at 218 and a meteor shower at 488. Against lvl 2 Charna 2 2 2 1 with an arrow at 30 |
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Steps To Reproduce: | |||||
Additional Information: |
Сейв все тот же https://bugs.vcmi.eu/file_download.php?file_id=3154&type=bug [^] Баг 3202 |
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Attached Files: |
Чарна.jpg (216,029) 2022-03-31 15:39 https://bugs.vcmi.eu/file_download.php?file_id=3156&type=bug Аислин.jpg (231,522) 2022-03-31 15:39 https://bugs.vcmi.eu/file_download.php?file_id=3157&type=bug бой.jpg (320,975) 2022-03-31 15:39 https://bugs.vcmi.eu/file_download.php?file_id=3158&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3203 | [VCMI] AI - Adventure Map | major | always | 2022-03-31 14:50 | 2022-03-31 14:50 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | high | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | NullkillerAI: AI does not take into account the threat that he can be killed, through a ransom in the city | ||||
Description: |
ИИ немного переиграл сам себя. Он передал войска по цепи, но не учел угрозу что я тоже могу захватить город, там купить героя, и убить его Главного героя своим лошком. Так как он остался на одном скелете! А это сладкая добыча. Отдал за бесплатно главного героя, это почти что проиграл игру. AI outplayed itself a bit. He passed the troops along the chain, but did not take into account the threat that I, too, could capture the city, buy a hero there, and kill his main character with my pony. Since he was left on one skeleton! And this is sweet prey. Gave away for free the main hero, it almost lost the game. (of course, he calculated that I would not have enough cells, but the city did not take into account) |
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Steps To Reproduce: |
Мальком берет город, там покупается герой которому даются войска и он убивает Аислин Malkom takes the city, a hero is bought there who is given troops and he kills Aislin |
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poymalGG!.rar (7,489,678) 2022-03-31 14:50 https://bugs.vcmi.eu/file_download.php?file_id=3155&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3202 | [VCMI] AI - Adventure Map | minor | always | 2022-03-31 14:40 | 2022-03-31 14:40 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | AI Nullkiller: AI doesn't see the difference between a ford and a castle | ||||
Description: |
Hero Jeddite attack rampart (with castle, 1 centaurs) have 1 skelet В городе 1 кентавр. Джеддит нападает на замок имея 1го скелета. Естественно даже походить не успевает, так как умирает от выстрелов башен. Сейв из кампании |
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Steps To Reproduce: | Нажать конец хода | ||||
Additional Information: | |||||
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ne_vidit_zamok.rar (1,291,806) 2022-03-31 14:40 https://bugs.vcmi.eu/file_download.php?file_id=3154&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
907 | [VCMI] GUI - Town screen | feature | always | 2012-03-11 15:21 | 2022-03-30 15:53 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.88 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.89 | ||
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Summary: | Hotkey suggestions for Thieves' Guild and Tavern | ||||
Description: |
The main suggestion came from pHOMM in post on the forum (http://forum.vcmi.eu/viewtopic.php?p=2569#2569 [^]): 'G' to be coded as universal hotkey for opening Thieves' Guild. G is indeed one of the few keys not used for other function in any of the H3 screens. So we could code it to open Thieve's Guild not only from Adventure Map, but from any other game window (same as it was done for the Marketplace window). The information in the Guild is of general need, same as Kingdom Overview, so there's no added value in having to open Town screen, then Tavern, only to get to it. This would save us a good deal of mouse clicks. Alternately (or additionally), it could also be linked to CTRL+KingdomOverview button... However that may create confusion, as we already have in WoG a hotkey combination with that button for Mithril I believe. * * * I'd also like to propose 'T' for Tavern in Town screen. Sometimes it takes me a bit of time to distinguish the Tavern from other buildings in some towns, especially those which I don't play that often, or with pretty similar buildings. So this would come in handy. I know 'T' is currently associated with Marketplace, but that needs to change (see 0000216). Additionally, once in Tavern, hitting 'T' again could further open Thieve's Guild. But that's really optional, especially if 'G' would be already implemented as per above. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2386 | [VCMI] AI - Adventure Map | crash | sometimes | 2016-01-18 20:42 | 2022-03-28 19:11 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash during AI turn visiting Imp Cache. | ||||
Description: | When AI visits Imp Cache, game crash. Mostly crash, seldom not. | ||||
Steps To Reproduce: | Push 'end turn' button and observe AI heroes. | ||||
Additional Information: | |||||
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crash.vcgm1 (2,953,710) 2016-01-18 20:42 https://bugs.vcmi.eu/file_download.php?file_id=2430&type=bug crash.vsgm1 (2,953,184) 2016-01-18 20:42 https://bugs.vcmi.eu/file_download.php?file_id=2431&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
28 | [VCMI] Other | minor | have not tried | 2009-10-02 11:51 | 2022-03-28 19:11 |
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Reporter: | Tow dragon | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.71 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | F4 causes problems when running both VCMI and H3 (0.71#47) | ||||
Description: |
pHOMM: 47__system notbug, when h3sod and vcmi71 running some strange system hangs with F4 pressed in vcmi, after that vcmi and h3 like fighting(if alt-tabbed) but some F4s in h3 and vcmi restores both games(log and console - tell nothing about it) http://forum.vcmi.eu/viewtopic.php?p=2251#2251 [^] |
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Additional Information: | copied from sf tracker | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2985 | [VCMI] Campaigns | crash | always | 2018-08-02 20:52 | 2022-03-28 18:18 |
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Reporter: | tukkek | Platform: | Linux | ||
Assigned To: | OS: | Debian | |||
Priority: | high | OS Version: | Buster (testing) | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash on campaign start | ||||
Description: | When starting a new campaign map, the game crashes to desktop. | ||||
Steps To Reproduce: |
Start launcher, enable essential files, launch game. Go to new game, select campaign, select any campaign, select a campaign scenario, select a scenario bonus. The "cinematic' intro will play and finish, another screen will flash for a split second (I imagine it's a loading screen) and then the game crashes to desktop. |
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Additional Information: |
Thank you so much for this amazing engine! I have tried some other non-campaign modes shortly and it's just absolutely amazing! Getting to play the campaigns would be such a treat once this is fixed! Thanks again for all the hard work put into this and here's to hoping this is an easy fix! Since I know from the wiki and forum posts and reports that campaigns are supposed to work, I took the liberty of setting a higher priority for this since it's a shame that all the work put into campaign support is unreachable due to whatever (hopefully minor) bug is getting in the way. Starting non-campaign singleplayer maps seem to work fine, they take me to the main game screen, I can move around and see the world map, etc. My version is installed from Debian repositories (0.99). |
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Attached Files: |
server_log.txt (2,928) 2018-08-02 20:52 https://bugs.vcmi.eu/file_download.php?file_id=2927&type=bug VCMI_Client_log.txt (108,701) 2018-08-02 20:52 https://bugs.vcmi.eu/file_download.php?file_id=2928&type=bug VCMI_Launcher_log.txt (6,205) 2018-08-02 20:53 https://bugs.vcmi.eu/file_download.php?file_id=2929&type=bug VCMI_Server_log.txt (239,534) 2018-08-02 20:53 https://bugs.vcmi.eu/file_download.php?file_id=2930&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2144 | [VCMI] Mechanics - Objects | minor | always | 2015-03-24 09:03 | 2022-03-28 15:45 |
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Reporter: | john.smith | Platform: | tablet | ||
Assigned To: | OS: | android | |||
Priority: | normal | OS Version: | 4.2.2 | ||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | black market does not work | ||||
Description: | When you click trade nothing happens. | ||||
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2197 | [VCMI] Campaigns | crash | always | 2015-05-29 17:50 | 2022-03-28 15:37 |
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Reporter: | Braisfv | Platform: | android | ||
Assigned To: | OS: | android | |||
Priority: | urgent | OS Version: | 4.4.2 | ||
Status: | resolved | Product Version: | 0.97c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | game crashes when I start a campaign | ||||
Description: | When I start a new campaign the game crashes. I can chose the difficult level and the bonus gane. The moving text appears and the game crashes some seconds after it starts loading. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3201 | [VCMI] AI - Adventure Map | major | sometimes | 2022-03-28 15:09 | 2022-03-28 15:11 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Sometimes AI doesn't appreciate its main hero | ||||
Description: |
Campaign save. AI in the previous move ran into my territory and apparently waited for the delivery of troops. But he forgot about his safety. And for the main hero, safety is very important. Otherwise, the meaning of chains is lost. Need a separate, higher priority security system for the main hero.. Сейв из кампании. ИИ предыдущим ходом выбежал на мою территорию и ждал видимо подвоза войск. Но он забыл про свою безопасность. А для главного героя безопасность очень важна. Иначе теряется смысл цепей. Нужна отдельная, более приоритетная система безопасности для главного героя.. |
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Additional Information: | |||||
Attached Files: |
Saves.rar (1,193,227) 2022-03-28 15:09 https://bugs.vcmi.eu/file_download.php?file_id=3153&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3195 | [VCMI] Other | crash | have not tried | 2022-03-21 15:34 | 2022-03-27 20:07 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Dumps with crashes | ||||
Description: |
Some dumps in which my game crashed https://drive.google.com/drive/u/0/folders/17bA3eFwnka4NBeO1ROTJ3QIWXUTJJLVW [^] |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1801 | [VCMI] GUI - Battles | minor | have not tried | 2014-06-13 20:36 | 2022-03-27 18:47 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | OS: | Ubuntu | |||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.95b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash during battle | ||||
Description: |
I was playing a battle and tried to watch Dragon's info, pressed on him with right mouse button and it freezed a bit, then the game crashed (see screenshot) Backtrace: Warning: not all frames were unloaded from SPELLS [Thread 0x7fffda7fb700 (LWP 32375) exited] [New Thread 0x7fffda7fb700 (LWP 32376)] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffe63ec700 (LWP 7152)] 0x00000000007173ed in CCreatureWindow::init (this=this@entry=0x7fff2d2c7ac0, Stack=Stack@entry=0x7fff689c9480, StackNode=StackNode@entry= 0x7fff368b90e0, HeroOwner=<optimized out>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:434 434 /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp: Нет такого файла или каталога. (gdb) bt #0 0x00000000007173ed in CCreatureWindow::init ( this=this@entry=0x7fff2d2c7ac0, Stack=Stack@entry=0x7fff689c9480, StackNode=StackNode@entry=0x7fff368b90e0, HeroOwner=<optimized out>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:434 #1 0x00000000007187ef in CCreatureWindow::CCreatureWindow ( this=0x7fff2d2c7ac0, stack=..., Type=<optimized out>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:51 0000002 0x000000000071e555 in createCreWindow (s=s@entry=0x7fff368b90e0, lclick=lclick@entry=false) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CCreatureWindow.cpp:917 0000003 0x000000000057e6ec in CClickableHex::clickRight (this=0x7fff368b7ac0, down=..., previousState=<optimized out>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/battle/CBattleInterfaceClasses.cpp:609 0000004 0x000000000058a454 in CGuiHandler::handleEvent ( this=this@entry=0xa39200 <GH>, sEvent=sEvent@entry=0x7fffe63ebd60) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/gui/CGuiHandler.cpp:263 0000005 0x000000000058a68a in CGuiHandler::handleEvents (this=0xa39200 <GH>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/gui/CGuiHandler.cpp:---Type <return> to continue, or q <return> to quit--- 180 0000006 0x00000000006835ad in CPlayerInterface::update (this=<optimized out>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/CPlayerInterface.cpp:1644 0000007 0x0000000000589b71 in CGuiHandler::run (this=0xa39200 <GH>) at /build/buildd/vcmi-0.95+svn3616~ubuntu14.04.1/client/gui/CGuiHandler.cpp:388 0000008 0x00007ffff6a8ca4a in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.54.0 0000009 0x00007ffff686b182 in start_thread (arg=0x7fffe63ec700) at pthread_create.c:312 0000010 0x00007ffff3d8230d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111 (gdb) |
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Additional Information: | |||||
Attached Files: |
vcmi3.png (815,667) 2014-06-13 20:36 https://bugs.vcmi.eu/file_download.php?file_id=1826&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1853 | [VCMI] AI - Adventure Map | minor | have not tried | 2014-07-21 12:57 | 2022-03-27 18:38 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | OS: | Ubuntu | |||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash during AI turn | ||||
Description: |
Вей will try to visit Ученый at (40 26 0) Moving hero Вей to tile 40 26 0 removing object id=953; address=140736690658528; name=Ученый Hero Вей moved from 37 21 0 to 41 25 0. Returning 1. Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffe4cdd700 (LWP 16282)] CBankInfo::minGuards (this=0x7fffc0004110) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/lib/mapObjects/CommonConstructors.cpp:331 331 /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/lib/mapObjects/CommonConstructors.cpp: Нет такого файла или каталога. (gdb) bt #0 CBankInfo::minGuards (this=0x7fffc0004110) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/lib/mapObjects/CommonConstructors.cpp:331 #1 0x00007fffe427f0d4 in FuzzyHelper::estimateBankDanger ( this=0x7fffc51b8610, bank=<optimized out>) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/Fuzzy.cpp:209 0000002 0x00007fffe4276c7b in evaluateDanger (obj=obj@entry=0x7fffd0735e50) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/AIUtility.cpp:311 0000003 0x00007fffe4277add in evaluateDanger (tile=..., visitor=0x7fffd053dab0) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/AIUtility.cpp:230 0000004 0x00007fffe427850d in isSafeToVisit (h=..., tile=...) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/AIUtility.cpp:328 0000005 0x00007fffe41da8ca in VCAI::isGoodForVisit ( this=this@entry=0x7fffd0d8dd28, obj=0x7fffd0735e50, h=...) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:1196 0000006 0x00007fffe41e3e0b in VCAI::getPossibleDestinations ( this=this@entry=0x7fffd0d8dd28, h=...) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:1---Type <return> to continue, or q <return> to quit--- 219 0000007 0x00007fffe41fa55f in VCAI::wander (this=this@entry=0x7fffd0d8dd28, h=...) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:1283 0000008 0x00007fffe41fb464 in VCAI::performTypicalActions ( this=this@entry=0x7fffd0d8dd28) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:2201 0000009 0x00007fffe41fc686 in VCAI::makeTurnInternal ( this=this@entry=0x7fffd0d8dd28) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:761 0000010 0x00007fffe41fd088 in VCAI::makeTurn (this=0x7fffd0d8dd28) at /build/buildd/vcmi-0.96+git20140718.3671~ubuntu14.04.1/AI/VCAI/VCAI.cpp:672 0000011 0x00007ffff6b9da4a in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.54.0 0000012 0x00007ffff697c182 in start_thread (arg=0x7fffe4cdd700) at pthread_create.c:312 0000013 0x00007ffff3e9330d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3057 | [VCMI] Mechanics - Battles | minor | have not tried | 2019-05-10 10:10 | 2022-03-27 18:38 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Race condition with BattleAI and SetStackEffect::applyBattle | ||||
Description: |
Repro: - Run attached map. - Using hero with harpies attack enemy hero with harpies. - Let BattleAI take control over your army too. - Now AI will cast Haste on both harpies. Problem occur when SetStackEffect::applyBattle is received by client and gamestate is patched. For whatever reason both BattleAI and user UI still use old data about stack bonuses by the time Haste effect must already disappear. So AI see on client that speed bonus still here and attempt to move Harpy further than it's actual speed allow. Server obviously don't have race condition here and it's refuse. |
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Additional Information: | |||||
Attached Files: |
arena_srednia.h3m (4,424) 2019-05-10 10:10 https://bugs.vcmi.eu/file_download.php?file_id=3003&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3065 | [VCMI] AI - Battles | minor | always | 2019-05-28 20:23 | 2022-03-27 18:33 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.6 LTS | ||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | battle hangs if no shot left from ballista | ||||
Description: |
ai attacks defended castle by me catapult is destroyed, ai does not want to move creature ai tries to shoot with ballista but ballista has no shots left. infinite loop |
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Steps To Reproduce: |
as red, go into castle. end turn //blue attacks castle as red, magic arrow to destroy the catapult then always defend with tower arrow and golems. ai consumes its ballista shots, then battle hangs when shots left is O |
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Additional Information: |
modules used are hota, preserve, retreat, death valley, whitchiking artifacts |
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Attached Files: |
zzballista.vmap (3,207) 2019-05-28 20:23 https://bugs.vcmi.eu/file_download.php?file_id=3022&type=bug VCMI_Client_log.zip (185,086) 2019-05-28 20:24 https://bugs.vcmi.eu/file_download.php?file_id=3023&type=bug zzbalista2.zip (626,952) 2019-05-30 10:48 https://bugs.vcmi.eu/file_download.php?file_id=3024&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3154 | [VCMI] AI - Battles | minor | have not tried | 2020-10-25 06:49 | 2022-03-27 18:30 |
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Reporter: | jambolo | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Potential race condition locking a weak pointer | ||||
Description: |
There is a potential race condition at lines 52 - 55 in client\battle\CBattleInterface.cpp. <code> if(anim.expired()) return; std::shared_ptr<CCreatureAnimation> animation = anim.lock(); if (animation->isIdle()) </code> Using a shared pointer obtained by locking a weak pointer without checking the result of the lock could result in a crash if the shared pointer has expired before lock() is called. When expired() is called before lock() in a multi-threaded environment, it is possible for the shared pointer to expire between expired() and lock(). The safe method is to check the result of lock(). |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3198 | [VCMI] AI - Adventure Map | text | always | 2022-03-23 19:51 | 2022-03-23 19:51 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Error: You were identified as player X while expecting Y | ||||
Description: |
From time to time, this error occurs in the console. Maybe it's important System message: You were identified as player 4 while expecting 7 System message: You are not allowed to perform this action! |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
You were identified as player 4 while expecting 7.rar (1,280,936) 2022-03-23 19:51 https://bugs.vcmi.eu/file_download.php?file_id=3151&type=bug |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3197 | [VCMI] Other | minor | always | 2022-03-23 10:39 | 2022-03-23 10:39 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Request for testing - autoskip mode | ||||
Description: |
I spend a lot of time testing AI on autoskip and there is a very awkward moment in this mode: when your heroes, your castles, or your troops in garrisons or mines are attacked, you have to manually press OK in order for the game to continue testing. Because of this, the autotest can stop at the most inopportune moment. For example, at night, half an hour after the start. And the whole night is wasted. I would be grateful if someone corrected this function. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3196 | [VCMI] AI - Adventure Map | major | always | 2022-03-23 09:05 | 2022-03-23 10:26 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | high | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Incredibly long yellow player AI turn (Performance Issues ) | ||||
Description: | It is the yellow player who spends his moves incredibly long. At the same time, the processor load is under 100% | ||||
Steps To Reproduce: | |||||
Additional Information: | Nullkiller AI | ||||
Attached Files: |
LongAIturn(50).rar (1,856,701) 2022-03-23 09:05 https://bugs.vcmi.eu/file_download.php?file_id=3150&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3185 | [VCMI] AI - Adventure Map | minor | have not tried | 2021-08-16 12:06 | 2022-03-22 20:24 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bug of a hero with an underground gate. | ||||
Description: |
Герой разведчик попадая во врата подземного мира, не может вернуться назад из-за монстра охраняющего их с той стороны (видимо не использует пробел, а нужно потратить мувпоинты и зайти обратно). Из-за этого более сильный герой не может пробить их. А армию для пробития он почему-то тоже не передает. (рис2 герой, который сидит в подземке) The hero scout, getting into the gates of the underworld, cannot go back because of the monster guarding them from that side (apparently he does not use the space, but you need to spend movepoints and go back). Because of this, a stronger hero cannot penetrate them. And for some reason, he also does not transfer the army to break through. |
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Additional Information: | |||||
Attached Files: |
Vrata.rar (205,831) 2021-08-16 12:06 https://bugs.vcmi.eu/file_download.php?file_id=3133&type=bug рис1.png (31,829) 2021-08-16 12:07 https://bugs.vcmi.eu/file_download.php?file_id=3134&type=bug рис2.png (42,878) 2021-08-16 12:07 https://bugs.vcmi.eu/file_download.php?file_id=3135&type=bug Lacus_probka.rar (235,938) 2021-08-24 16:50 https://bugs.vcmi.eu/file_download.php?file_id=3137&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2393 | [VCMI] AI - Adventure Map | crash | always | 2016-01-21 20:30 | 2022-03-22 20:08 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Another unexpected crash during AI turn | ||||
Description: | This crash is odd. When I reveal FOW and observe AI heroes, one of blue's heroes just stand underground and crashes game. | ||||
Steps To Reproduce: | |||||
Additional Information: | used mod: new spells. | ||||
Attached Files: |
sodcrash.vsgm1 (3,294,627) 2016-01-21 20:30 https://bugs.vcmi.eu/file_download.php?file_id=2441&type=bug sodcrash.vcgm1 (3,299,545) 2016-01-21 20:30 https://bugs.vcmi.eu/file_download.php?file_id=2442&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2579 | [VCMI] GUI - Battles | crash | always | 2016-10-22 18:48 | 2022-03-22 19:56 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Freeze after battle when human players hero with tactics attacked on AI turn | ||||
Description: | No matter how battle finished: retreat, surrender or loss it's will always cause freeze. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
FREEZE_AFTER_BATTLE_ON_AI_TURN.zip (513,991) 2016-10-22 18:50 https://bugs.vcmi.eu/file_download.php?file_id=2618&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2565 | [VCMI] Other | crash | always | 2016-10-19 20:59 | 2022-03-22 19:55 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash on CClient::serialize when save netpack recieved | ||||
Description: |
Sent to me by @Povelitel and sadly I have no idea why it's happening. Keep in mind that save is taken using MXE Windows builds so it's might have weird desyncs and some of them probably might cause issues. |
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Additional Information: | |||||
Attached Files: |
2565_CRASH_ON_SAVE.zip (2,405,636) 2016-10-19 21:00 https://bugs.vcmi.eu/file_download.php?file_id=2609&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2994 | [VCMI] AI - Adventure Map | crash | always | 2018-08-08 09:06 | 2022-03-22 19:42 |
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Reporter: | greg3ll | Platform: | x64 | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Game crashes on AI turn | ||||
Description: | Game crashes on AI turn. | ||||
Steps To Reproduce: |
1. Load attached save 2. click end turn 3. game crash on pink player turn (for me every time). |
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Additional Information: |
I'm using ver 46b4dcf (06-Aug-2018 04:15). Also tryed on ver 2afe36e (05-Aug-2018 05:22) - the same result. MODs: VCMI essential files; i added new screen resolution 1920x1200 (modified from 1920x1080; feel free to publish it if you wish), but it shouldn't gave a problem (files attached). |
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Attached Files: |
Saves.7z (862,532) 2018-08-08 09:06 https://bugs.vcmi.eu/file_download.php?file_id=2936&type=bug logs.7z (138,049) 2018-08-08 09:07 https://bugs.vcmi.eu/file_download.php?file_id=2937&type=bug crashinfo.7z (670,963) 2018-08-08 09:07 https://bugs.vcmi.eu/file_download.php?file_id=2938&type=bug res 1920x1200.7z (73,468) 2018-08-08 09:09 https://bugs.vcmi.eu/file_download.php?file_id=2939&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3033 | [VCMI] AI - Adventure Map | major | always | 2019-02-10 17:43 | 2022-03-22 17:45 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VisitObj construction with invalid instance id | ||||
Description: |
hi guys, got a core #0 0x00007f014727e46f in CGObjectInstance::visitablePos (this=0x0) at /home/mpech2/dl/vcmi/lib/mapObjects/CObjectHandler.cpp:336 336 return pos - getVisitableOffset(); [Current thread is 1 (Thread 0x7f0110ddf700 (LWP 27620))] (gdb) bt #0 0x00007f014727e46f in CGObjectInstance::visitablePos (this=0x0) at /home/mpech2/dl/vcmi/lib/mapObjects/CObjectHandler.cpp:336 #1 0x00007f011130b43c in Goals::VisitObj::VisitObj (this=0x7f0110ddd850, Objid=3879) at /home/mpech2/dl/vcmi/AI/VCAI/Goals/VisitObj.cpp:96 0000002 0x00007f01112f9743 in Goals::Win::whatToDoToAchieve (this=0x7f010213ce00) at /home/mpech2/dl/vcmi/AI/VCAI/Goals/Win.cpp:70 0000003 0x00007f01113441ad in VCAI::decomposeGoal (this=0x7f0102354d60, ultimateGoal=...) at /home/mpech2/dl/vcmi/AI/VCAI/VCAI.cpp:2416 0000004 0x00007f0111335f99 in VCAI::mainLoop (this=0x7f0102354d60) at /home/mpech2/dl/vcmi/AI/VCAI/VCAI.cpp:878 0000005 0x00007f011133537c in VCAI::makeTurn (this=0x7f0102354d60) at /home/mpech2/dl/vcmi/AI/VCAI/VCAI.cpp:806 0000006 0x00007f01113e8c45 in boost::_mfi::mf0<void, VCAI>::operator() (this=0x7f00fc261d08, p=0x7f0102354d60) at /usr/include/boost/bind/mem_fn_template.hpp:49 0000007 0x00007f01113e8ba8 in boost::_bi::list1<boost::_bi::value<VCAI*> >::operator()<boost::_mfi::mf0<void, VCAI>, boost::_bi::list0> ( this=0x7f00fc261d18, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253 0000008 0x00007f01113e86e4 in boost::_bi::bind_t<void, boost::_mfi::mf0<void, VCAI>, boost::_bi::list1<boost::_bi::value<VCAI*> > >::operator() ( this=0x7f00fc261d08) at /usr/include/boost/bind/bind.hpp:893 0000009 0x00007f01113e7dc4 in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, VCAI>, boost::_bi::list1<boost::_bi::value<VCAI*> > > >::run (this=0x7f00fc261b50) at /usr/include/boost/thread/detail/thread.hpp:116 0000010 0x00007f01460095d5 in ?? () from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.58.0 0000011 0x00007f0145ddf6ba in start_thread (arg=0x7f0110ddf700) at pthread_create.c:333 0000012 0x00007f014297f41d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:109 also got some console.log Cannot get object with id 3879. Object was removed |
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Steps To Reproduce: |
load map. as red, just end your turn. will crash when orange player plays |
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Additional Information: |
I tried below diff (taking exemple from fulfillsMe) just so that I can continue playing.. It seems orange player can then kill Solmyr and end the game. I think there is another slight bug since victory is announced to be red although orange it is orange who fulfilled conditions victory (but purpose of this ticket is rather the crash) --- a/AI/VCAI/Goals/VisitObj.cpp +++ b/AI/VCAI/Goals/VisitObj.cpp @@ -93,7 +93,10 @@ TSubgoal VisitObj::whatToDoToAchieve() VisitObj::VisitObj(int Objid) : CGoal(VISIT_OBJ) { objid = Objid; - tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos(); + auto obj = ai->myCb->getObjInstance(ObjectInstanceID(objid)); + if(obj){ + tile = obj->visitablePos(); + } priority = 3; } |
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Attached Files: |
sat.zip (1,399,210) 2019-02-10 17:43 https://bugs.vcmi.eu/file_download.php?file_id=2981&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3034 | [VCMI] AI - Adventure Map | minor | always | 2019-02-11 10:26 | 2022-03-22 17:44 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | endless loop when doing AI does a trade | ||||
Description: |
hi guys, got an infinite loop when ai(red) doing a trade Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post Cannot evaluate goal TRADE 40 of wood at Trading Post ... |
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Steps To Reproduce: |
load game end turn look at red player going on the market "trying" to trade then red does not end its turn |
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Additional Information: |
by dumbly commentating (from b/AI/VCAI/Goals/CollectRes.cpp) - return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately + std::cout<<"new trade"<<resID<<":"<< value<<":"<< objid<<":"<<howManyCanWeBuy<<std::endl; + //return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately red can end its turn. |
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Attached Files: |
sun.zip (2,423,740) 2019-02-11 10:26 https://bugs.vcmi.eu/file_download.php?file_id=2982&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2624 | [VCMI] AI - Adventure Map | crash | always | 2016-11-29 18:25 | 2022-03-22 17:39 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | reopened | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash turn AI | ||||
Description: |
second save continue1 _CSTD memmove(_Dest_ch, _First_ch, _Count); > [Внедренный фрейм] VCMI_lib.dll!std::_Copy_memmove(ConstTransitivePtr<CGDwelling> *)Строка 2380 C++ Символы загружены. [Внедренный фрейм] VCMI_lib.dll!std::_Move_unchecked1(ConstTransitivePtr<CGDwelling> *)Строка 2709 C++ Символы загружены. [Внедренный фрейм] VCMI_lib.dll!std::_Move_unchecked(ConstTransitivePtr<CGDwelling> * _First, ConstTransitivePtr<CGDwelling> *)Строка 2718 C++ Символы загружены. [Внедренный фрейм] VCMI_lib.dll!std::vector<ConstTransitivePtr<CGDwelling>,std::allocator<ConstTransitivePtr<CGDwelling> > >::erase(std::_Vector_const_iterator<std::_Vector_val<std::_Simple_types<ConstTransitivePtr<CGDwelling> > > >)Строка 1618 C++ Символы загружены. VCMI_lib.dll!CGDwelling::setPropertyDer(unsigned char what, unsigned int val)Строка 166 C++ Символы загружены. VCMI_lib.dll!CGObjectInstance::setProperty(unsigned char what, unsigned int val)Строка 223 C++ Символы загружены. VCMI_lib.dll!SetObjectProperty::applyGs(CGameState * gs)Строка 1183 C++ Символы загружены. VCMI_lib.dll!CApplyOnGS<SetObjectProperty>::applyOnGS(CGameState * gs, void * pack)Строка 63 C++ Символы загружены. VCMI_lib.dll!CGameState::apply(CPack * pack)Строка 1958 C++ Символы загружены. VCMI_client.exe!CClient::handlePack(CPack * pack)Строка 686 C++ Символы загружены. VCMI_client.exe!CClient::run()Строка 190 C++ Символы загружены. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
purpure_crash.7z (777,683) 2016-11-29 18:25 https://bugs.vcmi.eu/file_download.php?file_id=2663&type=bug Continue1.rar (1,979,571) 2018-01-15 12:13 https://bugs.vcmi.eu/file_download.php?file_id=2835&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2605 | [VCMI] Mechanics - Adventure Map | major | always | 2016-11-14 18:42 | 2022-03-21 18:42 |
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Reporter: | exfizik | Platform: | Linux 64 bit | ||
Assigned To: | Nullkiller | OS: | OpenSuse | ||
Priority: | normal | OS Version: | Tumbleweed | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Freeze between heroes | ||||
Description: |
When I end my turn, the game crashes. The console says: Cannot get object with id 5342. Object is not visible. Cannot get object with id 5342. Object is not visible. read: Connection reset by peer Ended handling connection Segmentation fault (core dumped) write: Broken pipe Not sure if that's the reason, but I see that AI has a hero with the same name as one of mine (Calid). I'm attaching the log files and the save file. P.S. on a related not, I encounter a lot of errors like this: read: Connection reset by peer Ended handling connection Segmentation fault (core dumped) write: Broken pip In a previous game it would always happen when I used Town Portal spell, and once happened when I used Armageddon. Although, I suspect the error is not about these spells in particular... Not sure where to dig for this one, but it's certainly annoying. |
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Steps To Reproduce: | Load the save file, end turn. | ||||
Additional Information: |
I tried both 0.99 release and the git head. The errors are the same. |
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System Description | |||||
Attached Files: |
vcmi.zip (1,265,047) 2016-11-14 18:42 https://bugs.vcmi.eu/file_download.php?file_id=2646&type=bug Selection_001.png (97,951) 2016-11-14 20:31 https://bugs.vcmi.eu/file_download.php?file_id=2647&type=bug 2jenovas.vcgm1 (4,278,047) 2017-10-09 19:27 https://bugs.vcmi.eu/file_download.php?file_id=2791&type=bug 2jenovasLogs.zip (143,050) 2017-10-09 19:27 https://bugs.vcmi.eu/file_download.php?file_id=2792&type=bug 2jenovas.vsgm1 (4,283,831) 2017-10-09 19:27 https://bugs.vcmi.eu/file_download.php?file_id=2793&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3186 | [VCMI] AI - Adventure Map | major | always | 2021-08-22 13:28 | 2022-03-21 18:41 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Freeze blue AI Nullkiller | ||||
Description: | Нужно просто нажать хода и он зависнет. | ||||
Steps To Reproduce: | |||||
Additional Information: | 41b43c666b3abc6f0b8c89f5c886b9b34fc6fea5 | ||||
Attached Files: |
Freeze.rar (2,216,228) 2021-08-22 13:28 https://bugs.vcmi.eu/file_download.php?file_id=3136&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1795 | [VCMI] GUI - Adventure Map | major | always | 2014-06-03 05:08 | 2022-03-21 18:31 |
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Reporter: | o01eg | Platform: | AMD64 | ||
Assigned To: | Nullkiller | OS: | Linux | ||
Priority: | normal | OS Version: | Gentoo | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Client aborts execution at moving. | ||||
Description: |
Cannot move the hero from the castle. Rev a94b7e at develop. |
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Steps To Reproduce: |
1. Load game. 2. Move Hero outside town. |
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Additional Information: |
Program received signal SIGABRT, Aborted. [Switching to Thread 0x7fffd65c1700 (LWP 19629)] sh: line 1: 19627 Аварийный останов (core dumped) /mnt/anythings/games/vcmi/bin/vcmiserver --port=3030 > /home/o01eg/.cache/vcmi/server_log.txt 0x00007ffff164a535 in raise () from /lib64/libc.so.6 (gdb) bt full #0 0x00007ffff164a535 in raise () from /lib64/libc.so.6 No symbol table info available. #1 0x00007ffff164b9b8 in abort () from /lib64/libc.so.6 No symbol table info available. 0000002 0x00007ffff16435f2 in __assert_fail_base () from /lib64/libc.so.6 No symbol table info available. 0000003 0x00007ffff16436a2 in __assert_fail () from /lib64/libc.so.6 No symbol table info available. 0000004 0x00007ffff7046688 in CGTownInstance::setVisitingHero (this=0x7fffc8b0d360, h=0x0) at /mnt/anythings/game.src/vcmi/lib/CObjectHandler.cpp:2778 __PRETTY_FUNCTION__ = "void CGTownInstance::setVisitingHero(CGHeroInstance*)" 0000005 0x00007ffff70b17d8 in HeroVisitCastle::applyGs (this=0x7fffcc9e9a10, gs=0x7fffc8a6cfa0) at /mnt/anythings/game.src/vcmi/lib/NetPacksLib.cpp:130 h = 0x7fffc8b0b3b0 t = 0x7fffc8b0d360 0000006 0x00007ffff6fdc396 in CApplyOnGS<HeroVisitCastle>::applyOnGS (this=0x7fffc877afe0, gs=0x7fffc8a6cfa0, pack=0x7fffcc9e9a10) at /mnt/anythings/game.src/vcmi/lib/CGameState.cpp:71 ptr = 0x7fffcc9e9a10 lock = {m = 0x7fffc8a73690, is_locked = true} 0000007 0x00007ffff6f13e3c in CGameState::apply (this=0x7fffc8a6cfa0, pack=0x7fffcc9e9a10) at /mnt/anythings/game.src/vcmi/lib/CGameState.cpp:2181 typ = 94 0000008 0x0000000000e4a656 in CClient::handlePack (this=0x7fffc8768550, pack=0x7fffcc9e9a10) at /mnt/anythings/game.src/vcmi/client/Client.cpp:532 guiLock = {m = 0x161e680, is_locked = true} apply = 0x7fffc8768ea0 0000009 0x0000000000e47bf5 in CClient::run (this=0x7fffc8768550) at /mnt/anythings/game.src/vcmi/client/Client.cpp:171 pack = 0x7fffcc9e9a10 0000010 0x0000000000f7007d in boost::_mfi::mf0<void, CClient>::operator() (this=0x7fffc8eaa488, p=0x7fffc8768550) at /usr/include/boost/bind/mem_fn_template.hpp:49 No locals. 0000011 0x0000000000f6f85c in boost::_bi::list1<boost::_bi::value<CClient*> >::operator()<boost::_mfi::mf0<void, CClient>, boost::_bi::list0> ( this=0x7fffc8eaa498, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253 No locals. 0000012 0x0000000000f6efaf in boost::_bi::bind_t<void, boost::_mfi::mf0<void, CClient>, boost::_bi::list1<boost::_bi::value<CClient*> > >::operator() ( this=0x7fffc8eaa488) at /usr/include/boost/bind/bind_template.hpp:20 a = {<No data fields>} 0000013 0x0000000000f6e390 in boost::detail::thread_data<boost::_bi::bind_t<void, boost::_mfi::mf0<void, CClient>, boost::_bi::list1<boost::_bi::value<CClient*> > > >::run (this=0x7fffc8eaa2d0) at /usr/include/boost/thread/detail/thread.hpp:117 No locals. 0000014 0x00007ffff52c46c4 in ?? () from /usr/lib64/libboost_thread.so.1.53.0 No symbol table info available. 0000015 0x00007ffff4862f3a in start_thread () from /lib64/libpthread.so.0 No symbol table info available. 0000016 0x00007ffff16ffc3d in clone () from /lib64/libc.so.6 No symbol table info available. (gdb) f 4 0000004 0x00007ffff7046688 in CGTownInstance::setVisitingHero (this=0x7fffc8b0d360, h=0x0) at /mnt/anythings/game.src/vcmi/lib/CObjectHandler.cpp:2778 2778 assert(!!visitingHero == !h); (gdb) p visitingHero $1 = {ptr = 0x0} (gdb) p h $2 = (CGHeroInstance *) 0x0 |
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Attached Files: |
1.zip (462,022) 2014-06-03 05:08 https://bugs.vcmi.eu/file_download.php?file_id=1823&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2023 | [VCMI] AI - Battles | major | have not tried | 2015-01-02 19:15 | 2022-03-21 18:30 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Nullkiller | OS: | Ubuntu | ||
Priority: | high | OS Version: | 14.10 | ||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash during battle | ||||
Description: |
Crash during battle. vcmi marked 0.97c by Warmonger Stacktrace: FIXME: battleGetFightingHero wrong argument! FIXME: battleGetFightingHero wrong argument! [Thread 0x7fffdac4a700 (LWP 14342) exited] Created movement start anim for Thunderbirds Created movement anim for Thunderbirds Created movement end anim for Thunderbirds Created melee attack anim for Thunderbirds Created defence anim for Orc Chieftains Created melee attack anim for Orc Chieftains Created defence anim for Thunderbirds [New Thread 0x7fffdac4a700 (LWP 14343)] FIXME battleGetPossibleTargets doesn't work with target type 3 FIXME: battleGetFightingHero wrong argument! [Thread 0x7fffdac4a700 (LWP 14343) exited] Created melee attack anim for Ancient Behemoths Created defence anim for Ogre Program received signal SIGSEGV, Segmentation fault. 0x00007fffc6474630 in ?? () (gdb) bt #0 0x00007fffc6474630 in ?? () #1 0x00000000004860d5 in operator() (this=0x6067ed0) at /usr/include/c++/4.9/functional:2439 0000002 operator()<> (this=0x7fffffff74c0) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/../../lib/FunctionList.h:62 0000003 CCreatureAnimation::endAnimation (this=this@entry=0x7fffcf9e6e20) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CCreatureAnimation.cpp:208 0000004 0x000000000048650a in CCreatureAnimation::incrementFrame ( this=0x7fffcf9e6e20, timePassed=timePassed@entry=0,0209999997) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CCreatureAnimation.cpp:224 0000005 0x000000000045f714 in CBattleInterface::showStacks ( this=this@entry=0x7fffc4f63900, to=to@entry=0xd370a0, stacks=std::vector of length 1, capacity 1 = {...}) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3347 0000006 0x00000000004609b9 in CBattleInterface::showAliveStacks ( this=0x7fffc4f63900, to=0xd370a0, stacks=std::vector of length 1, capacity 1 = {...}) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3310 ---Type <return> to continue, or q <return> to quit--- 0000007 0x00000000004699b2 in CBattleInterface::<lambda(BattleObjectsByHex::HexData&)>::operator()(BattleObjectsByHex::HexData &) const ( __closure=__closure@entry=0x7fffffff76f0, hex=...) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3239 0000008 0x0000000000469c65 in CBattleInterface::showBattlefieldObjects ( this=this@entry=0x7fffc4f63900, to=to@entry=0xd370a0) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3263 0000009 0x000000000046e7b0 in CBattleInterface::show (this=0x7fffc4f63900, to=0xd370a0) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/battle/CBattleInterface.cpp:3032 0000010 0x00000000005e69f2 in CPlayerInterface::update (this=<optimized out>) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CPlayerInterface.cpp:1600 0000011 0x0000000000492711 in operator() (__closure=<optimized out>, target=<optimized out>) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/gui/CGuiHandler.cpp:417 0000012 std::_Function_handler<void(IUpdateable*), CGuiHandler::renderFrame()::<lambda(IUpdateable*)> >::_M_invoke(const std::_Any_data &, IUpdateable *) ( __functor=..., __args#0=<optimized out>) ---Type <return> to continue, or q <return> to quit--- at /usr/include/c++/4.9/functional:2039 0000013 0x00000000005e9d35 in operator() (__args#0=0x7fffc483e720, this=0x7fffffffd150) at /usr/include/c++/4.9/functional:2439 0000014 CPlayerInterface::runLocked(std::function<void (IUpdateable*)>) ( this=<optimized out>, functor=...) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CPlayerInterface.cpp:1634 0000015 0x00000000004931b1 in CGuiHandler::renderFrame ( this=this@entry=0x93dc40 <GH>) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/gui/CGuiHandler.cpp:431 0000016 0x0000000000440a15 in mainLoop () at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CMT.cpp:1197 0000017 main (argc=<optimized out>, argv=0x7fffffffde98) at /build/buildd/vcmi-0.97+git20141227.3838~ubuntu14.10.1/client/CMT.cpp:485 (gdb) |
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Additional Information: | |||||
Attached Files: |
Снимок экрана от 2015-01-02 22:08:30.png (910,633) 2015-01-02 19:15 https://bugs.vcmi.eu/file_download.php?file_id=2058&type=bug Saves.zip (1,219,921) 2015-01-03 23:18 https://bugs.vcmi.eu/file_download.php?file_id=2060&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1786 | [VCMI] AI - Battles | major | always | 2014-05-03 19:48 | 2022-03-21 18:27 |
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Reporter: | KroArtem | Platform: | x86_64 | ||
Assigned To: | Nullkiller | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 13.10 | ||
Status: | assigned | Product Version: | 0.95 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCMI crashed during AI's turn [2] | ||||
Description: |
I've had this crash during AI's turn: Сила отряда: Бессильный Hero Лорд Аларис moved from 31 13 0 to 30 12 0. Returning 0. Hero Лорд Аларис apparently used all MPs (0 left) Looking into Октавия, MP=1560 Of all 1 destinations, object oid=944 seems nice Октавия will try to visit Магический источник (Не посещено) at (46 14 0) Moving hero Октавия to tile 46 14 0 Hero Октавия moved from 37 12 0 to 46 14 0. Returning 1. Looking into Вей, MP=1630 const TerrainTile* CGameInfoCallback::getTile(int3, bool) const: 47 15 1 is not visible! std::vector<const CGObjectInstance*> CGameInfoCallback::getVisitableObjs(int3, bool) const: 47 15 1 is not visible! Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffe1a4e700 (LWP 27835)] CGPathNode::reachable (this=0x0) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/lib/CGameState.cpp:2923 2923 /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/lib/CGameState.cpp: Нет такого файла или каталога. (gdb) bt #0 CGPathNode::reachable (this=0x0) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/lib/CGameState.cpp:2923 #1 0x00007fffe2c9dee5 in VCAI::isAccessibleForHero ( this=this@entry=0x7fffbe3ed668, pos=..., h=..., includeAllies=includeAllies@entry=false) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1627 0000002 0x00007fffe2c9fa75 in VCAI::isGoodForVisit ( this=this@entry=0x7fffbe3ed668, obj=0x7fffbc7f5940, h=...) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1188 0000003 0x00007fffe2ca9132 in VCAI::getPossibleDestinations ( this=this@entry=0x7fffbe3ed668, h=...) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1215 0000004 0x00007fffe2cbf39f in VCAI::wander (this=this@entry=0x7fffbe3ed668, h=...) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:1279 0000005 0x00007fffe2cc02c4 in VCAI::performTypicalActions ( this=this@entry=0x7fffbe3ed668) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:2195 0000006 0x00007fffe2cc14d7 in VCAI::makeTurnInternal ( this=this@entry=0x7fffbe3ed668) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:757 0000007 0x00007fffe2cc1eec in VCAI::makeTurn (this=0x7fffbe3ed668) at /build/buildd/vcmi-0.95+svn3538~ubuntu13.10.1/AI/VCAI/VCAI.cpp:668 0000008 0x00007ffff6a9794a in ?? () ---Type <return> to continue, or q <return> to quit--- from /usr/lib/x86_64-linux-gnu/libboost_thread.so.1.53.0 0000009 0x00007ffff6876f6e in start_thread (arg=0x7fffe1a4e700) at pthread_create.c:311 0000010 0x00007ffff3d6a9cd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:113 (gdb) |
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Steps To Reproduce: | |||||
Additional Information: | Nothing interesting in server and client log files. | ||||
Attached Files: |
Saves.zip (1,310,377) 2014-05-03 19:48 https://bugs.vcmi.eu/file_download.php?file_id=1809&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2375 | [VCMI] AI - Adventure Map | crash | random | 2016-01-14 20:01 | 2022-03-21 18:01 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash during AI turn | ||||
Description: | During AI turn, after AI's victourious battle, there's random crash. | ||||
Steps To Reproduce: | |||||
Additional Information: | Used mods: Forgotten Tales (Bastion) and Axolotl Creature Pack. | ||||
Attached Files: |
Autosave_4.vcgm1 (2,872,611) 2016-01-15 06:30 https://bugs.vcmi.eu/file_download.php?file_id=2423&type=bug Autosave_4.vsgm1 (2,866,015) 2016-01-15 06:31 https://bugs.vcmi.eu/file_download.php?file_id=2424&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1261 | [VCMI] Campaigns | trivial | always | 2013-04-25 20:47 | 2022-03-21 16:43 |
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Reporter: | Myau | Platform: | PC | ||
Assigned To: | Tow | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 12.10 | ||
Status: | resolved | Product Version: | 0.92 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Campaign saves cannot be loaded | ||||
Description: | The "load campaign save" button in the main menu doesn't work, so campaign saves cannot be loaded at at all. However, saves seem to work well | ||||
Steps To Reproduce: | Just try pressing "load game"->"campaign" in the main menu | ||||
Additional Information: | Hope it's just a minor bug of the interface | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3191 | [VCMI] AI - Adventure Map | crash | always | 2022-03-07 15:56 | 2022-03-21 15:20 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | Nullkiller | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash this turn Nullkiller AI | ||||
Description: |
The accident occurs after the battle in the city. And the disappearance of the tan player. I specifically added a cheat code for more troops so as not to fight manually Авария происходит после битвы в городе. И исчезновения коричневого игрока. Я специально добавил чит кодом побольше войск, чтобы не драться вручную |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
crash_after_battle.rar (1,009,483) 2022-03-07 15:56 https://bugs.vcmi.eu/file_download.php?file_id=3141&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2566 | [VCMI] AI - Adventure Map | crash | always | 2016-10-19 21:05 | 2022-03-18 19:57 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash on AI turn during hero movement without backtrace | ||||
Description: | Another report of @povelitel that reproduced fine on Linux as well. Occur probably during AI hero movement and for whatever reason (it's can be due to fact I using ubstable Clang 4.0 with not that new GDB) leave me without proper backtrace. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2566.zip (4,278,007) 2016-10-19 21:07 https://bugs.vcmi.eu/file_download.php?file_id=2610&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1066 | [VCMI] Mechanics - Adventure Map | crash | always | 2012-09-01 23:50 | 2022-03-18 19:50 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Pressing arrow key to move hero until he/she meets an object to pick may lead to freeze | ||||
Description: |
See screenshot & attached (forced) crashdump. To reproduce, take Sir Mullich in the map from 0001063 and press the Up Arrow to move. It will pick the artifact just above but afterwards, once he has to move first before getting to the next, holding Up Arrow for continuous move will lead to freeze when he gets to the artifact. You will have to minimize the client window and restore in order to get the pop-up message we get when we pick the artifact, but that doesn't help much as the game is still frozen. I tried to fiddle further with alt+tab, minimize+restore, L-/R-clicks, but the only result is what you see in the screenshot (client got an extra translucent blur on top). |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2012-09-02_KBmove&pickFreeze.jpg (141,474) 2012-09-01 23:50 https://bugs.vcmi.eu/file_download.php?file_id=1057&type=bug 2012-09-02_KBmove&pickFreeze.7z (138,490) 2012-09-01 23:51 https://bugs.vcmi.eu/file_download.php?file_id=1058&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3038 | [VCMI] AI - Adventure Map | minor | always | 2019-02-15 10:05 | 2022-03-18 16:16 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | core in FuzzyHelper::evaluateDanger | ||||
Description: |
hi guys, from commit (5f87c98) no problem from commit (6165954): core modules are death valley, preserve and retreat #0 FuzzyHelper::evaluateDanger (this=this@entry=0x7f58a12e0c50, obj=obj@entry=0x7f58b2d9c8b0) at /home/mpech2/dl/vcmi/AI/VCAI/FuzzyHelper.cpp:288 288 cb->getTownInfo(obj, iat); [Current thread is 1 (Thread 0x7f58bcdc0700 (LWP 12907))] (gdb) bt #0 FuzzyHelper::evaluateDanger (this=this@entry=0x7f58a12e0c50, obj=obj@entry=0x7f58b2d9c8b0) at /home/mpech2/dl/vcmi/AI/VCAI/FuzzyHelper.cpp:288 #1 0x00007f58cce4efc6 in FuzzyHelper::evaluateDanger (this=0x7f58a12e0c50, tile=..., visitor=0x7f58b1f13ea0, cb=0x7f58a14514a0) at /home/mpech2/dl/vcmi/AI/VCAI/FuzzyHelper.cpp:234 0000002 0x00007f58cce30739 in AINodeStorage::evaluateDanger (tile=..., this=<optimized out>) at /home/mpech2/dl/vcmi/AI/VCAI/Pathfinding/Rules/../AINodeStorage.h:118 0000003 AIPathfinding::AIMovementAfterDestinationRule::process (this=<optimized out>, source=..., destination=..., pathfinderConfig=<optimized out>, pathfinderHelper=<optimized out>) at /home/mpech2/dl/vcmi/AI/VCAI/Pathfinding/Rules/AIMovementAfterDestinationRule.cpp:124 0000004 0x00007f58f691ed8b in CPathfinder::calculatePaths (this=this@entry=0x7f58bcdbf8c0) at /home/mpech2/dl/vcmi/lib/CPathfinder.cpp:364 0000005 0x00007f58f68c88d2 in CGameState::calculatePaths (this=<optimized out>, config=..., hero=<optimized out>) at /home/mpech2/dl/vcmi/lib/CGameState.cpp:1980 |
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Steps To Reproduce: |
load game, end turn crashes during ai turn |
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Additional Information: |
Not sure about fuzzyHelper:: extern boost::thread_specific_ptr<CCallback> cb; (could not find where cb variable would be written) however at some point this variable is accessed instead of the one provided as argument (from AINodeStorage) not sure sure if diff below is acceptable but somehow it solves the core for me (removed AIUtility::compareDanger since not used along the way) From 4fb2a68069de26edc18b54ea71a2ea3b4ab325ff Mon Sep 17 00:00:00 2001 From: mpech <xx> Date: Fri, 15 Feb 2019 10:47:30 +0100 Subject: [PATCH] fix core --- AI/VCAI/AIUtility.cpp | 6 ------ AI/VCAI/FuzzyHelper.cpp | 8 ++++---- AI/VCAI/FuzzyHelper.h | 2 +- 3 files changed, 5 insertions(+), 11 deletions(-) diff --git a/AI/VCAI/AIUtility.cpp b/AI/VCAI/AIUtility.cpp index 7881893..efe6949 100644 --- a/AI/VCAI/AIUtility.cpp +++ b/AI/VCAI/AIUtility.cpp @@ -194,12 +194,6 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns return ln->cost < rn->cost; } - -bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs) -{ - return fh->evaluateDanger(lhs) < fh->evaluateDanger(rhs); -} - bool isSafeToVisit(HeroPtr h, crint3 tile) { return isSafeToVisit(h, fh->evaluateDanger(tile, h.get())); diff --git a/AI/VCAI/FuzzyHelper.cpp b/AI/VCAI/FuzzyHelper.cpp index 288b435..0f5ef54 100644 --- a/AI/VCAI/FuzzyHelper.cpp +++ b/AI/VCAI/FuzzyHelper.cpp @@ -231,7 +231,7 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects)) { - objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled + objectDanger = evaluateDanger(dangerousObject, cb); //unguarded objects can also be dangerous or unhandled if(objectDanger) { //TODO: don't downcast objects AI shouldn't know about! @@ -251,7 +251,7 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co auto guards = cb->getGuardingCreatures(it->second->visitablePos()); for(auto cre : guards) { - vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); + vstd::amax(guardDanger, evaluateDanger(cre, cb) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); } } } @@ -260,14 +260,14 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co auto guards = cb->getGuardingCreatures(tile); for(auto cre : guards) { - vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around + vstd::amax(guardDanger, evaluateDanger(cre, cb) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around } //TODO mozna odwiedzic blockvis nie ruszajac straznika return std::max(objectDanger, guardDanger); } -ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj) +ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback * cb) { if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat return 0; diff --git a/AI/VCAI/FuzzyHelper.h b/AI/VCAI/FuzzyHelper.h index 679c4f6..8826817 100644 --- a/AI/VCAI/FuzzyHelper.h +++ b/AI/VCAI/FuzzyHelper.h @@ -43,7 +43,7 @@ public: Goals::TSubgoal chooseSolution(Goals::TGoalVec vec); //std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec); - ui64 evaluateDanger(const CGObjectInstance * obj); + ui64 evaluateDanger(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback * _cb); ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb); ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor); }; -- 2.7.4 |
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Attached Files: |
sun2.zip (2,014,265) 2019-02-15 10:05 https://bugs.vcmi.eu/file_download.php?file_id=2986&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2519 | [VCMI] Mechanics - Town structures | tweak | always | 2016-09-25 20:19 | 2022-03-18 13:42 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | The hero does not receive messages in the new week about the stable if he sleeps in the city | ||||
Description: | The hero sleeping in the city does not receive messages on the new week. But he gets movepoints. Even if you do not activate the city menu. But it will be correct if he receives movepoints exactly when he opens the city menu | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
stable.png (88,297) 2022-03-17 12:41 https://bugs.vcmi.eu/file_download.php?file_id=3144&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3182 | [VCMI] Mods | feature | always | 2021-06-27 00:15 | 2022-03-18 12:23 |
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Reporter: | NokturnL | Platform: | Mobile | ||
Assigned To: | OS: | Android | |||
Priority: | normal | OS Version: | 11 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Cannot complete town buildings | ||||
Description: | In Highlands castle the observation deck cannot be completed causing the rest of the castle un-buildable. Massages good cannot be built. Problem is the observation deck takes up 3 slots and is self requiring. | ||||
Steps To Reproduce: |
Start New games Reinstalled entire game Added mods Removed mods Added one by one. |
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Additional Information: | |||||
Attached Files: |
Screenshot_20210627-100924.png (2,860,810) 2021-06-27 00:15 https://bugs.vcmi.eu/file_download.php?file_id=3129&type=bug Screenshot_20210627-100912.png (2,715,391) 2021-06-27 05:48 https://bugs.vcmi.eu/file_download.php?file_id=3130&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2943 | [VCMI] Mechanics - Battles | minor | always | 2018-03-31 23:09 | 2022-03-18 12:14 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Land mines do not explode | ||||
Description: | When casting the land mines spell in battle, the mines appear but enemy creatures can walk right over them without triggering them (no animation, no damage, mine remains). | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2855 | [VCMI] Mechanics - Battles | minor | always | 2018-01-12 17:22 | 2022-03-18 08:57 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Counterspells should dispel relevant spells | ||||
Description: |
Casting Speed on slowed unit should additionally dispel Slow spell casted on that unit Same should be with: Slow dispel Speed Bless dispel Curse Curse dispel Bless |
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Additional Information: | |||||
System Description | |||||
Attached Files: |
b_srednie.h3m (4,424) 2018-01-13 21:40 https://bugs.vcmi.eu/file_download.php?file_id=2834&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2374 | [VCMI] AI - Adventure Map | minor | always | 2016-01-13 22:07 | 2022-03-17 10:45 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VisitHero::fulfillsMe goal check used after battle with killed hero | ||||
Description: | Crash happens after Aislinn (green player) and Piquedram (tan player) battle. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Saves.7z (784,625) 2016-01-13 22:07 https://bugs.vcmi.eu/file_download.php?file_id=2422&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3031 | [VCMI] Other | crash | have not tried | 2019-01-05 22:06 | 2022-03-17 10:01 |
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Reporter: | alex | Platform: | Mac | ||
Assigned To: | OS: | macOS Mojave | |||
Priority: | normal | OS Version: | 10.14.2 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | hang on victory | ||||
Description: | game hangs when the map is won | ||||
Steps To Reproduce: | load the last autosave and complete the game | ||||
Additional Information: | |||||
Attached Files: |
Autosave_4.vcgm1 (3,905,814) 2019-01-05 22:06 https://bugs.vcmi.eu/file_download.php?file_id=2975&type=bug Autosave_4.vsgm1 (3,909,073) 2019-01-05 22:08 https://bugs.vcmi.eu/file_download.php?file_id=2976&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2202 | [VCMI] Campaigns | crash | always | 2015-05-30 11:06 | 2022-03-17 09:54 |
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Reporter: | Omeganian | Platform: | PC | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | low | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | A crash when trying to proceed to the next Campaign map | ||||
Description: | After finishing the "after the amulet" map, the game crashes when trying to start the next map. | ||||
Steps To Reproduce: | |||||
Additional Information: | It seems to be a matter of heroes garrisoning the towns (when I remove all of them from the top rows, it proceeds as normal). Still, annoying. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2370 | [VCMI] Mechanics - Other | feature | N/A | 2016-01-10 16:28 | 2022-03-17 09:14 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | high | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing feature - AI resource bonus | ||||
Description: |
As it's known AI in H3 with high difficulty have resource bonus on each day and we're missing this feature. According to FizMiG (sadly in russian only) bonuses are: 80% difficulty: - Gold income: -25% 160% difficulty: - Gold: +25% - Wood and ore: +39% - Other: +14% 200% difficulty: - Gold: +50% - Wood and ore: +53% - Other: +28% ... Straight translation from FizMiG about how it's implemented in H3: - Multiplier % is applied on total weekly income of certain resource. - Bonus is spreaded over week so AI get portion of bonus every day. - Still bonus calculated every day so if income change bonus is changed too. - If AI player don't have any income there is no bonus. Here is example given: - Difficulty is 200% - Weekly income of wood of AI player is 34. - Total bonus over week going to be 18. It's said that daily bonus is rounded up, but not explained how exactly it's rounded. |
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Steps To Reproduce: |
1 - Choose uploaded testing map and start it in single player 2 - Set difficulty to 200% 3 - Set both AI and and hero starting bonus to artifact (so starting resource bonus don't apply) 4 - Start, skip turns 5 - Now save and load it as hotseat to see total resource income. |
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Additional Information: |
I just did basic testing just to confirm there is bonuses, but I didn't attempted to check exact formula. Results from my testing map that compensate human player for 200% difficulty: Daily income: 2, 1, 2, 1, 1, 1, 1500 Start resources: 15, 7, 15, 7, 7, 7, 10000 Week 2, day 1 human: 29, 14, 29, 14, 14, 14, 20500 Week 2, day 1 AI: 36, 16, 35, 16, 16, 16, 25750 |
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Attached Files: |
SXX_Resource_test_v1.h3m (1,689) 2016-01-10 16:28 https://bugs.vcmi.eu/file_download.php?file_id=2417&type=bug ______________________.png (194,561) 2022-03-17 09:14 https://bugs.vcmi.eu/file_download.php?file_id=3143&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2974 | [VCMI] Multiplayer | major | always | 2018-07-19 01:57 | 2022-03-17 08:36 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Povelitel | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Hot seat custom map Crash | ||||
Description: | I made a custom map with two heroes to check one of my new mods. Every time I finished the battle (so one of the players won), VCMI client crashed. | ||||
Steps To Reproduce: |
1. Start 2 player Hot Seat Scenario. 2. Win with one player. |
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Additional Information: | I attach a simple map (the one I was using) to make the reproduction easier. | ||||
Attached Files: |
CyclopsfuryTEST.vmap (2,761) 2018-07-19 01:57 https://bugs.vcmi.eu/file_download.php?file_id=2917&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2535 | [VCMI] GUI - Other | major | always | 2016-09-30 14:45 | 2022-03-17 06:14 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Client might stuck after battle if it's not recieve battle result window | ||||
Description: |
Problem reported to me by @Povelitel. It's works fine if quick combat is active, but if it's not you'll will always en up with frozen client. So reproduction is easy: - Load save - Make sure quick battle disabled - Skip turn. Blue player attack trolls, you lose and client stuck. |
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Additional Information: | |||||
Attached Files: |
2535.zip (970,739) 2016-09-30 14:47 https://bugs.vcmi.eu/file_download.php?file_id=2575&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1486 | [VCMI] AI - Battles | crash | unable to reproduce | 2013-10-07 14:42 | 2022-03-16 20:05 |
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Reporter: | hippox | Platform: | VCMI windows | ||
Assigned To: | SXX | OS: | Windows 7 64 | ||
Priority: | normal | OS Version: | SP1 | ||
Status: | resolved | Product Version: | 0.94 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Catapult errors. Crash. In battle (siege). Hotseat. | ||||
Description: |
Was playing a hotseat game with myself. 2 players. Necropolis and Tower. Map was 'Arrogance'. I was attacking blue player's starting town (Tower). Both players used auto-combat in the siege. I was getting a lot of these server errors: 'catapult tried attacking already destroyed wall' or something like that, however, no walls were destroyed to start with the error started (first turn). The catapult would still fire rarely (maybe every 3-6 turn) turn. |
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Steps To Reproduce: | Not sure. | ||||
Additional Information: | |||||
Attached Files: |
VCMI battle hotseat crash.rar (452,883) 2013-10-07 14:42 https://bugs.vcmi.eu/file_download.php?file_id=1534&type=bug save.rar (285,370) 2013-10-07 14:49 https://bugs.vcmi.eu/file_download.php?file_id=1536&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2109 | [VCMI] Mechanics - Objects | minor | always | 2015-02-23 17:28 | 2022-03-16 19:30 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Den of Thieves - incorrect show | ||||
Description: |
I have strong hero and army, he has level 15. And I have second hero, 17 lvl he has in army only 1 pixi, but Den of Thieves show him strong hero. Just evaluates the level of the hero |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1722 | [VCMI] AI - Adventure Map | minor | always | 2014-02-24 20:14 | 2022-03-16 17:11 |
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Reporter: | xyz | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.94f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Very long AI turn | ||||
Description: | AI takes more than 3 minutes (got too tired and terminated it) to finish its turn. | ||||
Steps To Reproduce: | Load, press "end turn" | ||||
Additional Information: | |||||
Attached Files: |
over_3m_turn.zip (360,710) 2014-02-24 20:14 https://bugs.vcmi.eu/file_download.php?file_id=1742&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3172 | [VCMI] Other | crash | always | 2021-02-14 11:25 | 2022-03-16 13:20 |
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Reporter: | deniszharkov | Platform: | OS X | ||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | 10.14.6 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash when entering the battle | ||||
Description: |
I've installed a fresh version and just copied Data/Mp3/Maps dirs from common HOMM3 GOG windows installation with no mods Everything just works fine before entering the battle or moving a unit Then program fails with the following trace Thread 13 Crashed: 0 libvcmi.dylib 0x000000011ba55219 CCreature::isItNativeTerrain(ETerrainType::EETerrainType) const + 57 1 libvcmi.dylib 0x000000011b59242b CBattleInfoEssentials::battleHasNativeStack(unsigned char) const + 203 2 libvcmi.dylib 0x000000011b591fc2 CBattleInfoEssentials::battleIsObstacleVisibleForSide(CObstacleInstance const&, BattlePerspective::BattlePerspective) const + 66 3 libvcmi.dylib 0x000000011b591a46 CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective>) const + 502 4 libvcmi.dylib 0x000000011b57f4cb CBattleInfoCallback::getAccesibility() const + 1867 5 libvcmi.dylib 0x000000011b57fc16 CBattleInfoCallback::getReachability(battle::Unit const*) const + 182 6 libStupidAI.dylib 0x000000011963f55c CStupidAI::activeStack(CStack const*) + 220 7 vcmiclient 0x000000010b233c8a CClient::waitForMoveAndSend(PlayerColor) + 442 8 vcmiclient 0x000000010b2ab5dc boost::detail::thread_data<std::__1::__bind<void (CClient::*)(PlayerColor), CClient*, PlayerColor&> >::run() + 60 9 libboost_thread-mt.dylib 0x000000010e2a3878 boost::(anonymous namespace)::thread_proxy(void*) + 136 10 libsystem_pthread.dylib 0x00007fff72e372eb _pthread_body + 126 11 libsystem_pthread.dylib 0x00007fff72e3a249 _pthread_start + 66 12 libsystem_pthread.dylib 0x00007fff72e3640d thread_start + 13 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1793 | [VCMI] Campaigns | minor | always | 2014-05-27 22:53 | 2022-03-16 12:26 |
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Reporter: | Yuto | Platform: | Android | ||
Assigned To: | SXX | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.95 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | RoF | ||||
Description: | First campigan restoration of erathia - computer never end move | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3167 | [VCMI] Launcher | crash | always | 2021-02-09 10:17 | 2022-03-16 10:40 |
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Reporter: | sausame | Platform: | |||
Assigned To: | OS: | Mac OS | |||
Priority: | high | OS Version: | Catalina 10.15.4 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash when click single scenario in new game | ||||
Description: |
It says as following, ---------------------------- Main Thread Checker: UI API called on a background thread: -[NSView removeFromSuperview] PID: 975, TID: 1656833, Thread name: (none), Queue name: com.apple.root.default-qos.overcommit, QoS: 0 Backtrace: 4 libSDL2-2.0.0.dylib 0x000000010c2c4282 Cocoa_StopTextInput + 52 5 libSDL2-2.0.0.dylib 0x000000010c2a4385 SDL_StopTextInput_REAL + 30 6 vcmiclient 0x00000001005bee87 _ZN8CSDL_Ext13stopTextInputEv + 23 7 vcmiclient 0x000000010092f5c1 _ZN10CTextInput9focusLostEv + 17 8 vcmiclient 0x000000010092e1af _ZN10CFocusable9giveFocusEv + 63 9 vcmiclient 0x000000010092eb0d _ZN10CTextInputC1ERK4RectRK5PointRKNSt3__112basic_stringIcNS6_11char_traitsIcEENS6_9allocatorIcEEEERK13CFunctionListIFvSE_EE + 557 |
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Steps To Reproduce: |
1, launch client with './vcmiclient' 2, click button named of 'new game' 3, click button named of 'single scenario' 4, it will crash. |
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Additional Information: |
The application runs OK when click 'Campaign'. By the way, when I add breakpoints in this source file, it runs OK. --------------------------- bool LobbyClientConnected::applyOnLobbyHandler(CServerHandler * handler) { // Check if it's LobbyClientConnected for our client if(uuid == handler->c->uuid) { handler->c->connectionID = clientId; if(!settings["session"]["headless"].Bool()) GH.pushIntT<CLobbyScreen>(static_cast<ESelectionScreen>(handler->screenType)); handler->state = EClientState::LOBBY; return true; } return false; } |
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Attached Files: |
ui-api-called-in-background-thread.log (14,942) 2021-02-09 10:17 https://bugs.vcmi.eu/file_download.php?file_id=3114&type=bug code.png (4,318,927) 2021-02-09 10:18 https://bugs.vcmi.eu/file_download.php?file_id=3115&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1826 | [VCMI] AI - Adventure Map | major | always | 2014-07-05 08:10 | 2022-03-16 09:05 |
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Reporter: | Siegfried | Platform: | |||
Assigned To: | Tow | OS: | Linux | ||
Priority: | normal | OS Version: | Ubuntu 14 | ||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | AI endless loop | ||||
Description: |
This bug is reproducable 100% on the first AI turn in the "good" campaign map 1: The AI hero moves to his home town, interacts with that town, then moves to his home town, then moves to his home town, ... I have let it run for more then 12 hours. It never ends. I reproduced this loop in the map "titans winter" somewhere mid-game. So this might happen on any map. Although up to that point the AI did quite well and not that extremely slow. |
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Steps To Reproduce: | Just start the map, do something or do not anything, and end your turn. To view it use cheat vcmieagles. Enabling AI trace before starting the game may help in finding the reason. | ||||
Additional Information: | The first scenario in the good campaign is the only one where it happens 100% on the first turn. An excerpt of the logfile is available at http://forum.vcmi.eu/viewtopic.php?t=866&start=45 [^] | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3086 | [VCMI] GUI - Town screen | crash | always | 2019-09-12 17:24 | 2022-03-15 18:25 |
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Reporter: | Yuya | Platform: | Windows | ||
Assigned To: | Nullkiller | OS: | Windows 7 64bits | ||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Town screen creatures crash | ||||
Description: |
When going in the Town's castle section where every units is displayed, clicking on any of those creatures will result in an instant crash. This will happen with every creatures of any faction. Here is the error message that will be displayed 2 times after the crash (any music will still be playing): VCMI Crashhandler: VCMI has crashed. We are sorry. File with information about encountered problem has been created. |
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Steps To Reproduce: |
1. Go on any town and left click on the castle. 2. Left-click on any creatures and the game will crash. |
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Additional Information: | VCMI 0.99 (21-Jul-2019 Build) + Up-to-date WoG expansion. | ||||
Attached Files: |
VCMI_client.exe_crashinfo.dmp (12,959,754) 2019-09-12 17:24 https://bugs.vcmi.eu/file_download.php?file_id=3044&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1907 | [VCMI] GUI - Other | crash | always | 2014-09-26 15:18 | 2022-03-14 22:45 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | Povelitel | OS: | Windows 7 | ||
Priority: | normal | OS Version: | 6.1 | ||
Status: | resolved | Product Version: | 0.96b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | View Hex grid button crashes game, and some buttons in battle setting don't work | ||||
Description: | Just what the summary says. The button for battlefield casualties doesn't work, none of the auto-combat options work, the creature info buttons don't work, and the music/effects volume selection doesn't work at all. | ||||
Steps To Reproduce: | In battle, open the system options. You can see from there the broken buttons, and if you click on the View Hex Grid button the game will crash and exit automatically to the desktop | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
New Bitmap Image (4).bmp (1,440,054) 2014-09-26 15:18 https://bugs.vcmi.eu/file_download.php?file_id=1923&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2111 | [VCMI] GUI - Other | crash | always | 2015-02-25 06:29 | 2022-03-14 22:34 |
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Reporter: | Myau | Platform: | |||
Assigned To: | Povelitel | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.97b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Segfault when opening a hero screen | ||||
Description: | Selection of the hero and opening his hero screen causes a crash with segmentation fault. | ||||
Steps To Reproduce: | Load attached save and double-click on a second hero (Damacon). | ||||
Additional Information: |
Warning: IntObject re-activated with mismatching used and active read: End of file Ended handling connection Segmentation fault |
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Attached Files: |
hero_test.zip (560,749) 2015-02-25 06:29 https://bugs.vcmi.eu/file_download.php?file_id=2131&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1882 | [VCMI] Campaigns | crash | always | 2014-08-23 14:50 | 2022-03-14 22:21 |
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Reporter: | peti2001 | Platform: | Ubuntu 64 bit | ||
Assigned To: | Povelitel | OS: | Kernel Linux 3.5.0-54-generic | ||
Priority: | normal | OS Version: | 12.04(precise) | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Game crash after entering into the Town | ||||
Description: |
I play the New Beginnings / Driving for the Boots mission. Each time if I try to enter into the Town with any of my heroes the game crash. I attached the game save. |
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Steps To Reproduce: |
1. Select any hero 2. Go to the town with the hero. |
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Additional Information: | |||||
Attached Files: |
Newgame_Autosave_4.tar.gz (434,036) 2014-08-23 14:50 https://bugs.vcmi.eu/file_download.php?file_id=1896&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1818 | [VCMI] Mechanics - Adventure Map | major | always | 2014-06-29 15:07 | 2022-02-10 11:10 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.95c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Extreme slowdown on hero movement after revealing entire map (pathfinder?) | ||||
Description: |
To reproduce: - Load map "Thousand Islands" - Move your hero around island (everything OK) - reveal entire map via vcmieagles - Try moving hero again. At this moment movement becomes extremely slow consuming all CPU power. - Board ship at south-east corner of island, using vcminahar if needed - Hero movement seem so be back to normal Probably pathfinder does not reacts well to huge water spaces when there is available ship in vicinity. |
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Attached Files: |
billions of billions islands.h3m (11,524) 2014-12-21 15:39 https://bugs.vcmi.eu/file_download.php?file_id=2038&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1020 | [VCMI] Mechanics - Adventure Map | crash | always | 2012-06-26 16:42 | 2022-02-10 09:23 |
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Reporter: | monsignore | Platform: | |||
Assigned To: | Povelitel | OS: | Windows 7 64-bit | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | message crash | ||||
Description: |
After capturing sulfur mine in "All for one" scenario, whhen i tried to use shrine, game crash(but i still can close game closing console window, when i press button in game window it does not react). Also after loading game from save after capturing mine. After some tries to repeat problem i noticed that problem exists only if i go to shrine in 1 move just after taking a mine, if i move somewhere before, problem does not exist. EDIT: problem is not with shrine, but with map script. When I go to place next to shrine(which sends a message if not crash, its 20x30 tile) game crashes. And not only sulfur mine cause it, when i go to this place directly after leaving outside marketplace there is the same situation. On the other hand keymaster tent dont cause it. |
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Steps To Reproduce: | go to 20x30 tile directly after visiting other object. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1041 | [VCMI] Mechanics - Battles | crash | have not tried | 2012-07-30 05:49 | 2022-02-10 08:41 |
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Reporter: | Steven Aus | Platform: | PC | ||
Assigned To: | Tow | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Battle crash in Tale of Two Lands, Monere Hero and Astral Spirit Commander, fighting Magogs. | ||||
Description: |
Had levelled up Monere and his commander a few times (Note: when levelling up a Commander, is it a fixed progression and does selecting tick or cross make any difference?) Attached is the crash logs and dump. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
BattleCrashLogsAndDump.7z (93,706) 2012-07-30 05:49 https://bugs.vcmi.eu/file_download.php?file_id=1028&type=bug Magogs.h3m (8,697) 2020-12-02 15:27 https://bugs.vcmi.eu/file_download.php?file_id=3109&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1587 | [VCMI] AI - Battles | crash | have not tried | 2013-11-15 18:28 | 2022-02-10 08:18 |
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Reporter: | zamochil | Platform: | linux | ||
Assigned To: | Tow | OS: | ubuntu | ||
Priority: | normal | OS Version: | 13.10 | ||
Status: | resolved | Product Version: | 0.94 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | freeze during the battle | ||||
Description: | I am not sure I can reproduce the bug, so I will just explain the situation. A stack of gnolls was blessed and when received an extra turn was suddenly all killed. The system did not pass the turn to the next available unit , and all buttons were grayed out, the game froze. I guess the AI got confused it needed to move the gnolls because of the extra turn but there was no gnolls to move... | ||||
Steps To Reproduce: | not tried | ||||
Additional Information: | none | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2052 | [VCMI] Mechanics - Battles | crash | always | 2015-01-26 16:09 | 2022-02-10 07:00 |
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Reporter: | Craysh | Platform: | Intel x64 | ||
Assigned To: | Povelitel | OS: | Windows 8 | ||
Priority: | high | OS Version: | Enterprise | ||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | CTD When trying to turn off movement shadows/combat options while in combat | ||||
Description: | Pretty self explanatory, when I get into combat in the single scenario mode, I try to turn off movement or cursor shadows and the game crashes immediately as I click on one of the options. | ||||
Steps To Reproduce: |
Start a single scenario campaign Engage in combat with anyone or anything Click on the combat options (computer icon) while in combat Try to turn on/off one of the combat options |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3008 | [VCMI] AI - Adventure Map | block | always | 2018-09-15 12:11 | 2022-02-10 05:21 |
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Reporter: | By003 | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | block in the map Southern Cross | ||||
Description: | Pink player cannot start for its turn. Unknown wrong happens. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3188 | [VCMI] Map Editor | crash | always | 2022-02-01 22:16 | 2022-02-01 22:16 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Map editor crashes with modded Secondary Skill Hero | ||||
Description: | Map editor crashes when you try to add a hero with a modded Secondary Skill. | ||||
Steps To Reproduce: |
1) Download attached mod 'battle initiative' 2) Put a wizard hero on map, go to the properties and try to choose Sarakin as that hero. 3) Map editor crashes |
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Additional Information: | |||||
Attached Files: |
initiative.rar (145,115) 2022-02-01 22:16 https://bugs.vcmi.eu/file_download.php?file_id=3139&type=bug |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2990 | [VCMI] GUI - Town screen | crash | always | 2018-08-03 16:46 | 2021-07-24 11:24 |
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Reporter: | asgraf | Platform: | |||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | high | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game crashes when trying to recruit creatures from Fort screen | ||||
Description: | Game crashes when trying to recruit creatures from Fort screen | ||||
Steps To Reproduce: |
1) Install build 75f8c8b 24-Jul-2018 23:33 or any later build 2) Start new game 3) Open castle screen 4) Click on Fort 5) Try to recruit level 1 creatures 6) crash |
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Additional Information: |
Enabled mods: Only VCMI essential files (and its submods) are enabled All other mods have been disabled This bug does not exist on build 7c8b74a 24-Jul-2018 14:34 or on any of earlier builds |
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Attached Files: |
VCMI_client.exe_crashinfo.dmp (15,513,034) 2018-08-03 16:46 https://bugs.vcmi.eu/file_download.php?file_id=2931&type=bug VCMI_server.exe_crashinfo.dmp (2,976,729) 2018-08-03 16:47 https://bugs.vcmi.eu/file_download.php?file_id=2932&type=bug VCMI_Server_log.txt (787,159) 2018-08-03 16:47 https://bugs.vcmi.eu/file_download.php?file_id=2933&type=bug VCMI_Client_log.txt (857,916) 2018-08-03 16:48 https://bugs.vcmi.eu/file_download.php?file_id=2934&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3080 | [VCMI] GUI - Town screen | crash | always | 2019-08-01 15:12 | 2021-07-24 11:22 |
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Reporter: | PolishUser | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | immediate | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | VCMI-branch-develop-7e7c988 - Crash, when trying to recruit units from the fort window. | ||||
Description: | I get this crash every single time in all towns' forts. So, basically i go to the fort screen and upon clicking the unit with you want to recruit from that screen results in CTD. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Crushh.png (522,544) 2019-08-01 15:12 https://bugs.vcmi.eu/file_download.php?file_id=3039&type=bug VCMI_client.exe_crashinfo.dmp (14,095,632) 2019-08-03 11:07 https://bugs.vcmi.eu/file_download.php?file_id=3040&type=bug VCMI_server.exe_crashinfo.dmp (671,839) 2019-08-03 11:08 https://bugs.vcmi.eu/file_download.php?file_id=3041&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3095 | [VCMI] Campaigns | major | always | 2019-11-24 16:00 | 2021-06-27 11:10 |
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Reporter: | Romitopolous | Platform: | windows | ||
Assigned To: | Nullkiller | OS: | 10 | ||
Priority: | high | OS Version: | 1903 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | multiple heroes when switching to a new mission | ||||
Description: | Two Gelu's and a third hero spawn at the beginning of the Cutthroats scenario in the Shadow of Death campaign, instead of just one Gelu and two heroes being carried forward from Graduation Exercise. One of the Gelu's can be dismissed, but the primary Gelu cannot equip a Spell Book or pick up any artifacts except for Equestrian Gloves if chosen before Cutthroats. | ||||
Steps To Reproduce: | Complete Graduation Exercise (savegame attached) by defeating last remaining opponent and start the next scenario. | ||||
Additional Information: | This is a very unpleasant bug that ruins the game in the campaigns( | ||||
Attached Files: |
shadow end.vcgm1 (2,618,360) 2019-11-24 16:00 https://bugs.vcmi.eu/file_download.php?file_id=3046&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3177 | [VCMI] Map Editor | minor | always | 2021-04-18 20:36 | 2021-04-18 20:36 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Building/Blocking buildings in map editor doesn't work for custom towns | ||||
Description: | Building/Blocking buildings in map editor doesn't work for custom towns. | ||||
Steps To Reproduce: |
1. download a custom town 2. put downloaded town on a map using VCMI map editor 3. customise buildings in this town and save 4. launch the map in VCMI 5. the town will have default built based on map's difficulty, and none will be disabled |
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Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2899 | [VCMI] Mechanics - Battles | minor | N/A | 2018-03-01 01:36 | 2021-02-15 23:29 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | MikeLodz | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Labetha's specialty | ||||
Description: | Conflux magic hero Labetha's Stone Skin should give extra 3 points of defense irregardles of target level. Right now her specialty is set using SPECIAL_PECULIAR_ENCHANT (which doesn't even work). | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2984 | [VCMI] Mechanics - Battles | major | always | 2018-08-01 23:37 | 2021-02-15 23:29 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | MikeLodz | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Not working Hero specialties | ||||
Description: |
[based on the daily build from July 17th] Specialties of heroes who specialize in 'timed' spells mostly don't work or work incorrectly. It's as glaring an issue that I decided to thoroughly describe the individual cases in hope that it will be resolved as a whole: Bless - WORKS Bloodlust and Precision - WORKS +Weakness - doesn't work. The spell has the same effect on all units (it should decrease the attack bonus for lower-level units) +Stone skin - doesn't work. The spell has the same effect on all units (it should increase the defence bonus for lower-level units) +Haste - doesn't work. The spell has the same effect on all units (it should increase the speed bonus for lower-level units) +Prayer - doesn't work. The spell has the same effect on all units (it should increase the attack, defence and speed bonus for lower-level units) +Fortune - works incorrectly. The spell has the effect of expert level without the global range (+2 luck) but it should give more than that - 3 luck. +Slayer - works but the attack bonus it gives should be only effective against certain 7th-level creatures. Right now, it gives a flat attack bonus against everything. +Disrupting Ray - works BACKWARDS! instead of increasing the amount of reduced defence, it decreases it by 2 points!!! |
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Steps To Reproduce: |
Use the Heroes from original game and cast a spell which is their specialty: Weakness: Cuthbert (Rampart), Mirlanda (Fortress), Olema (Inferno), Stone skin: Darkstorn (Dungeon), Labetha (Conflux), Merist (Fortress), Xsi (Inferno), Haste: Brissa (Conflux), Cyra (Tower), Terek( Stronghold), Prayer: Loynis (Castle), Fortune: Daremyth (Tower), Melodia (Rampart), Slayer: Coronius (Rampart), Disrupting Ray: Aenain (Conflux), |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2803 | [VCMI] Mods | minor | always | 2017-10-08 16:28 | 2021-01-31 13:16 |
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Reporter: | steelsun905 | Platform: | x64 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | [Mod issue] Soul Eaters should be classified as undead | ||||
Description: | The Necropolis commander 'Soul Eater' isn't classified as undead as it was when introduced in the original WoG mod. This results in things like the death ripple spell and the death cloud (lich attack) to damage allied soul eaters. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2698 | [VCMI] Launcher | block | always | 2017-06-19 12:29 | 2021-01-26 10:57 |
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Reporter: | dracomagister | Platform: | Linux | ||
Assigned To: | SXX | OS: | Linux Mint | ||
Priority: | high | OS Version: | 17.1 Rebecca | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | not fixable | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | [Linux / Ubuntu] vcmibuilder don't work with the current GOG installer | ||||
Description: |
When trying to use vcmibuilder, I get the following: warning: unexpected setup data version: 5.5.7 (unicode) warning: unexpected Auto Boolean value: 20 warning: unexpected Architecture flags: 10 warning: unexpected data while converting from CP1200 to UTF-8 stream error: basic_ios::clear Done with 1 error and 4 warnings. |
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Steps To Reproduce: |
Download the last GOG installer (4.0) and run vcmibuilder --gog /path_to_the/installer.exe |
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Additional Information: | I have all dependencies required and it works without problem with the previous installer. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3158 | [VCMI] Mechanics - Other | tweak | have not tried | 2020-12-05 11:23 | 2021-01-26 10:49 |
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Reporter: | DarthSchmellus | Platform: | |||
Assigned To: | MikeLodz | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Earth elemental speciality 5 hp instead of 5 damage | ||||
Description: | Erdamon earth emelental speciality gives 5 HP instead of 5 damage, not sure if that is intentional | ||||
Steps To Reproduce: | Vanilla VCMI heroes | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3142 | [VCMI] Other | minor | have not tried | 2020-10-01 00:00 | 2021-01-25 22:38 |
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Reporter: | jambolo | Platform: | |||
Assigned To: | MikeLodz | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Use of const std::shared_ptr | ||||
Description: |
There are several instances of "const std:shared_ptr<...>" in the code. There is generally no good reason for const. I suspect that in many cases the intention is to prevent modification of the referenced object. In those cases, "const std:shared_ptr<...>" could be changed to "std:shared_ptr<const ...>" There are also many cases of "const TBonusListPtr" where TBonusListPtr is defined elsewhere by "typedef std::shared_ptr<BonusList> TBonusListPtr". These may have the same issue. In these cases, the following may be better: typedef std::shared_ptr<const BonusList> TConstBonusListPtr Note that "const std:shared_ptr<...> &" is a valid use of const. |
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Steps To Reproduce: |
vcmi\source\lib\battle\CBattleInfoCallback.cpp(752) vcmi\source\lib\battle\CBattleInfoCallback.cpp(775) vcmi\source\lib\CGameState.cpp(1901) vcmi\source\lib\CHeroHandler.cpp(595) vcmi\source\lib\CStack.cpp(145) vcmi\source\lib\HeroBonus.cpp(384) vcmi\source\lib\HeroBonus.cpp(385) vcmi\source\lib\HeroBonus.cpp(497) vcmi\source\lib\HeroBonus.cpp(781) vcmi\source\lib\HeroBonus.cpp(803) vcmi\source\lib\HeroBonus.cpp(939) vcmi\source\lib\HeroBonus.cpp(2129) vcmi\source\lib\HeroBonus.cpp(2152) vcmi\source\lib\HeroBonus.cpp(2189) vcmi\source\lib\HeroBonus.cpp(2215) vcmi\source\lib\HeroBonus.h(550) vcmi\source\lib\HeroBonus.h(553) vcmi\source\lib\HeroBonus.h(554) vcmi\source\lib\HeroBonus.h(571) vcmi\source\lib\HeroBonus.h(665) vcmi\source\lib\HeroBonus.h(710) vcmi\source\lib\HeroBonus.h(770) vcmi\source\lib\HeroBonus.h(782) vcmi\source\lib\HeroBonus.h(1168) vcmi\source\lib\HeroBonus.h(1193) vcmi\source\lib\HeroBonus.h(1208) vcmi\source\lib\HeroBonus.h(1223) vcmi\source\lib\mapObjects\CGTownInstance.cpp(560) vcmi\source\lib\mapObjects\CGTownInstance.cpp(565) vcmi\source\lib\mapObjects\MiscObjects.cpp(1425) vcmi\source\lib\serializer\CTypeList.h(167) vcmi\source\lib\battle\CUnitState.cpp(899) vcmi\source\lib\battle\CUnitState.h(271) vcmi\source\lib\HeroBonus.cpp(645) vcmi\source\lib\HeroBonus.cpp(650) vcmi\source\lib\HeroBonus.cpp(852) vcmi\source\lib\HeroBonus.cpp(905) vcmi\source\lib\HeroBonus.h(703) vcmi\source\lib\HeroBonus.h(707) vcmi\source\lib\HeroBonus.h(708) vcmi\source\lib\HeroBonus.h(769) vcmi\source\lib\HeroBonus.h(780) vcmi\source\lib\mapObjects\CGHeroInstance.cpp(819) |
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Additional Information: |
const std::shared_ptr only makes reset() and swap() inaccessible. "const std:shared_ptr<T> foo" is equivalent to "T * const foo" "std:shared_ptr<const T> foo" is equivalent to "const T * foo" See https://stackoverflow.com/questions/17793333/difference-between-const-shared-ptrt-and-shared-ptrconst-t [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2751 | [VCMI] Mechanics - Adventure Map | feature | have not tried | 2017-07-27 06:11 | 2021-01-25 16:50 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | H3 compatibility: option for Dimension Door to teleport on unexplored tile | ||||
Description: |
In H3 it's possible to teleport on unexplored tile while it's not possible in VCMI. This is absolutely not required, but in long future if we going to provide some mod to enable "Heroes 3 bugs and glitches" it's would be nice to have option to alter this spell mechanics. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2760 | [VCMI] Random Map Generator | minor | always | 2017-08-03 18:20 | 2021-01-25 16:15 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Random map generator can't generate map with 5 players. | ||||
Description: | Random map generator can't generate map with 5 players. It's strange because template jsons allow to do that. | ||||
Steps To Reproduce: |
Launch game. Click Random map. Choose 5 Human or Computer players Click Begin Message appears. |
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Additional Information: | |||||
Attached Files: |
rmg.jpg (404,444) 2017-08-03 18:20 https://bugs.vcmi.eu/file_download.php?file_id=2765&type=bug 5pl.png (380,225) 2018-03-11 16:23 https://bugs.vcmi.eu/file_download.php?file_id=2876&type=bug Meeting in Muzgob_1520786165.vmap (96,219) 2018-03-11 16:36 https://bugs.vcmi.eu/file_download.php?file_id=2877&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2636 | [VCMI] Mods | minor | have not tried | 2016-12-31 17:03 | 2021-01-25 15:31 |
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Reporter: | val-gaav | Platform: | Windows 64bit | ||
Assigned To: | OS: | Windows 10 | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Hero gained a spell through Eagle eye called "Injury" | ||||
Description: |
After quick combat with AI hero gained a spell through Eagle eye called "Injury". I didn't notice that hero gain that fake spell until I lost the save when he got it. I am however sure he got it through eagle eye skill. Save attached has this spell in Coronius spell book. Hero is also able to cast it in combat on enemy units. However it seem that spell does nothing. Spell was also transferable through Scholar so Melodia also have it. |
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Steps To Reproduce: | |||||
Additional Information: | Enabled mods - HoTA addon and Forge town from VCMI MOD TEAM. | ||||
Attached Files: |
do_wyslania.zip (1,927,516) 2016-12-31 17:03 https://bugs.vcmi.eu/file_download.php?file_id=2677&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3141 | [VCMI] Mechanics - Other | major | always | 2020-09-20 13:44 | 2021-01-25 15:12 |
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Reporter: | smutkovski | Platform: | PC | ||
Assigned To: | MikeLodz | OS: | Linux | ||
Priority: | normal | OS Version: | Ubuntu 20.04 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Morale always remains as neutral morale | ||||
Description: |
Morale always remains as neutral morale, independently of artefacts, hero skill or other effects (both positive and negative alike). |
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Steps To Reproduce: | Have hero with leadership skill, morale boosting artefact or ,as seen in attached image, morale boosting map object. | ||||
Additional Information: | VCMI 0.99 8c77f0488c21cbd6de7c77b34c58654d1d039f21 (client) | ||||
Attached Files: |
morale.png (557,054) 2020-09-20 13:44 https://bugs.vcmi.eu/file_download.php?file_id=3097&type=bug Morale.vcgm1 (2,993,429) 2020-09-20 13:45 https://bugs.vcmi.eu/file_download.php?file_id=3098&type=bug Morale.vsgm1 (2,999,888) 2020-09-20 13:45 https://bugs.vcmi.eu/file_download.php?file_id=3099&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3085 | [VCMI] AI - Adventure Map | minor | always | 2019-09-12 00:23 | 2020-12-20 10:35 |
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Reporter: | Macron1 | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Adding new types of two way monoliths crashes game on ai turn | ||||
Description: | Looks like ai incorrectly circles through two way monoliths objects. | ||||
Steps To Reproduce: |
Place attached mod to mods folder Start a map with ai End turn to let ai move |
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Additional Information: | |||||
Attached Files: |
monolith2way_test-mod.zip (4,570) 2019-09-12 00:23 https://bugs.vcmi.eu/file_download.php?file_id=3043&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2718 | [VCMI] Mechanics - Battles | minor | always | 2017-07-14 20:34 | 2020-11-24 18:08 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Two-hex creatures step into own quicksand | ||||
Description: | Single hex creatures handle obstacles fine, but for two hex creatures this is problem. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3152 | [VCMI] Map Editor | feature | always | 2020-10-13 18:16 | 2020-10-13 18:16 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Map editor doesn’t add new secondary skills from mods to the list of available heroes’ abilities. | ||||
Description: | Map editor doesn’t add new secondary skills from mods to the list of available heroes’ abilities. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
bug.png (15,728) 2020-10-13 18:16 https://bugs.vcmi.eu/file_download.php?file_id=3105&type=bug |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3150 | [VCMI] Mechanics - Town structures | major | always | 2020-10-12 17:14 | 2020-10-12 18:29 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Buggy first version of Mod system improvement Part I : Special buildings should work in modders towns | ||||
Description: |
In latest daily build modders got great tool for configuring empty special buildings in fan made town. Unfortunatelly it's seems to be buggy and little buildings seem to work properly. I tested all new types with Ciberium town (http://www.mediafire.com/file/sa02m9l2ymkx1o0/Ciberium.7z/file [^]) and all types I wrote to "special1" buildings. And here's the results: "stables" - not working (any stables pop-up window) "brotherhoodOfSword" - gives Tavern instead "library" - seems working "mysticPond" - seems working "fountainOfFortune" - Mystic Pond funcionality "manaVortex" - not working "portalOfSummoning" - there's pop-up window saying that must be external dwelling flagged, but after do that - nothing happens and external creature can't be summoned. "ballistaYard" - you can buy ballista, but after that it... dissapers :( "freelancersGuild" - guild window appears, but trading shows very strange things and I can't do anything. "escapeTunnel" - seems working "artifactMerchant" - prices seem to have insane values! "magicUniversity" - seems working "castleGate" - works but only ciberium towns appear on the list. "attackGarrisonBonus" - not working "spellPowerGarrisonBonus" - not working "defenseGarrisonBonus" - not working "creatureTransformer" - works "lookoutTower" - works |
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Steps To Reproduce: |
go to Ciberium's buildings.json file end edit "special1" part of file. For example: "special1" : { "description" : "", "name" : "Bunker", "cost" : { "gold" : 1000 }, "type" : "ballistaYard", "id" : 17 }, Then save file and launch the game. |
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Additional Information: | |||||
Attached Files: |
error1.png (275,636) 2020-10-12 17:14 https://bugs.vcmi.eu/file_download.php?file_id=3102&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3138 | [VCMI] Mods | minor | always | 2020-08-04 19:04 | 2020-08-05 05:39 |
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Reporter: | fenuks | Platform: | Linux | ||
Assigned To: | OS: | Manjaro | |||
Priority: | normal | OS Version: | Manjaro aarch64 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Werevolves are scary submod of Hills of unrest freezes vcmiclient | ||||
Description: |
I'm using VCMI 0.99 8c77f0488c21cbd6de7c77b34c58654d1d039f21. Adding Hills of unrest mod[1], even when it's disabled, causes vcmiclient hang (no window with game is shown, vcmiclient process is just busy doing something in background). Removing mod from Mods folder fixes the problem. There is nothing interesting in vcmiclient log file. [1]: https://www.vault.acidcave.net/file.php?id=615 [^] |
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Steps To Reproduce: |
1. Download https://www.vault.acidcave.net/file.php?id=615 [^] 2. Extract files to Mods folder 3. Run vcmiclient 4. Observe client hanging |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3103 | [VCMI] Mechanics - Town structures | minor | always | 2020-01-21 18:11 | 2020-05-31 23:47 |
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Reporter: | toneyisnow | Platform: | |||
Assigned To: | Shalthrea | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | The spells in Mage Guild in town should be re-generated after "Restart Scenario". | ||||
Description: |
When I was playing the campaign "Dragon Slayer", after game started the first thing I did is going to the town to check the Level 4 spells in Mage Guild, I will restart the scenario if the spell is not what I wanted. But I found each time the spells are the same as previous, unless I go to "Main Menu" and start the campaign again. In original H3, the spells will be re-randomly generated after "Restart Scenario". |
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Steps To Reproduce: |
1. Start a Campaign Scenario; 2. Go to a town with Mage Guild, check the spells; 3. Choose "Restart Scenario"; 4. Go to the town again; Expected: The spells should be changed. Actual: The spells are totally the same as previous. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3124 | [VCMI] Mechanics - Other | minor | always | 2020-05-12 05:11 | 2020-05-12 05:11 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Commander perk issue | ||||
Description: | In WoG, a commander should be able to learn a perk (as I came to call it) after learning 2 of his secondary skills at the master (4/5) level. E.g. after raising his Attack and Defense, he should be able to obtain a "Defense reduction" perk. Unfortunately, in VCMI, it's only possible after fully mastering both of the required secondary skills. | ||||
Steps To Reproduce: |
1. Download any mod that provides commanders, e.g. "New Old Commanders": http://heroes3wog.net/new-old-commanders-v1-11-vcmi/ [^] 2. Start game with any vanilla town 3. spam "vcmiglorfindel" 4. notice that a "perk" is available after mastering two secondary skills at GRANDMASTER (5/5) level instead of two skills at MASTER (4/5) level. |
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Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3048 | [VCMI] Mods | feature | always | 2019-03-28 17:50 | 2020-05-12 05:02 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Commanders stop to develop after 23dr level. | ||||
Description: | Basically vcmi commanders are weaker than WoG's ones. And in daily builds they stop to improve after reaching 23rd level. Normal heroes - after 23rd level - continue to gain +1 att/def/sp/kwld but commanders... nothing. It is impossible to master their secondary skills and even their att/def/hp/dmg statistics stop to grow after reaching 23rd level. | ||||
Steps To Reproduce: |
- Launch any map with WoG mod and Commanders modle enabled. - Use 'vcmiglorfindel' cheat to develop heroes/commanders quickly - observe stoping of commanders' developement (comparing to heroes) after 23rd level. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3123 | [VCMI] Mechanics - Battles | minor | always | 2020-05-11 04:21 | 2020-05-11 04:21 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | SPELL_IMMUNITY and ENCHANTED issue | ||||
Description: |
SPELL_IMMUNITY doesn't work against spells cast with ENCHANTED bonus. In my example mod, harpies enchant the hero's troops with mass "blind", which shouldn't work against troglodytes. |
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Steps To Reproduce: |
1) download my mod and start a game with Dungeon faction 2) have some harpies and troglodytes in army 3) engage in battle 4) harpies enchant all your troops with blindness - even troglodytes, who should be immune to the spell |
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Additional Information: | |||||
Attached Files: |
harpy spell test 4.rar (706) 2020-05-11 04:21 https://bugs.vcmi.eu/file_download.php?file_id=3067&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3077 | [VCMI] Other | crash | always | 2019-07-15 14:17 | 2020-05-10 04:45 |
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Reporter: | GetinakS | Platform: | amd64 | ||
Assigned To: | AVS | OS: | Gentoo Linux | ||
Priority: | normal | OS Version: | lastest | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Fresh version from git failed to build. | ||||
Description: |
Build failed after [ 42%] Building CXX object lib/CMakeFiles/vcmi.dir/serializer/CTypeList.cpp.o |
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Steps To Reproduce: | update gentoo linux to lastest version (with ACCEPT_KEYWORDS=~amd64), update gamerlay repositary, run 'emerge vcmi'. | ||||
Additional Information: |
packages version: app-shells/bash: 5.0_p7::gentoo dev-java/java-config: 2.2.0-r4::gentoo dev-lang/perl: 5.26.2::gentoo dev-lang/python: 2.7.16::gentoo, 3.4.8-r1::gentoo, 3.5.7::gentoo, 3.6.8::gentoo dev-util/cmake: 3.14.5::gentoo dev-util/pkgconfig: 0.29.2::gentoo sys-apps/baselayout: 2.6-r1::gentoo sys-apps/openrc: 0.41.2::gentoo sys-apps/sandbox: 2.17::gentoo sys-devel/autoconf: 2.13-r1::gentoo, 2.69-r4::gentoo sys-devel/automake: 1.11.6-r3::gentoo, 1.15.1-r2::gentoo, 1.16.1-r1::gentoo sys-devel/binutils: 2.32-r1::gentoo sys-devel/gcc: 7.3.0-r6::gentoo, 9.1.0-r1::gentoo sys-devel/gcc-config: 2.0::gentoo sys-devel/libtool: 2.4.6-r5::gentoo sys-devel/make: 4.2.1-r4::gentoo sys-kernel/linux-headers: 5.1::gentoo (virtual/os-headers) sys-libs/glibc: 2.29-r2::gentoo dev-libs/boost: 1.70.0::gentoo |
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Attached Files: |
build.log (355,243) 2019-07-15 14:17 https://bugs.vcmi.eu/file_download.php?file_id=3036&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3112 | [VCMI] Mechanics - Battles | minor | always | 2020-04-19 10:57 | 2020-05-09 04:07 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | GARGOYLE bonus doesn't work | ||||
Description: |
Gargoyles should be resistant to the same effects that NON_LIVING creature are, minus mind spells. It also shouldn't be affected by Resurrection and Sacrifice spells, and Elixir of Life. They are currently only resistant to FEAR, LIFE_DRAIN and DAEMON_SUMMONING. |
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Additional Information: | |||||
Attached Files: |
config.rar (7,554) 2020-05-07 05:39 https://bugs.vcmi.eu/file_download.php?file_id=3064&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3118 | [VCMI] Mechanics - Battles | minor | always | 2020-05-06 04:00 | 2020-05-06 12:54 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | SPECIFIC_SPELL_POWER issue | ||||
Description: |
SPECIFIC_SPELL_POWER doesn't work for summoning spells. I tried to make a summoning spell, that a creature could cast at the start of its turn via the "ENCHANTER" bonus. The spell should take its power value from "SPECIFIC_SPELL_POWER" bonus, but it's based on "CREATURE_SPELL_POWER" instead. If I understand correctly, the "SPECIFIC_SPELL_POWER" bonus should make the creature ignore "CREATURE_SPELL_POWER" value for this particular spell. In my example mod, harpies summon fire elementals at the start of their first turn in battle. The amount of summoned creatures is twice that of harpies, because their "CREATURE_SPELL_POWER" is set to 100. This is equal to 1 point of power, which gives 1 x 2 = 2. "SPECIFIC_SPELL_POWER" is set to 10, so it should give 10 x 2 = 20 fire elementals. |
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Steps To Reproduce: |
1) download my mod and start a game with Dungeon faction 2) recruit some harpies 3) engage in battle and wait for the Harpies' turn. 4) the amount of summoned Fire Elementals is twice that of Harpies (it should be 20 times that) |
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Additional Information: | |||||
Attached Files: |
harpy spell test 3.rar (786) 2020-05-06 04:00 https://bugs.vcmi.eu/file_download.php?file_id=3063&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3049 | [VCMI] Mods | minor | always | 2019-03-28 17:58 | 2020-05-05 15:18 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong info description of some wog commanders' abilities. | ||||
Description: | Commanders can have 6 unique abilities to choose during commanders leveling: attack/defence/HP points/Damage/Speed/Spell Power. When you righ-click on ability icon, pop-up window diplay detailed info. These text infos are stored in znpc00.txt file. But now speed infos and spell points infos are reverted. | ||||
Steps To Reproduce: |
1. Launch any game with WoG mod and commanders module enabled. 2. Open Commander window. 3. Right-click at the Speed icon (2nd in the 2nd row) - we get Magic Power ability info. But choosing this skill, commander gets speed bonus. 4. Right-click at the Magic Power icon (3rd in the 2nd row) - we get Speed ability info. But choosing this skill, commander gets Magic Power bonus. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3117 | [VCMI] AI - Adventure Map | crash | always | 2020-04-26 13:43 | 2020-05-01 03:35 |
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Reporter: | moog | Platform: | amd64 | ||
Assigned To: | Shalthrea | OS: | Linux | ||
Priority: | normal | OS Version: | Gentoo Linux | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Game crashes during AI turn | ||||
Description: |
Game may randomly crash during AI turn for no apparent reason. I have managed to get a save state where it is always possible to reproduce this issue. |
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Steps To Reproduce: |
1. Load the included savestate. 2. Have Solmyr collect the sulphur, treasure chest, recruit gargoyles and collect crystals - in that particular order. 3. Have the other hero build a ship in the nearby stockyard and board the new ship. 4. Build sculptor's wings in the first city. 5. End turn. |
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Additional Information: |
This issue is reproducible in git commits: - dca5d86e7a6d18d2ddac7258f98a0ce08c691a6e (branch develop, March 14 2020) - 55b54024a82aaad3b4572d674d424c2247a47930 (branch develop, March 18 2020) |
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Attached Files: |
bad_save.tar.xz (368,568) 2020-04-26 13:43 https://bugs.vcmi.eu/file_download.php?file_id=3061&type=bug gdb.txt (461,549) 2020-04-26 13:45 https://bugs.vcmi.eu/file_download.php?file_id=3062&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2673 | [VCMI] Launcher | crash | have not tried | 2017-05-04 10:31 | 2020-04-27 10:09 |
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Reporter: | mickare | Platform: | Linux | ||
Assigned To: | SXX | OS: | Ubuntu | ||
Priority: | urgent | OS Version: | 17.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Uninstall mod wipes and removes all files from home directory | ||||
Description: |
Short version: I didn't run the game yet and started the vcmilauncher via terminal in my home directory. I installed some mods via the launcher, but then decided to uninstall one again. The uninstall failed and wiped my complete home directory. Long version: Thanks dudes, you are the best. Fortunately I have a one month old backup with all important files. But seriously... I installed daily-builds vcmi via the ppa for linux. Run the vcmilauncher in my home directory and uninstalled a mod that I just had installed. The next moment my desktop environment goes crazy and then the launcher throws an exception and crashes. Some shock-seconds later I check my home directory and find nothing. Thanks for the data wipe. Proposal: - Do some sanity checks when deleting files. - Or prompt with list of files for deletion. - Or restrict on a specific folder. |
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Steps To Reproduce: |
1. Install vcmi via daily build ppa for linux. 2. Start vcmilauncher in home directory 3. Install mod 4. Uninstall mod 5. Hope you have a backup |
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Additional Information: | I am not willed to try the reproducibility. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3115 | [VCMI] Mechanics - Battles | minor | always | 2020-04-22 22:31 | 2020-04-22 22:32 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | RETURN_AFTER_STRIKE issue | ||||
Description: | There's another issue I came across when I tried to make a spell which should give target creature harpy's attack-and-return ability. If the spell is cast in the creature's turn, the bonus only goes into effect at the start of creature's next turn. | ||||
Steps To Reproduce: |
1) Download my mod and start a game 2) type TAB + vcmiistari 3) engage in battle and cast "Harpy test 2" in the target creature's turn 4) attack in the same turn 5) it doesn't work (the unit should behave as harpy hag for one attack) |
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Additional Information: | |||||
Attached Files: |
harpy spell test 2.rar (32,784) 2020-04-22 22:32 https://bugs.vcmi.eu/file_download.php?file_id=3060&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3113 | [VCMI] GUI - Battles | minor | always | 2020-04-20 23:44 | 2020-04-20 23:44 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | UNTIL_ATTACK issue | ||||
Description: |
I believe UNTIL_ATTACK bonus duration isn't working correctly. The wiki says that the bonus with this duration should end after attack and counterattack actions are performed, but it ends before the creature even starts the attack, bar one or two bonuses. To show an example, I made a spell which gives two effects that should occur once: - target of this spell gets Harpy's return attack. - target of this spell can't get retaliated. And it doesn't work. Surprisingly, a spell which adds an additional attack and Dread Knight's critical strkie works just fine (applies the bonus for one strike, and after that disappears). Something seems off. |
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Steps To Reproduce: |
1) Download my mod and start a game 2) type TAB + vcmiistari 3) engage in battle and cast "Harpy test" 4) attack 5) it doesn't work (the unit should behave as harpy hag for one attack) |
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Additional Information: | |||||
Attached Files: |
harpy spell test.rar (32,789) 2020-04-20 23:44 https://bugs.vcmi.eu/file_download.php?file_id=3058&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3055 | [VCMI] Other | tweak | always | 2019-05-04 17:04 | 2020-04-20 05:07 |
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Reporter: | Giorno3366 | Platform: | Phone | ||
Assigned To: | OS: | Android | |||
Priority: | normal | OS Version: | 9.1.2 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Autoclicking when using relative touch | ||||
Description: | If you select relative touch as the option to navigate during the game, once you try to drag the cursor it does a "button push", and it can be annoying during gameplay. If you drag the cursor from "position 1" and then release it at "position 1" it will click. Sorry for the bad english. Please fix, because it's really annoying. | ||||
Steps To Reproduce: | Select relative touch and follow the steps that I've written in the description. | ||||
Additional Information: | Even an option that would be something like a touchpad would be nice. I mean like use the left side of the screen to drag the cursor, and on the right side you have two button: left click & right click. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2883 | [VCMI] Mechanics - Battles | major | always | 2018-02-21 01:01 | 2020-04-19 13:55 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Gargoyles should be affected by morale | ||||
Description: | In original game, gargoyles are immune to some effects like regular nonliving creatures, but are affected by morale, mind spells and fear. In VCMI, they aren't. I'm attaching a save file to help reproudce the lack of feature. | ||||
Steps To Reproduce: | Choose Tower as a starting Town, buy some Gargoyles and enter a fight. They will have neutral morale, while they should have a bonus +1 from being from the same fraction. | ||||
Additional Information: | |||||
Attached Files: |
FEAR vs gargs.vcgm1 (3,218,360) 2018-02-21 01:01 https://bugs.vcmi.eu/file_download.php?file_id=2852&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3110 | [VCMI] Mechanics - Other | feature | always | 2020-04-09 17:48 | 2020-04-09 17:48 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Limiter CREATURE_ALIGNMENT_LIMITER seems not working with non-stat bonuses. | ||||
Description: | Two years ago we got few nice limiters. CREATURE_ALIGNMENT_LIMITER, CREATURE_FACTION_LIMITER, CREATURE_TERRAIN_LIMITER. First two seem to work with diffirent conditions - problem is with third. I've noticed CREATURE_TERRAIN_LIMITER works with stat parameters like STACK_SPEED but doesn't work with rest bonuses like for example MANA_DRAIN or MAGIC_MIRROR. In attachment test mod and save to investigate problem. | ||||
Steps To Reproduce: |
1. Download and unzip attachment. 2. Copy Mods folder to Mods folder, and Games folder to Games directory. 3. Launch game 4. Load testShield save. 5. After loading pick strange artifact lying before hero. 6. This shield shoulg give troops MAGIC_MIRROR ability but only in GRASS terrain. But artifact does nothing... |
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Additional Information: | |||||
Attached Files: |
mod+save.zip (1,794,918) 2020-04-09 17:48 https://bugs.vcmi.eu/file_download.php?file_id=3057&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3107 | [VCMI] GUI - Town screen | minor | always | 2020-02-28 00:30 | 2020-03-06 16:39 |
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Reporter: | domek | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Order of creatures | ||||
Description: |
When you open a town view and look at all the miniatures of creatures in the bottom left side of the window you can see they are arranged by the order they are defined in the json file, in section "core:creatureGeneratorCommon". This is wrong because they should be ordered by level, from 1 to 7. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3098 | [VCMI] GUI - PreGame | major | always | 2020-01-20 07:41 | 2020-01-26 21:48 |
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Reporter: | gigi | Platform: | android, galaxy 7 phone | ||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | server information presented and i need to remove it every time | ||||
Description: | when starting a new game or loading saved game i get the information about the game connecting to server and then my keyboard is presented. then i need to press back button to make it dissapear. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Screenshot_20200120-093612_VCMI.jpg (798,514) 2020-01-20 07:41 https://bugs.vcmi.eu/file_download.php?file_id=3047&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3081 | [VCMI] GUI - PreGame | minor | always | 2019-08-15 15:42 | 2020-01-25 23:49 |
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Reporter: | Carabus | Platform: | Windows 7, 64 bit | ||
Assigned To: | toneyisnow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Choosing "Load game" from ingame moves you to top level menu instead of Load Game menu | ||||
Description: | Choosing "Load game" from ingame, then confirming in "your current game will be lost (...)" dialog, moves you to top level menu, while it should move you to Load Game menu, like it did in original Heroes 3. Otherwise there is no difference between "Load game" and "Main menu" buttons ingame. | ||||
Steps To Reproduce: |
Using latest daily build: VCMI-branch-develop-7e7c988 21-Jul-2019 10:16 |
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Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3102 | [VCMI] GUI - PreGame | minor | always | 2020-01-21 08:40 | 2020-01-23 20:02 |
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Reporter: | toneyisnow | Platform: | |||
Assigned To: | toneyisnow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | LobbyScreen UI is showing multiple Difficulty options in toggle group when Loading map. | ||||
Description: |
Scenario: In LoadGame Lobby screen, the difficulty toggle group is showing multiple choices, but actually only one valid is working. The reason is, in the Lobby screen Initialization code will set the difficulty = 0, and each time the player changes a map in the selection, the toggle group control is not resetting the difficulty buttons to disabled state. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
1033189811.jpg (320,489) 2020-01-21 08:40 https://bugs.vcmi.eu/file_download.php?file_id=3048&type=bug fixed.PNG (78,070) 2020-01-21 08:41 https://bugs.vcmi.eu/file_download.php?file_id=3049&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3087 | [VCMI] Sound, music, videos | minor | random | 2019-09-18 16:41 | 2019-09-18 16:41 |
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Reporter: | Yuya | Platform: | VCMI 0.99 (21-Jul-2019 Build) | ||
Assigned To: | OS: | Windows 7 64bits | |||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Audio distortion | ||||
Description: | Sometimes, the game's audio began to get distorted to a point of being a pain to the ear. It generally occurs after a fight (a weird distorted sounds appear after a fight) or while leveling-up (hero & commander), the "level up sound" appears distorted and too high in dB. | ||||
Steps To Reproduce: |
A) Launch any fight and listen to the SFx once the battle is finished (when it comes back to the Map). B) Earning level with any hero. |
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Additional Information: | VCMI 0.99 (21-Jul-2019 Build) + Up-to-date WoG expansion. | ||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3079 | [VCMI] Launcher | block | always | 2019-07-23 16:54 | 2019-07-30 07:37 |
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Reporter: | sadr | Platform: | Windows 10 | ||
Assigned To: | Warmonger | OS: | Windows 10 | ||
Priority: | high | OS Version: | Build 1903 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Sidebar objects icons are removable | ||||
Description: | Sidebar objects (mods and settings) are removable on user interaction in specific cases. | ||||
Steps To Reproduce: |
1-Start launcher. 2-Hold Shift key. 3-Drag and drop any sidebar object. |
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Additional Information: | Upon achieving this, the menu icons disappear and persist until restarting the launcher. | ||||
Attached Files: |
2.PNG (33,980) 2019-07-23 16:54 https://bugs.vcmi.eu/file_download.php?file_id=3038&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3078 | [VCMI] Launcher | tweak | always | 2019-07-23 16:51 | 2019-07-30 07:37 |
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Reporter: | sadr | Platform: | Windows 10 | ||
Assigned To: | Warmonger | OS: | Windows 10 | ||
Priority: | normal | OS Version: | Build 1903 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Mods and Settings icons are movable | ||||
Description: | On launcher, you can move mods and settings icons freely in the box. | ||||
Steps To Reproduce: |
1-Open launcher 2-Click and hold a menu item (mods/settings) 3-Drag and drop anywhere on the white board |
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Additional Information: | |||||
Attached Files: |
Capture.PNG (61,416) 2019-07-23 16:51 https://bugs.vcmi.eu/file_download.php?file_id=3037&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3068 | [VCMI] Other | minor | always | 2019-06-06 08:56 | 2019-06-10 10:10 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Command "gosolo" don't work | ||||
Description: |
Some time ago I'd like to test AI and input "gosolo". But it don't work. May be other commands dont work too... |
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Steps To Reproduce: | |||||
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0001_Pathfinding_Basic.h3m (2,504) 2019-06-06 09:07 https://bugs.vcmi.eu/file_download.php?file_id=3028&type=bug VCMI_Client_log.txt (471,183) 2019-06-06 09:07 https://bugs.vcmi.eu/file_download.php?file_id=3029&type=bug VCMI_Server_log.txt (383,341) 2019-06-06 09:07 https://bugs.vcmi.eu/file_download.php?file_id=3030&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2849 | [VCMI] Map Editor | major | always | 2018-01-11 03:43 | 2019-06-09 20:24 |
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Reporter: | AmicusDaDeer | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Victory/loss condition | ||||
Description: | Every time I set the victory/loss conditions, they set always to "StandardWin"/"Lose town for 7 days", no matter what I write here. It bothers me, because I was looking forward scriptable victory conditions, and when they are finally here, they don't work properly. | ||||
Steps To Reproduce: | VCMI Map Editor -> Edit -> Victory-loss condition -> Make whatever changes or make a new event -> Exit the menu -> Enter Victory-loss condition once again -> The conditions are somehow reset to "basic". | ||||
Additional Information: | I'm using both the latest map editor and the newest build from January 9th. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3032 | [VCMI] GUI - Battles | minor | always | 2019-02-08 10:48 | 2019-06-09 20:23 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | crash in CShootingAnimation (arrow_towers) | ||||
Description: |
hi guys, encoutered some crash and tried to investigate it code version make: f06c8a872592bddfbe3fd5116979af0679f27bd3 stack trace 0000002 0x00007f7029fcdbd7 in __assert_fail_base (fmt=<optimized out>, assertion=assertion@entry=0xc98a3a "maxFrame > 0", file=file@entry=0xc98820 "/home/mpech2/dl/vcmi/client/battle/CBattleAnimations.cpp", line=line@entry=851, function=function@entry=0xc996a0 <CShootingAnimation::init()::__PRETTY_FUNCTION__> "virtual bool CShootingAnimation::init()") at assert.c:92 0000003 0x00007f7029fcdc82 in __GI___assert_fail (assertion=0xc98a3a "maxFrame > 0", file=0xc98820 "/home/mpech2/dl/vcmi/client/battle/CBattleAnimations.cpp", line=851, function=0xc996a0 <CShootingAnimation::init()::__PRETTY_FUNCTION__> "virtual bool CShootingAnimation::init()") at assert.c:101 0000004 0x000000000067a371 in CShootingAnimation::init (this=0x7f6fe041b680) at /home/mpech2/dl/vcmi/client/battle/CBattleAnimations.cpp:851 0000005 0x00000000006cf6f6 in CBattleInterface::updateBattleAnimations (this=0x7f6fe06829e0) at /home/mpech2/dl/vcmi/client/battle/CBattleInterface.cpp:3599 0000006 0x00000000006caf07 in CBattleInterface::show (this=0x7f6fe06829e0, to=0x37a7a70) at /home/mpech2/dl/vcmi/client/battle/CBattleInterface.cpp:3042 some additional logs (client/battle/CBattleAnimations.cpp) if (owner->idToProjectile.count(spi.creID) == 0){ //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized std::cout<<"faaaail"<<std::endl; owner->initStackProjectile(shooter); }else{ std::cout<<"oook"<<owner->idToProjectile.count(spi.creID)<<std::endl; } // only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile.at(spi.creID)->size(0)); std::cout<<"shooter info :: "<<shooterInfo->idNumber<<std::endl; std::cout<<"creid : "<<spi.creID<<std::endl; std::cout<<"maxFrame??"<<angles.size()<<std::endl; std::cout<<"maxFrame proj??"<<owner->idToProjectile.at(spi.creID)->size(0)<<std::endl; assert(maxFrame > 0); console output oook1 shooter info :: 166 creid : 149 maxFrame??0 maxFrame proj??0 --- both angles.size and idToProjectile.at.. return 0, then assert throws. If I am not mistaken, creid 149 is ARROW_TOWERS (I am actually attacking a defended castle by hero) I don't understand why ->size(0) would return 0 since animation for arrow_towers seem to be quite usual.. As for the defending hero it is in a castle modded (death valley) but that should still be independant from arrow_towers? How should the investigation should be continued? |
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Steps To Reproduce: |
load attached save named "E" as red, main hero, attack castle instantly crash |
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Additional Information: | Note that (as attacker) am also expert ballistics | ||||
Attached Files: |
e.vcgm1 (6,091,270) 2019-02-08 10:48 https://bugs.vcmi.eu/file_download.php?file_id=2979&type=bug e.vsgm1 (6,079,700) 2019-02-09 07:18 https://bugs.vcmi.eu/file_download.php?file_id=2980&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3059 | [VCMI] Mechanics - Battles | minor | always | 2019-05-12 01:50 | 2019-06-09 19:47 |
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Reporter: | Ewilhan | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows 10 | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | AA's can cast Ressurect on stacks with no deaths. | ||||
Description: |
AA's are able to cast Ressurect on injured stacks that don't have killed units in them. The spell will cast as usual, with the target stack being healed. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3002 | [VCMI] AI - Adventure Map | feature | always | 2018-08-26 19:24 | 2019-06-09 18:30 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | AI can't split stacks | ||||
Description: |
While exchanging armies between heroes, AI can't split stacks. With current army policy it often results in every hero running single power stack, unable to give units to another hero. For instance, if one hero has 30 Evil Eyes and another has 40 Harpies, they won't split their stacks to share. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3070 | [VCMI] GUI - Adventure Map | major | always | 2019-06-09 17:49 | 2019-06-09 17:49 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | new | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hotseat freeze on non-current player attacked if current player had lost | ||||
Description: | Run provided map in hot-seat mode as red + blue. Skip turn with red, remove all crrusaders from blue town garrison, pass turn. Blue player will lose, freeze will occur in case red player gets attacked. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
vcmihotseatattacktest.h3m (2,127) 2019-06-09 17:49 https://bugs.vcmi.eu/file_download.php?file_id=3032&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3067 | [VCMI] AI - Adventure Map | minor | have not tried | 2019-06-04 20:43 | 2019-06-06 02:14 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | low | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | AI doesn't know AI Value of prison, at least in some cases | ||||
Description: | As in title, need to re-check prison AI Value. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3062 | [VCMI] AI - Adventure Map | minor | always | 2019-05-17 08:18 | 2019-06-05 06:21 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.6 LTS | ||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
Target Version: | |||||
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Summary: | infite turn on pink | ||||
Description: |
pink does not seem to end its turn |
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Steps To Reproduce: | load save, end turn, wait for pink | ||||
Additional Information: | |||||
Attached Files: |
h3save.zip (2,532,302) 2019-05-17 08:18 https://bugs.vcmi.eu/file_download.php?file_id=3007&type=bug Rocky Rumble.h3m (105,473) 2019-05-17 08:18 https://bugs.vcmi.eu/file_download.php?file_id=3008&type=bug A_VCMI_Client_log.txt (8,532,260) 2019-05-17 08:19 https://bugs.vcmi.eu/file_download.php?file_id=3009&type=bug B_VCMI_Client_log.txt (10,290,162) 2019-05-17 08:20 https://bugs.vcmi.eu/file_download.php?file_id=3010&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2561 | [VCMI] Mechanics - Adventure Map | minor | always | 2016-10-18 13:15 | 2019-06-04 22:26 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Some buildings are treated as invalid, crash when right-clicking on its icon in event window | ||||
Description: | On certain map, timed event builds few buildings in town. Some of them are named "missing building" when event popup window appears. When right-clicking on picture of "missing building" VCMI client crashes. | ||||
Steps To Reproduce: | Load provided save and pass a turn. When event window pops up, right-click on building pictures. | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
craash.rar (2,277,617) 2016-10-18 13:15 https://bugs.vcmi.eu/file_download.php?file_id=2602&type=bug bugg.png (701,770) 2016-10-18 13:23 https://bugs.vcmi.eu/file_download.php?file_id=2603&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3060 | [VCMI] AI - Adventure Map | crash | always | 2019-05-16 09:02 | 2019-05-21 14:45 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.6 LTS | ||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | core in CMap.cpp::getTile | ||||
Description: |
hi, mods: - witchkings artifacts - hota - death valley - retreat - preserve town running develop (aee4bb728) 9May console output ``` vcmiserver: /media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp:390: TerrainTile& CMap::getTile(const int3&): Assertion `isInTheMap(tile)' failed. vcmiclient: /media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp:390: TerrainTile& CMap::getTile(const int3&): Assertion `isInTheMap(tile)' failed. Aborted (core dumped) ``` backtrace: ``` 0000002 0x00007f589431dbd7 in __assert_fail_base (fmt=<optimized out>, assertion=assertion@entry=0x7f5896363c21 "isInTheMap(tile)", file=file@entry=0x7f5896363b28 "/media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp", line=line@entry=390, function=function@entry=0x7f58963645c0 <CMap::getTile(int3 const&)::__PRETTY_FUNCTION__> "TerrainTile& CMap::getTile(const int3&)") at assert.c:92 0000003 0x00007f589431dc82 in __GI___assert_fail (assertion=assertion@entry=0x7f5896363c21 "isInTheMap(tile)", file=file@entry=0x7f5896363b28 "/media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp", line=line@entry=390, function=function@entry=0x7f58963645c0 <CMap::getTile(int3 const&)::__PRETTY_FUNCTION__> "TerrainTile& CMap::getTile(const int3&)") at assert.c:101 0000004 0x00007f5895f8426d in CMap::getTile (this=0x7f588478e290, tile=...) at /media/data/mpech/dl/vcmi/lib/mapping/CMap.cpp:390 0000005 0x00007f589632931f in NewObject::applyGs (this=this@entry=0x7f588bffeb00, gs=gs@entry=0x7f5884787880) at /media/data/mpech/dl/vcmi/lib/NetPacksLib.cpp:679 0000006 0x00007f58962767af in CApplyOnGS<NewObject>::applyOnGS (this=<optimized out>, gs=0x7f5884787880, pack=0x7f588bffeb00) at /media/data/mpech/dl/vcmi/lib/CGameState.cpp:63 0000007 0x00007f589625f24e in CGameState::apply (this=0x7f5884787880, pack=pack@entry=0x7f588bffeb00) at /media/data/mpech/dl/vcmi/lib/CGameState.cpp:1968 0000008 0x0000000000444a2d in CGameHandler::sendAndApply (this=0x7f588402b8f0, pack=0x7f588bffeb00) ``` |
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Steps To Reproduce: |
load attached save, end turn |
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Additional Information: | |||||
Attached Files: |
getTile.zip (1,727,436) 2019-05-16 09:02 https://bugs.vcmi.eu/file_download.php?file_id=3005&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2013 | [VCMI] GUI - Battles | trivial | always | 2014-12-27 12:04 | 2019-05-21 07:05 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | low | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.97b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Combat log "scroll up" button looks like "scroll down" button while any creature is performing action | ||||
Description: | While anything happens on the battlefield (creature move / attack and similar) the "scroll up" button has incorrect sprite assigned to it, and "scroll down" button looks like being pressed. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
arrow_bug.png (523,481) 2014-12-27 12:04 https://bugs.vcmi.eu/file_download.php?file_id=2052&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3061 | [VCMI] GUI - Battles | feature | N/A | 2019-05-16 10:14 | 2019-05-16 10:30 |
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Reporter: | val-gaav | Platform: | |||
Assigned To: | OS: | ||||
Priority: | none | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | [Feature request] Option to set Stack queue to top-down style | ||||
Description: |
Current layout of battle window with large stack queue looks quite bad on widescreen monitors (16:9 aspect ratio). IMHO it would look better if it was placed at the left and right side of this GUI window. I've added a mockup picture to show how I think it could look like. Benefits : -It's more readable then one stack queue. You have attacker army on the right and defender army on the left -Could easily have extra space for nice layoutfor https://bugs.vcmi.eu/view.php?id=2811 [^] wait/defend icons. There is a lot of space if we go widescreen. -Looks better/more modern on widescreen monitors (16:9), and would also look as almost full screen on 1024x600 that vcmi supports. - Doesn't need new graphics |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
mockup1.jpg (591,034) 2019-05-16 10:14 https://bugs.vcmi.eu/file_download.php?file_id=3006&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3046 | [VCMI] Mechanics - Adventure Map | minor | always | 2019-03-28 00:57 | 2019-05-08 04:19 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Ewilhan | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Neutral creatures shouldn't get growth weeks | ||||
Description: |
I stumbled upon this information: http://heroescommunity.com/viewthread.php3?TID=28378 [^] ... and then made some tests. In 52 months in H3 Complete Edition, I couldn't get a growth week for neutral creautres, whereas in VCMI, it eventually the RNG choses one in relatively short time. (https://cdn.discordapp.com/attachments/370383394724642836/560598173475667968/unknown.png [^]) |
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Steps To Reproduce: | Make a map with a single player (or use one attached in this report) and pass the weeks. Eventually a week of a neutral creature will pop up. | ||||
Additional Information: | |||||
Attached Files: |
week test.h3m (1,519) 2019-03-28 00:57 https://bugs.vcmi.eu/file_download.php?file_id=2998&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3050 | [VCMI] Other | minor | always | 2019-04-23 18:15 | 2019-05-07 14:37 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Ewilhan | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | VCMI can't be muted | ||||
Description: |
In normal H3, when we lowered to 0 music and game effects, game is silent and we can play without sounds and listen to music from winamp, youtube etc. In VCMI daily builds muted game is rather loudly. Main menu plays normally, some picking sounds are player or new week sound. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3053 | [VCMI] GUI - Battles | minor | always | 2019-05-03 07:46 | 2019-05-04 07:26 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Lack of proper handling for AI attacking our players if we control multiple colors | ||||
Description: | During hotseat game I noticed bugged battle UI behavior when AI attacks our player, which is not last color used when pssing turn and letting AI play. Wrong value of LOCPLINT and/or GH.curInt set during battle causes bugs. | ||||
Steps To Reproduce: |
Cause situation where AI attacks player in hotseat mode who is not the last human player in turn order. One of ways to reproduce is to pass two turns in provided save, it requires some mods to run, mentioned in Additional Information to this report. |
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Additional Information: | Mods used in save: Cathedral, Highlands/Bastille, MDT Forge, Pavilion 2.60 - versions available currently as of 3.05.2019 from mod list on wiki. | ||||
System Description | |||||
Attached Files: |
bugbug2.zip (1,439,531) 2019-05-03 07:46 https://bugs.vcmi.eu/file_download.php?file_id=3000&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3054 | [VCMI] Multiplayer | major | always | 2019-05-04 07:06 | 2019-05-04 07:06 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hotseat: more issues when AI attacking non-primary player | ||||
Description: |
Related to this PR: https://github.com/vcmi/vcmi/pull/583 [^] BTW there still two bugs remaining: * Notifications for player still not arrive. E.g if you stand on cursed ground and cant cast spells there is no notifications. Or when you try to cast Earthquake within battle that is not in castle. * When battle starts control over units not given to player, they not highlighted until you click somewhere on battlefield. So two more things need fixing. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3051 | [VCMI] Mechanics - Other | minor | sometimes | 2019-04-24 18:53 | 2019-05-02 13:24 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Duplicate hero on map initialization possible to achieve in some cases | ||||
Description: | It's possible to have two same heroes as starting heroes in some cases and it leads to bugs that eventually may lead to crash/freeze. Tried to reproduce under specific conditions, same as the ones where I found the bug for first time, and it succeeded after few tries. Provided screenshot shows information from "map info" gathered after map loaded. | ||||
Steps To Reproduce: | Pick hot-seat game, put human players as the last colors, pick map with many total players for easier reproducibility. Pick same town non random heroes for humans (2 players in tested case), same town as humans for AI but random heroes. There is chance that on game start random hero will be same as hero already picked by human. | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
double.png (406,159) 2019-04-24 18:53 https://bugs.vcmi.eu/file_download.php?file_id=2999&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3047 | [VCMI] Mechanics - Adventure Map | feature | always | 2019-03-28 01:02 | 2019-03-28 01:02 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | low | OS Version: | 8.1 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | "hasDoubleWeek" doesn't work for new creatures | ||||
Description: |
"hasDoubleWeek" doesn't work for new creatures. I disabled it for all vanilla creautres (Serpent Fly, Griffin, Centaur, Gremlin, Hobgoblin, Gog, Troglodyte, Harpy, Lizardman, Pegasus, Wolf Rider, Wight), and instead of new creature appearing on map, there was this notice: https://cdn.discordapp.com/attachments/370383394724642836/560601240875302952/unknown.png [^] (despite all new creatures having "hasDoubleWeek": true) |
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Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2814 | [VCMI] Mechanics - Battles | feature | always | 2017-10-29 11:53 | 2019-03-24 12:42 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Ammo Cart doesn't work during battles in creature banks. | ||||
Description: | In H3 during battles in creature banks ammo cart is invisible, but works all the time - shooting creatures have always maximum amount of shots. In VCMI ammo cart doesn't work and shooters loose their number of shots. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2748 | [VCMI] GUI - Battles | minor | always | 2017-07-24 21:50 | 2019-03-24 12:42 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Click on adventure map interpreted as battle command | ||||
Description: | When you click on the adventure map to attack something, the click is also interpreted as a click on the battle-map popup, causing your first creature stack to move accordingly and waste their turn (assuming you start). | ||||
Steps To Reproduce: | On the adventure map, click on an enemy stack without releasing the mouse button. Once the battle map is open and you are able to act, release the mouse button - your selected creature should move to your mouse position. | ||||
Additional Information: | It looks like the issue is with mouse-up getting interpreted as a click event. Mouse-down on the adventure map starts your hero moving and opens the battle-screen, then mouse-up moves your creature. Happens naturally if the target of your attack is very close and/or you simply click rather slow. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3036 | [VCMI] AI - Adventure Map | minor | always | 2019-02-14 14:02 | 2019-03-21 14:48 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Nullkiller | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Some unexpected crap happens in AI behavior - expecting army exchange then exploration | ||||
Description: | On attached map AI behaves unexpectedly during its turn. Expected behavior is to give army to one hero during GatherArmy decomposition. Then heroes should move around to explore as army guarding castle is too strong for them. Instead heroes end each turn next to each other, error "Hero Dace tries to visit himself" appears before AI turn ends on each turn passed. Also make sure you read "Additional Information" below before working on this bug. | ||||
Steps To Reproduce: | With newest daily build run attached map, use vcmieagles cheat and see that heroes get stuck next to each other and error related to hero trying to visit himself appears in console before AI ends turn. | ||||
Additional Information: |
Requires newest commit https://github.com/vcmi/vcmi/commit/5f87c98186e9f145c57c036422b1d918b52edff8 [^] If you move hero Dace in map editor 1 tile upwards the bug won't appear. Changing army composition of heroes may cause bug to not appear as well |
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System Description | |||||
Attached Files: |
vcmiaistacksplit.h3m (8,599) 2019-02-14 14:02 https://bugs.vcmi.eu/file_download.php?file_id=2984&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3043 | [VCMI] Mechanics - Objects | minor | always | 2019-02-24 21:32 | 2019-03-12 14:43 |
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Reporter: | mlaradji | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | School of Magic can still be used for free if player has <1000 gold | ||||
Description: | The outdoors School of Magic normally requires 1000 gold. However, a player is always able to use it, even if they have less than 1000 gold. Upon use, the player's gold is reduced to 0. | ||||
Steps To Reproduce: | Start any single player map that has a School of Magic. Take a hero to one of these schools when you have less than 1000 gold. You should be able to use it. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3026 | [VCMI] Other | minor | N/A | 2018-12-03 21:38 | 2019-03-01 17:04 |
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Reporter: | josch | Platform: | x86 | ||
Assigned To: | josch | OS: | Debian | ||
Priority: | normal | OS Version: | Buster | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | New Release? | ||||
Description: |
In the beginning of next year, Debian will freeze all versions in Testing to prepare for the release of Debian Buster. Since vcmi version 0.99 was released more than two years ago, there has been no new vcmi release. Do you plan to make a new release before the February 2019? If not, then the next Debian Stable release will still only include vcmi 0.99 even though a lot of new features and bug fixes are now in the git repository. The only alternative would be to package a more recent git commit. I thus seek advice about what would be your preferred way forward. I see the following options: 1. not make a new vcmi release and keep 0.99 in Debian Buster 2. not make a new vcmi release but package a version from git (which version?) 3. make a new vcmi release 0.100 or a 1.0~beta1 or similar What do you think? |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3041 | [VCMI] Mechanics - Adventure Map | minor | always | 2019-02-23 13:55 | 2019-02-24 16:43 |
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Reporter: | mpech | Platform: | Ubuntu 16.04.5 LTS | ||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | AI infinite loop due to town portal | ||||
Description: |
Hi guys, getting an infinite loop: ... No town at destination tile System message: Server encountered a problem: No town at destination tile Hero Sandro cannot reach (45 36 1). No town at destination tile System message: Server encountered a problem: No town at destination tile Hero Sandro cannot reach (45 36 1). |
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Steps To Reproduce: |
load map end turn see green never ending |
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Additional Information: |
By adding an assert(false) in TownPortalMechanics::applyAdventureEffects +++ b/lib/spells/AdventureSpellMechanics.cpp @@ -370,6 +370,8 @@ ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvir if(tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != Obj::TOWN) { env->complain("No town at destination tile"); + assert(false); return ESpellCastResult::ERROR; } in I get 0000002 0x00007f8f509f5bd7 in __assert_fail_base (fmt=<optimized out>, assertion=assertion@entry=0x7f8f52aee4ca "false", file=file@entry=0x7f8f52acb330 "/home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp", line=line@entry=379, function=function@entry=0x7f8f52acb7c0 <TownPortalMechanics::applyAdventureEffects(SpellCastEnvironment const*, AdventureSpellCastParameters const&) const::__PRETTY_FUNCTION__> "virtual ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment*, const AdventureSpellCastParameters&) const") at assert.c:92 0000003 0x00007f8f509f5c82 in __GI___assert_fail (assertion=assertion@entry=0x7f8f52aee4ca "false", file=file@entry=0x7f8f52acb330 "/home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp", line=line@entry=379, function=function@entry=0x7f8f52acb7c0 <TownPortalMechanics::applyAdventureEffects(SpellCastEnvironment const*, AdventureSpellCastParameters const&) const::__PRETTY_FUNCTION__> "virtual ESpellCastResult TownPortalMechanics::applyAdventureEffects(const SpellCastEnvironment*, const AdventureSpellCastParameters&) const") at assert.c:101 0000004 0x00007f8f528abdec in TownPortalMechanics::applyAdventureEffects (this=<optimized out>, env=0x7f8f40006490, parameters=...) at /home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp:379 0000005 0x00007f8f528a76df in AdventureSpellMechanics::performCast (this=this@entry=0x7f8f406e7ad0, env=env@entry=0x7f8f40006490, parameters=...) at /home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp:109 0000006 0x00007f8f528a79b2 in AdventureSpellMechanics::adventureCast (this=0x7f8f406e7ad0, env=0x7f8f40006490, parameters=...) at /home/mpech2/dl/vcmi/lib/spells/AdventureSpellMechanics.cpp:63 0000007 0x00007f8f528b6f22 in CSpell::adventureCast (this=this@entry=0x7f8f40629200, env=0x7f8f40006490, parameters=...) at /home/mpech2/dl/vcmi/lib/spells/CSpellHandler.cpp:131 0000008 0x0000000000504a23 in CastAdvSpell::applyGh (this=0x7f8f4000fff0, gh=0x7f8f4002b560) at /home/mpech2/dl/vcmi/server/NetPacksServer.cpp:360 0000009 0x0000000000466ff9 in CApplyOnGH<CastAdvSpell>::applyOnGH (this=<optimized out>, gh=<optimized out>, pack=<optimized out>) at /home/mpech2/dl/vcmi/server/CGameHandler.cpp:194 0000010 0x000000000044afa7 in CGameHandler::handleReceivedPack (this=0x7f8f4002b560, pack=0x7f8f4000fff0) at /home/mpech2/dl/vcmi/server/CGameHandler.cpp:1233 0000011 0x00000000004d1cec in CVCMIServer::threadHandleClient (this=0x7ffd1994c810, c=std::shared_ptr (count 15, weak 1) 0x7f8f48000ad0) at /home/mpech2/dl/vcmi/server/CVCMIServer.cpp:319 0000012 0x00000000004df3f8 in boost::_mfi::mf1<void, CVCMIServer, std::shared_ptr<CConnection> >::operator() (a1=..., p=<optimized out>, this=<optimized out>) at /usr/include/boost/bind/mem_fn_template.hpp:165 |
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Attached Files: |
inftp.zip (2,361,196) 2019-02-23 13:55 https://bugs.vcmi.eu/file_download.php?file_id=2990&type=bug log.txt (6,481) 2019-02-23 15:26 https://bugs.vcmi.eu/file_download.php?file_id=2991&type=bug Dragon Lord.h3m (134,259) 2019-02-23 17:14 https://bugs.vcmi.eu/file_download.php?file_id=2993&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3035 | [VCMI] AI - Adventure Map | minor | always | 2019-02-12 13:24 | 2019-02-16 07:51 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Nullkiller | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | AI pathfinder generating goal that cannot be realized | ||||
Description: |
This happens with newest VCMI code (after https://github.com/vcmi/vcmi/pull/548 [^] merge): In attached map AI will not capture town and heroes will stand in one place infinitely, because ai-ah->HowToVisitObj inside GatherArmy::getAllPossibleSubgoals() will generate VisitTile goal that requires beating the army that is supposed to be reason why we gather army in first place. That goal gets picked as best goal while it should not appear at all considering it's impossible to realize. |
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Steps To Reproduce: |
1.Run attached map 2.Enable vcmieagles cheat for player only 3.See how AI gets stuck after GatherArmy decomposition |
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Additional Information: | I guess this could be fixed by filtering generated goals inside GatherArmy but proper solution would be fixing pathfinder logic. | ||||
System Description | |||||
Attached Files: |
vcmiaistacksplit_v1.h3m (8,615) 2019-02-12 13:24 https://bugs.vcmi.eu/file_download.php?file_id=2983&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3015 | [VCMI] AI - Adventure Map | major | always | 2018-10-14 13:40 | 2019-02-07 07:43 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI: wrong priorities. Need tuning | ||||
Description: |
Purple hero Terek. Don't take Sword of Judment (He don't have sword at all) he just collects resources, takes the sphere of the earth and leaves Багровый герой Терек не берет меч правосудия (+5 ко всем параметрам). У него меча вообще нет. Он просто собирает ресурсы, берет сферу земли и уходит. Как так? |
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Steps To Reproduce: | |||||
Additional Information: | VCMI 0.99 6958f2cddf28abcc152340190e25d21d122abd1a (client) | ||||
Attached Files: |
Ne vzyal mech.rar (834,299) 2018-10-14 13:40 https://bugs.vcmi.eu/file_download.php?file_id=2958&type=bug До.png (122,064) 2018-10-14 13:40 https://bugs.vcmi.eu/file_download.php?file_id=2959&type=bug После.jpg (64,375) 2018-10-14 13:40 https://bugs.vcmi.eu/file_download.php?file_id=2960&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2722 | [VCMI] AI - Adventure Map | minor | always | 2017-07-16 16:29 | 2019-02-06 20:42 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Riddle, mysticism. AI attacks me only if I cross the garrison. So I stand side by side and he does not touch me. | ||||
Description: | Visually everything in the video https://youtu.be/NRgTsjSblEY [^] | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Атакуеттолькопослегарнизона.rar (899,427) 2017-07-16 16:29 https://bugs.vcmi.eu/file_download.php?file_id=2734&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2995 | [VCMI] AI - Adventure Map | minor | always | 2018-08-10 13:03 | 2019-02-06 17:32 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | AI freezes - infinite loop | ||||
Description: | Blue player freezes when performing turn in provided save, console spams messages infinitely. Tested with build a090946 | ||||
Steps To Reproduce: | Load provided save and pass turn. Blue player turn will not complete. | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
aiinfiniteloop.zip (698,718) 2018-08-10 13:03 https://bugs.vcmi.eu/file_download.php?file_id=2940&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3028 | [VCMI] AI - Adventure Map | minor | always | 2018-12-16 13:48 | 2018-12-30 20:41 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Optimize CGameInfoCallback::getPlayerTeam | ||||
Description: |
According to MSVS 2015 profiler, this little function uses 2% of all client time. However, it has not much use, since player teams don't change often (if at all). Just make fixed player->team field. Maybe update it only when player leaves the game, if ever. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Issue 3028.png (48,525) 2018-12-30 20:22 https://bugs.vcmi.eu/file_download.php?file_id=2970&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3027 | [VCMI] Other | block | always | 2018-12-04 15:26 | 2018-12-04 15:26 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Network fail on FreeBSD due to 2MB socket buffer limit while 4MB is used | ||||
Description: |
So I cheated little bit with socket buffer size to be able to sent whole game state over network in one go. I set limit to 4MB which work fine on all Linux, Windows and macOS, but unfortunately FreeBSD have default limit of 2MB buffer on kernel level. [pre] SO_SNDBUF and SO_RCVBUF are options to adjust the normal buffer sizes allocated for output and input buffers, respectively. The buffer size may be increased for high-volume connections, or may be decreased to limit the possible backlog of incoming data. The system places an absolute maximum on these values, which is accessible through the sysctl(3) MIB variable ``kern.ipc.maxsockbuf''. [/pre] So this need to be solved one way or another. For now I can decrease limit to 2MB, but then we really need to improve networking to handle sending large amount of serialized data. |
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3019 | [VCMI] GUI - Town screen | major | always | 2018-11-01 01:10 | 2018-11-14 18:03 |
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Reporter: | By003 | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Memory leak in GUI | ||||
Description: |
A large storage occupied by VCMI_client while it runs, a great occupation would be generated rapidly while changing different town screens. It is really an big problem and it becomes increasingly serious and affect the running speed of the game. I have analysed the problem which is contributed by GUI memory leak. It might happens in loading large amount of graphics of the game, and there is not a command to clear cache so I have to quit it manualy. Thus, I hope it could be fixed as soon as possible. |
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Steps To Reproduce: | |||||
Additional Information: | Last year I mentioned about this. I suppose it would just be related as GUI problem. | ||||
Attached Files: |
bb256f73918fd3aee1bc81095aba88794e33873e.jpg (13,159) 2018-11-01 01:10 https://bugs.vcmi.eu/file_download.php?file_id=2963&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2965 | [VCMI] Map Editor | crash | always | 2018-06-07 19:56 | 2018-11-07 09:31 |
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Reporter: | VampMarcie | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crashes when any custom faction in use | ||||
Description: |
Returns: Assertion failed: !allowedFactions.empty(), file mapping\CMap.cpp, line 32 whenever a custom map (all grass, 1 town of any kind) is saved with any custom faction added in the mods folder. |
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Steps To Reproduce: |
1) Place any custom faction (eg. Bastion, Bastille) in the mods folder 2) Make brand new .vmap in VCMI map editor 3) Place down your town and enemy town 4) Save 5) Launch game 6) Click map in map menu and crash with above error |
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Additional Information: | |||||
Attached Files: |
crash.png (1,703,106) 2018-06-07 19:56 https://bugs.vcmi.eu/file_download.php?file_id=2912&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3017 | [VCMI] GUI - Adventure Map | tweak | always | 2018-10-15 20:09 | 2018-11-07 08:11 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Warlock and Overlord have incorrect defs | ||||
Description: |
Warlock and Overlord adventure def files are reversed. Warlock's mapObject files should be AH11_.def and AH11_E.def. And Overlord's mapObject files should be AH10_.def and AH10_E.def. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1835 | [VCMI] Other | crash | N/A | 2014-07-12 12:12 | 2018-11-07 06:47 |
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Reporter: | Nikolay.IT | Platform: | 64 bit | ||
Assigned To: | Warmonger | OS: | Windows 8 | ||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.96 | ||
Product Build: | Resolution: | unable to reproduce | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash on end turn | ||||
Description: |
Disaster happened. Reason: 0xc0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:5A10BA4E Attempt to read from 0x00000000 Thread ID: 11176 [11176] Crash info will be put in VCMI_client.exe_crashinfo.dmp |
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Steps To Reproduce: |
1. Load the given save file 2. Click end turn 3. The game crashes |
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Additional Information: | |||||
Attached Files: |
_report.zip (1,387,420) 2014-07-12 12:12 https://bugs.vcmi.eu/file_download.php?file_id=1848&type=bug vcmi.crash.zip (976,958) 2014-07-17 15:12 https://bugs.vcmi.eu/file_download.php?file_id=1855&type=bug savegame.zip (958,132) 2014-07-20 19:58 https://bugs.vcmi.eu/file_download.php?file_id=1864&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2536 | [VCMI] Mechanics - Adventure Map | crash | always | 2016-09-30 15:05 | 2018-11-06 16:15 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash within Pathfinder on AI turn | ||||
Description: |
Another problem reported by @Povelitel that reproducible both from map and save. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Metataxer\'s Revenge (english version).h3m (248,252) 2016-09-30 15:05 https://bugs.vcmi.eu/file_download.php?file_id=2576&type=bug 2536.zip (3,533,349) 2016-09-30 15:06 https://bugs.vcmi.eu/file_download.php?file_id=2577&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
886 | [VCMI] Mechanics - Battles | crash | sometimes | 2012-02-29 05:51 | 2018-11-06 15:16 |
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Reporter: | q4a | Platform: | x86 | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash after cloned creatures move | ||||
Description: |
Tested on r2563. VCMI_Client_log.txt: Listening... received server message of type struct BattleStackMoved CStupidAI [0C876780]: battleStackMoved called Made first apply on cl Applied on gs Made second apply on cl Listening... received server message of type struct BattleAttack CPlayerInterface::battleAttack - locking...done! CStupidAI [0C876780]: battleAttack called Made first apply on cl Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# Hero Ignatius Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# "Imps" Applied on gs CPlayerInterface::battleStackAttacked - locking...done! CStupidAI [0C876780]: battleStacksAttacked called Made second apply on cl Listening... Wrong player id in blueToPlayersAdv (96)! Server finished Lost connection to server, ending listening thread! read: An existing connection was forcibly closed by the remote host Something wrong, lost connection while game is still ongoing... VCMI_Server_log.txt: Message successfully applied (result=1)! Sending to all clients a package of type struct BattleNextRound Sending to all clients a package of type struct BattleSetActiveStack Received client message of type struct MakeAction Making action of type Sending to all clients a package of type struct StartAction Sending to all clients a package of type struct BattleStackMoved Sending to all clients a package of type struct BattleAttack Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# Hero Ignatius Battle stack [8]: -858993460 creatures of Imps from slot 255 #detached from# "Imps" |
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Steps To Reproduce: |
Start any map. Get all spells by cheat "vcmiistari". Attack enemy. Click defend to your 1st current set of creatures. Cast Defend (4th lev) spell on that set. Click defend to all other your creatures, except cloned. Move cloned creatures forward. Sometimes it needs to do more moves to get crash. Once I don't get crash at all. |
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1983 | [VCMI] GUI - PreGame | crash | always | 2014-11-30 13:04 | 2018-11-06 14:18 |
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Reporter: | Donavan | Platform: | Windows | ||
Assigned To: | Warmonger | OS: | 7 | ||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Heroes 3 Map Crash | ||||
Description: | The moment Red, Blue, Tan or Green takes its turn, the game crashes. | ||||
Steps To Reproduce: |
Either: 1) Play Red, Blue, Tan, or Green as a player. 2) Let the AI take either Red, Blue, Tan or Green's turn. |
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Additional Information: | nil | ||||
Attached Files: |
Calm Clearing V5 (Allies + Modified).h3m (75,868) 2014-11-30 13:04 https://bugs.vcmi.eu/file_download.php?file_id=2026&type=bug Loop_trol.rar (1,315,744) 2018-03-02 13:46 https://bugs.vcmi.eu/file_download.php?file_id=2866&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3020 | [VCMI] Mechanics - Objects | minor | have not tried | 2018-11-01 18:28 | 2018-11-01 21:19 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | CGLighthouse::initObj using netpacks before game starts | ||||
Description: |
Problem reported here: https://github.com/vcmi/vcmi/pull/499 [^] I guess @povelitel might have issue for it already, but here it's just in case. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Wayfarer(E).h3m (151,631) 2018-11-01 18:28 https://bugs.vcmi.eu/file_download.php?file_id=2964&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3011 | [VCMI] GUI - Town screen | feature | always | 2018-09-29 20:08 | 2018-10-31 20:49 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | low | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Mod's path instead of a name in growth-booster skill | ||||
Description: | Inspired by Macron's modified skills, I wanted to make a new skill that raised creature growth in towns, but the source shown in the town screen is taken from the skills unique identifier, which gives a bizarre effect (especially if the mod is a part of another mod). Shouldn't the information be taken from the name of the skill, similarly to artifacts and fort/horde/grail buildings? | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
vcmi gov.jpg (308,917) 2018-09-29 20:08 https://bugs.vcmi.eu/file_download.php?file_id=2952&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3009 | [VCMI] GUI - Town screen | minor | always | 2018-09-15 14:21 | 2018-10-30 02:11 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Building highlights names don't update after clicking on any building. | ||||
Description: | After making some action in townscreen, Building highlights freeze. | ||||
Steps To Reproduce: |
1. Start a game. You can use cheat for full builded city. 2. Inside townscreen move mouse over diffirent buildings to see that building names at the bottom of the screen are displayed correctly. 3. Entern Tavern or Mage Guild to make any action. 4. Move mouse over buildings once again - building names don't change and freeze to display Tavern or Mage Guild. Is it connected with Hill Fort bug? |
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Additional Information: | |||||
Attached Files: |
bug.png (1,644,282) 2018-09-15 14:21 https://bugs.vcmi.eu/file_download.php?file_id=2950&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2997 | [VCMI] Mechanics - Adventure Map | crash | always | 2018-08-11 19:26 | 2018-09-16 14:03 |
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Reporter: | Nullkiller | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash when move from teleport | ||||
Description: |
CPlayerInterface.doMoveHero, line 2717 sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1); It tries to play a horse sound but currentTerrain is not initialized and we have out of range |
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Steps To Reproduce: |
Load save Select Luna and move to our town - The hero bypasses a portal - Crash |
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Additional Information: | |||||
Attached Files: |
Saves.zip (513,064) 2018-08-11 19:26 https://bugs.vcmi.eu/file_download.php?file_id=2941&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3007 | [VCMI] Random Map Generator | minor | always | 2018-09-13 21:19 | 2018-09-13 21:19 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Module "STACK_ARTIFACTS" crashes game during generating random maps. | ||||
Description: | Module "STACK_ARTIFACTS" (if set to "true") crashes game during generating random maps in latest daily builds. | ||||
Steps To Reproduce: |
Open defaultMods.json file in CONFIG directory. Change "STACK_ARTIFACTS": false, into "STACK_ARTIFACTS": true, Save file. Try to generate any random map. |
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Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2652 | [VCMI] Campaigns | major | always | 2017-03-12 19:17 | 2018-08-26 18:05 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | a.yupinov | OS: | Windows | ||
Priority: | normal | OS Version: | 0 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Missing feature: Yog CAN learn spells in Birth of a Barbarian campaign. | ||||
Description: |
In the Shadow of Death campaign Birth of a Barbarian, Yog does not start with a spellbook, and cannot acquire one (entering a Mage Guild while he is a visiting Hero results in a messagebox telling "Yog has given up magic in all its forms. His knowledge of battle and tactics will have to be enough to get him through the rest of his life". In VCMI Yog has no problem to get spellbook and learn spells, so playing this campaign in vcmi is pointless. |
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Steps To Reproduce: | Play Birth of the Barbarian campaign. Try to get spellbook from Mage guilds. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
3000 | [VCMI] AI - Battles | text | sometimes | 2018-08-21 06:38 | 2018-08-21 06:38 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | FeniksFire | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | "Unauthorized obstacles access attempt" spam | ||||
Description: | Happens often (but not always?) when AI attacks a mob on a map. Very annoying. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug3000.png (39,333) 2018-08-21 06:38 https://bugs.vcmi.eu/file_download.php?file_id=2946&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2993 | [VCMI] AI - Adventure Map | major | always | 2018-08-08 06:57 | 2018-08-08 08:53 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | AI tries to visit blocked Border Gate during exploration | ||||
Description: |
AI wastes all movement points (and time) trying to pass impassable Border Gate during exploration. It should only visit it once, get quest, and then look for Keymasters Tent |
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Steps To Reproduce: | |||||
Additional Information: |
BorderGate has 2 properties: - blockVisit (always true) - passableFor (determined by Pathfinder) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1744 | [VCMI] Campaigns | minor | always | 2014-03-03 22:42 | 2018-08-05 09:50 |
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Reporter: | FrostyMuadDib | Platform: | |||
Assigned To: | a.yupinov | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.95 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Campaign maps receive starting bonuses of single scenarios | ||||
Description: | When starting campaign level, I received one of the bonuses that you can choose on starting single scenario (artifact/gold/resource). | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2991 | [VCMI] AI - Adventure Map | major | sometimes | 2018-08-04 06:20 | 2018-08-04 08:28 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | AI does nothing at Trading Post, leding to a loop | ||||
Description: | While AI can correctly move to Trading Post as a part of CollectRes goal, it doesn't ever perform actual trade. When it's in the Post, it chooses another target and just runs back and forth. | ||||
Steps To Reproduce: | It happens quite often for Red in attached map, however better testing case for trading in general is needed. | ||||
Additional Information: | |||||
Attached Files: |
108 Jebus 20140330.h3m (51,131) 2018-08-04 06:20 https://bugs.vcmi.eu/file_download.php?file_id=2935&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2988 | [VCMI] GUI - Adventure Map | feature | always | 2018-08-03 00:37 | 2018-08-03 00:37 |
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Reporter: | tukkek | Platform: | Linux | ||
Assigned To: | OS: | Debian | |||
Priority: | low | OS Version: | Buster (testing) | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Remember "tab" for the Kingdom Overview screen | ||||
Description: |
I'm calling the "Kingdom Overview" the screen that shows your entire list of heroes or towns - which opens up when you press k. I use it to recruit units on the first half of a week since it's more convenient than opening up each individual Town Screen to do so. I barely use it for hero management at all. As such, for me personally it would be a simple yet relevant quality-of-life improvement if the screen would remember which "tab" I had open last time it was activated. Seems like a simple matter of keeping a flag in-memory and just automatically "pressing the button" (invoking the callback routine) for opening up the towns listing if that was what I clicked last time. |
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Additional Information: |
Obviously a very minor feature request but would be lovely to have it, if it's as easy to implement as it sounds. Wouldn't even need to be a user preference or anything - just remembering what "tab" was last active and making sure that's the one that pops up is perfect, even if the game forgets it entirely whenever I quit and launch it again. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2982 | [VCMI] AI - Adventure Map | minor | always | 2018-07-30 18:58 | 2018-08-02 17:11 |
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Reporter: | Nullkiller | Platform: | |||
Assigned To: | Nullkiller | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | bug when take a resource on an adjacent tile during wander | ||||
Description: |
When AI try to take a resource on adjacent tile it actually do not move because of blockvis but movement logic see that there was no movement and fails. Wandering terminates after this Cannot use this hero anymore, received exception: Invalid path found! |
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Steps To Reproduce: | Load attached map, visit redwood observatory and end turn. AI takes only 2 resource objects. To gather all it needs about 4 days. | ||||
Additional Information: | |||||
Attached Files: |
bug.h3m (9,178) 2018-07-30 18:58 https://bugs.vcmi.eu/file_download.php?file_id=2925&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2980 | [VCMI] AI - Adventure Map | major | have not tried | 2018-07-27 07:59 | 2018-07-27 08:00 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI can't collect army to defeat guard on the other side of Subterranean Gate | ||||
Description: | When exploring, AI doesn't seem to understand or detect the guard blocking other exit of Subterranean Gate. If AI doesn't already have enough army to defeat it, it won't attempt to gather more army and gets stuck. | ||||
Steps To Reproduce: | Now with GatherArmy called only on request, this issue became apparent, though it's always been there (0001126). | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1126 | [VCMI] AI - Adventure Map | major | always | 2012-10-01 08:16 | 2018-07-27 08:00 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.9 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94b | ||
Target Version: | |||||
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Summary: | Hero stuck at subterranen gate when it's exit is guarded | ||||
Description: |
Hero killed guard of Subterranean gate on the surface, and entered it, but on the other side there is another guard too strong to attack. The hero got stuck and doens't return or perform any action. The issue is severe, as on many maps (especially random) gates have strong double guards and there is no other way through. |
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Steps To Reproduce: | Load attached save (0.90). Follow the road to find red hero orris stuck at Subterranean gate underground. | ||||
Additional Information: | |||||
Attached Files: |
Stuck at Subterranean Gate.rar (753,497) 2012-10-01 08:16 https://bugs.vcmi.eu/file_download.php?file_id=1127&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2978 | [VCMI] AI - Adventure Map | minor | sometimes | 2018-07-24 15:45 | 2018-07-24 15:45 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI loses hero attacking Lizard Warriors | ||||
Description: | I noticed it occured a few times over years. It happens sometimes, but it is usually Lizard Warrior and not any other unit. Find out why. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2973 | [VCMI] Mechanics - Battles | minor | always | 2018-07-18 00:26 | 2018-07-18 08:18 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Custom Siege Machine melee attack | ||||
Description: | A custom Siege Machine has the option to attack a unit that stands on the hex directly opposite to it (horizontally) in melee. | ||||
Steps To Reproduce: |
1. Download this mod: https://cdn.discordapp.com/attachments/370383394724642836/468385968022355968/plaguetent.zip [^] 2. Choose the new Necropolis hero with a custom tent-like Siege Machine (Bubonic) in the new scenario. 3. Enter battle and wait until a unit comes near it. |
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Additional Information: | |||||
Attached Files: |
vcmisiegeMbug.jpg (296,625) 2018-07-18 00:26 https://bugs.vcmi.eu/file_download.php?file_id=2916&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2969 | [VCMI] Mods | minor | always | 2018-07-16 02:55 | 2018-07-17 01:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Towns are initialized before articact handler can patch creature handler with war machine ID | ||||
Description: |
So @Andruids reported on slack that his mod of war machine is crashes on attempt to buy his replacement war machine within town. Basically As I find out problem is that sequence is like this: * First default siege weapon get loaded by CArtHandler::loadFromJson. * Then all default towns are initialized by CTownHandler::loadTown. At this point custom war machine creature don't have artifactID. * Only now CArtHandler::loadFromJson loading our custom war machine artifact so it's where appropriate warmachine ArtifaftID is set for creature. * Now when you try to open town window ArtifactID::NONE passed to UI and obviously it's cause crash. VLC->creh->creatures.at(id)->warMachine = art->id; |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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plaguetent.zip (122,945) 2018-07-16 02:55 https://bugs.vcmi.eu/file_download.php?file_id=2914&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2964 | [VCMI] Map Editor | minor | always | 2018-05-20 11:48 | 2018-05-21 11:05 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Autumn Rampart mod crashes map editor. | ||||
Description: | Autumn Rampart mod (in Town modification section of mod list) crashes map editor - editor doesn't start because "failed to create handles". Other town modification mods work fine with map editor. It is strange because all these mods are written identically. Direct link to mod: http://www.mediafire.com/file/zeu1p3umj6va1hi/AutumnRampart_v0.91.zip [^] | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
handles.png (5,454) 2018-05-20 11:48 https://bugs.vcmi.eu/file_download.php?file_id=2910&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2870 | [VCMI] Map Editor | crash | N/A | 2018-02-03 23:21 | 2018-05-21 11:05 |
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Reporter: | Draeganfire | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Map Editor Incapatibility | ||||
Description: | The mod for Portraits Pack causes the Map Editor to crash when opening if installed in vcmi mods | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2963 | [VCMI] GUI - PreGame | minor | always | 2018-05-05 19:23 | 2018-05-05 19:23 |
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Reporter: | karliss | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Inconsistent playable colors for random map | ||||
Description: |
Problem found by misiokles in slack. Game with non red human player can't be properly loaded. |
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Steps To Reproduce: |
1) new game 2) single scenario 3) random map 4) select 4 human or computer players 5) show advanced options 6) observe that all 4 players are human or cpu 7) select 3rd or 4th color 8) save 9) main menu 10) try to load 11) observe that all colors are enemies 12) show advanced options 13) observe that only first to colors are human or cpu but 3rd and 4th are cpu only. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2960 | [VCMI] Other | minor | have not tried | 2018-04-18 14:15 | 2018-04-18 14:15 |
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Reporter: | josch | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Remove auto generated client/resource.h from git | ||||
Description: |
It seems that client/resource.h is autogenerated by Visual Studio. I don't have access to a Windows installation, but if it's autogenerated by Visual Studio at build-time, then the file could be removed from git. Otherwise, if it doesn't get autogenerated, the header that it's autogenerated should be removed because clearly it isn't. :) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2189 | [VCMI] Other | minor | have not tried | 2015-05-02 21:35 | 2018-04-13 14:28 |
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Reporter: | josch | Platform: | |||
Assigned To: | SXX | OS: | Debian GNU/Linux | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | please consider adding /usr/share/games/vcmi as a data lookup path | ||||
Description: | Vcmi stores static game data in /usr/share/vcmi which is totally correct from an XDG point of view. But the FHS (filesystem hierarchy standard) specifies /usr/share/games as the base directory for static game data. So it would be great if vcmi could add /usr/share/games/vcmi as an additional directory to look for game data after having looked in /usr/share/vcmi. That way, Debian could store static game data in /usr/share/games/vcmi without deviating from vcmi upstream in its lookup path. This would be convenient for Debian as most other games in Debian store their static game data in /usr/share/games as well because of the FHS. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2955 | [VCMI] GUI - Other | crash | random | 2018-04-07 08:25 | 2018-04-08 12:38 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash while saving game | ||||
Description: |
#0 0x00007fd0b8b66c37 in raise () from /usr/lib64/libc.so.6 #1 0x00007fd0b8b6a028 in abort () from /usr/lib64/libc.so.6 0000002 0x00007fd0b8ba32a4 in ?? () from /usr/lib64/libc.so.6 0000003 0x00007fd0b8bae007 in ?? () from /usr/lib64/libc.so.6 0000004 0x00007fd0b94b01e6 in std::ios_base::_M_dispose_callbacks() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 0000005 0x00007fd0b94b0231 in std::ios_base::~ios_base() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6 0000006 0x000000000046534d in boost::io::detail::put<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (x=..., specs=..., res=..., buf=..., loc_p=<optimized out>) at /usr/local/include/boost/format/feed_args.hpp:174 0000007 0x00000000004656fa in boost::io::detail::distribute<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (self=..., x=...) at /usr/local/include/boost/format/feed_args.hpp:291 0000008 0x000000000046576a in boost::io::detail::feed_impl<char, std::char_traits<char>, std::allocator<char>, boost::io::detail::put_holder<char, std::char_traits<char> > const&> (self=..., x=...) at /usr/local/include/boost/format/feed_args.hpp:301 0000009 0x00000000005be7be in boost::io::detail::feed<char, std::char_traits<char>, std::allocator<char>, unsigned int&> (x=@0x7fff1246303c: 0, self=...) at /usr/local/include/boost/format/feed_args.hpp:313 0000010 boost::basic_format<char, std::char_traits<char>, std::allocator<char> >::operator%<unsigned int> (x=@0x7fff1246303c: 0, this=0x7fff12463090) at /usr/local/include/boost/format/format_class.hpp:68 0000011 vstd::CLoggerBase::makeFormat<unsigned int> (this=0x14602b0, t=<optimized out>, fmt=...) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:142 0000012 vstd::CLoggerBase::makeFormat<char const*, unsigned int> (this=0x14602b0, t=<optimized out>, fmt=...) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:149 0000013 vstd::CLoggerBase::log<char const*, unsigned int> (this=this@entry=0x14602b0, level=level@entry=ELogLevel::TRACE, format=..., t=t@entry=0x6c7ac8 <typeinfo name for SaveGame> "8SaveGame", args#0=args#0@entry=0) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:71 0000014 0x000000000059d7b9 in vstd::CLoggerBase::trace<char const*, unsigned int> (t=0x6c7ac8 <typeinfo name for SaveGame> "8SaveGame", format=..., this=0x14602b0) at /home/hkoehler/dev/vcmi/vcmi/include/vstd/CLoggerBase.h:135 0000015 CClient::sendRequest (this=this@entry=0x7fd084007c90, request=request@entry=0x7fff12463200, player=...) at /home/hkoehler/dev/vcmi/vcmi/client/Client.cpp:453 0000016 0x000000000059da6b in CClient::save (this=0x7fd084007c90, fname=...) at /home/hkoehler/dev/vcmi/vcmi/client/Client.cpp:269 0000017 0x000000000057f78c in CSavingScreen::<lambda()>::operator() (__closure=0x2647d70) at /home/hkoehler/dev/vcmi/vcmi/client/lobby/CSavingScreen.cpp:83 0000018 std::_Function_handler<void(), CSavingScreen::saveGame()::<lambda()> >::_M_invoke(const std::_Any_data &) (__functor=...) at /usr/include/c++/7/bits/std_function.h:316 0000019 0x0000000000553705 in std::function<void ()>::operator()() const (this=0x2647d70) at /usr/include/c++/7/bits/std_function.h:706 0000020 CFunctionList<void ()>::operator()<>() const (this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/windows/../../lib/FunctionList.h:60 0000021 std::_Function_handler<void (), CFunctionList<void ()> >::_M_invoke(std::_Any_data const&) (__functor=...) at /usr/include/c++/7/bits/std_function.h:316 0000022 0x00000000004bafed in std::function<void ()>::operator()() const (this=0x275a390) at /usr/include/c++/7/bits/std_function.h:706 0000023 CFunctionList<void ()>::operator()<>() const (this=0x25b1d28) at /home/hkoehler/dev/vcmi/vcmi/client/widgets/../../lib/FunctionList.h:60 0000024 CButton::onButtonClicked (this=0x25b1cf0) at /home/hkoehler/dev/vcmi/vcmi/client/widgets/Buttons.cpp:157 0000025 0x00000000004a1b6e in CGuiHandler::handleMouseButtonClick (this=this@entry=0x984900 <GH>, interestedObjs=..., btn=btn@entry=<incomplete type>, isPressed=isPressed@entry=false) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:370 0000026 0x00000000004a21bc in CGuiHandler::handleCurrentEvent (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:343 0000027 0x00000000004a2893 in CGuiHandler::handleEvents (this=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:200 0000028 0x000000000061536e in CPlayerInterface::update (this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CPlayerInterface.cpp:1719 0000029 0x00000000004a15f2 in CGuiHandler::renderFrame (this=this@entry=0x984900 <GH>) at /home/hkoehler/dev/vcmi/vcmi/client/gui/CGuiHandler.cpp:458 0000030 0x0000000000449516 in mainLoop (this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>, this=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:1317 0000031 main (argc=<optimized out>, argv=<optimized out>) at /home/hkoehler/dev/vcmi/vcmi/client/CMT.cpp:484 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2937 | [VCMI] Mechanics - Town structures | crash | random | 2018-03-27 07:49 | 2018-04-06 02:52 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash on market resource exchange | ||||
Description: |
@misiokles reported that develop crash for him randomly on resource exchange on market. I got reproduction, but only on some borked save and backtrace is meaningless likely due to some memory corruption. |
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Additional Information: | |||||
Attached Files: |
logs.rar (91,323) 2018-03-27 09:30 https://bugs.vcmi.eu/file_download.php?file_id=2898&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2102 | [VCMI] GUI - PreGame | major | always | 2015-02-19 16:17 | 2018-04-05 16:42 |
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Reporter: | Myau | Platform: | PC | ||
Assigned To: | SXX | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Wrong multiplayer selection permissions | ||||
Description: | The town, hero and start bonuce of the player must be prevented from modification by another players in the multiplayer selection screen. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1212 | [VCMI] GUI - PreGame | minor | always | 2013-02-21 06:46 | 2018-04-05 16:41 |
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Reporter: | o01eg | Platform: | amd64 | ||
Assigned To: | SXX | OS: | Gentoo Linux | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | VCMI freezes at pressing "Join" button. | ||||
Description: | When I press to join multiplayer game the client goes to infinite loop and cann't be closed even with Ctrl+C. | ||||
Steps To Reproduce: | New game -> Multiplayer -> Join. | ||||
Additional Information: | |||||
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VCMI_Client_log.txt (23,000) 2013-02-21 06:46 https://bugs.vcmi.eu/file_download.php?file_id=1191&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2100 | [VCMI] GUI - PreGame | minor | always | 2015-02-19 16:02 | 2018-04-05 16:40 |
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Reporter: | Myau | Platform: | PC | ||
Assigned To: | SXX | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.97 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Multiplayer load screen is missing | ||||
Description: | Seems like the "load miltiplayer game via tcp/ip" option is missing in the main menu. | ||||
Steps To Reproduce: | Select "Load game", then "multiplayer". | ||||
Additional Information: | Instead of a game type choice, like when starting a new game, the launcher automatically assumes a "hot seat". | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2699 | [VCMI] GUI - PreGame | feature | always | 2017-06-19 18:27 | 2018-04-05 16:40 |
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Reporter: | tooandorisu | Platform: | Windows | ||
Assigned To: | SXX | OS: | 10 | ||
Priority: | normal | OS Version: | 1703 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Missing feature - Popup window when loading a multiplayer game | ||||
Description: | The common window when hosting or joining/"hot seat" don't show up at all when loading a multiplayer game | ||||
Steps To Reproduce: |
1. Create a new multiplayer game 2. Play a little 3. Save 4. Load the game 5. NO window comes up at all for hosting/joining/hot seat 6....??? 7. Profit! (?) |
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Additional Information: | |||||
Attached Files: |
Untitled3.jpg (273,298) 2017-06-19 18:27 https://bugs.vcmi.eu/file_download.php?file_id=2720&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1773 | [VCMI] GUI - PreGame | major | always | 2014-04-16 19:12 | 2018-04-05 16:39 |
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Reporter: | oskarroza | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Load Multiplayer game: no connection window; the game loads like a single-player game and then is stuck on another player's turn | ||||
Description: |
Most of the info is introduced in the summary. VCMI 0.95 does not allow me to play multiplayer save - it simply does not allow to choose the connection options and thus the game does not work in multiplayer (server) mode. What is more, the game loads just like a single-player game, but (in the advanced settings) it sees that there should be another player. Unfortunately, the gameplay is impossible, because VCMI is stuck at that player turn. Any possibility of implementing at least a hot-seat feature for multiplayer saves, and later a fully implemented multiplayer savegame load? |
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Steps To Reproduce: | Loading the game through the menu: Load game -> Multiplayer | ||||
Additional Information: |
VCMI 0,95 Heroes 3 Complete - GOG version |
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Attached Files: |
multiplayer savegame.vsgm1 (1,716,737) 2014-04-16 19:27 https://bugs.vcmi.eu/file_download.php?file_id=1794&type=bug MultiKrOr1.vcgm1 (1,718,922) 2014-04-16 19:28 https://bugs.vcmi.eu/file_download.php?file_id=1795&type=bug multiplayer savegame.vcgm1 (1,718,922) 2014-04-16 19:29 https://bugs.vcmi.eu/file_download.php?file_id=1796&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2949 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2018-04-05 15:39 | 2018-04-05 15:39 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Disabled "Enabling Tactics formation" button disappear after moving artifact | ||||
Description: | Button obviously should only be active for heroes with tactics, but it's certainly shouldn't disappear when something changed on that screen. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2948 | [VCMI] GUI - Adventure Map | major | always | 2018-04-05 15:29 | 2018-04-05 15:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | World View don't get on top if some spell casted from hero screen | ||||
Description: | Or basically any other screen. So adventure map view change it's mode while underneath of another UI element. Also same issue occur with spells like "Scuttle Boat" that should bring adventure UI on top. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2946 | [VCMI] GUI - Adventure Map | minor | sometimes | 2018-04-05 08:13 | 2018-04-05 08:13 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Grail - some parts of puzzle map might be immidiately shown on start of game | ||||
Description: | I suppose this happens when there is too few obelisks on map. It's occurs that ```whenUncovered``` on such maps have value of 0 so it's immediately disappear even if player have 0 obelisks. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2819 | [VCMI] GUI - Town screen | minor | have not tried | 2017-11-15 20:12 | 2018-04-02 19:01 |
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Reporter: | denspb | Platform: | Windows | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | Windows 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bug while hiring hero with First Aid Tent | ||||
Description: |
While hiring hero with First Aid Tent, the First aid tent appears in the Army slot, not in War Machines slot. See attached screenshot. It is possible that this issue appears with other war machines. |
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Steps To Reproduce: |
1) Wait/buy out heroes until you have a hero that should have First Aid tent. 2) Hire the hero 3) See that hero has First Aid tent in the army slot, not in War Machines slot. |
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Additional Information: | |||||
Attached Files: |
VCMI_99_FirstAidTent.png (2,991,756) 2017-11-15 20:12 https://bugs.vcmi.eu/file_download.php?file_id=2806&type=bug as.png (732,245) 2017-11-16 13:57 https://bugs.vcmi.eu/file_download.php?file_id=2807&type=bug Autosave_6.vsgm1 (3,257,595) 2018-04-02 18:59 https://bugs.vcmi.eu/file_download.php?file_id=2904&type=bug Autosave_6.vcgm1 (3,251,406) 2018-04-02 19:00 https://bugs.vcmi.eu/file_download.php?file_id=2905&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2941 | [VCMI] Sound, music, videos | minor | always | 2018-03-29 13:46 | 2018-03-29 13:46 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Window | |||
Priority: | low | OS Version: | OS | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | There's no sounds after picking spell scroll. | ||||
Description: | When hero picks up spell scroll after that there's should be played one of the PICKUP01-07 sounds (I guess). Now there's any sound. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2939 | [VCMI] AI - Battles | trivial | always | 2018-03-29 02:35 | 2018-03-29 02:38 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | low | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | CREATURE_DAMAGE bonus doesn't decrease minimal damage as a spell | ||||
Description: | CREATURE_DAMAGE bonus allows to modify maximum damage as value 0 and 2, but doesn't decrease creature's minimal damage as value 1 (using a spell effect). | ||||
Steps To Reproduce: |
1) Download the attached mod. 2) Choose Tower as a starting Town 3) Attack a unit with golems - they should apply a debuff that decreases targetted stack's minimum damage. |
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Additional Information: | Apparently, the bonus works as a secondary skill, but doesn't as a spell effect. | ||||
Attached Files: |
Minimum damage test.rar (5,032) 2018-03-29 02:35 https://bugs.vcmi.eu/file_download.php?file_id=2899&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2919 | [VCMI] Mechanics - Other | minor | always | 2018-03-17 05:13 | 2018-03-27 07:57 |
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Reporter: | SXX | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Army lose creature bonuses like Archangels morale +1 after stacks are joined | ||||
Description: |
Currently if you have two stacks of archangels in your army and you join them together you lose morale +1 bonus. It's restored once you moved stack to another slot. I guess this is regression of one of recent bonus-related branches. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2478 | [VCMI] AI - Adventure Map | major | have not tried | 2016-09-14 22:22 | 2018-03-26 14:58 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Freeze after AI ending turn possible caused to data race in VCAI | ||||
Description: |
Few days ago I got 15 games running on autoskip simultaneously so CPU was under heavy load. During 10 hours few games bug out with problems I lready fixed and some contine to run just fine, but 7 of them stuck on end of AI turn. I already discussed with @AVS how to fix this one, but I not yet managed to make sure actual freeze only happen by this exact data race so better to have dedicated issue for this. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
data_race_yoututn.txt (2,991) 2016-09-14 22:22 https://bugs.vcmi.eu/file_download.php?file_id=2521&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2214 | [VCMI] AI - Adventure Map | minor | sometimes | 2015-07-22 10:54 | 2018-03-22 11:15 |
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Reporter: | xeethixo | Platform: | GNU/Linux amd64 | ||
Assigned To: | hkoehler | OS: | Debian | ||
Priority: | normal | OS Version: | Sid | ||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Warning messages in battle when no tavern exists | ||||
Description: | If the player owns no towns with a tavern, warning messages are sometimes (maybe 25% chance) shown at the start of battles. | ||||
Steps To Reproduce: | Play the scenario "Unholy Quest", in which the starting town lacks a tavern. Enter combat with some creatures, the warning messages should appear in the first 2-4 battles. | ||||
Additional Information: | |||||
Attached Files: |
VCMI_Server_log.txt (359,004) 2015-07-22 10:54 https://bugs.vcmi.eu/file_download.php?file_id=2257&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2928 | [VCMI] GUI - Other | minor | always | 2018-03-21 18:33 | 2018-03-22 05:55 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | CAnimation crash on DEFs: SGTWMTA and SGTWMTB | ||||
Description: |
Tried to extract all DEFs from SPRITES directory and those two are the only cause crash when trying to load them./client/gui/CAnimation.cpp:458 ... ui8 type=FDef[currentOffset++]; ... currentOffset contain some crazy value. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2924 | [VCMI] Other | minor | always | 2018-03-21 08:48 | 2018-03-21 08:48 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | 'get config' client console command does not extract dwellings | ||||
Description: | The content of dwellings.json (and whatever it gets merged with) should show up under objects. It currently doesn't. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2923 | [VCMI] Map Editor | feature | always | 2018-03-20 21:51 | 2018-03-20 21:51 |
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Reporter: | Draeganfire | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Random Dwelling issue | ||||
Description: | The random dwellings can be set to match a random town, but when the map is played they make random dwellings instead of dwellings matching the faction of the town they are matched to. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2920 | [VCMI] Mechanics - Other | minor | always | 2018-03-17 08:06 | 2018-03-17 08:33 |
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Reporter: | SXX | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Necromancy: nothing will raise if there no empty slot in army | ||||
Description: | We should reuse same code that used when monsters join your army. | ||||
Steps To Reproduce: | |||||
Additional Information: | Even happens if there's a stack of the same type that's being raised. So auto-merge or open garrison dialog. | ||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2918 | [VCMI] Mechanics - Battles | crash | always | 2018-03-16 17:31 | 2018-03-16 22:42 |
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Reporter: | SXX | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Serpent fly cause crash due to missing addInfo | ||||
Description: |
Crash occur inside CGameHandler::attackCasting because code suppose there is at least one element inside additionalInfo and apparently there sometimes none. Approximate BT: 1 CGameHandler::attackCasting 2 CGameHandler::handleAfterAttackCasting 3 CGameHandler::makeAttack 4 CGameHandler::makeBattleAction |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2914 | [VCMI] GUI - Battles | crash | always | 2018-03-15 23:50 | 2018-03-16 22:33 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | hkoehler | OS: | Windows | ||
Priority: | high | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Upgraded Elementals crash the game | ||||
Description: | With newest daily build, every time a turn comes for either a Storm Elemental, Ice Elemental, Energy Elemental or Magma Elemental, the game crashes. | ||||
Steps To Reproduce: | Start game with Conflux, buy one of the mentioned units, enter battle, wait for its turn. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2917 | [VCMI] Mods | minor | always | 2018-03-16 01:44 | 2018-03-16 10:35 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | SPELL bonus not working for creatures | ||||
Description: | SPELL bonus for creatures is not working in the newest daily builds. | ||||
Steps To Reproduce: | Enable the attached mod, buy dendroids, check spell book. | ||||
Additional Information: | |||||
Attached Files: |
dendroids SPELLbonus.rar (734) 2018-03-16 01:44 https://bugs.vcmi.eu/file_download.php?file_id=2880&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2844 | [VCMI] Other | major | always | 2018-01-02 20:10 | 2018-03-13 07:58 |
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Reporter: | etam | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Compilation fails with boost 1.66.0 | ||||
Description: |
With boost 1.66.0 compilation fails. Full output: http://susepaste.org/4693168 [^] It's when compiling for openSUSE Tumbleweed (rolling release) https://build.opensuse.org/package/show/home:etamPL:branches:games/vcmi [^] |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2796 | [VCMI] Mechanics - Other | minor | always | 2017-09-19 07:07 | 2018-03-12 21:08 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | Merging of secondary skill bonuses does not check limiters/propagators/updaters | ||||
Description: |
In CGHeroInstance.cpp, bonuses from secondary skills are merged as follows: void CGHeroInstance::updateSkill(SecondarySkill which, int val) { auto skillBonus = (*VLC->skillh)[which]->getBonus(val); for (auto b : skillBonus) { // bonuses provided by different levels of a secondary skill are aggregated via max (not + as usual) // different secondary skills providing the same bonus (e.g. ballistics might improve archery as well) are kept separate std::shared_ptr<Bonus> existing = getBonusLocalFirst( Selector::typeSubtype(b->type, b->subtype).And( Selector::source(Bonus::SECONDARY_SKILL, b->sid).And( Selector::valueType(b->valType)))); if(existing) vstd::amax(existing->val, b->val); else addNewBonus(std::make_shared<Bonus>(*b)); } CBonusSystemNode::treeHasChanged(); } This will cause bugs when a skills grants multiple bonuses differing on values not checked. |
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Steps To Reproduce: |
Example that produces bug: "core:firstAid" : { "base" : { "effects" : { "dura" : { "type" : "STACK_HEALTH", "valueType" : "PERCENT_TO_BASE", "val" : 300, "limiters": [ { "type" : "CREATURE_TYPE_LIMITER", "parameters" : [ "firstAidTent" ] } ] } } }, "basic" : { "description" : "{Basic First Aid}\n\nGrants manual control of the first aid, increases healing to 50 points, and increases tent durability.", }, "advanced" : { "description" : "{Advanced First Aid}\n\nFirst aid tent heals 75 points, and troops have 10% more health.", "effects" : { "xtra" : { "type" : "STACK_HEALTH", "val" : 10, "valueType" : "PERCENT_TO_BASE" } } }, "expert" : { "description" : "{Expert First Aid}\n\nFirst aid tent heals 100 points, and troops have 20% more health.", "effects" : { "xtra" : { "type" : "STACK_HEALTH", "val" : 20, "valueType" : "PERCENT_TO_BASE" } } } } |
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Additional Information: | The approach of updating existing bonus isn't reliable. Instead, existing bonuses from secondary skill should be stripped, and replaced by new bonuses. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2866 | [VCMI] Campaigns | crash | always | 2018-01-29 09:51 | 2018-03-11 12:21 |
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Reporter: | SkyRE | Platform: | |||
Assigned To: | FeniksFire | OS: | Linux & Android | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | After battle crash when using defend for creatures | ||||
Description: |
When using "Defend" with move skip for creatures battle ends with crash. Auto-battle ends successfully without issue. |
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Steps To Reproduce: |
Load attached campaign attack enemy. During battle use Defend for creatures for the first two rounds, except Grand Elves and Dendroid Solders. |
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Additional Information: | Reproducible on Ubuntu 16.04 LTS (vmci 0.99+git201801280503) and Android 7.0.1 (VCMI-branch-develop-69dbf33-db23cf0 from 19-Jan-2018) | ||||
Attached Files: |
compaign_autosave_5_battle_end_crash.7z (673,688) 2018-01-29 09:51 https://bugs.vcmi.eu/file_download.php?file_id=2839&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2913 | [VCMI] Mechanics - Battles | major | always | 2018-03-10 07:15 | 2018-03-10 17:23 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | macOS: Many spells don't work in macOS builds | ||||
Description: |
Tested after report on forums: https://forum.vcmi.eu/t/vcmi-for-macos/550/130 [^] Direct and indirect damage spells fail with this error: Unknown problem with this spell. No more information available. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2911 | [VCMI] AI - Adventure Map | minor | always | 2018-03-07 16:21 | 2018-03-07 16:21 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI can not buy a hero in the ally's tavern to visit the tent | ||||
Description: | Don't implemented | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
palatka.h3m (8,673) 2018-03-07 16:21 https://bugs.vcmi.eu/file_download.php?file_id=2873&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2482 | [VCMI] Random Map Generator | crash | always | 2016-09-18 10:17 | 2018-03-05 14:07 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash on second+ usage of RMG due to client memory corruption | ||||
Description: |
Few days ago me ans @AVS found very interesting crash with RMG that can be reproduced each simple time with clang and GCC builds. Just run RNG once, exit to menu and then on 2nd, 3rd (rarely more) run it's will crash in ObjectTemplate::isBlockedAt. I think we find out that valgrind show memory corruption there, but in the end didn't find what actually cause it. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2888 | [VCMI] Mechanics - Battles | minor | always | 2018-02-21 04:49 | 2018-03-02 10:24 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | SPELL_AFTER_ATTACK spells don't have expert level on Magic Plains | ||||
Description: | Spells such as Mummies/Black Knights curse, Dragonflies' weakness, Hota's Sorceresses' disrupting ray and probably other spells cast with "SPELL_AFTER_ATTACK" bonus aren't cast on expert level on Magic Plains battlefield. | ||||
Steps To Reproduce: |
I attach a map that makes it easy to see the mentioned situation (needs Hota mod): 1. Start multiplayer scenario 2. Choose map: VCMI bugs - Neutral Creatures 3. Choose blue hero with manticores/sorceresses and attack a red hero on Magic Fields |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2900 | [VCMI] GUI - Other | minor | always | 2018-03-01 09:44 | 2018-03-01 09:44 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI incorrectly buys an army | ||||
Description: |
Guys, I noticed that there were options for buying the army, automatic. But they buy from lower level creatures. Because of this, the AI is getting such problems. When he does not have enough money. And of course, high-level troops are more effective. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
1.png (489,577) 2018-03-01 09:44 https://bugs.vcmi.eu/file_download.php?file_id=2863&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2891 | [VCMI] AI - Adventure Map | major | N/A | 2018-02-25 07:43 | 2018-02-25 07:44 |
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Reporter: | AVS | Platform: | x86 | ||
Assigned To: | OS: | Windows | |||
Priority: | high | OS Version: | 7 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Find proper solution for AI goals serialization. | ||||
Description: |
Old approach with OFT type registration cause serious problems (see 0002890) Better solution to be found. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2884 | [VCMI] Mechanics - Battles | minor | always | 2018-02-21 02:29 | 2018-02-24 06:10 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Mummies don't curse after their attack. | ||||
Description: | Mummies don't curse after their attack. | ||||
Steps To Reproduce: |
I attach a map that makes it easy to see all mentioned situations: 1. Start multiplayer scenario 2. Choose map: VCMI bugs - Neutral Creatures 3. Attack with hero with mummies |
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Additional Information: | |||||
Attached Files: |
VCMI bugs - Neutral Creatures.vmap (3,074) 2018-02-21 02:29 https://bugs.vcmi.eu/file_download.php?file_id=2853&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2885 | [VCMI] Mechanics - Battles | minor | always | 2018-02-21 02:31 | 2018-02-24 06:10 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Halflings don't have their positive luck | ||||
Description: | Halflings don't have their positive luck | ||||
Steps To Reproduce: |
I attach a map that makes it easy to see all mentioned situations: 1. Start multiplayer scenario 2. Choose map: VCMI bugs - Neutral Creatures 3. Choose red hero with halflings and attack a blue hero with devils |
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Additional Information: | |||||
Attached Files: |
VCMI bugs - Neutral Creatures.vmap (3,074) 2018-02-21 02:31 https://bugs.vcmi.eu/file_download.php?file_id=2854&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2886 | [VCMI] Mechanics - Battles | minor | always | 2018-02-21 02:33 | 2018-02-24 06:09 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Rust Dragons don't have a 2-hex breath attack | ||||
Description: | Rust Dragons don't have a 2-hex breath attack | ||||
Steps To Reproduce: |
I attach a map that makes it easy to see the mentioned situation: 1. Start multiplayer scenario 2. Choose map: VCMI bugs - Neutral Creatures 3. Choose red hero with Rust Dragons and attack a blue hero |
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Additional Information: | |||||
Attached Files: |
VCMI bugs - Neutral Creatures.vmap (3,074) 2018-02-21 02:33 https://bugs.vcmi.eu/file_download.php?file_id=2855&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2776 | [VCMI] GUI - Adventure Map | minor | always | 2017-08-18 23:24 | 2018-02-21 02:58 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Extra message when computer player is vanquished | ||||
Description: |
When vanquishing a computer player, you get two messages: 1) Blue, all your heroes have abandoned you ... 2) Blue's heroes have abandoned him ... Only the second message should be shown to non-blue players. |
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Steps To Reproduce: | |||||
Additional Information: | Was playing multiplayer via hot seat when it happened. | ||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2552 | [VCMI] GUI - Other | feature | always | 2016-10-09 13:07 | 2018-02-21 02:57 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature - Option to change nickname in player list | ||||
Description: |
In this window it can't do it (after double click). Only if you go in multiplayer menu and will try connect or create host. There it is possible, but not here. I think it just not implemented yet. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
nick.png (192,190) 2016-10-09 13:07 https://bugs.vcmi.eu/file_download.php?file_id=2592&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2882 | [VCMI] Mechanics - Other | minor | have not tried | 2018-02-20 10:53 | 2018-02-20 11:29 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | School-specific spell damage bonuses don't work properly for multi-school spells | ||||
Description: | Looks like it only applies the bonus (if any) from the first school. So e.g. magic arrow would only benefit from air bonus (as air is the first school), all other bonuses (like FIRE_SPELL_DMG_PREMY) are irrelevant. I believe the maximal bonus should apply here. | ||||
Steps To Reproduce: | |||||
Additional Information: |
int64_t CGHeroInstance::getSpellBonus(const spells::Spell * spell, int64_t base, const battle::Unit * affectedStack) const { //applying sorcery secondary skill base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0; base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->getIndex())) / 100.0; spell->forEachSchool([&base, this](const spells::SchoolInfo & cnf, bool & stop) { base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0; stop = true; //only bonus from one school is used }); if(affectedStack && affectedStack->creatureLevel() > 0) //Hero specials like Solmyr, Deemer base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->getIndex()) * level) / affectedStack->creatureLevel())) / 100.0; return base; } |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1450 | [VCMI] AI - Adventure Map | minor | always | 2013-09-09 22:55 | 2018-02-19 09:44 |
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Reporter: | Povelitel | Platform: | windows | ||
Assigned To: | Warmonger | OS: | XP | ||
Priority: | normal | OS Version: | sp3 | ||
Status: | assigned | Product Version: | 0.93b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Stupid demeanor AI. Constantly dies in ambush events | ||||
Description: |
Idiotic things. You can see it as something to teach it? http://youtu.be/__BEpGvp8pc [^] It would be nice if he could see the whole map, all the content, and played as a maximum victory. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Добро vs Зло.h3m (66,978) 2013-09-09 22:57 https://bugs.vcmi.eu/file_download.php?file_id=1469&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1815 | [VCMI] AI - Battles | minor | always | 2014-06-28 20:01 | 2018-02-19 09:36 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI does not use burn-in. | ||||
Description: | example dragons and standing together creature. He does not strike two, he would beat one. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2878 | [VCMI] AI - Adventure Map | major | always | 2018-02-18 22:55 | 2018-02-18 22:55 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Tweaks - Wrong desissions AI with defence town and management growth | ||||
Description: |
Hero Charna visited fortress Stillbog (nearly Kreg) and go out on the street. Mistakes: 1. Hero is easy prey on the street 2. In army he had skelets but he is not take Gydra! Skelets is a waste movepoint and just a useless unit Best solution is - take troops from town and give them to strong hero. This is a goal. For boost him! But need to think so that I do not intercept them and kill them. Need calculate. Second variant, much worse, just skimp and take a fight in the city, but this option is much better than how it happened. AI should be strengthened by the growth of cities, with the help of weaker heroes, they should strive to unite. Especially if an enemy appeared on the reconnoitered territory. And especially if he is strong. Because one hero to collect a gain from all cities is a very long time without a town portal. Герой Чарна посетила болото возле Крега и вышла на улицу Ошибки: 1. Герой на улице более легкая добыча 2. В армии у него были скелеты, но он не взял гидр! Скелеты это просто трата мувпоинтов на болоте и бесполезный стек юнитов. Лучшее решение, вывезти эти войска более сильному герою (Даркстрону). Это цель. Но надо следить за тем чтобы я не перехватил этот прирост и не убил его. То есть надо высчитывать. Второй вариант, намного хуже, но все равно лучше чем то что произошло. Просто скупиться и принять бой героем в замке. ИИ должен усиливаться приростом из городов, с помощью более слабых героев, они должны стремиться объединяться. Особенно если на разведанной территории появился враг. И особенно если он сильный. Потому что одним героем собирать прирост со всех городов это очень долго без городского портала. |
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Steps To Reproduce: | |||||
Additional Information: | Played in version VCMI-branch-develop-734441e.exe | ||||
Attached Files: |
gidri s goroda.rar (1,292,143) 2018-02-18 22:55 https://bugs.vcmi.eu/file_download.php?file_id=2849&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2876 | [VCMI] GUI - Other | tweak | always | 2018-02-10 09:59 | 2018-02-10 09:59 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Unable to play sound file newday, no free channels available | ||||
Description: |
On autoSkip mode I see this message. I off my sound in a game, but music still playing. And trying to play. Using mixer in windows for it. may be it's duplicate - just close it В аутоскип режиме я вижу это сообщение. Я выключил звук в игре, но музыка по прежнему воспроизводится. И пытается воспроизвестись. Использовал микшер виндоус чтобы ее отключить и не слышать. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Ascendancy.h3m (22,207) 2018-02-10 09:59 https://bugs.vcmi.eu/file_download.php?file_id=2845&type=bug sound.png (36,330) 2018-02-10 09:59 https://bugs.vcmi.eu/file_download.php?file_id=2846&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2854 | [VCMI] Mechanics - Battles | minor | always | 2018-01-11 23:45 | 2018-02-10 06:34 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | AVS | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Bloodlust and precision spells do not increase damage at all (useless spell) | ||||
Description: |
According to the wiki: Bloodlust should make melee units attack as if creature attack point was bigger by 3, on advanced/expert level it increases to 6 instead of 3 Precision works same, but for ranged attacks. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2466 | [VCMI] Other | minor | always | 2016-09-04 06:20 | 2018-02-10 05:38 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | 'Something cast Bless' | ||||
Description: |
VCMI version - 0.98h build from 01-Sep-2016 14:07 There's artifact called Sacred War Hamer (mod Witchking artifact) and casts expert Bless at the beginning of battle. But action window says that 'something' casts Bless' :) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
bless.jpg (48,504) 2016-09-04 06:20 https://bugs.vcmi.eu/file_download.php?file_id=2515&type=bug aa.jpg (32,088) 2016-09-04 06:54 https://bugs.vcmi.eu/file_download.php?file_id=2517&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1887 | [VCMI] Other | block | always | 2014-09-01 09:35 | 2018-02-10 04:41 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | ERM project fails to compile on Visual 2013 | ||||
Description: |
Possibly caused by recent std::function swap. Detailed compilation log: http://pastebin.com/MAmusN5N [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2864 | [VCMI] Mechanics - Battles | minor | always | 2018-01-25 04:39 | 2018-02-10 04:32 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | OPENING_BATTLE_SPELL doesn't work with Fire Shield | ||||
Description: |
When you set any hero's specialty to e.g.: "type": "OPENING_BATTLE_SPELL", "subtype": "spell.fireShield", "val" : 2 you'll see that it doesn't work. The only thing that happens is a sound effect playing at the start of a battle. |
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Steps To Reproduce: |
Set any hero's specialty to: "type": "OPENING_BATTLE_SPELL", "subtype": "spell.fireShield", "val" : 2 and start a battle. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2865 | [VCMI] Mechanics - Battles | minor | always | 2018-01-25 07:35 | 2018-02-09 21:03 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Blinded creature can counter-attack. | ||||
Description: | For example - when War Unicorn blinds creature after attack - such blinded creature can counter-attack as normal. It happens in last daily builds, not tested with spellRefactioring9 branch. | ||||
Steps To Reproduce: | Try to attack with War Unicorn as many as possible. Observe blinded creature behaviour. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2873 | [VCMI] Other | minor | always | 2018-02-09 10:30 | 2018-02-09 19:13 |
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Reporter: | taurus | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Correct "this statement may fall through" warnings | ||||
Description: |
I compiled code and get some such warnings. Some from them looks like real problems. Put here links to github https://github.com/vcmi/vcmi/blob/develop/AI/VCAI/Goals.cpp#L64 [^] https://github.com/vcmi/vcmi/blob/develop/AI/VCAI/VCAI.cpp#L3312 [^] https://github.com/vcmi/vcmi/blob/develop/client/windows/CKingdomInterface.cpp#L308 [^] https://github.com/vcmi/vcmi/blob/develop/client/windows/CKingdomInterface.cpp#L332 [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2800 | [VCMI] Mechanics - Battles | major | always | 2017-10-01 23:53 | 2018-02-08 09:07 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Hypnotized shooting unit freeze game after shooting | ||||
Description: | Spell Hypnotize is not working correctly for shooting units. Once your hypnotized shooting unit try to shoot enemy, you can't do anything afterwards, however game doesn't crash. | ||||
Steps To Reproduce: |
1) Hypnotize shooting unit 2) Shoot any other unit at enemy side with creature you have hypnotized 3) Game doesn't crash, but you can't do anything |
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Additional Information: | It works fine for hypnotized non-shooting creatures. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2765 | [VCMI] Mechanics - Battles | minor | random | 2017-08-06 11:56 | 2018-02-08 08:53 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
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Summary: | Ghost Dragons can cast Age on Catapults. | ||||
Description: | A Ghost Dragon can cast Age on War Machines (in the case I observed, it was cast on my Catapult). This is a bug, according to H3 SoD mechanics it works only on Alive units (so War Machines are not valid targets). | ||||
Steps To Reproduce: |
1. Get a War Machine. 2. Get a Ghost Dragon to attack your War Machine (or attack with it an enemy's War Machine) 3. In 20% of cases there will be a cast of Age. |
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Additional Information: |
Develop build of 3 Aug. There might be a similar issue with Wyvern-Monarchs' Venom. Same targeting rules (only Alive units). |
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Attached Files: |
Good to Go test.h3m (5,309) 2017-08-08 09:17 https://bugs.vcmi.eu/file_download.php?file_id=2767&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2811 | [VCMI] GUI - Battles | feature | N/A | 2017-10-13 19:25 | 2018-02-08 08:51 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | [Feature request] More info in initiative bar. | ||||
Description: | Initiative bar in the one of the greatest things in vcmi. But can be better. What about additional icons in right-bottom corner of creature square? For example - if creature is in waiting mode - waiting icon is shown. And the same with defend mode - small indicator that creature is in that state will be helpfull. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
icons.png (21,049) 2017-10-13 19:48 https://bugs.vcmi.eu/file_download.php?file_id=2800&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2871 | [VCMI] GUI - Town screen | minor | always | 2018-02-05 17:40 | 2018-02-05 17:40 |
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Reporter: | stanislav_ua | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | Windows 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Problem with start moving and stop moving animations of creatures in the castle window | ||||
Description: |
For example it was defend animation and then stop moving animation so creature animation loses its smoothless and becomes jerky. In the original game start and stop moving animation plays only with moving animation. В окне найма замка (пример ниже) у существ проскакивают анимации начала и конца движения сами по себе, из-за этого анимация теряет плавность и становится дерганной, например была анимация защиты а после нее резко анимация конца движения, в оригинальной игре такого нет, все проиграется плавно, а анимации начала и конца движения идут только в связке с движением. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
b9ac49019d318835bebc3fd1cdb68f3dc25e8ea5.jpg (164,277) 2018-02-05 17:40 https://bugs.vcmi.eu/file_download.php?file_id=2842&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2868 | [VCMI] Mechanics - Other | minor | always | 2018-01-30 05:24 | 2018-01-30 12:51 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | low | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Magic schools' skills don't decrease custom spells' cost | ||||
Description: | Magic schools' secondary skills (Fire/Water/Air/Earth) don't automatically decrease mana cost for custom spells of their respective elements. | ||||
Steps To Reproduce: |
1) Download attached mod with a new custom spell - Mass Shield, costing 10 mana. 2) Start a single player scenario and choose a hero starting with Earth Magic Skill (e.g. Grindan from Conflux) 3) In tavern, buy another hero, without that Skill 4) Enter the cheatcode for both heroes - vcmiistari 5) Casting Mass Shield will cost both heroes the same amount, despite Earth Magic decreasing the cost of corresponding magic school spells, by their level. That means Grindan's "Mass Shield" should cost him 9 magic points instead of regular 10 (I set it as level 1). |
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Additional Information: | |||||
Attached Files: |
Spell cost test.rar (36,490) 2018-01-30 05:24 https://bugs.vcmi.eu/file_download.php?file_id=2841&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2867 | [VCMI] GUI - Other | feature | have not tried | 2018-01-30 04:37 | 2018-01-30 04:38 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | We should improve CSpellWindow::SpellArea::clickRight popup for custom spells | ||||
Description: |
Currently description of H3 spells is different for each level and include custom title like:{View earth}\n\nReveals the location of all resources to the caster.\n So custom spells from mods have to add this title to each description manually. Probably it's would be better if we would just automatically add title to the description. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
zoltytekst.png (164,376) 2018-01-30 04:38 https://bugs.vcmi.eu/file_download.php?file_id=2840&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1630 | [VCMI] Sound, music, videos | minor | always | 2013-12-23 22:06 | 2018-01-27 16:13 |
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Reporter: | Myau | Platform: | PC | ||
Assigned To: | SXX | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 13.10 | ||
Status: | resolved | Product Version: | 0.94 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | some sound effects are missing | ||||
Description: | Many minor sounds on adventure map don't work. For example: visiting hut, employing neutral monsters to your army etc. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
814 | [VCMI] Sound, music, videos | feature | always | 2011-09-20 09:02 | 2018-01-27 16:13 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.86 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Except for resources, all removable map objects are missing the pickup sound | ||||
Description: |
Whenever we remove an object from the Adventure Map, the game should play at random one of the 'pickup01.wav' to 'pickup07.wav' sounds, while the object disappears from the map (the sound may start playing while the previous sound specific for the found object is still on). Right now in VCMI, only when picking up resources, the pickup sound plays as expected as they disappear from the map. For all the others it's missing: - artifacts - scrolls - treasure chests - Pandora's boxes - quest/border guards (and any other removable object I may have missed, including Spell Book and War Machines, which in WoG can be picked up as well) Note: the sound should be heard when the objects disappear, not when the hero reaches them, so after we close the pop-up window(s) which we may get at pickup. |
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Steps To Reproduce: | |||||
Additional Information: | The map from 0000815 can be used to test the implementation. It should have all removable objects within one day reach of one or another hero. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2368 | [VCMI] Sound, music, videos | feature | N/A | 2016-01-08 11:31 | 2018-01-27 16:13 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Missing feature - environment sounds | ||||
Description: |
Some objects in game must have background sounds that played when your hero stand next to them. Volume is depend on distance from them. I'll try to make a lists of these sound effects there. Max distance is 3 tiles. Less distance is higher volume: 3 3 3 3 3 3 3 3 2 2 2 2 2 3 3 2 1 1 1 2 3 3 2 1 S 1 2 3 3 2 1 1 1 2 3 3 2 2 2 2 2 3 3 3 3 3 3 3 3S - Sound source. It's size can be even 8x8 but sound always distribute to 3 tiles around it. Important: - Not sure there is any limit of number of different simultaneous sounds. - Multiple tiles with same sound don't make volume higher. - There also special surf sound 3 tiles from shoreline. - When you're on water away from shoreline there is no background sounds. Same for land |
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Steps To Reproduce: | |||||
Additional Information: |
Most of objects does have background sound so it's easier to list one that don't have it: - Non-active objects (rocks, trees, etc). - - Exceptions: Volcano's from lava terrain - All monsters, heroes (include prison), towns. - Pickables except Campfire - Quest objects: Border Gate, Keymaster Tents, Seer's Hut, Spridion of Seer - Hut of Magi, Eye of Magi - All cartographers - Some of rewardable objects don't have sounds: - - Idol of fortune - - Library of enlightenment - - Tree of knowledge - - Witch Hut - - Oasis - - Lean to - - Corpse - One of creature banks: Pyramid - All water objects. - - Exceptions: Whirlpool, sirens, buoy - Other map objects: - - Events, Signs, Warriors Tomb, Lighthouse, Magic well, Redwood, Freelancer's guild, Cover of darkness, Altar of Sacrifice Notes about special terrain: - Only two have sound: Magin plains and Cursed ground - If multiple magical terrains is on top of each other only top terrain sound play. If top one don't have background sound then there is no sound. - If two terrains only partially cover each other and you stay on then you may hear both sounds. |
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Attached Files: |
SXX_Sound_effects_v1.h3m (45,267) 2016-01-08 15:03 https://bugs.vcmi.eu/file_download.php?file_id=2415&type=bug levels-backgroundsounds.wav (2,492,790) 2016-01-08 15:32 https://bugs.vcmi.eu/file_download.php?file_id=2416&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1113 | [VCMI] Mechanics - Town structures | feature | always | 2012-09-30 08:56 | 2018-01-27 13:09 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | FeniksFire | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | WoG feature request: Buy All Available Troops | ||||
Description: |
Could you please implement in one of the next releases the "Buy All.." function from WoG (using the small Castle icon in Town screen for it)? See screenshot: purchase priority given to the higher rank creatures, as much as available gold allows. Most of the time I need to buy all anyway, and it would make a huge difference being able to do it in just 2 mouse clicks, as opposed to up to 23 clicks now (for all 7 creatures, and all clicks on different area of the screen). It would help me a lot as a tester, in cases when I just need to buy enough troops to win a certain battle, when I do reproducibility tests related to that. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2012-09-30_H3BuyAll.jpg (123,017) 2012-09-30 08:56 https://bugs.vcmi.eu/file_download.php?file_id=1113&type=bug 2012-10-01_RecruitAllSuggestion1.jpg (45,392) 2012-10-01 10:58 https://bugs.vcmi.eu/file_download.php?file_id=1128&type=bug 2012-10-01_RecruitAllSuggestion1-Dungeon.jpg (49,374) 2012-10-01 10:58 https://bugs.vcmi.eu/file_download.php?file_id=1129&type=bug 2012-10-01_RecruitAllSuggestion2.jpg (45,035) 2012-10-01 10:58 https://bugs.vcmi.eu/file_download.php?file_id=1130&type=bug 2012-10-01_RecruitAllSuggestion2-Dungeon.jpg (48,784) 2012-10-01 10:59 https://bugs.vcmi.eu/file_download.php?file_id=1131&type=bug 2012-10-01_RecruitAllSuggestion3-Dungeon(wip).jpg (48,750) 2012-10-01 11:39 https://bugs.vcmi.eu/file_download.php?file_id=1133&type=bug 2012-10-01_RecruitAllSuggestion4-Dungeon(wip).jpg (48,850) 2012-10-01 11:39 https://bugs.vcmi.eu/file_download.php?file_id=1134&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2862 | [VCMI] Mechanics - Battles | minor | always | 2018-01-22 13:48 | 2018-01-22 16:11 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Resurrection - it does not work if the units were killed in the same hex | ||||
Description: |
In sod, the one who died last is resurrected first, and then the one who died first. (Only behavior of one-hex units has been checked) не работает если юниты погибли в одном и том же гексе В соде сначала воскрешается тот кто умер последним, а потом уже тот кто умер первым. (Проверено только поведение одногексовых юнитов) |
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Additional Information: | |||||
Attached Files: |
рез.png (545,901) 2018-01-22 13:48 https://bugs.vcmi.eu/file_download.php?file_id=2837&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
525 | [VCMI] Mechanics - Battles | feature | always | 2010-07-10 10:54 | 2018-01-22 16:11 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | assigned | Product Version: | 0.81 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Selection of Resurrection target with mutiple dead creatures on a hex | ||||
Description: | You can use Sir Mullich in the map attached to 0000515 and attack the Orange player and follow the below steps to reproduce: | ||||
Steps To Reproduce: |
Round 1 - Use defend on all your troops. The enemy Phoenix will kill the Sharpshooter Round 2 - Use defend on all your troops. The enemy Phoenix will kill the Enchanter Round 3 - At start the enemy Phoenix will kill the Nomad - Use Resurrection on Sharpshooter or Enchanter - When the turn comes for Sharpshooter/Enchanter, move it in front of the Ammo Cart (just above the hexes where the the body of the Nomad is) Round 4 - Enemy Phoenix will move above the dead Nomad, to kill your Sharphooter/Enchanter - Attack the Phoenix with your Phoenix & Crystal Dragon. That should kill it. - Try to cast Resurrection on the Nomad |
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Additional Information: |
Note: Probably obvious, but the fix should take care both left and right player can resurrect. I'm just thinking we should avoid that by fixing this we end up blocking the AI from resurrecting their troop in that very same hex. There's another difference: in H3, if 2 or more of our stacks were dying in the same hex, resurrection was starting with the last one which died. In VCMI it seems it start with the first one (or else random). In the above mentioned map, I had the Enchanter killed in the same hex where Sharpshooter was killed before. Resurrection raised the Sharpshooter first. SUGGESTION: It would be great if in case 2 or more stacks died in the same spot, Resurrection would first open a window asking us which of the dead stacks we prefer to resurrect. I think the fans would consider it a welcomed surprise feature, without having the feeling that it really affects the original gameplay. But I understand that even if you like the idea, this would require extra code plus graphics for a totally new choice window, so this should of course not prevent moving this into Resolved once the reported bug is fixed. |
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2863 | [VCMI] GUI - Other | minor | always | 2018-01-22 14:06 | 2018-01-22 14:06 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | spell book - when you scroll the book, the frame moves to the left | ||||
Description: |
Full screen, 800*600 При листании книги, рамка с заклинаниями сдвигается сильно влево |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2851 | [VCMI] Map Editor | minor | always | 2018-01-11 12:01 | 2018-01-13 02:06 |
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Reporter: | AmicusDaDeer | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | No random hero | ||||
Description: | There is not way to put a random hero on the map through map editor. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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2846 | [VCMI] Mechanics - Battles | feature | always | 2018-01-10 03:54 | 2018-01-12 17:26 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | high | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crystal Dragons don't have their Magic resistance ability | ||||
Description: | Crystal Dragons don't have their Magic resistance ability | ||||
Steps To Reproduce: | Attack crystal dragons with magic - it will hit every time. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2853 | [VCMI] Map Editor | feature | N/A | 2018-01-11 19:53 | 2018-01-11 19:53 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | AVS | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature - do not remove "built" green mark temporarily while building is selected in town building screen | ||||
Description: | As in title - if you customize town buildings and building is built, green mark is removed for the time you select that building with mouse click. | ||||
Steps To Reproduce: | |||||
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System Description | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2850 | [VCMI] Map Editor | major | always | 2018-01-11 11:28 | 2018-01-11 14:17 |
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Reporter: | AmicusDaDeer | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game crashes when loading a map | ||||
Description: | The last bug solved (I just didn't notice all options, the interface is somehow not intuitive), so I made a test, yet playable map and when the game loads it, it crashes. I'm using the latest version of VCMI and I have no HotA Mod installed. | ||||
Steps To Reproduce: | I made a map, then ran it with VCMI (on Heroes 3 Complete from GOG, may I add), and then the game crashes with no particular reason. | ||||
Additional Information: | I'm sending you both map and logs of the Map Editor and the game itself. | ||||
Attached Files: |
logs.rar (80,061) 2018-01-11 11:28 https://bugs.vcmi.eu/file_download.php?file_id=2833&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2852 | [VCMI] Map Editor | feature | N/A | 2018-01-11 13:48 | 2018-01-11 13:48 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | AVS | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature - use ground texture rather than grid to mark ground for terrain brush, or generate terrain on the fly | ||||
Description: |
In original H3 editor it works like in this video and is more user-friendly: https://www.dropbox.com/home?preview=2018-01-11+14-41-32.flv [^] Additional idea: Actually generate terrain on click and drag mouse into new tiles rather than "mark to generate on mouse release" |
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Additional Information: | |||||
System Description | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2847 | [VCMI] Mechanics - Battles | major | always | 2018-01-10 04:05 | 2018-01-10 06:11 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | high | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Protect Magic is working incorrectly | ||||
Description: |
Protect from Earth/Fire/Water/Air on and basic levels should give 30% damage reduction and it gives 70% instead. I'm attaching a map made in the newest VCMI map editor, to help reproduce the bug. |
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Steps To Reproduce: |
1. Start a multiplayer scenario. 2. Have a hero with any protection spell 3. Have another player's hero with a damaging spell corresponding to the protection spell 4. Enter battle with two heroes, one casts protection and other casts a damage spell 5. Observe the abysmally small damage |
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Additional Information: | really? | ||||
Attached Files: |
protectionmagic test kurde.vmap (2,808) 2018-01-10 04:05 https://bugs.vcmi.eu/file_download.php?file_id=2831&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2687 | [VCMI] Campaigns | crash | always | 2017-05-29 17:48 | 2018-01-09 07:20 |
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Reporter: | truckercap | Platform: | GNU/Linux | ||
Assigned To: | SXX | OS: | GNU/Linux | ||
Priority: | normal | OS Version: | Antergros Cinn. | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash after campaign video (2nd scenario) | ||||
Description: |
This varies from the other open crash bug that is open relating to unknown map formats/empty map files. On a fresh install of Antergros with vcmi-git built from AUR. Campaigns start just fine for the first scenario but after completing first scenario and watching the campaign video for the second scenario the game crashes VCMI_Client_log.txt 2017-May-29 12:35:23.117506 INFO network [7f3bebc62700] - Connecting to the server: 1 2017-May-29 12:35:23.117582 INFO network [7f3bebc62700] - Will send info to server... 2017-May-29 12:35:23.156406 ERROR network [7f3c10ac9700] - Error: server failed to close correctly or crashed! 2017-May-29 12:35:23.156452 ERROR network [7f3c10ac9700] - Check /home/xxxx/.cache/vcmi/server_log.txt for more info VCMI_Server_log.txt 2017-May-29 12:35:23.153556 TRACE global [7fcf04b2c740] - Calling Init for object 939, , 2017-May-29 12:35:23.153566 TRACE global [7fcf04b2c740] - Calling Init for object 940, , 2017-May-29 12:35:23.153574 TRACE global [7fcf04b2c740] - Calling Init for object 941, deadVegetation, object 2017-May-29 12:35:23.153584 TRACE global [7fcf04b2c740] - Calling Init for object 942, , 2017-May-29 12:35:23.153591 TRACE global [7fcf04b2c740] - Calling Init for object 943, deadVegetation, object 2017-May-29 12:35:23.153601 TRACE global [7fcf04b2c740] - Calling Init for object 944, shrub, object 2017-May-29 12:35:23.153608 TRACE global [7fcf04b2c740] - Calling Init for |
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Steps To Reproduce: |
Install VCMI_git, build using --gog option. launch vcmilauncher with any expansion mod enabled. Beat first scenario of campaign. Attempt 2nd scenario, crashes on startup. |
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Additional Information: |
This error has occurred on all expansion mod campaigns I have attempted. WOG and Heroes Chronicles (one submod enabled at a time). I will verify whether this issue affects stock campaigns today. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2845 | [VCMI] Map Editor | minor | always | 2018-01-09 00:43 | 2018-01-09 07:16 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | AVS | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Created map crashes when trying to start playing it | ||||
Description: | I tested new editor version 0.1.11 and created map that uses HotA mod creature bank (mod version 1.3.21 from here: https://wiki.vcmi.eu/Mod_list [^]). Game crashes on map start inside BinaryDeserializer::load. I attach map and editor log to this report. | ||||
Steps To Reproduce: | Try to start attached map with HotA mod enabled. | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
crashreport.zip (3,777) 2018-01-09 00:43 https://bugs.vcmi.eu/file_download.php?file_id=2830&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2832 | [VCMI] GUI - Hero screen / Exchange window | trivial | always | 2017-12-29 23:34 | 2017-12-30 13:13 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8.1 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | 'Spell immunity' icon doesn't display | ||||
Description: |
'Spell immunity' bonus icon doesn't display in unit's window. |
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Steps To Reproduce: | Open a information window of a unit that has an immunity bonus (e.g. Troglodytes). | ||||
Additional Information: | |||||
Attached Files: |
vcmibugspellimmun.jpg (359,293) 2017-12-29 23:34 https://bugs.vcmi.eu/file_download.php?file_id=2819&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2833 | [VCMI] GUI - Adventure Map | trivial | always | 2017-12-30 02:42 | 2017-12-30 11:33 |
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Reporter: | Andruids | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | normal | OS Version: | 8.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Double, empty ability slot caused by Resistance skill | ||||
Description: | When you open a unit window in hero with Resistance skill army, it shows another, empty slot with Resistance skill icon. It doesn't happen to Dwarves carried by a hero without Resistance skill, but happens with a hero that has it. | ||||
Steps To Reproduce: | Open a unit window with a hero that has Resistance skill (many Rampart heroes have it as a starting skill). | ||||
Additional Information: | |||||
Attached Files: |
vcmirestistancebug.jpg (243,927) 2017-12-30 02:42 https://bugs.vcmi.eu/file_download.php?file_id=2820&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2831 | [VCMI] GUI - Other | minor | always | 2017-12-29 17:46 | 2017-12-29 17:46 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bug with Timed Events (for army in first day, AI) | ||||
Description: |
Town has Timed Events. I started play 1 map, but they don't work. Timed Events was for army. В общем события на армию в городе не сработали. Событие было в первый день. (у ИИ) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
tc3_SoD.zip (6,582) 2017-12-29 17:46 https://bugs.vcmi.eu/file_download.php?file_id=2818&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2828 | [VCMI] AI - Adventure Map | minor | have not tried | 2017-12-27 15:48 | 2017-12-27 15:48 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Heroes of AI close the passage to the keeper of the question | ||||
Description: |
Надо что-то делать с союзными героями ИИ, которые закрывают хранителей вопроса. Они просто там стоят и мешают. И не дают пройти выполнить этот квест другим героям (моим). А это может быть критической ошибкой в прохождении карты. И будет очень плохо, потратив много времени так и не выиграть ее, из-за того что союзник ИИ не дает пройти. В сейве герой Арагорн (с лицом Кристиана) пытается пройти к хранителю, но не может (из-за Уфретина). И возле оплота стоит Боромир (Оррин) и просто блокирует проход к хранителю. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
blockAI.rar (1,296,471) 2017-12-27 15:48 https://bugs.vcmi.eu/file_download.php?file_id=2816&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2756 | [VCMI] Mechanics - Objects | text | always | 2017-07-30 09:03 | 2017-11-15 20:17 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Derelict Ship bug. | ||||
Description: | When you visit a Derelict Ship and defeat the guards, you get 2 messages - first one is correct (about being rewarded for defeating monsters), the second is not correct (because it says that your Morale is reduced by 1 as if you've visited an already cleared bank). It actually does lower the Morale. | ||||
Steps To Reproduce: |
Be the first to visit a Derelict Ship. Defeat the guards. Observe the bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2817 | [VCMI] GUI - Town screen | crash | always | 2017-11-02 17:27 | 2017-11-03 15:41 |
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Reporter: | misiokles | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | VCMI crashes when trying to display townscreen building animation via json. | ||||
Description: |
It occurs in lastest daily builds. I swear some time ago all works fine. Bastion town (Forgotten Tales mod) has inside two townscreen buildings with png frames that make a animation and these frames are configured in appropiate jsons. These buildings are The Water Mill and Mage Guild lvl 4. When you are trying to build these structures - game crashes. When we delete 03-mages-guild-4.json from sprites/town-screen/buildings folder, we can normally build mage guild 4 but without animations. So something is wrong with handling png frames inside townscreen. Some time ago, animations were displayed without errors - I'v palyed Bastion many times. |
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Steps To Reproduce: |
1. Download Forgotten Tales mod v1.01 from mod wiki list. 2. Launch any scenario with Bastion as a starting town. 3. Try to build Water mill or Mage Guild 4 - crash. |
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Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2607 | [VCMI] Mechanics - Adventure Map | minor | always | 2016-11-15 04:08 | 2017-10-28 11:04 |
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Reporter: | exfizik | Platform: | Linux 64 bit | ||
Assigned To: | Chocimier | OS: | OpenSuse | ||
Priority: | normal | OS Version: | Tumbleweed | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Altar of Sacrifice only sacrifices creatures one kind at a time | ||||
Description: | Visit Altar of Sacrifice, place more than 1 stack of creatures on the altar, click the Sacrifice button. Only one stack is sacrificed. Others are returned to the hero. When sacrificing one stack at a time, it works fine. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2179 | [VCMI] Other | minor | N/A | 2015-04-10 16:21 | 2017-10-18 18:10 |
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Reporter: | god | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.97c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | update ubuntu ppa | ||||
Description: | With the release of 0.98 and upcoming ubuntu release would be nice to get ubuntu ppa for VCMI updated to support both version 0.98 and upcoming ubuntu 15.04 | ||||
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2813 | [VCMI] Sound, music, videos | tweak | always | 2017-10-18 13:37 | 2017-10-18 13:48 |
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Reporter: | Nephretes | Platform: | Windows | ||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Wrong display of building def on town screen. | ||||
Description: |
Normally def format of building on town screen has animation cycle starting with first frame as a background, then all the other frames replacing and overlaping over background frame. In VCMI if you move cursor over another active area - such as "building area" it causes it to leaves the single frame of the building as it was when the cursor moved to another screen object. To put it simpler: if the building is animated and you move cursor elsewhere it leaves the frame as it was when you left building area of said building. Interesingly it doesn't interrupt animation itself In picture I have uploaded building is supposed to have two skylights, but since the frame is left due to what I have written up here, we have four of them (red circled are the extra skylights of frozen frame). |
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Steps To Reproduce: |
Hover your mouse over animated building Move your cursor elsewhere Watch one frame being left in frozen state on your building, which is still animating |
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Additional Information: | |||||
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VCMI.png (40,557) 2017-10-18 13:37 https://bugs.vcmi.eu/file_download.php?file_id=2803&type=bug Frame freeze.gif (36,744) 2017-10-18 13:48 https://bugs.vcmi.eu/file_download.php?file_id=2804&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2812 | [VCMI] Mechanics - Battles | feature | N/A | 2017-10-13 20:18 | 2017-10-18 12:43 |
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Reporter: | Nephretes | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | [Feature request] New artifact class with visual representation - Banners | ||||
Description: |
New artifact class - Banner Currenty the only function of the pole in battle heroes def is to difference color of the player. How about changing it for special class artifact - only one per hero. It would contain simple symbols so they are to be distinguished easily on a flag, and also would change the color depending on the player as well. In my mind they would be quite powerful and would grant bonus for all units in army. For example: 1) All allied stack of creatures receive 10% less damage from all attacks 2) Increases by 10% the speed of all allied stack of creatures 3) Increases by 10% the damage inflicted by all allied stack of creatures |
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Additional Information: | |||||
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banner.gif (11,266) 2017-10-13 20:18 https://bugs.vcmi.eu/file_download.php?file_id=2801&type=bug hero screen.png (147,347) 2017-10-18 12:36 https://bugs.vcmi.eu/file_download.php?file_id=2802&type=bug |
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2780 | [VCMI] GUI - Other | feature | always | 2017-08-30 11:26 | 2017-10-07 21:03 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Problem with proper displaying of black color. | ||||
Description: |
VCMI can render black color and some objects look ugly. Few exapmles below. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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CEFmQyD.png (99,004) 2017-08-30 11:26 https://bugs.vcmi.eu/file_download.php?file_id=2771&type=bug imY41O4.png (319,986) 2017-08-30 11:26 https://bugs.vcmi.eu/file_download.php?file_id=2772&type=bug IXaJs3Y.gif (14,938) 2017-08-30 11:27 https://bugs.vcmi.eu/file_download.php?file_id=2773&type=bug lSa44V7.gif (16,037) 2017-08-30 11:27 https://bugs.vcmi.eu/file_download.php?file_id=2774&type=bug ZLnfx5o.gif (35,577) 2017-08-30 11:27 https://bugs.vcmi.eu/file_download.php?file_id=2775&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2788 | [VCMI] Mechanics - Town structures | major | always | 2017-09-11 14:49 | 2017-10-07 21:02 |
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Reporter: | istokin | Platform: | iMac | ||
Assigned To: | dreamer10 | OS: | macOS Sierra | ||
Priority: | normal | OS Version: | 10.12.6 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Tower: The Elemental Colony does not give +1 Air / Storm Elements per week. | ||||
Description: | The Elemental Colony does not give +1 Air / Storm Elements per week. In Vanila give Elements. | ||||
Steps To Reproduce: | |||||
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System Description |
iMac (27-inch, Late 2012) Процессор 3,2 GHz Intel Core i5 Память 16 ГБ 1600 MHz DDR3 Графика NVIDIA GeForce GTX 675MX 1024 МБ |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2789 | [VCMI] Mechanics - Town structures | major | always | 2017-09-11 14:53 | 2017-10-07 21:02 |
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Reporter: | istokin | Platform: | iMac | ||
Assigned To: | dreamer10 | OS: | macOS Sierra | ||
Priority: | normal | OS Version: | 10.12.6 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Tower: Golem Factory does not give +1 Stone / Iron Golems a week. | ||||
Description: | Golem Factory does not give +1 Stone / Iron Golems a week. In Vanila give Golems. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description |
iMac (27-inch, Late 2012) Процессор 3,2 GHz Intel Core i5 Память 16 ГБ 1600 MHz DDR3 Графика NVIDIA GeForce GTX 675MX 1024 МБ |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2453 | [VCMI] AI - Battles | minor | always | 2016-08-10 14:09 | 2017-10-06 14:50 |
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Reporter: | SXX | Platform: | |||
Assigned To: | FeniksFire | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Fortress: AI might stuck during siege if moat is built | ||||
Description: | Since I implemented proper two hexes moat in Fortress battle AI can't handle it properly anymore. So there is some work needed to make it work. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2731 | [VCMI] Other | text | always | 2017-07-21 08:00 | 2017-10-06 14:19 |
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Reporter: | Anubis | Platform: | x32 | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | No Morale ability for creatures still shows any possible morale effects in the creature's info tab. | ||||
Description: |
No Morale ability prevents the creature from having any Morale bonus, but it is still shown in the creature's information tab. Same for negative Morale effects. |
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Steps To Reproduce: |
This one is the easiest to reproduce when using MDT Forge. Check Jump Soldiers' Morale tab. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2737 | [VCMI] GUI - Hero screen / Exchange window | text | always | 2017-07-21 18:41 | 2017-10-06 14:19 |
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Reporter: | Anubis | Platform: | PC x32 | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Wrong text about Tavern morale modifier for creatures | ||||
Description: | It reads "Tavern+1 +1", probably a small oversight. Works correctly, so only a text issue. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2740 | [VCMI] Mechanics - Battles | text | always | 2017-07-23 04:55 | 2017-10-06 14:18 |
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Reporter: | Anubis | Platform: | PC x32 | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Special terrain patches lack description in Morale tab for creatures. | ||||
Description: | If a special terrain patch (like Evil Fog) affects a creature's Morale, it will be written so in the Morale tab for the creature in H3 SoD. However, right now the description is missing, replaced with "Unknown". | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2763 | [VCMI] Mechanics - Objects | text | always | 2017-08-04 13:11 | 2017-10-06 14:18 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | Godric | OS: | Windows | ||
Priority: | low | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Wagon - when picking up an artefact, shows a %s instead of the artefact's name. | ||||
Description: | Whenever you find an artefact in a Wagon, the message reads %s instead of the artefact's name. | ||||
Steps To Reproduce: | |||||
Additional Information: | VCMI 1 Aug build. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2795 | [VCMI] Mechanics - Adventure Map | minor | have not tried | 2017-09-13 17:23 | 2017-09-16 06:40 |
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Reporter: | istokin | Platform: | iMac | ||
Assigned To: | SXX | OS: | macOS Sierra | ||
Priority: | normal | OS Version: | 10.12.6 | ||
Status: | acknowledged | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCMI remove movement path through changed FoW while H3 let it stay | ||||
Description: |
The hero with the help of flight magic can not get out if he is next to someone else's Necropolis and around him an unexplored territory. В архиве, скриншот проблемы, сохранение и скриншот тестовой карты как это в обычных героях. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
System Description |
iMac (27-inch, Late 2012) Процессор 3,2 GHz Intel Core i5 Память 16 ГБ 1600 MHz DDR3 Графика NVIDIA GeForce GTX 675MX 1024 МБ |
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Attached Files: |
fly_error.zip (5,554,588) 2017-09-13 17:23 https://bugs.vcmi.eu/file_download.php?file_id=2787&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2792 | [VCMI] Mechanics - Adventure Map | minor | always | 2017-09-13 15:28 | 2017-09-14 14:20 |
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Reporter: | istokin | Platform: | iMac | ||
Assigned To: | SXX | OS: | macOS Sierra | ||
Priority: | normal | OS Version: | 10.12.6 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | The player's lighthouse does not remove hidden territory if an enemy necropolis is in proximity. | ||||
Description: | Если рядом с Некрополем стоит захваченный игроком маяк, то он скрыт от игрока за неизведанной землёй (Терра инкогнито). | ||||
Steps To Reproduce: | Отойти от маяка героем. перейти на следующий ход. | ||||
Additional Information: | |||||
System Description |
iMac (27-inch, Late 2012) Процессор 3,2 GHz Intel Core i5 Память 16 ГБ 1600 MHz DDR3 Графика NVIDIA GeForce GTX 675MX 1024 МБ |
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Attached Files: |
mayak.zip (2,170,737) 2017-09-13 15:28 https://bugs.vcmi.eu/file_download.php?file_id=2784&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2709 | [VCMI] Mechanics - Adventure Map | crash | unable to reproduce | 2017-07-05 01:16 | 2017-09-11 10:13 |
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Reporter: | catalina | Platform: | macOS | ||
Assigned To: | SXX | OS: | |||
Priority: | low | OS Version: | 10.12.5 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | crash when attempting to enter town with 0 movement | ||||
Description: | Disembarked from a ship, then double-clicked on an enemy town. Crash log: https://gist.github.com/anonymous/3e2c55cb3d3e3e1828cf91bb7685a3a6 [^] | ||||
Steps To Reproduce: | Loading the autosave and attempting to reproduce failed; the game didn't crash. | ||||
Additional Information: | |||||
Attached Files: |
Autosave_2.vcgm1 (5,941,928) 2017-09-04 16:53 https://bugs.vcmi.eu/file_download.php?file_id=2777&type=bug Autosave_2.vsgm1 (5,940,602) 2017-09-04 16:53 https://bugs.vcmi.eu/file_download.php?file_id=2778&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2787 | [VCMI] Mechanics - Battles | minor | have not tried | 2017-09-11 09:47 | 2017-09-11 09:47 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Something is wrong with magic resistance | ||||
Description: |
I think magic resistance works wrong in battles currently. Though might be I just miss something of H3 mechanics and it's was still applied in such cases, but no resistance animation were displayed. It's basically let just one of creatures to avoid splash damage such as Inferno. Also Chain Lighting might fail to strike one of creatures in chain which I not sure if this was possible in H3. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2783 | [VCMI] Mechanics - Battles | minor | always | 2017-09-04 22:24 | 2017-09-10 20:08 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Tactics skill bonus differs from HMM3 | ||||
Description: |
In HMM3, and prior to making secondary skills modable, the game would take the difference in tactics skill levels, and then compute the number of hexes that you could arrange yourself in as 2 * difference + 1. Currently the skill provides bonuses to hexes movable (3/5/7 at basic/advanced/expert), and the game calculates number of hexes that you can arrange yourself in as the difference of bonuses. This means that when fighting a hero with lower tactics skill (e.g. advanced vs basic), you get 1 hex less for placement than you did in HMM3 (2 for advanced vs basic, instead of 3). |
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Steps To Reproduce: | |||||
Additional Information: |
Possible fixes: (a) Set #hexes that you can arrange yourself in as 1 + difference. Problems: counter-intuitive to specify a bonus of 2 to move 3, and can't configure things to allow setup within 1 hex. (b) Treat the lesser bonus as one less, so e.g. advanced vs. basic becomes 5 - (3-1) = 3. Problem is again that this is counter-intuitive, and lesser bonus of 1 is effectively same as lesser bonus of 0. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2782 | [VCMI] GUI - PreGame | major | sometimes | 2017-09-01 10:23 | 2017-09-08 17:42 |
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Reporter: | misiokles | Platform: | Windows | ||
Assigned To: | OS: | PC | |||
Priority: | normal | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Sometimes console hangs up and game doesn't start. | ||||
Description: | Sometimes console stops working at this point (Mod Handler is 0 or 1). Only solution to unlock game starting is to delete modSettings.json from /config directory, remove all mods from /mods folder (except vcmi essential files) and start game again to create new modSettings.json file. | ||||
Steps To Reproduce: | Not reproductible. It's sometimes happen. | ||||
Additional Information: | |||||
Attached Files: |
i3wIobs.png (12,433) 2017-09-01 10:23 https://bugs.vcmi.eu/file_download.php?file_id=2776&type=bug logs.zip (51,765) 2017-09-07 22:02 https://bugs.vcmi.eu/file_download.php?file_id=2781&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2781 | [VCMI] Mods | minor | always | 2017-08-31 01:33 | 2017-09-06 12:29 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | hkoehler | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Granting bonuses to war machines | ||||
Description: |
It seems that bonuses granted to a hero do not propagate to war machines. E.g. granting the bonus below to a hero has no effect on the health of his ammo cart during combat (but works fine for normal creatures). "type" : "STACK_HEALTH", "val" : 150, "valueType" : "BASE_NUMBER", "limiters": [{ "type" : "CREATURE_TYPE_LIMITER", "parameters" : [ "ammoCart" ] }] |
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Additional Information: | Seems related to the limiter - without it the bonus applies to war machines as well. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2387 | [VCMI] Mods | feature | always | 2016-01-18 20:47 | 2017-09-01 19:59 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | New Old Spells mod seems don't work. | ||||
Description: | New Spells appear in Mage Guild but don't appear in hero's Spellbook. | ||||
Steps To Reproduce: |
1. Choose Monere hero. 2. Visit Highcastle town. 3. There's two new spell in Mage Guild. 4. There's any possibility to get them into Spellbook. |
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Additional Information: | |||||
Attached Files: |
spells.vcgm1 (2,946,241) 2016-01-18 20:47 https://bugs.vcmi.eu/file_download.php?file_id=2432&type=bug spells.vsgm1 (2,946,252) 2016-01-18 20:48 https://bugs.vcmi.eu/file_download.php?file_id=2433&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2779 | [VCMI] GUI - PreGame | feature | N/A | 2017-08-30 11:19 | 2017-08-30 11:19 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | none | OS Version: | 10 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Feature request: Town Alignment | ||||
Description: |
Nephretes said: As MDT Alternative Creatures is getting closer to release I started wondering if it is possible to make some aesthetic changes to present their presence as early as on town alignment stage. Those are some propositions how it could look: https://forum.vcmi.eu/t/town-alignment/1138 [^] |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2778 | [VCMI] Other | minor | have not tried | 2017-08-27 02:15 | 2017-08-29 07:02 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | INDEPENDENT_MIN and INDEPENDENT_MAX logics are a mess | ||||
Description: | Currently we allow mixing of INDEPENDENT_MIN, INDEPENDENT_MAX and other value types. The result is a mess (see BonusList::totalValue). | ||||
Steps To Reproduce: | |||||
Additional Information: | Should log error when encountering combination of different value types (maybe also change logic). Then add new value types LOWER_BOUND and UPPER_BOUND. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2413 | [VCMI] Other | minor | have not tried | 2016-02-14 12:19 | 2017-08-24 19:15 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | won't fix | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Request for TDM-GCC support | ||||
Description: |
It would be nice if building VCMI via TDM-GCC compiler suite would be supported. Package can be downloaded from this page: http://tdm-gcc.tdragon.net [^] |
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Additional Information: | |||||
Attached Files: |
TDM-GCC issue.txt (1,642) 2016-02-14 12:23 https://bugs.vcmi.eu/file_download.php?file_id=2457&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2432 | [VCMI] Other | minor | always | 2016-04-01 13:43 | 2017-08-24 03:26 |
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Reporter: | dididi | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | OSX install error | ||||
Description: |
Build from latest source. VCMI Installer lunched, and select the iso files. After it, VCMI Install interface said " The resource could not be loaded because the App Transport Security policy requires the use of a secure connection." Here is about ATS. - https://developer.apple.com/library/ios/documentation/General/Reference/InfoPlistKeyReference/Articles/CocoaKeys.html [^] - http://ste.vn/2015/06/10/configuring-app-transport-security-ios-9-osx-10-11/ [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1757 | [VCMI] Other | minor | N/A | 2014-03-21 11:14 | 2017-08-24 03:24 |
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Reporter: | josch | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | binaries without source in tarball release | ||||
Description: |
While checking vcmi for license compliance I noticed the following: osx/osx-vcmibuilder/unshield and osx/osx-vcmibuilder/innoextract are binary files. What is their license? If they are the unshield and innoextract programs that I know, then they are MIT and BSD license, respectively. Both licenses require a copyright notice when redistributing the binaries. I can't find them. If you decide to just add the copyright notice but leave the binaries, then I have to repack your tarball for Debian because Debian does not allow binaries without source code. For Debian it would thus be even better if you would not distribute those binaries in your tarball releases in the first place. What is the file osx/dmg_DS_Store? Where is the source code that it is generated from? Again, Debian does not allow binary files without their preferred form of modification in upstream tarballs. It would be best if that binary file could be removed and regenerated at build time. I have little idea what the other files in the osx directory are but they seem to be in their preffered form of modification (ascii text, xml files, png images and photoshop files). Can you assure me that all those files are subject to the same license conditions as vcmi itself? What is ./config/NEUTRAL.PAL? Does there exist a source from which it is generated? Do there exist source images for ./launcher/VCMI_launcher.ico and ./client/vcmi.ico? If yes, could you delete these *.ico files from the tarball and instead regenerate them from source at build time? All of the above are just suggestions. If you dont want to follow them then it just means that I have to put more work into repacking your tarball at each release so that it is free enough for Debian. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2674 | [VCMI] Launcher | major | always | 2017-05-07 19:34 | 2017-08-24 02:21 |
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Reporter: | truckercap | Platform: | Linux | ||
Assigned To: | SXX | OS: | Arch | ||
Priority: | normal | OS Version: | KDE/Plasma/X11 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | vcmilauncher gives dbus errors | ||||
Description: |
process 2431: arguments to dbus_connection_unref() were incorrect, assertion "connection->generation == _dbus_current_generation" failed in file dbus-connection.c line 2822. This is normally a bug in some application using the D-Bus library. D-Bus not built with -rdynamic so unable to print a backtrace [1] 2431 abort (core dumped) vcmilauncher |
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Steps To Reproduce: |
-Compile/install vcmi-git from yaourt. -point to data dir. #vcmiclient works just fine. #vcmilauncher gives above error. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2704 | [VCMI] Launcher | crash | always | 2017-06-27 15:46 | 2017-08-24 02:21 |
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Reporter: | z3bu | Platform: | x86_64 | ||
Assigned To: | SXX | OS: | Archlinux | ||
Priority: | normal | OS Version: | 4.9.34-1-lts | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Vcmilauncher doesn't start | ||||
Description: |
I am having difficulties with the vcmi Launcher[1]. I built vcmi for the git repository. I am getting this error. process 12666: arguments to dbus_connection_ref() were incorrect, assertion "connection->generation == _dbus_current_generation" failed in file dbus-connection.c line 2686. This is normally a bug in some application using the D-Bus library. D-Bus not built with -rdynamic so unable to print a backtrace The problem doesn't appear when it is launched with root (so yeah dbus). A similar problem occurs on the mupen64 project [2] - It is said that if Qt is build without the SDL2 support the problem is fixed. The package works for ubuntu and fedora (it just prints errors) but it crashes for Arch and Gentoo. So this issue is probably not related to the project and I may have to report it to the Qt and SDL projects. I was only able to locate the problem in sdldisplayquery.cpp in the function getDisplays(). I am able to use the launcher if I comment the lines: if(SDL_Init(SDL_INIT_VIDEO)) return QStringList("default display"); Another solution is to replace the whole function by: return QStringList("default display"); [1] Newbie in bug report here [2] https://github.com/mupen64plus/mupen64plus-ui-python/issues/91 [^] |
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Steps To Reproduce: | Start vcmilauncher - (Archlinux or Gentoo) | ||||
Additional Information: |
qt5-base 5.9.0-2 sdl2 2.0.5-3 (sdl 1.2.15-8 installed too) dbus 1.10.18-1 Nothing interesting in the Launcher log (still attached) |
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Attached Files: |
VCMI_Launcher_log.txt (5,279) 2017-06-27 15:46 https://bugs.vcmi.eu/file_download.php?file_id=2724&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2602 | [VCMI] Launcher | minor | have not tried | 2016-11-11 20:21 | 2017-08-23 23:35 |
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Reporter: | javalor | Platform: | Mac | ||
Assigned To: | SXX | OS: | macOS Sierra | ||
Priority: | normal | OS Version: | 10.12.1 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Cannot Run VCMI after building on macOS | ||||
Description: |
After following all the directions on the VCMI website, and building the file (after the steps: cd build, make -j4) and the download completed and I get this error after the next steps: build "mydrive"$ cd .. vcmi "mydrive"$ bin/vcmiclient.app/Contents/MacOS/vcmiclient -bash: bin/vcmiclient.app/Contents/MacOS/vcmiclient: No such file or directory with this preceding it from the previous step (make -j4): [100%] Linking CXX executable ../../bin/vcmiclient.app/Contents/MacOS/vcmiclient ld: warning: direct access in function 'void BinaryDeserializer::load<Bonus>(std::__1::shared_ptr<Bonus>&)' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo name for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in function 'std::__1::shared_ptr<Bonus> boost::any_cast<std::__1::shared_ptr<Bonus> >(boost::any&)' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo name for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in function 'std::__1::shared_ptr<Bonus> boost::any_cast<std::__1::shared_ptr<Bonus> >(boost::any&)' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo name for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. ld: warning: direct access in function 'boost::any::holder<std::__1::shared_ptr<Bonus> >::type() const' from file 'CMakeFiles/vcmiclient.dir/Client.cpp.o' to global weak symbol 'typeinfo for std::__1::shared_ptr<Bonus>' from file 'CMakeFiles/vcmiclient.dir/CMT.cpp.o' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings. cp: /Users/"mydrive"/vcmi/osx/vcmibuilder.app: No such file or directory make[2]: *** [../bin/vcmiclient.app/Contents/MacOS/vcmiclient] Error 1 make[2]: *** Deleting file `../bin/vcmiclient.app/Contents/MacOS/vcmiclient' make[1]: *** [client/CMakeFiles/vcmiclient.dir/all] Error 2 make: *** [all] Error 2 Any idea whats going on and why it can not find/run the file? |
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Steps To Reproduce: |
Follow all the steps listed on: http://wiki.vcmi.eu/index.php?title=How_to_build_VCMI_(OS_X) [^] Error occurs on last line: bin/vcmiclient.app/Contents/MacOS/vcmiclient |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1648 | [VCMI] Other | major | always | 2014-01-08 01:22 | 2017-08-23 23:34 |
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Reporter: | dmccombs | Platform: | |||
Assigned To: | SXX | OS: | OS X | ||
Priority: | normal | OS Version: | 10.6 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | VCMI silently fails to start on OS X 10.6 | ||||
Description: |
VCMI silently fails to start on OS X 10.6 when installed from the official binary. If the vcmiclient binary inside the app bundle is executed directly, it simply outputs: Illegal Instruction This is a sign that the client was compiled with the SDK from a higher version of OS X, but that the minimum required OS version is not set to give a useful error message. |
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Steps To Reproduce: |
On OS X 10.6, install the VCMI binary from: http://download.vcmi.eu/vcmi-0.94.dmg [^] Attempt to run the client. |
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Additional Information: |
If VCMI is not using features only available in newer OS X SDKs, it can be compiled for an older version by adding this flag to gcc: -mmacosx-version-min=10.6 (or some lower version) Whether VCMI can be built targeting a lower version or not, the following property should be added to the Info.plist for the app bundle (as well as the app bundle for the vcmibuilder) to provide a userful error for users on lower versions of OS X: LSMinimumSystemVersion It should be set to the minimum version the client can run on, such as '10.8.0'. See the Apple documentation for more information: https://developer.apple.com/library/ios/documentation/general/Reference/InfoPlistKeyReference/Articles/LaunchServicesKeys.html#//apple_ref/doc/uid/20001431-113253 [^] |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2660 | [VCMI] Map Editor | feature | N/A | 2017-03-23 20:23 | 2017-08-16 00:43 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Object removal brush with options | ||||
Description: |
Editor currently missing ability to remove more than one object at time which of course critical. Though it's could be really nice to have more flexible tool in our editor that might for instance have checkoxes for what's going to be removed: - Roads / rivers. - Static objects: anything that hero can't interact with. - Interactive objects. Other than that it's could be nice to have different removal modes: - By object box. All tiles that covered. - By visibility. Of course if it's feasible to implement: even if object might have larger animation it's should be only removed if it's visible on that exact tile here in editor. - Remove by visibility / blocking / visitability mask. I think by default H3 editor remove by "object box" so anyone used to old editor would expect to have this mode. Still since I spend tremendous amount of time in editor I can say for sure this behaviour can be very frustrating it times especially for large objects like towns. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2766 | [VCMI] GUI - Other | major | always | 2017-08-10 13:01 | 2017-08-10 17:37 |
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Reporter: | Vilko | Platform: | Windows | ||
Assigned To: | OS: | Windows 7 x64 | |||
Priority: | normal | OS Version: | 6.1.7601 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | GUI window disappear | ||||
Description: |
GUI window disappears after minimizing and trying to open in back. message "Check display mode: requested 1024 x 768; available up to 1600 x 900" appears in console window at moment of open attempt. |
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Steps To Reproduce: |
Minimize UI window. open it back. |
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Additional Information: | - | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2648 | [VCMI] Mechanics - Adventure Map | crash | always | 2017-02-27 21:01 | 2017-08-04 23:26 |
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Reporter: | ihor | Platform: | Linux | ||
Assigned To: | Chocimier | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 16.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash when selecting creature to sacrifice in Altar of Sacrifice | ||||
Description: | Crash when selecting a creature to sacrifice in Altar of Sacrifice | ||||
Steps To Reproduce: |
1. Load creature_sacrifice save file. 2. Move Isra hero to the closest altar of sacrifice. 3. Altar window opens showing 3 stacks of creatures. 4. Click on Skeletons stack (the same happens for other stacks). 5. Game hangs or crashes. |
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Additional Information: | |||||
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save.zip (1,293,578) 2017-02-27 21:01 https://bugs.vcmi.eu/file_download.php?file_id=2680&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2762 | [VCMI] Mechanics - Objects | minor | always | 2017-08-04 12:50 | 2017-08-04 12:50 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Text messages attached to neutral creatures (on joining, attacking, w/e) are not displayed. | ||||
Description: | In short, if you set a custom message to a monster (for example, on joining), then that message would not be displayed in game. | ||||
Steps To Reproduce: |
1. Set a message on a monster in the Map Editor. 2. In game, interact with this monster (attack or any other actions). 3. Observe the absence of the message. |
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Additional Information: |
I've attached a test map for this. Select Red, add the Faerie Dragons to your army. There is a message set to them : "We're here to help if you need us", which will be absent. The issue is present since 0.99 up to the newest builds. |
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Attached Files: |
Good to Go test.h3m (5,326) 2017-08-04 12:50 https://bugs.vcmi.eu/file_download.php?file_id=2766&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2747 | [VCMI] Mechanics - Battles | minor | unable to reproduce | 2017-07-24 19:02 | 2017-08-04 12:07 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | FeniksFire | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Double damage from one step into the Moat hex for a 2-hex creature. | ||||
Description: | During the siege, AI's Ancient Behemoths stepped into the Moat hex with their right part and took 2 instances of Moat damage (140 for Stronghold). Attached screenshots below. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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Double damage from moat bug (creature position).jpg (359,802) 2017-07-24 19:02 https://bugs.vcmi.eu/file_download.php?file_id=2748&type=bug x2 dmg on Moat proof.jpg (366,930) 2017-07-24 19:02 https://bugs.vcmi.eu/file_download.php?file_id=2749&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2761 | [VCMI] Mechanics - Adventure Map | major | N/A | 2017-08-03 21:12 | 2017-08-03 21:12 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Teleporters: fair mechanics need to be applied when moving automatically | ||||
Description: |
As known in H3 multi-exit monoliths choose next exit pseudo-randomly and that mean that unless you see every possible exit there always risk of teleport on top of enemy hero. Currently when hero automatically go through teleporter he can efficiently avoid enemy hero standing on the exits. What we need is to warn players in two cases: - When one exits is not visible to him. - Or when there is actual enemy hero standing on one of exits. Then if player agreed to take a risk teleporter logic should internally roll the dice as many times as needed and check whatever player got on top of enemy or no. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2730 | [VCMI] Other | text | always | 2017-07-21 07:52 | 2017-08-03 06:05 |
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Reporter: | Anubis | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | The descriptions of some unit abilities are missing or incomplete, so are icons of those abilities. | ||||
Description: |
The description for "General Damage Reduction" is misleading because it's a two-part ability with specifically Ranged or Melee damage reduction. There is no mention of that in the game currently. "Spell Immunity" right now has no icon for it, and it's impossible to add any other via bonuses.json - it doesn't work. There is no description for "No Morale" ability and the icon is missing too, and it has a bug connected to it which I will describe in another report. Immunities to specific schools also have no icons despite being present in the VCMI files. Fire Shield's icon was renamed but not updated in the bonuses.json. Same for Spell-like Attack but there's no icon in the game files. Reduce Enemy Defense's name is too big and doesn't fit the tab on 1024*600. Mind Immunity's description is missing. |
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Steps To Reproduce: | Check any of the creatures that have the respective abilities, you'll see either an icon or the text missing, or any other behaviour that I've described. | ||||
Additional Information: | |||||
Attached Files: |
Bonuses fix.7z (2,992) 2017-07-21 08:13 https://bugs.vcmi.eu/file_download.php?file_id=2742&type=bug Bonuses desc fix.zip (3,700) 2017-07-30 12:15 https://bugs.vcmi.eu/file_download.php?file_id=2753&type=bug bonuses.json (6,712) 2017-07-30 13:09 https://bugs.vcmi.eu/file_download.php?file_id=2754&type=bug Bonuses.zip (3,742) 2017-07-30 14:24 https://bugs.vcmi.eu/file_download.php?file_id=2755&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2759 | [VCMI] Mechanics - Battles | major | unable to reproduce | 2017-07-31 10:42 | 2017-08-01 14:25 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Faerie Dragons' spells' damage does not get properly reduced by the Golem magic damage reduction. | ||||
Description: |
I've tested all possible species of Golems and can say that something is totally off with the damage calculation of the Faerie Dragons' spells. Seems like the Golem reduction doesn't work correctly with their spellcasting. The intended behaviour in SoD is that spell damage of the Faerie Dragons gets correctly reduced by the percentage mitigation abilities of the Golems (up to 95% on Diamond Golems). Right now it functions the reverse way. The lesser amount of reduction, the less damage a Golem takes. |
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Steps To Reproduce: |
1. Use Faerie Dragons. 2. Fight the Golems' stacks (preferrably in a test map). 3. Note the inflicted damage. It is higher than it's supposed to be. Observed on the 29th of July VCMI build. |
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Additional Information: | Attached a test map. Play as Red, pickup the neutral Faerie Dragons (5, will always join), fight the stacks of Golems (Stone, Iron, Gold and Diamond). | ||||
Attached Files: |
Good to Go test.h3m (5,283) 2017-07-31 10:42 https://bugs.vcmi.eu/file_download.php?file_id=2756&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2754 | [VCMI] GUI - Battles | minor | always | 2017-07-30 08:42 | 2017-07-30 11:27 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Creature pathing bug on the naval battlefield. | ||||
Description: |
The battlefield I'm talking about is the naval duel (two ships). Creatures can path to the unreachable tiles between ships. Attaching a screenshot. Most of my creatures on the screenshot are in the "dead zone" - in H3 those tiles are decorative. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Pathing bug on the battlefield.jpg (349,378) 2017-07-30 08:42 https://bugs.vcmi.eu/file_download.php?file_id=2752&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2749 | [VCMI] Mechanics - Other | minor | have not tried | 2017-07-26 23:21 | 2017-07-27 10:04 |
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Reporter: | hkoehler | Platform: | |||
Assigned To: | AVS | OS: | Ubuntu | ||
Priority: | normal | OS Version: | 14.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Petrified archer getting attack | ||||
Description: | Just experienced a battle where I was fighting multiple groups of lizardfolk archers with a group of basilisks. At some point all that remained of the enemy where two petrified stacks of archers (who where behaving nicely, i.e., not attacking while petrified). After killing one of these stacks, the last remaining stack then decided to take a shot at my basilisks *while still petrified* - at least visually the petrification debuff was still in place. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2750 | [VCMI] Mechanics - Adventure Map | feature | have not tried | 2017-07-27 06:06 | 2017-07-27 06:16 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Cheating: CGameHandler::hireHero need check when hero hired from adventure map | ||||
Description: |
Currently CGameHandler::hireHero doesn't have way to check whatever player actually visited tavern in order to buy hero from tavern on adventure map. Though it's one of cases when server doesn't check request properly. |
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Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2467 | [VCMI] Mechanics - Objects | tweak | always | 2016-09-04 06:40 | 2017-07-27 05:02 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Chocimier | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.98 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Altar of Sacrifice - strange behaviour with new artfifacts | ||||
Description: | There's few mods adding new artefacts. When hero visit Altar of Sacrifice and try to sacrifice one standard H3 artefact and one new - stranger things are happen. | ||||
Steps To Reproduce: |
1. Load attached save. 2. Visit Altar of Sacrifice 3. Try to test some trials: sacrifice standard h3 arts only, sacrifice mod arts only, sacrifice combos: h3 arts and mod arts 4. Observe not dissapearring arts from bagpack or other anormal behaviours. |
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Additional Information: | Used mods: Witchking arts. VCMI version - 0.98h build 01-Sep-2016 14:07 | ||||
Attached Files: |
savesAltar.rar (486,960) 2016-09-04 06:40 https://bugs.vcmi.eu/file_download.php?file_id=2516&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2004 | [VCMI] GUI - Other | minor | always | 2014-12-24 23:52 | 2017-07-27 05:01 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Chocimier | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Altar of Sacrifice: on exit all non-sacrificed artifacts go into backpack | ||||
Description: |
In H3 if you exit from Altar of Sacrifice all items that were moved to altar window from inventory are back to slots they used before visit. Though if you'll move other articacts on their place they'll appear in backpack. Though in VCMI all artifacts you didn't sacrificed will appear in backpack. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
558 | [VCMI] Mechanics - Objects | minor | always | 2010-07-28 00:25 | 2017-07-27 05:01 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | Chocimier | OS: | Windows | ||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | assigned | Product Version: | 0.81c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Altar of Sacrifice: Mechanics + GUI issues | ||||
Description: |
1. (BUG) The "Place all artifacts in backpack on altar" and "Place all artifact in backpack on the altar" buttons remove all artifacts in backpack / on hero, even if these are more than the 22 available slots. The experience seems to be calculated for all artifacts removed, but it shouldn't work like this. H3 allowed us to move only 22 artifact on the altar and that was as much as one could sacrifice in one go. Well, not exactly... To be more accurate, there was a way to sacrifice 23: having 22 in the slots and click-select a 23rd (see next item). We didn't have to leave the Altar window of course, but while in there, we could only sacrifice in batches of maximum 22(/23) artifacts. 2. (MISSING FEATURE) In H3, selecting an artifact was already enabling the "Sacrifice artifacts currently on the altar" button. As clicking on an artifact in the interface makes it become one with the cursor, we could then just click with it the "Sacrifice..." button, without having to place it first in one of the 22 slots. If all 22 slots were full, that meant 23 artifacts were sacrificed if we clicked the "Sacrifice..." button with a 23rd selected (the artifact being placed in what we could call the 23rd, or if you want - the 1st artifact slot, the one just above the "Sacrifice..." button). 3. (BUG) If we had only a couple of artifacts in backpack, after we sacrifice them, they still show for a fraction of a second in their backpack slots, but then disappear (or they show back while we get the level up windows, but then disappear). If we had more artifacts in backpack (especially more than the visible slots), after the sacrifice they show up there again, but only as ghost replicas. We can scroll through them and if we select any of them, the destination slots get highlighted (though we cannot put them on the dummy). 4. (BUG) Selecting one of these ghost replicas, does allow us though to place it (multiple times) in the sacrificial slots as seen in the screenshot, though we cannot really use it to get the experience (see also the System message in the Console behind). 5. (BUG) The 5th MISC slot introduced in SoD is not visible in the Altar interface (though the artifact in it is, and can be used for sacrifice - see screenshot again) 6. (MISSING BUTTON) Sacrifice Creatures - which should be grayed out for Good alignments. 7. (MISSING FEATURE) Also the subtitle of the empty slot above the Sacrifice button should read "Place artifact to sacrifice here" when it's empty, just like the other 22. 8. (MISSING FEATURE) Although in H3 the empty slots in Hero screen all had "Empty" as subtitle, in the Altar screen they had their actual name in the subtitles (if their slot was empty!): Head, Neck, Torso, Right Hand, Right Rind, Left Hand, Left Ring, Shoulders, Feet, Misc 1 to 5, War Machine 1 to 4 (and the backpack slots had no subtitle, but for these we can leave "Empty" as we have now in VCMI). 9. (H3 Bug/Feature?) H3 allowed War Machines to be placed on the Altar. I'm not sure if I should consider this bug or feature. The fact that they were accepted, but with 0 experience, makes me think they may have wanted it like this. But I can't see any reason why one would want to sacrifice them. If there's no gain in experience, I'd rather have a script or sth allowing us to drop the artifacts (similar with dismissing creatures), rather than having to look for an Altar to get rid of it. But you're free do decide as you feel about this. 10. (H3... LOGIC?) It is not clear to me if H3 had any logic in choosing which artifacts go on the Altar when hero had more than 22 and a "Place all..." button was selected. I checked, and H3 seemed to pick artifacts from both hero and his backpack, without a particular logic. Not based on their side and not even alphabetical (perhaps in order of their corresponding ID's in the game files?). If you can manage to figure out H3's logic, feel free to apply it. Otherwise I would suggest the following order: - first backpack artifacts, starting from the weakest (and further prioritize alphabetically, or in the left-to-right order they are in the backpack) - then artifacts on hero, again starting from the weakest - and finally War Machines (if you want), which could be in order of their Hit Points... or else simply in order of their slots (not relevant anyway) |
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Steps To Reproduce: | Take map attached to 0000515 in MapEditor and add the Altar next to Ivor (middle of the snow area) to easily reproduce all the above afterwards. | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
2010-07-28_AltarOfSacrifice.jpg (323,727) 2010-07-28 00:38 https://bugs.vcmi.eu/file_download.php?file_id=496&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2745 | [VCMI] AI - Battles | minor | always | 2017-07-24 18:54 | 2017-07-24 18:54 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Neutral AI prioritises hitting War Machines if possible. | ||||
Description: |
I've observed that if the neutral AI has a choice between hitting a War Machine which does no meaningful damage and hitting a unit, it will most of the time prefer going for Machines and seldom for the unit. I do understand that the AI calculates where it will be safe to do damage, but neutral stacks should really never hit War Machines. Tested with both Battle and Stupid AI in Launcher. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2743 | [VCMI] GUI - Adventure Map | text | unable to reproduce | 2017-07-23 17:52 | 2017-07-23 17:52 |
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Reporter: | Anubis | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | low | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong number of teams in Scenario Information on a randomly generated map. | ||||
Description: | Attaching a screenshot. That's actually the best description. It's impossible to have 11 teams (3 of them empty) in the game. | ||||
Steps To Reproduce: |
I can't reproduce this in the game due to the RMG issue which I reported before. I remember that I've specifically set up a 4 team of 2 (by choosing 4 Computer/Player teams) game which created me as a solo instead. That's some old SoD problem. Might be a separate issue, but it's difficult to replicate. |
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Additional Information: | Settings for RM generation: 8 players, no underground, 4 alliances, random number of AI only players/teams, Normal settings for Water/Guards. | ||||
Attached Files: |
Scen Info text bug.jpg (332,698) 2017-07-23 17:52 https://bugs.vcmi.eu/file_download.php?file_id=2746&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2726 | [VCMI] Mechanics - Town structures | minor | always | 2017-07-17 19:05 | 2017-07-23 11:35 |
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Reporter: | tooandorisu | Platform: | Windows | ||
Assigned To: | SXX | OS: | 10 | ||
Priority: | normal | OS Version: | 1703 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Crash when entering newly taken town | ||||
Description: | IN latest develop ef73f41 when I try entering a newly taken town in the last campaign of Dungeons & Devils, it crashes. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
logs_vcmi.7z (98,008) 2017-07-17 19:05 https://bugs.vcmi.eu/file_download.php?file_id=2738&type=bug Saves.7z (575,829) 2017-07-17 19:06 https://bugs.vcmi.eu/file_download.php?file_id=2739&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2738 | [VCMI] GUI - Adventure Map | minor | always | 2017-07-21 18:56 | 2017-07-23 04:57 |
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Reporter: | Anubis | Platform: | PC x32 | ||
Assigned To: | OS: | Windows | |||
Priority: | high | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong description of creature dwellings on the map after loading a savegame. | ||||
Description: | Basically, loading a savegame resets the names of outer dwellings to "Creature Generator x", where x is the Dwelling Level. Visiting the dwelling gives the correct name and recruiting message, but doesn't fix the issue. | ||||
Steps To Reproduce: |
1. Make a savegame. 2. Quit VCMI (I haven't tested with loading a different save in the same run). 3. Start VCMI again. 4. Load the savegame. 5. Observe the bug. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2294 | [VCMI] Mechanics - Adventure Map | minor | always | 2015-10-09 04:01 | 2017-07-22 20:48 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Chocimier | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Summon boat shouldn't be castable for hero in boat | ||||
Description: |
Currently you can cast it while in boat and this may place boat to non-coastal tiles. In H3 there is error: %s is already in boat |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2641 | [VCMI] Launcher | minor | always | 2017-01-23 16:05 | 2017-07-22 14:18 |
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Reporter: | mwd | Platform: | Windows | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Launcher cannot retrieve updates behind proxy | ||||
Description: |
My system is located behind a proxy server. When searching for mods (button "Download & refresh repositories", the connection times out. The error message is: "Unable to download all files. Encountered errors: Connection timed out" I found no setting to set a proxy server. Optimally the application would read the system proxy settings. |
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Steps To Reproduce: |
1) Start launcher 2) Click on "Download & refresh repositories" |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1823 | [VCMI] Launcher | major | always | 2014-07-02 21:36 | 2017-07-22 14:17 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.96 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.97 | ||||
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Summary: | Submods in mod available in repository are not visible | ||||
Description: |
Mostly a note to self. There should be a way to show submods of mods avaialble in repo. As of now this already affects WoG and HotA mods. It seems that placing submods as they were supposed to (in "mods" entry of main mod) does not works - Launcher finds 0 submods. Should be fixed. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2736 | [VCMI] GUI - Adventure Map | text | always | 2017-07-21 18:39 | 2017-07-21 18:39 |
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Reporter: | Anubis | Platform: | PC x32 | ||
Assigned To: | OS: | Windows | |||
Priority: | low | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Wrong display of player defeat messages | ||||
Description: | If you defeat an AI player, first the "specific" (which is directed personally to a specific player) (e.g. "Green, you have lost all your towns and heroes..." and so on) defeat message shows for all players, and only then the correct one shows up (Green lost his armies and heroes and so on). | ||||
Steps To Reproduce: | Defeat an AI player (this bug might be the case for human players too, I can't test that). Observe 2 messages popping up one after another. The first one shouldn't be seen by anyone else other than the defeated player. The second one is correct. | ||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2727 | [VCMI] Mods | major | always | 2017-07-21 07:10 | 2017-07-21 12:48 |
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Reporter: | Anubis | Platform: | x32 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Modern Design Team's Forge level 1 and 2 creature dwellings are too large on the map. | ||||
Description: | The summary says it all. Makes for a fun time when the only exit from your zone is blocked by a huge dwelling. Deluge is the map to test this, Red player will be unable to access the 2-way teleport. This is the case for some other maps as well, but there it results in inability to access the dwelling itself. | ||||
Steps To Reproduce: |
1. Select MDT's Forge in the Launcher. 2. Launch the game. 3. Start the map "Deluge" as Red. 4. You will notice that the level 1 dwelling is blocking the road to the teleporter. |
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Additional Information: | |||||
Attached Files: |
Forge dwellings bug.jpg (392,836) 2017-07-21 11:27 https://bugs.vcmi.eu/file_download.php?file_id=2743&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
726 | [VCMI] Mechanics - Battles | feature | always | 2011-05-12 04:41 | 2017-07-20 15:49 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | FeniksFire | OS: | Windows 7 | ||
Priority: | normal | OS Version: | vanillia | ||
Status: | resolved | Product Version: | 0.84 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Moat does no damage to creatures during siege | ||||
Description: |
Hopefully it's clear how it should work. I see you're working on battlefield obstacles, so it may be a good time to add this feature. |
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System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2569 | [VCMI] Mechanics - Objects | minor | always | 2016-10-19 22:03 | 2017-07-18 12:00 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Water wheel: still grant incorrect amount of gold | ||||
Description: |
It's must grant 500 gold once on first week of first month. Any next time it's must grant 1000 gold, but currently it's always grant 500 instead. PS: Even if reward wasn't granted yet even once it's still must give 1000 gold on second week. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2724 | [VCMI] GUI - Town screen | minor | always | 2017-07-16 21:09 | 2017-07-16 21:09 |
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Reporter: | tooandorisu | Platform: | Windows | ||
Assigned To: | OS: | 10 | |||
Priority: | normal | OS Version: | 1703 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Dwellings are showing up, when not build at all | ||||
Description: | Dwellings are showing up as build, when no dwellings have been build at all! | ||||
Steps To Reproduce: |
Make a random map (or a regular one) Attack a non coloured town (No fort build, Castle or Fortress) See dwellings been build, even though you havent done so! See picture for an example |
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Additional Information: | |||||
Attached Files: |
huh.jpg (1,463,383) 2017-07-16 21:09 https://bugs.vcmi.eu/file_download.php?file_id=2736&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2584 | [VCMI] Mechanics - Battles | major | always | 2016-10-31 09:42 | 2017-07-15 21:14 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Resurrection - Archangels cannot resurrect other archangels corpse and 0 creatures stack resurrection possible | ||||
Description: |
Looks like this one some very new regression. When hero cast resurrection he still able to resurrect them fine, but if hero is just a first level he can sometimes resurrect them with 0 creatures in stack and less than full health. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2632 | [VCMI] Campaigns | crash | always | 2016-12-14 11:54 | 2017-07-14 13:01 |
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Reporter: | Penitent_Exile | Platform: | PC | ||
Assigned To: | SXX | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash & strange message during gameplay | ||||
Description: |
1) So I finish first mission of Erathia and go to second, but after cinematic when trying to load the map game just crashes. No idea if this effects any other campaign maps, I didn't have time to test the issue. Here's console: http://imgur.com/a/fXGGI [^] I attached the logs. I didn't install any mods, just VCMI on top of GoG Heroes. 2) Also, I got this strange message when playing first mission - when new day would start - this appeared on my screen and in console: http://imgur.com/a/4G6IM [^] |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
VCMI_Client_log.txt (150,027) 2016-12-14 11:54 https://bugs.vcmi.eu/file_download.php?file_id=2670&type=bug VCMI_Server_log.txt (104,003) 2016-12-14 11:55 https://bugs.vcmi.eu/file_download.php?file_id=2671&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1366 | [VCMI] Mechanics - Objects | minor | have not tried | 2013-07-22 08:17 | 2017-07-13 21:46 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 0.94 | ||||
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Summary: | Black market: it is possible to sell more resources than needed | ||||
Description: | No need for sliders here at all | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2716 | [VCMI] Mechanics - Town structures | minor | always | 2017-07-13 16:05 | 2017-07-13 16:05 |
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Reporter: | Povelitel | Platform: | 64 | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 7 | ||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Portal of Summoning works incorrect | ||||
Description: |
1. Если ИИ не взял жилище существ, а портал построен и жилище покрашено в ЕГО цвет со старта, то в городе существа появляться будут, но покупать он их НЕ будет. 2. Если ИИ взял жилище существ (героем), то его существа появятся в замке и он будет их покупать, но если вы возьмете его город, то сможете купить в портале своих существ на этой же неделе! 3. Если у вас нет еще жилища существ, а у ИИ есть, и вы берете его город, то вы не увидите какие ему были доступны существа. Отмечу, что возможность посмотреть какое было жилище захвачено (что за существа в портале у врага) существует только со второй недели (первый день второй недели) //Надеюсь понятно расписал, перевожу переводчиком, текст для меня очень сложный. 1. If the AI has not taken the dwelling of the creatures, and the portal is built and the dwelling is painted in HIS color from the start, then the creatures will appear in the city, but he will not buy them. 2. If AI took a dwelling of creatures (hero), then his creatures will appear in the castle and he will buy them, but if you take his city, you can buy in the portal of your creatures this week! 3. If you do not have a dwelling of creatures, and AI has, and you take his city, then you will not see what creatures were available to him. I note that the opportunity to see what kind of dwelling was captured (what kind of creatures in the portal the enemy has) exists only from the second week (the first day of the second week) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Summon.h3m (8,993) 2017-07-13 16:05 https://bugs.vcmi.eu/file_download.php?file_id=2727&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2000 | [VCMI] Mechanics - Objects | minor | always | 2014-12-24 18:47 | 2017-07-07 10:10 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature: Titan's Thunder should automatically add speelbook if picked on adventure map | ||||
Description: |
In H3 if you pickup Titan's Thunder and inventory slots it's require are free then hero is automatically granted spellbook. In VCMI it's not happening and spellbook will be only given from hero if you open inventory, put Titan's Thunder into backpack and then on appropriate slot again. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
bug_titans_thunder_no_spellbook_on_pickup.png (676,878) 2014-12-24 18:47 https://bugs.vcmi.eu/file_download.php?file_id=2044&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2707 | [VCMI] GUI - Adventure Map | minor | always | 2017-07-03 21:12 | 2017-07-04 11:59 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Town Portal: small issue with only one town | ||||
Description: | When you cast advanced+ Town Portal with only one town in list you still have to click on it to make confirmation button active. Would be nice if it's will always be active, or might be there shouldn't be confirmation window at all if there only one destination available. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2706 | [VCMI] Mechanics - Battles | major | always | 2017-07-03 13:12 | 2017-07-04 08:22 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Spells: ranged creature under Hypnotize can target itself and this cause freeze | ||||
Description: | Non-ranged creatures can also do that, but this wouldn't cause freeze since they'll move and game will go on. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2366 | [VCMI] Mechanics - Battles | minor | always | 2016-01-06 13:25 | 2017-07-03 20:49 |
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Reporter: | SXX | Platform: | |||
Assigned To: | FeniksFire | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Spells: targeted obstacle-creating spells must placeable on moat | ||||
Description: | Currently you can't place force field or fire wall in moat while this should be possible. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2703 | [VCMI] GUI - Other | feature | N/A | 2017-06-24 11:09 | 2017-07-03 17:44 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Combined artifacts: show selection screen if multiple artifacts can be built | ||||
Description: |
Feature suggested by @misiokles. If you pick last part of two combined artifacts then selection window should appear asking you to which one you want to make. Could be useful on both hero screen and when you pick artifacts from adventure map / after battle. This one should be easy to do since BlockingDialog already support selection from more than two elements. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2705 | [VCMI] Mechanics - Adventure Map | minor | have not tried | 2017-07-02 21:13 | 2017-07-03 02:20 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | SXX | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | no change required | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | War machine as unit in AI army | ||||
Description: |
The situation shown on attached screenshot happened while testing VCMI using visual studio build. EDIT: May be related to the fact I had outdated config files |
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Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
vcmiwtf.png (682,312) 2017-07-02 21:13 https://bugs.vcmi.eu/file_download.php?file_id=2725&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2697 | [VCMI] AI - Adventure Map | minor | always | 2017-06-17 08:31 | 2017-06-17 11:04 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Warmonger | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 1.next | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Inconsistent goal priority evaluation | ||||
Description: | Different goals have different priority evaluation algorithms and there was no attempt to make them "fair" to each other - so priority "3" from one algorithm for example gatherArmy will be really better choice for AI than priority "2" evaluated with different algorithm, for example visitTile. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2696 | [VCMI] AI - Adventure Map | minor | always | 2017-06-17 08:14 | 2017-06-17 08:26 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Warmonger | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCAI::tryBuildNextStructure bug - does not build prerequirements correctly | ||||
Description: |
VCAI::tryBuildNextStructure - this function checks for prerequisites when building structures and is trying to build them too. But if prerequisite has another prerequisite (for example capitol requires castle that requires citadel) - it will try to perform invalid building operation if castle is first prerequisite in prerequisites vector and citadel is not built. Sample message in vcmi console when this occurs: "Request to build building 9 in 0 days!" |
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Steps To Reproduce: |
Make sure AI has lots of resources and try to execute this code in VCAI::buildStructure every day: if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource)))) return; AI will be stuck trying to build castle every turn after building city hall. |
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Additional Information: |
With current code (as of 17.06.2017) without these lines: if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth { if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2)) return; } AI would not build fort/citadel/castle at all... |
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System Description | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2092 | [VCMI] Mechanics - Adventure Map | feature | N/A | 2015-02-16 12:12 | 2017-06-14 08:42 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.97b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Cheats: vcminahar should give FREE_SHIP_BOARDING bonus | ||||
Description: | Currently you loss all you're still lose all movement points if you go into ship. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
685 | [VCMI] GUI - Battles | trivial | always | 2011-03-01 20:52 | 2017-06-14 08:22 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.84 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Battle Log: Dread Knight referred to as "Creature" when casting (possibly valid for all casting creatures) | ||||
Description: |
See screenshot attached to 0000684. When attacking/attacked (or any other action except cast), it is referred to as "Dread Knight" in the log, however when it casts Curse, it is referred to as "Creature". Not a biggie, even if it's never fixed (hence the low priority). What's more important though, in case it is fixed, is to take care the new message will be correct according to the number of creatures in stack, i.e.: "Dread Knight casts" and "Dread Knights cast". |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2622 | [VCMI] GUI - Hero screen / Exchange window | crash | always | 2016-11-27 18:35 | 2017-06-14 08:13 |
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Reporter: | stachnie | Platform: | PC | ||
Assigned To: | AVS | OS: | Windows | ||
Priority: | low | OS Version: | Windows 7 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | duplicate | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crashes associated with combo artifacts | ||||
Description: | I have found two ways to produce a crash: to put a combo artifact (e.g. the archery one) to the bottom left slot of 5 misc. slots (pocket?) or put off a combo artifact and put some other artifact in one of the emptied places (perhaps only these marked with padlock). The second crash may be avoided by putting off the combo artifact, exiting the hero screen and entering it again. | ||||
Steps To Reproduce: |
1. Try to put a combo artifact to the left bottom slot of the pocket(?). 2. Put off a combo artifact and put some other artifact to a slot previously marked with padlock. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2395 | [VCMI] GUI - Hero screen / Exchange window | crash | always | 2016-01-23 13:23 | 2017-06-14 08:13 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash when moving combined artifact | ||||
Description: | So problem occur likely because slots is not fully cleared after usage by combined artifact locks. | ||||
Steps To Reproduce: |
- Get hero with combined artifact that use Misc slots. E.g Wizards Well. - Open hero screen while artifact is in misc slot. - Move it into backpack so all 3 slots are unlocked. - Now move it back on any slot where locks were before. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2623 | [VCMI] Mechanics - Battles | minor | sometimes | 2016-11-29 01:02 | 2017-06-14 08:11 |
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Reporter: | laska | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | after battle crash | ||||
Description: |
console output --------------- Failed to queue music. setName= musicURI=Music/Win Battle Exception: Resource with name MUSIC/WIN BATTLE and type MUSIC wasn't found. battleGetAllObstacles called when no battle! battleGetStacksIf called when no battle! battleGetAllObstacles called when no battle! battleGetStackByPos called when no battle! battleGetStackByPos called when no battle! battleGetStackByPos called when no battle! Failed to queue music. setName= musicURI=Music/Snow.mp3 Exception: Resource with name MUSIC/SNOW and type MUSIC wasn't found. Warning: IntObject re-activated with mismatching used and active battleGetStacksIf called when no battle! debugger backtrace ----------------------------- Thread 115 "CClient::waitFo" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7f3befbc5700 (LWP 15261)] CPlayerInterface::activeStack (this=this@entry=0x7f3be5610ae0, stack= 0x7f3be5475070) at /home/kl/Downloads/nes/vcmi/vcmi.git/client/CPlayerInterface.cpp:810 810 if (b->givenCommand->get()) (gdb) bt #0 CPlayerInterface::activeStack (this=this@entry=0x7f3be5610ae0, stack=0x7f3be5475070) at /home/kl/Downloads/nes/vcmi/vcmi.git/client/CPlayerInterface.cpp:810 #1 0x000056281f696266 in CClient::waitForMoveAndSend (this=0x7f3be4000a30, color=...) at /home/kl/Downloads/nes/vcmi/vcmi.git/client/Client.cpp:143 0000002 0x000056281f7b412b in std::__invoke_impl<void, void (CClient::* const&)(PlayerColor), CClient*&, PlayerColor&> (__t=<optimized out>, __f=<optimized out>) at /usr/include/c++/6/functional:235 0000003 std::__invoke<void (CClient::* const&)(PlayerColor), CClient*&, PlayerColor&> (__fn=<optimized out>) at /usr/include/c++/6/functional:260 0000004 std::_Mem_fn_base<void (CClient::*)(PlayerColor), true>::operator()<CClient*&, PlayerColor&> (this=<optimized out>) at /usr/include/c++/6/functional:613 0000005 std::_Bind<std::_Mem_fn<void (CClient::*)(PlayerColor)> (CClient*, PlayerColor)>::__call<void, , 0ul, 1ul>(std::tuple<>&&, std::_Index_tuple<0ul, 1ul>) ( __args=<optimized out>, this=<optimized out>) at /usr/include/c++/6/functional:943 0000006 std::_Bind<std::_Mem_fn<void (CClient::*)(PlayerColor)> (CClient*, PlayerColor)>::operator()<, void>() (this=<optimized out>) at /usr/include/c++/6/functional:1002 0000007 boost::detail::thread_data<std::_Bind<std::_Mem_fn<void (CClient::*)(PlayerColor)> (CClient*, PlayerColor)> >::run() (this=<optimized out>) at /usr/include/boost/thread/detail/thread.hpp:116 0000008 0x00007f3c28968116 in ?? () ---Type <return> to continue, or q <return> to quit--- o.1.62.0 0000009 0x00007f3c27d87464 in start_thread (arg=0x7f3befbc5700) at pthread_create.c:333 0000010 0x00007f3c241419df in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:105 (gdb) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2692 | [VCMI] Mechanics - Battles | crash | always | 2017-06-10 07:30 | 2017-06-14 08:11 |
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Reporter: | 0nedef | Platform: | AMD64 | ||
Assigned To: | AVS | OS: | Archlinux | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Finishing battle with a spell causes crash after confirming post-battle summary screen | ||||
Description: | Refer to reproduction steps. | ||||
Steps To Reproduce: | Ingham hero stands next to an enemy AI Darkstorn with a single troglodyte in it's army. Kill it with magic missile. | ||||
Additional Information: | |||||
Attached Files: |
asdf.zip (751,168) 2017-06-10 07:30 https://bugs.vcmi.eu/file_download.php?file_id=2712&type=bug valgrind.log.xz (754,804) 2017-06-10 07:30 https://bugs.vcmi.eu/file_download.php?file_id=2713&type=bug gdb.log (33,046) 2017-06-10 07:31 https://bugs.vcmi.eu/file_download.php?file_id=2714&type=bug VCMI_Client_log.txt (131,084) 2017-06-10 07:31 https://bugs.vcmi.eu/file_download.php?file_id=2715&type=bug VCMI_Server_log.txt (113,738) 2017-06-10 07:31 https://bugs.vcmi.eu/file_download.php?file_id=2716&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2691 | [VCMI] Mechanics - Other | crash | always | 2017-06-09 07:10 | 2017-06-12 06:15 |
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Reporter: | physdude | Platform: | Linux | ||
Assigned To: | AVS | OS: | Ubuntu | ||
Priority: | high | OS Version: | 17.04 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Game crashes when the advanced town gate spell is used and user selects a town | ||||
Description: | The game crashes when I try to select a town from the dropdown list when I use the advanced town gate spell. | ||||
Steps To Reproduce: | For attached, in the attached save game file, if Sir Mullich tries to cast an advanced town portal to, say, Gateway, the whole game crashes. | ||||
Additional Information: | |||||
Attached Files: |
monkret2z.vsgm1 (4,900,484) 2017-06-09 07:10 https://bugs.vcmi.eu/file_download.php?file_id=2711&type=bug monkret2z.vcgm1 (4,902,768) 2017-06-12 05:16 https://bugs.vcmi.eu/file_download.php?file_id=2719&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2694 | [VCMI] AI - Adventure Map | minor | have not tried | 2017-06-10 19:04 | 2017-06-11 10:07 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI will not conquer town if it has no towns | ||||
Description: |
As suggested by SXX: AI going to collect army even when it's can just go into empty town. problem is that without taverns there is NO vision to garrison AT ALL AI can't know it's empty |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2695 | [VCMI] AI - Adventure Map | minor | have not tried | 2017-06-11 08:25 | 2017-06-11 08:36 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | Game freezes after AI loses during its own turn | ||||
Description: |
AI log in the picture. It's Tan's turn, he attacks but loses his last hero (and game). Suprisingly player end turn and only after receives the message about loss. At this point game frozen. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
bug2675.7z (11,423) 2017-06-11 08:35 https://bugs.vcmi.eu/file_download.php?file_id=2717&type=bug Bug2675.jpg (711,631) 2017-06-11 08:36 https://bugs.vcmi.eu/file_download.php?file_id=2718&type=bug |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2678 | [VCMI] Mechanics - Adventure Map | crash | always | 2017-05-20 12:27 | 2017-06-10 05:12 |
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Reporter: | 0nedef | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Using Town Portal causes game crash | ||||
Description: | Basically this is a re-report of issue 0002183. Whenever Town Portal is used, the game crashes. What data do you need to reproduce/debug? | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
asdf.zip (1,050,888) 2017-05-23 04:49 https://bugs.vcmi.eu/file_download.php?file_id=2688&type=bug gdb_backtrace.log (28,585) 2017-05-23 18:16 https://bugs.vcmi.eu/file_download.php?file_id=2689&type=bug VCMI_Client_log.txt (114,596) 2017-05-23 18:16 https://bugs.vcmi.eu/file_download.php?file_id=2690&type=bug VCMI_Server_log.txt (105,438) 2017-05-23 18:16 https://bugs.vcmi.eu/file_download.php?file_id=2691&type=bug archlinux-gdb_backtrace.log (27,639) 2017-05-23 19:42 https://bugs.vcmi.eu/file_download.php?file_id=2692&type=bug archlinux-VCMI_Server_log.txt (103,674) 2017-05-23 19:42 https://bugs.vcmi.eu/file_download.php?file_id=2693&type=bug archlinux-VCMI_Client_log.txt (113,951) 2017-05-23 19:42 https://bugs.vcmi.eu/file_download.php?file_id=2694&type=bug valgrind.log.xz (340,124) 2017-05-24 02:23 https://bugs.vcmi.eu/file_download.php?file_id=2695&type=bug ubu1604-valgrind.log.xz (802,172) 2017-05-24 03:00 https://bugs.vcmi.eu/file_download.php?file_id=2696&type=bug ubu1604-valgrind-origins.log.xz (1,079,216) 2017-05-24 16:22 https://bugs.vcmi.eu/file_download.php?file_id=2697&type=bug archlinux-valgrind.log.xz (347,028) 2017-05-24 18:06 https://bugs.vcmi.eu/file_download.php?file_id=2698&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2688 | [VCMI] Multiplayer | feature | N/A | 2017-06-01 02:53 | 2017-06-02 22:10 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | We need some checksums for netpacks code | ||||
Description: |
Currently we have versions for our saves serialization, but it's will be very helpful for multiplayer if every build would have checksum for all netpacks code. So server and client could verify they both have same netpacks format. Of course we could just add one more magic constant and bump it every time we change netpacks, but I pretty sure some template magic could let us do that. Though it's have to be cross-platform and work with all used compilers and this is probably hard part. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1632 | [VCMI] GUI - Adventure Map | feature | N/A | 2013-12-23 22:16 | 2017-06-02 12:28 |
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Reporter: | Myau | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Interactive waiting for AI | ||||
Description: | Due to long AI turns in single player mode, would be nice to make interactive freelook while waiting, similar to multiplayer mode | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2686 | [VCMI] Mechanics - Town structures | block | always | 2017-05-28 07:19 | 2017-05-29 09:43 |
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Reporter: | 0nedef | Platform: | AMD64 | ||
Assigned To: | AVS | OS: | Archlinux | ||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Starting new game in 4d1fb67 (current develop head) causes absence of initial town in town bar | ||||
Description: | On top of that, hitting space to re-enter the on-map player-associated can lead to crashes. | ||||
Steps To Reproduce: |
* start new map * notice there's no town in town bar and you get the 7-day abandonment warning * select initial hero and hit space for a chance to roll into a crash |
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Additional Information: | |||||
Attached Files: |
valgrind.log.xz (613,296) 2017-05-28 07:19 https://bugs.vcmi.eu/file_download.php?file_id=2704&type=bug gdb.log (22,267) 2017-05-28 07:19 https://bugs.vcmi.eu/file_download.php?file_id=2705&type=bug VCMI_Client_log.txt (195,782) 2017-05-28 07:20 https://bugs.vcmi.eu/file_download.php?file_id=2706&type=bug VCMI_Server_log.txt (165,122) 2017-05-28 07:20 https://bugs.vcmi.eu/file_download.php?file_id=2707&type=bug asdf.zip (512,092) 2017-05-29 05:19 https://bugs.vcmi.eu/file_download.php?file_id=2708&type=bug 2017-05-29-072153_800x600_scrot.png (604,929) 2017-05-29 05:22 https://bugs.vcmi.eu/file_download.php?file_id=2709&type=bug 2017-05-29-072224_800x600_scrot.png (537,183) 2017-05-29 05:22 https://bugs.vcmi.eu/file_download.php?file_id=2710&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2677 | [VCMI] GUI - Adventure Map | minor | always | 2017-05-17 15:56 | 2017-05-28 12:12 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | FeniksFire | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Towns on adventure map have always "capitol" defs. | ||||
Description: | In VCMI we can have diffirent towns' animations depending of village/fort/citadel/castle/capitol build inside. In last vcmi version and daily builds this feature stops working. Game always shows town-capitol animation (even when there's no town, only village). | ||||
Steps To Reproduce: | Start any scenario. For better viewing, enable HotA's submod New Towns for map. There's any diffence between village/fort/citadel/castle/capitol animations - only capitol town is shown. | ||||
Additional Information: | |||||
Attached Files: |
allCapitols.png (941,902) 2017-05-17 15:56 https://bugs.vcmi.eu/file_download.php?file_id=2685&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2681 | [VCMI] Random Map Generator | minor | always | 2017-05-26 15:40 | 2017-05-27 12:59 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | RMG crash when used creatures with zero AIValue | ||||
Description: |
In CRmgTemplateZone::addAllPossibleObjects there is "creatureToCount" lamba that using float for "creaturesAmount" and if AIValue is zero then it's going to become +infinity which of course cause crash on rounding. This particularly occurs with WoG mod enabled. So this have to be fixed OR we should just forbid to add creatures with zero AIValue and trigger error on loading. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2684 | [VCMI] Map Editor | feature | N/A | 2017-05-27 07:53 | 2017-05-27 07:53 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | AVS | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | Feature - use right mouse button as shortcut for some actions | ||||
Description: |
Some examples where right click could be handy: 1. When used on placed object it opens properties window or displays message that object has no editable properties. 2. When used on object in object list on the right side, display some information about object - may be object name, JSON file origin (if applicable), artifact descriptions, default creature amount for creatures etc. - this information could be tooltip, removable by clicking anywhere |
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Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2683 | [VCMI] Map Editor | feature | N/A | 2017-05-27 07:28 | 2017-05-27 07:31 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | AVS | OS: | Windows 7 | ||
Priority: | low | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | Feature - change mouse cursor to hand when attempting to drag object | ||||
Description: | This feature is available in original H3 editor and could be added to VCMI editor too. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1890 | [VCMI] Other | minor | always | 2014-09-13 09:48 | 2017-05-25 19:55 |
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Reporter: | josch | Platform: | x86_64 | ||
Assigned To: | OS: | Debian GNU/Linux | |||
Priority: | normal | OS Version: | 8.0 | ||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ | ||||
Description: |
When compiling vcmi I receive the following warning: /home/josch/vcmi-orig/launcher/jsonutils.cpp: In function ‘JsonNode JsonUtils::toJson(QVariant)’: /home/josch/vcmi-orig/launcher/jsonutils.cpp:87:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare] else if (object.type() == QMetaType::QString) ^ /home/josch/vcmi-orig/launcher/jsonutils.cpp:89:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare] else if (object.type() == QMetaType::Bool) ^ |
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Steps To Reproduce: |
$ cmake -DCMAKE_VERBOSE_MAKEFILE=true . $ make [...] [100%] Building CXX object launcher/CMakeFiles/vcmilauncher.dir/jsonutils.cpp.o cd /home/josch/vcmi-orig/launcher && /usr/bin/c++ -DM_BIN_DIR=\"/usr/local/bin\" -DM_DATA_DIR=\"/usr/local/share/vcmi\" -DM_LIB_DIR=\"/usr/local/lib/x86_64-linux-gnu/vcmi\" -DQT_CORE_LIB -DQT_GUI_LIB -DQT_NETWORK_LIB -DQT_NO_DEBUG -DQT_WIDGETS_LIB -DUSE_SYSTEM_MINIZIP -fPIE -std=c++0x -Wall -Wextra -Wpointer-arith -Wno-strict-aliasing -Wno-switch -Wno-sign-compare -Wno-unused-local-typedefs -Wno-unused-parameter -Wuninitialized -Wno-overloaded-virtual -Wno-type-limits -fvisibility=hidden -O2 -g -DNDEBUG -fPIE -I/home/josch/vcmi-orig/launcher -I/home/josch/vcmi-orig -I/usr/include/x86_64-linux-gnu/qt5 -I/usr/include/x86_64-linux-gnu/qt5/QtWidgets -I/usr/include/x86_64-linux-gnu/qt5/QtGui -I/usr/include/x86_64-linux-gnu/qt5/QtCore -I/usr/lib/x86_64-linux-gnu/qt5/mkspecs/linux-g++-64 -I/usr/include/x86_64-linux-gnu/qt5/QtNetwork -o CMakeFiles/vcmilauncher.dir/jsonutils.cpp.o -c /home/josch/vcmi-orig/launcher/jsonutils.cpp /home/josch/vcmi-orig/launcher/jsonutils.cpp: In function ‘JsonNode JsonUtils::toJson(QVariant)’: /home/josch/vcmi-orig/launcher/jsonutils.cpp:87:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare] else if (object.type() == QMetaType::QString) ^ /home/josch/vcmi-orig/launcher/jsonutils.cpp:89:39: warning: comparison between ‘enum QVariant::Type’ and ‘enum QMetaType::Type’ [-Wenum-compare] else if (object.type() == QMetaType::Bool) ^ /usr/bin/cmake -E cmake_progress_report /home/josch/vcmi-orig/CMakeFiles |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1293 | [VCMI] GUI - Adventure Map | trivial | have not tried | 2013-06-02 15:09 | 2017-05-25 19:49 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | T hotkey doesn't go back to the start of the list, after selecting the last town | ||||
Description: |
Same as H for Heroes, on Adv.map T should do the following for Towns: - if no town selected, select (and center on the) first in the list - WORKS - if a town is selected, select (and center on the) next - WORKS - if last town in list is selected, select (and center on the) first in the list - DOESN'T WORK |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2680 | [VCMI] Mods | block | always | 2017-05-24 14:46 | 2017-05-25 00:39 |
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Reporter: | seakg | Platform: | Linux | ||
Assigned To: | SXX | OS: | Ubuntu | ||
Priority: | immediate | OS Version: | 16.10 | ||
Status: | resolved | Product Version: | 0.98d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
Target Version: | |||||
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Summary: | Removed my personal files | ||||
Description: |
1. Install VCMI from officail repository of Ubuntu 2. Run VCMI Launcher 3. Install mods: Mod name: WoG russian translation Latest version: 3.58.1 Download size: 14.2 MiB Authors: Ivan Home: http://forum.vcmi.eu/profile.php?mode=viewprofile&u=336 [^] Required mods: wog Description: Русификация неофициального аддона Во Имя Богов 4. It's was some error 5. Try click on "update" 6. And next time all my files missing from home folder!!! WTF???? |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1761 | [VCMI] GUI - Other | minor | always | 2014-03-23 19:15 | 2017-05-23 00:53 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | Chocimier | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.95 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Wrong positioning of creature images in Kingdom Overview. | ||||
Description: | Creature images are placed in wrong position. Check screenshot. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
wrong position.jpg (31,904) 2014-03-23 19:15 https://bugs.vcmi.eu/file_download.php?file_id=1787&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2583 | [VCMI] Multiplayer | major | always | 2016-10-30 22:30 | 2017-05-22 22:08 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Multiplayer: RNG distribution is not consistent between compilers / platforms | ||||
Description: |
Today we tested some MP with dydzio and one thing we find out is that map init could desync even if seed perfectly match. We use "mt19937" and it's do it's just very well. While I did very little research it's looks like std distribution functions don't have deterministic results across platforms and compilers. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2609 | [VCMI] Mods | text | have not tried | 2016-11-15 09:24 | 2017-05-16 17:07 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | 1.next | ||||
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Summary: | Missing coma in repository.json on FTP server | ||||
Description: |
As reported by Torrasque: VCMI says: Kod: libpng warning: iCCP: known incorrect sRGB profile File <unknown> is not a valid JSON file! At line 21, position 2 warning: Comma expected! At line 36, position 1 warning: Comma expected! File <unknown> is not a valid JSON file! At line 21, position 2 warning: Comma expected! At line 36, position 1 warning: Comma expected! which is apparently because of the missing comma at the end of line 20 in repository.json |
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Steps To Reproduce: | |||||
Additional Information: | Unfortunatelly, our FTP repository is currently innaccessible. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2476 | [VCMI] GUI - Adventure Map | minor | always | 2016-09-14 21:26 | 2017-05-02 08:26 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | Dydzio | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Adventure map scrolling doesn't work when moving mouse too fast to screen border | ||||
Description: | I play VCMI in fullscreen mode. If I move mouse too fast towards left or upper screen border (edge of game window) then adventure map may not scroll, even though cursor is at border of the game window. When moving mouse slowly then scroll is much more likely to work correctly. | ||||
Steps To Reproduce: |
1. Run VCMI 2. Start a map, and during adventure screen move cursor really fast towards left or upper edge of the screen. 3. When repeating above step map scrolling often does not work, while cursor is at the edge of the screen. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2667 | [VCMI] Map Editor | feature | N/A | 2017-03-24 22:40 | 2017-04-14 02:39 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Object copying on drag when CTRL is pressed | ||||
Description: |
Another H3 editor feature that would be nice to have. When you drag any object while have Ctrl pressed you should end up dragging object copy instead. This is really helpful small feature that often works better than Ctrl+C/V. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2666 | [VCMI] Map Editor | feature | N/A | 2017-03-23 21:17 | 2017-04-09 00:16 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Remove all button for Event and Pandora's Box "rewards" | ||||
Description: | There objects allow different "rewards" at the same time. Life will be easier if there will be option to clean all of them with one click. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2672 | [VCMI] Map Editor | minor | always | 2017-03-25 06:23 | 2017-03-26 07:40 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Garrison: creature types disappear after setting count of one to 0 | ||||
Description: | Some weird bug that might affect just Garrison or other objects too. | ||||
Steps To Reproduce: |
- Open any map that have Garrisons with creatures in it. - Open properties and set creature count of first non-empty stack to 0. - Save and close properties. - Now open army properties again: all creature names will be empty. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2658 | [VCMI] Map Editor | feature | N/A | 2017-03-21 12:09 | 2017-03-25 08:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | More information for bottom status bar: player, map dimensions, current level | ||||
Description: |
Currently editor already have status bar that show some debug information on objects placed on map. In H3 editor there is two more things in corner of status bar: - Currently selected (by menu or Ctrl+$ hotkey) player: No player, Player 1 (red), Player 2 (blue) - Total map dimensions Other than that would be nice to have visible indication of current layer: surface or underground. Or just id since we'll eventually have more than two layers. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
statusbar.png (172,651) 2017-03-21 12:09 https://bugs.vcmi.eu/file_download.php?file_id=2682&type=bug |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2661 | [VCMI] Map Editor | feature | N/A | 2017-03-23 20:33 | 2017-03-25 07:46 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Use arrow keys to move view when no object selected | ||||
Description: |
Currently our editor use hotkeys on arrow keys to change position of selected object. This is nice feature and it's should stay. Though if there no object selected it's would be nice to make arrow keys move view like it's happen in H3 editor. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2669 | [VCMI] Map Editor | feature | N/A | 2017-03-24 22:52 | 2017-03-25 07:35 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | If specified suggest map name as filename for new maps | ||||
Description: | It's will be really nice if we wouldn't need to print title of the map twice: in options and when saving it first time. So that's would be great that when new map already have "Map Name" specified in Map Options said title would be suggested for filename when saving. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2671 | [VCMI] Map Editor | minor | N/A | 2017-03-25 06:01 | 2017-03-25 07:28 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | won't fix | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Do not open new windows for objects without properties | ||||
Description: |
I think it's absolutely not necessary to spawn any windows that tell object has no properties. Or this can be just hidden behind some option. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no editable properties.png (8,490) 2017-03-25 06:34 https://bugs.vcmi.eu/file_download.php?file_id=2684&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2670 | [VCMI] AI - Adventure Map | feature | N/A | 2017-03-25 00:29 | 2017-03-25 00:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | VCAI: should consider merged army when attacking towns | ||||
Description: | Currently VCAI doesn't know about army merging mechanics and only check power of visiting hero army and not town garrison. As result it's will be defeated every time when attacking hero that visiting town with strong garrison to merge. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2668 | [VCMI] Map Editor | feature | N/A | 2017-03-24 22:43 | 2017-03-24 22:46 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Check mark indicator for objects with modified options | ||||
Description: |
In H3 editor there is special check mark indicator for objects that have non-default options set. That would be nice if there will be also way to enable/disable it with "View" option. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2665 | [VCMI] Map Editor | feature | N/A | 2017-03-23 21:10 | 2017-03-23 21:10 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Better sorting for creature lists | ||||
Description: |
Currently list of creatures a bit messed in editor: first going neutral creatures, then a bit messed up Conflux creatures (I suppose it's due to town specific) and only then there are faction creatures in reversed order. Would be nice to have it like in H3. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2664 | [VCMI] Map Editor | feature | N/A | 2017-03-23 21:03 | 2017-03-23 21:03 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Fast search in drop-down lists using keyboard | ||||
Description: |
This is likely toolkit responsibility and might be it's works on Windows already so I should try built editor with Qt once again. Sorry in that case. While scrolling long lists like when you choose creatures for guards ability to press "A" and get it to the next creature that name starting with "A" can save a lot of time. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2663 | [VCMI] Map Editor | feature | N/A | 2017-03-23 20:53 | 2017-03-23 20:53 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Option to show visitability directions for selected object | ||||
Description: |
Most of H3 objects have the same directions they can be visited from, but there are exceptions and with mods there will be more of them. So it's will be nice to have option that will show some arrows there like in Fizmig. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
fixmig.png (268,799) 2017-03-23 20:53 https://bugs.vcmi.eu/file_download.php?file_id=2683&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2662 | [VCMI] Map Editor | feature | N/A | 2017-03-23 20:44 | 2017-03-23 20:44 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Option to toggle grid for objects in right panel | ||||
Description: |
Sometimes in editor it's can be hard to determine dimensions of some objects there. For most of default interactive objects it's not issue since you eventually remember how every of them looks like, but even then there are many static objects and every special terrain that hard to deal with. With mods situation will become only worse. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2659 | [VCMI] Map Editor | feature | N/A | 2017-03-21 13:51 | 2017-03-21 23:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Town buildings: build all, demolish all, enable all, disable all | ||||
Description: |
In H3 there are two buttons: Build all, Demolish all. Though when I worked on test map I find out "Enable all" and "Disable all" would be helpful as well. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2657 | [VCMI] Map Editor | feature | N/A | 2017-03-21 11:59 | 2017-03-21 11:59 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Terrain animation and option to toggle it | ||||
Description: | While by default this is only actual for water in H3 editor there is option to show terrain animation. Would be nice to eventually have it. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2656 | [VCMI] Map Editor | minor | always | 2017-03-21 11:35 | 2017-03-21 11:48 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Roads / River removal brush stuck | ||||
Description: | When change from River to Roads removal brush state remain stuck and River removal continues | ||||
Steps To Reproduce: |
- Draw some rivers and roads on map - Now choose RiverType -> Delete - Then choose RoadType -> Delete - Now try to remove some roads Roads won't be removed, but rivers. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1595 | [VCMI] Mechanics - Other | crash | sometimes | 2013-11-20 21:04 | 2017-03-19 14:11 |
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Reporter: | anoleyn | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.94 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Crash at scenaio restart | ||||
Description: | Smoetimes while trying to restart the scenario, the game crashes. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
LOGS.zip (48,577) 2013-11-20 21:04 https://bugs.vcmi.eu/file_download.php?file_id=1625&type=bug |
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2416 | [VCMI] Mechanics - Other | minor | random | 2016-02-17 14:48 | 2017-03-19 14:11 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
Target Version: | |||||
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Summary: | Restarting map doesn't work | ||||
Description: | Restarting map mostly (not always) leads to freeze. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
server_log.txt (1,902) 2016-02-17 14:48 https://bugs.vcmi.eu/file_download.php?file_id=2461&type=bug VCMI_Client_log.txt (129,843) 2016-02-17 14:48 https://bugs.vcmi.eu/file_download.php?file_id=2462&type=bug VCMI_Server_log.txt (82,489) 2016-02-17 14:48 https://bugs.vcmi.eu/file_download.php?file_id=2463&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2638 | [VCMI] Other | crash | sometimes | 2017-01-03 20:50 | 2017-03-19 14:09 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Dydzio | OS: | Windows | ||
Priority: | normal | OS Version: | 10 | ||
Status: | resolved | Product Version: | 0.99 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Often crashes after Restart Scenario option. | ||||
Description: | Game often crashes after click on the Restard Scenario button. | ||||
Steps To Reproduce: | Lanuch game, start map, then click Restart Scenario button few times. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2338 | [VCMI] Other | block | always | 2015-11-24 07:58 | 2017-03-19 14:09 |
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Reporter: | Drwal | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | immediate | OS Version: | |||
Status: | resolved | Product Version: | 0.98d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 1.next | ||
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Summary: | Crash during restaring game/Błąd podczas ponownego powtarzaja misji | ||||
Description: | When I want to restart game, VCMI is broken./PL: Zawsze kiedy chcę powtórzyć jakąś misję, VCMI zawiesza się, trzeba zamknąć program i od nowa włączać. Ten błąd pojawia się od kilku wersji. Testowane na wielu mapach. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1295 | [VCMI] GUI - Adventure Map | tweak | always | 2013-06-02 17:42 | 2017-02-18 22:35 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.93 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Alignment issues in the Status Window | ||||
Description: |
The best way to see the differences, if not clear below, is to save them on your drive and open in an image viewer which maximizes them and allows you to scroll through them. These are (probably) all alignment issues we have in the Status Window / InfoBox: A. HERO INFO (Default) 1. Complete card is 1 pixel too low and 1 pixel too much to the left. This makes particularly the corner pattern design look not so nice / asymmetrical. So it needs to move 1 pixel higher and to the right. 2. Hero Picture & Name, Primary Skill icons, Morale/Luck icon, Creature icons on first row only (!) and Available Spell icon are in sync with current background, but will also have to move 1 pixel higher and to the right when background is fixed. 3. Attack skill number is 2 pixels too much to the left. 4. Defense, Power & Knowledge skill numbers are 1 pixel too much to the left. 5. Creatures icons on the second row are 1 extra pixel too low, so when background moves, they should move 1 pixel to the right like everything else, but 2 pixels higher. 6. First row of stack size numbers are 3 pixels too low from their OH3 place, and among them, the 1-/3-digit values are 1 pixel to the right, while those of 2-/4-digit length are same as OH3. I guess it depends on what alignment logic you chose of odd/even number lengths. 7. Second row of stack size numbers are 1 pixel too much to the right and 4 pixels too low (I guess the extra pixel lower is consequence with their alignment with the icons on 2nd row, which are also lower). As a result, the bottom pixels become visible in all other Status Window instances as white pixels on the black bottom line, as seen in the following screenshots. B. TOWN INFO (similar with Hero Info): 1. Background card must move back 1 pixel higher and to the right 2. Town icon & name, Hall & Fort size icons, gold icon, creature icons on first row (!) and hero garrisoned icons should follow the background 1 pixel higher & to the right. 3. Gold amount number must move 2 pixels to the right for 4-digit values (Town Hall to Capitol+Grail, as in screenshots below), and 1 pixel to the right for 3-digit values (as in 0001294 screenshots). Not sure how 5-digit values would be handled with the Capitol upgrade WoG script, but it seems the higher the number, the more out of sync it is. 4. Resource (silo) icons should all move 1 pixel higher, with one partial exception - for wood & ore, wood needs to move 1 pixel higher as well, but ore 2 pixels higher. 5, 6 & 7. - Same as nº5, 6 & 7 for Hero Info above. C. KINGDOM INFO 1. Same as Hero Info, 1 pixel too low and to the left. 2. Town numbers are 1 pixel too low only (so correctly aligned on the horizontal) 3. "Allies:" text must move 4 pixels higher and 1 pixel to the right. 4. "Enemies:" text must move 3 pixels higher and 1 pixel to the right. 5. Allies' flags should be aligned with the Enemies' flags, meaning first flag should move 13 or 16 pixels to the right (depends if you also change position of Enemies' flags as per following) 6. Enemies' flags could move 3 pixels to the right to be like in OH3, though for once in this case you don't notice anything wrong there, so you can chose if you want to change this or leave it as such. D. RESOURCE FOUND INFO 1. Background is 1 pixel lower then how it should be (notice again the ugly result in the corners). 2. Background is somehow also expanded 1 pixel to the left, covering the black column of pixels which should be there. But unlike previous cases when that happened due to background being all placed 1 pixel to the left, here it seems more like a duplicate of the first column of background pixels (which for the rest is well aligned on the horizontal). Perhaps a double overlap of images? 3. The inner box with the resource image is 1 pixel too low & to the left vs OH3. Below is screenshot for wood, but I assume it's the same for all resources. 4. The upper text "You find a small quantity of ..." should move 4 pixels lower and 1 - 2 pixels to the left (1 pixel to be well centered, or 2 pixels to be exactly like in OH3). (resource quantity number is the only element well positioned, so that shouldn't change its absolute coordinates) E. NEW DAY INFO 1. Sunrise animation is 1 pixel too low 2. Day X text is 11 pixels more to the right, and 12 pixels lower than in OH3 (in my screenshots, upper left pixel of "D" is at 80x35 in VCMI and 69x23 in OH3). It's particularly noticeable as out of sync on the horizontal, due to the position of the sun below, which is way closer to the center of the image. I didn't test yet, but I assume it's the same case for the Week & Month text. F. OPPONENT'S TURN 1. Background, together with other player's flag + frame and frame of the hourglass must move as well 1 pixel higher and to the right. 2. Hourglass position should only move 1 pixel higher. |
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Steps To Reproduce: | For most of the above you can use any map. But if you want to particularly test the alignment of stack size numbers in the Status Window, I'm working on a 2013 update of the map from 0001063 to help tests several fixes, which should be useful for that as well. Let me know once you start working on this, and I'll try to be ready with the map in time. | ||||
Additional Information: | |||||
Attached Files: |
2013-06-02_InfoHero_093.jpg (28,230) 2013-06-02 17:44 https://bugs.vcmi.eu/file_download.php?file_id=1319&type=bug 2013-06-02_InfoHero_H3.jpg (28,543) 2013-06-02 17:45 https://bugs.vcmi.eu/file_download.php?file_id=1320&type=bug 2013-06-02_InfoTown093.jpg (27,298) 2013-06-02 17:45 https://bugs.vcmi.eu/file_download.php?file_id=1321&type=bug 2013-06-02_InfoTownH3.jpg (27,426) 2013-06-02 17:46 https://bugs.vcmi.eu/file_download.php?file_id=1322&type=bug 2013-06-02_InfoOverview093.jpg (21,359) 2013-06-02 17:46 https://bugs.vcmi.eu/file_download.php?file_id=1323&type=bug 2013-06-02_InfoOverviewH3.jpg (22,151) 2013-06-02 17:46 https://bugs.vcmi.eu/file_download.php?file_id=1324&type=bug 2013-06-02_InfoPick093.jpg (20,599) 2013-06-02 17:47 https://bugs.vcmi.eu/file_download.php?file_id=1325&type=bug 2013-06-02_InfoPickH3.jpg (20,887) 2013-06-02 17:47 https://bugs.vcmi.eu/file_download.php?file_id=1326&type=bug 2013-06-02_InfoNewDay093.jpg (17,908) 2013-06-02 17:48 https://bugs.vcmi.eu/file_download.php?file_id=1327&type=bug 2013-06-02_InfoNewDayH3-s.jpg (18,357) 2013-06-02 17:48 https://bugs.vcmi.eu/file_download.php?file_id=1328&type=bug 2013-06-02_InfoTurn093.jpg (18,776) 2013-06-02 17:49 https://bugs.vcmi.eu/file_download.php?file_id=1329&type=bug 2013-06-02_InfoTurnH3.jpg (19,252) 2013-06-02 17:49 https://bugs.vcmi.eu/file_download.php?file_id=1330&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2637 | [VCMI] Mods | minor | always | 2016-12-31 20:40 | 2017-01-01 12:52 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | low | OS Version: | Home Premium x64 | ||
Status: | new | Product Version: | 1.next | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 1.next | ||||
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Summary: | WOG - Pendant of sorcery commander artifact does not give "growing bonus" | ||||
Description: | Current growing bonus in JSON does not work (bonus from initial artifact wear has different type in JSON and it works) | ||||
Steps To Reproduce: | Win required amount of battles with commander wearing pendant of sorcery to make growing bonus work | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2631 | [VCMI] Mechanics - Adventure Map | minor | always | 2016-12-11 21:32 | 2016-12-11 21:32 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | When hero lose battle on other side of teleporter FoW is not disclosed | ||||
Description: |
So Dydzio help to find this one when he fixed 0002599. In H3 when your hero attacks enemy that stay of other invisible side of Monolith / Subterranean Gate and then dies in battle you still able to see what's was there. In VCMI when you lose the battle movement likely not fully applied (since we change position of hero after successful movement) and then no FoW changes occur. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2621 | [VCMI] Mods | crash | always | 2016-11-27 11:57 | 2016-11-27 20:02 |
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Reporter: | stachnie | Platform: | Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Bastion commander crashes when shooting | ||||
Description: | Bastion hero commanders cannot shoot. If I give him an artifact which boosts ranged damage, VCMI crashes every time the commander attempts to shoot. It may be true also for some othrer commanders (I think I have seen one commander from some other town who could not shoot). | ||||
Steps To Reproduce: | Hire a Bastion hero, give his commander an artifact which increases ranged damage, make him shoot in a battle. | ||||
Additional Information: | |||||
Attached Files: |
preacher.json (2,003) 2016-11-27 20:02 https://bugs.vcmi.eu/file_download.php?file_id=2662&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2574 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2016-10-20 13:21 | 2016-11-17 06:50 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hero screen: long non-English skill names might overlap other UI elements | ||||
Description: | Occur with Russian translation and fonts. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
navikpng_3800786_23733668.png (259,550) 2016-10-20 13:21 https://bugs.vcmi.eu/file_download.php?file_id=2611&type=bug eshepng_8395207_23733747.png (674,229) 2016-10-20 13:32 https://bugs.vcmi.eu/file_download.php?file_id=2612&type=bug мелочь.png (659,964) 2016-10-24 16:12 https://bugs.vcmi.eu/file_download.php?file_id=2621&type=bug пстк.png (546,616) 2016-10-24 16:18 https://bugs.vcmi.eu/file_download.php?file_id=2622&type=bug кампания.png (373,281) 2016-11-16 21:04 https://bugs.vcmi.eu/file_download.php?file_id=2654&type=bug menu.png (649,407) 2016-11-17 06:50 https://bugs.vcmi.eu/file_download.php?file_id=2655&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2610 | [VCMI] Mechanics - Town structures | minor | always | 2016-11-15 11:42 | 2016-11-15 11:43 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.99 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Active creatures buying buttons, even if there is no place. Do not issue warnings | ||||
Description: |
Активны кнопки покупки существ даже если у героя нет места. Не выдает предупреждения. Актуально именно для героя в городе. Операция якобы совершается, хотя по факту они естественно не покупаются. |
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Additional Information: | |||||
Attached Files: |
Найм существ.png (574,510) 2016-11-15 11:42 https://bugs.vcmi.eu/file_download.php?file_id=2650&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
716 | [VCMI] GUI - PreGame | feature | have not tried | 2011-03-07 23:51 | 2016-11-03 20:37 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.84 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Last started/saved game not remembered (+ enhancement suggestions) | ||||
Description: |
In H3, when we went back to Main Menu > New Game > ... , the game remembered our last selection for that session. Likewise, when we went back to Main Menu > Load Game > ... , the game remembered and defaulted the selection on: - last saved game, if our last save/load action was save - last loaded game, if our last save/load action was load It would be useful for the testers to have this implemented in VCMI soon. Especially in combination with the missing features from 0000714 & 0000715, we end up needing a lot of mouse clicks when testing certain bugs. |
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Steps To Reproduce: | |||||
Additional Information: |
SUGGESTION 1 (very nice to have): H3 remembered our last selection only as long as we went back to the same sub-menu (SP, MP, Campaign, prolly also Tutorial). If we clicked the MultiPlayer icon by mistake for example, our last new/save/load game choice for Single Player was lost. So the request is if VCMI could keep separate trace of our last selections for each sub-menu: SP, MP, Campaign and maybe also Tutorial. SUGGESTION 2: When going back to New Game, H3 only remembered our last selection for the scenario, but not all the options we chose. It may be useful if VCMI could remember also our choices for Player Difficulty, as well as any Advanced Options. Like this, going back to New Game > ... and clicking on Begin would act pretty much like Restart Scenario, with the useful differences that the player will see all his/her custom choices and will have the possibility to modify only what he/she wasn't happy with in a couple of clicks, rather than tens of clicks to do all the setup again (flag/towns/heroes/bonuses/duration/difficulty). SUGGESTION 3: When going back to both New or Load lists of games, it would be nice if VCMI would also preserve our previous column sort criteria (No of players, Map Size, Version, Name, Victory/Lose condition). Note: I also thought of the map size filters on top, if they should be added to this feature as well, but I'm not sure if it should include them. I'll leave this up to you, as I see both advantages and risks in having filters on by default. SUGGESTION 4: For the main feature request in this report, as well as the 3 suggestions here above, it'd be nice if VCMI could preserve player's last choice also across sessions. Like this, even if we take a longer break from the game at some point, when we come back, after days/weeks/etc, we can see what was our last choice and pick up from that if we want. This would be a very nice to have again, especially as long as we don't have a "Sort by date" button/column, which would probably be harder to implement as compared to this. Note: The suggestions shouldn't prevent the report from being marked as Resolved if the main feature is implemented. They are just listed here for debate. If I get positive comments, but in the same time they're something that cannot be done at this stage, I can always make splits, creating separate reports for each of them. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2544 | [VCMI] Multiplayer | crash | always | 2016-10-03 19:53 | 2016-11-01 16:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
Target Version: | |||||
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Summary: | Multiplayer pregame: Too big length with different compilers | ||||
Description: |
So few weeks ago I make multiplayer kinda work again, but with really dirty hack that you can find on "CPreGame.cpp:728":sm.mapInfo->mapHeader->triggeredEvents.clear(); This made it kind a work when compiled with Clang and otherwise pregame netpacks failed to apply and caused 4GB RAM allocation and freeze As @AVS said there is some problem with serialization that can be easier to fix if we merge refactored serializer. My suggestion for fixing: we must not only rewrite this code, but completely get rid of single player server-less lobby. There is absolutely no reason why we would wanna maintain two different implementations if single player can work just fine with multiplayer code. So for single-player client must start or connect to server before you get to map selection or loading screen. Of course this mean we have to implement multiplayer loading screen too. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2571 | [VCMI] Mechanics - Objects | minor | always | 2016-10-20 11:55 | 2016-10-20 11:56 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Elemental conflux: different guards in H3 and VCMI | ||||
Description: | In H3 it's only guarded by Earth elementals, but in VCMI there is stack of elemental of each type. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2570 | [VCMI] Mechanics - Objects | feature | always | 2016-10-20 11:46 | 2016-10-20 11:56 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Elemental conflux: need better text for guards of elemental conflux | ||||
Description: |
Most of other dwellings are guarded by creatures they produce, but conflux is guarded by multiple different creatures while text only list one type. One important note: in H3 texts aren't list all guards too. Only one kind of creature. |
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2355 | [VCMI] GUI - Adventure Map | text | N/A | 2015-12-24 17:50 | 2016-10-20 11:47 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Guarded objects need more complex texts | ||||
Description: |
At moment I fixing 0002095 so I'm logging what's not complete there. Map objects need huge rework and there no reason to spend too much time on text-related issues, but would be helpful to know about them: So currently for example default CGArtifacts missing following features: - When it's guarded by one stack only text use "the %creaturename%" instead of "creatures". - For some reason it's template (alltexts 420) have two "%s" in part that remain. Other note is on guarded CGMine and other related objects. When there too many of them to put description in status bar it's replaced with "Guarded by creatures" while right click must show window with full creature list. |
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1346 | [VCMI] Mechanics - Objects | feature | always | 2013-07-18 14:41 | 2016-10-20 11:47 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | high | OS Version: | |||
Status: | assigned | Product Version: | 0.93 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.94 | ||||
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Summary: | Missing feature - Player should be able to see exact number of guards in visited bank | ||||
Description: | If player will visit creature bank but decided not to attack he must be able to see approximate number of guards in it (Exception: Crypt) | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2568 | [VCMI] Mechanics - Objects | minor | always | 2016-10-19 21:46 | 2016-10-19 21:46 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Creature banks: visited by enemy AI player marked as visited for everyone | ||||
Description: |
Some testing needed, but most likely this bug still there. When AI player that is not your all cleared bank player see it as visited. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2567 | [VCMI] Mechanics - Objects | minor | always | 2016-10-19 21:43 | 2016-10-19 21:43 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Pyramid: need different enemy stack positions than other banks | ||||
Description: | In H3 when you attack Pyramid all attacking stacks are on the right unlike in other banks when enemies are all around you. In VCMI it's currently using same positions as in other banks. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2328 | [VCMI] Mechanics - Objects | minor | always | 2015-11-13 23:44 | 2016-10-17 17:52 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Favorable winds "leaking" outside out of boundaries | ||||
Description: |
When testing it on my own map I notice weird behaviour that Favorable winds objects cover larger areas than they should. What interesting that only happen when there is some delimiter between water tiles that have favorable winds over it and other one. I suspect that it's implementation inside "CGameState::randomizeMapObjects" working incorrectly. |
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Additional Information: | |||||
Attached Files: |
SXX_Favorable_winds.h3m (1,797) 2015-11-13 23:44 https://bugs.vcmi.eu/file_download.php?file_id=2394&type=bug favorable_winds.jpg (194,645) 2015-11-13 23:51 https://bugs.vcmi.eu/file_download.php?file_id=2395&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2546 | [VCMI] Mechanics - Other | minor | sometimes | 2016-10-03 20:13 | 2016-10-03 20:13 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | sometimes journal dont wor'k with "huts visionaries" | ||||
Description: |
It does not work like this saves, visit I visited him, but in the job history list is not displayed. Не работает как в этом сейве, посетить я его посетил, но в списке заданий журнала оно не отображается. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
providci.7z (355,201) 2016-10-03 20:13 https://bugs.vcmi.eu/file_download.php?file_id=2583&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2087 | [VCMI] Mechanics - Adventure Map | minor | always | 2015-02-15 07:19 | 2016-10-01 10:10 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Adventure map spells: magical terrain should let you cast them on expert level too | ||||
Description: |
Currently magical terrain (Magic plains, Fiery Fields, etc) affect spells in battle, but not on adventure map as it's was in H3. Cursed ground and anti-magic garrisons not implemented yet, but they have to affect adventure map spells casting too. PS: This one tested with SpellsRefactoring5. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2537 | [VCMI] Other | minor | N/A | 2016-09-30 15:14 | 2016-09-30 15:16 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Report to linking differences in mechanics of H3 and VCMI | ||||
Description: |
There is plenty of things that different in VCMI by design, but for some of them we'll provide compatability mode since they're critical for gameplay on some maps. There also other differences that might be unimplemented features or behaviours which not going to change. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2534 | [VCMI] Mechanics - Adventure Map | minor | always | 2016-09-30 14:19 | 2016-09-30 15:15 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | H3 compatability: pathfinder originalMovementRules option need more work | ||||
Description: | On included map (Anti-Hero) even with option enabled it's impossible to land on teleporter behind enemy hero. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
POVELITEL_BUG_Anti-Hero.h3m (42,974) 2016-09-30 14:19 https://bugs.vcmi.eu/file_download.php?file_id=2574&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2382 | [VCMI] GUI - Other | trivial | always | 2016-01-17 14:30 | 2016-09-30 15:05 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | In Spell book View Air and Earth have reversed icons | ||||
Description: | View Air has View Earth icon and vice versa. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
view_air_earth.png (40,989) 2016-01-19 19:07 https://bugs.vcmi.eu/file_download.php?file_id=2439&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2334 | [VCMI] Mechanics - Battles | feature | N/A | 2015-11-21 11:33 | 2016-09-30 14:56 |
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Reporter: | Nephretes | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Extension of bonus Enchanter: random spell casting on random stack in army. | ||||
Description: |
Extend bonus type: "Enchanter" for new function allowing to cast random spell on random stack instead of enchanting whole army. 1. Casting a spell automatically at the beginning of a round 2. Possibility to determine pull of spells, their power along with duration 4>> Introduction of casting limit. 3>> Creature which is already enchanted should be excluded from random draw, until spell effect wore off |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2335 | [VCMI] Mechanics - Battles | feature | N/A | 2015-11-21 11:42 | 2016-09-30 14:55 |
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Reporter: | Nephretes | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Extension of bonus RANDOM_SPELLCASTER: casting without loosing turn. | ||||
Description: |
Extension of bonus RANDOM_SPELLCASTER: casting without loosing turn. Basically the same ability, but creature won't loose its turn after enchanting selected unit stack |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
369 | [VCMI] Mechanics - Other | feature | have not tried | 2010-02-14 12:38 | 2016-09-28 21:08 |
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Reporter: | Boulie | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.75d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | F4 with OH3 running causes both go to full screen and then OH3 crashes | ||||
Description: |
Is this possible to make VCMI not let OH3 switching into full screen mode? |
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Steps To Reproduce: | |||||
Additional Information: | I thought that in previous versions there wasn't such a problem but I've tested it also in 074 and it causes crash too. | ||||
Attached Files: |
F4 causes OH3 crash.jpg (126,554) 2010-02-14 12:38 https://bugs.vcmi.eu/file_download.php?file_id=246&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2516 | [VCMI] Mechanics - Objects | tweak | always | 2016-09-25 15:16 | 2016-09-25 15:16 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | effect dismorale from warrior's grave sum | ||||
Description: |
I visited warrior's grave (-3) and visited new and again -3. Эффекты на минус три морали от могил воина суммируются. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2503 | [VCMI] Mechanics - Adventure Map | minor | always | 2016-09-23 09:52 | 2016-09-23 09:55 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | when there are no taverns, I do not see the troops in the garrisons and towns | ||||
Description: | and here I can even see the approximate number of | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Безымянный.png (193,855) 2016-09-23 09:52 https://bugs.vcmi.eu/file_download.php?file_id=2549&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
213 | [VCMI] Mechanics - Other | feature | always | 2009-11-06 23:27 | 2016-09-23 09:55 |
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Reporter: | OnionKnight | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | No info about creature amounts should be presented with less than 2 thieves guilds. | ||||
Description: | There should be no info at all given to a player with less than 2 thieves guilds in right-click info windows of other towns, garrisons and heroes. Only the creature portrait. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2428 | [VCMI] GUI - Town screen | feature | have not tried | 2016-03-13 09:30 | 2016-09-21 13:49 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Dydzio | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Grail - Conflux magic guild need special graphics in magic guild when Aurora Borealis is built | ||||
Description: |
We currently don't have any visual to show that all spells are available in magic guild. And one more suggestion for improvement: if grail building is built in Conflux it's always give your hero all non-banned spells even if magic guild is just 1st level. So we probably need represent that too. |
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Additional Information: | |||||
Attached Files: |
h3_conflux_grail.jpg (187,356) 2016-03-13 09:30 https://bugs.vcmi.eu/file_download.php?file_id=2477&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1750 | [VCMI] GUI - Adventure Map | minor | always | 2014-03-15 19:48 | 2016-09-19 01:43 |
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Reporter: | exfizik | Platform: | Linux 64 bit | ||
Assigned To: | SXX | OS: | OpenSuse | ||
Priority: | normal | OS Version: | 12.3 | ||
Status: | assigned | Product Version: | 0.95 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Cover of darkness covers dwellings, player owned guarded gates | ||||
Description: | I'm not 100% sure about this, but I thought that the cover of darkness (necromants) wasn't supposed to cover map objects that can be "owned". Yet, it does. | ||||
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2485 | [VCMI] GUI - Adventure Map | minor | always | 2016-09-19 00:41 | 2016-09-19 00:43 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | CGarrisonWindow need improvement for CGGarrison with removableUnits = false | ||||
Description: |
I fixed server-side for locked CGGarrison (0002303), but client-side code still lacking. Checks GUI have currently messed up and not let you do a lot of things you should be able to do. If you just patch this code: new CGarrisonWindow(up,down,removableUnits); With this: new CGarrisonWindow(up,down,true); Then all checks will be done on server only and you'll see what should be allowed and what's not. Conecept is simple: - You can arrange stacks inside locked garrison as you want: split, merge, swap. - You can also add troops to garrison use any possible mechanic except direct swap (since I don't want to compare stacks). Of course there is no way something can be taken out of garrison. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2480 | [VCMI] Other | minor | always | 2016-09-17 22:43 | 2016-09-17 22:44 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Save desync with GCC build. CHeroHandler->expPerLevel serialization | ||||
Description: |
Logging this on bug tracker to not forgot about this one. For whatever reason this is only problem with GCC and not any other compiler (MSVC 14, latest Clang tested). For now tested in my and @AVS Windows builds. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2149 | [VCMI] Other | block | always | 2015-03-29 16:06 | 2016-09-17 17:57 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | in Autoskipe-mode have block if go in events | ||||
Description: |
If i present in autoskipe mode, and when i load map press contl and click (cancel). I go in town upgrade gremlins and bay them, after i go to attack griffons, and i hit it in events (ambush) and game blocked. strange, but if I not upgrade and buys gremlins but just go attack griffons in game all right. block happens only if previously upgrade and buy gremlins. Короче, в режиме аутоскипа я гружу сейв и сразу держу контрл с шифтом чтобы отменить автоматические ходы. Улучшаю гремлинов и скупаю их. Потом решаю пробежать по дорожке к палатке, к грифонам. Но тут есть событие на которое я попадаю (засада) и при котором игра блокируется. Странный момент что если просто бежать к палатке, предварительно не скупая гремлинов, то когда попадаю в засаду - все нормально. А если улучшить и скупить тогда почему-то игра блокируется. |
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Saves.rar (349,587) 2015-03-29 16:06 https://bugs.vcmi.eu/file_download.php?file_id=2185&type=bug Autoskip.PNG (770,194) 2015-03-29 16:07 https://bugs.vcmi.eu/file_download.php?file_id=2186&type=bug BugHunt.h3m (47,720) 2016-09-17 13:57 https://bugs.vcmi.eu/file_download.php?file_id=2523&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2459 | [VCMI] Other | major | always | 2016-08-19 20:27 | 2016-09-16 03:20 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
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Summary: | Desync found! - Work toward full sync of save games | ||||
Description: |
At moment after week with memcheck we fixed all uninitialized value reports that related to serializer as well as some leaks. End goal is to make sure save games are in sync between client and server. Currently we found few important desync points: CGHeroInstance::SecondarySkillsInfo::rand. First one occur probably since there might be some not initialized heroes on map and so we just set same initial seed for SecondarySkillsInfo rand. Another one is CGameState::rand. First issue here is at least: CGameHandler::init. There is code of Beegee that randomize server-side gamestate. Though even with that commented server heavily use rand from GS and client doesn't so it's not easy to fix. Last one is static "CGObelisk::visited;" in CMap serialize even on maps that don't have obelisks. Though I didn't have chance to investigate this one since. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2251 | [VCMI] Mechanics - Adventure Map | minor | always | 2015-08-31 13:51 | 2016-09-14 02:59 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | SXX | OS: | Windows 7 | ||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | assigned | Product Version: | 0.98c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Mines (and possibly other objects) possessed by player get covered by necropolis town's cover of darkness | ||||
Description: | When playing a scenario an enemy with necropolis town had cover of darkness built. That caused mines possessed by me get hidden on the map. Small area around the mine should always be revealed for me if I own the mine. | ||||
Steps To Reproduce: | |||||
Additional Information: |
EDITED. Only heroes and towns are "immune" to darkness. All other object are affected (see CGameHandler::changeFogOfWar) --AVS |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2474 | [VCMI] AI - Adventure Map | feature | N/A | 2016-09-14 01:42 | 2016-09-14 01:42 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | ChangeObjPos might need special handling for AI state changes | ||||
Description: |
For now I not exactly sure it's needed since there is ObjectIdRef that let us avoid most of issues, but probably this packet might need some client-side checking for VCAI player interface. So logging it here to not forget about that. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2473 | [VCMI] AI - Adventure Map | crash | have not tried | 2016-09-14 00:52 | 2016-09-14 00:52 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | FuzzyHelper::evaluate: pure virtual method called | ||||
Description: |
When tested AI there was really weird crash on VCAI/Fuzzy.cpp:452: vt.engine.process(); Probably result of data race. |
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Attached Files: |
backtrace.txt (918) 2016-09-14 00:52 https://bugs.vcmi.eu/file_download.php?file_id=2520&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
535 | [VCMI] GUI - Adventure Map | tweak | sometimes | 2010-07-13 19:58 | 2016-09-12 03:43 |
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Reporter: | Warmonger | Platform: | Laptop | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | low | OS Version: | vanilla | ||
Status: | new | Product Version: | 0.81 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Pressing enter in rapid succession opened hero screen during object interaction | ||||
Description: | See what happened on opening Pandora | ||||
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EnterPandora.jpg (226,159) 2010-07-13 19:58 https://bugs.vcmi.eu/file_download.php?file_id=464&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2088 | [VCMI] Mechanics - Town structures | minor | always | 2015-02-15 08:46 | 2016-09-12 03:25 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Multiplayer: after capturing town Lookout Tower doesn't reveal map at all | ||||
Description: |
This affect both Hot Seat and "normal" multiplayer with two clients and one server. When you capture town Lookout Tower doesn't work and even after few turns it's won't work. Though in single player there is no such issue. E.g I basically find this one when tested 0001125. |
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Steps To Reproduce: |
- Start Hot Seat or Game with two clients. - Second player should choose Tower as start town. - After start of game second should build Lookout Tower in his town. - Then second player need to move hero outside of town (as we don't want to kill him). - Now first player need to move hero there and capture Tower. Cheats work in MP too so it's easy to reproduce on random map. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1834 | [VCMI] GUI - Other | tweak | always | 2014-07-11 07:32 | 2016-09-12 03:07 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.96 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | (Tavern window) Some GUI elements disappear when popup window is opened. | ||||
Description: |
To reproduce: - Open Tavern window - Press Alt-F4 to receive "Are you sure you want to quit" dialog. - Look on Tavern window in background: - Video is missing - Hero selection border is missing - Hero tooltip is missing Have something to do with show()/showAll() split. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
696 | [VCMI] GUI - PreGame | trivial | always | 2011-03-03 13:57 | 2016-09-12 03:07 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.84 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Mouse arrow pointer disappears when Info cards open while we R-click through the game menus | ||||
Description: | See screenshots attached to 0000695: in VCMI I had my mouse pointer on the hero, but it disappeared when the info box opened. It would be better if it's kept as in H3, to clearly see on which box exactly we R-clicked to get that info. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2463 | [VCMI] Mechanics - Other | minor | always | 2016-08-23 22:01 | 2016-09-11 18:56 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
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Summary: | CGameHandler::levelUpHero desync SecondarySkillsInfo RNG | ||||
Description: |
Another documentation-only issue. Occur since it's use RNG on server-side. Another related thing I wanted to check is should automatic levelup use built-in RNG or no. Probably some H3 testing needed. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2461 | [VCMI] AI - Adventure Map | crash | always | 2016-08-23 03:47 | 2016-09-08 01:31 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.98g | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.98g | ||
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Summary: | VCAI: Infinite loop when attempt to compare and exchange artifacts | ||||
Description: |
Back when I fixed 0002455 there was typo (I suppose it's wasn't intentional since there was no comments) in Warmonger's code that made AI stop artifact exchange after first item was swapped. https://github.com/vcmi/vcmi/commit/39fe9472b60d05401aa2889d4698bac2c74a9c6b#diff-17182f23fecdfcf334d0f03f9bd612c7L1089 [^] End up that without that break AI tend to go into infinite loop since "compareArtifacts" func is very basic from perfect. E.g first time AI exchange arts since stats better and second time it's make change back since price is higher. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2468 | [VCMI] Mechanics - Other | minor | always | 2016-09-05 19:13 | 2016-09-05 19:41 |
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Reporter: | ch | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Spell cheat misbehavior | ||||
Description: |
Cheat "vcmiistari" does not add spells to book, but gives bonus to hero. This behaviour has at least two disadvantages: - hero learn spell again when visit Shrine, as Arseniy Shestakov noted [ https://github.com/vcmi/vcmi/pull/206#issuecomment-243657962 [^] ] (however that way hero will know that spell after removed bonus (but can it happen?)) - hero does not give spells to other via Scholar: in OH3 spells was given and has one advantage: - hero can cast spells, which was not avaliable in game when cheat was used, and introduced later (but, again, can it happen?) Therefore I propose adding spells to book, instead of adding bonus if it does not introduce unwanted effects. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2384 | [VCMI] Other | minor | always | 2016-01-18 18:21 | 2016-09-04 08:14 |
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Reporter: | anonymous1 | Platform: | GNU/Linux 4.2.8-300.fc23.x86_64 | ||
Assigned To: | AVS | OS: | Fedora | ||
Priority: | normal | OS Version: | 23 | ||
Status: | resolved | Product Version: | 0.98f | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
Target Version: | |||||
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Summary: | game crash on load save game | ||||
Description: |
(gdb) bt full #0 0x00007fffc8000098 in ?? () No symbol table info available. #1 0x00007ffff7849076 in CBonusSystemNode::propagateBonus (this=this@entry=0x7fffcbb45e98, b=0x7fffcbafd570) at /usr/src/debug/vcmi-0.98f/lib/HeroBonus.cpp:830 lchildren = std::set with 140736605091712 elements<error reading variable: Cannot access memory at address 0x18> 0000002 0x00007ffff7849342 in CBonusSystemNode::newRedDescendant (this=this@entry=0x7fffcbafd688, descendant=0x7fffcbb45e98) at /usr/src/debug/vcmi-0.98f/lib/HeroBonus.cpp:942 b = <optimized out> __for_range = @0x7fffcbafd6b0: {bonuses = std::vector of length 1, capacity 1 = {0x7fffcbafd570}, belongsToTree = false} lparents = std::set with 140736610686600 elements<error reading variable: Cannot access memory at address 0x48e8894810894813> 0000003 0x00007ffff7849439 in CBonusSystemNode::attachTo (this=0x7fffcbafd688, parent=<optimized out>, parent@entry=0x7fffcbb45e98) at /usr/src/debug/vcmi-0.98f/lib/HeroBonus.cpp:735 No locals. 0000004 0x00007ffff78ba1fc in CGameState::buildGlobalTeamPlayerTree (this=this@entry=0x7fffcb5a7780) at /usr/src/debug/vcmi-0.98f/lib/CGameState.cpp:2746 p = <optimized out> teamMember = <optimized out> __for_range = std::set with 1 elements = {[0] = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}}, static PLAYER_LIMIT = <same as static member of an already seen type>}, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}} t = 0x7fffcbb45e98 k = {first = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'}, static NO_TEAM = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'}, static NO_TEAM = <same as static member of an already seen type>}}, second = {<CBonusSystemNode> = {<IBonusBearer> = {_vptr.IBonusBearer = <vtable for TeamState+16>}, bonuses = { bonuses = std::vector of length 0, capacity 0, belongsToTree = false}, exportedBonuses = {bonuses = std::vector of length 0, capacity 0, belongsToTree = false}, parents = std::vector of length 1, capacity 1 = {}, children = std::vector of length 0, capacity 0, nodeType = CBonusSystemNode::TEAM, description = "", static cachingEnabled = true, cachedBonuses = {bonuses = std::vector of length 0, capacity 0, belongsToTree = false}, cachedLast = 0, static treeChanged = 84459, cachedRequests = std::map with 0 elements}, id = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'}, static NO_TEAM = {<BaseForID<TeamID, unsigned char>> = {num = 0 '\000'}, static NO_TEAM = <same as static member of an already seen type>}}, players = std::set with 1 elements = {[0] = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = {<BaseForID<PlayerColor, unsigned char>> = {num = 0 '\000'}, static CANNOT_DETERMINE = <same as static member of an already seen type>, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}}, static PLAYER_LIMIT = <same as static member of an already seen type>}, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}, static UNFLAGGABLE = <same as static member of an already seen type>, static NEUTRAL = <same as static member of an already seen type>, static PLAYER_LIMIT = <same as static member of an already seen type>}}, fogOfWarMap = std::vector of length 72, capacity 72 = { std::vector of length 72, capacity 72 = {std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, ---Type <return> to continue, or q <return> to quit--- std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}}, std::vector of length 72, capacity 72 = {std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}}, std::vector of length 72, capacity 72 = { std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, std::vector of length 2, capacity 2 = {1 '\001', 0 '\000'}, ---Type <return> to continue, or q <return> to quit---std::vector of Quit (gdb) |
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Steps To Reproduce: |
1) run vcmiclient 2) load save game Autosave_2 |
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Additional Information: | |||||
Attached Files: |
Autosave_2.tar.xz (607,264) 2016-01-18 18:21 https://bugs.vcmi.eu/file_download.php?file_id=2429&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2171 | [VCMI] Other | crash | always | 2015-04-05 15:24 | 2016-09-04 08:12 |
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Reporter: | Penitent_Exile | Platform: | x64 | ||
Assigned To: | AVS | OS: | Win | ||
Priority: | normal | OS Version: | 8 | ||
Status: | resolved | Product Version: | 0.98 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
Target Version: | |||||
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Summary: | Crash when loading save | ||||
Description: | I started playing campaign and after a while game crashed and I couldn't load saves anymore, because the game constantly crashes. The only save that worked was made soon after new game start, with one hero and one castle (idk, maybe that matters). | ||||
Steps To Reproduce: | |||||
Additional Information: | Pic with console output attached | ||||
Attached Files: |
Bug_WorldView.jpg (176,156) 2015-04-05 15:24 https://bugs.vcmi.eu/file_download.php?file_id=2209&type=bug Autosave_1.vcgm1 (3,474,940) 2015-04-05 15:24 https://bugs.vcmi.eu/file_download.php?file_id=2210&type=bug Autosave_1.vsgm1 (3,475,864) 2015-04-05 15:25 https://bugs.vcmi.eu/file_download.php?file_id=2211&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2319 | [VCMI] Other | crash | always | 2015-10-27 08:26 | 2016-09-04 08:11 |
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Reporter: | terax | Platform: | Intel | ||
Assigned To: | AVS | OS: | XUbuntu | ||
Priority: | normal | OS Version: | 15.04 | ||
Status: | resolved | Product Version: | 0.98d | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.99 | ||
Target Version: | |||||
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Summary: | Game crashes when trying to load a save | ||||
Description: |
I've tried playing a multiplayer game and a campaign game. A fresh save seems to load just fine but after a few turns it ?becomes corrupted? and VCMI crashes when trying to load it. Occurs both on 0.98b (from ppa:saven-ivan/vcmi) and 0.98e (compiled from your git repo). Let me know if I can attach any more info to help you track this thing. |
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Steps To Reproduce: | |||||
Additional Information: |
vcmiclient Starting... Creating console and configuring logger: 11 The log file will be saved to "/home/X/.cache/vcmi/VCMI_Client_log.txt" Initialization: 7 Data loading: 55 Mod handler: 0 Mod filesystems: 20 Basic initialization: 83 Initialized logging system based on settings successfully. Loading settings: 84 VCMI 0.98e (client) Found 3 render drivers opengl (active) opengles2 software Created renderer opengl Initializing screen: 72 Initializing video: 4 Initializing screen and sound handling: 1 Bonus type handler: 7 General text handler: 4 Hero handler: 3 Artifact handler: 0 Creature handler: 0 Town handler: 0 Object handler: 0 Object types information handler: 0 Spell handler: 0 Terrain view pattern handler: 2 Template handler: 0 Initializing handlers: 18 Initializing content handler: 69 ms [21a00ddb] Original game files [621636f9] VCMI essential files [9c426238] High-res Menu [745a0d08] True type fonts [a8375329] Default templates [ee94c499] Analogy [41cec3db] Clash of Dragons [00ee53f1] Coldshadow's Fantasy [52680f04] Golden Ring [ac03916f] Jebus Cross [41b59566] Upgrade Parsing mod data: 37 ms [SKIP] Original game files [SKIP] VCMI essential files [SKIP] High-res Menu [SKIP] True type fonts [SKIP] Default templates [SKIP] Analogy [SKIP] Clash of Dragons [SKIP] Coldshadow's Fantasy [SKIP] Golden Ring [SKIP] Jebus Cross [SKIP] Upgrade Loading mod data: 72ms Resolving identifiers: 6 ms No templates found for 38:1 No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 90:1 No templates found for 100:1 No templates found for 103:1 No templates found for 113:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 Handlers post-load finalization: 11 ms All game content loaded in 196 ms Initializing VCMI_Lib: 217 Loading and transforming heroes' flags: 43 Screen handler: 52 Main graphics: 31 Initializing game graphics: 84 Message handler: 2 Initialization of VCMI (together): 480 Blocking buttons from 1 Loading procedure started! Setting up thread calling server: 0 Loading lib part of game... Reading header Desync found! Position: 3158 Reading options Reading handlers Reading gamestate No templates found for 38:1 No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 90:1 No templates found for 100:1 No templates found for 103:1 No templates found for 113:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 bind: Address already in use terminate called after throwing an instance of 'boost::exception_detail::clone_impl<boost::exception_detail::error_info_injector<boost::system::system_error> >' what(): bind: Address already in use Segmentation fault (core dumped) Aborted (core dumped) |
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Attached Files: |
Autosave_1.vcgm1 (3,189,280) 2015-10-27 08:26 https://bugs.vcmi.eu/file_download.php?file_id=2384&type=bug Autosave_1.vsgm1 (3,191,809) 2015-10-27 08:27 https://bugs.vcmi.eu/file_download.php?file_id=2385&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
148 | [VCMI] Mechanics - Objects | tweak | always | 2009-10-12 21:56 | 2016-08-28 07:18 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.74 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Anti-magic garrisons does not prevent casting spells | ||||
Description: | Same as above. I am not sure about blocking creature abilities - AFAIR some of them should be blocked as well. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1736 | [VCMI] GUI - Other | minor | always | 2014-03-02 18:36 | 2016-08-28 07:17 |
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Reporter: | FrostyMuadDib | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.95 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Placed map event text displayed twice | ||||
Description: | When there is a placed event on a map that gives/takes something (moral, luck, etc...) dialog with message and event (moral...) is displayed. After closing the dialog box, ot appears again but with text only (no repeated event like moral, luck, etc...). | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
EventTest.h3m (3,010) 2015-02-08 11:19 https://bugs.vcmi.eu/file_download.php?file_id=2097&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1923 | [VCMI] GUI - Town screen | minor | always | 2014-10-29 07:12 | 2016-08-28 04:12 |
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Reporter: | kruk991 | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.96 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Error with building structures | ||||
Description: | When building horde monster generator, it's always building max level of monster generator (only graphics). | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2356 | [VCMI] Mechanics - Other | major | N/A | 2015-12-25 08:06 | 2016-08-24 20:43 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | New turn handling need refactoring | ||||
Description: |
Currently part of game state changes occur in "CGameHandler::newTurn" and other is occur within "NewTurn::applyGs". To be exact problem is caused by fact that too old bonuses only removed in "NewTurn::applyGs". This is cause bugs like 0002083, but most likely there is other problems too. So this code needs refactoring because I'm currently hotfixing 0002083, but I feel like number of things in this code should be probably done in same place (so we just pass it using new netpacks to client) and some things may be moved to map object own "::newTurn". Currently I'm really even sure why code like town update and heroes move points update isn't done by these object handlers so I wouldn't touch it. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2098 | [VCMI] Mechanics - Other | minor | always | 2015-02-19 04:58 | 2016-08-24 00:53 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | CGameHandler::moveArtifact don't send information about changed bonuses to client | ||||
Description: |
As far as I get it's problem within server. There need to be code that sent information about added/removed bonused to player so "CPlayerInterface::heroBonusChanged" triggered and This is needed in order to make client immediately update pathfinding information when player put artifact that affect pathfinding. (Angel Wings / Levitation Boots / Admiral's Hat / ???). |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2458 | [VCMI] Mechanics - Other | minor | always | 2016-08-18 04:00 | 2016-08-18 14:35 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Artifacts from log might have id of ArtifactID::ART_LOCK (145) | ||||
Description: | That's caused issue 0002455 which is fixed, but problem with id conflict still there. Whoever going to fix this must check that changes not break something in saved games. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2363 | [VCMI] Random Map Generator | minor | sometimes | 2016-01-02 16:23 | 2016-07-12 22:13 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | win10 | ||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Tavern blocks access to other objects | ||||
Description: | Random Map Generator places Tavern and some objects behing it. To get access to these objects we must pass through Tavern. But passing is impossilbe - we are forced to buy another hero only. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
unreachable_objects.vsgm1 (4,670,179) 2016-01-02 16:23 https://bugs.vcmi.eu/file_download.php?file_id=2411&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2441 | [VCMI] Random Map Generator | feature | N/A | 2016-05-14 10:03 | 2016-05-14 10:57 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature request: RMG should also respect monsters matching to town option | ||||
Description: | This option should be implemented for the sake of compatibility with OH3 random map templates. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2424 | [VCMI] Mechanics - Adventure Map | feature | N/A | 2016-03-12 12:47 | 2016-03-12 19:58 |
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Reporter: | Dydzio | Platform: | Microsoft Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | normal | OS Version: | Home Premium x64 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature idea - Heroes IV Bomb (delete adventure map objects via events) | ||||
Description: | In heroes IV there was nice feature that allowed to make complicated maps using bomb marker that deletes adventure map object that shares a tile with it. Map events made it available to delete objects under markers. Implementing this idea alone together with map editor support could give huge possibilities for new maps. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2420 | [VCMI] Mechanics - Battles | minor | have not tried | 2016-03-01 01:29 | 2016-03-01 02:50 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Clone spell: clone must appear next to cloned stack | ||||
Description: |
Currently clone spell work as summon and place newly created clone on same hex it's use for summoned creatures, but it's must work differently. Clone must appear close to cloned stack. Some facts from H3 testing: - First preferable clone location is above cloned stack. - Even if all hexes around stack are blocked clone still created. I'll eventually do more testing to determine how exactly clone must be positioned around different stacks. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
clone_spell_blocked.jpg (173,292) 2016-03-01 01:29 https://bugs.vcmi.eu/file_download.php?file_id=2469&type=bug clone1.png (84,416) 2016-03-01 02:50 https://bugs.vcmi.eu/file_download.php?file_id=2470&type=bug clone2.png (87,531) 2016-03-01 02:50 https://bugs.vcmi.eu/file_download.php?file_id=2471&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1803 | [VCMI] AI - Adventure Map | feature | always | 2014-06-21 18:56 | 2016-02-24 23:00 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.95 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature - "gosolo" console command makes AI take control over local player | ||||
Description: |
Report from HC: gosolo is console command on original H3 (also works on wog/era) which AI take current turn and autoplay until next round for you (moves your heroes, build units/buildings/heroes it depends on situation and AI is probaly very smart on this). You can try on original H3 adventure map click TAB and type gosolo. So I please you for this function, becouse wog and era support this |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2327 | [VCMI] Mechanics - Objects | minor | always | 2015-11-13 21:44 | 2016-02-21 23:15 |
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Reporter: | SXX | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Town always have garrison even if on map it's set otherwise | ||||
Description: | So if you check "Customize" and then make sure there is no guards VCMI still init town with some creature guarding it. | ||||
Steps To Reproduce: |
Use my v3 testing map: http://forum.vcmi.eu/viewtopic.php?t=1108 [^] All towns right next to hero should have zero guards (all set to no garrison in H3 map editor) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2394 | [VCMI] Other | minor | always | 2016-01-22 06:21 | 2016-02-19 10:26 |
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Reporter: | vmarkovtsev | Platform: | |||
Assigned To: | vmarkovtsev | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.98g | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.98g | ||||
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Summary: | Add style check to CI | ||||
Description: |
We need to use some instrument like https://bitbucket.org/verateam/vera/wiki/Introduction [^] and automate style checks in Travis. The plan is as follows: 1) Select the instrument 2) Write the rules 3) Integrate into Travis Thus, all new pulls will pass the check. Besides, it means that everybody should push new code via feature branch pull requests. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2357 | [VCMI] Mechanics - Town structures | minor | have not tried | 2016-01-01 17:19 | 2016-01-31 12:33 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | vmarkovtsev | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Skyship (grail building) doesn't work correctly | ||||
Description: |
OH3 behaviour: garrisoned hero during siege gains additional 15 knowledge points, VCMI behaviour: there is no need to be besieged, additional points are added when hero is in garrison. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
skyshiptest.h3m (1,588) 2016-01-01 19:18 https://bugs.vcmi.eu/file_download.php?file_id=2409&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2404 | [VCMI] GUI - Adventure Map | text | always | 2016-01-27 20:39 | 2016-01-27 20:46 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | high | OS Version: | |||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature - CQuest text about time limit | ||||
Description: |
For all quest objects with time limit set there must suffix text:You must return in %d days. Message is part of SEERHUT.txt, but likely not handled by CGeneralTextHandler at all. |
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Additional Information: | |||||
Attached Files: |
2404.jpg (175,087) 2016-01-27 20:46 https://bugs.vcmi.eu/file_download.php?file_id=2451&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2402 | [VCMI] GUI - Other | feature | N/A | 2016-01-27 16:48 | 2016-01-27 16:50 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Grail - option to show the same puzzle for everyone in team | ||||
Description: |
First of all current behaviour of VCMI totally same as H3. So this is just one of ideas have that can make grail mechanics a bit more balanced. Also I want to log this behaviour on bug tracker so others know about that. Currently each player have own puzzle map that depend on his starting faction so two players of same team can efficiently see bigger part of grail location because of that. Idea is choose one background and use it for both players. |
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Additional Information: | |||||
Attached Files: |
2402.jpg (524,376) 2016-01-27 16:49 https://bugs.vcmi.eu/file_download.php?file_id=2447&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2401 | [VCMI] GUI - Other | feature | N/A | 2016-01-27 14:13 | 2016-01-27 15:50 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Client must somehow always fallback to software renderer | ||||
Description: |
Currently if you run VCMI in virtual machine or somewhere when appropriate GPU or driver not present SDL2 usually still trying to initialize GL or D3D and obviously fail with unhandled exception. What I suggest is to somehow detect that client failed to start and then fallback to use software rendering in that case. Though this require some testing with debugger on Windows that I can't really do. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2400 | [VCMI] GUI - Adventure Map | minor | always | 2016-01-27 07:03 | 2016-01-27 07:03 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Offer to assemble combined artifact - wrong info windows sequence when pick last artifact | ||||
Description: | So suggestion to assemble combined artifact were added, but there is one related problem that a bit harder to fix. When you pick combined artifact you first get suggestion to assemble and only after infowindow about picked artifact. | ||||
Steps To Reproduce: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2397 | [VCMI] GUI - Other | minor | N/A | 2016-01-25 17:48 | 2016-01-25 17:48 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | OS: | Windows | |||
Priority: | low | OS Version: | 10 | ||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | "Print-screen" button doesn't work at particular conditions. | ||||
Description: | I don't know it's a bug, but... during battle when I aim cursor on AI creature stack, at the bottom of the screen I can see infos about shots and damages. But such infos can't be 'print-screened' by default button. When I trid to do print-screen I get infos about previously done damage. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
WP_20160121_001.jpg (1,716,770) 2016-01-25 17:48 https://bugs.vcmi.eu/file_download.php?file_id=2444&type=bug WP_20160121_002.jpg (1,584,643) 2016-01-25 17:48 https://bugs.vcmi.eu/file_download.php?file_id=2445&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2143 | [VCMI] GUI - Other | feature | always | 2015-03-24 09:02 | 2016-01-23 14:44 |
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Reporter: | john.smith | Platform: | tablet | ||
Assigned To: | OS: | android | |||
Priority: | normal | OS Version: | 4.2.2 | ||
Status: | new | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature - notification window of resources sent to player | ||||
Description: | You can select option , select quantity, press send , the resource and player deselect as they should but resources do not get transfered. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2340 | [VCMI] Mechanics - Objects | minor | always | 2015-11-28 20:13 | 2016-01-23 07:04 |
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Reporter: | SXX | Platform: | |||
Assigned To: | vmarkovtsev | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Placed event: it's possible to re-enter event using space bar | ||||
Description: |
I'm fixed permanent event removal (0002339), but there is other issue: you can re-enter event using space bar while that shouldn't be possible. There need to be logic to prevent event object re-visit when standing still. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2340.png (651,673) 2016-01-23 07:04 https://bugs.vcmi.eu/file_download.php?file_id=2443&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2389 | [VCMI] GUI - Other | minor | always | 2016-01-19 07:14 | 2016-01-19 10:06 |
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Reporter: | vmarkovtsev | Platform: | Darwin | ||
Assigned To: | OS: | MacOSX | |||
Priority: | normal | OS Version: | 10.11.2 | ||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | CComponent::getSubtitleInternal segfaults on unknown town buildings | ||||
Description: |
std::string CComponent::getSubtitleInternal() at client/widgets/CComponent.cpp near line 177 case building: return CGI->townh->factions[subtype]->town->buildings[BuildingID(val)]->Name() If val is not contained in the mapping, nullptr is returned and std::string segfaults later on. |
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Steps To Reproduce: |
Use map "The Lord of War", load the attached save. End turn. In this particular case, Barbarian town has the following structures: 0: Гильдия Магов 1 уровня 1: Гильдия Магов 2 уровня 2: Гильдия Магов 3 уровня 5: Таверна 7: Форт 8: Цитадель 9: Замок 10: Сельская управа 11: Префектура 12: Муниципалитет 13: Капитолий 14: Рынок 15: Хранилище ресурсов 16: Кузница 17: Чёрный ход 18: Столовая 19: Столовая 21: Гильдия наёмников 22: Двор баллист 23: Храм валгаллы 26: Памятник богам войны But 27 is requested. |
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Additional Information: | |||||
Attached Files: |
The Lord of War.h3m (152,581) 2016-01-19 07:14 https://bugs.vcmi.eu/file_download.php?file_id=2436&type=bug save.zip (2,390,088) 2016-01-19 07:15 https://bugs.vcmi.eu/file_download.php?file_id=2437&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2381 | [VCMI] Mods | text | always | 2016-01-17 10:46 | 2016-01-17 10:49 |
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Reporter: | misiokles | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows | ||
Priority: | low | OS Version: | 10 | ||
Status: | assigned | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing dwelling string in external creature dwellings | ||||
Description: | Attatched string tells everything. This happens only with mods dwelling, works ok with standart H3 dwellings. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
1.jpg (431,470) 2016-01-17 10:46 https://bugs.vcmi.eu/file_download.php?file_id=2426&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2367 | [VCMI] Mechanics - Other | feature | N/A | 2016-01-08 10:27 | 2016-01-10 16:29 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Missing feature - Handicap | ||||
Description: |
Both UI and mechanics is not implemented. BTW this feature mechanics must also depend on StatsHLP and objects refactoring. Currently player income calculation is duplicated in multiple places so before implementing handicap we may need to finish that refactoring. More details may be found there: https://github.com/vcmi/vcmi/pull/145 [^] http://forum.vcmi.eu/viewtopic.php?t=1128 [^] |
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Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2365 | [VCMI] GUI - Battles | feature | N/A | 2016-01-06 08:10 | 2016-01-06 08:11 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.98f | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing feature - infowindow about towers status and damage on siege | ||||
Description: |
In H3 when on siege there is info window that with towers status (destroyed or not) and damage that towers deal. This window temporary appear on right click on tower or as modal window on left click. |
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Attached Files: |
2365.png (617,303) 2016-01-06 08:11 https://bugs.vcmi.eu/file_download.php?file_id=2413&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
327 | [VCMI] Mechanics - Adventure Map | minor | always | 2009-12-27 20:51 | 2015-12-24 19:05 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Minor difference(s) in path calculation (last move rule + penalty from slow creatures) | ||||
Description: |
There seems to be a minor difference in path calculations between H3 & VCMI. If you load the attached map, have Ivor visit the Redwood Observatory, then set path South-West as in the screeshots, you'll see that in H3 he will be able to go 1 tile further on the cobblestone road at the end of his path. To be investigated if this is due to the visit to the Redwood Observatory, or due to rounding of terrain penalty. |
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Steps To Reproduce: | |||||
Additional Information: |
IMPORTANT - see notes 579 & 580 from Phomm below - possible cause of the "bug" identified (plus separate bug spotted): 1. H3 seems to remove the diagonal penalty if the hero doesn't have enough MP to make the last move. If pathfinder sees that hero does not have enough MP for the last diagonal move (e.g.: 202 i/o 141*1.5=212 necessary) then it removes the diagonal penalty (but not the terrain one), so the formula becomes 100*1.5=150, which explains the 52 MP left for our hero when arriving on the road. 2. Another issue is that all heroes with units speed 3 as in the posted map (Ivor has dwarves - speed 3) have only 1480 MP but should have 1500. And in that tile where he should have 202, he actualy has 182. This is the reason of the difference between the movement bar in VCMI (1 pixel) and H3 (2 pixels) in that position, as I reported in note 534 (and it may actually be the bug mentioned by Tow in his final comment to note 533). To easily test this, just move Ivor on the vertical: in H3 he will move 10 tiles, while in VCMI he can only move 9 tiles. (3) There could be a 3rd issue related (see my note 558 below), which is causing heroes to lose up to 3 tiles on a diagonal move containing different roads. But I'll have to check that after the above two are fixed, to see if we're dealing with a separate issue, or just a combination of the two above. |
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Attached Files: |
VCMI_Tests.h3m (11,763) 2009-12-27 20:51 https://bugs.vcmi.eu/file_download.php?file_id=195&type=bug 2009-12-27_VCMISnowPath.jpg (25,179) 2009-12-27 20:52 https://bugs.vcmi.eu/file_download.php?file_id=196&type=bug 2009-12-27_H3SnowPath.jpg (27,826) 2009-12-27 20:52 https://bugs.vcmi.eu/file_download.php?file_id=197&type=bug 2009-12-31_VCMI-47.20.jpg (9,641) 2009-12-31 13:12 https://bugs.vcmi.eu/file_download.php?file_id=204&type=bug 2009-12-31_H3-47.20.jpg (10,823) 2009-12-31 13:13 https://bugs.vcmi.eu/file_download.php?file_id=205&type=bug 2010-01-01_H3MPleft.jpg (10,135) 2010-01-01 20:11 https://bugs.vcmi.eu/file_download.php?file_id=213&type=bug lastmove.jpg (10,834) 2010-01-01 21:14 https://bugs.vcmi.eu/file_download.php?file_id=214&type=bug _Movement_Test.h3m (12,043) 2010-01-01 23:58 https://bugs.vcmi.eu/file_download.php?file_id=215&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2352 | [VCMI] GUI - Adventure Map | minor | N/A | 2015-12-21 15:58 | 2015-12-21 15:58 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Spells: Dimension Door need move points check in client similar to Town Portal | ||||
Description: |
Currently when you attempt to case town portal when don't have enough movement points there is appropriate error appear on client. Though for dimension door there is no check on client if hero don't have any movement points. BTW I checked in H3 and that totally correct behaviour. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1407 | [VCMI] GUI - Adventure Map | trivial | N/A | 2013-08-12 19:32 | 2015-12-21 14:51 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.93 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Adventure Map & Adventure Options missing hotkeys | ||||
Description: |
The following hotkeys are still missing from Adventure Map and/or Adventure Options window: Esc - Quit to Desktop (if no window open, in which case Esc closes that window, which works) V - View World : from both Adv.Map & Adv.Opt. (functionality missing I guess) P - Puzzle Map : only works from Adv.Map, but not from Adv.Opt. D - Dig : only works from Adv.Map, but not from Adv.Opt. R - Replay Opponent's Turn : should work from Adv.Opt. (not yet implemented I guess) |
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Steps To Reproduce: | |||||
Additional Information: | Missing hotkeys also listed on the forum here: http://forum.vcmi.eu/viewtopic.php?p=2756#2756 [^] | ||||
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1132 | [VCMI] GUI - PreGame | feature | always | 2012-10-02 11:02 | 2015-12-19 18:10 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.9 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Player name should editable and capitalized | ||||
Description: |
Click on the field should make it editable, with cursor at the end of the current name (default Player), and alignment changing from center to left. Default should also be capitalized (Player i/o player). |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2012-10-02_PlayerNameH3.jpg (7,436) 2012-10-02 11:02 https://bugs.vcmi.eu/file_download.php?file_id=1140&type=bug 2012-10-02_PlayerName09.jpg (6,858) 2012-10-02 11:02 https://bugs.vcmi.eu/file_download.php?file_id=1141&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2201 | [VCMI] Mechanics - Other | minor | always | 2015-05-30 02:00 | 2015-12-19 13:09 |
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Reporter: | bbvsdd | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Creature experience special ability bonus doesn't work if reloaded | ||||
Description: | On any map, start a game with creature experience enabled. Play a few rounds so that creatures have some SPECIAL ABILITY experience bonus, then save game. After reloading, all SPECIAL ABILITY experience bonus on all creatures are no longer working. Special ability experience bonus does not include attack defense, health, damage, speed, etc. | ||||
Steps To Reproduce: |
1. Start any game with stack experience enabled. For ease of demonstration start with Tower town. 2. Play a few battles until any gremlins/master gremlin stack has obtained the special ability to cast land mine. 3. Save game. 4. Reload game 5. After reloading, the stack experience is as before, the attack/defense/health/damage bonus is as before, but the special ability to cast land mine is no longer available |
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Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2341 | [VCMI] Mechanics - Adventure Map | minor | always | 2015-11-29 09:55 | 2015-11-29 09:55 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Digging status: we shouldn't expose invisible objects like placed events | ||||
Description: |
As I implemented digging status (0000401) there is new issue that in fact was unsolved within H3 too. E.g when there is invisible visitable object on tile it's will be exposed to player as right click on tile won't show "digging ok". It's possible to add some hack to avoid this, but in reality we need some check that let us easily check if certain object is visible on tile or not. Currently it's a bit tricky as appearance isn't valid for all objects. There is related issue with placed event in pathfinder. I currently just check object ID, but as @AVS suggested on github I'd likely need to check if tile not visible and visitable in same time and hide such objects from UI and pathfinder. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2191 | [VCMI] Mechanics - Objects | minor | have not tried | 2015-05-03 07:10 | 2015-11-24 10:19 |
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Reporter: | deggial | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.98f | ||
Target Version: | |||||
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Summary: | Boots of Levitation don't work anymore | ||||
Description: |
Boots of Levitation don't work anymore. Sadly I had downloaded a story map which requires at the last chapter of it's last chapter to move across a river (water) and the only way to do it to get a pair of boots of levitation from a quest. Now I am stuck at that last chapter and can't play the game to the end :( It might be related to 0000889 which says that flying is disabled for some reason. Is there any way to enable this functionality in some config file, so that I can accomplish my game? |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2332 | [VCMI] Mechanics - Objects | feature | have not tried | 2015-11-19 13:22 | 2015-11-19 14:25 |
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Reporter: | denspb | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Artifact "Monsters Power" can not be put to any of slots. | ||||
Description: | version 98e: WOG artifact Monsters Power can not be used in any slot, only in backpack. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2325 | [VCMI] Random Map Generator | minor | always | 2015-11-13 09:34 | 2015-11-13 09:34 |
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Reporter: | AVS | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | 2-player map generates with 4 teams | ||||
Description: |
Template Upgrade has 2 players but map generated with 4 teams. also both players are CPU only. |
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Steps To Reproduce: |
CMapGenOptions opt; opt.setHeight(CMapHeader::MAP_SIZE_SMALL); opt.setWidth(CMapHeader::MAP_SIZE_SMALL); opt.setHasTwoLevels(true); opt.setPlayerCount(2); CMapGenerator gen; initialMap = gen.generate(&opt, TEST_RANDOM_SEED); initialMap->name = "Test"; |
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Additional Information: |
from log: "RMG settings: players 2, teams -1, computer players -1, computer teams -1, water -1, monsters -2 Final player config: 2 total, 2 cpu-only" from map: "Template was Upgrade, Random seed was 1337, size 36x36, levels 2, players 2, computers 2, water none, monster normal," |
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Attached Files: |
test.zip (5,558) 2015-11-13 09:34 https://bugs.vcmi.eu/file_download.php?file_id=2393&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1033 | [VCMI] GUI - Other | text | always | 2012-07-14 22:24 | 2015-11-08 21:54 |
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Reporter: | vcmi_user | Platform: | x86_64 | ||
Assigned To: | OS: | windows | |||
Priority: | normal | OS Version: | vista | ||
Status: | new | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | in dialog box/map description/map name text {in figure brackets} not yellow | ||||
Description: | In dialog box(tested for time events)/map description/map name text {in figure brackets} not yellow. In sod/wog text {in figure brackets} showing yellow and not showing figure brackets, if more tan 1 text line {in figure brackets} only first text line showing in yellow (probably sod/wog bug). | ||||
Steps To Reproduce: | just see Life - A-D-V-E-N-T-U-R-E company name in vcmi a wog, and test showing text {in figure brackets} in time events on any map. | ||||
Additional Information: | |||||
Attached Files: |
vcmi.jpg (105,962) 2012-07-14 22:24 https://bugs.vcmi.eu/file_download.php?file_id=1007&type=bug wog.jpg (106,456) 2012-07-14 22:28 https://bugs.vcmi.eu/file_download.php?file_id=1008&type=bug vcmi1.jpg (108,544) 2012-07-14 22:31 https://bugs.vcmi.eu/file_download.php?file_id=1009&type=bug wog1.jpg (108,339) 2012-07-14 22:31 https://bugs.vcmi.eu/file_download.php?file_id=1010&type=bug vcmi2.jpg (142,567) 2012-07-14 22:34 https://bugs.vcmi.eu/file_download.php?file_id=1011&type=bug wog2.jpg (143,702) 2012-07-14 22:34 https://bugs.vcmi.eu/file_download.php?file_id=1012&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
330 | [VCMI] Mechanics - Adventure Map | minor | random | 2009-12-28 14:14 | 2015-10-30 18:14 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Hero may sometimes start with Expert Logistics movement points, possibly because of movement artifacts equipped | ||||
Description: |
See attached archive. It's the game saved at game start. Ivor has Boots of Speed & Equestiran's Gloves, but no Logistics. However he started with maximum movement points (which will be preserved also after end turn, possibly for the whole game). The probability for this to happen though is pretty low. This is the map attached to 0000327, I only added the two artifacts on Ivor from the Map Editor afterwards. You can make the same change, then start the map over and over again in order to reproduce it. In my case it happened only 3-4 times, while restarting about 10-15 times. All other times it started correctly, with only the bonus from the artifacts being applied. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
ExpertLogisticsMovement.7z (52,299) 2009-12-28 14:14 https://bugs.vcmi.eu/file_download.php?file_id=199&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2310 | [VCMI] Mechanics - Other | feature | N/A | 2015-10-20 13:53 | 2015-10-24 20:37 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98e | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature: ARMY Propagator | ||||
Description: | Currently in Bonus system here's HERO propagator. It allows to propagate ability from creature to hero (and his army). ARMY propagator will allow to propagate bonus from a creature to other stack in army even when there's no hero. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2309 | [VCMI] Other | feature | N/A | 2015-10-20 11:34 | 2015-10-20 11:35 |
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Reporter: | AVS | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Feature: modpacks | ||||
Description: | http://forum.vcmi.eu/viewtopic.php?p=14661 [^] | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2298 | [VCMI] Other | minor | always | 2015-10-10 14:03 | 2015-10-10 14:08 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.98d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Recursive symlink cause VCMI to stop loading on preinitDLL exception | ||||
Description: |
It's nice Linux-specific issue I accidentally met when set symlinks to my maps directories. Reproduction: * cd ~/.local/share/vcmi/Maps * ln -s lol lol * Run VCMI. For Windows: * run CMD as administrator * cd E:\H3\Maps * mklink /D lol lol * Run VCMI. Though not many people use symlinks on Windows :-) |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2295 | [VCMI] GUI - Adventure Map | trivial | always | 2015-10-09 04:06 | 2015-10-09 09:07 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Town portal missing error message when try to cast it on water | ||||
Description: |
Error that must appear is:Spell Failed! YOur hero must be on land to cast this spell. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2296 | [VCMI] GUI - Adventure Map | trivial | always | 2015-10-09 04:08 | 2015-10-09 09:06 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.98d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Fly spell missing error message when try to cast it on boat | ||||
Description: |
Error is:Fly spell is not powerful enough to affect boat. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2190 | [VCMI] Other | minor | have not tried | 2015-05-02 22:11 | 2015-09-22 12:59 |
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Reporter: | josch | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | please consider storing vcmi static data in /usr/share/games/vcmi by default | ||||
Description: |
In bug 0002189 I suggested to add /usr/share/games/vcmi to the lookup paths for static game data. This report goes a step further and stores the game data in /usr/share/games/vcmi by default. This location is suggested by the FHS and used by most other games: http://www.pathname.com/fhs/pub/fhs-2.3.html#SPECIFICOPTIONS15 [^] You probably use /usr/share/vcmi because /usr/share is the suggested default location if $$XDG_DATA_DIRS is not set. But the XDG Base Directory Specification is meant to extend the FHS and not to negate it or to overwrite it. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1605 | [VCMI] Random Map Generator | major | random | 2013-12-01 16:45 | 2015-09-04 17:41 |
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Reporter: | beegee | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Sometimes the map can't be uncovered and allied towns can be flagged whereas foreign towns can't be flagged | ||||
Description: | Sometimes the map can't be uncovered and allied towns can be flagged whereas foreign towns can't be flagged. This strange bug happens mostly for every random map which will be created. It seems to be that this bug doesn't happen when you restart the map (and for every further restarts). I tested this 5x times and the first time the random map will be played something went wrong, but for all following scenario restarts, there were no bugs. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2206 | [VCMI] Mechanics - Objects | minor | always | 2015-06-05 06:36 | 2015-06-05 10:06 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.98 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | 0.98c | ||||
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Summary: | WoG dwellings are not guarded | ||||
Description: |
This is because they are missing "guarded" entry in WoG mod. However, this logic is unnecessary. In original game all dwellings are guarded if they contain level 5 or stronger creature. Additionally, guards should refill each week. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2187 | [VCMI] Mechanics - Objects | feature | always | 2015-04-27 12:53 | 2015-04-28 12:21 |
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Reporter: | Rovdyr740 | Platform: | Microsoft | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 7 and 8 | ||
Status: | new | Product Version: | 0.98 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Commander artifact disaapear on drag and drop to commander tab. | ||||
Description: | So when i pick up commander artifacts and try to add them to my commander through the comander tab(button) in the GUI it doesn't add it to the commander but just deletes it, or it disappear and the bonus is not add'ed, which makes the commander fairly useless | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1903 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2014-09-26 14:44 | 2015-04-28 12:21 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | low | OS Version: | 6.1 | ||
Status: | new | Product Version: | 0.96b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Commander screen doesn't show commander artifacts | ||||
Description: | Exactly what the summary entails. | ||||
Steps To Reproduce: | Drag a commander artifact to the commander button. | ||||
Additional Information: | The items equipped do not show. | ||||
System Description | |||||
Attached Files: |
Untitled.png (628,149) 2014-09-26 14:44 https://bugs.vcmi.eu/file_download.php?file_id=1919&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
692 | [VCMI] GUI - PreGame | feature | always | 2011-03-03 12:40 | 2015-03-11 17:09 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.84 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Player Type R-click info box not yet implemented | ||||
Description: | See H3 screenshot | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2011-03-03_PlayerTypeRclickInfo.jpg (109,513) 2011-03-03 12:40 https://bugs.vcmi.eu/file_download.php?file_id=665&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2117 | [VCMI] Other | minor | always | 2015-03-03 14:01 | 2015-03-03 14:01 |
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Reporter: | Povelitel | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | can not see where the highlight reach neutrals, if on their way to being creauture | ||||
Description: | see screen | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
move.PNG (873,083) 2015-03-03 14:01 https://bugs.vcmi.eu/file_download.php?file_id=2142&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2116 | [VCMI] AI - Adventure Map | feature | always | 2015-03-02 15:08 | 2015-03-02 16:39 |
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Reporter: | SXX | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | If Accumulate Resources only victory condition AI may not try to move at all | ||||
Description: | This possible affect other special victory conditions too. Map I'll upload is a bit pointless because it's require my not yet merged teleporters code, but as soon as I changed it to use normal victory conditions AI actually started to explore the map just fine. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
VCMI_Client_log.txt (1,473,898) 2015-03-02 15:08 https://bugs.vcmi.eu/file_download.php?file_id=2140&type=bug __SXX_AI_TELEPORTS_AI_BUG.h3m (2,850) 2015-03-02 15:08 https://bugs.vcmi.eu/file_download.php?file_id=2141&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1099 | [VCMI] GUI - Other | feature | always | 2012-09-29 02:21 | 2015-02-28 02:43 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Select Resolution window - further graphic enhancements | ||||
Description: |
1. It would be very useful if the current resolution would be already selected when we open the window. 2. Screen title should be "Select Resolution" (both capitalized). 3. I'm not sure if there are plans for the empty space between the screen title and the list, but I guess it can be used to increase the list to 10 lines and/or to enlarge a bit the list title area, so that we can add "(restart required)". 4. If we don't put it in the list tile, maybe we can put "Restart required" as subtitle - see screenshot suggestion (wrong font, but just to give an idea). The subtitle should appear only when another resolution than current one is selected. Of course, when/if 0001097 is implemented, we can replace it with "Reload required" or something similar. 5. The selection rectangle seems to be 1 pixel too low and too much to the right. But if it was done as such intentionally (might look better than otherwise), then you can disregard this point. |
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Additional Information: | |||||
Attached Files: |
2012-09-29_SelectResolution089+suggestion.jpg (74,015) 2012-09-29 02:21 https://bugs.vcmi.eu/file_download.php?file_id=1101&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
853 | [VCMI] GUI - Other | feature | always | 2012-01-23 02:05 | 2015-02-22 13:24 |
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Reporter: | Darko | Platform: | |||
Assigned To: | Fay | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.87 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Transition effects should be implemented | ||||
Description: |
Although this has minor effect on gameplay, transition effects do improve the esthetics of the game, and also adds smoothness to the gameplay. This includes: - town screen/World map fade to black. - engaging a battle. - traveling to underground. - entering portals. - (un-)boarding boat. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2093 | [VCMI] GUI - Other | minor | always | 2015-02-17 13:55 | 2015-02-17 21:11 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | SXX | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | New quest window issues | ||||
Description: |
-wrong description if the quest is to gain certain level(status bar and popup window on seer's hut show "gain level %d"), -there is no description of the quest if goal is to be a hero of specified color, -right clicking on quest minimap or alike elements makes quest list labels invisible, -hiding completed quest option is somewhat slow, -scroll bar should be placed on top every time when hiding/showing completed quests -description of requirements for quests: "gain primary skills" and "seeking for creature" is updated after completing them, but should be before VCMI version from 17.02.2015 (after merging PR no.88) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2071 | [VCMI] GUI - Other | minor | always | 2015-02-14 02:33 | 2015-02-14 02:33 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | CTextBox lags a lot if slider dragged | ||||
Description: | It's not to text scrolling as if you use mouse wheel text can be scrolled rapidly without any lag or serious load on CPU. Though if you click on slider and drag it up/down huge lags occur. | ||||
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2069 | [VCMI] Mechanics - Objects | feature | N/A | 2015-02-11 05:35 | 2015-02-11 05:44 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | After quest finished player should see if hero unable to take reward (skill) before giving artifact / monster | ||||
Description: |
In H3 and currently in VCMI when hero finis quest in Seer's Hut and there is skill gived as reward you may accept it even if hero already have all skills learned. As result if you bring creatures/artifacts/resources they'll be gone, but skill won't be learned. I think it's would be great if game will at least warn player that skill can't be learned or better it's should just block the buttons in UI. |
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Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
612 | [VCMI] Other | feature | N/A | 2010-08-20 10:29 | 2015-02-08 10:22 |
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Reporter: | anonymous | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | VCMI could remember last sorting in scenario/custom campaign/generated map list | ||||
Description: |
Admittedly OH3 doesn't do that but it would be nice if VCMI does. I've noticed that OH3 and VCMI always sort maps by their versions. Here's the proof: Run e.g. single player mode, sort map list by name in ascending/descending order. Then go out from the mode and choose it again (Of course, needless to add that the same thing is with restarting VCMI). Imho VCMI should remember the last chosen sort type. It should also remember if it's ascending or descending order. I always sort each list by map name (ascending) and changing the sorting every time when I want to play VCMI is a bit frustrating for me. Greetings and sorry for my english if it's bad. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2056 | [VCMI] Mechanics - Other | minor | N/A | 2015-02-07 12:51 | 2015-02-07 13:27 |
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Reporter: | SXX | Platform: | |||
Assigned To: | AVS | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.97b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Certain spells should only work on Ballista, but not other war machines | ||||
Description: |
Today I'm done some testing of how spells should work on war machines and will commit changes shortly. Though currently there is one thing that can't be implemented yet according to @AVS. Ballista not like other war machines (e.g does affected by luck) and as result it's not immune to these timed spells: Bless, Fortune, Misfortune, Slayer As this currently can't be implemented those will currently allowed for all war machines. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2008 | [VCMI] Mechanics - Other | minor | always | 2014-12-25 16:11 | 2014-12-25 20:12 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Artifact Merchants: incorrect prices for combined artifacts | ||||
Description: |
There is something wrong in IMarket::getOffer for ARTIFACT_RESOURCE. In H3 cost of Wizard's Well is for example 600 gold which is total cost of it's components, but in VCMI returned cost is 1 gold. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
2006 | [VCMI] Other | feature | always | 2014-12-25 15:05 | 2014-12-25 19:19 |
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Reporter: | Kantor | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Missing feature - sharing resources between allied AI and player | ||||
Description: |
Right now it is not implemented, and if I remember correctly there is no easy way for AI to get knowledge of player resources, so I don't quite know how hard it would be to implement such feature. I've done some test recently and noticed that amount of specific resource which AI is offering to the player is equal to half of his own one, but I don't know yet how big has to be the difference between AI and player resource. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
587 | [VCMI] Mechanics - Objects | minor | always | 2010-08-01 17:42 | 2014-12-25 15:58 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.81d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Artifact Merchants: Missing buttons + interface issues | ||||
Description: |
First, have a look at 0000564 & 0000562 for similar interface issues: - It's still called Marketplace - Trader info box ("Please inspect our fine ware...." default, or custom if we select an artifact) - Subtitles alignment, missing tooltips - Yellow frames for selected res/artifact What I noticed on top of the above is that we are missing the buttons: - Sell artifacts - Give resources to another player - Trade resources We do however have these buttons in the Marketplace window, but placed a bit different as compared to H3. |
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Additional Information: | Once most of these bugs are fixed, we should run more checks in parallel between H3 in VCMI in all 6 screens (Buy/Send resources, Buy/Sell artifacts, Sacrifice artifacts/creatures) for both in-town and on-map objects, to identify all discrepancies (if I'm available when the bugs are be fixed, I can run the tests myself). | ||||
Attached Files: |
2010-08-01_ArtifactMerchants.jpg (174,979) 2010-08-01 17:42 https://bugs.vcmi.eu/file_download.php?file_id=546&type=bug 2010-08-01_ArtifactMerchantsH3.jpg (207,255) 2010-08-01 17:46 https://bugs.vcmi.eu/file_download.php?file_id=548&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1999 | [VCMI] GUI - Other | tweak | always | 2014-12-24 17:19 | 2014-12-24 17:19 |
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Reporter: | SXX | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.97 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Incorrect pop-up message in Sacrifice Artifact window | ||||
Description: |
At moment when you click on catapult you get "The Catapult must be equipped." popup while there should be "You cannot sacrifice that" message. This one related to 0000144 and need to be fixed in same part of code. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
144 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2009-10-11 17:43 | 2014-12-24 17:19 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.73c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | In Hero Meeting window, when we click on the Catapult, we get the wrong pop-up message (0.73c#19) | ||||
Description: | 0.73c#19 - In Hero Meeting window, when we click on the Catapult, it should give the pop-up saying "This item can't be traded." In 0.73c/0.74 we get the same info pop-up that we would get in the Hero screen: "The Catapult must be equipped." | ||||
Steps To Reproduce: | |||||
Additional Information: | Forum report: http://forum.vcmi.eu/viewtopic.php?p=3639#3639 [^] | ||||
Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
562 | [VCMI] GUI - Other | minor | always | 2010-07-28 23:48 | 2014-12-24 14:18 |
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Reporter: | Zamolxis | Platform: | AMD 5600+ | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | XP SP3 | ||
Status: | new | Product Version: | 0.81d | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Marketplace - the yellow frames for selected resources are thinner than in H3 and not well centered around the resource box | ||||
Description: |
See screenshots: - the frame line is a bit too thin as compared to H3 - the frame is not very well positioned. In H3 the upper & left edges were overlapping those of the resource box, while the bottom & right edges were a couple of pixels towards the outside. It may be debatable if that was the best framing, but at least it was consistent. As you can see, in VCMI it defers from one resource box to another. |
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System Description | |||||
Attached Files: |
2010-07-29_MktFramesH3.jpg (10,591) 2010-07-28 23:48 https://bugs.vcmi.eu/file_download.php?file_id=508&type=bug 2010-07-29_MktFramesVCMI.jpg (10,700) 2010-07-28 23:48 https://bugs.vcmi.eu/file_download.php?file_id=509&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1886 | [VCMI] Other | minor | N/A | 2014-08-29 15:11 | 2014-11-10 17:43 |
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Reporter: | josch | Platform: | |||
Assigned To: | josch | OS: | |||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.97 | ||
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Summary: | Please remove fuzzylite from vcmi and use the system version instead | ||||
Description: |
Shipping embedded code copies makes it hard to find and fix security issues. Therefore, upstream projects are discouraged to ship copies of other project themselves. Here from the Debian point of view: https://wiki.debian.org/EmbeddedCodeCopies [^] Would it be possible to remove the embedded copy of fuzzylite from vcmi? |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1906 | [VCMI] GUI - Hero screen / Exchange window | minor | always | 2014-09-26 15:12 | 2014-09-26 15:51 |
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Reporter: | Drake | Platform: | Windows | ||
Assigned To: | OS: | Windows 7 | |||
Priority: | normal | OS Version: | 6.1 | ||
Status: | new | Product Version: | 0.96b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Buggy commander skill descriptions | ||||
Description: | One slot with the icon for Magic Resistance is blank and another with Magic Resistance has text escaping the block it's encased by. | ||||
Steps To Reproduce: | Open commander window and click button near bottom to change to skill view | ||||
Additional Information: | |||||
System Description | |||||
Attached Files: |
New Bitmap Image (3).bmp (1,440,054) 2014-09-26 15:12 https://bugs.vcmi.eu/file_download.php?file_id=1922&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1804 | [VCMI] Random Map Generator | block | have not tried | 2014-06-28 05:30 | 2014-09-21 20:26 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | 0.95c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.97 | ||
Target Version: | 0.96 | ||||
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Summary: | Client / server desync | ||||
Description: |
To sum things up: - Picking any removable object leads to crash at recalculating paths - Random number generator on random map was out of sync. Now it is, but it doesn't solve the problem. |
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Steps To Reproduce: |
Launch a random map, pick any treasure -> crash. State of hero in town is different on client and server. |
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Additional Information: | Game would crash just when hero left the town. I made a workaround for that. | ||||
Attached Files: |
Bug1804.rar (46,522) 2014-07-27 12:12 https://bugs.vcmi.eu/file_download.php?file_id=1869&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
548 | [VCMI] GUI - PreGame | tweak | always | 2010-07-25 23:20 | 2014-09-02 12:30 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.81b | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | [Pregame] It is possible to select artifact as start bonus (or receive it as random) even without hero | ||||
Description: |
In H3 this bonus is blocked if you don't have hero at start In VCMI we can get it in both cases (select or random) with error messages if no hero found. |
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Additional Information: | |||||
Attached Files: |
requirements.h3m (2,632) 2010-07-28 15:04 https://bugs.vcmi.eu/file_download.php?file_id=505&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1883 | [VCMI] Other | feature | N/A | 2014-08-24 19:06 | 2014-08-31 16:28 |
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Reporter: | josch | Platform: | |||
Assigned To: | OS: | ||||
Priority: | none | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | could you GPG sign vcmi releases? | ||||
Description: | Would it be possible to sign source releases or release tags in the svn and/or git repository with a GPG key? It would then be possible to verify that the downloaded code is indeed the intended one by the developers and has not been tempered with. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1222 | [VCMI] GUI - PreGame | feature | always | 2013-03-01 16:14 | 2014-06-11 11:10 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.91 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Request for QuickSave/Load and/or Sort-by-Date functionalities | ||||
Description: |
Currently, as long as 0000612 & 0000716 are not resolved, it's quite difficult to find even the game you just saved in the list, which makes the testing experience a bit frustrating. It would come very much in handy if we had either QuickSave/QuickLoad functions, or the ability to sort by date. |
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Additional Information: |
How it is implemented, it's not that important, but here are some suggestions: Quicksave/Quickload: - H3 ERA had F5 for QuickSave (no QuickLoad) - H5 had F6 for QuickSave & F9 for QuickLoad (F5 & F8 being the normal Save & Load) - I don't think the other titles had QuickSave/Load, but feel free to use whichever keys you find more intuitive, but best is something in the F5-F9 range I believe Sort Games: No ideal solution I guess, but maybe clicking in the area where the date & time of the game are displayed could do it, or the map size button next to it. At least as temporary solution, until someone designs a new button or something, and then we re-assign the function. Feel free to implement whichever you find more convenient and mark it as Resolved. We'll see then if just 1 solution is enough to be comfortable (and if not, I'll create another report for the remaining and close this one). |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1164 | [VCMI] Campaigns | minor | always | 2012-12-17 18:16 | 2014-01-01 15:37 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94b | ||
Target Version: | 0.94b | ||||
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Summary: | Some campaign-specific victory conditions are not implemented | ||||
Description: |
Check VCDESC.TXT from H3bitmap.lod - apart from known ones it has two more lines: Defeat all monsters Survive beyond a time limit This two are defined in h3m so implementation for them is straightforward. Apart from this H3 has some hardcoded victory conditions specific for some maps: Festival of Life, 1st scenario: lose hero OR time expires Armaggedon's Blade, (not sure which scenario): find *3* artifacts There may be more but this is ones I found. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
896 | [VCMI] AI - Adventure Map | major | have not tried | 2012-03-04 10:17 | 2013-12-21 14:38 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Warmonger | OS: | Windows 7 | ||
Priority: | normal | OS Version: | SP1 | ||
Status: | resolved | Product Version: | 0.88 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94b | ||
Target Version: | 0.89 | ||||
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Summary: | AI will explore Veil of darkness shround infinitely, without taking other actions. | ||||
Description: | Ad in summary. | ||||
Steps To Reproduce: | Reproductible on Arrogance 3. | ||||
Additional Information: | |||||
System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1421 | [VCMI] Campaigns | major | have not tried | 2013-08-27 19:34 | 2013-12-17 17:16 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | beegee | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94b | ||
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Summary: | Human player should have turn before AI player(s) | ||||
Description: |
In H3 human players always act before AI players. In VCMI players always act according to their color/playerID (e.g. red before blue) This IS an issue in some cases - try starting Birth of a Barbarian campaign from SoD. Your task is to run away from AI hero with superior forces. But right now this is impossible because AI attacks you on the first turn before player can act. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
905 | [VCMI] AI - Adventure Map | major | always | 2012-03-06 07:08 | 2013-09-07 23:52 |
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Reporter: | Warmonger | Platform: | PC | ||
Assigned To: | Tow | OS: | Windows 7 | ||
Priority: | normal | OS Version: | SP1 | ||
Status: | resolved | Product Version: | 0.88 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.93 | ||
Target Version: | 0.89 | ||||
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Summary: | AI doesn't save list of visited objects | ||||
Description: | After reloading the game, AI revisits all visitable objects within its range before taking any other steps. | ||||
Steps To Reproduce: | Try attached random map and play as Tan to observe AI behaviour. | ||||
Additional Information: | |||||
System Description |
Intel Xeon X3450 2.67GHz 8GB RAM @ 1333 MHz Galaxy GTS 250 Raid 10 |
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Attached Files: |
AI See you.h3m (187,635) 2012-03-06 07:08 https://bugs.vcmi.eu/file_download.php?file_id=875&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
883 | [VCMI] GUI - Battles | minor | always | 2012-02-28 18:41 | 2013-07-16 18:24 |
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Reporter: | MegaNix | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.87b | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
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Summary: | Creature walking animation | ||||
Description: | The walking animation is slower than all the others. (attack,defend,idle etc) | ||||
Steps To Reproduce: | Every battle | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
844 | [VCMI] GUI - Battles | feature | always | 2011-12-09 14:12 | 2013-07-16 18:23 |
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Reporter: | Sarkham | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.87 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
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Summary: | Smooth moves | ||||
Description: | Movement on the battlefield is smooth only on low speed. On normal speed is not so bad, but on fast speed moves and attacks look very bad and many times they have wrong timing, especialy when creatures are counterattack. | ||||
Steps To Reproduce: | |||||
Additional Information: | I think that it have big influance on gameplay and should be fixed | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1077 | [VCMI] GUI - Battles | trivial | always | 2012-09-18 23:41 | 2013-07-16 18:23 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.89 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
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Summary: | Remaining issues with custom creature animations in battle | ||||
Description: |
0000027 has solved the most bothering related issue, and 0000064 another, however we still have the following: 1. The animation speed is way too fast. Regardless of the animation speed setting in the battle options, this custom animation when hovering over a creature should always be (very) slow, in order to seem natural. 2. Hovering over enemy creatures should trigger the same effect as for friendlies: animated blue glow and custom creature animation. 3. (really trivial) Sometimes, when we move the cursor fast enough from one creature to another, the blue glow animation moves to the new creature, but the custom creature animation is not triggered. This is barely noticeable, and potentially way harder to fix, so I guess fixing it could be considered optional as compared to the above two. |
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Steps To Reproduce: | |||||
Additional Information: | (4?) In his note to 0000027, ori.bar said his fix did not cover 2-hex units. However I don't see anything wrong there. But I thought of listing it just in case someone else sees any discrepancy with H3 there (otherwise just disregard). | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
698 | [VCMI] Mechanics - Battles | tweak | always | 2011-03-04 01:56 | 2013-07-16 18:22 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | normal | OS Version: | |||
Status: | resolved | Product Version: | 0.84 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
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Summary: | Spell animation has the same speed, regardless of the Animation Speed setting in the Combat Options | ||||
Description: | The spell animations should have 3 speeds (slow/medium/fast) according to the Animation Speed setting in Combat Options. Right now they seem to be at Medium and/or Fast speeds. | ||||
Steps To Reproduce: | When reproducing 0000684, set Animation Speed at Slow. You'll notice contrast between the (very) slow movement of the creatures, and the fast animation of Wraith's regeneration. | ||||
Additional Information: | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
688 | [VCMI] GUI - Battles | trivial | always | 2011-03-02 22:25 | 2013-07-15 08:53 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.84 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
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Summary: | The shaded hex(es) of the enemy target creatures should get un-shaded the moment our creature makes its move | ||||
Description: |
0000053 was fixed correctly in terms of which hexes should be shaded and how: - single shade for all hexes in our creature's walking range - single shade for all enemy creatures outside of our creature's walking range, if our creature is a shooter with remaining shots - double shade if the shade following our mouse pointer overlaps the shaded hexes mentioned above. However it seems to have introduced a new (pretty insignificant) bug: after we click on an enemy creature to attack it, a single shade remains in that hex during and also after our creature makes its move (moment when it disappears it's hard to pin-point, but definitely later than in H3). In H3 all shades disappear the moment we give the click-command to our creature to walk/shoot/wait/etc, and when our creature completes its action, the grid gets shaded again according to the next creature (if our turn) and positioning of the mouse pointer. |
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Additional Information: | In VCMI, the shade also remain hanging in a hex even at the end of the battle when the enemy creature moved from that hex to attack us, and was killed in retaliation (the example in screenshot > you can reproduce by playing the battle described in 0000684). | ||||
Attached Files: |
2011-03-02_TargetHexHangs.jpg (21,747) 2011-03-02 22:25 https://bugs.vcmi.eu/file_download.php?file_id=663&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1294 | [VCMI] GUI - Adventure Map | trivial | always | 2013-06-02 15:52 | 2013-06-23 19:37 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.93 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.94 | ||
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Summary: | Village Hall icon missing from Town Status window | ||||
Description: | See screenshots and/or take the VCMI_Tests map from 0001063, in which the last 4 towns owned by Red player have Village Hall only. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
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2013-06-02_InfoVillage093.jpg (20,775) 2013-06-02 15:52 https://bugs.vcmi.eu/file_download.php?file_id=1317&type=bug 2013-06-02_InfoVillageH3.jpg (20,854) 2013-06-02 15:52 https://bugs.vcmi.eu/file_download.php?file_id=1318&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
135 | [VCMI] GUI - Battles | minor | always | 2009-10-11 14:29 | 2013-06-10 16:53 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Ivan | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.73c | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.84 | ||
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Summary: | Wight's regeneration animation graphics are different in VCMI (greenish) as compared to H3 (blue-grayish, more transparent) | ||||
Description: |
0.73c#13 - Wight's regeneration animation graphics are different in VCMI (greenish) as compared to H3 (blue-grayish, more transparent): H3: http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/2009-10-11_H3WightRegeneration.jpg [^] VCMI: http://i4.photobucket.com/albums/y104/Zamolxis/VCMI/VCMI%2007/2009-10-11_VCMIWightRegeneration.jpg [^] Personally I don't mind the difference (acid green may idd suit Necro), that's why I gave it "low" priority, but some may prefer to keep it as in the original game. |
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Steps To Reproduce: | |||||
Additional Information: | Forum report: http://forum.vcmi.eu/viewtopic.php?p=3634#3634 [^] | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
119 | [VCMI] Mechanics - Objects | feature | always | 2009-10-06 10:11 | 2013-06-10 12:17 |
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Reporter: | Steven Aus | Platform: | |||
Assigned To: | Warmonger | OS: | |||
Priority: | low | OS Version: | |||
Status: | resolved | Product Version: | 0.74 | ||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.82 | ||
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Summary: | Random Artifact and Reward Artifact Placement Rules | ||||
Description: |
When filling random artifact slots in a certain game, or deciding on what random artifacts can be given out by defeating a certain map site (or are given in Treasure Chests, Shipwreck Survivors or other pickups like Flotsams, first visit of Wagons etc.): 1. All of one class of random artifact must be placed before one artifact gets repeated in a random slot; 2. if for some reason there are even more, all of them must appear twice before a third placing of one particular artifact in a random artifact slot or as reward is done by the game; 3. non-random artifacts placed on the map by the map-maker don't count when deciding what artifact to put in random artifact slots. The game rations the number of times a particular artifact (like a "Rib Cage" or a "Sandals of the Saint") appears in a random artifact slot (the random artifact slots of a particular power of artifact are set and placed by the map-maker in the editor); 4. (i) artifacts banned in the SoD/WoG editor never appear in a random artifact or as a random artifact reward slot for map sites that give out random artifacts (although even if combination artifacts are banned, they may still be assembled if all the pieces of that combo are available from random artifacts and/or specifically placed by the map-maker); (ii) also banned are artifacts that are the requirements for any Seer Hut, Quest Guard or Special Victory Condition. (All the artifacts in rule 4 are considered banned from any random artifact slot, or any map site or pickup that can possibly give random artifact/s.) So in H3 when a particular game is starting up the number of duplicate random artifacts in random artifact slots is always minimised by the above rules, and any game-breaking artifacts are excluded. Phew! =) If there are any conditions I've missed, please add notes to this issue - but I'm pretty sure these are all the ones that currently apply in standard H3 Complete/SoD. :) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1129 | [VCMI] GUI - Adventure Map | trivial | sometimes | 2012-10-01 12:59 | 2013-06-02 22:14 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.89 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Spell points left are not always updated in the Hero info box on Adventure Map after a battle | ||||
Description: |
It seems to happen only when the hero consumes all of his spell points during a battle. Screenshot is from 0.89d, but I reproduced it also in 0.89 as follows: - in map from 0001063, took Ivor up to the guarded dwellings - when fighting at 1st dwelling I used 1 spell: at the end Info box updated remaining spell points from 10 to 5 - when fighting at 2nd dwelling I used the spell again: at the end the Info box didn't update to 0, but remained 5 (if we open Hero screen though we see nothing is left) |
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Steps To Reproduce: | |||||
Additional Information: | Same issue with Primary Skill points when changing artifacts which alter their values. In H3 they update the moment you close Hero screen, or the moment you close the window with captured artifacts after battle (or picked from the ground), if they go automatically in a slot on your hero. In VCMI you need to do certain game actions (like selecting another hero, and then back) to see the updated Hero info stats. | ||||
Attached Files: |
2012-10-01_SpellPointsNotUpdatedAfterBattle.jpg (135,206) 2012-10-01 12:59 https://bugs.vcmi.eu/file_download.php?file_id=1136&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1269 | [VCMI] Mechanics - Adventure Map | major | always | 2013-05-24 18:34 | 2013-05-31 22:24 |
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Reporter: | Ivan | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | high | OS Version: | |||
Status: | resolved | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | 0.93 | ||
Target Version: | 0.93 | ||||
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Summary: | Hero exchanges are broken: Got false in applying... that request must have been fishy! | ||||
Description: |
Exchanges between heroes on adventure map are broken, for both AI and player: System message: Server encountered a problem: Cannot exchange stacks between these two objects! System message: Server encountered a problem: Got false in applying... that request must have been fishy! Only way for exchange to work is when both heroes are in same town (visiting\garrisoned) |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1273 | [VCMI] GUI - Town screen | trivial | always | 2013-05-27 20:21 | 2013-05-27 20:25 |
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Reporter: | Zamolxis | Platform: | x86_64 | ||
Assigned To: | Tow | OS: | Windows | ||
Priority: | normal | OS Version: | 7 VAIO | ||
Status: | assigned | Product Version: | 0.92 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Selecting 1st or 2nd town icon from the scroll bar moves it to the lowest possible visible slot (3rd if enough towns above ) | ||||
Description: |
This seems to be an older (but trivial) bug, as I found it in 0.91 as well (and I didn't check even further back): In the Town Screen, when we own at least 4 towns so that they become scrollable, if we scroll down so that at least a few towns move up (out of the 3-tile view), selecting the 1st or 2nd visible town icons re-scrolls the town list so that the one selected moves to the bottom of the visible list (as 3rd). Take any map with many towns (like the VCMI_Tests from 0001063) to easily reproduce at start. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
System Description | i5 M480, 4G RAM, 2G GT 425M, 1920x1200 | ||||
Attached Files: |
There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1147 | [VCMI] GUI - Other | minor | always | 2012-11-04 17:32 | 2012-11-04 17:32 |
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Reporter: | Shatterband | Platform: | PC (Tablet) | ||
Assigned To: | OS: | Windows | |||
Priority: | normal | OS Version: | 8 | ||
Status: | new | Product Version: | 0.9 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Windows 8 Touch Gesture/Action support erratic | ||||
Description: |
I recently stumbled across your project and tried it out on my tablet running the Windows 8 Release Preview. Everything works as advertised, except mouse handling - GUI elements cannot be tapped directly and the pointer can only be moved by tapping a position twice or using a dragging gesture. This, however, triggers a click event at the previous location of the pointer, which makes control of the game more difficult because you tend to accidentally click things you don't want to. |
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Steps To Reproduce: |
- open VCMI - use fingers/stylus to control the game |
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Additional Information: |
I'm not sure, but I think there is an API for handling touch input under Windows 8 - maybe that could be used to make things easier. Also, for reference, when started without VCMI, HoMM3 handles input much better, probably due to some kind of different/legacy input mode triggered by the change to full screen display - maybe that could be used as reference. |
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Attached Files: |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
322 | [VCMI] GUI - Adventure Map | trivial | always | 2009-12-25 03:33 | 2012-09-01 10:02 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Map scroll with keyboard keys behaves a bit differently then H3, leading to the impression that it's too fast sometimes | ||||
Description: |
In H3, if we pressed CTRL and then an Arrow/Numpad key for a second, the map would scroll 1 tile. If we held the CTRL+Arrow/Numpad key for more than a second, only then the map would start continuously scrolling (so after a break of a fraction of a second, as if the system would check to see if we want just a short scroll or a long one). In VCMI however, the continuous scrolling starts instantly. Which means that if we want to scroll just 1 tile, we'll have to hold CTRL, but then barely touch an Arrow/Numpad key. And even then sometimes I see the map jumps 2-3 tiles already. It's particularly noticed in lower resolutions, where fast scroll may suddenly move 30% of your visible AdvMap out of view (on high resolutions the impact is way smaller, hence the reason I didn't notice this yet). |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
1017 | [VCMI] GUI - Adventure Map | tweak | always | 2012-06-22 04:45 | 2012-08-18 17:58 |
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Reporter: | vmonkey | Platform: | x64 | ||
Assigned To: | OS: | Ubuntu | |||
Priority: | low | OS Version: | 12.04 | ||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | When "sleeping" or in a battle, some buttons should be greyed out | ||||
Description: |
See the attached screenshots and the highlighted part (green). 1) When ending turn - being in a "sleep mode", in the original HOMM3 all the interface buttons become inactive (greyed out) except for the "End turn" button. This should also happen in VCMI. 2) When having battle and being in a larger screen resolution (I have 1366x768), then the battle window is not a fullscreen. Therefor, the interface button are still visible. Even though they are not active, they should be also greyed out to not confuse the players. |
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Additional Information: | |||||
Attached Files: |
Screenshot 1.png (206,887) 2012-06-22 04:45 https://bugs.vcmi.eu/file_download.php?file_id=994&type=bug Screenshot 2.png (1,341,475) 2012-06-22 04:46 https://bugs.vcmi.eu/file_download.php?file_id=995&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
787 | [VCMI] AI - Battles | feature | have not tried | 2011-08-11 06:56 | 2011-09-06 14:10 |
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Reporter: | Warmonger | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | acknowledged | Product Version: | 0.85 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | AI hero doesn't use tactics | ||||
Description: | If I attack enemy hero with tactics skill using a hero who doesn't have tactics, AI is supposed to rearrange its stacks, but nothing happens. | ||||
Steps To Reproduce: | Try VCMI_Tests_2011 and attack Tyris with Sir Mullich. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
735 | [VCMI] Mechanics - Town structures | feature | always | 2011-05-29 13:57 | 2011-05-29 13:58 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | H3 issue: Mana Vortex didn't act according to its description in H3 > How should VCMI handle it? | ||||
Description: |
H3 object description: "The Mana Vortex temporary doubles spell points for ANY garrison or visiting hero" H3 actual behavior: "temporary doubles spell points once a week, to the first hero who enters in contact with it in that week (visiting or garrison, visiting having priority if both are in town when built or if we enter town screen for the first time in a new week)" Suggestion 1: Change object description to something like "The Mana Vortex temporary doubles spell points once a week" Suggestion 2: Have both behaviours implemented (with H3 one and Suggestion 1 message as default), and ability to select the alternative behaviour (as in H3 description) from the "VCMI Tweaks" screen (should such interface be coded one day). |
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There are no notes attached to this issue. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
217 | [VCMI] Mechanics - Other | tweak | always | 2009-11-07 13:00 | 2011-05-29 10:59 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.74 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Keybindings in Split Stack window don't work intuitively if we have already some creatures in the destination slot. | ||||
Description: |
If the destination slot is empty, we can use for example 2 in the split stack window, and 2 creatures will be moved to that slot. But if you take for example Ivor in the VCMI_Tests.h3m attached to 0000183 and try to rebalance his Dwarves (20 in each stack), pressing 2 will move the whole lot to the destination slot, instead of splitting them in 38+2. The cause of this is the fact that the Split Stack window opens with the mouse cursor at the end of the 2nd stack size number, while preferable it should open with the cursor below the first (left) digit of that number, allowing us to overwrite it (see screenshot below). So it's not really a bug, but just a less intuitive behaviour (might give some players the feeling it's a bug, until they realize why it behaves like this). |
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2009-11-07_SplitStack.jpg (54,492) 2009-11-07 13:00 https://bugs.vcmi.eu/file_download.php?file_id=83&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
705 | [VCMI] GUI - Hero screen / Exchange window | tweak | always | 2011-03-07 14:38 | 2011-03-07 20:05 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.84 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Info boxes in Hero screen pop up above the object we R-click on i/o the center of the window | ||||
Description: |
Valid for both hero screen & hero exchange screen. H3 behavior would be preferred (with arrow cursor remaining visible - that in case 0000696 applies in-game as well), so that we better associate the info text with the object we R-clicked on (e.g.: associate the hero face with his/her background story). |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2011-03-03_HeroInfoVCMI.jpg (90,736) 2011-03-07 14:38 https://bugs.vcmi.eu/file_download.php?file_id=691&type=bug 2011-03-03_HeroInfoH3.jpg (121,172) 2011-03-07 14:39 https://bugs.vcmi.eu/file_download.php?file_id=692&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
695 | [VCMI] GUI - PreGame | trivial | always | 2011-03-03 13:52 | 2011-03-03 13:57 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | low | OS Version: | |||
Status: | assigned | Product Version: | 0.84 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Starting Hero info box: alignment issues | ||||
Description: |
You will best notice the differences if you save the screenshots on your drive and the cycle between them in full screen in a image viewer: 1. Hero name/class text is 1 pixel too much to the right: hardly noticeable, fix optional 2. Specialty icon is 2-3 pixels too much to the right and down: noticeable, especially because it's not center-aligned as compared to hero portrait, so needs to be fixed 3. Specialty name is at least 5 pixels too much to the right: very obvious as not centered, so it needs to be fixed 4. The whole info box itself is roughly 10-15 pixels too much to the left (looks like VCMI aligns it to the menu window, while H3 to the game interface - not sure though). This is however not so noticeable, so fix is optional. |
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Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
2011-03-03_StartingHeroCardH3.jpg (56,153) 2011-03-03 13:52 https://bugs.vcmi.eu/file_download.php?file_id=666&type=bug 2011-03-03_StartingHeroCardVCMI.jpg (55,127) 2011-03-03 13:57 https://bugs.vcmi.eu/file_download.php?file_id=667&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
648 | [VCMI] GUI - PreGame | feature | always | 2010-11-17 21:59 | 2010-11-19 16:18 |
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Reporter: | ruppertus | Platform: | Intel (Core i5 + NVidia Quadro) | ||
Assigned To: | Tow | OS: | Linux Debian 64 bit | ||
Priority: | low | OS Version: | testing (amd64) | ||
Status: | assigned | Product Version: | 0.83 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | I can't set WOG options | ||||
Description: |
When I want to select a scenario for a new game I try to press 'WoG Options' button but it isn't enabled. Is it implemented? If not then how can I change WoG Options? |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
354 | [VCMI] Mechanics - Objects | feature | N/A | 2010-02-12 11:26 | 2010-08-01 14:23 |
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Reporter: | Steven Aus | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | Script Suggestion: Monoliths cost MP. | ||||
Description: | Monoliths were not designed to be re-visitable by space bar, when it was brought in in AB, and space bar monolith visiting became a bit of an exploit. Risk/reward needs to be balanced, and I think, apart from moving onto a monolith initially, subsequent teleports should require movement points. Think of a "toll" that has has to be paid, or rather, energy lost from having the hero and his entire army transported from one part of the map to a completely different part. =) Risk/reward in a game needs to be roughly balanced at all times otherwise certain actions become too good for what they cost. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
61 | [VCMI] GUI - Town screen | tweak | always | 2009-10-03 15:27 | 2010-05-29 19:28 |
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Reporter: | Tow dragon | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.72c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | scroll arrows should also be disabled/grayed out in the Marketplace window, when the from/to resources are not selected yet | ||||
Description: |
0.72c#14 Similar with 0.72c#13, the scroll arrows should also be disabled/grayed out in the Marketplace window, when the from/to resources are not selected yet. Following the same logic as in the Recruit screen, I would expect the buttons to be grayed out also when we cannot trade at least 1 resource of the selected ones. However that is not the case in H3. I would prefer it grayed out in this case, to make it obvious that clicking on those scroll arrows is pointless anyway; but I leave it up to you if you want to implement it as such, or like in H3. :) |
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Steps To Reproduce: | |||||
Additional Information: | Originally reported here: http://forum.vcmi.eu/viewtopic.php?p=2990#2990 [^] | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
233 | [VCMI] Other | tweak | always | 2009-11-28 04:02 | 2010-02-11 23:10 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.74c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | System Message does not split the text at the end of the line by moving the full word which doesn't fit to the next line. | ||||
Description: |
System Message does not split the text at the end of the line by moving the full word which doesn't fit to the next line. I think only "words" with more characters than the maximum available on a line should be split. All others should be moved to the next line. About the message we are going to see every time we hit End Turn: "System Message: Game has been saved as Autosave_X", as we get it so often, perhaps we could enlarge the amount of characters in a line for system messages, enough to make this one fit. Or else we can just have Autosave_X on the next line. |
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Additional Information: | I also noticed somewhere else that also punctuation marks can end up in the beginning of the next line (so we may have lines starting with a comma for example). They should somehow be attached to the word in their left. | ||||
Attached Files: |
2009-11-28_SystemMsg.jpg (5,369) 2009-11-28 04:04 https://bugs.vcmi.eu/file_download.php?file_id=98&type=bug |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
249 | [VCMI] GUI - Adventure Map | tweak | always | 2009-11-29 04:24 | 2009-12-27 19:18 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.74c | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Info window on map objects, artifacts, terrains does not pop in the middle of the screen, but on top of them. | ||||
Description: | When we R-click, Info window on map objects, artifacts, terrains does not pop in the middle of the screen, but on top of them. | ||||
Steps To Reproduce: | |||||
Additional Information: | This was probably introduced when 0000188 was fixed. However that report was slightly inaccurate, as only the info windows for towns, forts, heroes & monsters should pop on top of them, not for all map objects. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
315 | [VCMI] GUI - PreGame | feature | always | 2009-12-22 16:11 | 2009-12-22 21:43 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | Tow | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
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Summary: | No R-click info when Starting Hero in Advanced Options screen is "None" | ||||
Description: | As Tow pointed out in his comment for 0000083, this was buggy in H3, in the sense that it was giving the wrong information (the one for Random). It's already better that was not reproduced in VCMI, but it will be best if we implement the correct info window that should be displayed in such case. For example, the message could say: "A hero has been already given to this player from the Map Editor" or "A hero has been already customized for this player". | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
310 | [VCMI] GUI - Adventure Map | minor | sometimes | 2009-12-21 14:40 | 2009-12-21 14:40 |
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Reporter: | Zamolxis | Platform: | |||
Assigned To: | OS: | ||||
Priority: | normal | OS Version: | |||
Status: | new | Product Version: | 0.75 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | When a hero passes just next to another one, his animated graphics are behind the other hero, while it should overlap it | ||||
Description: | To reproduce, load the saved game from the archive attached to report 0000309, select Damacon, and send him to the Star Axis. When he will pass diagonally next to Gerwulf, you'll see that when they overlap, Gerwulf will be above Damacon, while it should be the other way around. | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
211 | [VCMI] GUI - Adventure Map | tweak | always | 2009-11-06 23:17 | 2009-11-21 13:12 |
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Reporter: | OnionKnight | Platform: | |||
Assigned To: | OS: | ||||
Priority: | low | OS Version: | |||
Status: | new | Product Version: | 0.74 | ||
Product Build: | Resolution: | open | |||
Projection: | none | ||||
ETA: | none | Fixed in Version: | |||
Target Version: | |||||
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Summary: | Info windows containing army info should shift creatures to the left to cover up empty army slots. | ||||
Description: | This applies to town/garrison and hero info windows. | ||||
Steps To Reproduce: | |||||
Additional Information: |
Comparison between H3 and VCMI: http://img8.imageshack.us/img8/3174/creatureinfo.jpg [^] |
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