Support
[Bug] [Fixed] Capture the Flag: Flag of first team spawns at 2nd hog
Found in 0.9.22:
If you start a Capture the Flag game, the mission text tells you the flag will spawn where the first hog ends its turn.
However, after playing with 2 teams and doing the first 2 turns, the flag of the first team spawns at the 2nd hog, not the first one. The flag of the second team spawns correctly at the 1st hog, however.
[Bug] Static skull and bones flakes near the water in Sudden Death in themes without flakes
This is a very old bug and has been in Hedgewars for many versions, but I am not sure it was ever reported.
The last time I tested it on 0.9.22.
Just play any theme which does not have flakes, for example, Cheese. And wait for Sudden Death.
Now look at the water. You notice there are some static (non-moving) skulls and bones hanging around there for no reason. It looks strange.

Note the theme.cfg of Cheese does not have a field “flakes” or “sd-flakes”. I haven't cheked other themes.
[Bug] Sudden Death comes one turn too late
It seems that in 0.9.22 the Sudden Death timeout setting from the game scheme acts a bit weird.
If you set it to 0, then Sudden Death will not come instantly, but on the second turn.
If you set it to 1, the Sudden Death will come after 1 complete round plus one turn.
And so on.
This seems to be a bit weird to me and is probably not intended. Or is there any rationale behind that additional turn to wait?
I'd say a timeout of 0 should mean instant Sudden Death. The extra turn should be removed. I consider this setting to be a number of rounds, not to be a number of rounds plus one turn. This is really confusing.
[Bug] Instant draw on empty or filled maps (FIXED)
In Hedgewars 0.9.22, if you start a game on an empty map or a map full of land, the game will instantly draw.
Hedgewars fails to spawn any hedgehogs because of lack of land (or space) to place the hedgehogs. And because there are no hedgehogs to begin with, it's an instant deaw.
This is of course annoying and I consider this a bug. Hedgewars should be able to start the game regardless of the map.
My suggestion to fix this goes like this:
If Hedgewars was unable to place all hedgehogs using the usual method, it will forcefully modify the landscape like this:
For each hedgehog which could not be spawned, it creates a girder (preferably horizontal) at a random place. The hedgehog is then spawned on that girder.
To guarantee that this works on maps with too much land as well, all land which may be around the girder is removed first.
With this simple algorithm it should be now guaranteed that the all hedgehogs can spawn regardless on how much or how few land we have on the map.
On an empty map, the game would then start with some randomly placed girders.
On a map filled with land, the game would start with holes with girders and hedgehogs in it.
Please note that it should not matter which kind of map is used, the algorithm should always be used if it is needed.
[Bug] configuration conflict between different versions of hedgewars (with and without "video recording")
Steps to reproduce:
* have a configuration file ~/.hedgewars/settings.ini with an explicit "[binds] record=R" entry. It may come from older versions of hedewars (they had all binds explicit), or may be created using a client that supports video recording.
* start hedgewars client that was compiled without video recording.
* try to bind any action to "Keyboard: R" button.
* try to use "R" in game. It does not do anything.
Explanation:
Video recording was disabled when compiling the client, so the client does not have any graphical user interface section for "record" action. The binding still exists though and prevents "R" button from being used for other purposes (this is an experimental fact).
Hack to fix the problem:
* delete "binds.record" entry from ~/.hedgewars/settings.ini
* delete "binds.record" entry from ~/.hedgewars/Teams/myTeam.ini
Expected behavior:
* for clients that were compiled without "video recording", do not read "binds.record" configuration at all.
