[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)
Follow-up Comment #22, patch #1330 (project freeciv): I'm not sure if i'm using the correct terminology, but in the GTK city dialog there is a line of 'tabs' along the bottom: Overview, Production, Happiness, Governor, and Settings. I guess what i call tabs is more properly called pages? In any case, i submit that keeping track of trade routes is important enough to justify having a tab/page just for that. I don't have a mockup ready, but it would be essentially the same as what is currently presented by clicking on the trade number. This shouldn't take up much screen real estate other than the length of the label on the tab. The only thing that would be better is if the main 'Civilization' menu had a new item which could display how many trade routes belong to each city, and name of the trading partner. This is definitely off topic and will get a new ticket once i've worked up a proposed layout. ___ Reply to this item at: http://gna.org/patch/?1330 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15345] Help: document new features illness and migration
Follow-up Comment #2, bug #15345 (project freeciv): Thank for the patch! I'm not a native speaker but the text looks OK and I did not found any errors in the content. ___ Reply to this item at: http://gna.org/bugs/?15345 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)
Follow-up Comment #23, patch #1330 (project freeciv): I'm not sure that the trade tooltip justifies an own page. It would be an nearly empty page. The only thing that would be better is if the main 'Civilization' menu had a new item which could display how many trade routes belong to each city, and name of the trading partner. Have you tried the client option 'Draw city trade routes'? If it is activated the number of trade routes per city are drawn and also a line between two trading cities. ___ Reply to this item at: http://gna.org/patch/?1330 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1584] Add video mode option type
Update of patch #1584 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Follow-up Comment #1: Committed at revision 17283. ___ Reply to this item at: http://gna.org/patch/?1584 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1589] struct city cleanup
Follow-up Comment #12, patch #1589 (project freeciv): It compiles fine now. ___ Reply to this item at: http://gna.org/patch/?1589 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15807] assert in player_invention_state() [tech.c::129]
Follow-up Comment #2, bug #15807 (project freeciv): I did use the current trunk and the experimental ruleset (patch #1236; activates tech upkeep). After I start the server and the client building a city results in the error message ___ Reply to this item at: http://gna.org/bugs/?15807 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1574] add a player to a running game
Follow-up Comment #3, patch #1574 (project freeciv): Nice, the code looks pretty simple actually. I find the same map inconsistency when reviving a player (creating a new player in a dead player's slot). Looking at the map editor, it seems the server thinks the player can see the whole map, while the client sees only tiles around the units. So borders show up from all over the map, but middle-clicking in a dark area crashes the client. The original code (see my C port) has some code to clear the revived player's map. We probably need to do this. Also, new players are created with AI mode ON before the game started, they can probably be created as AI players if the game is running as well. I'm attaching a scenario that has a lua function the most basic newcomer initialization possible. Use like this: (in running game) /create NewPlayer /lua newcomer(NewPlayer) 'newcomer' will find a random map spot and create basic starting units. (file #8851) ___ Additional Item Attachment: File name: newcomers.sav Size:5 KB ___ Reply to this item at: http://gna.org/patch/?1574 ___ Meddelandet skickades via/av Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1598] sanitize city AI control
URL: http://gna.org/patch/?1598 Summary: sanitize city AI control Project: Freeciv Submitted by: syntron Submitted on: Mittwoch 07.04.2010 um 23:27 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: syntron Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: use the AI functions of the current player to initialize the city's AI values ___ File Attachments: --- Date: Mittwoch 07.04.2010 um 23:27 Name: 20100407-01-trunk-sanitize-city-AI-control.diff Size: 2kB By: syntron http://gna.org/patch/download.php?file_id=8852 ___ Reply to this item at: http://gna.org/patch/?1598 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15810] Sanity check should use fc_assert()
Update of bug #15810 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.3.0 ___ Follow-up Comment #1: Fix attached. (file #8854) ___ Additional Item Attachment: File name: trunk_sanity_check_assert.diff Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?15810 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15816] add a comment about a needed empty line in the nation.ruleset file
Follow-up Comment #1, bug #15816 (project freeciv): I don't agree that this should be solved with adding some comment about an empty line. I don't understand why an empty line is needed. The best way to solve the problem is probably to not need an empty line at the end of this file (utility/inputfile.c?). ___ Reply to this item at: http://gna.org/bugs/?15816 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1574] add a player to a running game
Follow-up Comment #4, patch #1574 (project freeciv): updated patch; the players knowledge about the map is cleared; no errors anymore and it is working! about the lua code: * no gold (additional functions needed as you said in patch #1494) * the newcomer() function can be called multiple times ;-) (file #8855) ___ Additional Item Attachment: File name: 20100405-02-trunk-add-a-player-to-a-running-game.diff Size:16 KB ___ Reply to this item at: http://gna.org/patch/?1574 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)
Follow-up Comment #24, patch #1330 (project freeciv): I'm not sure that the trade tooltip justifies an own page. It would be an nearly empty page. Indeed, the S2_0 branch had such a tab, and it was (nearly empty). The only thing that would be better is if the main 'Civilization' menu had a new item which could display how many trade routes belong to each city, and name of the trading partner. You can get the number of trade routes in the city report (but not the names of the partners). ___ Reply to this item at: http://gna.org/patch/?1330 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1599] Scripting: Limit execution time
URL: http://gna.org/patch/?1599 Summary: Scripting: Limit execution time Project: Freeciv Submitted by: englabenny Submitted on: torsdag 2010-04-08 den 00:53 Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: englabenny Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.2.x, 2.3.0 ___ Details: To catch infinite loops or any kind of very slow script, we can limit script execution time. There should be something that interrupts script execution so that it can't hang the server forever (writers of buggy scripts will be thankful). A lua debug hook is installed to be invoked every 1 executed lua instructions. The limit of 5.0 seconds of CPU time is a very high limit. It applies to all script function calls individually, including script load time, script callback execution, etc. Proposed for 2.2 and trunk An easy way to make an infinite loop in lua, for testing purposes, is 'while true do end'. ___ File Attachments: --- Date: torsdag 2010-04-08 den 00:53 Name: 2010040801-Scripting-Limit-execution-time.patch Size: 3 kB By: englabenny http://gna.org/patch/download.php?file_id=8856 ___ Reply to this item at: http://gna.org/patch/?1599 ___ Meddelandet skickades via/av Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1599] Scripting: Limit execution time
Follow-up Comment #1, patch #1599 (project freeciv): I forgot this remark: This is not a security feature. It is reportedly possible to construct infinite loops using C library calls, and those won't be caugth (the instructions counter does not advance). ___ Reply to this item at: http://gna.org/patch/?1599 ___ Meddelandet skickades via/av Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15816] add a comment about a needed empty line in the nation.ruleset file
Follow-up Comment #3, bug #15816 (project freeciv): If an empty line is required there should be a comment in the file. I see the patch but isn't the empty line above the comment, making the comment actually wrong? And which versions (1.14 and on) does this apply to? Secondly, it does sound like it should be fixed. Why is an empty line required anyway? Can we remove that limitation for trunk? ___ Reply to this item at: http://gna.org/bugs/?15816 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev