[Freeciv-Dev] [patch #3331] Make .zip archive
Follow-up Comment #1, patch #3331 (project freeciv): Even on Windows, zip is not good idea. It only works as long as all the filenames are ASCII (and I do mean 0-0x7f range). ___ Reply to this item at: http://gna.org/patch/?3331 ___ 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 #3029] overview_window_finished()
Follow-up Comment #2, patch #3029 (project freeciv): It ended up not needed, cause I decided to got with consistency within client, instead of across clients. Still, it makes sense to have this function as a counterpart to the one that reserves the resources. ___ Reply to this item at: http://gna.org/patch/?3029 ___ 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 #3331] Make .zip archive
Follow-up Comment #2, patch #3331 (project freeciv): We've been shipping ZIP forever, and I don't recall any complaints. I think all our filenames are ASCII. It's a helpful fallback option as Window supports it out of the box (these days). ___ Reply to this item at: http://gna.org/patch/?3331 ___ 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 #3325] Allow custom types for governments to be used in effect requirements.
Follow-up Comment #7, patch #3325 (project freeciv): It's WORKING! I just started a game with it. Everything is getting read in correctly and effects are getting matched against everything. There is still some general weirdness (bonus to tiles shows up in the output but not in display and units can't get built unless you use the 'show future options') but I can get that figured out later. For now, I am just happy that it seems nothing else is broke. for reference, the .ruleset flags are: In governments.ruleset [governmentflags] flags = Foo, Bar, Test (no _ as that makes the parser think flags is a gov) [government_democracy] flags = Liberty, Freedom, TV in effects.ruleset type, name, range GovFlag, Foo, Player in units.ruleset [unit_meatsack] govflag_req = TV ___ Reply to this item at: http://gna.org/patch/?3325 ___ 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 #3331] Make .zip archive
Follow-up Comment #3, patch #3331 (project freeciv): Well, yes. At this time, all of the filenames seem to be ascii. Shall that ever change, however... Just for reference, https://bugs.gentoo.org/show_bug.cgi?id=322047 - most of that bug is irrelevant here, but it describes just what can go wrong with a zip archive. ___ Reply to this item at: http://gna.org/patch/?3331 ___ 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 #3332] Negated requirements_vector
URL: http://gna.org/patch/?3332 Summary: Negated requirements_vector Project: Freeciv Submitted by: gorb Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT Category: rulesets Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Add 'requirement_vector nreqs': * Base * Cities * Government * Building * Road * Specialist Gmake is OK: no warnings and no errors. Add 'requirement_vector reqs'; Add 'requirement_vector nreqs': * Nation Gmake is OK: no warning and no error. ___ File Attachments: --- Date: Mon 18 Jun 2012 06:41:10 PM GMT Name: trunk-rev21330_bcsrgb_requirement_nreqs.diff Size: 17kB By: gorb http://gna.org/patch/download.php?file_id=15842 --- Date: Mon 18 Jun 2012 06:41:10 PM GMT Name: trunk-rev21330_nations_reqs_nreqs.diff Size: 4kB By: gorb http://gna.org/patch/download.php?file_id=15843 ___ Reply to this item at: http://gna.org/patch/?3332 ___ 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 #3332] Negated requirements_vector
Follow-up Comment #1, patch #3332 (project freeciv): I haven't checked the patch yet, but some comments: - I'm for adding nreqs to at least some things provided it's not breaking AI too much - To get it compile you certainly have been forced to take care of most parts of the code needing update. One thing that is possible to miss is ruleset sanity checking code in ruleset.c (should do reqsnreqs consistency checking) - Could you provide examples why you want the nreqs for each object type? - I'm less inclined to add nreqs for object types where there might be confusion how they work (having nreqs does not prevent bases roads to exist in tiles with nreqqed properties...) ___ Reply to this item at: http://gna.org/patch/?3332 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #12, bug #18901 (project freeciv): I think, as named, this thread is the duplicate of the infamous Oneiric ipv6 bug. However, there is still an unresolved issue in this thread. Namely that tolua_server_gen.c crashes make whenever lua headers are removed from trunk. This can be handled by deleting tolua_server_gen.c|h as manually doing this causes it to be regenerated by make, however this is a pain when hacking lua script on trunk. Solution could be to have make or autogen perform an rm of tolua_server_gen before compiling. ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #3331] Make .zip archive
Follow-up Comment #4, patch #3331 (project freeciv): If not zip, what's the alternative to distribute sources in a Windows-friendly way? I'm not sure if .tar.bz2 is sufficient even for GPL compliance when we do provide official Windows binaries (as opposed to being Linux project that happens to build for Windows too) After all, sources must be provided in an easily accessible, not confuscated, form. ___ Reply to this item at: http://gna.org/patch/?3331 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #13, bug #18901 (project freeciv): This can be handled by deleting tolua_server_gen.c|h as manually doing this causes it to be regenerated by make, however this is a pain when hacking lua script on trunk. Now I don't understand. You once had to delete tolua_server_gen.[ch] when lua headers were moved to another directory last autumn. You may need to do it again some year if source hierarchy is again rearranged. What exactly are you hacking? Lua scripts, lua headers, or something else altogether? ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #3332] Negated requirements_vector
Follow-up Comment #2, patch #3332 (project freeciv): Could you provide examples why you want the nreqs for each object type? Yes, I can, but only one object type: building, see patch #1341. Base, cities, government, road, nation and specialist are useless. I waste my time, but see gmake without error is good. Maybe for nation bug #18358, but I am not sure. ___ Reply to this item at: http://gna.org/patch/?3332 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #14, bug #18901 (project freeciv): Also: duplicate of the infamous Oneiric ipv6 bug What's that? The only infamous Oneiric bug I know about is bug #18243 -- is that the one you're referring to? I didn't think IPv6 was implicated. ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #15, bug #18901 (project freeciv): Yes I had to do it again just today and I've had to do this a couple times before. Aside, the hacking lua was just a usage scenario as I'm planning to take another try at map scripting in lua. Previously my solution was to create an event type macro in common/scriptcore/api_XXX.h. Creating a dummy as in comment #5 has worked in a few instances but sometimes deleting tolua_server_gen.[ch] was necessary. Today was my first update in a few months so some difficulty was expected, however this one happens most frequently for me. Specifically, server/scripting/script_signal.h server/scripting/api_actions.h server/scripting/api_notify.h were the cause. ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #16, bug #18901 (project freeciv): comment #12: whenever lua headers are removed from trunk comment #15: Today was my first update in a few months ... Specifically, server/scripting/script_signal.h server/scripting/api_actions.h server/scripting/api_notify.h were the cause Those were moved last autumn as I said (r20274 2011-09-22 I think), not during last few Months. Or do you frequently fetch older than last autumn versions from svn, build there, and update back to current versions? ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #19802] Start position goodness calculation tries to use road compatibility specials
Update of bug #19802 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Here's a patch that works sanely with standard rulesets. I'm not particularly happy with how I ended designing algorithms so that they produce expected result for given rulesets instead of designing them to work generally correctly. As player to be assigned to the starting position is decided only later, I couldn't pass player information to requirement checking - player related requirements, such as technology level (Railroad) are not checked - RPT_POSSIBLE would say that Railroads are available (from the beginning) - I had to use RPT_CERTAIN - As Road has UnitFlag Settlers requirement, I have to pass unit type that will suffice for RPT_CERTAIN to consider Roads possible. (file #15844) ___ Additional Item Attachment: File name: MapGenRoads-2.diff Size:5 KB ___ Reply to this item at: http://gna.org/bugs/?19802 ___ 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 #19815] ai won't utilize transports for settling with only 1 space.
Follow-up Comment #5, bug #19815 (project freeciv): Presumably the AI could learn to use two boats and keep them together, though, in order to transport the settler and bodyguard together. This code is outdated in several ways, so rewriting it, with also this in mind, would make sense. What I consider the main problem is that code in question does not correctly consider what unit classes potential transport can carry (especially if settler and bodyguard belong to different unit class). Code has been written in the days when there was three kinds of transports: Those that could carry any land unit, those that could carry air units, and those that could carry missiles. ___ Reply to this item at: http://gna.org/bugs/?19815 ___ 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 #18196] gtk2-client - gtk3-client settings migration
Follow-up Comment #2, bug #18196 (project freeciv): I started looking at this... but it's surprisingly fiddly and I'm wondering, is it really worth proactively splitting the options the way we have? The set of options and their defaults are currently identical, and for many of them, I can't see Gtk3 client diverging sufficiently that different values become necessary (maybe I just lack imagination). Most of the checkbox options (e.g., map_scrollbars, chatline_autocompletion) seem safe to share indefinitely. Perhaps the default_theme_name does warrant splitting. I could also see a case for splitting sizes and maybe fonts if we were being conservative. You could argue that for most users, they will one day move from gtk3 to gtk2 and never move back (or move back immediately), so it doesn't matter if the settings diverge. But by the same token, the risk that a single setting has different optima for gtk2/3 and by sharing it we force someone to reset it every time they switch clients seems minimal. At some point the gtk3 client is likely to get new features that will not be backported (e.g., zoom). Any settings associated with them can be labeled gui_gtk3_*; there's no migration issue there. What do people think? (In the minimal implementation of my proposal, options would still be named gui_gtk2_* but not be gtk2-specific. If that really bothered us, we could arrange to rename them to gui_gtk_* when read in from a 2.3 rc. That would probably still be easier than handling this migration well.) (There wasn't much discussion in patch #2701, so that doesn't help me.) ___ Reply to this item at: http://gna.org/bugs/?18196 ___ 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 #18196] gtk2-client - gtk3-client settings migration
Follow-up Comment #3, bug #18196 (project freeciv): it's surprisingly fiddly To expand on this (in the hope that the horror will increase support for my plan ;). For a good user experience, we want to copy the settings from Gtk2 the first time the user runs the Gtk3 client. But the current arrangements in client/options.c are to read all known options for all GUI types in any client -- this is necessary for one client not to lose another's options. We then write *all* known options back out to the rc file when the time comes. Thus, my .freeciv-client-rc-2.4 already has values for all the gui_gtk3 options, even though I've never even compiled it. So, if we took absence of gui_gtk3_* options in the rc-file as the signal for migration, a user running the 2.4 Gtk2 client would cause the migration/fork to occur at that point. If they later moved to the Gtk3 client, their options would be old ones, from the time they upgraded to 2.4. (IME this is likely to be perceived as regressions in the Gtk3 client, as users tend to forget that they changed options...) So, to make this work, we'd need to split handling of options-for-this-client and other options in client/options.c -- we could keep the latter around in specfile form ready to write out, or track whether each option originally existed in the rc-file, perhaps in struct option. The goal would be for the Gtk2 client to only write out Gtk3 options if they existed in the rc file it read. ___ Reply to this item at: http://gna.org/bugs/?18196 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #17, bug #18901 (project freeciv): I'm building straight from trunk which makes and runs fine after deleting the _gen files but very probably there is some ghost on my system left from copying things around and updating. Now that I look it seems to be the case in my master copy, since my test copy is a 'cp -ur' of that. So a clean checkout should fix it. ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #18196] gtk2-client - gtk3-client settings migration
Follow-up Comment #4, bug #18196 (project freeciv): So, if we took absence of gui_gtk3_* options in the rc-file as the signal for migration FWIW I had a plan to add new internal option that would tell the state of the migration. Actually, the reason I never implemented this settings migration was that I had ambitious plan to first implement completely new framework for handling this kind of setting migrations (not only now, but also in future). I never found time for it, and I don't think I manage to do it before gtk2-gtk3 migration is needed. So, stage is all yours. I remember that one design problem with that internal option was to reliably detect if there's old (pre-2.4) gtk2 settings to migrate if gtk3-client is first 2.4 client to run, or if default gtk3 settings should be used. You have demonstrated that's almost theretical problem as migrating from gtk2 default settings would in 2.4 yield identical results. But then again, we probably don't want to touch migrating code again (for those people who start to use gtk3 only in freeciv 2.5). ___ Reply to this item at: http://gna.org/bugs/?18196 ___ 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 #19720] Server started by TRUNK client aborts immediately
Follow-up Comment #1, bug #19720 (project freeciv): This was somehow caused by existing zombie-server already running. I'm not closing this as invalid, as client is supposed to find next free port, launch server so it uses it, and to itself connect to server in that port. ___ Reply to this item at: http://gna.org/bugs/?19720 ___ 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 #18717] Big city radius, fog of war
Follow-up Comment #6, bug #18717 (project freeciv): I actually like the fact that the vision radius is less than the city radius. I would expect it to autoarrange workers That does not make any sense to me. You want to have city radius (which means just area where workers can be placed) bigger than vision radius, and then to force workers within vision radius (as if city radius was only equal to that). So, only effect from having big city radius would be that it uses more of server resources. ___ Reply to this item at: http://gna.org/bugs/?18717 ___ 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 #18476] allow to load games without a map (i.e. tutorial)
Update of bug #18476 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: 2.4.0 = 2.4.0, 2.5.0 ___ Reply to this item at: http://gna.org/bugs/?18476 ___ 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 #19828] Experimental ruleset trireme cannot attack directly from city
URL: http://gna.org/bugs/?19828 Summary: Experimental ruleset trireme cannot attack directly from city Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Jun 2012 02:17:36 AM EEST Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Noticed when rewriting relevant parts: As experimental ruleset trireme is not purely Sea moving unit, it's not able to attack from non-native tiles such as harbour cities. By placing his trireme(s) to (every) sea tile surrounding a city, enemy can prevent player from even attempting to move (= attack blocking triremes) triremes out from the city. I think this can be fixed without side-effects by giving it Marines unit type flag (in stable branches, TRUNK will hopefully get that attack-from-non-native rewrite I'm working on) ___ Reply to this item at: http://gna.org/bugs/?19828 ___ 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 #3333] Unit class flag AttFromNonNative
URL: http://gna.org/patch/? Summary: Unit class flag AttFromNonNative Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Jun 2012 02:31:38 AM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: Currently there's hardcoded rule that all Sea moving units can attack from non-native tiles. Other units can attack from non-native tiles if they have Marines unit type flag. This patch does not touch Marines type flag, but makes sea unit ability unit class flag AttFromNonNative ___ File Attachments: --- Date: Tue 19 Jun 2012 02:31:38 AM EEST Name: AttFromNonNative.diff Size: 9kB By: cazfi http://gna.org/patch/download.php?file_id=15846 ___ Reply to this item at: http://gna.org/patch/? ___ 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 #19825] in dbv_isset() [bitvector.c::116]: assertion 'bit pdbv-bits' failed.
Update of bug #19825 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Follow-up Comment #2: I think this has been exposed by bug #18192. In the edit dialog, for the Tile tab, the editor tries to display a table of which players can see the tile (Vision, OPID_TILE_VISION), so it's trying to look at every player's tile_known. But in bug #18192, those got replaced by a dummy for non-client players. Quite why the editor thinks it can know this as a client I'm not sure; I don't think there's any situation, even global observer, where the server keeps the client up-to-date on *everyone's* vision. This is an extreme case of a general approach in the editor of letting you see / attempt to interact with other players' stuff (e.g., player properties such as gold, city properties such as food stock), where it displays values but they're just dummy values such as 0, because the client doesn't know the real values. If you try to change them, they just mutely stay red when you hit Apply. I suppose the editor can't very well track what it's supposed to know -- the server mostly doesn't explicitly tell the client I'm withholding field X from you, and where it does (SHORT_INFO), the client doesn't make a note of this. Having the editor try to second-guess which fields are valid from the client side would probably be fragile. However, back to this case, it would probably be reasonable for the editor to realise it will never get vision data for more than at most the current player, and change its UI accordingly. ___ Reply to this item at: http://gna.org/bugs/?19825 ___ 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 #3333] Unit class flag AttFromNonNative
Follow-up Comment #1, patch # (project freeciv): Perhaps this will clear up one of the impediments that prevented completion of bug #16383, which was to do with experimental Triremes' attack behaviour... but I haven't thought about it very hard. ___ Reply to this item at: http://gna.org/patch/? ___ 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 #3325] Allow custom types for governments to be used in effect requirements.
Follow-up Comment #8, patch #3325 (project freeciv): Ok, just found why ALL the effects are working and server checking on whether or not a unit can be built based on govflag_req is going fine, but city production dialog doesn't know it can build a unit. Turns out the same bug happens if a unit requires a gov (i.e, this was an existing bug, not something I did.) Should I diff and upload now, or try my hand at fixing the bug (needs to pass player. Function actually has a FIX ME on it.)? Bug is in climisc.c/h ___ Reply to this item at: http://gna.org/patch/?3325 ___ 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 #16383] Option to forbid RiverNative units moving diagonally / cross-continent
Update of bug #16383 (project freeciv): Status: In Progress = Postponed ___ Follow-up Comment #15: In October, I wrote: I'll post my current patch set here shortly. Cough! Attached is my unpolished patch stack, applicable to trunk very shortly after S2_4 branched. I haven't tried rebasing it or running it since then (Nov 2011). (I'm vaguely hoping that patch # / bug #19828 might yield a solution to the attacks problem that stalled this work.) (file #15847) ___ Additional Item Attachment: File name: trunk-rivernative-cardinal-wip-bis.mbox Size:31 KB ___ Reply to this item at: http://gna.org/bugs/?16383 ___ 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 #19611] Cannot move defender to city in non-native terrain.
Follow-up Comment #1, bug #19611 (project freeciv): Found later savegame from the same game and tested the problematic city with Turtle Defenders already present. It turns out that you can move them out and back in with keyboard - it's just client goto that claims move to be impossible. ___ Reply to this item at: http://gna.org/bugs/?19611 ___ 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 #18901] Trunk client becomes unresponsive on clicking Connect
Follow-up Comment #18, bug #18901 (project freeciv): Confirmed it was a corrupted build. No further issues, thread may be closed. Thanks for your help. ___ Reply to this item at: http://gna.org/bugs/?18901 ___ 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 #16383] Option to forbid RiverNative units moving diagonally / cross-continent
Follow-up Comment #16, bug #16383 (project freeciv): About patch # issue: Your comments (comment #7) seem a bit confused. You mix shore bombardment and can_attack_from_non_native(). Shore bombardment is about ability to attack *against* non-native tile. can_attack_from_non_native() is about ability to launch attack *from* non-native tile. For the former AttackNonNative flag has been implemented some time ago already. Patch # address the latter with AttFromNonNative flag. ___ Reply to this item at: http://gna.org/bugs/?16383 ___ 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 #19829] no sound
URL: http://gna.org/bugs/?19829 Summary: no sound Project: Freeciv Submitted by: bvanevery Submitted on: Tue 19 Jun 2012 02:21:00 AM GMT Category: client-gtk-2.0 Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I recently set up Lubuntu 12.04 on my laptop and grabbed Freeciv 2.3.2-1~getdeb1 packages from getdeb.net. freeciv-sound-standard is installed where it should be. Changing client sound options doesn't make any sound. Nor does adding -P -S command line options. I can hear sounds from other apps just fine. It's as though the GTK client on Linux hasn't implemented sound. This is bizarre as the GTK client on Windows Vista does have sound just fine. Important 'cuz you really wanna play your game like it's 2001: A Space Odyssey? ___ Reply to this item at: http://gna.org/bugs/?19829 ___ 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 #19829] no sound
Follow-up Comment #1, bug #19829 (project freeciv): Um NOW it gives me sound, making me feel stupid for filing this. But I swear that client options didn't fix anything, so maybe there is a bug here. Will research further. ___ Reply to this item at: http://gna.org/bugs/?19829 ___ 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 #3325] Allow custom types for governments to be used in effect requirements.
Follow-up Comment #9, patch #3325 (project freeciv): I am 99% sure the bug is in collect_production_targets(...) in climisc.c My testing and many inserted debug comments shows everything else is working behind the scenes.. it is just the client worklist window for some reason won't add govreq flag units (using collect_production_targets) but will when using collect_eventually_buildable_targets(). I have not updated ruleset files but all tags I have added are optional so it doesn't really matter (except for documentation.) I am going to make a diff and upload. ___ Reply to this item at: http://gna.org/patch/?3325 ___ 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 #3325] Allow custom types for governments to be used in effect requirements.
Follow-up Comment #10, patch #3325 (project freeciv): Here is the completed patch, diff'd against the latest nightly. (file #15848) ___ Additional Item Attachment: File name: governmentflags.diff Size:24 KB ___ Reply to this item at: http://gna.org/patch/?3325 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev