[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.
Follow-up Comment #11, patch #3325 (project freeciv): Ignore that last one. I changed something and it doesn't work anymore.. time for me to learn svn I guess. I'll try again next week... :( ___ 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 #19784] flag_alt vs. load_sprite()
Follow-up Comment #4, bug #19784 (project freeciv): Dirty [but working] concept is attached. Only tileset_setup_nation_flag() behavior's changed. (Successfully) tested against r21342. Test was with removed belgic_large.png and showed another problem - with this patch applied units and cities could have different flags (because tags used for flag and shield are independent.) (file #15856) ___ Additional Item Attachment: File name: load_sprite.diff Size:12 KB ___ Reply to this item at: http://gna.org/bugs/?19784 ___ 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: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ 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 #19784] flag_alt vs. load_sprite()
Follow-up Comment #5, bug #19784 (project freeciv): It's not long since I last tested _alt sprites intentionally, and I think that they are actually used on purpose on some ruleset/tileset combos I use. Was the problem here that .spec file (=tag) existed, but actual gfx did not. I think error is correct behavior in such a case where tileset is clearly broken, and not just meant to fallback to alt gfx. Also, shouldn't allow_fail to be bool? ___ Reply to this item at: http://gna.org/bugs/?19784 ___ 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 #3335] Remove old Road Railroad from main specials list
URL: http://gna.org/patch/?3335 Summary: Remove old Road Railroad from main specials list Project: Freeciv Submitted by: cazfi Submitted on: Thu 21 Jun 2012 01:19:24 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: Stop recerving bits for Road Railroad in all special vectors. Like I did for Fortress Airbase before, this patch makes S_ROAD and S_RAILROAD as special values outside legal special range (bigger than S_LAST) and they are known as S_OLD_ROAD and S_OLD_RAILROAD. No code uses them except old savegame loading compatibility code. ___ File Attachments: --- Date: Thu 21 Jun 2012 01:19:24 AM EEST Name: RoadOldSpe.diff Size: 23kB By: cazfi http://gna.org/patch/download.php?file_id=15857 ___ Reply to this item at: http://gna.org/patch/?3335 ___ 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
Update of patch # (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ 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 #3336] dai_uclass_move_type()
URL: http://gna.org/patch/?3336 Summary: dai_uclass_move_type() Project: Freeciv Submitted by: cazfi Submitted on: Thu 21 Jun 2012 02:02:00 AM EEST Category: ai 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: We're slowly getting rid of unit move_type concept in common code. At the same time that concept is quite fundamental part of classic AI. Instead of getting completely rid of the concept, next goal is to make it internal to classic ai. This patch introduces dai_uclass_move_type() function that classic ai uses to get unit move type instead of accessing generic unit class structure directly. ___ File Attachments: --- Date: Thu 21 Jun 2012 02:02:00 AM EEST Name: DaiUclassMoveType.diff Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=15858 ___ Reply to this item at: http://gna.org/patch/?3336 ___ 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)
Follow-up Comment #1, bug #18476 (project freeciv): It occurred to me that someone may consider this a scenario format change (new kinds of scenarios allowed) and thus not something we should do after datafile format freeze. I myself consider this a bugfix fixing kinds of scenarios that were supposed to be working already. Any objections? ___ 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