[Freeciv-Dev] [bug #21767] server crash while testing s2_5 alpha
Update of bug #21767 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21767 ___ 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 #21766] Spy action button label text isn't translator friendly
Update of bug #21766 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21766 ___ 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 #4587] AI: Check that a spy action isn't impossible because of action enablers
Update of patch #4587 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4587 ___ 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 #21779] GTK2 client disconnects when starting game on 1870 x 720 Earth map with reveal map on game start on.
URL: http://gna.org/bugs/?21779 Summary: GTK2 client disconnects when starting game on 1870 x 720 Earth map with reveal map on game start on. Project: Freeciv Submitted by: johnsmith Submitted on: Mon 10 Mar 2014 02:09:24 PM UTC Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.4.1 Discussion Lock: Any Operating System: None Planned Release: ___ Details: The map is from the GM1530 Scenarios modpack from freeciv-modpack. I can start a game with reveal map set to off (haven't played it yet though, so it may crash later). The server output on game start is: Lost connection: user from localhost (client disconnected) (player Gwenllian ferch Gruffudd). The client's output is: 1: Lost connection to server: server disconnected. 2: Backtrace: 2: 0: /usr/local/lib/libfreeciv.so.0(+0x10069d) [0x7fef7456169d] 2: 1: /usr/local/lib/libfreeciv.so.0(vdo_log+0x8b) [0x7fef745683eb] 2: 2: /usr/local/lib/libfreeciv.so.0(do_log+0x7d) [0x7fef7456849d] 2: 3: freeciv-gtk2() [0x473d4d] 2: 4: freeciv-gtk2(input_from_server+0x12a) [0x4745da] 2: 5: freeciv-gtk2() [0x443b10] 2: 6: /lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_context_dispatch+0x135) [0x7fef71e05355] 2: 7: /lib/x86_64-linux-gnu/libglib-2.0.so.0(+0x4a688) [0x7fef71e05688] 2: 8: /lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_loop_run+0x72) [0x7fef71e05a82] 2: 9: /usr/lib/x86_64-linux-gnu/libgtk-x11-2.0.so.0(gtk_main+0xa7) [0x7fef73cdc797] 2:10: freeciv-gtk2(ui_main+0x53f) [0x446b9f] 2:11: freeciv-gtk2(client_main+0x347) [0x46e1a7] 2:12: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xfd) [0x7fef715c9ead] 2:13: freeciv-gtk2() [0x443801] The freeciv-sdl client doesn't crash on start, but is unplayable because the mini-map takes up the entire screen. ___ Reply to this item at: http://gna.org/bugs/?21779 ___ 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 #4562] Soundtrack 0.1
Follow-up Comment #7, patch #4562 (project freeciv): I updated to the last code and installed the modpack but now when I press Load Game the server seems to crash (the client doesn't answer and the server process disappears in my list of processes ctrl-alt-supr). BTW, how can I uninstall modpacks to check if this is because of mqtx? PS. concerning the name of the modpack: mqtx musicset instead of mqtx would probably help users understand better what this is about. Thanks! ___ Reply to this item at: http://gna.org/patch/?4562 ___ 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 #21774] Pathfinding crash with 2.4.2-gtk2 Windows client
Follow-up Comment #3, bug #21774 (project freeciv): OP here. Savegame attached (by the looks of file timestamp should be an autosave just before I managed to crash it). Some answers: - I used keyboard G + mouse click to move (usually just one tile at a time) - No waypoints usef - Not sure, AFAIK no I did find a enemy unit that I tried/considered, not sure, to attack but did not have enough movement. After which FreeCiv automatically moved on to another unit but I recall seeing a path to the Caravel on map for the that newly selected unit. Just then it crashed on me. Looks that I have also a crash dump of this at /AppData/Local/CrashDumps, let me know if you want that as well. (file #20294) ___ Additional Item Attachment: File name: freeciv-T0368-Y01943-auto.sav.bz2 Size:60 KB ___ Reply to this item at: http://gna.org/bugs/?21774 ___ 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 #21779] GTK2 client disconnects when starting game on 1870 x 720 Earth map with reveal map on game start on.
Follow-up Comment #1, bug #21779 (project freeciv): Try upgrading to 2.4.2. It has fixes for a cause of this specific symptom (see for instance bug #18532). --jtn ___ Reply to this item at: http://gna.org/bugs/?21779 ___ 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 #4562] Soundtrack 0.1
Follow-up Comment #8, patch #4562 (project freeciv): just adding that when I run the server alone I get this error: 1: data/classic/script.lua: could not load ruleset script. ___ Reply to this item at: http://gna.org/patch/?4562 ___ 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 #21780] Can not load script.lua
URL: http://gna.org/bugs/?21780 Summary: Can not load script.lua Project: Freeciv Submitted by: cazfi Submitted on: Tue 11 Mar 2014 12:09:18 AM EET Category: None 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: From patch #4562: when I run the server alone I get this error: 1: data/classic/script.lua: could not load ruleset script. That is with Windows installer build. Patch #4452 is likely cause as a recent (less than 48 hours) commit changing the script.lua loading. ___ Reply to this item at: http://gna.org/bugs/?21780 ___ 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 #4562] Soundtrack 0.1
Follow-up Comment #9, patch #4562 (project freeciv): Raised the startup problems as bug #21780 Where does it not make it clear that mqtx is an musicset? Modpack installer has type column showing Musicset, the file name is mqtx.musicset. ___ Reply to this item at: http://gna.org/patch/?4562 ___ 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 #21781] When socket() for announcement socket fails, socket setup continues
URL: http://gna.org/bugs/?21781 Summary: When socket() for announcement socket fails, socket setup continues Project: Freeciv Submitted by: cazfi Submitted on: Tue 11 Mar 2014 12:49:53 AM EET Category: general Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.4.3, 2.5.0, 2.6.0 ___ Details: Noticed in environment lacking IPv6, and me requesting IPv6 announcements: After socket() to create announcement socket fails, it continues as if the error value is valid socket id, causing more errors. Fix attached ___ File Attachments: --- Date: Tue 11 Mar 2014 12:49:53 AM EET Name: AnnounceSocketAbort.patch Size: 632B By: cazfi http://gna.org/bugs/download.php?file_id=20296 ___ Reply to this item at: http://gna.org/bugs/?21781 ___ 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 #21782] is_my_zoc() HasZoc
URL: http://gna.org/bugs/?21782 Summary: is_my_zoc() HasZoc Project: Freeciv Submitted by: cazfi Submitted on: Tue 11 Mar 2014 01:09:52 AM EET Category: None 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: 2.6.0 ___ Details: is_my_zoc() considers all enemy units to have ZOC. It should check HasZoc. ___ Reply to this item at: http://gna.org/bugs/?21782 ___ 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 #21782] is_my_zoc() HasNoZoc
Update of bug #21782 (project freeciv): Summary:is_my_zoc() HasZoc = is_my_zoc() HasNoZoc ___ Follow-up Comment #1: Actually it checks *first* unit in tile. Whether other units in tile have zoc or not does not matter. ___ Reply to this item at: http://gna.org/bugs/?21782 ___ 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 #21782] is_my_zoc() HasNoZoc
Follow-up Comment #2, bug #21782 (project freeciv): Also: check is reversed. When enemy controls the tile, it returns that we can control the tile. From function header: Here is_my_zoc means essentially a square which is *not* adjacent to an enemy unit (that has a ZOC) on a land tile. ___ Reply to this item at: http://gna.org/bugs/?21782 ___ 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 #21782] is_my_zoc() HasNoZoc
Follow-up Comment #3, bug #21782 (project freeciv): Also: check is reversed. Forget that. It's simply double negative (flag being hasNOzoc) ___ Reply to this item at: http://gna.org/bugs/?21782 ___ 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 #4597] NoZoc terrain flag
URL: http://gna.org/patch/?4597 Summary: NoZoc terrain flag Project: Freeciv Submitted by: cazfi Submitted on: Tue 11 Mar 2014 01:35:19 AM EET Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: Replace hardcoded rule that land terrains have zoc effects active (for units that have zoc rules active) and oceanic terrains have not, with terrain flag NoZoc ___ File Attachments: --- Date: Tue 11 Mar 2014 01:35:19 AM EET Name: TerrainZoc.patch Size: 14kB By: cazfi http://gna.org/patch/download.php?file_id=20297 ___ Reply to this item at: http://gna.org/patch/?4597 ___ 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 #21782] is_my_zoc() HasNoZoc
Update of bug #21782 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #4: Fix (file #20298) ___ Additional Item Attachment: File name: HasNoZocFix.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?21782 ___ 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 #4562] Soundtrack 0.1
Follow-up Comment #10, patch #4562 (project freeciv): OK, sorry, I missed the type column. ___ Reply to this item at: http://gna.org/patch/?4562 ___ 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 #4575] Rename music_start as music_menu
Update of patch #4575 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4575 ___ 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 #4590] gui_flush() implementation
Update of patch #4590 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4590 ___ 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 #4598] Use luascript_do_file() when possible
URL: http://gna.org/patch/?4598 Summary: Use luascript_do_file() when possible Project: Freeciv Submitted by: cazfi Submitted on: Tue 11 Mar 2014 03:30:05 AM EET Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: If script_server_do_file() gets passed NULL buffer, avoid using temporary buffer with luascript_do_string() by calling luascript_do_file() instead. This was inspired by bug #21780, but is not complete fix for it - even if this helps in the case where buffer is NULL, case where buffer is not NULL remains the same. ___ File Attachments: --- Date: Tue 11 Mar 2014 03:30:05 AM EET Name: LuaDoFilePrefered.patch Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=20299 ___ Reply to this item at: http://gna.org/patch/?4598 ___ 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 #21777] adv_could_be_my_zoc() assert failure
Update of bug #21777 (project freeciv): Category:None = ai Status:None = Ready For Test Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #2: Attached patch removes the assert. Any unit class can have ZOC flag, though obviously it's not much use for those units that are restricted to terrains where zoc does not apply. In stable branches oceanic terrains are safe from zoc rules, so this patch mainly fixes those units that can move on both land and ocean (as land-only moving units were already working): amphibious and flying units. (file #20300) ___ Additional Item Attachment: File name: ZocAssert.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?21777 ___ 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 #4560] Change order of Worker and Migrant in civ2civ3
Follow-up Comment #4, patch #4560 (project freeciv): I agree it is better that AI prefer worker over migrants. I placed workers before migrants in this version because I noticed that the first one is choosen to appear at the start of the game (w unit), and I'd prefer if they were workers instead of migrants, but not really important. ___ Reply to this item at: http://gna.org/patch/?4560 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4597] NoZoc terrain flag
Follow-up Comment #1, patch #4597 (project freeciv): I like this one. I always wanted to test naval battles with ZoC enabled. ___ Reply to this item at: http://gna.org/patch/?4597 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev