[Freeciv-Dev] [patch #1341] Replace Improvement replaced_by with a requirements vector
Update of patch #1341 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1341 ___ 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 #22245] Assert 'state1-turns_left == state2-turns_left' failed
Follow-up Comment #3, bug #22245 (project freeciv): Theory confirmed. ___ Reply to this item at: http://gna.org/bugs/?22245 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] 2.5 release notes (first draft)
Marko Lindqvist writes: Disasters are mentioned only as ruleset modding feature, disasters enabled for supplied rulesets are not. Especially civ1 compatible (though the disaster occurrence mechanism is not completely civ1 compatible) disasters should be there. Disasters are mentioned in the for players section, as the second thing after the bridge building change (although it doesn't call out civ1 compatibility specifically): | Changes affecting players (supplied rulesets) [...] | Rules changes affecting all or most rulesets: [...] | * (not civ2/multiplayer) Cities suffer random disasters such as |population loss and building loss. A new server setting 'disasters' |controls their frequency, or disables them entirely. (Did civ2 really not have disasters?) I've been puzzling a bit over how to make disasters visible in the in-game help. I don't think such an abstract concept deserves it's own help section. I suppose we don't mention barbarians either. Perhaps a few words in the introductory parts of the help of the form unpredictable bad things can happen, make your civ robust against them (or if you don't like them then here are the options to turn them off). ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4826] player_invention_XXX() = research_invention_XXX()
Update of patch #4826 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4826 ___ 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 #4789] allow_holes settings for tech loss
Follow-up Comment #1, patch #4789 (project freeciv): Rebase after patch #4826. (file #21213) ___ Additional Item Attachment: File name: trunk-tech-loss-holes-bis.patch Size:15 KB ___ Reply to this item at: http://gna.org/patch/?4789 ___ 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 #4833] Make comment about AI love level names TRANS: -one
Follow-up Comment #2, patch #4833 (project freeciv): This TRANS comment is too far from its Q_() to make it into freeciv.pot, unfortunately. (It needs to be on the immediately preceding line.) ___ Reply to this item at: http://gna.org/patch/?4833 ___ 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 #4734] Support versioning of custom rulesets
Follow-up Comment #5, patch #4734 (project freeciv): The comment There's no separate versioning ... needs the usual backtick dodge: data/civ1/game.ruleset:20: warning: unterminated character constant data/civ2/game.ruleset:20: warning: unterminated character constant data/classic/game.ruleset:20: warning: unterminated character constant data/experimental/game.ruleset:23: warning: unterminated character constant data/civ2civ3/game.ruleset:20: warning: unterminated character constant data/alien/game.ruleset:11: warning: unterminated character constant data/multiplayer/game.ruleset:20: warning: unterminated character constant ___ Reply to this item at: http://gna.org/patch/?4734 ___ 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 #3419] Nationality of citizens visible to all players?
Follow-up Comment #1, patch #3419 (project freeciv): To confirm, by make this information public, you mean have it depend on known+seen (or known alone without fog of war), in the same manner as the size of foreign cities? ___ Reply to this item at: http://gna.org/patch/?3419 ___ 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 #3481] en_US locale (to restore diacritics etc)
Follow-up Comment #3, patch #3481 (project freeciv): Is there anyone active currently who remains opposed to this? There aren't that many strings to translate to en_US, so it seems relatively simple to do. ___ Reply to this item at: http://gna.org/patch/?3481 ___ 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 #4043] Spawning server with incompatible tileset
Follow-up Comment #1, patch #4043 (project freeciv): Perhaps tilesets should have some compatibility string, and rulesets have an indicator of which tileset they prefer. In the event of an incompatible tileset (checked by compat string, rather than expensive confirmation that all sprite tags can be found), the client checks all the tilesets in the available directories, and loads a compatible one. Unfortunately, because the server always starts with the default ruleset (currently classic), this might make it irritating to test alternate tilesets for rulesets incompatible with the default tileset, as the requested tileset would be lost on server start, and the client would then choose the first available compatible tileset with the newly selected ruleset (which then requires the user to change tilesets in the client to the selected one). ___ Reply to this item at: http://gna.org/patch/?4043 ___ 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 #4532] CityTile requirement type Worked
Follow-up Comment #1, patch #4532 (project freeciv): What sort of thing would this be intended to enable? As mentioned in patch #4216, much of autosettler code would break if tile improvement benefits gained a restriction that tile was currently worked. If considering improvement reqs (e.g., one can't build a Mint unless one has a worked tile with the Gold resource in the city), while these can be imposed at the time the player adds the improvement to the worklist and at the time construction is started, it wouldn't be checked any other time. A similar situation applies for the construction of extras (and would for units, did units use reqs). ___ Reply to this item at: http://gna.org/patch/?4532 ___ 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 #4857] Move tech_want data to default AI
Follow-up Comment #5, patch #4857 (project freeciv): - Updated against svn (file #21214) ___ Additional Item Attachment: File name: AiTechWant-3.patch.bz2 Size:7 KB ___ Reply to this item at: http://gna.org/patch/?4857 ___ 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 #22252] Giving techonologies in editor does not work
URL: http://gna.org/bugs/?22252 Summary: Giving techonologies in editor does not work Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Jun 2014 11:00:50 PM EEST 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: Current TRUNK. Adding technologies to myself (other player's have always been behaving badly as I'm not allowed to know what they have - what I've given them) and clicking Apply does nothing - even tech count remains red indicating that changes are still not in the server. ___ Reply to this item at: http://gna.org/bugs/?22252 ___ 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 #22253] Redundant buildings not buildable
URL: http://gna.org/bugs/?22253 Summary: Redundant buildings not buildable Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Jun 2014 11:10:14 PM EEST 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: When having Nuclear Plant in the city, Power Plant is not listed as possible build target at all, except with Show Future Targets (in which case it's listed as redundant). It's not possible to prepare for the eventual loss/obsolescense of a wonder making buildings redundant *at the moment*. ___ Reply to this item at: http://gna.org/bugs/?22253 ___ 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 #22253] Redundant buildings not buildable
Follow-up Comment #1, bug #22253 (project freeciv): Sorry, the city was lacking Factory that's requirement for Power Plant. Though now that I added that, it doesn't appear as redundant. ___ Reply to this item at: http://gna.org/bugs/?22253 ___ 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 #22253] Redundant buildings not buildable
Update of bug #22253 (project freeciv): Status:None = Invalid Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22253 ___ 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 #4879] Mark redundant buildings in sdl-client
URL: http://gna.org/patch/?4879 Summary: Mark redundant buildings in sdl-client Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Jun 2014 11:35:44 PM EEST Category: client-sdl 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, 2.6.0 ___ Details: Strikethrough names of redundant improvements in sdl(2)-client worklist view. Note that this cannot be backported to S2_4 as SDL_ttf sources there do not support strikethrough. ___ File Attachments: --- Date: Mon 30 Jun 2014 11:35:44 PM EEST Name: SdlRedundant.patch.bz2 Size: 6kB By: cazfi http://gna.org/patch/download.php?file_id=21215 --- Date: Mon 30 Jun 2014 11:35:44 PM EEST Name: SdlRedundant-S2_5.patch Size: 861B By: cazfi http://gna.org/patch/download.php?file_id=21216 ___ Reply to this item at: http://gna.org/patch/?4879 ___ 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 #22079] AI settler doesn't consider base defense bonus when picking city spot
Update of bug #22079 (project freeciv): Status:None = Works For Me Assigned to:None = persia Planned Release: = 2.5.0, 2.6.0 ___ Follow-up Comment #1: I believe the attached patches solve the problem: adding bases and considering the effects of RF_ALWAYS_ON_CITY_CENTER and RF_AUTO_ON_CITY_CENTER for 2.5, and the same consolidated logic for extras for 2.6. Autogames with these patches applied complete, but I'm not really sure how to validate if this does the right thing (and don't believe the autogames really exercise much, as I'm not running against a ruleset that would have a lot of this, and the AI doesn't build this kind of base for these rulesets anyway). Also, I'm not confident of my use of virtual tiles and virtual cities here: from reading the code, I *think* this does the right thing, but I'd appreciate if someone else could review my patches and confirm this (and don't plan to apply this until that happens, such is my uncertainty). Note that I don't know if this *should* be solved, only suggest that the attached patches would solve it: if someone thinks we oughtn't do this, I'm happy to see them discarded. (file #21217, file #21218) ___ Additional Item Attachment: File name: consider-base-defense-bonus-when-founding-city.patch Size:7 KB File name: consider-extras-defense-bonus-when-founding-city.patch Size:5 KB ___ Reply to this item at: http://gna.org/bugs/?22079 ___ 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 #4850] Updated bootstrap files from gettext-0.19.1
Update of patch #4850 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4850 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Update of bug #22204 (project freeciv): Status: In Progress = Ready For Test Assigned to:sveinung = cazfi ___ Follow-up Comment #4: Stealing and adding a patch that allows me to build. We already use AC_CANONICAL_HOST to determine host system (not build system, but host system even if cross-compiled). Use that information. There's no guarantee that Debian co multilib directories will always be found the way defined here, but at least this doesn't break anything and works for me (and I assume, most people): /usr/include/${host_cpu}-${host_os}/qt5. (file #21219) ___ Additional Item Attachment: File name: HostCpuOs.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Follow-up Comment #5, bug #22204 (project freeciv): HostCpuOs.patch works for me in an environment without multiarch Qt5, so no regression here. I notice this listed only for 2.5/2.6: would the same fix not also benefit 2.4? ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Update of bug #22204 (project freeciv): Status: Ready For Test = In Progress Assigned to: cazfi = sveinung ___ Follow-up Comment #6: New version. Will use GCC to get the multiarch tuple if that is the compiler in use. If GCC isn't in use the multiarch locations won't be searched. The Qt will then have to be added manually. _then the right substitution is the target triplet_ Are you sure? Is https://wiki.debian.org/Multiarch/Tuples wrong or did read it wrong? _Earlier proposals for multiarch did use GNU triplets as the components of the library path. Proof-of-concept implementations ran into two distinct cases where GNU triplets could not be used effectively in a cross-distribution manner_ _I'm also not convinced the current patch will work if the libraries are also multiarch-enabled (this should require the same class of change for the POTENTIAL_PATHS entry that starts with /usr/lib/qt5)._ Fixed. (It worked before. The libraries were found before any locations were searched) (file #21220) ___ Additional Item Attachment: File name: 0001-Also-search-multiarch-folders-when-looking-for-Qt-5-.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Update of bug #22204 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #7: Seems like we had a collision. _We already use AC_CANONICAL_HOST to determine host system (not build system, but host system even if cross-compiled)._ New version gets the correct multiarch tuple from GCC when GCC is used. Falls back to Cazfi's solution when not. Is this OK? (file #21221) ___ Additional Item Attachment: File name: 0001-Also-search-multiarch-folders-when-looking-for-Qt-5-.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Follow-up Comment #8, bug #22204 (project freeciv): Cover all possibilities in merged patch. (file #21222) ___ Additional Item Attachment: File name: 0001-Also-search-multiarch-folders-when-looking-for-Qt-5-.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #4880] Update dependencies/m4
URL: http://gna.org/patch/?4880 Summary: Update dependencies/m4 Project: Freeciv Submitted by: cazfi Submitted on: Tue 01 Jul 2014 02:16:41 AM EEST Category: bootstrap 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: Update dependencies/m4 -files to newer upstream files mkstemp.m4: serial 23 stdlib_h.m4: serial 42 ___ File Attachments: --- Date: Tue 01 Jul 2014 02:16:41 AM EEST Name: DependencyM4Up.patch Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=21223 ___ Reply to this item at: http://gna.org/patch/?4880 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Follow-up Comment #9, bug #22204 (project freeciv): Indeed, my information was out of date: thank you for the updated reference. I can confirm that the patch in file #21222 also builds in my environment, so also no regressions (for either S2_5 or trunk). I remain curious about 2.4: as of libqt4-dev 4:4.8.6+dfsg-2, it seems that the headers are still in /usr/include/qt4 (although moc is in /usr/lib/$MULTIARCH_TRIPLET/qt4/bin/moc): is this expected to remain the case for the length of 2.4 support, or do we not really care about building the Qt client in 2.4 (where it's not very functional)? Minor nit: the comments have multiarch_tuble rather than multiarch_tuple. ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #22252] Giving techonologies in editor does not work
Follow-up Comment #1, bug #22252 (project freeciv): even tech count remains red indicating that changes are still not in the server. I found that the server was nonetheless updated. ...but sometimes not every tech I requested was applied, maybe, I think? ___ Reply to this item at: http://gna.org/bugs/?22252 ___ 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 #4881] FC_LIBCHARSET
URL: http://gna.org/patch/?4881 Summary: FC_LIBCHARSET Project: Freeciv Submitted by: cazfi Submitted on: Tue 01 Jul 2014 02:40:26 AM EEST Category: bootstrap 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: Googling AM_LIBCHARSET gets only freeciv related hits. Apparently it's our own macro despite using automake namespace. Rename it to our own namespace as FC_LIBCHARSET ___ File Attachments: --- Date: Tue 01 Jul 2014 02:40:26 AM EEST Name: FcLibcharset.patch Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=21224 ___ Reply to this item at: http://gna.org/patch/?4881 ___ 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 #3405] Help: update for generalised roads, bases, etc
Follow-up Comment #4, patch #3405 (project freeciv): Patch #4521 will take away some text describing roads. It should probably come back under this ticket. ___ Reply to this item at: http://gna.org/patch/?3405 ___ 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 #4882] check_macros.sh to check .cpp files
URL: http://gna.org/patch/?4882 Summary: check_macros.sh to check .cpp files Project: Freeciv Submitted by: cazfi Submitted on: Tue 01 Jul 2014 02:55:04 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, 2.6.0 ___ Details: Add .cpp files to the list of files to check in check_macros.sh ___ File Attachments: --- Date: Tue 01 Jul 2014 02:55:04 AM EEST Name: CheckMacrosCpp.patch Size: 466B By: cazfi http://gna.org/patch/download.php?file_id=21225 ___ Reply to this item at: http://gna.org/patch/?4882 ___ 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 #4883] players_iterate() optimize
URL: http://gna.org/patch/?4883 Summary: players_iterate() optimize Project: Freeciv Submitted by: cazfi Submitted on: Tue 01 Jul 2014 03:36:15 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: 2.4.3, 2.5.0, 2.6.0 ___ Details: Call to player_slot_is_used() every round of players_iterate() is just unnecessary overhead (function call). It would just check (every round!) that system is already initialized and then check that player for the slot is not NULL. player_slots_iterate() already checked (once) that system is initialized and we can very well check if the player returned by final player_slot_get_player() is NULL. Patch to remove player_slot_is_used() call from players_iterate() attached. ___ File Attachments: --- Date: Tue 01 Jul 2014 03:36:15 AM EEST Name: PlayersIterateOptimize.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=21226 ___ Reply to this item at: http://gna.org/patch/?4883 ___ 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 #4884] Loading of simple xml-file
URL: http://gna.org/patch/?4884 Summary: Loading of simple xml-file Project: Freeciv Submitted by: cazfi Submitted on: Tue 01 Jul 2014 04:53:39 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: 2.6.0 ___ Details: Add registry_xml.[ch]. It can load section files from very simple format xml-files. Tested with xml-based authentication configuration file. That's the only freeciv file simple enough to be converted to current xml-format. ___ File Attachments: --- Date: Tue 01 Jul 2014 04:53:39 AM EEST Name: XmlfileLoad.patch Size: 6kB By: cazfi http://gna.org/patch/download.php?file_id=21227 ___ Reply to this item at: http://gna.org/patch/?4884 ___ 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 #22252] Giving techonologies in editor does not work
Follow-up Comment #2, bug #22252 (project freeciv): On r25335, I can add some advances, and not others. Sometimes when adding an advance, the interface stays red (and shows it not to have been done), but closing the client and reopening it, or connecting as a global observer in another client, and using the editor shows the technology to have become learned. I believe the restrictions on which I can add are related to root_req and tech holes concerns. I tried again, stepping backwards over some likely looking commits. At r25288, I was able to add arbitrary technologies, but still with the interface issues, and the need to disconnect and reconnect for the editor to see that the technology was learned (but I could grant Advanced Flight to an ignorant civilisation). At r25201, everything appears to work fine. Testing again with r25202 leads me to suspect patch #4769 as that which introduced the interface issues. ___ Reply to this item at: http://gna.org/bugs/?22252 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Follow-up Comment #10, bug #22204 (project freeciv): Thanks for testing and for confirming that I didn't misunderstood the reference. If requested I could do a version for 2.4 too. _Minor nit: the comments have multiarch_tuble rather than multiarch_tuple._ Fixed. (file #21228) ___ Additional Item Attachment: File name: 0001-Also-search-multiarch-folders-when-looking-for-Qt-5-.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?22204 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev