[Freeciv-Dev] [bug #20551] failed to compile luasql
Follow-up Comment #2, bug #20551 (project freeciv): Compiled luasql from git ( https://github.com/keplerproject/luasql ). fcser throws an error ~/soft/freeciv/trunk/server/.libs/lt-freeciv-server: symbol lookup error: ~/soft/freeciv/trunk/server/.libs/libfreeciv-srv.so.0: undefined symbol: rl_attempted_completion_function whether I build with readline support or not. Is that a separate bug? ___ Reply to this item at: http://gna.org/bugs/?20551 ___ 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 #19859] Server fails to find rl_attempted_completion_function
Follow-up Comment #10, bug #19859 (project freeciv): Does anyone else get this bug? Is it Ubuntu (maybe, Debian) specific? ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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] From Friend
25.11.2012 10:25, raahul_da_...@yahoo.com пишет: Hey!!! Ann sends you her kindest regards! http://ascape35.free.fr/neron.html ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev Somebody kill it, pls. -- Just because you're paranoid, doesn't mean they're not out to get you. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19859] Server fails to find rl_attempted_completion_function
Follow-up Comment #7, bug #19859 (project freeciv): OK, rebuilt with default ./configure options, server works now. Gonna investigate what exact option caused linking problems. ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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 #19859] Server fails to find rl_attempted_completion_function
Follow-up Comment #8, bug #19859 (project freeciv): I've found it: --enable-aimodules=yes --enable-shared=yes options cause the error. ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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 #19859] Server fails to find rl_attempted_completion_function
Follow-up Comment #6, bug #19859 (project freeciv): Also, I currently have 2 versions of readline: 5.2 and 6.2, headers are installed only for 6.2. ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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 #19859] Server don't work
URL: http://gna.org/bugs/?19859 Summary: Server don't work Project: Freeciv Submitted by: heilkitty Submitted on: Срд 27 Июн 2012 15:53:46 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk, r21368 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: When trying to launch server (via ser script) the following error occures: ~/soft/freeciv/trunk/server/.libs/lt-freeciv-server: symbol lookup error: ~/soft/freeciv/trunk/server/.libs/libfreeciv-srv.so.0: undefined symbol: rl_attempted_completion_function OS Ubuntu 12.04. PS There's no server category on gna. ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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 #19859] Server fails to find rl_attempted_completion_function
Follow-up Comment #2, bug #19859 (project freeciv): You report this against TRUNK, but then say that you are using ser. I assume you meant that you are using fcser. It was a leftover from when trunk was 2.4 or 2.3 (I don't remember). ldd ~/soft/freeciv/trunk/server/.libs/libfreeciv-src.so.0 $ ldd ~/soft/freeciv/trunk/server/.libs/libfreeciv-srv.so.0 linux-gate.so.1 = (0x00734000) libm.so.6 = /lib/i386-linux-gnu/libm.so.6 (0x005d4000) libpthread.so.0 = /lib/i386-linux-gnu/libpthread.so.0 (0x00859000) libc.so.6 = /lib/i386-linux-gnu/libc.so.6 (0x00874000) /lib/ld-linux.so.2 (0x004b2000) $ ldd ~/soft/freeciv/trunk/server/.libs/libfreeciv-srv.so.0.0.0 linux-gate.so.1 = (0x0020f000) libm.so.6 = /lib/i386-linux-gnu/libm.so.6 (0x0011) libpthread.so.0 = /lib/i386-linux-gnu/libpthread.so.0 (0x0046) libc.so.6 = /lib/i386-linux-gnu/libc.so.6 (0x0047b000) /lib/ld-linux.so.2 (0x00b56000) ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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 #19859] Server fails to find rl_attempted_completion_function
Follow-up Comment #5, bug #19859 (project freeciv): $ ldd ~/soft/freeciv/trunk/server/.libs/freeciv-server linux-gate.so.1 = (0x0024d000) libfreeciv-srv.so.0 = not found libfreeciv.so.0 = not found liblua5.1.so.0 = /usr/lib/i386-linux-gnu/liblua5.1.so.0 (0x00998000) libsqlite3.so.0 = /usr/lib/i386-linux-gnu/libsqlite3.so.0 (0x00e1f000) libc.so.6 = /lib/i386-linux-gnu/libc.so.6 (0x0042b000) libm.so.6 = /lib/i386-linux-gnu/libm.so.6 (0x00f89000) libdl.so.2 = /lib/i386-linux-gnu/libdl.so.2 (0x0011) libpthread.so.0 = /lib/i386-linux-gnu/libpthread.so.0 (0x00115000) /lib/ld-linux.so.2 (0x00941000) And I've rerun configure before posting this. ___ Reply to this item at: http://gna.org/bugs/?19859 ___ 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 #19631] trident tileset don't work with new roads
URL: http://gna.org/bugs/?19631 Summary: trident tileset don't work with new roads Project: Freeciv Submitted by: heilkitty Submitted on: Пнд 09 Апр 2012 13:25:11 Category: art Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r21139 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: Client returns: 2: Loading tileset trident. 1: in tileset_setup_road() [tilespec.c::2870]: assertion '((void *)0) != t-sprites.roads[id].odd[i]' failed. 1: Please report this message at http://gna.org/projects/freeciv/ 0: Sprite tag 'r.d_road_n1e0s0w0' and alternate 'r.d_-_n1e0s0w0' are both missing. ___ Reply to this item at: http://gna.org/bugs/?19631 ___ 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 #19631] trident tileset don't work with new roads
Follow-up Comment #2, bug #19631 (project freeciv): Works now. Thanks. PS Sorry for the wrong category, I thought it was a bug in tileset. ___ Reply to this item at: http://gna.org/bugs/?19631 ___ 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] What's Up With Bombardment?
It's not like Civ III bombardment, thought. Unit can bombard only tiles next to it. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #18761] Is_earth is a flat_earth
30.09.2011 15:40, J. M. Gorbach wrote: but it isn't ''horizontal spherical''. Nothing error message. I don't know what is_earth is, try to set different topology. It should help. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #18404] Option to continue playing after game end
23.07.2011 12:05, anonymous wrote: It would be nice if there would be a server-side option to continue playing after the game ends, for example if a surviving player wants to completely develop a map or deal with remaining enemies after a spaceship arrives orX turns have elapsed. A similar option exists in the original Civilization II game. As for spaceship, there is such option already. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17767] Advisor code don't handle special resouces
URL: http://gna.org/bugs/?17767 Summary: Advisor code don't handle special resouces Project: Freeciv Submitted by: heilkitty Submitted on: Вск 20 Фев 2011 13:50:24 Category: ai Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3 r19372, trunk r19372 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: See attached savegame - 2 engineers don't work on wheat tile. Also they don't work on tile on which the city is (they should transform it to grassland). ___ File Attachments: --- Date: Вск 20 Фев 2011 13:50:24 Name: wtf.sav.gz Size: 32kB By: heilkitty http://gna.org/bugs/download.php?file_id=12496 ___ Reply to this item at: http://gna.org/bugs/?17767 ___ 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 #17740] migration disbands city
Follow-up Comment #11, bug #17740 (project freeciv): Maybe pollution? ___ Reply to this item at: http://gna.org/bugs/?17740 ___ 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 #17564] Negative endturn
Follow-up Comment #1, bug #17564 (project freeciv): It's not a bug, it's a feature. (C) Negative endturn means neverending game, I guess. ___ Reply to this item at: http://gna.org/bugs/?17564 ___ 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] [bug #17522] Fortifying a unit on a disputed square does not gain the production of that square
18.01.2011 5:04, anonymous wrote: Details: If you fortify a land unit (or sentry a naval unit) on a square you ought to gain the output from that square. Do you play with or without borders? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1908] Etruscan nation
Follow-up Comment #1, patch #1908 (project freeciv): AFAIR, you've already made a nice one: http://forum.freeciv.org/viewtopic.php?t=6092 ___ Reply to this item at: http://gna.org/patch/?1908 ___ 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 #1850] Server setting to control if unreachable unit protects reachable ones
Follow-up Comment #7, patch #1850 (project freeciv): is_stack_vulnerable() checks for base (see common/combat.c). ___ Reply to this item at: http://gna.org/patch/?1850 ___ 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 #1850] Server setting to control if unreachable unit protects reachable ones
Follow-up Comment #9, patch #1850 (project freeciv): Does is_unit_reachable_by_unit() check for native base? (file #9862) ___ Additional Item Attachment: File name: omg.sav.gz Size:268 KB ___ Reply to this item at: http://gna.org/patch/?1850 ___ 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 #16441] silently switching to default ruleset when loading scenario with custom ruleset
Follow-up Comment #3, bug #16441 (project freeciv): I've checked this both for trunk and 2.2 (sorry I've uploaded the wrong file), the patch for server works. If you load the scenario from client (start scenario game) it shows the default ruleset (see the attached screenshot for trunk), but actually custom ruleset is loaded. (file #9852) ___ Additional Item Attachment: File name: screen-Freeciv.png Size:60 KB ___ Reply to this item at: http://gna.org/bugs/?16441 ___ 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 #16441] silently switching to default ruleset when loading scenario with custom ruleset
Follow-up Comment #5, bug #16441 (project freeciv): This case also affects 2.1 (tested with fantasy nations ruleset): $ ./ser -f ~/.freeciv/scenarios/earthFN.sav -d 3 This is the server for Freeciv version 2.1.10+ You can learn a lot about Freeciv at http://www.freeciv.org/ 3: log started 2: Loading rulesets 3: Trying default/techs.ruleset. 3: Data path component (0): . 3: Data path component (1): data 3: HOME is /home/heilkitty BTW, what did you mean, when you wrote it's not a bug? I just don't understand why sometimes (e.g. in ancient Europe scenario from freeciv-contrib) it worked and sometimes didn't. ___ Reply to this item at: http://gna.org/bugs/?16441 ___ 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 #16441] silently switching to default ruleset when loading scenario with custom ruleset
Follow-up Comment #7, bug #16441 (project freeciv): This is not about that bug, and behaviour of 2.1 r17753 is the same as in comment #5. ___ Reply to this item at: http://gna.org/bugs/?16441 ___ 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 #1831] Unit related AI Interface cleanup
Follow-up Comment #3, patch #1831 (project freeciv): It produces a warning (when trying to compile w/ debugging support): make[3]: Entering directory `/home/heilkitty/soft/freeciv/trunk/server' CC unithand.lo cc1: warnings being treated as errors unithand.c: In function 'unit_move_handling': unithand.c:1348: error: implicit declaration of function 'can_unit_attack_all_at_tile' make[3]: *** [unithand.lo] Error 1 make[3]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/heilkitty/soft/freeciv/trunk' make: *** [all] Error 2 ___ Reply to this item at: http://gna.org/patch/?1831 ___ 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 #1831] Unit related AI Interface cleanup
Follow-up Comment #5, patch #1831 (project freeciv): Seems so, sorry for the false alarm. ___ Reply to this item at: http://gna.org/patch/?1831 ___ 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] Nation Grouping
On 14.08.2010 23:24, Daniel Markstedt wrote: One idea that I've had for some time is to redesign the UI so that you can filter nations based on several criteria at once, with a simple example being African AND Modern. Perhaps by making each group a checkbox rather than a tab. Maybe, allow searching the nation (e.g. you type chi, UI considers Chinese, Chilean, etc)? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones
On 15.08.2010 10:13, David Lowe wrote: On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour would be appropriate for players? It sounds good to me. About the patches: i assume that File #9809 is meant to be applied on top of File #9803, which is meant to be applied to, what, the 2.3.0 branch? Sent from my MacBookPro Press Ctrl-Alt-Del to continue. Yes. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones
Follow-up Comment #1, patch #1850 (project freeciv): Seems the patch just makes unreachable units reachable. When you kill reachable units, unreachable are killed too. See the attached savegame: try to kill Confederates' spy covered by AWACS (47:96) by Mongol unit or wait till AI kills it. AWACS would be dead too. (file #9806) ___ Additional Item Attachment: File name: omg.sav.gz Size:268 KB ___ Reply to this item at: http://gna.org/patch/?1850 ___ 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 #1850] Server setting to control if unreachable unit protects reachable ones
Follow-up Comment #3, patch #1850 (project freeciv): I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour would be appropriate for players? (file #9809) ___ Additional Item Attachment: File name: Stack.QnD.patchSize:0 KB ___ Reply to this item at: http://gna.org/patch/?1850 ___ 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 #16355] civ doesn't work with supplied scenarios
URL: http://gna.org/bugs/?16355 Summary: civ doesn't work with supplied scenarios Project: Freeciv Submitted by: heilkitty Submitted on: Среда 04.08.2010 at 05:13 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r17645 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Choose Start scenario game from menu, load some supplied scenario. The client will show only 1 detached human player without any AIs or possibility to proceed. That happens with any other scenarios (old, new, etc) even when you load scenario via server and connect to it. ___ Reply to this item at: http://gna.org/bugs/?16355 ___ 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 #16300] doesn't compile with --enable-debug
Follow-up Comment #3, bug #16300 (project freeciv): I use Ubuntu Karmic 32 bit. Is there a possibility that these casts can go wrong on 32 bit or 64 bit? Compilation of savegame2.c works OK with this patch, but I can't test if saving/loading the game is correct because of another warning in gtkitemfactory.h (that's not freeciv's problem, but it prevents me from compiling the whole source). Maybe there is a way to compile freeciv with debugging support without warnings being treated as errors? ___ Reply to this item at: http://gna.org/bugs/?16300 ___ 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 #16300] doesn't compile with --enable-debug
Follow-up Comment #5, bug #16300 (project freeciv): Thanks, it worked out. Saving/loading games works OK, as far as I have tested. ___ Reply to this item at: http://gna.org/bugs/?16300 ___ 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 #16300] doesn't compile with --enable-debug
URL: http://gna.org/bugs/?16300 Summary: doesn't compile with --enable-debug Project: Freeciv Submitted by: heilkitty Submitted on: Понедельник 26.07.2010 at 04:33 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r17607 Discussion Lock: Any Operating System: None Planned Release: ___ Details: I try to compile trunk with debugging support: ./configure --enable-debug and make fails on file with the following message: CC savegame2.lo cc1: warnings being treated as errors savegame2.c: In function 'sg_load_players_basic': savegame2.c:2814: error: format '%lu' expects type 'long unsigned int', but argument 7 has type 'size_t' savegame2.c:2814: error: format '%lu' expects type 'long unsigned int', but argument 8 has type 'size_t' savegame2.c: In function 'sg_load_player_main': savegame2.c:3291: error: format '%lu' expects type 'long unsigned int', but argument 8 has type 'size_t' savegame2.c:3291: error: format '%lu' expects type 'long unsigned int', but argument 9 has type 'size_t' savegame2.c: In function 'sg_load_player_city': savegame2.c:3757: error: format '%lu' expects type 'long unsigned int', but argument 8 has type 'size_t' savegame2.c:3757: error: format '%lu' expects type 'long unsigned int', but argument 9 has type 'size_t' savegame2.c: In function 'sg_load_player_vision_city': savegame2.c:4843: error: format '%lu' expects type 'long unsigned int', but argument 8 has type 'size_t' savegame2.c:4843: error: format '%lu' expects type 'long unsigned int', but argument 9 has type 'size_t' make[3]: *** [savegame2.lo] Error 1 make[3]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/heilkitty/soft/freeciv/trunk' make: *** [all] Error 2 ___ Reply to this item at: http://gna.org/bugs/?16300 ___ 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 #16277] units from Big Land class are not affected by barracks
URL: http://gna.org/bugs/?16277 Summary: units from Big Land class are not affected by barracks Project: Freeciv Submitted by: heilkitty Submitted on: Воскресенье 18.07.2010 at 12:50 Category: rulesets Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r17577 Discussion Lock: Any Operating System: None Planned Release: ___ Details: If this is a bug, not a feature, I'd like to write a patch. Do I have to add new effects, or I could somehow add this class to existing ones? ___ Reply to this item at: http://gna.org/bugs/?16277 ___ 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 #16277] units from Big Land class are not affected by barracks
Follow-up Comment #1, bug #16277 (project freeciv): Sorry, this is for experimental ruleset. ___ Reply to this item at: http://gna.org/bugs/?16277 ___ 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 #16277] units from Big Land class are not affected by barracks
Follow-up Comment #3, bug #16277 (project freeciv): Here is the patch. (file #9518) ___ Additional Item Attachment: File name: barracks.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16277 ___ 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 #16281] problem with modifying/changing terrain
URL: http://gna.org/bugs/?16281 Summary: problem with modifying/changing terrain Project: Freeciv Submitted by: heilkitty Submitted on: Воскресенье 18.07.2010 at 16:38 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r17577 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Once again Big Land unit class. If unit stands on some allowed terrain (e.g. plains) and the next turn it's modified into unallowed (e.g. forest) the server dies with the message similar to this: 1: get_defender bug: Cuban Musketeers vs Soviet Mech. Inf. (total 1 units) on Hills at (77,33). 1: get_defender bug: Cuban Ironclad vs Soviet Mech. Inf. (total 1 units) on Hills at (77,33). 1: get_defender bug: Cuban Knights vs Soviet Mech. Inf. (total 1 units) on Hills at (77,33). 1: get_defender bug: Cuban Musketeers vs Soviet Mech. Inf. (total 1 units) on Hills at (77,33). 1: last message repeated 2 times 1: last message repeated 2 times (total 4 repeats) 1: last message repeated 4 times (total 8 repeats) 1: in begin_phase() [srv_main.c::816]: last message repeated 1 time (total 9 repeats) 1: in begin_phase() [srv_main.c::816]: assertion 'punit-transported_by != -1' failed. 1: Please report this message at https://gna.org/projects/freeciv/ Segmentation fault You can repeat this bug by opening attached savegame, choosing Mech Inf at (77, 33), pillaging the road and proceeding to next turn. Maybe 2.2 is also affected. ___ File Attachments: --- Date: Воскресенье 18.07.2010 at 16:38 Name: bad_hill.sav.gz Size: 85kB By: heilkitty http://gna.org/bugs/download.php?file_id=9522 ___ Reply to this item at: http://gna.org/bugs/?16281 ___ 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 #16281] problem with modifying/changing terrain
Follow-up Comment #1, bug #16281 (project freeciv): Tested 2.2 with caz's demoset ruleset ( http://www.cazfi.net/freeciv/rulesets.html ). In similar case (pillaging road on the hill) there's no such bug. (file #9523) ___ Additional Item Attachment: File name: bad_hills_22.sav.gzSize:17 KB ___ Reply to this item at: http://gna.org/bugs/?16281 ___ 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 #16277] units from Big Land class are not affected by barracks
Follow-up Comment #5, bug #16277 (project freeciv): It works. Honestly. ___ Reply to this item at: http://gna.org/bugs/?16277 ___ 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 #1692] Scythian nation
Follow-up Comment #5, patch #1692 (project freeciv): I've vectorized that image. See the attachment. (file #9524) ___ Additional Item Attachment: File name: scythian.svg Size:25 KB ___ Reply to this item at: http://gna.org/patch/?1692 ___ 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 #16245] Every government is allowed at start
Follow-up Comment #4, bug #16245 (project freeciv): The patch definitely works. ___ Reply to this item at: http://gna.org/bugs/?16245 ___ 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 #16246] Can't change production in a city
URL: http://gna.org/bugs/?16246 Summary: Can't change production in a city Project: Freeciv Submitted by: heilkitty Submitted on: Суббота 10.07.2010 at 14:19 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r17568 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Subj. When I try to change production, it does nothing other than show message: handle_city_change() bad production_kind 7 (in case of unit) (and kind 3 in case of building/wonder) This bug also appeared before today. Savegame attached. ___ File Attachments: --- Date: Суббота 10.07.2010 at 14:19 Name: wtf.sav.gz Size: 35kB By: heilkitty http://gna.org/bugs/download.php?file_id=9473 ___ Reply to this item at: http://gna.org/bugs/?16246 ___ 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 #16246] Can't change production in a city
Follow-up Comment #2, bug #16246 (project freeciv): Works for me. ___ Reply to this item at: http://gna.org/bugs/?16246 ___ 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 #16245] Every government is allowed at start
Follow-up Comment #3, bug #16245 (project freeciv): As far as I can see, it works (and city style too). ___ Reply to this item at: http://gna.org/bugs/?16245 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev