Update of bug #16458 (project freeciv):
Assigned to:None = cazfi
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Follow-up Comment #1:
If this patch goes in, some users may want to configure
--disable-ipv6 until bug #15559 has a
Follow-up Comment #1, bug #16460 (project freeciv):
Maybe some ruleset data is not correctly transmitted to client. That would
explain why bonus is correctly applied in actual combat situation (server
side) but not when calculating probabilities (client side).
Update of patch #1860 (project freeciv):
Assigned to:None = cazfi
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URL:
http://gna.org/bugs/?16465
Summary: Cannot build two bases on one tile
Project: Freeciv
Submitted by: handuman
Submitted on: Tuesday 08/17/10 at 07:25
Category: general
Severity: 3 - Normal
Update of bug #16461 (project freeciv):
Category:None = general
Status:None = Ready For Test
Assigned to:None = pepeto
Planned Release:
URL:
http://gna.org/bugs/?16466
Summary: [RT#40085] Add maxconnectionsperhost option
Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 17.08.2010 à 07:47
Category: general
Severity: 2 - Minor
Update of bug #16466 (project freeciv):
Severity: 2 - Minor = 3 - Normal
Priority: 3 - Low = 5 - Normal
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Update of bug #16426 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #16437 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #16440 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
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Update of bug #16441 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
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Follow-up Comment #6, bug #16442 (project freeciv):
Sorry for that. Real fix for S2_2 attached.
(file #9882)
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Additional Item Attachment:
File name: S2_2_GreatLib2.diffSize:0 KB
URL:
http://gna.org/bugs/?16468
Summary: Leaving a game kicks everyone out and kills the
server
Project: Freeciv
Submitted by: handuman
Submitted on: Tuesday 08/17/10 at 08:34
Category: general
Severity:
Update of bug #16467 (project freeciv):
Status:None = Need Info
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Follow-up Comment #1:
I cannot reproduce. With all savegames, both players, pressing turn done or
not, are marked
Follow-up Comment #1, bug #16468 (project freeciv):
This is strange. I cannot reproduce neither. The lost connection messages are
also missing.
___
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Follow-up Comment #3, bug #16451 (project freeciv):
I'm sorry but I'm not coder. What is a NULL tile?
I was asking mostly to other developers. The NULL tile means there is a data
of type _tile_ at address 0 (invalid address). It used usually to indicate
_no tile_. But a unit which doesn't have
Follow-up Comment #2, bug #16467 (project freeciv):
As you might have noticed on my other report ( bug #16468 ), I've been
testing with 2.2.2.
Did you do exactly as I instructed? First start the game on the server, then
join as 'HanduMan'. If you load the savegame in client and /take the
Follow-up Comment #2, bug #16457 (project freeciv):
I did many tests to try to get enumerators of size 1 or 2, but I failed to
get it.
I think the C standard permits sizeof(enumerated type) != sizeof(int), but
it's rarely used.
Maybe gcc requires a special option for it?
I think it forms part
Follow-up Comment #4, bug #16451 (project freeciv):
But a unit which doesn't have tile doesn't make sense in this
game in my humble opinion.
Could it be virtual unit AI uses to test some things (such as if it's worth
building real unit)?
Follow-up Comment #2, bug #16468 (project freeciv):
I can't reproduce either (using 2.2.2 compiled on Ubuntu 9.04 x86_64, no
debug).
___
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URL:
http://gna.org/bugs/?16469
Summary: Freecivic 2.2.2 crashes AD500
Project: Freeciv
Submitted by: None
Submitted on: Dienstag 17.08.2010 um 11:10 CEST
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #16469 (project freeciv):
Does the client disappear? Or does it returns to the main page?
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Follow-up Comment #1, bug #16465 (project freeciv):
How do you get to the point where you can build fortresses and airbases? Do
you play through normally, or use the editor to get the appropriate techs?
___
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Update of bug #16466 (project freeciv):
Status:None = Ready For Test
___
Follow-up Comment #1:
Patch attached. If Marko could have look on it to ensure I didn't break
anything with the
Follow-up Comment #2, bug #16465 (project freeciv):
Fortresses and airbases are not incompatibles in technology. One affects land
units, the other affects air units. I don't understand your comment.
___
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Follow-up Comment #3, bug #16465 (project freeciv):
I mean, when you start the game, your units can build neither fortresses nor
airbases, so reproducing this from a fresh start requiring acquiring the
appropriate techs somehow. Getting to Radio without cheating with the editor
will take a while
Follow-up Comment #4, bug #16465 (project freeciv):
Then, start with:
/set techlevel 100
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Update of patch #1843 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #16467 (project freeciv):
Status: Need Info = Confirmed
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Follow-up Comment #6:
Confirmed in both S2_2 and trunk.
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Update of bug #16467 (project freeciv):
Planned Release: = 2.2.3, 2.3.0
___
Follow-up Comment #7:
I finally found the problem. When the client is directly assigned to a player
when the game is
Follow-up Comment #2, bug #16454 (project freeciv):
regarding point 1. maybe the citymindist can apply only for same team or
player (so avoiding alliances), but in that case point 2 applies between
every nation.
regarding FOW sometimes disabling it can not be enough: think about a city
beyond a
Update of bug #16467 (project freeciv):
Status: Confirmed = In Progress
___
Follow-up Comment #8:
Fix attached for S2_2. This still not work on trunk for the moment. Seems
something else it
URL:
http://gna.org/bugs/?16470
Summary: Player are not loaded correctly
Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 17.08.2010 à 11:12
Category: general
Severity: 4 - Important
Follow-up Comment #2, bug #16469 (project freeciv):
the game disappears completely and the mac problem report appears.
___
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Nachricht
Update of bug #16469 (project freeciv):
Category:None = client
___
Follow-up Comment #3:
Could you attach one of your last savegame? It would help to reproduce.
Follow-up Comment #5, bug #16465 (project freeciv):
Since RT#40502: [Patch] Conflicting bases from ruleset, at revision 15242,
default ruleset has the following conflicts:
* Fortress is in conflict with Airbase.
* Fortress is in conflict with Buoy.
* Fortress is in conflict with Ruins.
* Buoy is
Follow-up Comment #7, bug #16465 (project freeciv):
Setting techlevel to 100 is the easiest way, but in my opinion, a bit
brutal. :P
I use init_techs in a chosen nation's .ruleset:
init_techs=Construction,Radio
Bases are not conflicting currently in 2.2.2? There is a patch to make
Update of bug #16465 (project freeciv):
Status:None = Need Info
Planned Release: = 2.2.3, 2.3.0
___
Follow-up Comment #8:
It looks also like
Follow-up Comment #3, bug #16468 (project freeciv):
As I said
Don't know if this happens every time...
Maybe it's because of I'm running Windows?
___
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URL:
http://gna.org/bugs/?16471
Summary: Info displayed on Happiness tab
Project: Freeciv
Submitted by: alocritani
Submitted on: Tuesday 08/17/10 at 12:08
Category: client-gtk-2.0
Severity: 2 - Minor
Follow-up Comment #10, bug #16465 (project freeciv):
Since RT#40502: [Patch] Conflicting bases from ruleset, at
revision 15242, default ruleset has the following conflicts:
You mean that concept of conflicting bases was implemented back then. Ruins
and Buoys have not conflicted since then,
Follow-up Comment #2, bug #16466 (project freeciv):
I have not tested this, only read the sources, but everything seems ok.
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Follow-up Comment #2, bug #16461 (project freeciv):
I think you misunderstood the point, Pepeto. This is not about limiting how
many connections come from a single host. Creating 65 connections from single
host was only way to reproduce actual problem which will happen even when
connections come
Follow-up Comment #3, bug #16466 (project freeciv):
Oh, there is typo in log message: connetion
___
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Follow-up Comment #3, bug #16461 (project freeciv):
No, I think I really understood this item as the patches (that I forgot to
post) will prove it. It just remembered me another bug.
(file #9892, file #9893, file #9894)
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Additional
Follow-up Comment #1, bug #16471 (project freeciv):
This is because two different effects provided by Hanging Gardens is applied
to the city. First one is one provided to all cities and second one specific
to builder city. This should be changed so that common effect does not affect
builder
Update of bug #16466 (project freeciv):
Assigned to:None = pepeto
___
Follow-up Comment #4:
Well, it seems I copied blindly book's typo. ;)
(file #9895, file #9896)
URL:
http://gna.org/patch/?1864
Summary: Make many territory claiming bases possible on a
same tile
Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 17.08.2010 à 13:55
Category: rulesets
Update of bug #16465 (project freeciv):
Status: Need Info = Fixed
Assigned to:None = pepeto
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Follow-up Comment #11:
I don't
URL:
http://gna.org/bugs/?16473
Summary: Impossible to do pillage
Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 17.08.2010 à 13:59
Category: client-gtk-2.0
Severity: 3 - Normal
Follow-up Comment #4, bug #16469 (project freeciv):
sry but where can i find the savegame in the freecivic files?
___
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Follow-up Comment #10, patch #1850 (project freeciv):
Does is_unit_reachable_by_unit() check for native base?
No, it doesn't care where units are. It just checks if unit is normally
reachable by other.
At least it's like that as currently implemented. I'll combine and rework our
patches a
Follow-up Comment #2, bug #16471 (project freeciv):
Currently, it's not ruleset friendly at all, it assumes that buildings only
provide EFT_MAKE_CONTENT, and wonders EFT_MAKE_HAPPY, EFT_FORCE_CONTENT,
EFT_NO_UNHAPPY. So for example, Michel-Ange Chapel is considered there as a
building, and not a
Follow-up Comment #11, patch #1850 (project freeciv):
* Combined our patches
* Setting unreachableprotects is no longer SSET_VITAL, but
SSET_RARE
* Added function is_unit_reachable_at() and used it where ever
appropriate (actually everywhere where
is_unit_reachable_by_unit() was previously
Follow-up Comment #1, patch #1864 (project freeciv):
I don't understand your changes to tile_border_source_strength(). Comment
there at least needs rewording as this place seems to refer in location not
visible to this function at all (this border source tile, and this place
probably means place
Update of patch #1838 (project freeciv):
Assigned to:None = pepeto
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Message
Update of bug #16473 (project freeciv):
Status:None = Works For Me
Open/Closed:Open = Closed
___
Follow-up Comment #1:
Cannot reproduce
Follow-up Comment #3, bug #16471 (project freeciv):
OR we should check if same building is providing multiple effects for same
row and print it only once if it does.
Yes, please!
Buildings: Cathedral, Theology+Cathedral, Communism+Cathedral, Colosseum,
Electricity+Colosseum, Temple,
Follow-up Comment #4, patch #1496 (project freeciv):
Khazar flag could be traced from this:
http://www.1uptravel.com/flag/images/t/tr!hazar.gif
Sikh: http://en.wikipedia.org/wiki/File:Flag-of-Khalistan.svg (PD)
Ruthenia/Kiev: http://commons.wikimedia.org/wiki/File:Flag_of_Kiev.svg (PD)
Follow-up Comment #4, bug #16468 (project freeciv):
Tried it again. Now, for the first client to leave, I got:
2: Lost connection: HanduMan from l0553ous.cccgroup.net (player Sharru-Kin
II).
1: Missing errno mapping for Winsock error #10053.
1: Please report this message at
Update of bug #16457 (project freeciv):
Status: In Progress = Ready For Test
Assigned to: pepeto = None
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Follow-up Comment #3:
I don't know if
Additional Item Attachment, bug #16460 (project freeciv):
File name: freeciv-2.2.2-patch_bug_16460.diff Size:0 KB
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