Follow-up Comment #1, patch #3331 (project freeciv):
Even on Windows, zip is not good idea.
It only works as long as all the filenames are ASCII (and I do mean 0-0x7f
range).
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Reply to this item at:
http://gna.org/patch/?3331
Follow-up Comment #2, patch #3029 (project freeciv):
It ended up not needed, cause I decided to got with consistency within client,
instead of across clients.
Still, it makes sense to have this function as a counterpart to the one that
reserves the resources.
Follow-up Comment #2, patch #3331 (project freeciv):
We've been shipping ZIP forever, and I don't recall any complaints.
I think all our filenames are ASCII.
It's a helpful fallback option as Window supports it out of the box (these
days).
Follow-up Comment #7, patch #3325 (project freeciv):
It's WORKING! I just started a game with it. Everything is getting read in
correctly and effects are getting matched against everything. There is still
some general weirdness (bonus to tiles shows up in the output but not in
display and units
Follow-up Comment #3, patch #3331 (project freeciv):
Well, yes. At this time, all of the filenames seem to be ascii. Shall that
ever change, however...
Just for reference, https://bugs.gentoo.org/show_bug.cgi?id=322047 - most of
that bug is irrelevant here, but it describes just what can go
URL:
http://gna.org/patch/?3332
Summary: Negated requirements_vector
Project: Freeciv
Submitted by: gorb
Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT
Category: rulesets
Priority: 3 - Low
Follow-up Comment #1, patch #3332 (project freeciv):
I haven't checked the patch yet, but some comments:
- I'm for adding nreqs to at least some things provided it's not breaking AI
too much
- To get it compile you certainly have been forced to take care of most parts
of the code needing update.
Follow-up Comment #12, bug #18901 (project freeciv):
I think, as named, this thread is the duplicate of the infamous Oneiric ipv6
bug. However, there is still an unresolved issue in this thread. Namely that
tolua_server_gen.c crashes make whenever lua headers are removed from trunk.
This can be
Follow-up Comment #4, patch #3331 (project freeciv):
If not zip, what's the alternative to distribute sources in a Windows-friendly
way? I'm not sure if .tar.bz2 is sufficient even for GPL compliance when we do
provide official Windows binaries (as opposed to being Linux project that
happens to
Follow-up Comment #13, bug #18901 (project freeciv):
This can be handled by deleting tolua_server_gen.c|h as manually
doing this causes it to be regenerated by make, however this is
a pain when hacking lua script on trunk.
Now I don't understand. You once had to delete tolua_server_gen.[ch]
Follow-up Comment #2, patch #3332 (project freeciv):
Could you provide examples why you want the nreqs for each object type?
Yes, I can, but only one object type: building, see patch #1341.
Base, cities, government, road, nation and specialist are useless. I waste my
time, but see gmake
Follow-up Comment #14, bug #18901 (project freeciv):
Also:
duplicate of the infamous Oneiric ipv6 bug
What's that?
The only infamous Oneiric bug I know about is bug #18243 -- is that the one
you're referring to? I didn't think IPv6 was implicated.
Follow-up Comment #15, bug #18901 (project freeciv):
Yes I had to do it again just today and I've had to do this a couple times
before.
Aside, the hacking lua was just a usage scenario as I'm planning to take
another try at map scripting in lua. Previously my solution was to create an
event type
Follow-up Comment #16, bug #18901 (project freeciv):
comment #12:
whenever lua headers are removed from trunk
comment #15:
Today was my first update in a few months
...
Specifically, server/scripting/script_signal.h
server/scripting/api_actions.h server/scripting/api_notify.h
were the
Update of bug #19802 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #2:
Here's a patch that works sanely with standard rulesets. I'm not particularly
happy with how I
Follow-up Comment #5, bug #19815 (project freeciv):
Presumably the AI could learn to use two boats and keep them
together, though, in order to transport the settler and
bodyguard together.
This code is outdated in several ways, so rewriting it, with also this in
mind, would make sense. What I
Follow-up Comment #2, bug #18196 (project freeciv):
I started looking at this... but it's surprisingly fiddly and I'm wondering,
is it really worth proactively splitting the options the way we have?
The set of options and their defaults are currently identical, and for many of
them, I can't see
Follow-up Comment #3, bug #18196 (project freeciv):
it's surprisingly fiddly
To expand on this (in the hope that the horror will increase support for my
plan ;).
For a good user experience, we want to copy the settings from Gtk2 the first
time the user runs the Gtk3 client.
But the current
Follow-up Comment #17, bug #18901 (project freeciv):
I'm building straight from trunk which makes and runs fine after deleting the
_gen files but very probably there is some ghost on my system left from
copying things around and updating. Now that I look it seems to be the case in
my master copy,
Follow-up Comment #4, bug #18196 (project freeciv):
So, if we took absence of gui_gtk3_* options in the rc-file as
the signal for migration
FWIW I had a plan to add new internal option that would tell the state of the
migration. Actually, the reason I never implemented this settings migration
Follow-up Comment #1, bug #19720 (project freeciv):
This was somehow caused by existing zombie-server already running. I'm not
closing this as invalid, as client is supposed to find next free port, launch
server so it uses it, and to itself connect to server in that port.
Follow-up Comment #6, bug #18717 (project freeciv):
I actually like the fact that the vision radius is less than the
city radius.
I would expect it to autoarrange workers
That does not make any sense to me. You want to have city radius (which means
just area where workers can be placed)
Update of bug #18476 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
Planned Release: 2.4.0 = 2.4.0, 2.5.0
URL:
http://gna.org/bugs/?19828
Summary: Experimental ruleset trireme cannot attack directly
from city
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 19 Jun 2012 02:17:36 AM EEST
Category: rulesets
URL:
http://gna.org/patch/?
Summary: Unit class flag AttFromNonNative
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 19 Jun 2012 02:31:38 AM EEST
Category: general
Priority: 5 - Normal
Update of bug #19825 (project freeciv):
Planned Release: = 2.4.0,2.5.0
___
Follow-up Comment #2:
I think this has been exposed by bug #18192.
In the edit dialog, for the Tile tab, the editor
Follow-up Comment #1, patch # (project freeciv):
Perhaps this will clear up one of the impediments that prevented completion of
bug #16383, which was to do with experimental Triremes' attack behaviour...
but I haven't thought about it very hard.
Follow-up Comment #8, patch #3325 (project freeciv):
Ok, just found why ALL the effects are working and server checking on whether
or not a unit can be built based on govflag_req is going fine, but city
production dialog doesn't know it can build a unit.
Turns out the same bug happens if a unit
Update of bug #16383 (project freeciv):
Status: In Progress = Postponed
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Follow-up Comment #15:
In October, I wrote:
I'll post my current patch set here shortly.
Cough!
Attached is my
Follow-up Comment #1, bug #19611 (project freeciv):
Found later savegame from the same game and tested the problematic city with
Turtle Defenders already present. It turns out that you can move them out and
back in with keyboard - it's just client goto that claims move to be
impossible.
Follow-up Comment #18, bug #18901 (project freeciv):
Confirmed it was a corrupted build. No further issues, thread may be closed.
Thanks for your help.
___
Reply to this item at:
http://gna.org/bugs/?18901
Follow-up Comment #16, bug #16383 (project freeciv):
About patch # issue: Your comments (comment #7) seem a bit confused. You
mix shore bombardment and can_attack_from_non_native(). Shore bombardment
is about ability to attack *against* non-native tile.
can_attack_from_non_native() is about
URL:
http://gna.org/bugs/?19829
Summary: no sound
Project: Freeciv
Submitted by: bvanevery
Submitted on: Tue 19 Jun 2012 02:21:00 AM GMT
Category: client-gtk-2.0
Severity: 4 - Important
Follow-up Comment #1, bug #19829 (project freeciv):
Um NOW it gives me sound, making me feel stupid for filing this. But I swear
that client options didn't fix anything, so maybe there is a bug here. Will
research further.
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Reply to
Follow-up Comment #9, patch #3325 (project freeciv):
I am 99% sure the bug is in collect_production_targets(...) in climisc.c
My testing and many inserted debug comments shows everything else is working
behind the scenes.. it is just the client worklist window for some reason
won't add govreq
Follow-up Comment #10, patch #3325 (project freeciv):
Here is the completed patch, diff'd against the latest nightly.
(file #15848)
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Additional Item Attachment:
File name: governmentflags.diff Size:24 KB
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