Update of bug #21767 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #21766 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of patch #4587 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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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
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
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
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
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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.
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http://gna.org/patch/?4562
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
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.
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
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:
Update of bug #21782 (project freeciv):
Summary:is_my_zoc() HasZoc = is_my_zoc() HasNoZoc
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Follow-up Comment #1:
Actually it checks *first* unit in tile. Whether other units in tile have zoc
or not does not
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.
Follow-up Comment #3, bug #21782 (project freeciv):
Also: check is reversed.
Forget that. It's simply double negative (flag being hasNOzoc)
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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
Update of bug #21782 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #4:
Fix
(file #20298)
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Additional Item
Follow-up Comment #10, patch #4562 (project freeciv):
OK, sorry, I missed the type column.
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Message sent via/by Gna!
Update of patch #4575 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4590 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
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
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 #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
Follow-up Comment #1, patch #4597 (project freeciv):
I like this one. I always wanted to test naval battles with ZoC enabled.
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