Update of patch #5213 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #5215 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #5216 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #1, bug #22610 (project freeciv):
...or maybe caused by patch #5191? (Haven't tested)
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Follow-up Comment #2, bug #22610 (project freeciv):
I've confirmed that patch #5191 causes this bug; with the previous revision
(S2_4 r26338) it's possible to nuke in place (including your own city, if
you're so inclined).
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Update of bug #22315 (project freeciv):
Open/Closed:Open = Closed
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Follow-up Comment #2:
Rest was fixed in patch #5208
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Update of bug #22610 (project freeciv):
Assigned to:None = pepeto
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Update of patch #5201 (project freeciv):
Status: Need Info = Ready For Test
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Follow-up Comment #4:
I think you're basically reverting an improvement made some
time ago. Unless something else
Follow-up Comment #23, bug #22567 (project freeciv):
Old pathfinding code used to consider effects of veterancy and
bonuses (including tile and player specific requirements) to
the attacker speed. New code just assigns unit type's base
move_rate.
This is not right. Old pathfinding code for
Update of bug #22610 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #3:
My apologies. Fix attached.
(file #22158)
Update of bug #22604 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22571 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of patch #5211 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #5194 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #5214 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of bug #22578 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #24, bug #22567 (project freeciv):
Umh, what else there was in patch #4970 and patch #4971 to
explain this? Or do you think it's dormant issue that pf
changes activate?
I don't know. I have posted the reverse map (new version) at
patch #5201. If it really fixes the
Follow-up Comment #5, bug #22607 (project freeciv):
Thank you for your cooperation.
In Options / Local client / Font, what have you got selected for Help Text?
Does changing it make a difference?
I have also tried some fonts, but nothing changed.
Maybe there is no relationship between the type
Update of bug #22582 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of patch #5212 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of bug #22583 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #17, bug #21038 (project freeciv):
The bug has mainly three troubles:
1) Texts disappear
https://bugzilla.gnome.org/show_bug.cgi?id=668239 (main report)
2) Not activity GtkSpinButton
https://bugzilla.gnome.org/show_bug.cgi?id=674334 (sub report)
3) Can not input any texts
Update of bug #22586 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22587 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #22588 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #1, bug #22589 (project freeciv):
A bit more verbose version.
(file #22161)
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Additional Item Attachment:
File name: playercolor2.patch Size:0 KB
Update of patch #5173 (project freeciv):
Assigned to:None = pepeto
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http://gna.org/patch/?5173
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Update of patch #5174 (project freeciv):
Assigned to:None = pepeto
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http://gna.org/patch/?5174
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Update of patch #5175 (project freeciv):
Assigned to:None = pepeto
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http://gna.org/patch/?5175
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Update of patch #5183 (project freeciv):
Assigned to:None = pepeto
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http://gna.org/patch/?5183
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Update of bug #22605 (project freeciv):
Category:None = general
Status:None = Ready For Test
Assigned to:None = pepeto
Operating System:
Update of bug #22584 (project freeciv):
Status: In Progress = Ready For Test
Assigned to:None = pepeto
Release: trunk = trunk, S2_5
Planned Release:
Update of bug #22590 (project freeciv):
Status: In Progress = Ready For Test
Assigned to:None = pepeto
Release: trunk = trunk, S2_5
Planned Release:
Update of bug #22585 (project freeciv):
Status: In Progress = Ready For Test
Assigned to:None = pepeto
Planned Release: = 2.6.0
URL:
http://gna.org/bugs/?22612
Summary: SDL clients don't move on in the action queue after
Keep moving
Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 12 Sep 2014 03:52:19 PM UTC
Category: client-sdl2
URL:
http://gna.org/patch/?5224
Summary: Xaw client: Create action_dialog.c containing
diplomat and caravan dialog
Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 12 Sep 2014 03:56:36 PM UTC
Category: client-xaw
URL:
http://gna.org/patch/?5225
Summary: Centralize checking that an action probability
represents a possible value.
Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 12 Sep 2014 05:40:45 PM UTC
Category: None
Follow-up Comment #25, bug #22567 (project freeciv):
I have rebuilt an autogame with reverted patch #4970 and
patch #4971. Attaching autosave at turn 800 shows that
barbarians nearly invaded all the world.
There's several problems in AI vs barbarians equation, but reverting those
patches
Follow-up Comment #2, bug #22573 (project freeciv):
Erratum: it was civ2civ3 ruleset.
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Follow-up Comment #1, bug #22608 (project freeciv):
The GTK+ 2 version is still the same (2.24.10), but the other GTK+-related
libraries have been upgraded with the GTK+ 3 bundle. I could reproduce the
problem with Freeciv 2.3.5 after replacing the GLib DLL with the newer
version. Interestingly,
URL:
http://gna.org/bugs/?22614
Summary: in player_number() [common/player.c::730]: assertion
'((void *)0) != pplayer' failed.
Project: Freeciv
Submitted by: pepeto
Submitted on: sam. 13 sept. 2014 01:20:36 CEST
Category:
URL:
http://gna.org/bugs/?22615
Summary: in team_members() [common/team.c::453]: assertion
'((void *)0) != pteam' failed.
Project: Freeciv
Submitted by: pepeto
Submitted on: sam. 13 sept. 2014 01:42:16 CEST
Category: None
Follow-up Comment #26, bug #22567 (project freeciv):
I have observed:
* The AI doesn't make units for attacking other players (with or without
reverting) ;
* The AI doesn't make units for defense (with or without reverting) ;
* The AI sometimes (but not always) defend against barbarians with
Follow-up Comment #27, bug #22567 (project freeciv):
Tested with revision 25715 shows the AI to build units for attacking and for
defending. So the cause is probably something in revision(s) 25715.
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Follow-up Comment #2, bug #22608 (project freeciv):
We had similar bug for gtk3-client after the modpack installer changes in Win
installer package creation, caused by the fact that gtk3 translations file was
not part of the package (the regexp to match what translation files to include
was
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