Update of bug #16957 (project freeciv):
Planned Release: 2.3.1,2.4.0 =
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Follow-up Comment #18:
Enh... not going to make 2.3.1. It's worthy of looking at, but so are lots of
other untargeted
Update of bug #16957 (project freeciv):
Planned Release: 2.3.0 = 2.3.1,2.4.0
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Follow-up Comment #17:
This isn't a regression from 2.2.x, and no fix in sight, so postponing to at
least 2.3.1.
Update of bug #16957 (project freeciv):
Planned Release:2.2.5, 2.3.0 = 2.3.0
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Follow-up Comment #15:
2.2.5 will be tagged today, so too late to make fix for this version
Follow-up Comment #12, bug #16957 (project freeciv):
So this is not really about the original report any more? Can we close this
ticket and open new one about order of messages, with target release 2.2?
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Follow-up Comment #13, bug #16957 (project freeciv):
I did a short test. No, the basic problem is still there. Messages about a
fame, city size changes, tec. are not replayed if one disconnects and
reconnects again. You can simply test this by starting a server/client game.
Wait till you have
Follow-up Comment #14, bug #16957 (project freeciv):
[original submitter says:] another thing to check is if links from the chat
remain after a message replay (currently they do not afaict). I.e., set the
turn cache as advised here; ctrl alt right-click somewhere, add some text
after the
Follow-up Comment #10, bug #16957 (project freeciv):
Can someone summarize what exactly these some problems (still) valid are?
What would be sensible target release for fixing these remaining problems?
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Update of bug #16957 (project freeciv):
Assigned to: pepeto = None
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Reply to this item at:
http://gna.org/bugs/?16957
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Message posté
Update of bug #16957 (project freeciv):
Planned Release:2.2.4, 2.3.0 = 2.2.5, 2.3.0
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Follow-up Comment #9:
The most important part of this item has been fixed for bug #15618. But there
are still some
Update of bug #16957 (project freeciv):
Assigned to:None = pepeto
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Reply to this item at:
http://gna.org/bugs/?16957
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Message posté
Follow-up Comment #8, bug #16957 (project freeciv):
here is a one-liner which changes the setting for the multiplayer ruleset
(file #11352)
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Additional Item Attachment:
File name:
URL:
http://gna.org/bugs/?16957
Summary: multiplayer network games: when not online during
turn, lose messages
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 10/26/2010 at 15:39 CEST
Category: client
Update of bug #16957 (project freeciv):
Category: client = general
Severity: 4 - Important = 3 - Normal
Operating System:*BSD = None
Planned Release:
Follow-up Comment #3, bug #16957 (project freeciv):
Sorry for my last message, it was for bug #16956.
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Message posté via/par Gna!
Follow-up Comment #4, bug #16957 (project freeciv):
This is also a problem for solitaire games: when you load an auto-save, most
messages will not be displayed. Setting Event cache to gives the desired
behavior. This is such a useful change that i wish it was the default...
Follow-up Comment #5, bug #16957 (project freeciv):
(original submitter)
David Lowe: Setting Event cache to gives the desired behaviour
Setting event cache to TWO?
I hope this still is possible for games running already :)
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Follow-up Comment #6, bug #16957 (project freeciv):
Yes and yes. I was just suggesting that having ec_turns=1 seems sub-optimal
for most folks and that changing it to 2 would be kind to newbies... or if
the underlying problem of the event cache being freed too early is dealt
with, then it
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