[Freeciv-Dev] [bug #14221] notify.all and notify.player don't work in lua scripts

2009-10-01 Thread pepeto
Follow-up Comment #4, bug #14221 (project freeciv): Moved event E_TUTORIAL to E_SCRIPT. (file #6848, file #6849) ___ Additional Item Attachment: File name: trunk_S2_2_script_event.diff Size:11 KB File name: S2_1_script_event.diff

[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-10-01 Thread pepeto
Follow-up Comment #3, bug #14036 (project freeciv): This patch ends the game if all humans (but at least one, to keep the AI games working) are dead. (file #6850, file #6851) ___ Additional Item Attachment: File name:

[Freeciv-Dev] [bug #14415] Loading a savegame make memory corruption

2009-10-01 Thread pepeto
URL: http://gna.org/bugs/?14415 Summary: Loading a savegame make memory corruption Project: Freeciv Submitted by: pepeto Submitted on: jeudi 01.10.2009 à 11:17 Category: general Severity: 5 - Blocker

[Freeciv-Dev] [bug #14314] Server segfaults when loading a game

2009-10-01 Thread pepeto
Update of bug #14314 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?14314 ___ Message posté

[Freeciv-Dev] [bug #14415] Loading a savegame make memory corruption

2009-10-01 Thread pepeto
Follow-up Comment #1, bug #14415 (project freeciv): Valgrind trace: ==22729== Invalid write of size 1 ==22729==at 0x4C280AF: strcpy (mc_replace_strmem.c:268) ==22729==by 0x4691E2: load_rulesets (ruleset.c:914) ==22729==by 0x47ACAF: game_load_internal (savegame.c:4454) ==22729==by

[Freeciv-Dev] [bug #13607] Mysterious Missing Citizen

2009-10-01 Thread pepeto
Update of bug #13607 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?13607 ___ Message posté

[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-10-01 Thread pepeto
Follow-up Comment #5, bug #14036 (project freeciv): What happeens if there is two human players, and one of them dies while another one is temporarily /away? Of course, it would also end the game. From my experience, /away is not used to play for you, because it spoils your game too much.

[Freeciv-Dev] [bug #14415] Loading a savegame make memory corruption

2009-10-01 Thread Marko Lindqvist
Follow-up Comment #2, bug #14415 (project freeciv): - for (; j game.control.num_base_types + (4 - (game.control.num_base_types % 4)); j++) { + for (; j game.control.num_base_types; j++) { base_order[j] = NULL; } I cannot check source code for this now, but I'm quite sure that correct fix

[Freeciv-Dev] [bug #14221] notify.all and notify.player don't work in lua scripts

2009-10-01 Thread pepeto
Follow-up Comment #6, bug #14221 (project freeciv): I thought it was ok, there should be so many scripts, and I presume, not a lot of them really use the TUTORIAL event. But as you requested, I made new patch for S2_1. (file #6854) ___

[Freeciv-Dev] [bug #14414] Savegame in trunk doesn't load if the first line is empty

2009-10-01 Thread pepeto
Update of bug #14414 (project freeciv): Status:None = Invalid Assigned to:None = pepeto Open/Closed:Open = Closed

[Freeciv-Dev] [bug #14415] Loading a savegame make memory corruption

2009-10-01 Thread pepeto
Follow-up Comment #3, bug #14415 (project freeciv): This is the full part of the code: if (has_capability(bases, savefile_options)) { char **modname = NULL; int nmod; int j; nmod = secfile_lookup_int_default(file, 0, savefile.num_bases); if (nmod 0) { modname =

[Freeciv-Dev] [bug #14415] Loading a savegame make memory corruption

2009-10-01 Thread pepeto
Update of bug #14415 (project freeciv): Status:None = Fixed Assigned to:None = pepeto Open/Closed:Open = Closed

[Freeciv-Dev] [bug #13799] split C_S_PREPARING

2009-10-01 Thread pepeto
Update of bug #13799 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #14353] wish: be able to specify non-direct terrain change

2009-10-01 Thread pepeto
Update of bug #14353 (project freeciv): Priority: 5 - Normal = 3 - Low ___ Reply to this item at: http://gna.org/bugs/?14353 ___ Message posté

[Freeciv-Dev] [bug #14352] wish: information about allies losing/gaining cities

2009-10-01 Thread pepeto
Update of bug #14352 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14352 ___ Message posté

[Freeciv-Dev] [bug #14353] wish: be able to specify non-direct terrain change

2009-10-01 Thread pepeto
Update of bug #14353 (project freeciv): Priority: 3 - Low = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14353 ___ Message posté

[Freeciv-Dev] [bug #14313] Wish: continued exploration over known territory

2009-10-01 Thread pepeto
Update of bug #14313 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14313 ___ Message posté

[Freeciv-Dev] [bug #14264] wish: border walls

2009-10-01 Thread pepeto
Update of bug #14264 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14264 ___ Message posté

[Freeciv-Dev] [bug #14257] wish: arbitrary grouping of cities

2009-10-01 Thread pepeto
Update of bug #14257 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14257 ___ Message posté

[Freeciv-Dev] [bug #13867] [patch 01/07] get game settings via wrapper functions

2009-10-01 Thread Matthias Pfafferodt
Follow-up Comment #12, bug #13867 (project freeciv): looks good! Are the following patches also of interest at the moment? I will try to find the time to check the next patches in this set ... ___ Reply to this item at:

[Freeciv-Dev] [bug #13867] [patch 01/07] get game settings via wrapper functions

2009-10-01 Thread pepeto
Follow-up Comment #13, bug #13867 (project freeciv): Of course, it interests me (because I'm doing similar changes in client options). But now, the most important question is, will Marko come back soon? May I steal him tickets? ___

[Freeciv-Dev] [bug #13871] [patch 05/07] add settting action callback function

2009-10-01 Thread pepeto
Follow-up Comment #3, bug #13871 (project freeciv): Book didn't remove action callback. Actually, it was validate function used (hacked) like an action callback. An action callback must be added to fix that aifill and autotoggle hacks.