Follow-up Comment #4, bug #14221 (project freeciv):
Moved event E_TUTORIAL to E_SCRIPT.
(file #6848, file #6849)
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Additional Item Attachment:
File name: trunk_S2_2_script_event.diff Size:11 KB
File name: S2_1_script_event.diff
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)
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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
Update of bug #14314 (project freeciv):
Assigned to:None = pepeto
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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
Update of bug #13607 (project freeciv):
Assigned to:None = pepeto
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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.
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
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)
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Update of bug #14414 (project freeciv):
Status:None = Invalid
Assigned to:None = pepeto
Open/Closed:Open = Closed
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 =
Update of bug #14415 (project freeciv):
Status:None = Fixed
Assigned to:None = pepeto
Open/Closed:Open = Closed
Update of bug #13799 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #14353 (project freeciv):
Priority: 5 - Normal = 3 - Low
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Update of bug #14352 (project freeciv):
Priority: 5 - Normal = 1 - Later
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Update of bug #14353 (project freeciv):
Priority: 3 - Low = 1 - Later
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Update of bug #14313 (project freeciv):
Priority: 5 - Normal = 1 - Later
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Update of bug #14264 (project freeciv):
Priority: 5 - Normal = 1 - Later
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Update of bug #14257 (project freeciv):
Priority: 5 - Normal = 1 - Later
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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 ...
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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?
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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.
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