[Freeciv-Dev] [bug #15945] Impossible to investigate a city twice
Follow-up Comment #2, bug #15945 (project freeciv): Yes, I started to work on a solution, but nowadays, I don't remember exactly what was my idea. ___ Reply to this item at: http://gna.org/bugs/?15945 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Sound Isn't Working On The Mac
On 26 March 2010 19:55, David Lowe doctorjl...@verizon.net wrote: Greetings! I have assumed package maintainership for the freeciv package in the 'fink' build system for the Macintosh. This is my first time for something like this, and i'm naturally in over my head. I'm hoping this is the appropriate forum for my question, if not i'd be glad of a suggestion for a better place. I'm just about satisfied with my build of freeciv 2.2.0 for OSX, with the exception that i don't get the sound effects. The only sound i hear from the game is the 'beep' at the beginning of a new turn. I don't think there's anything different about my build, as Napoleon XIV's official build was similarly quiet. Details: i have libogg and SDL-mixer marked as dependencies, both the runtime and shared library portions. Is there an intermediary package missing, or a configuration option? My automated build system is setting configuration like so: We don't even know if this is configuration time, build time or run time problem, right? To check if configure time checks have gone ok, search config.h for AUDIO_SDL define. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Updates to freesound soundset
Hi folks The freeciv wiki currently links to an old version of my soundset. Could you link to the latest one? Here's a link to the forum post with the download: http://forum.freeciv.org/viewtopic.php?p=24600#24600 Thanks Gav ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1710] settlers and workers can be veterans
Follow-up Comment #4, patch #1710 (project freeciv): I am against file #9348 because it adds a hardcoded exception for NonMil (F_CIVILIAN) units from the Veteran_Build effect. The default ruleset allows communist governments to build veteran Diplomats (or Spies): [effect_communism_0] name= Veteran_Build value = 1 reqs= { type, name, range Gov, Communism, Player UnitFlag, Diplomat, Local } But with file #9348, a communist city would never build a veteran Diplomat (or Spy), because the unit is NonMil. So file #9348 ruins the default ruleset. I prefer file #9333. I have said that file #9333 _'would only affect unit that have Settlers flag or Cities flag but lack NoVeteran flag. There are no such units in the default ruleset, because Workers, Engineers and Settlers have the NoVeteran flag.'_ File #9348 is not necessary, because a custom ruleset can separate Barracks from NonMil units, like so: [effect_barracks] name= Veteran_Build value = 1 reqs= { type, name, range Building, Barracks, City UnitClass, Land, Local } nreqs = { type, name, range UnitFlag, Diplomat, Local UnitFlag, NonMil, Local } [effect_barracks_1] name= HP_Regen value = 100 reqs= { type, name, range Building, Barracks, City UnitClass, Land, Local } nreqs = { type, name, range UnitFlag, NonMil, Local } ___ Reply to this item at: http://gna.org/patch/?1710 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1710] settlers and workers can be veterans
Follow-up Comment #5, patch #1710 (project freeciv): you are right; we can use the requirement system! updated patch: - remove hardcoded exceptions for these units in do_make_veteran() - use requirement system: no veterans due to barracks for units with flag NonMil or NoVeteran (settler, worker, engineer, diplomat, spy, caravan, freight, explorer, leader, barbarian_leader) - change default, experimental and civ2 rulesets ___ Reply to this item at: http://gna.org/patch/?1710 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1710] settlers and workers can be veterans
Follow-up Comment #6, patch #1710 (project freeciv): another update: - changes to the Veteran effect of airport, port facility, Lighthouse and Sun Tzu's War Academy - adapt help text for both wonders (ups; the last comment missed the patch file) (file #9355) ___ Additional Item Attachment: File name: 20100621-04-trunk-settlers-and-workers-can-be-veterans-version2.patch Size:12 KB ___ Reply to this item at: http://gna.org/patch/?1710 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1710] settlers and workers can be veterans
Am Saturday 19 June 2010 07:11:59 schrieb slawek: I mean Enginering Academy could been as this improvement/wonder. Is such a building really needed or would it be build? At the moment settler/worker/engineers have to work to gain some experience ... this behavior is preserved by the current patch. Dnia 2010-06-19, sob o godzinie 06:59 +0200, slawek pisze: This behavior is ugly(quirk). In my opinion, there should been extra improvement/wonder to making this units veteran and promoting by battle should been disabled for this kind of units. Thank, Lach Sławomir. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()
Follow-up Comment #7, bug #16100 (project freeciv): Assuming Ulrik's analysis is correct (and I see no reason to doubt it on the current evidence), it looks like the ACTIVITY_PILLAGE/S_LAST/BASE_NONE combination has somehow made it into the server's data structures, which shouldn't now happen. I considered adding a sanity check for this but didn't get round to it -- but it doesn't look like that would be enabled on a public server anyway. If you're adding logging to track this down, I think the assertion at unittools.c:546 (assert(!(tgt == S_LAST base == BASE_NONE)) in total_activity_targeted()) would actually fail first. Also, I don't like how unit_activity_assign_target() in this case assigns activity itself (name of the function no way implies that, on the contrary name mentions that only certain part (target) of the activity information is set). I recommend leaving that to caller, once it receives failure return value from unit_activity_assign_target(). Another possibility is to rename function (but I have no good suggestions what the name could be) I'd prefer to keep the function as it is; the two callers need the same things to happen to the members (as would any others, I think), so I don't see value in leaving it up to the caller. I see now that the function name is unfortunately confusing; target is the best English word, but I apparently didn't think that it's also the name of one of the data members. Perhaps unit_activity_assign_goal()? ___ Reply to this item at: http://gna.org/bugs/?16100 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16178] go-to doesn't function properly for triremes (all sea units?)
Follow-up Comment #3, bug #16178 (project freeciv): Jan-Jelle Witte sent to the mailing list: would like to help, but I don't know where to find the savegames. and I'm using standard isotrident tiles. Most likely this bug is a duplicate of bug #15755, and the reporter is probably trying to cross deep ocean. The workaround would be to use the amplio or trident tilesets instead. If that solves your problem it is confirmed. ___ Reply to this item at: http://gna.org/bugs/?16178 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16187] Duff assertion in set_unit_activity_targeted()
URL: http://gna.org/bugs/?16187 Summary: Duff assertion in set_unit_activity_targeted() Project: Freeciv Submitted by: jtn Submitted on: Tuesday 06/22/10 at 00:19 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: Ready For Test Assigned to: jtn Originator Email: Open/Closed: Open Release: 2.2.1 Discussion Lock: Any Operating System: None Planned Release: 2.2.2 ___ Details: assert(new_target != ACTIVITY_FORTRESS new_target != ACTIVITY_AIRBASE); Since new_target is of type enum tile_special_type, it's not appropriate to compare to ACTIVITY_* from enum unit_activity. By luck ACTIVITY_FORTRESS = 6 = S_OLD_FORTRESS, and ACTIVITY_AIRBASE = 14 which is not currently a valid special. So this assertion is merely slightly ineffectual, rather than firing in valid circumstances. Since this function is about targeted activity, I'll change it to S_OLD_FORTRESS/AIRBASE, and add a new assertion to set_unit_activity() for ACTIVITY_FORTRESS/AIRBASE. The came onto trunk in r12807 (part of bases implementation). ___ File Attachments: --- Date: Tuesday 06/22/10 at 00:19 Name: trunk-base-assertion.diff Size: 941B By: jtn r17498: replace bogus assertion with two http://gna.org/bugs/download.php?file_id=9357 --- Date: Tuesday 06/22/10 at 00:19 Name: S2_2-base-assertion.diff Size: 899B By: jtn r17498: replace bogus assertion with two http://gna.org/bugs/download.php?file_id=9356 ___ Reply to this item at: http://gna.org/bugs/?16187 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16188] Cannot complete two different bases on the same tile simultaneously
URL: http://gna.org/bugs/?16188 Summary: Cannot complete two different bases on the same tile simultaneously Project: Freeciv Submitted by: jtn Submitted on: Tuesday 06/22/10 at 00:50 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: jtn Originator Email: Open/Closed: Open Release: 2.2.1 Discussion Lock: Any Operating System: None Planned Release: 2.2.2 ___ Details: For instance, set one worker building an airbase and another building a fortress on the same tile in the same turn. On the turn when they are both due to complete, only one of the bases will be built; the other worker will go to idle with the loss of all progress towards its base. This is caused by the unit_activity_done check in update_unit_activity(); it treats all units doing ACTIVITY_BASE the same regardless of base type. ___ File Attachments: --- Date: Tuesday 06/22/10 at 00:50 Name: S2_2-trunk-simultaneous-base-completion.diff Size: 835B By: jtn r17498 S2_2/trunk: fix simultaneous base completion; savegame demonstrating problem http://gna.org/bugs/download.php?file_id=9358 --- Date: Tuesday 06/22/10 at 00:50 Name: simultaneous-bases-2.sav.bz2 Size: 13kB By: jtn r17498 S2_2/trunk: fix simultaneous base completion; savegame demonstrating problem http://gna.org/bugs/download.php?file_id=9359 ___ Reply to this item at: http://gna.org/bugs/?16188 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev