Update of patch #1798 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #1797 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?1809
Summary: Remove AC_TYPE_SIGNAL from configure.ac
Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 08/04/2010 at 11:01
Category: bootstrap
Priority: 5 - Normal
Follow-up Comment #1, patch #1807 (project freeciv):
* Corrected quotation
(file #9692)
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Additional Item Attachment:
File name: UpdateAcInitAmInit_1807-2.diff Size:2 KB
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Follow-up Comment #2, bug #16310 (project freeciv):
Sorry, my ggz/m4 foo are almost zero, so i don't think I'll be able to do
that forwarding.
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http://gna.org/bugs/?16310
Update of bug #16354 (project freeciv):
Assigned to: dmarks = hogne
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Follow-up Comment #3:
I'm ok with that.
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URL:
http://gna.org/patch/?1810
Summary: Add xz savegame compression support
Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 08/04/2010 at 18:23
Category: general
Priority: 5 - Normal
Follow-up Comment #1, bug #16353 (project freeciv):
I fail to reproduce. Are you sure it wasn't before revision 17642 (bug
#16301)?
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http://gna.org/bugs/?16353
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Update of patch #1790 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #2, bug #16353 (project freeciv):
Forgot to mention the logs:
1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion
Follow-up Comment #3, bug #16353 (project freeciv):
Here the backtrace of the first failed assertion:
#0 0x0012d422 in __kernel_vsyscall ()
No symbol table info available.
#1 0x0097b230 in raise () from /lib/tls/i686/cmov/libpthread.so.0
No symbol table info available.
#2 0x081c3f29 in
Follow-up Comment #1, patch #1802 (project freeciv):
* Updated against svn
(file #9694)
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Additional Item Attachment:
File name: SrvLog_1802-2.diff Size:12 KB
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Follow-up Comment #6, bug #16264 (project freeciv):
It is a bug in the generator 1 in smooth_int_map(). This function always
grows the height of the map instead of smoothing. It seems it causes a random
array overflow or value overflow.
Test with size 128, gen 1:
smooth=0, min=0, max=11999
Follow-up Comment #1, bug #16345 (project freeciv):
You can obtain the real number of human players by doing the difference
between the total number of players and the number of available ones.
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Follow-up Comment #4, patch #1801 (project freeciv):
* Renamed analyze_rulesets as plr_analyze_rulesets to make room for future
function that is called only once for each ai_type.
(file #9695)
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Additional Item Attachment:
File name:
Follow-up Comment #2, bug #16345 (project freeciv):
The number of available players isn't shown in the 2.2.2 metaserver page in
the gtk client. I only see it on meta.freeciv.org
The only way to find out if someone is playing is to click on the server, and
scroll through the list of players and
Follow-up Comment #3, patch #1803 (project freeciv):
About the rivers, they are not just a visual issue. Rivers cut movement cost,
add trade, and with a certain option triremes can travel on them.
Also, I'm no lawyer, but the legality of this seems ambigious. Civ 4 is a
commercial game with
Follow-up Comment #4, patch #1803 (project freeciv):
I feel it would be better to program this as a plugin for freeciv itself -
basically a replacement for savegame.c, which could be refactored to be
modular - that would load the scenario directly into freeciv-server rather
than try to translate
Follow-up Comment #1, bug #16319 (project freeciv):
I tried to reproduce this bug; I am running OpenBSD and my self-compiled S2_2
r17636 with the GTK client. I loaded file #9628, took the Bretons, moved all
my units, and lastly moved the Trireme along the north pole, and then began
the next
Update of bug #16305 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
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Follow-up Comment #6:
Well, here are some
Follow-up Comment #5, patch #1803 (project freeciv):
I suggested to syntron the possibility to add this import feature into
freeciv map editor, but he said it is complicated because the map is
generated in the server and the editor moddifies it in the client (if I
understood).
He suggested to
Update of patch #1753 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #1416 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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