[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread anonymous

URL:
  http://gna.org/bugs/?18818

 Summary: The server couldn't allocate starting positions
 Project: Freeciv
Submitted by: None
Submitted on: Tue 18 Oct 2011 01:16:35 PM UTC
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: trude...@yahoo.com
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

I'm trying to play Freeciv 2.3.0(GTK+ client) on default ruleset against 2
A.I. an it does not allow me to start at all(it goes back to main menu).

My computer runs Windows7 64-bit SP1
Intel Celeron CPU 450 @ 2.2Ghz
2GB RAM
Intel G41 Express Chipset
450+GB hard drive

I'm just trying to figure out what went wrong(if anything)on install.




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[Freeciv-Dev] [patch #2270] [metaticket] allow recursive transports

2011-10-18 Thread Matthias Pfafferodt

Follow-up Comment #11, patch #2270 (project freeciv):

I will commit this patch set to trunk this week if there are no objections.

autogame tests show small differences in the last seen time (I suspect the
order of movement of transported units). For large games this can result in
bigger differences, i.e one unit not seen by an AI. But I think it is working
and should go into 2.4 ...

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #18818 (project freeciv):

see also bug #14775; does this happens all the time or only one time? In the
last case it is a repeat of a long standing bug ...

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Vincent Trudell

Follow-up Comment #2, bug #18818 (project freeciv):

It is in a loopI'm trying to play with the default ruleset.

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #18818 (project freeciv):

do you get the same error message if you try again (another map, etc)?

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Vincent Trudell

Follow-up Comment #4, bug #18818 (project freeciv):

It gives me the exact same message for all maps.

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Marko Lindqvist

Follow-up Comment #5, bug #18818 (project freeciv):

My question may seem like a nuisance, but just to make everything absolutely
clear: How do you know it's problem with starting position allocation as
stated in subject? Body of your original report just said that client returns
to main menu.

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Vincent Trudell

Follow-up Comment #6, bug #18818 (project freeciv):

I got a small pop-up window saying that was the issue.

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Vincent Trudell

Follow-up Comment #7, bug #18818 (project freeciv):

in create_start_positions() [../../../server/generator/startpos.c::380]:
assertion 'player_count() = sum' failed.
Please report this message at http://gna.org/projects/freeciv/
in map_fractal_generate() [../../../server/generator/mapgen.c::1464]:
assertion '0' failed.
Please report this message at http://gna.org/projects/freeciv/
Lost connection to server (read error)!

That's what I got for error message.

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[Freeciv-Dev] [bug #18818] The server couldn't allocate starting positions

2011-10-18 Thread Vincent Trudell

Follow-up Comment #8, bug #18818 (project freeciv):

I got sent back to main menu I clicked (start new game)then saw those
messages when I scrolled up on setup page.

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[Freeciv-Dev] [bug #18822] please change handling of minimap

2011-10-18 Thread Karl Goetz

URL:
  http://gna.org/bugs/?18822

 Summary: please change handling of minimap
 Project: Freeciv
Submitted by: kgoetz
Submitted on: Wed 19 Oct 2011 09:53:06 AM CST
Category: client
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

Hi,
We were just discussing the minimap on IRC (2011-10-18, ~2300 UTC, #freeciv
on freenode), and better/alternative ways of handling it (related issues
already filed seem to be bug #18180 and bug #18755).

The main ways of handling it discussed were:
- having the map expand out to full screen when selected
- being able to zoom the minimap in place (These might interfere with the
minimaps detaching?)
- having the minimap in its own tab
- 




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[Freeciv-Dev] [bug #18822] please change handling of minimap

2011-10-18 Thread Jaakko Heusala

Follow-up Comment #1, bug #18822 (project freeciv):

This is specifically problem with a small screen (netbooks etc) or very big
maps. We are playing size 60 game with 126 players at the moment. Small
minimap with scrollbars is mostly useless even on my big wide screen monitor
and many of our players have reported the same problem.

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[Freeciv-Dev] [bug #18822] please change handling of minimap

2011-10-18 Thread David Lowe

Follow-up Comment #2, bug #18822 (project freeciv):

I agree the scrolling minimap is useless currently.  In my mind, the best fix
would be to somehow fix scaling such that the entire world is always visible
in the space reserved for the minimap.  Failing that, the scrollbars should
accurately portray how much of the world is in view at the moment.  I do not
believe this is possible in, for example, GTK without rolling our own
scrollbars.  It now gives the false impression that i'm looking at most of the
world when i'm only seeing about a quarter of it.

Anyway, if the minimap doesn't show the whole thing, i'm not sure what the
point of it is.  I think it might be worth considering sub-pixel squares:
let's say four map squares are portrayed as a single pixel on the minimap. 
Yes, i realize that is going to present some challenges in portraying units.

As to putting the minimap in a separate tab, i don't see a benefit to it. 
One, the space currently occupied by the minimap would be wasted and i haven't
seen a mention of what could be usefully fill that space.  Two, if we have to
go to a tab, we may as well go to the main map tab...

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