[Freeciv-Dev] [patch #3247] Drawing code checks existence of roads from roads vector, not specials
URL: http://gna.org/patch/?3247 Summary: Drawing code checks existence of roads from roads vector, not specials Project: Freeciv Submitted by: cazfi Submitted on: Wed 11 Apr 2012 12:28:52 AM EEST Category: client Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: This patch makes drawing code to check existence of roads from roads vector, no longer from compatibility specials. ___ File Attachments: --- Date: Wed 11 Apr 2012 12:28:52 AM EEST Name: TilespecRoadFromVec.diff Size: 4kB By: cazfi http://gna.org/patch/download.php?file_id=15552 ___ Reply to this item at: http://gna.org/patch/?3247 ___ 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 #3187] Roads as separate object type in editor
Update of patch #3187 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3187 ___ 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 #3244] Avoid error message about modpack db incompatibility when one does not exist
Update of patch #3244 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3244 ___ 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 #18192] Client allocates unnecessarily memory for tile knowledge maps
Update of bug #18192 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18192 ___ 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 #19627] Borders updated while player removal state inconsistent
Update of bug #19627 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19627 ___ 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 #17373] Assertion failed during single player game in trunk
Update of bug #17373 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Follow-up Comment #10: Noticed another nasty aspect of that fc_assert_ret() we had here. It tried to return with value -1 from the function, but return type of the function is unsigned (size_t). So it was not returning value indicating error but rather big value. ___ Reply to this item at: http://gna.org/bugs/?17373 ___ 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 #19560] Autosettlers do not consider existing Roads as good for Railroad building
Update of bug #19560 (project freeciv): Open/Closed: Closed = Open ___ Follow-up Comment #5: Reopening pending a decision on this ticket's fate for S2_3. ___ Reply to this item at: http://gna.org/bugs/?19560 ___ 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 #19560] Autosettlers do not consider existing Roads as good for Railroad building
Follow-up Comment #6, bug #19560 (project freeciv): Reopening pending a decision on this ticket's fate for S2_3. After testing this in S2_4 and TRUNK for a while, I don't think we should mess with it in mature branch. Even if the change itself has no bugs in it, AI as a whole has been balanced to work with old code - seemingly completely unrelated things may start falling apart. Note also problems mentioned in comment #1 - without even more testing I cannot say for 100% certainty that fixing the bug that prevents autosettler from building rail grid that's clearly overkill makes AI overall performance better. ___ Reply to this item at: http://gna.org/bugs/?19560 ___ 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 #18014] Units with move_type = Both have Airport as training facility
Follow-up Comment #3, bug #18014 (project freeciv): We've spent years to get rid of hardcoded move types. I humbly submit that if we are going to be rid of them, then let's be fully rid of them. What we've got now is just plain confusing. Units.ruleset has this: ; move_type = Where unit moves; Land, Sea or Both.; which implies that 'Both' means 'Amphibian'. The fact that flying units are also marked with the same move_type doesn't seem to be obvious and has confused even our help system. ___ Reply to this item at: http://gna.org/bugs/?18014 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev