URL:
http://gna.org/bugs/?20026
Summary: Help browser doesn't handle units with fractional MP
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Aug 5 10:52:32 2012
Category: docs
Severity: 2 - Minor
Update of bug #20026 (project freeciv):
Severity: 2 - Minor = 1 - Wish
Summary: Help browser doesn't handle units with fractional MP
= Utility function to render possibly-fractional fractional MP as text
Update of bug #20019 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #20020 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #20021 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of bug #20026 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #2:
* New function move_points_text() in movement.h
** Some of the options aren't used in this patch
Update of bug #19851 (project freeciv):
Depends on: = bugs #20026
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Follow-up Comment #2:
* Rebased on top of bug #20026, + removed stray FIXME comment
(file #16305, file #16306)
Update of bug #20023 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-single-veteran-level-quiet.patch Size:3 KB
File name:
Update of bug #19991 (project freeciv):
Status:None = Ready For Test
Assigned to:mixcoatl = jtn
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Follow-up Comment #1:
I plan to commit the
Follow-up Comment #11, patch #3432 (project freeciv):
Is it possible to have 'extended' civil war nations spawn in a
core nations game?
2.4 (patch #3449): not unless *all* other core nations run out, so, mostly
not.
2.5 (patch #3448): not at all.
If not then maybe it would be a good solution
Update of patch #3471 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #3321 (project freeciv):
Planned Release: 2.4.0,2.5.0 = 2.5.0
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http://gna.org/patch/?3321
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Update of patch #3316 (project freeciv):
Priority: 3 - Low = 7 - High
Status:None = Ready For Test
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Follow-up Comment #4:
Flag with a Celtic
Follow-up Comment #12, patch #3432 (project freeciv):
It seems I missed the Spanish... they should be in of course.
Who gets the chop from the extras to make room?
For the sake of having a patch for testing and ready to commit for
2.4.0-beta1, I've removed the Vietnamese. Rationale was based on
Follow-up Comment #13, patch #3432 (project freeciv):
As all nations still live in same .po file, maybe you should add at TRANS
comment next to each core nation legend so translators could search for those.
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Update of bug #20005 (project freeciv):
Planned Release: 2.4.0,2.5.0 = 2.4.0-beta1,2.5.0
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Follow-up Comment #1:
We'd better do something about this for 2.4.0-beta1, hadn't we?
How are Windows builds finding
Follow-up Comment #4, bug #19952 (project freeciv):
What about cities that no longer exist (except in player's FoW
map)? We have to use value 0 for them?
Ick, I hadn't thought of that.
Perhaps we should build the virtual city after all.
Update of bug #19952 (project freeciv):
Planned Release:2.4.0, 2.5.0 = 2.5.0
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Follow-up Comment #5:
I'm afraid we have to live with this bug in S2_4 (maybe document it that
City_Image effect is
Update of bug #19854 (project freeciv):
Status: Confirmed = Ready For Test
Assigned to:None = jtn
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Follow-up Comment #2:
This was broken in a
URL:
http://gna.org/bugs/?20028
Summary: Fallback graphics for Fundamentalism units (for
Cimpletoon)
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Aug 5 18:59:52 2012
Category: art
Severity: 3 -
Update of bug #19998 (project freeciv):
Planned Release: = 2.5.0
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Follow-up Comment #3:
OK; I've raised a new bug #20028 for the fallbacks, leaving this one to remind
us to chase the
Follow-up Comment #1, bug #20028 (project freeciv):
(Could also include a fallback for Fanatics, for completeness? Say to
Partisans.)
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http://gna.org/bugs/?20028
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URL:
http://gna.org/patch/?3482
Summary: Remove init_government from individual civ1/civ2
nations
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Aug 5 19:18:49 2012
Category: rulesets
Priority: 3 -
Update of bug #19998 (project freeciv):
Planned Release: 2.5.0 = 2.4.0, 2.5.0
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Follow-up Comment #4:
Let's have this ticket for missing cimpletoon unit graphics in respect to S2_4
(civ2,
Update of patch #3482 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_4-civ1-civ2-init-government.patch Size:5 KB
URL:
http://gna.org/bugs/?20029
Summary: Cimpletoon missing civ2civ3 units
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Aug 2012 09:21:16 PM EEST
Category: art
Severity: 3 - Normal
URL:
http://gna.org/bugs/?20030
Summary: Amplio2 missing Geoengineer gfx
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Aug 2012 09:22:36 PM EEST
Category: art
Severity: 3 - Normal
URL:
http://gna.org/bugs/?20031
Summary: Amplio2 missing Maglev gfx
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Aug 2012 09:24:58 PM EEST
Category: art
Severity: 3 - Normal
Follow-up Comment #3, bug #19854 (project freeciv):
It works... even though i don't know why it does not apply to S2_4...
You can commit...
Thanks
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Follow-up Comment #4, bug #19854 (project freeciv):
even though i don't know why it does not apply to S2_4...
Dunno. Usually this is because git has been clever so I don't spot some
difference between branches, but here I really can't see the difference.
Here's my S2_4 version, anyway.
(file
Update of bug #19977 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
Release:trunk r21615 = 2.3.2, trunk r21615
Planned Release:
Additional Item Attachment, bug #19977 (project freeciv):
File name: trunk-trademindist-max.patch Size:1 KB
File name: S2_4-S2_3-trademindist-max.patch Size:0 KB
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http://gna.org/bugs/?19977
Follow-up Comment #5, bug #19977 (project freeciv):
Maybe the right thing to do (in stable branches at least) would be to increase
the network field size with optional capability (removing old field, adding
new one). In S2_3 existing versions of civ2-3 ruleset are widely used, and we
can't expect
Follow-up Comment #11, patch #3469 (project freeciv):
Well, here's a funny thing: while tinkering with update_rect_at_mouse_pos, I
thought I've made a regression, but gtk2 client seems to have the same
problem.
Holding right mouse button, select an area. Without releasing the button,
scroll with
Follow-up Comment #12, patch #3469 (project freeciv):
I'm tempted to do something really annoying from common client code side of
view - implement update_rect_at_mouse_pos as '{}' and just handle it in
move_mapcanvas.
I still dont understood what you are trying to achieve
URL:
http://gna.org/bugs/?20032
Summary: Many unit activities use same icons
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 05 Aug 2012 11:14:23 PM EEST
Category: art
Severity: 3 - Normal
Follow-up Comment #13, patch #3469 (project freeciv):
Now, for something bit annoying, for a change: kind of similar test, but in
c case, in gtk3 client leads to not quite correct display till mapcanvas
gets redrawn - I'm not sure if it's related to my changes or not.
But in gtk2 client, it
Follow-up Comment #3, bug #19932 (project freeciv):
Bit more info (incomplete analysis):
* the abort happens in send_goto_route():
if (last_part-end_tile == last_part-start_tile) {
/* Cannot move there */
continue;
}
* end==start looks like it might be a special internal
Follow-up Comment #14, patch #3469 (project freeciv):
@comment 12:
I want to put something like:
{
GdkModifierType state;
gdk_device_get_state(ev-device, ev-window, NULL, state);
if (rbutton_down (state GDK_BUTTON3_MASK)) {
update_selection_rectangle(ev-x, ev-y);
}
}
in
Follow-up Comment #15, patch #3469 (project freeciv):
you asked what does earlier center_tile_mapcanvas() - it center map on unit
when c is pressed, also probably center on some event via message output. I
assume you changed it so of course its your fault, that 'c' make mess now.
Follow-up Comment #2, bug #20028 (project freeciv):
(Could also include a fallback for Fanatics, for completeness?
Say to Partisans.)
Well, that depends whether we consider this just temporary emergency fix for
cimpletoon (I don't want someone who has saved cimpletoon, tileset that is
part of
Follow-up Comment #16, patch #3469 (project freeciv):
I've made those changes in gtk3 client, not gtk2, where the permanent grab
happens.
(and I didn't exactly ask what does center_tile_mapcanvas do ?, but more
along the lines of is there anything I should know about
update_rect_at_mouse_pos in
Follow-up Comment #17, patch #3469 (project freeciv):
On gtk2 client
- select a unit (I selected )
- center the map on a different tile ( I chosen via messages and it centereed
)
- select an area, don't release the button ( I chosen )
- press c ( nothing happened, unit was still centered )
Follow-up Comment #18, patch #3469 (project freeciv):
sorry I was wrong. Centered was some vent.
It centered on new place but cursor still remained strange. After clicking new
turn everything was ok ( client was almost ok except cursor and I was unable
to select another unit)
Follow-up Comment #19, patch #3469 (project freeciv):
Seems a more detailed description is necessary:
- select a unit
- right click on a tile, that's far enough to make a visible difference but
still being able to see the unit
- press and hold right mouse button, drag to select an area
- without
URL:
http://gna.org/patch/?3483
Summary: The way default tileset is selected
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 06 Aug 2012 12:35:16 AM EEST
Category: client
Priority: 5 - Normal
Follow-up Comment #1, bug #20029 (project freeciv):
I have seen a custom icon for migrants in other rulesets (named u.refugee as
you say), for example the ones used in Longturn, and that is the main reason I
included them in civ2civ3.
About Geoengineers, I don't think it is worth to create a new
Follow-up Comment #1, bug #20030 (project freeciv):
Related to bug #20029
The only other missing gfx in civ2civ3, that I know, are the 3 new wonders:
Temple of Artemis, Statue of Zeus and Mausoleum of Mausolos. All them
currently using The Oracle icon.
Follow-up Comment #2, bug #20029 (project freeciv):
do you think it could be easy to implement such feature (in a
similar way than you did with irrigations)?
In the past I have considered implementing tech flag similar to Bridge
Building for enabling tranformation that way (not tied to
Update of bug #17843 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #12:
Committed without
Update of bug #19952 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #6:
Patch.
When server does not know the city image for player city loaded from old
savegame, it
Follow-up Comment #3, bug #20005 (project freeciv):
What's the working dir when running official Installer builds? If it's
relative to installation root, we could have relative path from there to
database.lua.
I'm going to test relative path with crosser builds where ../share/freeciv
is already
Follow-up Comment #3, bug #19976 (project freeciv):
2.4.0-beta1 is less than a week away. I'll commit this soon if Matthias does
not.
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