Follow-up Comment #9, bug #20792 (project freeciv):
Well, I've left a couple of 500x250 WRAPX|ISO autogames running without issue
now with 2.3.4 and the default ruleset. So whatever the crash is, it's not
trivially
(The fact that these proceeded apparently normally also suggests that the
Follow-up Comment #4, bug #20739 (project freeciv):
Can u check your /proc/mtrr ?
if u see all mem uncachable, u should fix that (probably in bios, or by
mtrr cleanup in kernel) and check if it helped for freeciv.
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URL:
http://gna.org/patch/?3906
Summary: Road movement cost granularity.
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 12:56:03 2013
Category: general
Priority: 5 - Normal
Follow-up Comment #2, patch #3775 (project freeciv):
Of course, with the new terrain features things get much more complicated for
the AI. Think of a ruleset where tanks can not cross swamps (they drown), but
are fast enough to find a path around and so still could keep pace with, say,
a caravan.
Follow-up Comment #1, bug #20809 (project freeciv):
Actually, it is possible to recover the governments list. I switched to the
SDL client, changed the government, and saved the game. When I got back to
the GTK client, the government list was restored.
Follow-up Comment #3, patch #3775 (project freeciv):
I understand the limited application, but even for that, I'm not sure how this
helps the AI use classical units, and all uses of uclass_move_type() are on a
list I hope to eliminate.
For the classic, civ1, civ2, and multiplayer rulesets, where
Follow-up Comment #1, patch #3906 (project freeciv):
I really like the idea of this patch, but I think there is a lot more that
could be done to make this flexibly work, as follows:
1) Move SINGLE_MOVE to be a ruleset configuration variable (e.g.
game.info.single_move), so that ruleset authors
Hi all Freeciv developers!
It has now been about a week since Freeciv-web became playable on
http://play.freeciv.org/ so I thought that I should post an update.
13,688 people visited play.freeciv.org accoding to Google Analytics.
Worldwide productivity has plummeted, accoding to pcgamer.com:
Follow-up Comment #5, patch #3775 (project freeciv):
2) Bases can affect tile nativity, rivers are a type of road for 2.5+
4/6) Units are additionally subject to movement gains/losses for arbitrary
requirement conditions from effects.ruleset : thinking about it, there may be
a bug in pathfinding
Follow-up Comment #4, patch #3775 (project freeciv):
I was developing a ruleset based on Ancients. The AI does a bad job on it so I
went into the code and this patch is just one of many things I came across.
The discussion of it is now already way out of proportion of any harm or
benefit from
Follow-up Comment #2, patch #3906 (project freeciv):
I agree completely, but fear I lack the skill to implement this properly.
Perhaps the movement cost for roads could be changed to a percentile as well,
instead of a fixed number of movement points. Maybe even a flag for roads to
toggle
Follow-up Comment #3, patch #3906 (project freeciv):
I'm mostly working on requirement processing right now, but here are a couple
untested candidate patches that implement items 1) and 2). If someone would
like to test/adjust/fix these to actually work properly, they can have all the
credit
Follow-up Comment #4, patch #3906 (project freeciv):
I forgot to mention, it's important to do the MOVE_COST_IGTER patch first, as
otherwise one has to somehow calculate MOVE_COST_IGTER in relation to
SINGLE_MOVE, and hope that it just happens to work for a given value.
Follow-up Comment #6, patch #3775 (project freeciv):
Regrettably, after the police attack of March 13 on me, I still suffer from
the concussion they delivered on me, I have still trouble concentrating and
suffer from very curious forms of memory leaks a way I have never known
before.
Excuse me,
Good news!
Which part (web client or server) is consuming the most resources, and
is it CPU or RAM-limited?
- Per
On Mon, May 13, 2013 at 6:32 PM, Andreas Røsdal andre...@pvv.ntnu.no wrote:
Hi all Freeciv developers!
It has now been about a week since Freeciv-web became playable on
Follow-up Comment #7, patch #3775 (project freeciv):
My sympathies. I found your comment about what *should* be done insightful
and helpful. There's plenty of other nativity issues about: I'm more than
happy to delay this discussion until after you're feeling better (and may that
be soon,
URL:
http://gna.org/patch/?3907
Summary: Minor fallback check cleanup for map generator 3
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 18:22:25 2013
Category: rulesets
Priority: 5 -
Follow-up Comment #8, patch #3775 (project freeciv):
Thanks a lot.
I am open to discussion quite well (I have some bright moments once a day :)
).
What I wanted to point out is that I can't do any coding/inspection reliably.
Discussion as such is fine, it probably even helps me find a way back.
On Mon, 13 May 2013, Per Inge Mathisen wrote:
Good news!
Which part (web client or server) is consuming the most resources, and
is it CPU or RAM-limited?
It's limited by both CPU and RAM at the moment. Memory usage 78% and
system load (uptime) between 2 and 4. This is running 200
Dear Sir or Madam,
i'm the webmaster of osgames.de
I've heard Freeciv can now be play on a website and must not install on a
OS like Windows, Linux etc.
I want to support Freeciv and create a new Domain like playfreeciv.de so
users can play freeciv like a browsergame.
Please contact me.
URL:
http://gna.org/patch/?3908
Summary: Map size rounding for tilesperplayer map size
selection.
Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 20:36:33 2013
Category: general
Priority:
URL:
http://gna.org/patch/?3909
Summary: Fix default.lua gettext warning
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 14 May 2013 12:00:07 AM EEST
Category: general
Priority: 5 - Normal
URL:
http://gna.org/patch/?3910
Summary: Mark Alien ruleset strings as no-c-format for
gettext
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 14 May 2013 12:15:40 AM EEST
Category: rulesets
Update of patch #3879 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #3856 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
Planned Release: = 2.4.0, 2.5.0, 2.6.0
Follow-up Comment #1, patch #3908 (project freeciv):
I'm not convinced this part of the code is the issue. I can generate a 20%
discrepancy anyway (tilesperplayer=60, landmass=30, mapsize player, 5
players). Everything is evenly divisible, so it falls into the second part of
the conditional,
Update of patch #3839 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #9:
For the SDL client fix, it's mostly a random swipe to remove it
from grep results. That
Follow-up Comment #10, patch #3839 (project freeciv):
This change may increase the cases where a player may attempt an impossible
paradrop, but it also reduces the cases where a player may not attempt a
possible paradrop. While it makes no difference for classical rulesets, this
code means that
URL:
http://gna.org/patch/?3911
Summary: Improve protocol documentation
Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 13 May 2013 11:10:23 PM GMT
Category: None
Priority: 5 - Normal
Follow-up Comment #1, patch #3909 (project freeciv):
Argh, oops, sorry.
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Follow-up Comment #7, bug #20595 (project freeciv):
My problem is already solved. I figured to use lua, applied command:
code/lua cmd edit.climate_change(edit.NUCLEAR_WINTER,1000)/code
(I have small map)
Which produced probably far better results than generator would have produced.
It would be
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