Update of bug #20588 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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URL:
http://gna.org/patch/?4367
Summary: Copy classic script.lua to civ2civ3 script.lua
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 29 Dec 2013 12:05:57 PM EET
Category: rulesets
Priority: 5 -
Update of patch #4357 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4368
Summary: Save game ruleset misc variables from
freeciv-ruledit
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 29 Dec 2013 02:12:55 PM EET
Category: freeciv-ruledit
Update of bug #16385 (project freeciv):
Assigned to: jtn = None
Depends on: = patch #3630
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Follow-up Comment #12:
I haven't been
URL:
http://gna.org/patch/?4369
Summary: Untranslate rule_name fields in the civ2civ3 ruleset
Project: Freeciv
Submitted by: silene
Submitted on: Sun 29 Dec 2013 01:58:06 PM CET
Category: rulesets
URL:
http://gna.org/bugs/?21392
Summary: Editor vision tool should always refresh player's
knowledge
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Dec 29 13:02:59 2013
Category: None
Severity: 3 -
URL:
http://gna.org/bugs/?21393
Summary: update_player_tile_knowledge() doesn't handle
foggedborders correctly
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Dec 29 13:18:03 2013
Category: None
Update of bug #21392 (project freeciv):
Depends on: = bugs #21393
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Reply to this item at:
http://gna.org/bugs/?21392
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Message sent
Update of bug #21393 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-foggedborders-knowledge-update.patch Size:2 KB
File name:
Update of bug #21392 (project freeciv):
Status: In Progress = Ready For Test
___
Additional Item Attachment:
File name: trunk-S2_5-S2_4-editor-vision-refresh.patch Size:0 KB
Update of patch #4369 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
Planned Release: = 2.5.0, 2.6.0
URL:
http://gna.org/bugs/?21395
Summary: Chatline completion can cause client segfault in the
presence of unused player slots
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Dec 29 15:28:39 2013
Category:
URL:
http://gna.org/patch/?4370
Summary: Fix broken reason for AI war
Project: Freeciv
Submitted by: silene
Submitted on: Sun 29 Dec 2013 05:39:08 PM CET
Category: ai
Priority: 5 - Normal
Update of bug #21395 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_5-S2_4-chatline-sparse-playerslot-crash.patch Size:2 KB
File name:
Update of bug #21384 (project freeciv):
Category: client-gtk-2.0 = general
Status:None = Ready For Test
Assigned to:None = jtn
Operating System:
Update of patch #4370 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
Planned Release: = 2.3.5, 2.4.2, 2.5.0,
2.6.0
Update of patch #4365 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
Planned Release: = 2.4.2,2.5.0,2.6.0
Follow-up Comment #2, patch #4365 (project freeciv):
Given the problems AI players have with forever existing diplomacy dialogs, it
would be interesting to know how the old buggy code affected first contact
between two AI players, allied or not.
I assume something like:
1) First one proposes
Follow-up Comment #1, bug #21389 (project freeciv):
I think it would have to be a very large city (size 190) to
trigger this
I think treasury = 0 is enough no matter size of the conquered city (there's
the +1 const part to fc_rand() ) - fc_rand(0 + 1) + 0 = 1.
Follow-up Comment #3, patch #4365 (project freeciv):
Step 4 does not happen, since the second player proposes a ceasefire only if
the first player is not an AI. (server/plrhand.c:1928)
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Follow-up Comment #2, patch #4370 (project freeciv):
I am not sure if I understand correctly what you suggest, but I don't think it
can happen. The AI tests if there already is a countdown going on before
declaring war, so it won't be overriding a space race reason.
Follow-up Comment #4, patch #4365 (project freeciv):
(server/plrhand.c:1928)
Thanks for checking this. Unfortunately code like that means we have another,
and harder to fix, bug. If we call first_contact for one party only, situation
where the parties have different ai types is certainly not
Follow-up Comment #3, patch #4370 (project freeciv):
You're right. That takes care of it. I were tracking just how 'need_targets'
gets set (and new target is searched for) even in that case. Maybe that could
use minor optimization, though, not to look for new target in such a case when
it will be
URL:
http://gna.org/bugs/?21399
Summary: luac.c main() built to lua library
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Dec 2013 12:46:56 AM EET
Category: general
Severity: 3 - Normal
Update of bug #21399 (project freeciv):
Planned Release: = 2.3.5, 2.4.2, 2.5.0,
2.6.0
___
Reply to this item at:
http://gna.org/bugs/?21399
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Message
Update of bug #21399 (project freeciv):
Status: In Progress = Ready For Test
___
Follow-up Comment #1:
Patches to simply remove luac.c from the list of source files for the lib.
When committing this,
Follow-up Comment #1, patch #4369 (project freeciv):
As civ2civ3 is new ruleset as part of freeciv proper in 2.5, I wonder if we
should remove these uses of distinct rule_names completely - there's no
backward compatibility reason to make it different from user visible name.
But civ2civ3 has
Update of patch #4355 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4371
Summary: Do not assign default irrigation/mine extra if
changing terrain type
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Dec 2013 03:03:50 AM EET
Category: general
Follow-up Comment #3, bug #21374 (project freeciv):
Changes plans so that there will not be major rewrite (in separate ticket) for
handling irrigation/mine terrain changes, so take care of handling that case
in concat_tile_activity_text() in this ticket.
Also changed name of the Irrigation
URL:
http://gna.org/bugs/?21401
Summary: First contact between two AI types call only one AI
type function
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Dec 2013 03:38:07 AM EET
Category: ai
Update of bug #21401 (project freeciv):
Depends on: = patch #4365
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Follow-up Comment #1:
This cannot be fixed before default AI gets changed to function correctly if
called twice by
Follow-up Comment #2, bug #21401 (project freeciv):
Patch. Simple as removing check against calling first_contact twice.
(file #19565)
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Additional Item Attachment:
File name: DoubleFirstContact.patch Size:1 KB
URL:
http://gna.org/patch/?4372
Summary: Animal Kingdom
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Dec 2013 04:32:53 AM EET
Category: rulesets
Priority: 5 - Normal
Status:
Follow-up Comment #2, bug #21329 (project freeciv):
- Updated hex2t items.png
(file #19567)
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Additional Item Attachment:
File name: items.png Size:44 KB
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Update of bug #21329 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.5.0, 2.6.0
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Follow-up Comment #3:
The original problem
Follow-up Comment #2, bug #21173 (project freeciv):
Checked another trace, and the only common thing with previous one is that
it's in server_quit().
This time it happened in server_remove_player(), plrhand.c:1564 (
notify(game.est_connections ...) )
Ok, both of these touch connections -
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