[Freeciv-Dev] (PR#40601) bad char in city name crashes GTK civclient 2.1.7 and 2.1.8
http://bugs.freeciv.org/Ticket/Display.html?id=40601 > In civclient 2.1.7, a random city name was generated, "Perpiny[X]". The [X] stands for some weird graphic of a presumably unprintable character. Clicking on this city crashes both civclient 2.1.7 and 2.1.8 on Windows Vista SP1. I've attached a saved game file, "garbagechar," that reproduces the problem. 1) start civclient 2.1.8. 2) click "Load Saved Game" 3) click "garbagechar" 4) click Catalan (Human) player 5) double click the city "Perpiny[X]". Immediately one gets the message "civclient.exe has stopped working." garbagechar.sav.gz Description: GNU Zip compressed data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40600) Bug with civserver.exe
http://bugs.freeciv.org/Ticket/Display.html?id=40600 > > [arch.and...@mail.ru - Sun Dec 14 11:38:50 2008]: > > Good day! > Today I'm upgraded to new version of freeciv (2.1.8) > and server begins disconnecting my client with this message > > 2: Lost connection: Andrey from localhost [...] > 1: cut connection [...] due to huge send buffer (2) > > No other technical information received or displayed on > the screen. I'm not sure how that particular error condition could have been triggered, though it could be due to some changes I made trying to fix other connection related bugs. What system are you running on (e.g. windows, linux, osx, etc.) and what exactly are you doing to cause the error to occur? Are you trying to start a new local game, or connecting to some server on the internet? Also, does the error always occur, or only sometimes? --- 生き返った死体の衝撃だ。 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40588) Bug: Font too small
http://bugs.freeciv.org/Ticket/Display.html?id=40588 > > [tarw...@gmail.com - Thu Dec 04 23:44:45 2008]: > > Will do. I'll look again for the font tab. If not I should easily find > that file. I tried searching the bug tracker first but couldn't figure > it out. I think I was just tired. Sorry to waste your time. > > Samuel Dillow > > I'm looking at your screenshot and it looks to me that the fond is not just small, but garbled in other ways as well. Some questions: Does it look the same every time you enter the help browser, or just some times randomly? Are you running the official Mac package of Freeciv, or do you compile it yourself from sources? Do you know what version of GTK you're using. I've seens something similar on my old iBook, but I always thought it was caused by the old version of GTK (2.4) I was using. Prelimiarily assigned bug to the Mac package manager. Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40600) Bug with civserver.exe
http://bugs.freeciv.org/Ticket/Display.html?id=40600 > Good day! Today I'm upgraded to new version of freeciv (2.1.8) and server begins disconnecting my client with this message 2: Lost connection: Andrey from localhost (player William the Conqueror). 1: cut connection Andrey from localhost (connection incomplete) due to huge send buffer (2) No other technical information received or displayed on the screen. P.S. Thanks for Free Civilisation!!! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#15947) 2.1 - Island generator doesn't generate any rivers
http://bugs.freeciv.org/Ticket/Display.html?id=15947 > On Sun, Dec 14, 2008 at 7:09 PM, Madeline Book wrote: > - What is the point of the variable 'k'? And what exactly > does the 'i == k' test mean? Makes sure the code puts a river mouth at the first suitable location it finds, and ignores the 1% 'coast' chance of making a new river mouth. Rename k to firstriver(+mouth?) or stick the above comment in somewhere I guess. > - Why do you multiply failsafe by 5? My checks for placing river tiles and mouths are a lot more stringent than the previous code (and increased the amount by 75%) so the failsafe kept running out before it had placed all the river tiles. I'd say it was intended to stop infinite loops on small thin islands rather than stop the code before it was finished. > - What is the point of 'myrand(100) < coast', since 'coast' > is always equal to 1 hence the expression only ever has > a 1% chance of being true. It's the probability of making a new river mouth, it's set that low so it'll keep extending the rivers it already has instead of making lots of little single tile rivers every time it randomly chooses a coastal tile. > I'm not sure that adding a hard-coded 75% increase is > the best solution. Anyway it is fine for now; it would > not be hard at all to implement a 'rivers' setting that > controls the amount of rivers the generator places. I'll > submit this in another ticket after this one. > A percentage from 0 - 500% would be best. Some players don't like any rivers and think they just get in the way before bridges. > I tried a hex topology and the hex2t tileset with gen3, > rivers were generated alright. Perhaps the bug causing > whatever you found wrong before has since been fixed. I think the problem is I was using topology 13 with it, never realized you needed a different tileset for flat and isometric topologies. ~Brendon ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev