[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain
URL: http://gna.org/bugs/?16588 Summary: Coastal tiles ignored for non-arctic terrain Project: Freeciv Submitted by: dmarks Submitted on: Monday 08/30/2010 at 15:00 Category: client Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2+ Discussion Lock: Any Operating System: None Planned Release: ___ Details: Trying to convert the 'stratege' tileset to the 2.2 tileset format but have ran into a snag: Coastal tiles are ignored for non-arctic terrain - they are ending up as plain ocean tiles - and I cannot wrap my head around it. The amplio tileset that I'm using as reference doesn't make sense at all as far as I can tell. Both its 't.l1.coast_cell...' and 't.l1.floor_cell...' tiles are seemingly referring to the arctic coastal sprites only and the actual regular ocean/coastal and deep ocean tiles don't seem to be referenced anywhere. Tileset attached if someone would like to have a look. ___ File Attachments: --- Date: Monday 08/30/2010 at 15:00 Name: stratege.tar.gz Size: 483kB By: dmarks http://gna.org/bugs/download.php?file_id=10088 ___ Reply to this item at: http://gna.org/bugs/?16588 ___ 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] Freeciv Map - Earth included in the Softpedia database
Congratulations, Freeciv Map - Earth, one of your products, has been added to Softpedia's database of games and gaming tools. It is featured with a description text, screenshots, download links and technical details on this page: http://games.softpedia.com/get/Maps/Freeciv-Map-Earth.shtml The description text was created by our editors, using sources such as text from your product's homepage, the PAD file (if available) and the editor's own opinions. If you feel that having your product listed on Softpedia is not a benefit for you or simply need something changed or updated, please contact us via email at webmas...@softpedia.com and we will work with you to fix any problem you may have found with the product's listing. -- Sincerely, The Softpedia Team --- Softpedia is a library of over 400,000 free and free-to-try software programs for Windows, Mac OS and Linux, games and gaming tools, Windows device drivers, mobile devices and IT-related articles. --- Softpedia - the encyclopedia of free software downloads http://www.softpedia.com/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Freeciv Map - Numenor included in the Softpedia database
Congratulations, Freeciv Map - Numenor, one of your products, has been added to Softpedia's database of games and gaming tools. It is featured with a description text, screenshots, download links and technical details on this page: http://games.softpedia.com/get/Maps/Freeciv-Map-Numenor.shtml The description text was created by our editors, using sources such as text from your product's homepage, the PAD file (if available) and the editor's own opinions. If you feel that having your product listed on Softpedia is not a benefit for you or simply need something changed or updated, please contact us via email at webmas...@softpedia.com and we will work with you to fix any problem you may have found with the product's listing. -- Sincerely, The Softpedia Team --- Softpedia is a library of over 400,000 free and free-to-try software programs for Windows, Mac OS and Linux, games and gaming tools, Windows device drivers, mobile devices and IT-related articles. --- Softpedia - the encyclopedia of free software downloads http://www.softpedia.com/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Freeciv Map - First Age included in the Softpedia database
Congratulations, Freeciv Map - First Age, one of your products, has been added to Softpedia's database of games and gaming tools. It is featured with a description text, screenshots, download links and technical details on this page: http://games.softpedia.com/get/Maps/Freeciv-Map-First-Age.shtml The description text was created by our editors, using sources such as text from your product's homepage, the PAD file (if available) and the editor's own opinions. If you feel that having your product listed on Softpedia is not a benefit for you or simply need something changed or updated, please contact us via email at webmas...@softpedia.com and we will work with you to fix any problem you may have found with the product's listing. -- Sincerely, The Softpedia Team --- Softpedia is a library of over 400,000 free and free-to-try software programs for Windows, Mac OS and Linux, games and gaming tools, Windows device drivers, mobile devices and IT-related articles. --- Softpedia - the encyclopedia of free software downloads http://www.softpedia.com/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16588] Coastal tiles ignored for non-arctic terrain
Follow-up Comment #1, bug #16588 (project freeciv): Sounds a little like the trouble we're having with hex2t over in bug #16250 (which I also had a look at and haven't figured out, BTW). ___ Reply to this item at: http://gna.org/bugs/?16588 ___ 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 #16593] TRUNK doesn't compile due to player_slot change
URL: http://gna.org/bugs/?16593 Summary: TRUNK doesn't compile due to player_slot change Project: Freeciv Submitted by: cazfi Submitted on: Monday 08/30/2010 at 13:35 Category: general Severity: 3 - Normal Priority: 1 - Later Status: Ready For Test Assigned to: cazfi Originator Email: Open/Closed: Open Release: TRUNK Discussion Lock: Any Operating System: None Planned Release: ___ Details: Fix attached, will commit immediately. ___ File Attachments: --- Date: Monday 08/30/2010 at 13:35 Name: PlrSlotCompileFix.diff Size: 549B By: cazfi http://gna.org/bugs/download.php?file_id=10092 ___ Reply to this item at: http://gna.org/bugs/?16593 ___ 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 #16593] TRUNK doesn't compile due to player_slot change
Update of bug #16593 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16593 ___ 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 #16572] Server option -r file.serv no longer works as expected
Follow-up Comment #2, bug #16572 (project freeciv): 1: Entry value not recognized: How do you get this? I think that's just bug #16423, which was still present at that time. ___ Reply to this item at: http://gna.org/bugs/?16572 ___ 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 #16575] Stale/absent player list in client in pregame
Follow-up Comment #2, bug #16575 (project freeciv): Patch works for me, thanks. ___ Reply to this item at: http://gna.org/bugs/?16575 ___ 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 #16573] in team_number() [team.c::384]: assertion '((void *)0) != pteam' failed.
Follow-up Comment #2, bug #16573 (project freeciv): Remember you don't need to make code changes and compilation, running with -F has the same effect. Oops, so it does. Thanks. ___ Reply to this item at: http://gna.org/bugs/?16573 ___ 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 #1892] Help: unit upgrade not documented
Update of patch #1892 (project freeciv): Status: Ready For Test = Done ___ Reply to this item at: http://gna.org/patch/?1892 ___ 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 #16568] Bombarding doesn't count as an action for 'unitwaittime'
Update of bug #16568 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16568 ___ 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 #15510] Accidentally clicking a settler/worker/engineer loses all terrain improvement progress
Update of bug #15510 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15510 ___ 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 #16528] messages tab 'tears off'
Follow-up Comment #7, bug #16528 (project freeciv): I'm ok with hard coding, as long as its some sort of logical order. eg, f1-f12 tabs appear in the order f1-12 :) ___ Reply to this item at: http://gna.org/bugs/?16528 ___ 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 #16528] Put tabs back in a fixed place after they've been 'torn off'
Update of bug #16528 (project freeciv): Severity: 2 - Minor = 1 - Wish Summary: messages tab 'tears off' = Put tabs back in a fixed place after they've been 'torn off' ___ Follow-up Comment #8: F1-F12 is how I'd order them (possibly with exception if the Merge message/chat and map option is set, or whatever it's called.) On the assumption that we're not going to remove the tear-off behaviour, I've renamed the bug. ___ Reply to this item at: http://gna.org/bugs/?16528 ___ 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 #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.
Update of bug #16592 (project freeciv): Status:None = Confirmed ___ Follow-up Comment #1: Backtrace: (gdb) bt #0 0x729b5a75 in *__GI_raise (sig=value optimised out) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64 pid = value optimised out selftid = value optimised out #1 0x729b95c0 in *__GI_abort () at abort.c:92 act = {__sigaction_handler = {sa_handler = 0x5346d8, sa_sigaction = 0x5346d8}, sa_mask = {__val = {140737264790063, 140737488345808, 2543, 140737488346048, 140737263866086, 206158430232, 140737488346064, 140737488345840, 140737263773432, 206158430256, 140737488346088, 22824880, 1926656, 30419216, 8390250522101773151, 140737488348691}}, sa_flags = -223573286, sa_restorer = 0x533aa0} sigs = {__val = {32, 0 repeats 15 times}} #2 0x729ae941 in *__GI___assert_fail ( assertion=0x5346d8 unit_list_size(ptile-units) == 0, file=value optimised out, line=2543, function=0x534ef0 handle_tile_info) at assert.c:81 buf = 0x15c47b0 freeciv-gtk2: packhand.c :2543 : handle_tile_info: L'assertion « unit_list_size(ptile-units) == 0 » a échoué.\n #3 0x0043c0e8 in handle_tile_info (packet=0x1ca47d0) at packhand.c:2543 new_known = TILE_KNOWN_UNSEEN old_known = TILE_KNOWN_SEEN tile_changed = false powner = 0x0 presource = 0x1b37a40 pterrain = 0x1 ptile = 0x1e1a4b0 pnation = 0x0 __PRETTY_FUNCTION__ = handle_tile_info #4 0x0044038f in client_handle_packet (type=value optimised out, packet=0x0) at packhand_gen.c:62 No locals. #5 0x00417c1d in client_packet_input (packet=value optimised out, type=14) at client_main.c:529 No locals. #6 0x0041d149 in input_from_server (fd=value optimised out) at clinet.c:383 result = true packet = 0x0 type = PACKET_TILE_INFO __PRETTY_FUNCTION__ = input_from_server #7 0x74f27d3f in gdk_io_invoke (source=value optimised out, condition=value optimised out, data=value optimised out) at /build/buildd/gtk+2.0-2.20.1/gdk/gdkevents.c:1082 closure = 0x13f48e0 gdk_cond = GDK_INPUT_READ #8 0x72d438c2 in g_main_dispatch (context=0x91bcf0) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:1960 dispatch = 0x72d85e10 g_io_unix_dispatch user_data = 0x13f48e0 callback = 0x74f27cf0 gdk_io_invoke cb_funcs = 0x72fe1610 cb_data = 0x13fc530 current_source_link = {data = 0x13fc4b0, next = 0x0} source = 0x13fc4b0 current = 0x13e0a20 i = 2 #9 IA__g_main_context_dispatch (context=0x91bcf0) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2513 No locals. #10 0x72d47748 in g_main_context_iterate (context=0x91bcf0, block=value optimised out, dispatch=value optimised out, self=value optimised out) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2591 max_priority = 0 timeout = 0 some_ready = 1 nfds = 4 allocated_nfds = -220903856 fds = value optimised out __PRETTY_FUNCTION__ = g_main_context_iterate #11 0x72d47c55 in IA__g_main_loop_run (loop=0xfa3b00) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2799 self = 0x9823a0 __PRETTY_FUNCTION__ = IA__g_main_loop_run #12 0x752eabb7 in IA__gtk_main () at /build/buildd/gtk+2.0-2.20.1/gtk/gtkmain.c:1219 tmp_list = 0x927740 functions = 0x0 init = 0xa2d190 loop = value optimised out #13 0x00417059 in ui_main (argc=1, argv=0x7fffe348) at gui_main.c:1615 home = value optimised out sig = value optimised out #14 0x00417f9a in client_main (argc=value optimised out, argv=0x7fffe348) at client_main.c:481 i = 1 loglevel = 2 ui_options = value optimised out ui_separator = 64 option = value optimised out user_tileset = false #15 0x729a0c4d in __libc_start_main (main=value optimised out, argc=value optimised out, ubp_av=value optimised out, init=value optimised out, fini=value optimised out, rtld_fini=value optimised out, stack_end=0x7fffe338) at libc-start.c:226 result = value optimised out unwind_buf = {cancel_jmp_buf = {{jmp_buf = {0, -727124314455238109, 4271136, 140737488347968, 0, 0, 727124314305370659, 727148261492169251}, mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x52da40, 0x7fffe348}, data = {prev = 0x0, cleanup = 0x0, canceltype = 5429824}}} not_first_call = value optimised out #16 0x00412c49 in _start () No symbol table info available.
[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.
Update of bug #16592 (project freeciv): Category: client-gtk-2.0 = general ___ Follow-up Comment #2: French removes shared vision at the turn change. It seems the units in the V_INVIS vision layer are not properly removed for the client. Sounds like an important server bug, but the client shouldn't assert there anyway. ___ Reply to this item at: http://gna.org/bugs/?16592 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.
Follow-up Comment #3, bug #16592 (project freeciv): That client side assert has revealed at least 5 server side bugs over the years, so it is very useful if not elegant. ___ Reply to this item at: http://gna.org/bugs/?16592 ___ 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 #15513] Put 'All' nations tab at the bottom
Update of bug #15513 (project freeciv): Assigned to: jtn = dmarks ___ Follow-up Comment #3: Um, looks sensible and works for me. Presumably a similar patch could be made for the win32 client if were still maintaining that. The other clients (SDL and xaw) don't do nation groups. ___ Reply to this item at: http://gna.org/bugs/?15513 ___ 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 #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.
Follow-up Comment #4, bug #16592 (project freeciv): I would suggest to assert there only if 2.2 is configured with --enable-debug is enabled. Else, it will crash any normal client which connect an old server. For 2.3, using fc_assert() seems good to prevent the client to crash in classic configurations. ___ Reply to this item at: http://gna.org/bugs/?16592 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.
Follow-up Comment #5, bug #16592 (project freeciv): Reason of the problem: remove_shared_vision() uses vision_layer_iterate macro which iterates V_MAIN then V_INVIS. When V_MAIN tile seen count is 0, the tile is fogged, whereas it didn't handle the V_INVIS units yet. It should iterate the vision layers in the reverse order like commented in vision_clear_sight(). I will check if there are other way to reproduce similar bugs. ___ Reply to this item at: http://gna.org/bugs/?16592 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1895] Allow generated help sections' nesting to be specified in helpdata.txt
Update of patch #1895 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1895 ___ 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 #16596] Mark capital cities on map
URL: http://gna.org/bugs/?16596 Summary: Mark capital cities on map Project: Freeciv Submitted by: jtn Submitted on: Monday 08/30/10 at 15:55 Category: client Severity: 1 - Wish Priority: 1 - Later Status: Need Info Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: It's bugged me for a while that capital cities aren't flagged somehow on the map. The information isn't secret -- you can middle-click-search for cities you've seen to have a Palace, and the diplomacy dialog automates this for you -- but it's hard to get at, so I don't re-check it often. I'd like something like the indication you get that a city is occupied. Not sure what to use visually, though. My best idea so far is a CivIV-style gold star, although that clashes rather badly with the current citybar graphics for occupation. ___ Reply to this item at: http://gna.org/bugs/?16596 ___ 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 #16592] Freeciv 2.2.2 crash for i don't know reason, maybe for stealth fighter issue.
Update of bug #16592 (project freeciv): Status: Confirmed = Ready For Test ___ Follow-up Comment #6: Fix attached: * Always remove invisible units before fogging the tile. It was possible to happen a bit everywhere, notably with non-default rulesets. However, when the invisible layer radius is bigger than the main layer, the result is still buggy (impossible to fix with the current implementation). * Added vision_layer_reverse_iterate macro. * Removed assertion for non debug clients. Testing would be very appreciated. (file #10095) ___ Additional Item Attachment: File name: S2_2_vision_layers.diffSize:18 KB ___ Reply to this item at: http://gna.org/bugs/?16592 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16572] Server option -r file.serv no longer works as expected
Update of bug #16572 (project freeciv): Category:None = general Status:None = Ready For Test Assigned to:None = pepeto ___ Follow-up Comment #3: Fix attached which doesn't call settings_init() in settings_ruleset(). Anyway, it was also the cause of memory leakage in the game_value field of the string options. (file #10096) ___ Additional Item Attachment: File name: trunk_load_ruleset_no_reset.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?16572 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16564] S2_2 CodigStyle instructs to use fc_assert macros which do not exist
Update of bug #16564 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.2.3 ___ Follow-up Comment #1: Also remove the reference to utility/specenum_gen.h... (file #10097) ___ Additional Item Attachment: File name: S2_2_CodingStyle.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16564 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations
URL: http://gna.org/bugs/?16597 Summary: Client assumes perfect knowledge of foreign capital locations Project: Freeciv Submitted by: jtn Submitted on: Monday 08/30/10 at 16:42 Category: None Severity: 2 - Minor Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: I think there are places in the code where the client assumes it knows where foreign capitals are. Since it works this out via find_palace(), which iterates over the cities known to it looking for palaces, I think it can be inaccurate in the presence of fog-of-war. (I haven't tested either of these yet, so I could be wrong, but I couldn't see any special case in the code which would keep clients apprised of capital location regardless of FoW.) The one consequence of this I've found is minor. In the diplomacy dialog, foreign capitals are calculated by calling find_palace(), which returns the first city it finds which is_capital(). However, a nation could have built a new Palace in a city you've seen recently, but you could also think there's still a Palace in a city you haven't seen recently; in this case the client will choose one of the two randomly. find_palace() should probably count the number of capitals and return NULL if it finds more than one. The attached (contrived) savegame illustrates this: on my machine, when I reloaded the save, the Burmese view of the Hungarian capital is correct, but the Hungarian view of the Burmese capital is wrong. (It generally seems a bit awkward that this part of the diplomacy dialog displays potentially-stale information, whereas everything else you can see there is guaranteed to be up-to-date if you can see it at all.) (There's another place where find_palace() is used, in city_waste() which is in common. It turns out that this is only ever used in the client by the CMA at the moment, which only ever works on your empire and thus has perfect knowledge; I think investigating a foreign city uses server-supplied values for corruption etc. This design is skirting close to the edge of a bug, but I don't have any suggestions for doing anything about it; the CMA presumably needs to be able to do the calculations on the fly on the client side.) ___ Reply to this item at: http://gna.org/bugs/?16597 ___ 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 #16597] Client assumes perfect knowledge of foreign capital locations
Additional Item Attachment, bug #16597 (project freeciv): File name: new-palaces-2.sav.bz2 Size:16 KB ___ Reply to this item at: http://gna.org/bugs/?16597 ___ 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 #16597] Client assumes perfect knowledge of foreign capital locations
Follow-up Comment #1, bug #16597 (project freeciv): I think there are places in the code where the client assumes it knows where foreign capitals are. Since it works this out via find_palace(), which iterates over the cities known to it looking for palaces, I think it can be inaccurate in the presence of fog-of-war. (I haven't tested either of these yet, so I could be wrong, but I couldn't see any special case in the code which would keep clients apprised of capital location regardless of FoW.) I don't know how the client checks currently the capitals, but I can point to you the client can know what is the capital of a player, even if the city is fogged: player::wonders[improvement_index(palace)]) is the a city id. ___ Reply to this item at: http://gna.org/bugs/?16597 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16597] Client assumes perfect knowledge of foreign capital locations
Follow-up Comment #2, bug #16597 (project freeciv): (Oops, the comment about testing was a lie; as you can see from the savegame, I did test it after all.) Making find_palace(), and possibly is_capital(), use that information instead would be a nice solution; I think it's reasonable to always know the name of someone's capital if you have diplomatic contact with them. However, I don't think there's anything that forces EFT_CAPITAL_CITY to be associated with a small wonder. (Although all the alternatives I can think of would expose shortcomings of the effect system, I suspect; for example, I'm guessing that a unique unit that you could move between your cities wouldn't update corruption across the empire whenever it moved. So perhaps we could just document that it should be a small wonder for now.) You'd still to able to see multiple apparent Palaces, as in the savegame, but the capital flagging I suggest in bug #16596 would take care of that. ___ Reply to this item at: http://gna.org/bugs/?16597 ___ 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 #16598] Foreign capital always displayed as (unknown) on trunk
URL: http://gna.org/bugs/?16598 Summary: Foreign capital always displayed as (unknown) on trunk Project: Freeciv Submitted by: jtn Submitted on: Monday 08/30/10 at 17:41 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r17897 Discussion Lock: Any Operating System: None Planned Release: 2.3.0 ___ Details: In the intelligence dialog, the intelligence dialog always displays Capital: (unknown) (at least in r17897). This happens with new games and savegames (such as file #10098 from bug #16597). The same savegame doesn't show the issue when loaded into S2_2. Middle-clicking on cities never seems to show them as having a Palace, even if you have up-to-date information on them. City Walls are described/displayed correctly. ___ Reply to this item at: http://gna.org/bugs/?16598 ___ 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 #16597] Client assumes perfect knowledge of foreign capital locations
Follow-up Comment #3, bug #16597 (project freeciv): I think there are places in the code where the client assumes it knows where foreign capitals are. Since it works this out via find_palace(), which iterates over the cities known to it looking for palaces, I think it can be inaccurate in the presence of fog-of-war. This is a left over from the time when the client saw all the map (or at least a lot!). There used to be people with modified versions of the client which could see the units of enemy cities before making an attack... Then, some folk volunteered to make the modifications as to make the server send only the right information to the client. ___ Reply to this item at: http://gna.org/bugs/?16597 ___ 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 #16588] Coastal tiles ignored for non-arctic terrain
Follow-up Comment #2, bug #16588 (project freeciv): The reason why Amplio's 't.l1.coast_cell...' and 't.l1.floor_cell...' tiles refer to the arctic coastal sprites is that layer 1 of both tile_floor and tile_coast is defined to match with ice. Layer 0 is the one that is matchinig with land and this is defined in Amplio's ocean.spec file. I have been working mostly with (iso)hex tilesets so I have not even tried to understand how that one works. The original coastlines are not used in Amplio anymore. I did not actually try the attached stratege tileset so I don't know if you need different coastlines for arctic and dry terrains. If I remeber correctly stratege is very simplified one so probably there's no need for different coast graphics. In my opinion, you should get rid of the extra layers, define fewer match types (replace 'ice' with 'land' and so on) to make it simpler and easier to maintain (and understand). Whether you want to try make something out of amplio's ocean.spec or do it more traditionally, is up to you. ___ Reply to this item at: http://gna.org/bugs/?16588 ___ 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 #16586] Amplio includes own buildings.spec
Follow-up Comment #1, bug #16586 (project freeciv): The amplio/amplio2 tilesets are including their own buildings.spec that refers the same sprites in misc/ Not true. It refers to individual image files in buildings/ ___ Reply to this item at: http://gna.org/bugs/?16586 ___ 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 #16587] Wonder sprites only in amplio
Follow-up Comment #1, bug #16587 (project freeciv): Only the amplio/amplio2 tilesets specifies wonder sprites. The spec file should be moved to misc/ and included from other tilesets. Why? The other tilesets have their own images for wonders which fit their style better than those in amplio. Including bits of amplio's Hi-Fi graphics would create a huge contrast in some tilesets with lesser details. ___ Reply to this item at: http://gna.org/bugs/?16587 ___ 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 #16588] Coastal tiles ignored for non-arctic terrain
Update of bug #16588 (project freeciv): Assigned to:None = dmarks ___ Follow-up Comment #3: Thanks HanduMan; I didn't realize how much the structure of the amplio tileset had changed between 2.1 and 2.2. I think the attached version of stratege is good to go. (file #10101) ___ Additional Item Attachment: File name: stratege.tar.gzSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?16588 ___ 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 #16588] Coastal tiles ignored for non-arctic terrain
Additional Item Attachment, bug #16588 (project freeciv): File name: stratege.tar.gzSize:472 KB ___ Reply to this item at: http://gna.org/bugs/?16588 ___ 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 #16587] Wonder sprites only in amplio
Follow-up Comment #2, bug #16587 (project freeciv): We can maintain both sets of wonder icon specs in misc/ and leave it up to the individual tileset which one to reference. ___ Reply to this item at: http://gna.org/bugs/?16587 ___ 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 #16586] Amplio includes own buildings.spec
Follow-up Comment #2, bug #16586 (project freeciv): You're right - I forgot that there are two sets of building/wonder icons. I suggest doing something like buildings-large.spec and wonders-large.spec and move both to misc/ ___ Reply to this item at: http://gna.org/bugs/?16586 ___ 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 #1902] Apache nation
URL: http://gna.org/patch/?1902 Summary: Apache nation Project: Freeciv Submitted by: artaxes Submitted on: Monday 08/30/2010 at 18:35 Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Flag: http://farm4.static.flickr.com/3499/3732962665_5c324c1a45.jpg?v=0 ___ File Attachments: --- Date: Monday 08/30/2010 at 18:35 Name: apache.ruleset Size: 959B By: artaxes http://gna.org/patch/download.php?file_id=10103 ___ Reply to this item at: http://gna.org/patch/?1902 ___ 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 #1902] Apache nation
Update of patch #1902 (project freeciv): Assigned to:None = mixcoatl ___ Reply to this item at: http://gna.org/patch/?1902 ___ 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 #1902] Apache nation
Follow-up Comment #1, patch #1902 (project freeciv): Note that the flag proposed here is that of the White Mountain Tribe of Arizona and might or might not be representative of all Apache tribes. ___ Reply to this item at: http://gna.org/patch/?1902 ___ 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 #1903] Tarascan nation
URL: http://gna.org/patch/?1903 Summary: Tarascan nation Project: Freeciv Submitted by: artaxes Submitted on: Monday 08/30/2010 at 18:54 Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: ___ File Attachments: --- Date: Monday 08/30/2010 at 18:54 Name: tarascan.ruleset Size: 817B By: artaxes http://gna.org/patch/download.php?file_id=10104 ___ Reply to this item at: http://gna.org/patch/?1903 ___ 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 #1903] Tarascan nation
Update of patch #1903 (project freeciv): Assigned to:None = mixcoatl ___ Reply to this item at: http://gna.org/patch/?1903 ___ 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 #1904] Bosporan nation
URL: http://gna.org/patch/?1904 Summary: Bosporan nation Project: Freeciv Submitted by: artaxes Submitted on: Monday 08/30/2010 at 21:33 Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: The Bosporan Kingdom. ___ File Attachments: --- Date: Monday 08/30/2010 at 21:33 Name: bosporan.ruleset Size: 1kB By: artaxes http://gna.org/patch/download.php?file_id=10108 ___ Reply to this item at: http://gna.org/patch/?1904 ___ 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 #1905] Elamite nation
URL: http://gna.org/patch/?1905 Summary: Elamite nation Project: Freeciv Submitted by: artaxes Submitted on: Monday 08/30/2010 at 22:02 Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Ancient Elam. ___ File Attachments: --- Date: Monday 08/30/2010 at 22:02 Name: elamite.ruleset Size: 1kB By: artaxes http://gna.org/patch/download.php?file_id=10112 ___ Reply to this item at: http://gna.org/patch/?1905 ___ 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 #1903] Tarascan nation
Update of patch #1903 (project freeciv): Status:None = Wont Do ___ Follow-up Comment #1: The Tarascans are already in the game; they are the same people as the P'urhepecha. ___ Reply to this item at: http://gna.org/patch/?1903 ___ 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 #1904] Bosporan nation
Update of patch #1904 (project freeciv): Status:None = In Progress Assigned to:None = mixcoatl ___ Follow-up Comment #1: The city list is very small; could you find a few more cities? Also 'conflicts_with' doesn't refer to countries a nation should conflict with, but to nations that shouldn't appear together in the same game (to prevent anachronisms or because of similar flags). ___ Reply to this item at: http://gna.org/patch/?1904 ___ 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 #1898] Tanzanian nation
Update of patch #1898 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1898 ___ 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 #1899] Sicilian nation
Update of patch #1899 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1899 ___ 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 #1900] Yucatecan nation
Update of patch #1900 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1900 ___ 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 #1901] Micronesian nation
Update of patch #1901 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1901 ___ 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 #1902] Apache nation
Follow-up Comment #2, patch #1902 (project freeciv): It looks like this ruleset uses English or Anglisized names; would it be possible to find the names of the leaders and cities/bands in the Apache language? ___ Reply to this item at: http://gna.org/patch/?1902 ___ 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 #1905] Elamite nation
Follow-up Comment #1, patch #1905 (project freeciv): Do you have a suggestion for a flag? ___ Reply to this item at: http://gna.org/patch/?1905 ___ 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 #1904] Bosporan nation
Follow-up Comment #2, patch #1904 (project freeciv): And do you have a suggestion for a flag? ___ Reply to this item at: http://gna.org/patch/?1904 ___ 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 #1902] Apache nation
Update of patch #1902 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1902 ___ 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 #1888] Crimean Tatar nation
Follow-up Comment #1, patch #1888 (project freeciv): There seem to be some UTF formatting issues. Also the list of cities is vast; we'd better cull it a bit to 200 or so. ___ Reply to this item at: http://gna.org/patch/?1888 ___ 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 #1888] Crimean Tatar nation
Update of patch #1888 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1888 ___ 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 #1882] Seljuk nation
Update of patch #1882 (project freeciv): Status:None = In Progress ___ Follow-up Comment #1: Could you add some more cities? ___ Reply to this item at: http://gna.org/patch/?1882 ___ 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 #1880] Palestinian nation
Update of patch #1880 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1880 ___ 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 #1866] Somalian nation
Update of patch #1866 (project freeciv): Status:None = In Progress ___ Follow-up Comment #1: I made a Somali ruleset myself as well some time ago; I combined them. Note that it uses native Somali ortography. (file #10114) ___ Additional Item Attachment: File name: somalian.ruleset Size:2 KB ___ Reply to this item at: http://gna.org/patch/?1866 ___ 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 #1865] Omani nation
Update of patch #1865 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1865 ___ 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 #1863] Egyptian Arab nation
Update of patch #1863 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1863 ___ 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 #1862] Saudi nation
Update of patch #1862 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1862 ___ 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 #1861] Congolese (DR) nation
Update of patch #1861 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1861 ___ 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 #1829] Improved Soviet ruleset
Update of patch #1829 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1829 ___ 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 #1828] Improved Mexican ruleset
Update of patch #1828 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1828 ___ 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 #1716] New civilization - MURCIANS
Update of patch #1716 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1716 ___ 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 #1717] New Nation - MURCIANS
Update of patch #1717 (project freeciv): Status:None = In Progress ___ Follow-up Comment #1: I'm not sure about this one. Murcia has never been an independent country nor is it really ethnically distinct from the rest of Spain. ___ Reply to this item at: http://gna.org/patch/?1717 ___ 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 #1703] Nimíipuu (Nez P ercé) nation
Update of patch #1703 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/patch/?1703 ___ 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 #16177] Patch for a new nation: Acadian
Update of bug #16177 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/bugs/?16177 ___ 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 #16177] Patch for a new nation: Acadian
Update of bug #16177 (project freeciv): Status: In Progress = None Operating System: GNU/Linux = None ___ Reply to this item at: http://gna.org/bugs/?16177 ___ 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 #16177] Patch for a new nation: Acadian
Update of bug #16177 (project freeciv): Status:None = In Progress ___ Reply to this item at: http://gna.org/bugs/?16177 ___ 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 #16177] Patch for a new nation: Acadian
Follow-up Comment #6, bug #16177 (project freeciv): Changed 'operating system' to None since this is platform agnostic. ___ Reply to this item at: http://gna.org/bugs/?16177 ___ 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 #15513] Put 'All' nations tab at the bottom
Update of bug #15513 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #5: Feel free to open up a separate bug/patch for the win32 client! ___ Reply to this item at: http://gna.org/bugs/?15513 ___ 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 #16588] Coastal tiles ignored for non-arctic terrain
Update of bug #16588 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #4: Uploaded to http://download.gna.org/freeciv/contrib/tilesets/stratege/ ___ Reply to this item at: http://gna.org/bugs/?16588 ___ 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 #16587] Move amplio interface sprites to misc
Update of bug #16587 (project freeciv): Status:None = Ready For Test Assigned to:None = dmarks Planned Release: = 2.3.0 Summary: Wonder sprites only in amplio = Move amplio interface sprites to misc ___ Follow-up Comment #3: Something like this. (file #10116) ___ Additional Item Attachment: File name: trunk-move_amplio_stuff_to_misc.diff Size:12 KB ___ Reply to this item at: http://gna.org/bugs/?16587 ___ 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 #16586] Amplio includes own buildings.spec
Update of bug #16586 (project freeciv): Status:None = Duplicate Assigned to:None = dmarks Open/Closed:Open = Closed ___ Follow-up Comment #3: Handled in bug #16587 ___ Reply to this item at: http://gna.org/bugs/?16586 ___ 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 #1683] Corsican nation
Update of patch #1683 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1683 ___ 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 #1691] Costa Rican nation
Update of patch #1691 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1691 ___ 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 #1695] Dominican Republic
Update of patch #1695 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?1695 ___ 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 #1696] Nicaraguan nation
Update of patch #1696 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?1696 ___ 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 #1703] Nimíipuu (Nez P ercé) nation
Update of patch #1703 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?1703 ___ 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 #1719] Updated finnish.ruleset with new leaders
Update of patch #1719 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?1719 ___ 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 #1748] Nepali nation
Update of patch #1748 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: Expanded it a bit. (file #10117) ___ Additional Item Attachment: File name: nepali.ruleset Size:1 KB ___ Reply to this item at: http://gna.org/patch/?1748 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev