[Freeciv-Dev] [patch #2377] Mitanni nation
Follow-up Comment #4, patch #2377 (project freeciv): I propose to change the name leader Artashumara to form with diacritic analogical to others. ___ Reply to this item at: http://gna.org/patch/?2377 ___ 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 #17096] Freeland: assertion 'v1 count v2 count v3 count' failed.
Follow-up Comment #2, bug #17096 (project freeciv): I'm not entirely sure I believe this assertion is valid. I think v1/v2/v3 index (tileset_layer)-match_types[], which is a dynamically allocated array with no hard limit. In particular, I don't think that it's limited by (drawing_layer)-match_indices, which is what I think this assertion is asserting. In this case I'm guessing it's firing as a knock-on effect of (drawing_layer)-match_indices having been truncated by the code that's fixed by bug #17095, presumably to less than (tileset_layer)-match_count. Perhaps it's the case that there can't _usefully_ be more match_types than match_indices; I don't understand this matching stuff well enough to comment on that. If so, the condition should be enforced by an assertion in tileset_read_toplevel(), rather than leaving it to fall through to tileset_setup_tile_type(). ___ Reply to this item at: http://gna.org/bugs/?17096 ___ 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 #17095] Freeland: match_with has too many types (5, max 3)
Update of bug #17095 (project freeciv): Category:None = general Status:None = Ready For Test Assigned to:None = jtn ___ Follow-up Comment #4: Our patches seem broadly equivalent, so I plan to commit mine. (Mine sets a higher limit of 9 as opposed to 6. In tileset_setup_tile_type(), there is a loop that can increase with the cube of this limit, but only if the tileset actually reaches that limit, so it shouldn't make any difference for Freeland.) ___ Reply to this item at: http://gna.org/bugs/?17095 ___ 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 #17918] Bombarder flag not respected in some cases
URL: http://gna.org/bugs/?17918 Summary: Bombarder flag not respected in some cases Project: Freeciv Submitted by: alocritani Submitted on: dom 20 mar 2011 14:57:14 GMT Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Units with Bombarder flag are able to kill sea units and are damaged by return fire of such units. ___ Reply to this item at: http://gna.org/bugs/?17918 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17919] Help text for migration in Government help
URL: http://gna.org/bugs/?17919 Summary: Help text for migration in Government help Project: Freeciv Submitted by: alocritani Submitted on: dom 20 mar 2011 14:57:51 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Using experimental ruleset, in government section string Increases the chance of migration into your cities is present more than one time. It happens for Anarchy, Monarchy, Despotism (also decrease the change of migration... is there for these 3 govs) and Republic ___ Reply to this item at: http://gna.org/bugs/?17919 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17918] Bombarder flag not respected in some cases
Follow-up Comment #1, bug #17918 (project freeciv): also, units with Bombarder flag damage all unit in the stack. Is it intended? ___ Reply to this item at: http://gna.org/bugs/?17918 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] IRC server in Freeciv
I'm writing an IRC server for Freeciv, which I think will be useful in Longturn. What it does is start with three channels, #cmd, #all and #team. #cmd is the servers console, all output goes there, and input from #cmd is treated as input from a player. #all is the chat, and #team is the allies only chat. Messages sent to #all and #team are also sent to regular clients. Authentication is implemented with nickserv-like functionality. Does this have a chance of being integrated into Freeciv? -- Michal akfaew Mazurek http://akfaew.jasminek.net ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2597] Delete unmaintained native win32 client from svn
URL: http://gna.org/patch/?2597 Summary: Delete unmaintained native win32 client from svn Project: Freeciv Submitted by: jtn Submitted on: Sun Mar 20 19:49:31 2011 Category: client-win32 Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0,2.4.0 ___ Details: The old native gui-win32 hasn't been released since 2.1.x, and even then it was marked as feature-incomplete and unstable. I'm pretty sure it wouldn't even build in 2.2.x or 2.3.x. As well as cluttering up source code searches, I recently realised that it's creating unnecessary work for new translators, as there are strings from this client that appear in no other client. As I understand it, the one advantage this client had over Windows builds of the Gtk2 client was that it worked on non-NT OSs (Win95/98/Me). In 2011, I think it's reasonable to drop support for these; certainly I've not noticed an outcry at our lack of win32 releases for 2.2.x. (Also, the wiki http://freeciv.wikia.com/wiki/Download seems to indicate that the SDL client is an alternative for diehard Win9x users; it's certainly better-maintained than gui-win32.) The patch will mostly consist of svn deletions, although there will be some changes to infrastructure. If there are no objections within a week or so, I'll probably start working out the details (as I can't find a previous proposal). I'll target both trunk and S2_3 in order to benefit translators. ___ Reply to this item at: http://gna.org/patch/?2597 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] IRC server in Freeciv
I'm wondering what advantage this would have over the current integrated chat feature. It allows you to use commands, and send messages only to your team, one person, or everybody. Freeciv also has two IRC channels on freenode, #freeciv and #freeciv-dev. I believe, but I'm not sure, that chat messages are saved if you're not connected the same way that other messages are saved. Can someone confirm this? If not, I think that that is a very useful feature to add, IMHO. Excuse me if I don't understand the purpose of your proposal, but it seems like the main benefit of it is so that one can be connected to IRC and chat with players in your game while not having freeciv open. If it does require freeciv to be open and the specific game to be running, I don't see the advantage it has over the already integrated chat. I'm sorry if I don't understand the purpose, or if I offend you. I don't know very much about IRC, nor am I developer for freeciv (or anything else for that matter). Just a player who subscribed to the -dev mailing list, so my opinion doesn't really have any affect on the project or your feature being integrated into it. --kinetic On Sun, 2011-03-20 at 14:37 +0100, Michal Mazurek wrote: I'm writing an IRC server for Freeciv, which I think will be useful in Longturn. What it does is start with three channels, #cmd, #all and #team. #cmd is the servers console, all output goes there, and input from #cmd is treated as input from a player. #all is the chat, and #team is the allies only chat. Messages sent to #all and #team are also sent to regular clients. Authentication is implemented with nickserv-like functionality. Does this have a chance of being integrated into Freeciv? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev