Update of patch #2497 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #18231 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #2736 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
Planned Release: = 2.3.0,2.4.0
URL:
http://gna.org/patch/?2742
Summary: Attacker orientation
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 21 Jun 2011 11:47:05 AM EEST
Category: general
Priority: 5 - Normal
Update of patch #2719 (project freeciv):
Depends on: = patch #2742
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URL:
http://gna.org/patch/?2743
Summary: rand_direction()
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 21 Jun 2011 12:07:18 PM EEST
Category: general
Priority: 5 - Normal
URL:
http://gna.org/bugs/?18254
Summary: Server ignores input when run in screen
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 21 Jun 2011 12:38:43 PM EEST
Category: None
Severity: 3 - Normal
Follow-up Comment #10, bug #18170 (project freeciv):
On a sparc64:
2: AI*5 has been added as Easy level AI-controlled player.
9743a66f914cc249efca164485a19c5c
2278ce9519b2223ecb2e2a2237e6d006
2: Now accepting new client connections.
The bool swap part is awfully ugly.
Follow-up Comment #7, bug #18194 (project freeciv):
Untested patch based on theory from comment #5.
(file #13300)
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Additional Item Attachment:
File name: CityTransferUnitRemoval_18194.diff Size:1 KB
Follow-up Comment #8, bug #18194 (project freeciv):
My patch does not handle players who previously saw unit via shared vision.
Anyway, if my patch fixes this for old unit owner at least, it's an
improvement over existing code and should probably go in for upcoming releases
already. We can leave
Update of bug #18194 (project freeciv):
Category:None = general
Planned Release:2.3.0, 2.4.0 = 2.2.6, 2.3.0, 2.4.0
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Follow-up Comment #9:
- S2_2 version
URL:
http://gna.org/patch/?2744
Summary: Mark base requirements help heading translatable
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 21 Jun 2011 03:37:26 PM EEST
Category: client
Priority: 5 -
Update of patch #2727 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #1, patch #2744 (project freeciv):
Oops, mea culpa (patch #2049). I've re-reviewed that commit and not found any
more unmarked strings. Patch looks good.
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Follow-up Comment #11, bug #18170 (project freeciv):
On a sparc64: [...]
Hurrah, looks good.
The bool swap part is awfully ugly.
Well, the code is ugly because its purpose is ugly, IMO. Suggestions for
deuglification welcome. (I'll probably rename the 'swap' parameter to
URL:
http://gna.org/bugs/?18260
Summary: Trouble with menubars in Unity desktop environment
Project: Freeciv
Submitted by: jtn
Submitted on: Tue Jun 21 21:27:36 2011
Category: client-gtk-2.0
Severity: 4 -
Additional Item Attachment, bug #18170 (project freeciv):
File name: md5-freeciv.diff Size:14 KB
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Follow-up Comment #12, bug #18170 (project freeciv):
(For reference, attached a diff -- file #13307 -- that shows approximately
the violence I did to Solar Designer's original code to implement bug
compatibility.)
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Follow-up Comment #12, bug #17962 (project freeciv):
Map creation problem reproduced in Win7 using only server (trying to launch
autogame).
I even got some kind of backtrace: segfault in map_pos_to_index(). Before
that backtrace is filled with assign_continent_flood() - and by filled I mean
Follow-up Comment #13, bug #17962 (project freeciv):
Aha. Bug #18087 also has assign_continent_flood() as a problem.
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Follow-up Comment #11, bug #18087 (project freeciv):
the recursive loop in assign_continent_flood() is a problem
See also bug #17962 for a case where it causes a problem in unmodified
Freeciv.
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URL:
http://gna.org/bugs/?18261
Summary: Does setting a new password with --Newusers
actually work?
Project: Freeciv
Submitted by: jtn
Submitted on: Tue Jun 21 22:59:27 2011
Category: general
Severity: 3
Follow-up Comment #1, bug #18261 (project freeciv):
Look at the SQL it's generating. It seems that md5 generation is left to
MySQL: ...md5('%s')...
But if that's always been the case, then our bug-compatibility mode is not
needed - hashes to database have never been generated by freeciv's
Update of patch #2026 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #6:
Making vector flags is quite a lot of work, so I usually prefer working on
nations that
Update of bug #18261 (project freeciv):
Status:None = Invalid
Open/Closed:Open = Closed
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Follow-up Comment #2:
Look at the SQL
Follow-up Comment #13, bug #18170 (project freeciv):
New development: it turns out that when new users are created by
freeciv-server when the --Newusers option is specified, the password stored in
the database is hashed by MySQL's MD5 implementation, not Freeciv's. See the
short-lived bug
Follow-up Comment #12, bug #13643 (project freeciv):
Some random questions:
Unless I've missed something, the area of authentication and databases in
Freeciv is short on documentation. It would be nice if there were some sort of
README.auth or README.fcdb explaining how a server operator would
Follow-up Comment #3, bug #18261 (project freeciv):
(for those following along at home, this talk of bug compatibility is in
reference to bug #18170)
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