URL:
http://gna.org/patch/?3327
Summary: Ranian nation
Project: Freeciv
Submitted by: artaxes
Submitted on: Sun 17 Jun 2012 09:39:51 AM CEST
Category: rulesets
Priority: 1 - Later
Status:
URL:
http://gna.org/patch/?3328
Summary: Cimmerian nation
Project: Freeciv
Submitted by: artaxes
Submitted on: Sun 17 Jun 2012 09:43:23 AM CEST
Category: rulesets
Priority: 1 - Later
URL:
http://gna.org/patch/?3329
Summary: Lusitanian nation
Project: Freeciv
Submitted by: artaxes
Submitted on: Sun 17 Jun 2012 09:47:07 AM CEST
Category: rulesets
Priority: 1 - Later
URL:
http://gna.org/patch/?3330
Summary: Varangian nation
Project: Freeciv
Submitted by: artaxes
Submitted on: Sun 17 Jun 2012 09:57:38 AM CEST
Category: rulesets
Priority: 1 - Later
Update of bug #19820 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_4-veteran-sanitychecks.diff Size:1 KB
Follow-up Comment #3, patch #3322 (project freeciv):
Hm, I see what you're saying, but there's no reason it should be limited to a
terrain+resource combination. You could reasonably require other combinations
of properties on a single tile: terrain, resources, specials, roads, bases, a
city, ...
Follow-up Comment #5, patch #3323 (project freeciv):
After night's sleep I don't see need for explicit CityTile Range
requirement, as tile output effects are only used when tile is within city
range (or in case of ai evaluating city placement; it will be within city
range once city has been
Additional Item Attachment, bug #19817 (project freeciv):
File name: trunk-S2_4-playercolor-revamp-bis.diff Size:25 KB
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Follow-up Comment #1, patch #3325 (project freeciv):
O.k. I've spent all day working on it and I am starting to get my head around
it. I am not messing with requirements yet, just working on getting flags read
from the ruleset, stored in the government struct and passed around correctly.
In this
Update of patch #2876 (project freeciv):
Status:None = Wont Do
Open/Closed:Open = Closed
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Follow-up Comment #2:
We have client Lua
Follow-up Comment #2, patch #3325 (project freeciv):
You remember me, but I've spent months with #1339.
Gmake result in SVN (rev. 21329) with your ruleset.c
ruleset.c: In function 'load_government_names':
ruleset.c:2488:24: error: 'MAX_NUM_USER_GOV_FLAGS' undeclared (first use in
this function)
Update of bug #19582 (project freeciv):
Status:None = Duplicate
Open/Closed:Open = Closed
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Update of patch #3095 (project freeciv):
Summary: Theme for gtk3-client = Freeciv theme for
gtk3-client
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Follow-up Comment #4:
We probably want some sort of theme with the Gtk3 client for 2.4.0, if we're
pushing Gtk3
Follow-up Comment #1, bug #19672 (project freeciv):
Bug #18088 is another report of Freeciv run with a system dark theme (rather
than its own Freeciv theme) having unexpected bright bits (not exactly the
same).
Bug #18363 collects woes with Freeciv-with-Freeciv-theme run on a system with
another
Follow-up Comment #2, bug #18088 (project freeciv):
See also bug #19672.
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Follow-up Comment #5, patch #3095 (project freeciv):
With gtk+ 3.4, this theme needs a minor fix: it seems that the background is
now tiled, so it looks a bit silly in places, where the grid of tiles shows.
Fix is most likely trivial, but I haven't yet found time for it.
Follow-up Comment #2, bug #19778 (project freeciv):
While we're collecting things that are wrong with the player colours, see also
Debian bug 602562 http://bugs.debian.org/602562 for another reason why white
is a bad colour (you can't see city sizes in the SDL client because they're
Follow-up Comment #3, bug #16184 (project freeciv):
See also Debian bug 659644 http://bugs.debian.org/659644.
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Follow-up Comment #35, bug #18243 (project freeciv):
So, where are we with this?
= Perhaps we can ignore it again =
I've checked Ubuntu, and it seems they dropped the troublesome
010_make_bg_changes_queue_repaint.patch from their Gtk2+ packages again --
it's not in their
Follow-up Comment #4, bug #17124 (project freeciv):
Ended up having to educate myself slightly about Gtk theming architecture
today. Some starting points in case I get more time to dig into it in future:
1 http://orford.org/gtk/, 2
https://live.gnome.org/GnomeArt/Tutorials/GtkThemes.
Update of bug #18232 (project freeciv):
Summary: Cheating AI level should not overide max tax rates
by default = Cheating AI level should not override max tax rates by default
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Follow-up Comment #3:
Is this likely to
Follow-up Comment #11, bug #18227 (project freeciv):
Is this going to make 2.4.0?
The Qt client is only a stub in S2_4, so I wouldn't consider it very
important, unless it can screw up ordinary configure even if user doesn't
ask for Qt client?
Follow-up Comment #7, bug #18228 (project freeciv):
This has a release target of 2.4.0, but I see no evidence of regression
compared to S2_3, so since this hasn't moved for a year, I plan to remove that
target.
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Follow-up Comment #14, bug #18200 (project freeciv):
This looks stalled. Since it looks like it only affects the Qt client, which
isn't in an interesting state in S2_4, I'm inclined to remove the 2.4.0
release target.
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Update of bug #18196 (project freeciv):
Severity: 3 - Normal = 4 - Important
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Follow-up Comment #1:
We had probably better fix this for 2.4, ideally for first beta (since this is
a one-time
Update of bug #17859 (project freeciv):
Status:None = Duplicate
Open/Closed:Open = Closed
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Follow-up Comment #1:
Since fixed by patch
Update of bug #17582 (project freeciv):
Planned Release: 2.4.0 = 2.5.0
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Follow-up Comment #1:
If time runs short, this refactoring can be retargeted to 2.5.
Done...
Follow-up Comment #7, bug #16864 (project freeciv):
I didn't see this, so in bug #19817 I proposed to stop # being a mandatory
part of the /playercolor syntax (it's still accepted).
I still don't see any reason to force people to enter a hash, so I think I'm
going to stick with that, but the
Update of bug #17579 (project freeciv):
Status:None = Confirmed
Planned Release: 2.4.0 =
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Follow-up Comment #2:
I think this is
Follow-up Comment #6, patch #3095 (project freeciv):
Well, yes, there's a fix for the mentioned problem and I even managed to fix a
couple bugs in the old version independently,...
there's a catch though: the fix for gtk+ 3.4 (only for this problem, not those
old bugs) is backwards incompatible
URL:
http://gna.org/task/?7599
Summary: Windows packages for 2.4.0-beta1 (placeholder)
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jun 17 19:00:10 2012
Should Start On: Sun Jun 17 00:00:00 2012
Should be Finished on:
Follow-up Comment #3, bug #17579 (project freeciv):
I investigated this a bit some months back, but it seems I have failed to
update the ticket with my findings.
At least for the cases listed so far there's no problem. Sprites are already
hashed by tag name. So if several city_styles (or
Follow-up Comment #1, bug #17440 (project freeciv):
Bump -- this has a 2.4.0 target.
(But it's not going to block a release.)
Unfortunately I can't contribute.
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Follow-up Comment #1, task #7599 (project freeciv):
1. Need to work out which Gtk client we're shipping for Windows
-- Gtk2 or Gtk3.
If I have understood correctly, official Windows builds use gtk+ bundles from
http://www.gtk.org/download/win32.php (to see also old available versions see
Follow-up Comment #1, bug #19526 (project freeciv):
Probably the same situation applies to Warning: the guest name '%s' has been
taken, renaming to user '%s'.
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Follow-up Comment #2, task #7599 (project freeciv):
Oh, rats.
Bit of digging: there is hope for official Windows binaries, but they're not
available yet and work doesn't look overly fast.
2011-03: Tor (tml) says he's not maintaining it any more
Follow-up Comment #3, task #7599 (project freeciv):
Another link to watch: https://live.gnome.org/GTK+/Win32
Lots of dated content, but Dieter Verfaillie (new maintainer?) has edited
relatively recently.
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Update of bug #17354 (project freeciv):
Planned Release: 2.4.0 =
Summary: error messages at game load from the client =
Client tries to load game in spawned server before requesting hack access
Follow-up Comment #5, patch #3322 (project freeciv):
; only lake fish
reqs =
{ type, name, range
Terrain, Lake (Fish), Adjacent
}
Do you plan to give city a bonus if it's adjacent to at least one Fish tile?
I think tile bonus (such as increase to food/shield/trade) applied to every
Follow-up Comment #3, patch #3325 (project freeciv):
fc_assert(!gtype_has_flag(g, F_LAST - 1));
F_LAST (last unit type flag) seems like copypaste error here...
if (F_LAST == ival) {
...and here.
for(j=0; jnval; j++) {
Spaces: for (j = 0; j nval; j++) {
log_error(%s
Update of patch #3221 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/bugs/?19821
Summary: Numerous issues with wipe_unit() wiping transporter
with cargo
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jun 17 23:56:36 2012
Category: None
Severity: 3
URL:
http://gna.org/bugs/?19822
Summary: wipe_unit() can access freed memory, fail to save
undisbandable/gameloss units
Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jun 17 23:58:26 2012
Category: None
URL:
http://gna.org/bugs/?19823
Summary: Cosmetic fixes in wipe_unit()
Project: Freeciv
Submitted by: jtn
Submitted on: Mon Jun 18 00:00:23 2012
Category: None
Severity: 2 - Minor
Priority:
Update of bug #19821 (project freeciv):
Depends on: = bugs #19822
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Update of bug #19821 (project freeciv):
Summary: Numerous issues with wipe_unit() wiping transporter
with cargo = [metaticket] Numerous issues with wipe_unit() wiping transporter
with cargo
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Follow-up Comment #2, bug #19818 (project freeciv):
Personally, i prefer apprentice, journeyman, master over working man,
journeyman, foreman.
As far as Engineers go, it makes sense to apply a similar system to them once
Worker veteran system is stable. I think we could use the same titles.
URL:
http://gna.org/patch/?3331
Summary: Make .zip archive
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 18 Jun 2012 02:42:34 AM EEST
Category: bootstrap
Priority: 5 - Normal
Follow-up Comment #1, bug #19821 (project freeciv):
7. On S2_3, wipe_unit() moving a unit to another transporter doesn't cause the
client to be updated -- transporter still looks empty. I suspect that it's due
to put_unit_onto_transporter() not doing send_unit_info() for the new
transporter
URL:
http://gna.org/bugs/?19824
Summary: make dist fails to generate meta_mpgui_qt.cpp
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 18 Jun 2012 02:57:42 AM EEST
Category: bootstrap
Severity: 3 -
URL:
http://gna.org/bugs/?19825
Summary: in dbv_isset() [bitvector.c::116]: assertion 'bit
pdbv-bits' failed.
Project: Freeciv
Submitted by: jtn
Submitted on: Mon Jun 18 01:01:04 2012
Category: editor
Follow-up Comment #1, bug #19825 (project freeciv):
Aha, this is reproducible.
Just spawn a new game from the client, go into edit mode, and middle-click on
the tile with your initial units.
Here's a gdb backtrace (fortunately this is a -O0 build):
#0 0x7fc846aff7bb in raise (sig=value
Follow-up Comment #2, bug #19300 (project freeciv):
See also bug #19825.
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Update of bug #19822 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_4-wipe-transporter-freed-memory.diff Size:0 KB
Update of bug #19823 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_4-wipe_unit-cosmetics.diff Size:1 KB
File name:
Update of bug #19822 (project freeciv):
Summary: wipe_unit() can access freed memory, fail to save
undisbandable/gameloss units = wipe_unit() can access freed memory, fail to
save undisbandable/gameloss cargo
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Update of patch #3322 (project freeciv):
Category:None = general
Status:None = Ready For Test
Planned Release: = 2.5.0
Update of bug #17312 (project freeciv):
Planned Release: 2.4.0 =
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Follow-up Comment #2:
Bug #16429 finally yielded an explanation for some of those sorts of messages.
However, I don't
Update of bug #17248 (project freeciv):
Planned Release: 2.4.0 =
Summary: Player scores not revealed on game over = Dead
player scores not revealed on game over
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Update of bug #16596 (project freeciv):
Planned Release: 2.4.0 =
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Update of bug #16559 (project freeciv):
Planned Release: 2.4.0 =
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Update of bug #16558 (project freeciv):
Planned Release: 2.4.0 =
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Update of bug #16490 (project freeciv):
Planned Release: 2.4.0 =
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Update of bug #16480 (project freeciv):
Planned Release: 2.4.0 =
Summary: Usability of Help button on research window =
Usability of Help checkbox on research window
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Update of bug #16444 (project freeciv):
Planned Release: 2.4.0 =
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Follow-up Comment #4:
I'm going to guess that a *good* solution to this involves changing the
network protocol.
Update of bug #16417 (project freeciv):
Planned Release: 2.4.0 =
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Follow-up Comment #1:
I don't think this is a bug... in Amplio at least, some terrain extends
outside of its tile
Follow-up Comment #10, bug #15090 (project freeciv):
Best get on with the nation legends soon, if it's going to make 2.4.0... I
could about 100 affected lines.
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Follow-up Comment #11, bug #15090 (project freeciv):
*count
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Update of bug #14775 (project freeciv):
Planned Release: 2.4.0 =
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Update of bug #14210 (project freeciv):
Planned Release: 2.4.0 =
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Follow-up Comment #2, bug #13943 (project freeciv):
We have an opportunity to fix this (for units in the field and potentially
cities) with S2_4's new transport dialog. But it's not there yet.
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Follow-up Comment #7, bug #13701 (project freeciv):
Bump. Previous comments said that bug #18194 might fix this. Now that bug is
fixed, is there anything left to do here?
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Update of bug #15570 (project freeciv):
Planned Release: 2.4.0 =
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Update of bug #18196 (project freeciv):
Planned Release: 2.4.0,2.5.0 = 2.4.0-beta1,2.5.0
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Update of patch #3029 (project freeciv):
Planned Release:2.4.0, 2.5.0 =
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Follow-up Comment #1:
It looks like this wasn't needed for the Cairo in the end.
Wouldn't hurt to apply it, but
Follow-up Comment #6, patch #2998 (project freeciv):
Yes, the S2_4/trunk work stalled when I realised that S2_4 wasn't in a
documentable state at that point... I'll sort it out before a 2.4.x release.
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Follow-up Comment #4, patch #3325 (project freeciv):
Thanks for the pickup. I've fixed it all (all enums related to gov flag now
start with G_). I've taken gorbs advice and been running make clean / make
every time I save a file, so now I am compiling with no warnings/errors w/
regard to:
Update of patch #2959 (project freeciv):
Status: In Progress = Done
Open/Closed:Open = Closed
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Follow-up Comment #10:
I don't think
Update of patch #2607 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #2542 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #2076 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1864 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1338 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1342 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1341 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1340 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1339 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1446 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1448 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1447 (project freeciv):
Planned Release: 2.4.0 =
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Update of patch #1464 (project freeciv):
Planned Release: 2.4.0 =
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Follow-up Comment #5, patch #3325 (project freeciv):
Hmm. I have another problem I need to sort through in rulesets.c.
Are requirements in [unit_type] or ||? That is, if a unit has gov_req =
SomeMilitaryGov and govflag_req = NotAMilitaryGov, does that mean that a
unit can never be built, does
Follow-up Comment #7, patch #3322 (project freeciv):
Wow! Thanks for your work.
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Follow-up Comment #6, patch #3325 (project freeciv):
Heck yeah, 9 functions left to write and this is ready! (for testing)
The only warnings/errors I am getting are for undefined functions. Everything
else seems to be in order an I even got the unit govflag_req thing working.
I have decided that
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