[Freeciv-Dev] [patch #3483] The way default tileset is selected
Follow-up Comment #1, patch #3483 (project freeciv): Now that default tileset selection by priority is fixed That would be bug #20008, except that fix was never even submitted. By above I probably meant that this ticket was opened when I were testing local fix for bug #20008. ___ Reply to this item at: http://gna.org/patch/?3483 ___ 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 #20008] Tileset priority not respected
Update of bug #20008 (project freeciv): Category:None = client Status: In Progress = Ready For Test Planned Release: = 2.3.5, 2.4.0, 2.5.0 ___ Follow-up Comment #4: Well, it seems that one can get away with this simple trick: Set empty string as default instead of NULL, so dynamic detection of default tileset is avoided in options code. Tilespec code can then add real default tileset. (file #17324, file #17325) ___ Additional Item Attachment: File name: NotFirstTileset.patch Size:1 KB File name: NotFirstTileset-S2_3.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20008 ___ 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 #19868] Network protocol documentation
Update of bug #19868 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #3698] Corrections to docs/README.delta
Update of patch #3698 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3698 ___ 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 #20495] punit-activity_count overflow
Follow-up Comment #2, bug #20495 (project freeciv): It also affects Engineers when doing long job (e.g. transforming swamp to ocean in default ruleset) in all branches. ___ Reply to this item at: http://gna.org/bugs/?20495 ___ 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 #19943] Initial protocol between trunk and S2_4-or-earlier broken
Follow-up Comment #14, bug #19943 (project freeciv): Thank you for doing this. It was bothering me (but not enough to actually do anything). It works fine in my (simple) testing. ___ Reply to this item at: http://gna.org/bugs/?19943 ___ 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 #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash
Follow-up Comment #6, bug #20490 (project freeciv): Oh, I see. This crash only occurred if 'pamcakes' was completely detached at '/delegate take' time, I guess -- if they were an observer (or player), all would be fine. ___ Reply to this item at: http://gna.org/bugs/?20490 ___ 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] [bug #19943] Initial protocol between trunk and S2_4-or-earlier broken
On Fri, 2013-02-22 at 09:41 +0100, pepeto wrote: Update of bug #19943 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19943 Obvious consequences: - you validate the increase length of opcode message from 8 bits to 16 bits. # why not used sub-opcode if more opcodes are needed that is, some opcode may requires decoding of next byte to have access to more opcode commands - my position is that message length is the most and by far bottle neck(read need top notch optimization). # that is, played on internet(compare to local lan) the problem is not players with fast hardwares but players with slow modem/and big latency and not able to know what ISP is doing, like swapping IP address. - the developper having done that basic increase is telling us that he is even not bothering to test it carefully and documenting why. - do you intend to fix warciv to allow nice sharing of application capabilities. - can you gives actual number of used opcodes from the available 256(8 bits) ? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #3690] dio_put|get_type()
On Fri, 2013-02-22 at 09:27 +0100, pepeto wrote: Update of patch #3690 (project freeciv): Reply to this item at: http://gna.org/patch/?3690 can you say if you have taken care off the endianness. First tough, normally casting should have been enough here, with obvious wrapping for platform to handle endianness. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3743] /delegate tidy-up
URL: http://gna.org/patch/?3743 Summary: /delegate tidy-up Project: Freeciv Submitted by: jtn Submitted on: Sat Feb 23 23:05:52 2013 Category: general Priority: 5 - Normal Status: In Progress Privacy: Public Assigned to: jtn Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0,2.5.0 ___ Details: It started as the usual batch of string changes and kind of ballooned. So far I have: * much expanded help for /delegate * add /list delegations to help * remove redundant check (per bug #20525) * more comprehensive delegation messages when user connects ** fix bug where info about connections delegated to you not displayed if you were unattached or global observer * fix inaccurate messages if delegate user not connected to anything (not even global observer) (this case seems neglected, per bug #20490) ___ Reply to this item at: http://gna.org/patch/?3743 ___ 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 #20525] Unused message for /delegate command
Update of bug #20525 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #2: To be dealt with in patch #3743. ___ Reply to this item at: http://gna.org/bugs/?20525 ___ 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] Upcoming build problems
In case some of you have missed what I wrote under patch #3230 I'm about to commit soon: Note that one has to force tolua produced sourcefiles to be regenerated after this patch is applied. 'make distclean' is not sufficient, 'make maintainer-clean' should be, followed by fresh build starting with path to src/autogen.sh - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3230] Switch from lua tolua 5.1 to 5.2
Update of patch #3230 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3230 ___ 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 #3744] Delete lua-5.1 and tolua-5.1 source trees from version control
URL: http://gna.org/patch/?3744 Summary: Delete lua-5.1 and tolua-5.1 source trees from version control Project: Freeciv Submitted by: cazfi Submitted on: Sun 24 Feb 2013 07:18:50 AM EET Category: bootstrap Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: ___ Reply to this item at: http://gna.org/patch/?3744 ___ 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] [task #7667] Branch S2_5
Update of task #7667 (project freeciv): Depends on: = patch #3744 ___ Reply to this item at: http://gna.org/task/?7667 ___ 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 #3727] River as road natural city names
Update of patch #3727 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3727 ___ 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 #3745] Set have_river_overlay correctly in case of road with compat_special = River
URL: http://gna.org/patch/?3745 Summary: Set have_river_overlay correctly in case of road with compat_special = River Project: Freeciv Submitted by: cazfi Submitted on: Sun 24 Feb 2013 08:10:51 AM EET Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: If river overlay map is turned to roads when savegame is loaded, do not set have_river_overlay, as that would mean that we still have the river specials. ___ File Attachments: --- Date: Sun 24 Feb 2013 08:10:51 AM EET Name: RiverRoadOverlay.patch Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=17326 ___ Reply to this item at: http://gna.org/patch/?3745 ___ 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 #3728] assess_danger() to consider AttFromNonNative unit class flag
Update of patch #3728 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3728 ___ 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 #20551] failed to compile luasql
Follow-up Comment #1, bug #20551 (project freeciv): I had forgotten that luasql gets built only when auth is in use, so its build with lua-5.2 was never tested. I were just surprised that it caused no problems in my testing! There seems to be no lua-5.2 compatible version of luasql available. Our options seem to be hack luasql ourselves (or to backport from luasql development version if required changes are there) or to revert to lua-5.1. ___ Reply to this item at: http://gna.org/bugs/?20551 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev