URL:
http://gna.org/bugs/?22186
Summary: Rising sea levels leave specials on ocean tiles
Project: Freeciv
Submitted by: andreasr
Submitted on: Sat 14 Jun 2014 07:39:54 AM UTC
Category: None
Severity: 3 -
Follow-up Comment #4, bug #21942 (project freeciv):
Maybe related: In crosser development version based Windows builds from
freeciv trunk all clients crash when city dialog is being opened. Have not yet
tested with older crosser revision (that is known be working earlier) or other
freeciv
Follow-up Comment #9, bug #21558 (project freeciv):
See also bug #20960.
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Update of bug #20960 (project freeciv):
Status:None = Duplicate
Open/Closed:Open = Closed
Planned Release: 2.6.0 =
Follow-up Comment #1, patch #4803 (project freeciv):
I've not yet checked the code in question carefully, but note that at least
use of double braces (( )) around it indicates that assignment (single
=) is there on purpose. With the limited context that is in the patch file
it also makes sense:
Follow-up Comment #2, patch #4803 (project freeciv):
In general, using assignment within if:
- Value of the assignment operation is the same as the value assigned (var =
val has same value as val)
- For readability (and to avoid compiler warning) one should use braces when
value of the assignment
URL:
http://gna.org/patch/?4804
Summary: Unify UNIT_MOVE and UNIT_LOAD packets, allowing
transfer onto specific transport on adjacent tile
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 12:37:24 BST
Follow-up Comment #1, patch #4804 (project freeciv):
(Same comments as patch #4805 about ruleset control of transfer legality)
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Update of patch #4804 (project freeciv):
Depends on: = patch #4805
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URL:
http://gna.org/patch/?4805
Summary: Transferring units between transports on the same
tile
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 12:38:08 BST
Category: None
Priority: 5 -
Follow-up Comment #4, bug #13943 (project freeciv):
See patch #4805 for discussion of the related issue of moving units between
transports on the same tile (the UI for which will look very similar, I
think).
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URL:
http://gna.org/bugs/?22187
Summary: Client allows attempted violation of
embarks/disembarks restrictions
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 12:57:30 BST
Category: None
Update of bug #22187 (project freeciv):
Release: = S2_5 r25141
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Follow-up Comment #1, bug #22187 (project freeciv):
I guess pf_tools.c:normal_move_unit() and friends need to be taught about the
possibility of units' transport status restricting their ability to move;
currently I think they only check tile nativity, not transport status
explicitly.
client
Does the AI need teaching about the new restrictions on
loading/unloading added by http://gna.org/patch/?3804?
If the AI wants to ferry certain units from A to B, it potentially has
to find a suitable rendezvous point C and drop-off point D which are in
cities/bases, and have the cargo proceed on
Marko Lindqvist writes:
Usable threaded AI
r20457 / patch #3000
r20529 / patch #3033
[...]
What should I say about threaded AI in the 2.5 release notes?
Is it something we can now wholeheartedly recommend that server
operators and single players can use, or is it believed-working-
URL:
http://gna.org/bugs/?22188
Summary: Remove DiplomatDef
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 14:05:25 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5
Update of bug #22188 (project freeciv):
Summary: Remove DiplomatDef = civ2civ3: remove
DiplomatDefense flag from Airbase
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Follow-up Comment #1:
The civ2civ3 ruleset's Airbase has the DiplomatDefense flag set.
Follow-up Comment #22, bug #22180 (project freeciv):
Hattusilis was a human player that I picked from the Hittite nation. Is
freeciv config information stored anywhere other than in ~/.freeciv?
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Follow-up Comment #5, bug #21942 (project freeciv):
Let me know if there is something I can do to help find the cause.
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Mensaje
Follow-up Comment #2, bug #22188 (project freeciv):
I'm going to submit some minor patches for civ2civ3 issues pointed in the
forums.
I'll do the patch for this one too, if you agree.
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Update of bug #22188 (project freeciv):
Assigned to:None = bdanee
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Follow-up Comment #3:
I'll do the patch for this one too, if you agree.
Go ahead; this will avoid conflicts.
Follow-up Comment #1, patch #4805 (project freeciv):
Something that I liked from freeciv compared to other civs is that it was not
possible to use chains of transports in order to move units indefinitely in
one single turn.
If you allow transferring units between transports on the same tile, I'm
Follow-up Comment #4, bug #22188 (project freeciv):
If this is true - This has no effect, since it applies only to units native
to that base
Then you need to change the file
http://freeciv.wikia.com/wiki/Editing_rulesets
because it states about airbases -
DiplomatDefense - Diplomats inside
On 14 June 2014 15:56, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
Marko Lindqvist writes:
Usable threaded AI
This should be read as: one can create AI players that use
'threaded' AI, and the game should work. What it does not mean is
that
it's really threaded AI. Between S2_4
Follow-up Comment #5, bug #22188 (project freeciv):
DiplomatDefense - Diplomats inside base will get bonus to
diplomatic defense.
Yes, that needs clarification. It relies on reader to know definition of word
inside in the bases/roads/extras lingo - only native units are inside,
other can be on
URL:
http://gna.org/bugs/?22189
Summary: Prefer to load units onto less nested transporters
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 17:18:04 BST
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?22190
Summary: Can load onto carried transporter, but not unload
from it
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 17:27:03 BST
Category: None
Severity: 3 -
Follow-up Comment #8, bug #22050 (project freeciv):
Trying to write release notes for this patch, here's my restatement of its
effects for my own benefit:
* Bug fixes:
** There was no load-time enforcement of max transport depth.
** There was no load-time enforcement of unit type rules, in
Follow-up Comment #1, bug #22189 (project freeciv):
I propose that transporter_for_unit() ranks candidate
transports by nesting depth, and a transport with the least
nesting depth is chosen.
That's the most logical solution. In theory (I don't propose really doing it)
we could even in the
Follow-up Comment #2, patch #4805 (project freeciv):
That's a good point.
I think there are limited cases where it is possible to do what you describe
today, where a unit can unload/reload on native terrain. For instance it's
possible to transport a unit arbitrarily far along your own coastline
Follow-up Comment #3, patch #4805 (project freeciv):
Going a bit OT, but this is the general spacetime distortion in our model.
Units have movement points telling how much they can move a turn (lat's say;
year). Yet units are not moving at the same time, but one at a time. When they
interact,
URL:
http://gna.org/bugs/?22191
Summary: civ2civ3: granary reduces the waste of food by
distance
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 14 jun 2014 17:17:10 UTC
Category: None
Severity: 3 -
Follow-up Comment #2, bug #22187 (project freeciv):
In the meanwhile, do you think civ2civ3 should allow all units to disembark
from helicopters everywhere?
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Follow-up Comment #3, bug #22187 (project freeciv):
In the meanwhile, do you think civ2civ3 should allow all units
to disembark from helicopters everywhere?
I don't think there's any need for the ruleset to change. I think this is a
minor UI issue.
URL:
http://gna.org/bugs/?22192
Summary: civ2civ3: Marco Polo's Embassy overpowered with many
players
Project: Freeciv
Submitted by: bardo
Submitted on: sáb 14 jun 2014 17:38:47 UTC
Category: None
Follow-up Comment #6, bug #22188 (project freeciv):
Attached patch to remove DiplomatDefense from Airbases.
(file #21005, file #21006)
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Additional Item Attachment:
File name: civ2civ3-airbase.patch Size:0 KB
File name:
On 14 June 2014 15:56, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
What should I say about threaded AI in the 2.5 release notes?
I don't think we'll include it to Windows Installer builds.
- ML
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URL:
http://gna.org/bugs/?22193
Summary: Crosser version: client crash when building a city
Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 14 Jun 2014 10:10:54 PM EEST
Category: client
Severity: 3
Follow-up Comment #6, bug #21942 (project freeciv):
As my problem is probably separate from this one, I opened new ticket for it
to keep it clear which problem each bit of gathered information is related to:
bug #22193
Can you provide backtrace from your crashing client?
gdb
Follow-up Comment #4, patch #4805 (project freeciv):
When considering limitation of movement between collocated transports on the
same non-native tile, remember that we permit movement between adjacent
transports on non-native tiles with a cost of SINGLE_MOVE: rather than a
blanket restriction, I
Follow-up Comment #4, bug #22187 (project freeciv):
The specific example doesn't affect AI pathfinding, but only because the AI
can't deal with that class of transport at all, so won't choose it. When the
AI learns how to deal with more complex transport choices, it will need to
understand about
URL:
http://gna.org/bugs/?22194
Summary: Update move_points_text() for move_fragments
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 21:28:31 BST
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #22194 (project freeciv):
Now that SINGLE_MOVE can be non-prime, it's worth reducing
fractional MP to their lowest terms (2/6 = 1/3).
I've been thinking that, but it's probably better to the constant divider, so
that when one moves 1/6 cost road, unit moves left go:
1
Follow-up Comment #1, bug #22193 (project freeciv):
I'm bisecting exact revision the problem appeared.
Went as far as finding out that r25008 works and r25011 does not, and looking
commits between remembered pepeto's bug #22185. Patch in that bug worked (at
least against r25011, haven't tested
Follow-up Comment #1, bug #22186 (project freeciv):
I think this is a client issue: the tiles should still have the specials
registered (so that one has a hint that transforming them back restores the
special), but the specials should only be active if on a matching terrain, and
no sprite shown
Follow-up Comment #2, bug #22194 (project freeciv):
SINGLE_MOVE shouldn't be 0 (this leads to issues like infinite attack count).
Maybe this ought be checked in ruleset sanity?
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Follow-up Comment #3, bug #22194 (project freeciv):
SINGLE_MOVE shouldn't be 0
Apparently this can happen in the client prior to ruleset loading (according
to an existing comment).
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Update of bug #22193 (project freeciv):
Status:None = Duplicate
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #2, patch #4792 (project freeciv):
- And then version of the correct patch that applies to TRUNK
(file #21007)
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Additional Item Attachment:
File name: CopyrightCheck-2.patch Size:0 KB
Update of patch #4761 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #1, patch #4795 (project freeciv):
New S2_5 version
- Updated against current svn
(file #21008)
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Additional Item Attachment:
File name: amng-illegalvariables-S2_5-2.patch.bz2 Size:5 KB
Follow-up Comment #4, bug #22194 (project freeciv):
That's fine: before ruleset load, we shouldn't need to calculate either the
remaining movement left to a unit after performing activities, or a textual
representation of the movement rate. My concern was with rulesets that set
SINGLE_MOVE to 0,
URL:
http://gna.org/bugs/?22195
Summary: IgTer help and ruleset comments incorrect
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 23:52:15 BST
Category: docs
Severity: 3 - Normal
Update of bug #22050 (project freeciv):
Status: Fixed = In Progress
Open/Closed: Closed = Open
Planned Release: 2.5.0,2.6.0 = 2.4.3,2.5.0,2.6.0
Follow-up Comment #3, patch #4774 (project freeciv):
I don't think scripting interface should allow use of
non-existing flags (that are most likely typo).
Indeed, it doesn't. That complicates this.
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Update of patch #4782 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4784 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
Planned Release: = 2.5.0, 2.6.0
Summary:
Update of bug #22165 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
Planned Release: = 2.4.3, 2.5.0, 2.6.0
Update of bug #22172 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_5-S2_4-savegame-too-veteran.patch Size:2 KB
Update of bug #22190 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
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File name:
Update of bug #22189 (project freeciv):
Status:None = Ready For Test
Assigned to:None = jtn
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Follow-up Comment #2:
Since I couldn't
Follow-up Comment #5, bug #22194 (project freeciv):
My concern was with rulesets that set SINGLE_MOVE to 0,
You're right, this should be an error at ruleset load time (probably also for
igter_cost).
or having it set to that value during gameplay.
move_fragments can't change during gameplay,
Update of bug #22194 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #6:
it's worth reducing fractional MP to their lowest terms
I've been thinking that, but it's
Update of bug #22195 (project freeciv):
Status: In Progress = Ready For Test
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Additional Item Attachment:
File name: trunk-S2_5-igter-help.patchSize:5 KB
Follow-up Comment #4, bug #22151 (project freeciv):
IgTer comment #3 to be fixed in bug #22195.
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URL:
http://gna.org/bugs/?22196
Summary: City dialog does not show present or supported unit
icons
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 15 Jun 2014 03:28:29 AM EEST
Category: client-sdl2
URL:
http://gna.org/bugs/?22197
Summary: Some errors in beta0 of freeciv2.5
Project: Freeciv
Submitted by: None
Submitted on: Sun 15 Jun 2014 05:29:21 UTC
Category: client-gtk-3.0
Severity: 3 - Normal
Follow-up Comment #1, bug #22197 (project freeciv):
Reposted corrected image
(file #21020)
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Additional Item Attachment:
File name: wrong_city_tiles.JPG Size:81 KB
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