Update of bug #22074 (project freeciv):
Assigned to:None = pepeto
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Follow-up Comment #1, patch #4823 (project freeciv):
Should I put the ruleset change from patch #4819 in the stub ruleset as well
on application, update that patch to include it (and restart review period),
or suggest adding pythagorean_diagonal = FALSE to terrain.ruleset here?
Alternately, as
URL:
http://gna.org/bugs/?2
Summary: Create|remove city and hide|reveal units
Project: Freeciv
Submitted by: pepeto
Submitted on: jeu. 19 juin 2014 10:12:54 CEST
Category: general
Severity: 3 - Normal
Update of bug #22138 (project freeciv):
Depends on: = bugs #2
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Update of bug #22138 (project freeciv):
Status:None = Ready For Test
Planned Release: 2.5.0 = 2.5.0, 2.6.0
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Follow-up Comment #3:
You got this error
Update of patch #4769 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #1, bug #22074 (project freeciv):
I don't think I understand, or I can't reproduce. Could you provide a
savegame?
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Follow-up Comment #2, bug #22074 (project freeciv):
A savegame that can be used to reproduce the issue is attached. To use, you
will need to apply the following temporary patch:
--- a/data/civ1/terrain.ruleset
+++ b/data/civ1/terrain.ruleset
@@ -844,9 +844,10 @@ act_gfx_alt= -
rmact_gfx
Follow-up Comment #2, patch #4823 (project freeciv):
I'll just add the line to the stub ruleset when committing (real soon now): it
being identical to the lines for the other rulesets (so not contentious), and
meaning this patch does not need yet another adjustment, getting stub
up-to-date
Update of patch #4819 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of bug #21420 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Update of patch #4679 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of bug #22074 (project freeciv):
Status:None = Ready For Test
Operating System:None = Any
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Follow-up Comment #3:
Thank you very much.
Follow-up Comment #4, bug #22074 (project freeciv):
Somehow I had the impression that send_tile_info() sent info to all players,
but looking at it now, it obviously doesn't. Thanks a lot!
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Follow-up Comment #5, bug #22074 (project freeciv):
Looking further, this patch appears relevant to 2.4 as well (calls to
tile_remove_special() based on a terrain check). The same patch applies
cleanly, but I am having trouble finding a set of ./configure options that
lets me compile 2.4 today,
Update of bug #22050 (project freeciv):
Status: In Progress = Need Info
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Follow-up Comment #11:
I will rewrite unit_transport_check() to prevent cargo to be
able to load on of its
Follow-up Comment #6, bug #22074 (project freeciv):
I am having trouble finding a set of ./configure options that
lets me compile 2.4 today, and don't have any good ideas for
how to construct a ruleset and gameplay situation that would
exhibit the error.
What's the problem with configure?
Follow-up Comment #12, bug #22050 (project freeciv):
Is the reason it can't be solved in pathfinding because we don't have the
unit_type in pathfinding, so can't check if a given transport is contained in
our type, or is it something else? Why doesn't it work for server move
handling?
Follow-up Comment #7, bug #22074 (project freeciv):
In 2.4 removal of roads from former city centers on oceanic
terrain is the only way it could be affected, I think.
I am not a ruleset specialist, and I don't know how to do that. Do you think
the patch should also be applied to S2_4?
Follow-up Comment #8, bug #22074 (project freeciv):
Entirely unrelated to this ticket, but the sequence `git checkout S2_4; make
distclean; ./autogen.sh --enable-debug; make -j9` didn't work for me today,
reporting tolua_signal_gen.c:246:80: error: 'LUA_OK' undeclared (first use in
this
Follow-up Comment #13, bug #22050 (project freeciv):
Is the reason it can't be solved in pathfinding because we
don't have the unit_type in pathfinding, so can't check if a
given transport is contained in our type, or is it something
else?
That's a part of the problem. But also, we would
Follow-up Comment #9, bug #22074 (project freeciv):
To replicate in 2.4 if the only time it happens is conversion to oceanic
terrain, start a game with the classic ruleset, use the editor to construct a
civilisation that can support enough engineers to convert a swap to an ocean
in one turn.
Follow-up Comment #10, bug #22074 (project freeciv):
tolua_signal_gen.c:246:80: error: 'LUA_OK' undeclared
You had S2_5 or TRUNK before. Those use lua tolua 5.2 while S2_4 has 5.1.
You need to regenerate these ..._gen.x files, and make distclean is not
enough to remove them (as they are part
Follow-up Comment #11, bug #22074 (project freeciv):
It seems impossible to transform the city center to ocean. Engineers refuse to
work.
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Follow-up Comment #14, bug #22050 (project freeciv):
Ah, yes, I think I'm guilty of writing some of the transport checks that can't
work with unit types. We should probably remember this to fix it in the long
term, but for the short term, perhaps just permit arbitrary nesting, and hope
that
Update of bug #22074 (project freeciv):
Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0
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Follow-up Comment #12:
I confirm the bug in 2.4 and that the patch also fixes it.
Follow-up Comment #15, bug #22050 (project freeciv):
I was thinking the same. Probably it shouldn't add other rules that are
clearly defined in the ruleset. And we should remove the recursive transport
depth limit too.
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Follow-up Comment #13, bug #22074 (project freeciv):
Marko, Thanks: deleting more things more aggressively fixed it.
Pepeto: you're faster than I: I won't attach the demo savegame for 2.4 I just
made :)
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Follow-up Comment #14, bug #22074 (project freeciv):
Marko, Thanks: deleting more things more aggressively fixed it.
I think make maintainerclean (or maintainer-clean, can't remember) is what
should work as aggressive enough.
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Follow-up Comment #15, bug #22074 (project freeciv):
I think make maintainerclean (or maintainer-clean, can't remember) is what
should work as aggressive enough.
Yes, I use this (+ ccache) routinely to switch between S2_4 and later. Can't
remember how to spell it either, though. --jtn
Update of bug #22209 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of bug #22192 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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URL:
http://gna.org/patch/?4826
Summary: player_invention_XXX() = research_invention_XXX()
Project: Freeciv
Submitted by: pepeto
Submitted on: jeu. 19 juin 2014 23:44:47 CEST
Category: general
Priority: 5
Update of patch #4726 (project freeciv):
Depends on: = patch #4826
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Message posté
Follow-up Comment #3, patch #4166 (project freeciv):
GriffonSpace posted more icons. I combined them to single events.png file and
did some minor adjustments to .spec (using same sprite to save memory when two
of them would be identical, made some generic tags to point to generic warning
signs)
URL:
http://gna.org/patch/?4827
Summary: Color appropriate ecodisaster icons
Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 20 Jun 2014 01:27:13 AM EEST
Category: art
Priority: 5 - Normal
Update of patch #4797 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Update of patch #4799 (project freeciv):
Status: In Progress = Ready For Test
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Follow-up Comment #1:
- Removed Howitzer flag, effects use UnitType requirement instead. Updated
static unit texts as
URL:
http://gna.org/patch/?4828
Summary: Player created by civil war gets same ai type as
original player
Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 20 Jun 2014 03:51:39 AM EEST
Category: ai
URL:
http://gna.org/patch/?4829
Summary: Ai callbacks for civil war player split
Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 20 Jun 2014 04:15:13 AM EEST
Category: ai
Priority: 5 - Normal
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