Follow-up Comment #25, bug #18776 (project freeciv):
Why isn't that 1 just shifted by p % 32?
I do not know! I did take the code from the old version, (tried to)
understand it and used it in savegame2.c - and it did work! As you say, this
seems to be at least strange ...
Follow-up Comment #40, bug #18835 (project freeciv):
Can't break it now; thanks.
OK; this will be commited as soon as 2.3.1 is released
___
Reply to this item at:
http://gna.org/bugs/?18835
Am Dienstag, 15. November 2011, 10:59:47 schrieb Michal Mazurek:
On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote:
Can i have other files than the default.lua and script.lua? I want each
functionality (auth, newcomers) to be in a separate file.
I added dofile(longturn.lua) to
Why can't i dofile() in freeciv?
The usage of such commands is restricted due to security implications.
You can not load a lua file! Only default.lua and script.lua are read.
Or you have to use the command 'lua file ...' (I think it is named
luafile in S2_3).
In S2_3 there is only
Am Dienstag, 15. November 2011, 11:26:49 schrieb Michal Mazurek:
On Mon, Nov 14, 2011 at 09:40:51PM +0100, Matthias Pfafferodt wrote:
missed an important thing:
The needed patches are only in S2_4 and trunk; you have to pick svn20274-
sv20277 and svn20286-svn20296. These patches do
Follow-up Comment #20, bug #18776 (project freeciv):
Thanks for the analyses! Could you test the attached patch? It does not use
player_count() but a new function player_slot_max_used_number() which returns
the highest used player slot index. Thus, there should be enough memory be
allocated.
Hello Michal,
Am Montag, 14. November 2011, 10:09:56 schrieb Michal Mazurek:
Now that i finished the new website i want to move the c patches to lua.
I guess I'll start with postgres authentication.
good idea - I will help as much as I can!
I think I have somewhere an old patch which starts
missed an important thing:
The needed patches are only in S2_4 and trunk; you have to pick svn20274-
sv20277 and svn20286-svn20296. These patches do not change the network
interface. Thus, they should be easily be backported to S2_3.
Am Montag, 14. November 2011, 21:26:43 schrieben Sie:
Hello
Update of bug #18978 (project freeciv):
Category:None = general
Status:None = Duplicate
Assigned to:None = syntron
Open/Closed:
Follow-up Comment #6, bug #18886 (project freeciv):
Here is an explanation for this fix:
In freeciv 2.2 and before the number of players was limited. A player could
only be added and never be removed. Thus, the player shuffle information was
saved as a simple list index = player id. There index
Follow-up Comment #38, bug #18835 (project freeciv):
Thanks for testing; here are two small fixes on top of the last patches:
New bug (may have existed in previous patch): clicking the x
button on the overall Diplomacy [N] tab has no effect.
It's new bug - I did change the handling of the
Follow-up Comment #37, bug #18835 (project freeciv):
Thanks for the detailed description! I will have time to test this on Sunday
evening.
___
Reply to this item at:
http://gna.org/bugs/?18835
Follow-up Comment #35, bug #18835 (project freeciv):
I think this patch set is working fine and an improvement if playing with a
large number of nations. Now to the question: there and when should this patch
be applied?
* S2_3: Not for 2.3.1 but for the next release - so after 2.3.1 has taged.
Follow-up Comment #2, patch #3001 (project freeciv):
is it correct that aitraits.h is included by plrhand.c? This breaks build as
the AI header files are not available for the server ...
___
Reply to this item at:
Follow-up Comment #3, patch #3001 (project freeciv):
The problem in comment #2 is solved. Part of the svn checkout was missing.
___
Reply to this item at:
http://gna.org/patch/?3001
___
Update of bug #18641 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #18875 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2883 (project freeciv):
Status: In Progress = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #18880 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
Planned Release: 2.3.1?, 2.4.0 = 2.4.0
Update of bug #18886 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Follow-up Comment #18, bug #18776 (project freeciv):
any update to the status of this bug? I can not reproduce a segfault with the
patch applied. I will commit it for 2.3.1 if there are no comments.
___
Reply to this item at:
Follow-up Comment #6, patch #3001 (project freeciv):
I can not confirm - svn 20513 is running fine for me (did a short test game).
As 'bus error' is something which could be connected to the environment here
some data:
freeciv trunk (svn20513) compile with '--enable-debug=checks
Follow-up Comment #12, patch #3001 (project freeciv):
Here's one addressing issues you found. As a crash fix probably
causing problems for many users will commit immediately.
Do you know why it crashs for some and for others not?
___
Follow-up Comment #51, patch #2715 (project freeciv):
The question: how do I deselect a unit without canceling its
orders ?
I do not know - as long as you have units which could be moved the next one
is selected.
The request: it would be nice, if the option of activating unit
selection
Follow-up Comment #17, bug #18776 (project freeciv):
Are player indexes updated for existing players, after one from
the middle is removed?
player_index() calls player_number() which calls player_slot_index(); thus,
the index of a player does not change if one is removed. Furthermore,
Follow-up Comment #29, bug #18835 (project freeciv):
Er, and I meant to say, it looks fine to me in all those
layouts.
Thanks for testing this! About the bugs:
If I detach the Diplomacy [N] tab as a separate window and
then close it:
Unlike other tabs, it doesn't go back into the
Follow-up Comment #31, bug #18835 (project freeciv):
Could you test the two attached patches on top of the patches listed in
comment #24?
0005-gtk2-fix-short-keys-in-diplotic-dialog.patch
= fix keyboard shortcuts; (Re)add buttons for each meetings dialog (ineeded
if it is separated)
Follow-up Comment #32, bug #18835 (project freeciv):
updated version (includes patches from comment #31):
[gtk2] redo layout of the diplomacy dialog (vertical)
see gna bug #18835 (part 3)
changes 20111029:
- put content of the diplomatic tab into a scroll window else the height of
the
Follow-up Comment #33, bug #18835 (project freeciv):
and a screenshoot - I hope there a no bug left! Any further ideas?
On problem is that the count (Diplomacy [x]) will not be updated if a meeting
tab is detached. But I think this will not be used often.
(file #14455)
Follow-up Comment #34, bug #18835 (project freeciv):
and the patch file missing in comment #32
(file #14456)
___
Additional Item Attachment:
File name: 0004-gtk2-redo-layout-of-the-diplomacy-dialog-vertical.patch
Size:19 KB
Follow-up Comment #2, bug #18923 (project freeciv):
see also bug #18887; perhaps your text is the better version ...
___
Reply to this item at:
http://gna.org/bugs/?18923
___
Nachricht
Update of patch #2957 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18549 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Follow-up Comment #15, bug #18776 (project freeciv):
I did try to reproduce the error with the savegame. I did removed some
players and set others to AI. It runs a autogame without problems. So there
has to be something else. Di dyou do something else between starting the game,
calling remove
Follow-up Comment #1, patch #3021 (project freeciv):
The patch looks good! One question about the order of the subcommands in the
help for commands (see commands.c:628). Is there a rule for the order? I did
used an alphabetically sort order ...
Update of bug #18835 (project freeciv):
Status: In Progress = Ready For Test
___
Follow-up Comment #24:
update the last part of the patch
- part 1: file #14294
- part 2: file #14295
- part 3: new
URL:
http://gna.org/bugs/?18909
Summary: fix spelling
Project: Freeciv
Submitted by: syntron
Submitted on: Do 03 Nov 2011 19:18:49 CET
Category: client
Severity: 3 - Normal
Priority: 5 -
Follow-up Comment #1, bug #18901 (project freeciv):
did you try a clean build (starting with autogen.sh)? Sometimes removed files
are still included in Makefiles if they are not regenerated.
___
Reply to this item at:
Follow-up Comment #6, bug #18901 (project freeciv):
make clean or make distclean ./autogen.sh helps as it forces a recreation
of all files; I had this case quite often at the time I developed the tolua
patches
___
Reply to this item at:
Follow-up Comment #2, patch #2998 (project freeciv):
patch #2381: tech root requirements(?)
perhaps not working, see bug #18711; I did not do any further tests
___
Reply to this item at:
http://gna.org/patch/?2998
Follow-up Comment #3, patch #2998 (project freeciv):
patch #2360: citizens (also multiplayer?)
only activated for the experimental ruleset; perhaps some of the new things
should go to the default rulese? wrt citizens I have some patches left to do
...
Update of bug #18796 (project freeciv):
Planned Release: 2.3.1 = 2.3.1,2.4.0
___
Follow-up Comment #9:
(Nit: there's now an orphaned comment /* human players also need
this for building advice
___
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Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev
--
Matthias Pfafferodt - http://www.mapfa.de
Matthias.Pfafferodt at mapfa.de
___
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Freeciv-dev@gna.org
https://mail.gna.org
URL:
http://gna.org/patch/?3004
Summary: ncrease max number of nations to 512
Project: Freeciv
Submitted by: syntron
Submitted on: Di 01 Nov 2011 21:05:48 CET
Category: general
Priority: 5 - Normal
Follow-up Comment #1, patch #3004 (project freeciv):
did some more checks - memory consumtion is not as high as expected but in
combination with a big map ... I think as long as the map is of reasonable
size and the number of units/cities do not exceed any limit it would be OK.
Perhaps after all
Follow-up Comment #36, patch #2715 (project freeciv):
One more little request - as I explained how to apply these two
patches, could one of you tell how they work for you ?
Cause that they seem to work for me, doesn't mean I didn't miss
something obvious - see the disclaimer in comment #6.
Update of patch #3004 (project freeciv):
Summary: ncrease max number of nations to 512 = increase
max number of nations to 512
___
Follow-up Comment #2:
directly after start of the game:
server map 16; 500 players; 1
Follow-up Comment #3, patch #3004 (project freeciv):
got the first crash of the client; server seems to be stable (now all AI
game; RAM goes fast up to 1500MB; each turn needs several minutes - most of it
to create the savegame)
1: in player_invention_state() [tech.c::118]: assertion 'tech ==
Update of bug #18835 (project freeciv):
Status: Ready For Test = In Progress
___
Follow-up Comment #21:
By the way, saving that freeciv save file i notice that it
truncates out everything after
Follow-up Comment #2, bug #18890 (project freeciv):
not a problem - I could compile gtk3 till 2.24 was introduced as minimal
version. The patch was tested with 2.22 as it is the version I have found as
rpm for opensuse 11.3.
___
Reply to
Follow-up Comment #16, bug #18835 (project freeciv):
Unfortunately the UI doesn't appear to have changed. Did i need
to apply other patches too?
I did check if the patch applies to the current S2_3 branch. You have a plain
2.3.0 source tarball?
Follow-up Comment #18, bug #18835 (project freeciv):
I did had a look into the debian patches - they do not change much. The
attched file is for 2.3.0 and tested ...
Please report how it works / looks like in non-default settings (small
screen, ...)
(file #14360)
Follow-up Comment #6, bug #18796 (project freeciv):
Could you test the attached patch (on top of S2_3; svn20364)? I can't
reproduce the bug but it should fix it. The patch moves the start of the phase
_before_ the call chain which resulted in the segfault (the bugtrace in
comment #1 was
Follow-up Comment #7, bug #18796 (project freeciv):
if needed the corresponding patch for trunk ...
(file #14362)
___
Additional Item Attachment:
File name: 0019-trunk-fix-crash-due-to-not-started-advisor-phase.patch Size:1
KB
Follow-up Comment #1, patch #2733 (project freeciv):
If this is something for 2.5 would it not be best to do the step to a float?
Most of the time amortize is used to calculate a want value which is compared
to another value - changes would be only required for some variable
definitions (int =
Follow-up Comment #1, bug #18855 (project freeciv):
You mean upkeep as in gold or shields?
___
Reply to this item at:
http://gna.org/bugs/?18855
___
Nachricht geschickt von/durch Gna!
Update of bug #18641 (project freeciv):
Status: Fixed = Ready For Test
Planned Release: 2.4.0 = 2.4.0,2.3.1
___
Follow-up Comment #9:
Committed error
Follow-up Comment #1, bug #18843 (project freeciv):
This one and other settings are fixed so that nobody can cheat; perhaps they
should be changeable and the admin should ake care that nobody cheats?
Which options do you think should be changed?
Follow-up Comment #6, patch #2883 (project freeciv):
what do you think about the restricted version?
___
Reply to this item at:
http://gna.org/patch/?2883
___
Nachricht geschickt von/durch
Follow-up Comment #1, bug #18786 (project freeciv):
first patch attached - not really tested as (auto)settler sometimes have no
tile to go and do not move at all ...
(file #14364)
___
Additional Item Attachment:
File name:
Follow-up Comment #11, bug #18776 (project freeciv):
found out after my last message that loading such a savegame is still not
possible (see comment #2). There is more to this bug ...
___
Reply to this item at:
Follow-up Comment #12, bug #18776 (project freeciv):
updated patch - remove some duplicated code
(file #14319)
___
Additional Item Attachment:
File name: 0034-fix-bug-in-player_map_free.patch Size:2 KB
URL:
http://gna.org/bugs/?18886
Summary: fix loading of shuffle information
Project: Freeciv
Submitted by: syntron
Submitted on: So 30 Okt 2011 15:22:32 CET
Category: general
Severity: 3 - Normal
Follow-up Comment #1, bug #18886 (project freeciv):
see also bug #18776 comment #2
___
Reply to this item at:
http://gna.org/bugs/?18886
___
Nachricht geschickt von/durch Gna!
Follow-up Comment #13, bug #18776 (project freeciv):
found out after my last message that loading such a savegame is
still not possible (see comment #2). There is more to this bug
...
this is fixed in bug #18886
___
Reply to this item
Follow-up Comment #14, bug #18835 (project freeciv):
Re comment #9: off-hand, I don't see why this would need to be
optional. But I haven't checked all layout variants.
I'm not sure about all the possible layout variants; especially as we did lot
to support small screens. But if it is working,
URL:
http://gna.org/bugs/?18887
Summary: fix text for fcdb command
Project: Freeciv
Submitted by: syntron
Submitted on: So 30 Okt 2011 19:29:33 CET
Category: general
Severity: 3 - Normal
Update of bug #18535 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18546 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18857 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2974 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18859 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18860 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2986 (project freeciv):
Status:None = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18861 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18862 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18863 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18844 (project freeciv):
Status: In Progress = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18864 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2987 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2988 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2989 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of bug #18865 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2990 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2020 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2966 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2967 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2968 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2477 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2547 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2478 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2479 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2482 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2483 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of bug #17236 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2480 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Update of patch #2481 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = syntron
Open/Closed:Open = Closed
Update of patch #2270 (project freeciv):
Status: In Progress = Done
Open/Closed:Open = Closed
___
Follow-up Comment #14:
all tickets are
Update of patch #2960 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Follow-up Comment #29, bug #18549 (project freeciv):
Ok - seems to be that I did not used S2_3; In this version virtual tiles have
the index = -1, so a special check is needed. Could you test it with the
attached file added on top of the two patches (file #14161, file #14160)?
(file #14325)
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