[Freeciv-Dev] [patch #4725] Add error messages when receiving unknown unit id removal info

2014-05-28 Thread pepeto
URL: <http://gna.org/patch/?4725> Summary: Add error messages when receiving unknown unit id removal info Project: Freeciv Submitted by: pepeto Submitted on: Wed 28 May 2014 12:02:05 PM CEST Category:

[Freeciv-Dev] [patch #4694] Remove game_unit_by_number() usage in unit_transport_get()

2014-05-28 Thread pepeto
Update of patch #4694 (project freeciv): Assigned to:None => pepeto Planned Release: => 2.4.3,2.5.0,2.6.0 ___ Reply to this item at:

[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-05-28 Thread pepeto
Update of bug #22050 (project freeciv): Status: Need Info => Ready For Test Assigned to:None => pepeto Planned Release: => 2.

[Freeciv-Dev] [patch #4698] bounce_unit(): on failure, try to bounce transported units

2014-05-28 Thread pepeto
Update of patch #4698 (project freeciv): Planned Release: 2.6.0 => 2.5.0,2.6.0 ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #4697] throw_units_from_illegal_cities(): unload undesired units

2014-05-28 Thread pepeto
Update of patch #4697 (project freeciv): Planned Release: 2.6.0 => 2.5.0,2.6.0 ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #4696] throw_units_from_illegal_cities(): do not bounce transported units

2014-05-28 Thread pepeto
Update of patch #4696 (project freeciv): Planned Release: 2.6.0 => 2.5.0,2.6.0 ___ Follow-up Comment #6: > I think they're good for at least S2_5, since we haven't even > reached beta1 yet. Done.

[Freeciv-Dev] [patch #4696] throw_units_from_illegal_cities(): do not bounce transported units

2014-05-27 Thread pepeto
Follow-up Comment #3, patch #4696 (project freeciv): I have concluded these patches are experimental ones. They don't really fix a bug. They just arrange the rules to become more predictable. I'm not opposed to apply to other branches. Do you think we also apply to them?

[Freeciv-Dev] [patch #4698] bounce_unit(): on failure, try to bounce transported units

2014-05-27 Thread pepeto
Update of patch #4698 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4697] throw_units_from_illegal_cities(): unload undesired units

2014-05-27 Thread pepeto
Update of patch #4697 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4696] throw_units_from_illegal_cities(): do not bounce transported units

2014-05-27 Thread pepeto
Update of patch #4696 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22057] Diplomats cannot steal future technologies

2014-05-27 Thread pepeto
Follow-up Comment #1, bug #22057 (project freeciv): Here a version which apply to S2_4 and S2_5. (file #20822) ___ Additional Item Attachment: File name: S2_5-S2_4-diplomat_get_future_tech.patch Size:0 KB ___

[Freeciv-Dev] [bug #22049] Players can guess the number of units inside enemy cities

2014-05-26 Thread pepeto
Update of bug #22049 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: <http://gna.org/bugs/?22049> ___

[Freeciv-Dev] [patch #4707] Remove the 'goes_out_of_sight' field of the short_unit_info packet

2014-05-26 Thread pepeto
Update of patch #4707 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: <http://gna.org/patch/?4707> ___

[Freeciv-Dev] [patch #4707] Remove the 'goes_out_of_sight' field of the short_unit_info packet

2014-05-22 Thread pepeto
Follow-up Comment #2, patch #4707 (project freeciv): > Does also the movement animation work correctly when enemy > unit moves to fogged tile and gets removed in the end? I > though that client doesn't even allow units to exist in fogged > tiles (even temporarily). Of course, it needs tests. But

[Freeciv-Dev] [patch #4698] bounce_unit(): on failure, try to bounce transported units

2014-05-22 Thread pepeto
Update of patch #4698 (project freeciv): Assigned to:None => pepeto Planned Release: => 2.6.0 ___ Reply to this item at:

[Freeciv-Dev] [patch #4697] throw_units_from_illegal_cities(): unload undesired units

2014-05-22 Thread pepeto
Update of patch #4697 (project freeciv): Assigned to:None => pepeto Planned Release: => 2.6.0 ___ Reply to this item at:

[Freeciv-Dev] [patch #4696] throw_units_from_illegal_cities(): do not bounce transported units

2014-05-22 Thread pepeto
Update of patch #4696 (project freeciv): Assigned to:None => pepeto Planned Release: => 2.6.0 ___ Reply to this item at:

[Freeciv-Dev] [patch #4704] Zoc handling correction and optimization in pathfinding

2014-05-22 Thread pepeto
Update of patch #4704 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22054] Arrival of a caravan/freight by sea does not trigger traderoute dialog

2014-05-22 Thread pepeto
Update of bug #22054 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22056] Player research not initialized

2014-05-22 Thread pepeto
Update of bug #22056 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21161] human team player changes my reserch goal

2014-05-22 Thread pepeto
Update of bug #21161 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21160] Stack overflow if "Team pooled research" is disabled with some human team players

2014-05-22 Thread pepeto
Update of bug #21160 (project freeciv): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #22053] Impossible to attack cities with pathfinding

2014-05-22 Thread pepeto
Update of bug #22053 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4704] Zoc handling correction and optimization in pathfinding

2014-05-20 Thread pepeto
Follow-up Comment #1, patch #4704 (project freeciv): It seems I forgot to upload the patch... (file #20782) ___ Additional Item Attachment: File name: pf_get_zoc.patch Size:7 KB

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-20 Thread pepeto
Update of patch #4703 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4702] Reduce the number of calls to priority queue functions

2014-05-20 Thread pepeto
Update of patch #4702 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4701] Faster priority queue

2014-05-20 Thread pepeto
Update of patch #4701 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21988] Genhash collision handling very inefficient

2014-05-20 Thread pepeto
Update of bug #21988 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4707] Remove the 'goes_out_of_sight' field of the short_unit_info packet

2014-05-20 Thread pepeto
URL: <http://gna.org/patch/?4707> Summary: Remove the 'goes_out_of_sight' field of the short_unit_info packet Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 11:16:42 PM CEST C

[Freeciv-Dev] [bug #22049] Players can guess the number of units inside enemy cities

2014-05-20 Thread pepeto
Update of bug #22049 (project freeciv): Status:None => Ready For Test Planned Release: => 2.4.3,2.5.0,2.6.0 ___ Follow-up Comment #2: Here a patch that t

[Freeciv-Dev] [bug #22062] Cannot see the real cost of the technologies with some values of tech_leakage

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22062> Summary: Cannot see the real cost of the technologies with some values of tech_leakage Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 08:51:21 PM CEST Ca

[Freeciv-Dev] [bug #22061] Team pooled research and AI science cost

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22061> Summary: Team pooled research and AI science cost Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 08:22:15 PM CEST Category: general Sever

[Freeciv-Dev] [bug #22060] EFT_TECH_COST_FACTOR isn't handle with team pooled research

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22060> Summary: EFT_TECH_COST_FACTOR isn't handle with team pooled research Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 08:20:16 PM CEST Catego

[Freeciv-Dev] [bug #22059] tech_leakage doesn't handle team pooled research

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22059> Summary: tech_leakage doesn't handle team pooled research Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 08:18:48 PM CEST Category: general

[Freeciv-Dev] [bug #22058] tech_upkeep doesn't handle team pooled research

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22058> Summary: tech_upkeep doesn't handle team pooled research Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 08:11:56 PM CEST Category: general

[Freeciv-Dev] [bug #22057] Diplomats cannot steal future technologies

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22057> Summary: Diplomats cannot steal future technologies Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 08:09:41 PM CEST Category: general Sever

[Freeciv-Dev] [bug #21160] Stack overflow if "Team pooled research" is disabled with some human team players

2014-05-20 Thread pepeto
Update of bug #21160 (project freeciv): Category:None => general Status: Confirmed => Duplicate Assigned to:None =&g

[Freeciv-Dev] [bug #21161] human team player changes my reserch goal

2014-05-20 Thread pepeto
Follow-up Comment #8, bug #21161 (project freeciv): Actually, all the bugs (case1, case2 and bug #21160) have exactly the same cause. Only the consequences are different. So my patch also fix bug #21160. ___ Reply to this item at:

[Freeciv-Dev] [bug #21161] human team player changes my reserch goal

2014-05-20 Thread pepeto
Update of bug #21161 (project freeciv): Category:None => general Status: Confirmed => Ready For Test Assigned to:None => pepeto Planne

[Freeciv-Dev] [bug #21161] human team player changes my reserch goal

2014-05-20 Thread pepeto
Update of bug #21161 (project freeciv): Status:None => Confirmed ___ Follow-up Comment #5: I can easily reproduce with the savegame. Thank you very much. ___

[Freeciv-Dev] [bug #22056] Player research not initialized

2014-05-20 Thread pepeto
URL: <http://gna.org/bugs/?22056> Summary: Player research not initialized Project: Freeciv Submitted by: pepeto Submitted on: Tue 20 May 2014 04:57:20 PM CEST Category: general Severity: 3 -

[Freeciv-Dev] [bug #22053] Impossible to attack cities with pathfinding

2014-05-20 Thread pepeto
Update of bug #22053 (project freeciv): Status: Need Info => Ready For Test ___ Follow-up Comment #4: Actually fogged tiles cannot be well handled, because they could be units on the paths, or maybe

[Freeciv-Dev] [bug #22053] Impossible to attack cities with pathfinding

2014-05-20 Thread pepeto
Update of bug #22053 (project freeciv): Status: Ready For Test => Need Info ___ Follow-up Comment #2: 0 If I look at former versions of Freeciv, we still allowed units which cannot occupy cities to

[Freeciv-Dev] [bug #22049] Players can guess the number of units inside enemy cities

2014-05-20 Thread pepeto
Follow-up Comment #1, bug #22049 (project freeciv): See bug #21899 for a specific case causing client crash. ___ Reply to this item at: ___ Message sent via/by

[Freeciv-Dev] [bug #21899] Crash on clicking unit that was moved out of city

2014-05-20 Thread pepeto
Update of bug #21899 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #13: Revisions 24904, 2

[Freeciv-Dev] [patch #4693] Utility to determine if a unit is transported by another, directly or indirectly

2014-05-20 Thread pepeto
Update of patch #4693 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Follow-up Comment #8: Thank you for your

[Freeciv-Dev] [bug #21938] ORDER_FULL_MP waits if unit's move rate is reduced after orders laid in

2014-05-19 Thread pepeto
Follow-up Comment #2, bug #21938 (project freeciv): '<' looks the correct thing. I don't think we should cancel path or recalculate path if the move rate was changed. Or at least not at server side (anyway the AI recalculates path every turns). And I think this is a separated issue. Not that com

[Freeciv-Dev] [bug #22054] Arrival of a caravan/freight by sea does not trigger traderoute dialog

2014-05-19 Thread pepeto
Update of bug #22054 (project freeciv): Status: Confirmed => Ready For Test Assigned to:None => pepeto Planned Release: => 2.4.3,2.

[Freeciv-Dev] [bug #22054] Arrival of a caravan/freight by sea does not trigger traderoute dialog

2014-05-19 Thread pepeto
Update of bug #22054 (project freeciv): Severity: 4 - Important => 2 - Minor Status:None => Confirmed Operating System: GNU/Linux => Any __

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
Follow-up Comment #5, patch #4703 (project freeciv): I thought same_pos() was doing it. I don't know any other function able to do that. ___ Reply to this item at: ___

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
Follow-up Comment #3, patch #4703 (project freeciv): same_pos() only compares tile pointer for about 10 years (trunk r8387, rt PR#10047). I doubt this function is still useful, it probably can be removed completely. ___ Reply to this item

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
Follow-up Comment #2, patch #4703 (project freeciv): I am sure no virtual tile is used in pathfinding. I also noticed that virtual tiles are no more handled in same_pos() (I didn't investigate since when). ___ Reply to this item at:

[Freeciv-Dev] [bug #21988] Genhash collision handling very inefficient

2014-05-18 Thread pepeto
Update of bug #21988 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: <http://gna.org/bugs/?21988> ___

[Freeciv-Dev] [patch #4704] Zoc handling correction and optimization in pathfinding

2014-05-18 Thread pepeto
URL: <http://gna.org/patch/?4704> Summary: Zoc handling correction and optimization in pathfinding Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:23:37 PM CEST Category: ai Pr

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
URL: <http://gna.org/patch/?4703> Summary: Remove calls to same_pos() in pathfinding Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:17:09 PM CEST Category: ai Priority: 5 -

[Freeciv-Dev] [patch #4702] Reduce the number of calls to priority queue functions

2014-05-18 Thread pepeto
URL: <http://gna.org/patch/?4702> Summary: Reduce the number of calls to priority queue functions Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:15:32 PM CEST Category: g

[Freeciv-Dev] [patch #4701] Faster priority queue

2014-05-18 Thread pepeto
URL: <http://gna.org/patch/?4701> Summary: Faster priority queue Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:09:22 PM CEST Category: general Priority: 5 -

[Freeciv-Dev] [bug #22053] Impossible to attack cities with pathfinding

2014-05-18 Thread pepeto
URL: <http://gna.org/bugs/?22053> Summary: Impossible to attack cities with pathfinding Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:06:40 PM CEST Category: ai Sever

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread pepeto
Follow-up Comment #2, bug #22051 (project freeciv): I was wondering if it was a feature. This looks strange for not to be able to connect cities with roads at start (because of the river). But if I am the only one complaining, I will live with...

[Freeciv-Dev] [bug #21161] human team player changes my reserch goal

2014-05-18 Thread pepeto
Follow-up Comment #3, bug #21161 (project freeciv): I can't reproduce. Is there any extra option set. Could you provide a savegame? ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread pepeto
URL: <http://gna.org/bugs/?22051> Summary: Missing route for a city on river Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 06:27:32 PM CEST Category: None Severity: 3 -

[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-05-18 Thread pepeto
Follow-up Comment #1, bug #22050 (project freeciv): (Lost the second point of my analysis about could_unit_load()) * can_unit_exist_at_tile(ptrans) wouldn't be effective neither for the same reason. ___ Reply to this item at:

[Freeciv-Dev] [bug #20722] [metaticket] S2_4 unit transport issues

2014-05-18 Thread pepeto
Update of bug #20722 (project freeciv): Depends on: => bugs #22050 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-05-18 Thread pepeto
URL: <http://gna.org/bugs/?22050> Summary: Recursive transport problems Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 05:46:41 PM CEST Category: general Severity: 3 -

[Freeciv-Dev] [bug #22049] Players can guess the number of units inside enemy cities

2014-05-18 Thread pepeto
URL: <http://gna.org/bugs/?22049> Summary: Players can guess the number of units inside enemy cities Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 03:50:53 PM CEST Category: g

[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2014-05-18 Thread pepeto
Update of bug #21326 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4698] bounce_unit(): on failure, try to bounce transported units

2014-05-17 Thread pepeto
URL: <http://gna.org/patch/?4698> Summary: bounce_unit(): on failure, try to bounce transported units Project: Freeciv Submitted by: pepeto Submitted on: Sat 17 May 2014 02:06:29 PM CEST Category: g

[Freeciv-Dev] [patch #4697] throw_units_from_illegal_cities(): unload undesired units

2014-05-17 Thread pepeto
Update of patch #4697 (project freeciv): Depends on: => patch #4696 ___ Reply to this item at: ___ Message sen

[Freeciv-Dev] [patch #4697] throw_units_from_illegal_cities(): unload undesired units

2014-05-17 Thread pepeto
URL: <http://gna.org/patch/?4697> Summary: throw_units_from_illegal_cities(): unload undesired units Project: Freeciv Submitted by: pepeto Submitted on: Sat 17 May 2014 02:03:03 PM CEST Category: g

[Freeciv-Dev] [patch #4696] throw_units_from_illegal_cities(): do not bounce transported units

2014-05-17 Thread pepeto
URL: <http://gna.org/patch/?4696> Summary: throw_units_from_illegal_cities(): do not bounce transported units Project: Freeciv Submitted by: pepeto Submitted on: Sat 17 May 2014 02:00:35 PM CEST Category: g

[Freeciv-Dev] [bug #21899] Crash on clicking unit that was moved out of city

2014-05-17 Thread pepeto
Follow-up Comment #6, bug #21899 (project freeciv): Updated server patch to apply over patch #4693. (file #20749) ___ Additional Item Attachment: File name: transported_units_not_out_of_sight2.patch Size:0 KB ___

[Freeciv-Dev] [patch #4693] Utility to determine if a unit is transported by another, directly or indirectly

2014-05-17 Thread pepeto
Update of patch #4693 (project freeciv): Status: In Progress => Ready For Test ___ Follow-up Comment #4: Picked unit_contained_in()! (file #20747, file #20748) __

[Freeciv-Dev] [patch #4694] Remove game_unit_by_number() usage in unit_transport_get()

2014-05-16 Thread pepeto
URL: <http://gna.org/patch/?4694> Summary: Remove game_unit_by_number() usage in unit_transport_get() Project: Freeciv Submitted by: pepeto Submitted on: Fri 16 May 2014 09:22:44 PM CEST Category: g

[Freeciv-Dev] [patch #4693] Utility to determine if a unit is transported by another, directly or indirectly

2014-05-16 Thread pepeto
Update of patch #4693 (project freeciv): Status: Ready For Test => In Progress ___ Follow-up Comment #2: Should it be unit_contained_in(), unit_contained_by(), unit_contained_within()? _

[Freeciv-Dev] [bug #21899] Crash on clicking unit that was moved out of city

2014-05-16 Thread pepeto
Follow-up Comment #5, bug #21899 (project freeciv): Actually, the player doesn't lose vision, but the server seems to assume it did. In "server/unittools.c", unit_move(): if (TILE_KNOWN_SEEN == tile_get_known(tile1, pplayer)) { unit_list_iterate(tile1->units, punit2) { if

[Freeciv-Dev] [bug #21899] Crash on clicking unit that was moved out of city

2014-05-16 Thread pepeto
Update of bug #21899 (project freeciv): Depends on: => patch #4693 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #21899] Crash on clicking unit that was moved out of city

2014-05-16 Thread pepeto
Update of bug #21899 (project freeciv): Status: Confirmed => Ready For Test Planned Release: => 2.4.3,2.5.0,2.6.0 ___ Follow-up Comment #3: Summary: Diplomatic

[Freeciv-Dev] [patch #4693] Utility to determine if a unit is transported by another, directly or indirectly

2014-05-16 Thread pepeto
URL: <http://gna.org/patch/?4693> Summary: Utility to determine if a unit is transported by another, directly or indirectly Project: Freeciv Submitted by: pepeto Submitted on: Fri 16 May 2014 08:36:53 PM CEST Ca

[Freeciv-Dev] [bug #21899] Crash on clicking unit that was moved out of city

2014-05-15 Thread pepeto
Update of bug #21899 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: <http://gna.org/bugs/?21899> ___

[Freeciv-Dev] [bug #22015] Nation color in ruleset based on most common color from nation flag

2014-05-15 Thread pepeto
Follow-up Comment #2, bug #22015 (project freeciv): Maybe the color of each nation could be picked from standard ones, but selecting the one matching the nation flag best? ___ Reply to this item at: ___

[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2014-05-15 Thread pepeto
Update of bug #21326 (project freeciv): Status: In Progress => Ready For Test ___ Follow-up Comment #6: Comment added for featured_text_to_plain_text(). (file #20739)

[Freeciv-Dev] [bug #22026] is_native_move(): missing "break" in switch statement

2014-05-15 Thread pepeto
Update of bug #22026 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21871] Pathfinding handles pontoon bridges poorly

2014-05-15 Thread pepeto
Update of bug #21871 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #20789] "Conquering unit is not allied to current city owner"

2014-05-15 Thread pepeto
Update of bug #20789 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21988] Genhash collision handling very inefficient

2014-05-14 Thread pepeto
Follow-up Comment #7, bug #21988 (project freeciv): I have investigated the game produced by your script. Valgrind output isn't different. Savegames differs, notably the player maps. The only difference between without and with the patch applied is that the entries of the hash table are not lis

[Freeciv-Dev] [bug #21988] Genhash collision handling very inefficient

2014-05-13 Thread pepeto
Follow-up Comment #5, bug #21988 (project freeciv): > I used same mapseed, gameseed and same options, but I didn't > get the same number of function call. I don't know why (maybe a > memory error in the patch). Actually, I was trying to set too big seeds, so they weren't taken in account... Ther

[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2014-05-13 Thread pepeto
Update of bug #21326 (project freeciv): Status: Ready For Test => In Progress ___ Follow-up Comment #5: > That's probably worth noting in a comment. You're right! __

[Freeciv-Dev] [bug #21593] translated server option value names

2014-05-12 Thread pepeto
Follow-up Comment #1, bug #21593 (project freeciv): I'm not sure this should be translate because clients connected to a server may use different locals. ___ Reply to this item at: _

[Freeciv-Dev] [bug #21594] readline expansion (tab completion) in server console doesn't understand player name quoting rules

2014-05-12 Thread pepeto
Follow-up Comment #1, bug #21594 (project freeciv): For the most of the commands, you must add quotation marks (example: /playercolor "Player name" #00). This doesn't look like a bug to me, it is a feature. Keeping the ticket open in case someone objects... _

[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2014-05-12 Thread pepeto
Update of bug #21326 (project freeciv): Category:None => general Planned Release:2.4. => 2.4.3,2.5.0,2.6.0 ___ Follow-up Comment #3: Fix attached which

[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2014-05-12 Thread pepeto
Update of bug #21326 (project freeciv): Status:None => Ready For Test Planned Release: => 2.4. ___ Reply to this item at:

[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2014-05-12 Thread pepeto
Update of bug #21326 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: <http://gna.org/bugs/?21326> ___

[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2014-05-12 Thread pepeto
Follow-up Comment #18, bug #20045 (project freeciv): It could be also something like bug #21899 if units were bounced for any reason. ___ Reply to this item at: _

[Freeciv-Dev] [bug #20722] [metaticket] S2_4 unit transport issues

2014-05-12 Thread pepeto
Update of bug #20722 (project freeciv): Depends on: => bugs #21899 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #20726] Units in allied transport already when treaty made not shown

2014-05-12 Thread pepeto
Follow-up Comment #2, bug #20726 (project freeciv): I fail to reproduce. Is it still reproducible for you? ___ Reply to this item at: ___ Message sent via/by Gn

[Freeciv-Dev] [bug #20789] "Conquering unit is not allied to current city owner"

2014-05-12 Thread pepeto
Update of bug #20789 (project freeciv): Category:None => general Status:None => Ready For Test Assigned to:None => pepeto Planne

[Freeciv-Dev] [bug #22026] is_native_move(): missing "break" in switch statement

2014-05-12 Thread pepeto
Update of bug #22026 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: <http://gna.org/bugs/?22026> ___

[Freeciv-Dev] [bug #22022] Impossible to load to transport using path finding

2014-05-12 Thread pepeto
Update of bug #22022 (project freeciv): Status: Ready For Test => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #5: This has been fixed

[Freeciv-Dev] [patch #3901] Rewrite get_MC callbacks for complex nativity

2014-05-12 Thread pepeto
Update of patch #3901 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21871] Pathfinding handles pontoon bridges poorly

2014-05-12 Thread pepeto
Follow-up Comment #4, bug #21871 (project freeciv): New version of the patch: remove unnecessary check for unit_owner() = param->owner (duplicate of pplayers_allied()). (file #20728) ___ Additional Item Attachment: File name: S2_5-improve

<    5   6   7   8   9   10   11   12   13   14   >