[Freeciv-Dev] [bug #15694] Aifill in Scenarios broken

2010-03-30 Thread pepeto

Update of bug #15694 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


___

Reply to this item at:

  

___
  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 #15694] Aifill in Scenarios broken

2010-03-27 Thread pepeto

Update of bug #15694 (project freeciv):

 Planned Release: => 2.3.0  


___

Reply to this item at:

  

___
  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 #15694] Aifill in Scenarios broken

2010-03-27 Thread pepeto

Update of bug #15694 (project freeciv):

Category:None => general
 Assigned to:None => pepeto 


___

Reply to this item at:

  

___
  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 #15694] Aifill in Scenarios broken

2010-03-25 Thread Ulrik Sverdrup

Update of bug #15694 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #2:

This patch fixes it for me. It is a modification of the fix of bug #15448

There is still lots of noise as ai players are added and removed, and they
may be strangely numbered, but this patch at least fixes it so that it works
from savegame load (without changing settings).

(file #8647)
___

Additional Item Attachment:

File name: 0001-Do-not-including-aifills-in-player-count-when-loadin.patch
Size:0 KB


___

Reply to this item at:

  

___
  Meddelandet skickades via/av Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15694] Aifill in Scenarios broken

2010-03-25 Thread Ulrik Sverdrup

Follow-up Comment #1, bug #15694 (project freeciv):

Without testing any previous revisions, r16950 bug #15448 might be related.

___

Reply to this item at:

  

___
  Meddelandet skickades via/av Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #15694] Aifill in Scenarios broken

2010-03-25 Thread Ulrik Sverdrup

URL:
  

 Summary: Aifill in Scenarios broken
 Project: Freeciv
Submitted by: englabenny
Submitted on: torsdag 2010-03-25 den 11:44
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

What I can see, all scenarios with Aifill are broken in trunk (and not in
2.2)

Testcase: Our default tutorial

Start the tutorial from the client. Client will list one AI opponen, but
server command /list will show empty.

Start the game, press F3 for the nation screen, and the gtk client will even
crash:

0: in nation_of_player() [nation.c::268]: This function has NULL nation
argument.
0: in nation_of_player() [nation.c::273]: Detected fatal error
0: bad nation
1: in real_die() [shared.c::712]: assertion '0' failed.
1: Please report this message at https://gna.org/projects/freeciv/


However it is not likely a client bug.

All scenarios with aifill that I load initially have an empty /list of
players. If you set aifill higher, AIs are added, but only so many as the
difference between aifill and the original version.

So if Scenario's aifill is 5, and you set aifill 9, the game will start with
4 AI players. If you add AI players this way it does not normally crash.




___

Reply to this item at:

  

___
  Meddelandet skickades via/av Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev