[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-03 Thread pepeto

Follow-up Comment #2, bug #16767 (project freeciv):

This seems to have fixed the problem. Well done.


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[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-03 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #16767 (project freeciv):

The problem as reported in bug #16429 still exists; this only fix the part if
a tech loss due to tech upkeep is the reason for the error meassage. I will
try to find a savegame where this can be reproduced (it will be posted at bug
#16429).

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[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-02 Thread Matthias Pfafferodt

Update of bug #16767 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = syntron
 Open/Closed:Open = Closed 


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Re: [Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-02 Thread Pepeto
Could you please announce at least 36 hours before you intend to commit
that the item is ready to test and that you are going to deal with it. I
didn't have time to test it, now that my holydays are over, and I would
really like to test it before.

Le samedi 02 octobre 2010 à 11:34 +0200, Matthias Pfafferodt a écrit :
 Update of bug #16767 (project freeciv):
 
   Status:None = Fixed  
  Assigned to:None = syntron
  Open/Closed:Open = Closed 
 
 
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Re: [Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-10-02 Thread Pepeto
... but I really would like to be warned about every patch going to be
committed: Status was None, Assigned to None, and this in the 36 hours
before the you commit it. For bug #16774 too.

http://freeciv.wikia.com/wiki/Commit_rules does not mention anything
about assignation of a patch. But really, it would be really clearer if
we really announce to the other what we are going to do... However, you
did probably right to commit those ones.

Le samedi 02 octobre 2010 à 12:37 +0200, Matthias Pfafferodt a écrit :
 This patch was presented in bug #16429 and split from this ticket as it does 
 not fix the main issue there. I did not update the status of the patch 
 to 'ready for test' at the time I send the patch.
 
 Am Saturday 02 October 2010 12:17:44 schrieb Pepeto:
  Could you please announce at least 36 hours before you intend to commit
  that the item is ready to test and that you are going to deal with it. I
  didn't have time to test it, now that my holydays are over, and I would
  really like to test it before.
 
  Le samedi 02 octobre 2010 à 11:34 +0200, Matthias Pfafferodt a écrit :
   Update of bug #16767 (project freeciv):
  
 Status:None = Fixed
Assigned to:None = syntron
Open/Closed:Open = Closed
  
  
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[Freeciv-Dev] [bug #16767] fix tech tree after a tech was lost

2010-09-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?16767

 Summary: fix tech tree after a tech was lost
 Project: Freeciv
Submitted by: syntron
Submitted on: Sonntag 26.09.2010 um 20:58
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:

* add missing call to player_research_update() in
server/techtools.c:player_tech_lost()
* update log_debug() to print out the tech name

this patch was first posted in bug #16429



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File Attachments:


---
Date: Sonntag 26.09.2010 um 20:58  Name:
20100926-trunk-fix-tech-tree-after-a-tech-was-lost.patch  Size: 1004B   By:
syntron

http://gna.org/bugs/download.php?file_id=10463

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