Re: [Freeciv-Dev] (PR#39368) pregame: aifill and vote

2007-05-16 Thread Pepeto _
http://bugs.freeciv.org/Ticket/Display.html?id=39368 > I made a new patch... --- 12954/server/stdinhand.c2007-05-14 10:32:22.0 +0200 +++ test/server/stdinhand.c 2007-05-16 10:33:46.0 +0200 @@ -3457,8 +3457,10 @@ return FALSE; } - if (caller + if (server_state !

Re: [Freeciv-Dev] Ogre3D UI?

2007-05-16 Thread William Allen Simpson
James Supancic wrote: > I am thinking about working on an Ogre3D GUI for freeciv. I've been > looking over the code in freeciv/freeciv/client/gui-* and think I > might be able to develop something nice. > This would be wonderful! I actually looked at doing it 18+ months ago, but decided it would

Re: [Freeciv-Dev] (PR#39342) 2.1.0-beta4 border vs. fog of war

2007-05-16 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39342 > Per I. Mathisen wrote: > Given how much FoW you usually have, this will make your real borders > really hard to visualize and plan with respect to. > > I do not really see a good and simple fix to this issue. We need to change > the way ei

[Freeciv-Dev] (PR#39370) 2.1.0b4 city vision radius too small

2007-05-16 Thread William Allen Simpson
http://bugs.freeciv.org/Ticket/Display.html?id=39370 > One of the nuisances (compared to the commercial games) is the limited vision radius of the city itself. When the game starts, the settler has full city X vision. As the settler travels, it has only 1 radius vision. That's fine. When the