http://bugs.freeciv.org/Ticket/Display.html?id=39867 >
Hi,
When I conquer a city using the "Q" option of my paratrooper, freeciv
crashes :/
It doesn't If I simply go into the city with my para.
polytan
[EMAIL PROTECTED]
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http://bugs.freeciv.org/Ticket/Display.html?id=12119 >
I propose that fullscreen is off by default. Because of this bug, it's
too hard to turn it off for a large population of users, i.e. Windows users.
This patch ought to do it.
~Daniel
no_default_fullscreen.diff
Description: Binary data
__
http://bugs.freeciv.org/Ticket/Display.html?id=9347 >
> [jdorje - Wed Jul 14 19:55:25 2004]:
>
> > [EMAIL PROTECTED] - Mon Jul 12 09:45:58 2004]:
>
> > So the message is buggy, it should read "You cannot paradrop a unit
> > that is
> > transporting other units."
>
> Here's a patch.
>
> jason
http://bugs.freeciv.org/Ticket/Display.html?id=39868 >
S2_1 r13945:
Put unit in sentry, then wake it up and move it somewhere using up all
its moves.
Expected behavior:
Unit gets deselected and the next unit is selected.
Actual behavior:
Unit stays selected. If you try to move one more tile it
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
After looking at airgoto code some more, found (more than one) function on
the server side that looks for an airbase. Copied part here.
Essentially no change for AI.
The user can run the aircraft any direction for 1/2 move, *and* another
1
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Committed S2_2 revision 13959.
Committed trunk revision 13960.
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http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Pepeto _ wrote:
> * Units still can move of the half of their moves and die when they go
> to dangerous positions.
>
By design.
> * Way points don't work well since all far positions are considered as
> dangerous. ...
>
Obviously, there i
http://bugs.freeciv.org/Ticket/Display.html?id=20772 >
I have tested the excellent savegame provided by Fernando, and the
AWACS moves with either G or cursors. Aircraft can attack cities
and units.
As to the patches proposed, after a cursory examination, the first
didn't even begin to addres
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
It is getting better. But...
* Units still can move of the half of their moves and die when they go
to dangerous positions.
* Way points don't work well since all far positions are considered as
dangerous. You must finish the turn (with 0 m
http://bugs.freeciv.org/Ticket/Display.html?id=20772 >
No, you didn't test my last request which point out a big problem.
Waypoints don't work at well for air goto. It must must have 0 move only
on the waypoint for seeing this feature working. So, it's still not
resolved.
__
http://bugs.freeciv.org/Ticket/Display.html?id=20759 >
I have not been able to reproduce this problem with 2.1.0. Could
somebody please verify, or provide a savegame that crashes?
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http://bugs.freeciv.org/Ticket/Display.html?id=20759 >
It looks like PR#18010.
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> [wsimpson - Jeu. Nov. 15 14:56:13 2007]:
>
> Pepeto _ wrote:
> > * Units still can move of the half of their moves and die when they go
> > to dangerous positions.
> >
> By design.
>
Sadly yes.
> > * Way points don't work well since al
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Try to move to P1...
airgoto.sav.gz
Description: GNU Zip compressed data
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http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
> [dmarks - Mi 14. Nov 2007, 11:25:24]:
>
> On 11/14/07, Christian Prochaska <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
> >
> > > [guest - Mo 12. Nov 2007, 12:26:51]:
> > >
> > > The sliders to
http://bugs.freeciv.org/Ticket/Display.html?id=23095 >
This 2.0 ticket is still listed in 2.1. The crash seems to be fixed
in the current version. I could not reproduce it with this savegame.
There remains a great deal to be done in path_finding, but this ticket
is completed.
http://bugs.freeciv.org/Ticket/Display.html?id=39858 >
You're overreacting.
> [wsimpson - Wed Nov 14 23:58:10 2007]:
>
> Jason Dorje Short wrote:
> > SDL client, but it probably happens on any client. If the text.c
> > function gets called for an unknown tile then ptile->terrain is NULL.
> >
http://bugs.freeciv.org/Ticket/Display.html?id=39867 >
> [guest - Thu Nov 15 10:24:17 2007]:
>
> Hi,
>
> When I conquer a city using the "Q" option of my paratrooper, freeciv
> crashes :/
>
> It doesn't If I simply go into the city with my para.
What client are you using?
Can you provide (at
http://bugs.freeciv.org/Ticket/Display.html?id=39868 >
> [dmarks - Thu Nov 15 12:26:01 2007]:
>
> S2_1 r13945:
>
> Put unit in sentry, then wake it up and move it somewhere using up all
> its moves.
>
> Expected behavior:
> Unit gets deselected and the next unit is selected.
>
> Actual behavi
http://bugs.freeciv.org/Ticket/Display.html?id=23095 >
> [wsimpson - Jeu. Nov. 15 15:45:08 2007]:
>
> This 2.0 ticket is still listed in 2.1. The crash seems to be fixed
> in the current version. I could not reproduce it with this savegame.
>
This is not a 2.0 ticket, but resolved.
http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
> [cproc - Thu Nov 15 17:01:03 2007]:
>
> > [dmarks - Mi 14. Nov 2007, 11:25:24]:
> >
> > On 11/14/07, Christian Prochaska <[EMAIL PROTECTED]>
wrote:
> > >
> > > http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
> > >
> > > > [guest -
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