http://bugs.freeciv.org/Ticket/Display.html?id=40558 >
It appears that version 2.1.7 has resolved this issue. I installed it today
and my laptop is now running FreeCIV quite well. I still find it's slow at
re-drawing the screen but it's better than not being able to play it at all.
On Tue, Nov
http://bugs.freeciv.org/Ticket/Display.html?id=40579 >
From 2.1.7 server:
Program terminated with signal 11, Segmentation fault.
[New process 14692]
#0 0x004c66b0 in server_player_init ()
(gdb) bt full
#0 0x004c66b0 in server_player_init ()
No locals.
#1 0x00494034 in
http://bugs.freeciv.org/Ticket/Display.html?id=40579 >
> [EMAIL PROTECTED] - Mon Nov 24 18:57:36 2008]:
>
> From 2.1.7 server:
>
> Program terminated with signal 11, Segmentation fault.
> [New process 14692]
> #0 0x004c66b0 in server_player_init ()
> (gdb) bt full
> #0 0x004c
http://bugs.freeciv.org/Ticket/Display.html?id=40580 >
If a connection cuts itself, there is an error in the server:
WARNING: trying to send data to the closed connection
and it becomes impossible to use that connection "slot" to
reconnect. The client just waits forever at the connect
page, pre
http://bugs.freeciv.org/Ticket/Display.html?id=40580 >
> [book - Mon Nov 24 22:05:02 2008]:
>
> If a connection cuts itself, there is an error in the server:
>
> WARNING: trying to send data to the closed connection
>
> and it becomes impossible to use that connection "slot" to
> reconnect. Th
http://bugs.freeciv.org/Ticket/Display.html?id=40570 >
> [EMAIL PROTECTED] - Fri Nov 21 07:07:26 2008]:
>
> Your no_fights appoach is nice but insufficent.
>
> 1) it doesn't work for non_allied_unit_tiles that have only allied
> units on them
I may be mistaken but, do you mean that the explor
http://bugs.freeciv.org/Ticket/Display.html?id=40476 >
Hi Richard,
It sounds to me that you accidentally clicked on the city center in the
city dialog. It is a Freeciv feature that when you click the city
center, the workers will be rearranged for 'optimal' output based on an
internal alorith
http://bugs.freeciv.org/Ticket/Display.html?id=40476 >
I found the duplicate ticket where the reporter admits this is not a
bug. Closing ticket.
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http://bugs.freeciv.org/Ticket/Display.html?id=40579 >
2008/11/24 Madeline Book:
>
> Do you know what you did to get the segfault?
That core is from public server.
From logs it seems that sequence has been:
/set aifill 0
... which seemed to remove *all* the players (previous aifill was 5,
http://bugs.freeciv.org/Ticket/Display.html?id=40482 >
Francois, I indend to put the package on sourceforge and elsewhere.
Could you just confirm that 'RC2' in incoming is the correct one?
Best,
~Daniel
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http://bugs.freeciv.org/Ticket/Display.html?id=40579 >
> [EMAIL PROTECTED] - Mon Nov 24 23:50:05 2008]:
>
> 2008/11/24 Madeline Book:
> >
> > Do you know what you did to get the segfault?
>
> That core is from public server.
>
> From logs it seems that sequence has been:
>
> /set aifill 0
http://bugs.freeciv.org/Ticket/Display.html?id=40581 >
I propose that all request_id related code be removed,
since it unnecessarily complicates connection handling,
causes side-effect bugs and desynchronization between
the client and server (due to its state dependence),
and generally does not h
http://bugs.freeciv.org/Ticket/Display.html?id=40581 >
I thought the request_id was intended to associate a packet sent to
the client with the particular request that the client had sent to the
server.
Perhaps I digress, but - for instance: the player requests to buy
something. The client does
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