URL:
http://gna.org/bugs/?14035
Summary: pf_fuel_map finishes on infinite loop
Project: Freeciv
Submitted by: pepeto
Submitted on: Thursday 07/30/2009 at 09:26
Category: general
Severity: 4 - Important
URL:
http://gna.org/bugs/?14036
Summary: Game gets into infinite loop after last city taken
by enemy
Project: Freeciv
Submitted by: hamaryns
Submitted on: Donnerstag 30.07.2009 um 11:35
Category: None
URL:
http://gna.org/bugs/?14037
Summary: unit_change_homecity_handling() teleports units
Project: Freeciv
Submitted by: pepeto
Submitted on: Thursday 07/30/2009 at 13:08
Category: general
Severity: 3 -
URL:
http://gna.org/patch/?1210
Summary: Prevents client goto infinite recursions
Project: Freeciv
Submitted by: pepeto
Submitted on: Thursday 07/30/2009 at 09:59
Category: client
Priority: 5 - Normal
Follow-up Comment #1, patch #1207 (project freeciv):
Fixed compiler warning
(file #6309)
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Additional Item Attachment:
File name: PftFillUtype_1207.diff Size:16 KB
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Follow-up Comment #1, bug #13958 (project freeciv):
You should probably use client_is_global_observer() instead of checking if
client.conn.playing == NULL.
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Follow-up Comment #1, bug #14035 (project freeciv):
How can I reproduce this bug?
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Message sent via/by Gna!
http://gna.org/
Follow-up Comment #2, bug #14035 (project freeciv):
Test with this stealth fighter.
(file #6310)
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Additional Item Attachment:
File name: civgame-T000-Y4000BCm.sav.bz2 Size:10 KB
Follow-up Comment #11, patch #1188 (project freeciv):
OK, I'll get patches together and put each one in a separate ticket, so that
they can be reviewed independently.
- Civilization has general settings affecting your whole
civilization, yet it is next to last menu. I would move it
second
Update of patch #1201 (project freeciv):
Status:None = Done
Open/Closed:Open = Closed
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Follow-up Comment #8:
Committed with
Update of bug #13763 (project freeciv):
Status:None = Fixed
Assigned to: mbook = cazfi
Open/Closed:Open = Closed
Update of patch #1205 (project freeciv):
Status:None = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/bugs/?14040
Summary: AI should use scientists when there is no research
Project: Freeciv
Submitted by: None
Submitted on: Friday 07/31/2009 at 04:09 CEST
Category: ai
Severity: 3 -
URL:
http://gna.org/bugs/?14041
Summary: Lojbanistani city names all lowercase
Project: Freeciv
Submitted by: None
Submitted on: Friday 07/31/2009 at 05:08 CEST
Category: None
Severity: 2 - Minor
Follow-up Comment #1, bug #14037 (project freeciv):
So this is not the wanted behaviour? I thought it strange,
that the boot in gna #14017 was teleported to an (inland)
city.
What would be possible action which result in a change of
the homecity of a unit?
1. unit is in a city and it should be
Follow-up Comment #2, bug #14037 (project freeciv):
6. city is taken by combat.
= there is no more units in the city tile.
= supported units change homecity to the nearest city (but are not
teleported to there).
However, for the the buf #14017, it would be very strange a boot could be
supported
Follow-up Comment #3, bug #14037 (project freeciv):
Thanks for action 6! Do you know other possible action,
where units are rehomed / teleported?
However, for the the buf #14017, it would be very
strange a boot could be supported by an inland city.
This is the reason for the allert in gna
Follow-up Comment #1, patch #1210 (project freeciv):
Version 2, works with any goto part.
(file #6316)
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Additional Item Attachment:
File name: warn_instead_of_crash2.diffSize:1 KB
Follow-up Comment #4, bug #14037 (project freeciv):
Actually, what I think is that units would change homecity not to the nearest
city, but at the nearest city every of this units can be rehomed (then if the
nearest city is inland, boats will be attached to the next coastal city). If
a unit
Follow-up Comment #1, bug #13889 (project freeciv):
The attached patch does:
* Checks before dividing by zero.
* pf_map_iterate() (or pf_next() in S2_1) always returns FALSE when the unit
doesn't have move_rate.
(file #6317, file #6318)
Update of bug #13889 (project freeciv):
Assigned to:None = cazfi
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Follow-up Comment #5, bug #14037 (project freeciv):
so the rehoming of units would look like the following (return code says if
the unit survives):
foreach unit of the city {
if the city is disbanded (case 3. and 4.) {
if unit can not survive at the old city tile {
check in dist 1
Update of bug #14015 (project freeciv):
Status:None = Fixed
Open/Closed:Open = Closed
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Update of bug #14004 (project freeciv):
Status:None = Fixed
Open/Closed:Open = Closed
___
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Update of patch #1208 (project freeciv):
Status:None = Done
Open/Closed:Open = Closed
___
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Update of bug #14031 (project freeciv):
Status:None = Fixed
Open/Closed:Open = Closed
___
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URL:
http://gna.org/bugs/?14045
Summary: autoconf 2.64 AC_REQUIRE 'AC_PATH_XTRA' warning
Project: Freeciv
Submitted by: cazfi
Submitted on: Saturday 08/01/2009 at 01:59
Category: None
Severity: 3 - Normal
Update of patch #1210 (project freeciv):
Assigned to:None = cazfi
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URL:
http://gna.org/patch/?1211
Summary: command key revamp (see also patch #1188)
Project: Freeciv
Submitted by: jkeller
Submitted on: Saturday 08/01/2009 at 15:19
Category: client-sdl
Priority: 5 -
Follow-up Comment #12, patch #1188 (project freeciv):
I just submitted patches for the other clients:
* patch #1211: SDL
* patch #1212: Windows native
* patch #1213: XAW
These three bring the same changes to other clients as the files in this
patch:
* file #6194: (apply first)
URL:
http://gna.org/patch/?1212
Summary: command key revamp (see also patch #1188)
Project: Freeciv
Submitted by: jkeller
Submitted on: Saturday 08/01/2009 at 15:19
Category: client-win32
Priority: 5 -
URL:
http://gna.org/patch/?1213
Summary: command key revamp (see also patch #1188)
Project: Freeciv
Submitted by: jkeller
Submitted on: Saturday 08/01/2009 at 15:19
Category: client-xaw
Priority: 5 -
Update of patch #1212 (project freeciv):
Assigned to:None = cazfi
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Update of patch #1213 (project freeciv):
Assigned to:None = cazfi
___
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http://gna.org/patch/?1213
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Update of patch #1211 (project freeciv):
Assigned to:None = cazfi
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Update of bug #14045 (project freeciv):
Category:None = bootstrap
Status:None = Ready For Test
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Follow-up Comment #1:
Fix
(file #6324)
Update of bug #13861 (project freeciv):
Status:None = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/bugs/?14050
Summary: Bases with vision capability lose vision when game
saved loaded
Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/02/2009 at 01:09
Category: general
Update of bug #14050 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #1:
Fix
(file #6328)
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Additional Item
URL:
http://gna.org/bugs/?14051
Summary: Game loading tries to use is_new_game before it is
loaded
Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/02/2009 at 01:39
Category: general
Severity:
URL:
http://gna.org/patch/?1215
Summary: Base can see partially invisible units
Project: Freeciv
Submitted by: cazfi
Submitted on: Sunday 08/02/2009 at 01:01
Category: general
Priority: 5 - Normal
Am Sunday 05 July 2009 03:05:04 schrieb Matthias Pfafferodt:
Am Saturday 04 July 2009 18:10:58 schrieb Matthias Pfafferodt:
Hello,
does the list has hickups? I'm missing some emails about comments to
patches on gna since Thursday. The newest mail in the email archive is
also from
URL:
http://gna.org/bugs/?14053
Summary: CRASH:gdk_x11_atom_to_xatom_for_display: assertion
`atom != GDK_NONE' failed
Project: Freeciv
Submitted by: None
Submitted on: Sunday 08/02/2009 at 12:28 CEST
Category: None
Follow-up Comment #6, bug #14037 (project freeciv):
There are 2 functions to don't confuse: transfer_unit() and
unit_change_homecity_hanling(). In unit_change_homecity_hanling(), only a
homecity change would be performed. So only the moving code would be
removed. The other stuff is a part of
URL:
http://gna.org/bugs/?14054
Summary: Autosettler behaviour makes engineers move far too
far and take too long
Project: Freeciv
Submitted by: None
Submitted on: Sunday 02/08/09 at 18:10 CEST
Category: None
URL:
http://gna.org/bugs/?14055
Summary: autosettler does not irrigate city square
Project: Freeciv
Submitted by: None
Submitted on: Sunday 02/08/09 at 18:18 CEST
Category: None
Severity: 3 - Normal
En/na Matthias Pfafferodt ha escrit:
Follow-up Comment #4, bug #14017 (project freeciv):
good question - I never played a game with a
gameloss unit. Should the unit teleported to
a random place? try the next city? the capital?
I did not resolve the issue with the gameloss unit...
Follow-up Comment #1, bug #13928 (project freeciv):
Those patches fix the problem.
A new callback is added in the pf_parameter (can_invade_tile) to determine if
the player can access this tile. It is not set if the unit isn't military.
In common/player.[ch] is defined the usual callback:
Follow-up Comment #1, bug #14055 (project freeciv):
I have to admit I don't know the current implementation of the ruleset with
this the city irrigations rules. But, in standard rules, city gets
automatically the irrigation and the farmland bonus. It is not needed to
make infrastructure on the
Follow-up Comment #5, bug #14017 (project freeciv):
I did a better patch that does split the transfer of units in two packs: the
sea ones and the others...
Hope you like it ;-)
BTW, which is the way to send patches to the bug tracker?... because i send a
message to freeciv-dev@gna.org and the
URL:
http://gna.org/bugs/?14061
Summary: 'set minplayers 0' is needed for autogames
Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 04.08.2009 um 09:15
Category: docs
Severity: 2 - Minor
URL:
http://gna.org/bugs/?14063
Summary: no recursive calls to reset
Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 04.08.2009 um 09:34
Category: general
Severity: 3 - Normal
Follow-up Comment #6, bug #14017 (project freeciv):
BTW, which is the way to send patches to the bug tracker?...
because i send a message to freeciv-dev@gna.org and the system
just eat it!!
Mailing lists seem to be down at the moment (since last Wednesday, in fact).
But even when mailing
Update of bug #14063 (project freeciv):
Assigned to:None = cazfi
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Update of bug #14061 (project freeciv):
Assigned to:None = cazfi
___
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Follow-up Comment #5, patch #1189 (project freeciv):
Don't know how that happened. Fixed.
(file #6348)
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Additional Item Attachment:
File name: airlift_allied_city_3.patchSize:0 KB
URL:
http://gna.org/bugs/?14069
Summary: Update helptext to use trademindist
Project: Freeciv
Submitted by: syntron
Submitted on: Mittwoch 05.08.2009 um 18:59
Category: general
Severity: 2 - Minor
URL:
http://gna.org/bugs/?14070
Summary: Helptext for F_SHIELD2GOLD
Project: Freeciv
Submitted by: syntron
Submitted on: Mittwoch 05.08.2009 um 19:54
Category: general
Severity: 2 - Minor
Follow-up Comment #1, bug #14072 (project freeciv):
fix missing space
(file #6353)
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Additional Item Attachment:
File name: 0001-Helptext-for-EFT_MIGRATION_PCT.patch Size:1 KB
URL:
http://gna.org/bugs/?14079
Summary: cleanup of reestablish_city_trade_routes()
Project: Freeciv
Submitted by: syntron
Submitted on: Donnerstag 06.08.2009 um 14:09
Category: general
Severity: 2 -
Follow-up Comment #7, bug #14017 (project freeciv):
check if unit can exist at the new tile in
transfer_unit(); if not delete the unit
What about gameloss units?
I home the patch in #14037 solves this?
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Follow-up Comment #3, bug #13861 (project freeciv):
tried it - nice to know there the forgotten city are ;-)
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Nachricht geschickt
Follow-up Comment #7, bug #14037 (project freeciv):
rework changing of homecity / rehome of units and cities
* rename transfer_unit() to rehome_unit()
* merge transfer_city() and transfer_city_units()
* no more teleport of units!
some definitions for different functions:
Follow-up Comment #1, bug #14041 (project freeciv):
Lojban is written almost entirely with lower-case letters
[http://en.wikipedia.org/wiki/Lojban#Phonology_and_Orthography] so it was
probably intentional.
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URL:
http://gna.org/bugs/?14081
Summary: City unable to build sewer system
Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:32 CEST
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?14082
Summary: civclient crashes or hangs when caravan/freight
enters city
Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:49 CEST
Category: None
URL:
http://gna.org/bugs/?14083
Summary: city resets resource use without governor enabled
Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:55 CEST
Category: None
Severity: 3 -
URL:
http://gna.org/bugs/?14084
Summary: wish: autoexplore route around peaceful territory
Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/06/2009 at 19:59 CEST
Category: None
Severity: 1 -
Follow-up Comment #1, bug #14081 (project freeciv):
I checked your savegame. You have to research Sanitation to be allowed to
build the sewer system ...
Happy gaming!
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