Follow-up Comment #3, patch #4014 (project freeciv):
New version for TRUNK (not for S2_5):
- Updated against svn
(file #18768)
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Additional Item Attachment:
File name: ProcessAttackerVeterancy-2.patch Size:1 KB
Update of bug #21065 (project freeciv):
Release: 2.4.0 RC1 = 2.4.0-RC1
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Follow-up Comment #1:
Can you explain exactly where you think the bug is?
In all the cases below I think your (xsize,
Update of bug #21058 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #2, bug #21059 (project freeciv):
If it comes to RC2 time and no-one's come up with anything better, I plan to
commit this, even though I've not tested it; the risk of it breaking the
installer build seems low. Shout if you object.
Update of bug #21059 (project freeciv):
Planned Release: = 2.4.0-RC2
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Update of bug #21066 (project freeciv):
Release: 2.4.0 RC1 = 2.4.0-RC1
Summary: No FRACTAL map generator. = Unwanted fallback from
FRACTAL to RANDOM map generator
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Follow-up
Update of bug #21066 (project freeciv):
Status:None = Need Info
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Update of bug #21063 (project freeciv):
Release: = 2.4.0-RC1
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Follow-up Comment #1:
Oh, gosh, I didn't realise we were including freeciv-manual.exe in the Windows
installers.
The
Update of bug #21063 (project freeciv):
Summary: manual under 2.4.0 gtk Sdl = Assertion failed in
freeciv-manual.exe under 2.4.0-RC1 gtk Sdl
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Update of bug #21065 (project freeciv):
Status:None = Need Info
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Update of bug #21047 (project freeciv):
Release: 2.4.0 RC1 = 2.4.0-RC1
Operating System: Microsoft Windows = Any
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Follow-up Comment #1:
Hm, yes, that is a
Follow-up Comment #3, bug #21066 (project freeciv):
the only actual intentional fallbacks I find are from the
Island-based (ISLAND) generator to something else
Don't believe what it reads in log_verbose() calls. They all start with
ISLAND: but actually are in all of mapgenerator2(),
Follow-up Comment #4, bug #21066 (project freeciv):
Don't believe what it reads in log_verbose() calls. They all
start with ISLAND: but actually are in all of mapgenerator2(),
mapgenerator3(), mapgenerator4().
I only see invocations of those functions from inside a if (MAPGEN_ISLAND ==
Hi freeCiv Devs,
I'm developing an ERP with enfasis on Gis for farming industries.
I was thinking of using a freeCiv like user interface to show and edit the
GIs information.
I was wondering if someone could point me to a staring point to understand
the freeciv graphic engine.
The use case would
URL:
http://gna.org/bugs/?21068
Summary: With tiny maps, startpos.c::381]: assertion
'player_count() = sum' failed
Project: Freeciv
Submitted by: jtn
Submitted on: Mon Aug 26 16:54:26 2013
Category: None
URL:
http://gna.org/bugs/?21067
Summary: Temporary hang with unresponsive GUI when scrolling
mapview with right-clicks
Project: Freeciv
Submitted by: jtn
Submitted on: Mon Aug 26 16:38:42 2013
Category: client-gtk-2.0
Follow-up Comment #1, bug #21004 (project freeciv):
Hm, I wonder if this could be why LAN announcement has never worked for me in
Linux?
I don't have IPv6 configured on my network, but I expect my Freeciv is built
with IPv6 support.
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Update of bug #20983 (project freeciv):
Summary: single player vs computer = AI agrees to buy a
technology that it's about to complete its own research on
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http://gna.org/bugs/?20983
Update of bug #20994 (project freeciv):
Planned Release: = 2.5.0,2.6.0
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Follow-up Comment #1, bug #20972 (project freeciv):
Being able to change a Caravan's home city without actually visiting it would
make building high-yield trade routes a lot more convenient, probably too
convenient -- I think that counts as a gameplay change.
Update of bug #20960 (project freeciv):
Release: = trunk post-2.5
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Update of bug #20960 (project freeciv):
Planned Release: = 2.6.0
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Follow-up Comment #2, bug #20956 (project freeciv):
Is this bombard in the technical sense (unit has Bombarder flag, and it's
active, so unit can't kill defender but doesn't receive return fire)?
(No units in the default ruleset have the Bombarder flag.)
Update of bug #20920 (project freeciv):
Release: = trunk
Summary: Server crashes in freeciv server = [metaticket]
freeciv-server crashes seen on play.freeciv.org
Follow-up Comment #3, bug #21004 (project freeciv):
Have you open bug about the announcement issue?
I don't think I ever characterised it well enough to be comfortable raising a
bug (mainly because I was never sure how it was _supposed_ to look from a user
perspective).
Follow-up Comment #2, bug #21004 (project freeciv):
I don't have IPv6 configured on my network, but I expect my
Freeciv is built with IPv6 support.
Even when freeciv has IPV6 support (that's the norm nowadays - check
IPV6_SUPPORT from fc_config.h), annoucements use IPv4 by default, just
Follow-up Comment #4, bug #21004 (project freeciv):
mainly because I was never sure how it was supposed to look
from a user perspective
1. Start server
2. Start client
3. Connect to Network Game
4. Wait a couple of seconds for server to appear in Local Area Network -tab
(open by default)
Follow-up Comment #5, bug #21004 (project freeciv):
I think we are not playing nicely with the IPv4 announcement either. Last time
I dig IANA documents about this, I found no mention that address we use would
be somehow reserved for use like ours. Are we just using randomly selected
address and
URL:
http://gna.org/patch/?4107
Summary: Add detailed documentation for requirement type
DiplRel
Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 26 Aug 2013 08:43:28 PM GMT
Category: None
Update of patch #4103 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
URL:
http://gna.org/patch/?4108
Summary: Save scenario name and description with gettext
marking
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 27 Aug 2013 01:14:00 AM EEST
Category: None
Priority:
Update of patch #4107 (project freeciv):
Category:None = docs
Status:None = Ready For Test
Assigned to:None = cazfi
Planned Release:
Update of patch #4095 (project freeciv):
Category:None = bootstrap
Planned Release: 2.4.0, 2.5.0, 2.6.0 = 2.4.0-RC2, 2.5.0, 2.6.0
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Follow-up Comment #5, patch #4079 (project freeciv):
Only reading the patch it seems to me that you might call
diplomat_escape_full() passing pcity pointer that no longer be valid as city
has been destroyed.
There seems to be changes not to use pcity inside diplomat_escape_full(), but
if it's not
Follow-up Comment #4, patch #4100 (project freeciv):
- gui-gtk-2.0/diplomat_dialog.c: include actions.h added to /* client */
headers group when it should be in /* common */
- diplomats.c has some opportunities to fix old style while touching the code
in question:
if (A)
B;
-
if (A) {
B;
}
Update of patch #4095 (project freeciv):
Category: bootstrap = None
Status: Ready For Test = Done
Open/Closed:Open = Closed
Planned Release:
Update of patch #4095 (project freeciv):
Category:None = bootstrap
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http://gna.org/patch/?4095
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Nachricht
Update of patch #4095 (project freeciv):
Planned Release: 2.4.0, 2.5.0, 2.6.0 = 2.4.0-RC2, 2.5.0, 2.6.0
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URL:
http://gna.org/patch/?4109
Summary: Really create extra given as activity target
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 27 Aug 2013 03:07:17 AM EEST
Category: general
Priority: 5 -
Follow-up Comment #6, patch #4079 (project freeciv):
It is used once - to see if it is NULL or not. I planned to change it to a
bool after I had seen that my minimal modifications worked. I forgot. As the
code was unchanged reading the patch didn't remind me. Fixed.
(file #18772)
URL:
http://gna.org/patch/?4110
Summary: Extra conflicts
Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 27 Aug 2013 04:24:11 AM EEST
Category: general
Priority: 5 - Normal
Status:
Update of patch #3412 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Follow-up Comment #5, patch #3412 (project freeciv):
Documenting this to wiki I noticed that other similar effects are implemented
so that they just increase (or decrease with negative amount) internal value:
((100 + effect value) / 100 * x). That way there's no need to define base
effect with
Follow-up Comment #5, bug #21066 (project freeciv):
I ran a search for FRACTAL on this GNA and got these prior bug reports which
help explain things (btw, changing the Bug Report titles makes it hard for me
to locate my original anonymous BRs, but that's fine to do if it helps):
Follow-up Comment #2, bug #21065 (project freeciv):
The only oddity is the error message reporting where it gives you two
messages including the previous xsize/ysize respectively
Exactly!
The use of the client GUI implies to the human an assumption that many items
can be edited and then
Follow-up Comment #2, bug #21056 (project freeciv):
Ok, it's a feature, they pop out Sentry mode because they get seasick or
thought they saw a passing interesting item, i get it. ;) Btw, do they have a
maintain sentry visibility at the ship's visibility range or their own?
Follow-up Comment #4, bug #21053 (project freeciv):
CTD = very familiar to Microsoft OS users, means Crash to Desktop, not as bad
as a BSOD. What does ABI mean? API?
Er, i had savegames attached to this BR, now they're gone??
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Follow-up Comment #4, bug #21050 (project freeciv):
Yes, when leaving a game to load a game it hangs, one needs to quit (a
less desirable process altogether, unless you count the hang bug). When
looking at the processes, the server actually takes quite some time to kill
itself, i guess until it
Follow-up Comment #2, bug #21049 (project freeciv):
I expect to see a long history of *all* messages from *all* previous turns
(the exception is the bug i reported years back where each change in gold
bleats out a long repetitive message during diplomatic trading, which consumes
100's or 1000's
Follow-up Comment #3, bug #21048 (project freeciv):
This is at the start-up screen, it should come back and say no savegames
found here or it should ask me to locate a savegame to load. Starting a new
game happens much quicker than trying to load a nonexistent savegame which
seems to hang
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