Follow-up Comment #1, bug #13410 (project freeciv):
This patch should fix it.
(file #5702)
___
Additional Item Attachment:
File name: AttrNotByDeadOrObs_13410.diff Size:0 KB
___
Follow-up Comment #8, bug #13498 (project freeciv):
This crash has happened to me 3 times in LTXV now. Each time was just after
entering / destroying an empty size 1 city. Each time the city was the
capital city and the losing player was not RIP. Kevin551
Follow-up Comment #12, bug #13498 (project freeciv):
Hi
I have now had crashes 4 and 5 from this bug.
This time in LTXIV.
Some more info about my setup.
Am running Freeciv 2.1.9-GTK on windowsXP.
The crash is an assert failure in file common/city.c on line 553.
I am not using your new debug
Follow-up Comment #13, bug #13498 (project freeciv):
Hi
I have now had crash 6 from this bug.
Again in LTXIV. This time a new variant.
I was online when a city of mine was captured.
A size 4 city with one of my units inside was attacked and captured.(no
palace). I crashed with the same abort
URL:
http://gna.org/bugs/?13607
Summary: Mysterious Missing Citizen
Project: Freeciv
Submitted by: None
Submitted on: Monday 06/01/2009 at 01:02 CEST
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #13607 (project freeciv):
Oops! Wrong savegame... that was several turns later. The real save game is
attached to this post, and re-loading it DOES fix the problem - which BTW
locked up not only the game, but the entire X11 GUI. A re-start of X11 was
required, after
Follow-up Comment #13, bug #13600 (project freeciv):
You are right; it can be don both ways and never change a
running system!
I think it's important that the possibility to do a
negation of a reqirement this way is mentioned somethere
(especially for ruleset authors and - within the
rulesets -
URL:
http://gna.org/bugs/?13649
Summary: game crash if ruleset have airplane which can't
transport by carriers
Project: Freeciv
Submitted by: None
Submitted on: lundi 08.06.2009 à 21:51 CEST
Category: None
URL:
http://gna.org/bugs/?13653
Summary: [patch] Help for Research Lab implies that
University not required
Project: Freeciv
Submitted by: None
Submitted on: Monday 06/08/2009 at 23:51 CEST
Category: None
Follow-up Comment #2, bug #13654 (project freeciv):
I hadn't thought of that. I had assumed that it was not possible to have the
building without its prerequisites, but I don't see any restriction in the
code enforcing that; AFAICT it's perfectly possible to raze, sabotage, or
sell a
URL:
http://gna.org/bugs/?13713
Summary: [PATCH] Agent calls are never equal if they are to
different agents
Project: Freeciv
Submitted by: None
Submitted on: Wednesday 06/17/2009 at 17:54 CEST
Category: agents
URL:
http://gna.org/bugs/?13780
Summary: Backtrace of failed assertion
Project: Freeciv
Submitted by: None
Submitted on: Wednesday 06/24/2009 at 23:32 CEST
Category: client-gtk-2.0
Severity: 4 - Important
URL:
http://gna.org/bugs/?13912
Summary: Transport dialog for selecting units still appears
after onboard units are disbanded
Project: Freeciv
Submitted by: None
Submitted on: Thursday 09/07/09 at 04:04 CEST
Category:
URL:
http://gna.org/bugs/?13941
Summary: Unload transporter command acts on multiple
transports.
Project: Freeciv
Submitted by: None
Submitted on: Monday 07/13/2009 at 05:44 CEST
Category: client
URL:
http://gna.org/bugs/?13942
Summary: No way to unload a busy worker from a transport.
Project: Freeciv
Submitted by: None
Submitted on: Monday 07/13/2009 at 05:52 CEST
Category: None
Severity: 3 -
URL:
http://gna.org/bugs/?13944
Summary: Creation of partisans. Guerilla warfare not needed
Project: Freeciv
Submitted by: None
Submitted on: Monday 07/13/2009 at 06:06 CEST
Category: None
Severity: 3 -
URL:
http://gna.org/bugs/?14017
Summary: server crash when transferring a boat due to
citizen migration
Project: Freeciv
Submitted by: None
Submitted on: Saturday 07/25/2009 at 20:56 CEST
Category: None
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
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
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
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.
___
Reply to this item at:
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 -
URL:
http://gna.org/bugs/?14095
Summary: GTK-gui goes under taskbar
Project: Freeciv
Submitted by: None
Submitted on: Saturday 08/08/2009 at 21:11 CEST
Category: client-gtk-2.0
Severity: 3 - Normal
Follow-up Comment #1, bug #14089 (project freeciv):
I think that a worklist for workers (and engineers) would be the best
solution, to allow you to set the next tiles to work on and what to do to
them, one by one. That way you can set your workers once and let them do
their thing.
Also, a
URL:
http://gna.org/bugs/?14106
Summary: civserver should use --bind= address when
connecting to the metaserver, too
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 08/11/2009 at 19:26 CEST
Category: None
Additional Item Attachment, bug #14106 (project freeciv):
File name: freeciv-2.1.9- Size:0 KB
___
Reply to this item at:
http://gna.org/bugs/?14106
___
Message sent via/by
Follow-up Comment #1, bug #14106 (project freeciv):
FWIW, the patch I've made (attached) seems to work.
___
Reply to this item at:
http://gna.org/bugs/?14106
___
Message sent via/by Gna!
Additional Item Attachment, bug #14106 (project freeciv):
File name: metabind.patch Size:0 KB
___
Reply to this item at:
http://gna.org/bugs/?14106
___
Message sent via/by
URL:
http://gna.org/bugs/?14122
Summary: Civclient Crash
Project: Freeciv
Submitted by: None
Submitted on: Thursday 08/13/2009 at 19:36 CEST
Category: client-gtk-2.0
Severity: 4 - Important
URL:
http://gna.org/bugs/?14155
Summary: Incorrect helptext for Mass Production
Project: Freeciv
Submitted by: None
Submitted on: Wednesday 19/08/09 at 18:21 CEST
Category: None
Severity: 3 - Normal
Follow-up Comment #2, bug #14106 (project freeciv):
I've updated the patch. In the end, it appears that --Bind-meta= is a
more sensible thing to do in the case of a multihomed host (except for
the case of binding different civservers to different IP addresses.)
I'm going to attach an updated
Follow-up Comment #3, bug #14122 (project freeciv):
I think this bug has been reported before
bug #13498: client abort in 2.1.9+ GTK
http://gna.org/bugs/?13498
___
Reply to this item at:
http://gna.org/bugs/?14122
URL:
http://gna.org/bugs/?14168
Summary: unable to create a new game
Project: Freeciv
Submitted by: None
Submitted on: Samstag 22.08.2009 um 13:39 CEST
Category: None
Severity: 4 - Important
URL:
http://gna.org/bugs/?14181
Summary: Decrease hit point regeneration on a fortress.
Project: Freeciv
Submitted by: None
Submitted on: Monday 24/08/09 at 11:11 CEST
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?14204
Summary: Enable ability to translate cities' and governors'
names
Project: Freeciv
Submitted by: None
Submitted on: Friday 08/28/2009 at 07:08 CEST
Category: general
URL:
http://gna.org/bugs/?14205
Summary: Bug with utf-8
Project: Freeciv
Submitted by: None
Submitted on: Friday 08/28/2009 at 09:27 CEST
Category: general
Severity: 3 - Normal
Priority: 5
URL:
http://gna.org/bugs/?14212
Summary: game hangs when research dialog open and next turn
button is pressed.
Project: Freeciv
Submitted by: None
Submitted on: Friday 08/28/2009 at 21:55 CEST
Category: client
Follow-up Comment #2, bug #14168 (project freeciv):
I tried this with 5 players with a map of 2000 tiles (map size = 2). I think
it should be possible to create 5 start positions on a map with 2000 tiles.
Sometimes I can create a game with 30 players with the same settings in a map
of 1000
Follow-up Comment #4, bug #14106 (project freeciv):
In the end, it appears that --Bind-meta= is a
more sensible thing to do in the case of a multihomed host
Why is that? It seems to me that this only forces user to enter same IP
twice; once for --bind and second time for --Bind-meta.
Not
URL:
http://gna.org/bugs/?14257
Summary: wish: arbitrary grouping of cities
Project: Freeciv
Submitted by: None
Submitted on: Monday 09/07/2009 at 01:58 CEST
Category: None
Severity: 1 - Wish
URL:
http://gna.org/bugs/?14264
Summary: wish: border walls
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 09/08/2009 at 01:32 CEST
Category: None
Severity: 1 - Wish
Priority: 5
Follow-up Comment #1, bug #14276 (project freeciv):
In 2.1.9 there is a display menu in the city report window, and allows you to
select those things separately, as well as other things. You would be looking
for the one titled Surplus: Production It shows up as +P
URL:
http://gna.org/bugs/?14279
Summary: 2_2 user auth configure seems to fail
Project: Freeciv
Submitted by: None
Submitted on: Thursday 09/10/2009 at 03:19 CEST
Category: None
Severity: 4 - Important
URL:
http://gna.org/bugs/?14314
Summary: Server segfaults when loading a game
Project: Freeciv
Submitted by: None
Submitted on: Monday 09/14/2009 at 02:31 CEST
Category: general
Severity: 3 - Normal
URL:
http://gna.org/bugs/?14315
Summary: Unneccessary popups when civil disorder gets fixed
by governer
Project: Freeciv
Submitted by: None
Submitted on: Monday 09/14/2009 at 04:04 CEST
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?14349
Summary: More control about when the client centers the map
Project: Freeciv
Submitted by: None
Submitted on: Monday 09/21/2009 at 07:47 CEST
Category: client-gtk-2.0
Follow-up Comment #1, bug #14353 (project freeciv):
I was thinking the same thing. I can think of two way for this:
1) More elaborate goto handling in the client.
One can alraedy connect railroads, which involves adding road and then rail
as needed along the path. I also hacked into my client
Follow-up Comment #1, bug #14091 (project freeciv):
Some thoughts on this.
1) Often I need group of the same type of unit to do something. Like build a
defensive wall in front of the enemy, attack a city or build rails/irrigate a
path/area.
It would be nice if one could restrict the next
Follow-up Comment #2, bug #14089 (project freeciv):
This is just about the last stanca of the previous comment.
From years ago I remember that there where 2 ways to connect:
ctrl-r - connect considering costs
ctrl-shift-r - connect in a direct path
When building a road between 2 cities
Follow-up Comment #3, bug #14055 (project freeciv):
Hi,
are you sure that holds for farmland? I know a city square is implicitly
irrigated but in my memory I have the notion that farmland needs to be
explicitly added even to the city square itself.
MfG
Goswin von Brederlow goswin-v-b at
Follow-up Comment #3, bug #14448 (project freeciv):
* Or, wonders should be checked to add player bonus.
That's insufficient solution. Effect can come from other sources as well (In
alien ruleset free embassies are given after certain tech is researched. Some
modpack may want to give free
Follow-up Comment #5, bug #14055 (project freeciv):
I have the notion that farmland needs to be explicitly added
even to the city square itself.
This was recently fixed.
- Cazfi
___
Reply to this item at:
Follow-up Comment #1, bug #14452 (project freeciv):
Possible guidelines:
1) Never allow building of buildings replaced by active wonder
2) Always allow building of buildings replaced by active wonder
3) Allow building buildings replaced by active wonder that will obsolete at
some point
We
URL:
http://gna.org/bugs/?14521
Summary: Wish : Separate Resources
Project: Freeciv
Submitted by: None
Submitted on: Wednesday 10/14/09 at 11:45 CEST
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #14522 (project freeciv):
Does it happen also when there is no server running on the LAN or not?
- Cazfi
___
Reply to this item at:
http://gna.org/bugs/?14522
___
URL:
http://gna.org/bugs/?14532
Summary: move units on terrain change will move into hostile
city
Project: Freeciv
Submitted by: None
Submitted on: Friday 10/16/2009 at 11:05 CEST
Category: general
URL:
http://gna.org/bugs/?14554
Summary: Messages about wonders are not completed
Project: Freeciv
Submitted by: None
Submitted on: Sunday 10/18/09 at 21:42 CEST
Category: client-gtk-2.0
Severity: 3 -
Follow-up Comment #1, bug #14554 (project freeciv):
Sorry, I forgot to say that this happens on S2_2 branch(I don't know in
trunk).
___
Reply to this item at:
http://gna.org/bugs/?14554
___
Follow-up Comment #7, patch #1235 (project freeciv):
About: [10/11] patch #1234 - more than one build slot for units
When I add an Engineer, an Armor and Coinage to a big cities build list then
I get 3 Engineers and 2 Armors. That is not what I would expect from the
multiple build slots. I
URL:
http://gna.org/bugs/?14559
Summary: Savegames without fog of war foret seen territory
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 10/20/2009 at 09:57 CEST
Category: None
Severity: 3 -
Follow-up Comment #1, bug #14097 (project freeciv):
I would suggest enabling the Citizen Governor. It eliminates most cases like
this, and warns you immediately otherwise.
___
Reply to this item at:
http://gna.org/bugs/?14097
Follow-up Comment #2, patch #1234 (project freeciv):
The problem I see is that this makes it rather unpredictable how many units
will be build. Even if you have 2 or 3 build slots that does not mean you
will build 2 or 3 units of each type. That depends on the surplus of shield.
So to build 10
URL:
http://gna.org/bugs/?14598
Summary: Wish: Global ralley points
Project: Freeciv
Submitted by: None
Submitted on: Saturday 10/24/2009 at 23:39 CEST
Category: None
Severity: 1 - Wish
Follow-up Comment #1, bug #14585 (project freeciv):
What I ment was not the timeout of a turn (which gets counted down) but the
time the server needs between turns. I.e. the time from pressing turn-done
till one can move again. In large games I have seen it take from 1 to 20
minutes.
URL:
http://gna.org/bugs/?14603
Summary: Error autosaving on trunk revision 16210 over
Ubuntu 9.04
Project: Freeciv
Submitted by: None
Submitted on: Sunday 10/25/2009 at 14:35 CET
Category: general
Follow-up Comment #5, bug #13607 (project freeciv):
Occurred after city was liberated from Barbarians (city founded by me,
captured by Barbs, liberated, and then the condition was observed.
Thanks and Regards,
VJS
___
Reply to this item
URL:
http://gna.org/bugs/?14611
Summary: maphand.c assertion failure
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 13:57 CET
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?14612
Summary: City builders: Don't draw city outlines around unit
while on a goto
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 14:07 CET
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?14613
Summary: goto+build city only possible if current tile
allows city building
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 14:10 CET
Category: client-gtk-2.0
URL:
http://gna.org/bugs/?14614
Summary: auto-worker should respect borders
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 14:42 CET
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?14615
Summary: want to set buddies even when not AI
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 15:03 CET
Category: None
Severity: 1 - Wish
URL:
http://gna.org/bugs/?14617
Summary: CMA runs while adding multiple settlers
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 20:54 CET
Category: client-gtk-2.0
Severity: 3 -
Follow-up Comment #1, bug #14619 (project freeciv):
Isn't that to tell the client that now comes a batch of updates that it
shouldn't act on seperately but as a group?
I would expect global warming to send a freeze, all the tile updates and a
thaw.
URL:
http://gna.org/bugs/?14620
Summary: worklists are lost on client restart
Project: Freeciv
Submitted by: None
Submitted on: Monday 10/26/2009 at 22:51 CET
Category: None
Severity: 3 - Normal
URL:
http://gna.org/patch/?1349
Summary: Rework (+fix) auto-settler code
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 10/27/2009 at 05:05 CET
Category: None
Priority: 5 - Normal
Follow-up Comment #2, bug #14617 (project freeciv):
The doc don't mention the client can group together requests for combined
processing (like adding 4 settlers) so I would expect each settler to get
their own PACKET_PROCESSING_FINISHED. The client should wait for number of
settlers many.
Follow-up Comment #2, bug #14583 (project freeciv):
I get it pretty consistently. It also happens when I send 50 Musketeers to
attack a city. The city dialog pops up showing only one Musketeer in the city
while Units Present says 30. I guess there is some race condition between the
client
Follow-up Comment #1, bug #14589 (project freeciv):
Did you check the client stdout? The gtk2 client sometimes (always after a
while) runs into an XID collision and bad things happen from there on. The
effect is exactly that popups are empty and unresponsive. But I only know
this from popups as
Follow-up Comment #2, bug #14621 (project freeciv):
Only every 10/11/12/14 cities added. This also needs to happen when a city is
lost.
With CMA in use this might cause a lot of work for every single city of the
player. But what can you do? All cities do change at that point.
I rather have it
Follow-up Comment #1, bug #14626 (project freeciv):
Idealy check all file names newest to oldest and use the first file found.
___
Reply to this item at:
http://gna.org/bugs/?14626
___
URL:
http://gna.org/patch/?1350
Summary: Some nations
Project: Freeciv
Submitted by: None
Submitted on: Вторник 27.10.2009 at 14:43 CET
Category: rulesets
Priority: 5 - Normal
Status:
Follow-up Comment #6, bug #14106 (project freeciv):
And what if you don't want to set --Bind-meta but you need --bind?
Unfortunately, I cannot foresee all the possible network set-ups within which
civserver may be deployed. So, I'd better leave such a feature to be
implemented by those who
Follow-up Comment #22, bug #13498 (project freeciv):
You're welcome.
Here is more info:
(gdb) p messages[0] # zero is the index from the backtrace
$17 = {
descr = 0xa9b76e8 Caracas is finished building Settlers., ' ' repeats 12
times, tile = 0xb6cbde64, event = E_UNIT_BUILT, location_ok
URL:
http://gna.org/bugs/?14658
Summary: Palace not created
Project: Freeciv
Submitted by: None
Submitted on: Sunday 11/01/2009 at 19:25 CET
Category: None
Severity: 3 - Normal
Priority: 5
Follow-up Comment #1, bug #14658 (project freeciv):
attached the savegame
(file #7201)
___
Additional Item Attachment:
File name: no-palace.sav.gz Size:66 KB
___
Follow-up Comment #3, bug #14658 (project freeciv):
not at all.
I am able to reproduce this using any of the built in scenarios. It doesn't
happen in a non-scenario game.
___
Reply to this item at:
http://gna.org/bugs/?14658
URL:
http://gna.org/bugs/?14715
Summary: running as superuser in Haiku
Project: Freeciv
Submitted by: None
Submitted on: Monday 11/09/2009 at 23:48 CET
Category: None
Severity: 3 - Normal
URL:
http://gna.org/bugs/?14717
Summary: install for all users
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 11/10/2009 at 00:16 CET
Category: client-win32
Severity: 2 - Minor
URL:
http://gna.org/bugs/?14745
Summary: UI for management of trade routes non-obvious or
non-existant
Project: Freeciv
Submitted by: None
Submitted on: Thursday 11/12/2009 at 05:24 CET
Category: client-gtk-2.0
Follow-up Comment #2, bug #14745 (project freeciv):
Yes, I did eventually find that (is any of that left-hold-for-info-bubble
stuff actually documented?). However, only one of my established trade
routes appear there.
If, for some reason, the route is not profitable, I would suggest making
URL:
http://gna.org/bugs/?14811
Summary: Several typos and mistakes in nation rulesets
Project: Freeciv
Submitted by: None
Submitted on: Saturday 11/21/09 at 13:06 CET
Category: rulesets
Severity: 2 -
Follow-up Comment #3, bug #14836 (project freeciv):
I should add that I haven't had a chance to try 2.1.10
___
Reply to this item at:
http://gna.org/bugs/?14836
___
Message sent via/by
URL:
http://gna.org/bugs/?14853
Summary: Inputline toolkit is not skinned
Project: Freeciv
Submitted by: None
Submitted on: 토요일 2009년 11월 28일 at 14:51 CET
Category: client-gtk-2.0
Severity: 2 - Minor
Follow-up Comment #6, bug #14846 (project freeciv):
Since I cannot reproduce this on my Mac OS 10.6.2 machine, could you please
attach screen shots of the bug?
___
Reply to this item at:
http://gna.org/bugs/?14846
URL:
http://gna.org/bugs/?14866
Summary: Changing technology goal triggers the wrong message
type
Project: Freeciv
Submitted by: None
Submitted on: Tuesday 12/01/09 at 14:05 CET
Category: client-gtk-2.0
1 - 100 of 1167 matches
Mail list logo