Update of bug #15468 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #10, bug #15468 (project freeciv):
Some part may be linked, however, does your patch fix all what
has been reported here?
I did not test it so I can't say. But the message
2: 24.02 05:29:06 -4000:Removing player AI*2.
2: 24.02 05:29:06 -4000:AI*2 has been added as Easy
Follow-up Comment #11, bug #15468 (project freeciv):
I did not test it so I can't say. But the message
2: 24.02 05:29:06 -4000:Removing player AI*2.
2: 24.02 05:29:06 -4000:AI*2 has been added as Easy level
AI-controlled player.
looks similar to that I got trying to solve the aifill bug.
Update of bug #15468 (project freeciv):
Status:None = Ready For Test
Assigned to:None = pepeto
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Follow-up Comment #12:
Fixes attached for
Additional Item Attachment, bug #15468 (project freeciv):
File name: S2_2_aifill_connecthand_take.diff Size:2 KB
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Message posté
Follow-up Comment #1, bug #15468 (project freeciv):
The crash itself has probably occurred because pplayer-private_map == NULL.
Do you have informations about how this game has started (loaded, started by
users)? Could you post the last lines of the logs?
Follow-up Comment #3, bug #15468 (project freeciv):
Wow, what a bunch of bug report in one :)
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Follow-up Comment #4, bug #15468 (project freeciv):
1) Taking AI players created by aifill make things strangely.
2) Taking over a AI player which has been turned to human doesn't cancel the
ready state.
3) The server never show to the console when it starts.
4) When Stacie Thomas returns, his
Follow-up Comment #6, bug #15468 (project freeciv):
2) This is not correct for S2_2, only trunk.
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Follow-up Comment #7, bug #15468 (project freeciv):
4) When aifill is 0, players are not created normally when connecting. I
could also crash the server when issuing /take -, but I didn't get a
backtrace.
5-6) They seems the consequence of 4).
Update of bug #15468 (project freeciv):
Planned Release: = 2.2.1
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Message sent
Follow-up Comment #8, bug #15468 (project freeciv):
could this be connected to bug #15448: aifill strange behaviour?
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Nachricht
Follow-up Comment #9, bug #15468 (project freeciv):
Some part may be linked, however, does your patch fix all what has been
reported here?
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URL:
http://gna.org/bugs/?15468
Summary: map_is_known_and_seen segfault
Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 02/24/2010 at 17:53
Category: general
Severity: 3 - Normal
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