Update of bug #20577 (project freeciv):
Depends on: = patch #3812
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Follow-up Comment #21:
patch #3812 provides new function to use for giving leader units midgame.
Follow-up Comment #20, bug #20577 (project freeciv):
- Added cleartext names for values to be used in ruleset
- Added gameloss_style entries to rulesets, with comments documenting it
- More minor style fixes
- Detect the case when there's more tokens in ruleset than maximum handled
- Do not log
Update of bug #20577 (project freeciv):
Status:None = Ready For Test
Assigned to:None = cazfi
Release: 22446 =
Planned Release:
Follow-up Comment #18, bug #20577 (project freeciv):
- Updated to apply on svn HEAD (r22531)
Thank you for that. I guess it would have been exceedingly more trouble for me
than it was for you.
(I have found other ways tho apply patches than svn patch but, I haven't
tried them yet and I see a
Follow-up Comment #17, bug #20577 (project freeciv):
- Updated to apply on svn HEAD (r22531)
(file #17453)
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Additional Item Attachment:
File name: GamelossStyle.patchSize:13 KB
Follow-up Comment #13, bug #20577 (project freeciv):
game.info is sent to client side, so server and client have to agree on what
it contains. If new server would send gameloss_style to old client, client
would be expect that value to be used for something completely different
purpose.
I tried
Follow-up Comment #14, bug #20577 (project freeciv):
Excuse me, I had a concussion and still have trouble concentrating, so I
probably make even more mistakes as from natural dumbness alone.
I try to include missing packets_gen but fail, because it is not under
version control, not even when I
Follow-up Comment #15, bug #20577 (project freeciv):
It's generated file (that's what _gen part in its name tries to tell). You
shouldn't edit it directly (as any changes will be overwritten when it next
gets regenerated) but common/packets.def
Follow-up Comment #16, bug #20577 (project freeciv):
OK, here comes the next try.
It still doesn't contain the capstr thing, and still is against r22446.
Last time I updated to the trunk version it took me short of a day to cope
with all the changes and to get everything working again, so I am
Follow-up Comment #10, bug #20577 (project freeciv):
This submit is clearly an error, I fixed it in my working copy.
The effect is that the cities submitting are not randomly chosen, as intended,
but, after the first one, picked in the sequence order the iteration
provides.
So the game is
Follow-up Comment #11, bug #20577 (project freeciv):
So as I see it, a new capsrting will only harass any modpack
developers, being forced to do replacements in many files,
untimely, and, without any benefit for the final standard users.
There's many kind of capstrings. We were not talking
Follow-up Comment #12, bug #20577 (project freeciv):
OK, I see we were talking about different things.
But I still have no idea how this patch would affect any client side
capabilities.
All new features, as far as I can see, are handled exclusively on the server
side.
Or has it to do something
Follow-up Comment #9, bug #20577 (project freeciv):
Network capstr is defined in fc_version. You just need to change the mandatory
capability to mark version prior and after this patch incompatible with each
other.
I still have not tested this patch, but one thing i noticed while reading
through
Follow-up Comment #8, bug #20577 (project freeciv):
And again a new version.
On server start, not only the requested ruleset is loaded but another one
before that. I was not aware of that and don't know if this is a bug, but it
really did cost me a lot of time.
I still have no idea what to do
Follow-up Comment #6, bug #20577 (project freeciv):
- As new value is transferred to client side, this changes network protocol -
network capstr bump needed
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Reply to this item at:
http://gna.org/bugs/?20577
Follow-up Comment #7, bug #20577 (project freeciv):
As new value is transferred to client side, this changes network protocol
- network capstr bump needed
I don't have even an idea on where to look for a clue on this ... is there a
working example that I can study?
Meanwhile, I did a lot of
Follow-up Comment #4, bug #20577 (project freeciv):
ouch, yes, right one comes here
(file #17399)
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Additional Item Attachment:
File name: gamelossStyle22446_v2.patchSize:9 KB
Follow-up Comment #5, bug #20577 (project freeciv):
- No changes to ruleset.c? I thought the value was supposed to be read from
the ruleset.
- Don't use magic numbers gameloss_style 4. In fact you should probably
make gameloss styles bitwise specenum
- Spaces between many elements missing while
In general, discussion should happen in tickets, I had to search
emails for this instead of just continuing in correct ticket.
On 2 March 2013 17:30, Imhotep jmho...@slehr.de wrote:
- I don't point out all the individual style issues from this version,
please
check it against doc/CodingStyle
Follow-up Comment #2, bug #20577 (project freeciv):
here is a new version of the patch
I did a lot of debugging on other issues and I hope I did not mix in other
changes, or leave out something.
There is still a known bug: neither the new GameLoss unit nor the new Palace
are visible immediately
Follow-up Comment #3, bug #20577 (project freeciv):
here is a new version of the patch
Doesn't look like correct patch for this ticket...
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Reply to this item at:
http://gna.org/bugs/?20577
So I did some cleanup but have some questions (see comments below)
Marko Lindqvist wrote:
Update of bug #20577 (project freeciv):
Category:None = general
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Follow-up Comment #1:
URL:
http://gna.org/bugs/?20577
Summary: new parameter gameloss_style in game.ruleset
Project: Freeciv
Submitted by: imhotep
Submitted on: Wed 27 Feb 2013 06:18:26 PM GMT
Category: None
Severity: 3 -
Update of bug #20577 (project freeciv):
Category:None = general
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Follow-up Comment #1:
While it still needs some work, it looks promising first version.
- In the future, please
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