Re: [Freeciv-Dev] (PR#39718) Turkish nation fixes
23-09-2007 04:19 Daniel Markstedt: > http://bugs.freeciv.org/Ticket/Display.html?id=39718 > > > On 9/23/07, UÄŸur Çetin <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39718 > > > > > 22-09-2007 23:05 William Allen Simpson: > > > Also, all the other nations have to be updated for cross-references. > > > I think this kind of thing should definitely be fixed for 2.1! > > > > Ah, I didn't notice there were so much relations with other civs. I'll > > update all cross references and make another patch. > > > > Also I'll make another patch for Ottomans so they won't have any > > conflicts with Turks(I'll use historical city names instead of modern > > names). > > > > Btw, I still couldn't figure out how RT bug tracker works :) Sorry if I > > replied to the wrong mailing list. > > > > Thanks for your quick reply, > > Uğur Çetin > > Good patch overall, with especially the improved city list long > awaited. There's another open ticket, PR#39603, with the same purpose > that I'll merge with the current one. > > However I don't really see the point of renaming the ruleset file as > this isn't visible to the player anyway. There are many other nation > rulesets that are irregularly named, including bosnia.ruleset and > byzantium.ruleset. > > Modifying 'name=' makes more sense and should be done in S2_2 and > TRUNK, but not S2_1 as it will break savegame compatibility with > earlier betas. > Hi again, Is it possible for you to add only Turkish cities and leaders (not other savegame breaking things) before release? I've been working on Turkish translation for a while and it would be great if we had those city names with the translation. -- Uğur Çetin ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#20125) freeciv 2.1.0 beta2 COMPILATION on INTEL mac os x
http://bugs.freeciv.org/Ticket/Display.html?id=20125 > On 10/16/07, Pepeto _ <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=20125 > > > > [EMAIL PROTECTED] - Dim. Aoû. 27 19:27:32 2006]: > > > > Hello, > > > > I downloaded the source code of freeciv 2.1.0 beta2 and tried to compile > > it on Mac OS X 10.4.7. X, Xsource, Fink, gtk2+ etc. are installed, but I > > cannot get it compiled -- it looks like the configure script isn't quite > > aware of the Mac yet. > > > > I tried > >./configure --libdir=/sw/lib --libdir=/sw/lib/gtk-2.0/ > > --includedir=/sw/include/ --includedir=/sw/include/gtk-2.0/ > > --enable-client=xaw --with-included-gettext > > --includedir=/sw/include/libpng12/ > > > > and it stops with > > checking for png_read_image in -lpng... no > > configure: error: Could not find PNG library (libpng). > > > > Running the (PowerPC) .dmg of beta2 works, though. Could you make the > > configure script foolproof for us Mac users, please? > > > > Michael > > > > > > > > Is it still so hard to compile it on Mac OS X? > Someone should write a good documentation about it? You are not the > first demander. Dmarks maybe? > > I have, at [[Install-OSX]]. BUT this is very much specific for my age-old "Panther" system - I can't be of much help to "Tiger" & Intel Mac users. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#29994) Freeciv Beta
http://bugs.freeciv.org/Ticket/Display.html?id=29994 > Pepeto _ wrote: > http://bugs.freeciv.org/Ticket/Display.html?id=29994 > > > >> [EMAIL PROTECTED] - Lun. Déc. 18 20:04:33 2006]: >> >> I have just downloaded the new beta and I know it is still in work, but >> there were I few things I wanted to bring to you. First of all this game >> rocks. Anyways, I started a game and saw that there was no way to move >> the part of the map that you play on. >> > > You can use the right mouse button to center the view on a tile. Else, > you can have scrolled bars in the local options. (Menu Game/Local Options). > > >> Also there is a problem with the progress bar in the overview page for a >> city. >> > > This has been fixed for a long time now. > > >> I hope you guys don't know about these other ways I just feel my odd >> then I am already. And I have one request of you guys, in front of and a >> little down there is a title bar. I like it a lot, but when trying to do >> some thing in front of it. If there is away to turn this on and off that >> is awesome if not could ya make one please. >> >> Waiting for the finial, >> Christopher Spiewak >> >> >> >> > > Thank you for your report. There is no new bug is this, then I turn it > to resolved. > > > Ok thanks for the fyi. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39780) 2.1.0-rc1 MACOS 10.3.9 gtk2 (after install) doesn't launch server
http://bugs.freeciv.org/Ticket/Display.html?id=39780 > I have now tested against S2_0 and it has the same problem. Therefore, not an issue to be resolved before release of 2.1.0. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#29994) Freeciv Beta
http://bugs.freeciv.org/Ticket/Display.html?id=29994 > > [EMAIL PROTECTED] - Lun. Déc. 18 20:04:33 2006]: > > I have just downloaded the new beta and I know it is still in work, but > there were I few things I wanted to bring to you. First of all this game > rocks. Anyways, I started a game and saw that there was no way to move > the part of the map that you play on. You can use the right mouse button to center the view on a tile. Else, you can have scrolled bars in the local options. (Menu Game/Local Options). > Also there is a problem with the progress bar in the overview page for a > city. This has been fixed for a long time now. > I hope you guys don't know about these other ways I just feel my odd > then I am already. And I have one request of you guys, in front of and a > little down there is a title bar. I like it a lot, but when trying to do > some thing in front of it. If there is away to turn this on and off that > is awesome if not could ya make one please. > > Waiting for the finial, > Christopher Spiewak > > > Thank you for your report. There is no new bug is this, then I turn it to resolved. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#28632) Freeciv crashing after trying to enter city
http://bugs.freeciv.org/Ticket/Display.html?id=28632 > > [EMAIL PROTECTED] - Lun. Déc. 11 13:11:57 2006]: > > Hello, > I've found that FreeCiv 2.1.0-beta2-gtk2 (win) crashing after entering city > "Amsterdam" (save game is included) > > I was started play that game on FreeCiv 2.0.8-gtk2 (win) then after 3 days > of playing it becomes unstable and i was moved to beta2. > now saved file in 2.1.0-beta2 isn't opening in 2.0.8 :-( > > P.S. > i'm not a developer, sorry for my bad english (i'm from russia). > > expect to resolve problem. > thank you for a good work at game. :-) > > Opera - the BEST browser in the World > > Do you still get this problem? Did you try it in more recent versions? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#27736) crash
http://bugs.freeciv.org/Ticket/Display.html?id=27736 > > [EMAIL PROTECTED] - Mer. Déc. 06 21:37:59 2006]: > > Program crashes when playing a large game and using "g" key to try to > move a > stealth bomber. I looked at your bug reporting system but need some > help if > you want me to reproduce in a file and send to you. > > > thx, > Zubenesch > > Does your client still keep crashing with new versions of Freeciv? If yes, please send a savegame. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#26565) ?nationgroup bug
http://bugs.freeciv.org/Ticket/Display.html?id=26565 > > [EMAIL PROTECTED] - Mer. Nov. 29 14:52:36 2006]: > > Do there have to be ?nationgroup wrote cause it doens't look good > > here's the screenshot uploaded: > > http://img481.imageshack.us/img481/69/screenhunter002pj5.jpg > > Do you still get this bug in more recent Freeciv versions? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#23467) Next freeciv release
http://bugs.freeciv.org/Ticket/Display.html?id=23467 > Looks like a spam. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#25525) go method
http://bugs.freeciv.org/Ticket/Display.html?id=25525 > > [EMAIL PROTECTED] - Lun. Nov. 20 22:14:50 2006]: > > The Go to mouse tracking crashes for a long range unit on 5000 tiles map > (AWACS at first try and bomber from time to time) > > > > Regards > > > > Pierre Bensoussan > > +33 6 09 82 86 53 > > > > > Could you give more informations? What is your Freeciv version? What is your client? What is your OS? Do you still get this crash in newer versions? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#22082) AI takes over savegame
http://bugs.freeciv.org/Ticket/Display.html?id=22082 > > [EMAIL PROTECTED] - Mar. Jan. 16 07:59:43 2007]: > > > > That's because it is a bug...definitely not a feature. If you can find > > some way to reproduce this (i.e., to reproduce the behavior that > > *creates* the savegame) we can fix it. > > > > -jason > > > > > > > I think the problem is not the savegame. I tested a few other savegames > once this happened and they all had this problem, while later on this > didn't occur with the same savegames. I think however that it is > possible that a check can be programmed at the end of the loading > process. In the players report all players are listed as AI (list 1) > while it is visible at the commandline that one player (let's say Bob) > was attempted to be taken by the human player in the loading process. > Furthermore if one tries to take player Bob then it is reported that Bob > is already taken (list 2). Obviously list 1 and list 2 do not match. > Effectively this check would very much hide the problem and allow to > collect the conditions under which this occurs. I must agree; it ain't > pretty. > > > We really would need a savegame. Else, we will be forced to close this ticket because we cannot reproduce it. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#21631) FreeCiv bug - large cities can't change citizen type
http://bugs.freeciv.org/Ticket/Display.html?id=21631 > > [EMAIL PROTECTED] - Mer. Oct. 04 22:20:24 2006]: > > so, you have a big city, say 110 or something. > you have researchers there, but you can't change them to taxmens. even > the cma doesn't work. > > attachment: example. see "Bern". > > Your game is a bit... crazy. There are a lot of problems with it because it is very far than original rules. But Freeciv should be able to support any rules without crash. Keeping it opened. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#21622) PATCH - safe pointer conversion macros
http://bugs.freeciv.org/Ticket/Display.html?id=21622 > > [book - Mer. Oct. 04 15:21:49 2006]: > > Tested on freeciv branch S2_1 revision 12321. > > This is a prerequisite patch for my improved hash table patch. It allows > integer data types to be used as hash table keys/values safely and > portably. The basis for this is the glib manual page: > http://developer.gnome.org/doc/API/2.0/glib/glib-Type-Conversion- > Macros.html > > Note that this patch alone does not prevent dangling pointers in > the hash keys and values. > There are problem with AMD64 compilation. I get warnings like: transtypage of a pointer to a integer of different size. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#21601) bugs in 2.1.0 beta
http://bugs.freeciv.org/Ticket/Display.html?id=21601 > > [EMAIL PROTECTED] - Mer. Oct. 04 08:35:47 2006]: > > Hello, > I've been trying the new civ and found what I think are bugs, > although could be something else I can't figure out. > > - planes and missiles can't attack land units or cities. Fixed now. See PR#15097. > - The production bar in the city dialog box looks empty instead of > showing the progress of the unit being produced. Fixed now. > - Don't have a dialog box for the established trade routes. This is a feature as I heard. > - it doesn't always tell you when you lose a unit after an attack. Did you check you message options? > I hope it helps. > Otherwise, the game is great, it already was, but the graphics > improvement makes it friendlier and some of the new features make it > harder to win (better). > Thanks for developing it. > Cheers, > Jose Thank you for this report. There is no new bugs in this, then I turn it to resolved. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#21460) No Scrollbars In Windows XP SP2
http://bugs.freeciv.org/Ticket/Display.html?id=21460 > > [EMAIL PROTECTED] - Sam. Sep. 30 16:56:38 2006]: > > Hi! > > I was enthusiast from Civilization and now I like Freeciv! I played > with the 2.0 version. > > Yesterday was the first day that played with the version 2.1.0-beta2 > in a Windows XP SP2. > > But I have not scrollbars ins my map! Is this a bug? > > Since we know this is a feature and not a bug, there is no reason to keep this ticket opened. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#21223) 2.1b2 civserver WinXP interpreter doesn't tell what's wrong
http://bugs.freeciv.org/Ticket/Display.html?id=21223 > > [s1kevin - Sam. Sep. 23 22:07:52 2006]: > > newgame.bat starts civserver with options from servopt.serv, though > civserver doesn't tell me how to recognize which lines have problems on > them. It just gives me a bunch of error messages without dislaying line > numbers of inaccurate messages or strings helping me locate which > strings need to be fixed. > > I'm calling this a bug rather than a feature request because it > decreases usability for those who are upgrading from 2.0.x Combine that > with the problem that it expects files to end in .serv when they're > fully qualified (options.txt for example) and refuses to read > fully-qualified filenames, that is also a bug that should be cared for > simultaneusly with the above issue. > > > The following lines were wrong: angrycitizen=1 civstyle=2 gamelog=20 researchcost=20 wtowerevision=2 wtowervision=2 For rest I agree that the server should say what line is wrong. Keeping opened. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#20822) earth map reviewed
http://bugs.freeciv.org/Ticket/Display.html?id=20822 > > [EMAIL PROTECTED] - Sam. Sep. 16 20:48:02 2006]: > > Hello, > > I made a modified version of big earth scenario provided in freeciv > package. > (I announced it already at forum.freeciv.org) > Thank you for your contribution to this project. But since you have created a project for Freeciv maps, there is no reason to keep this ticket opened. People can now download your maps at http://svn.gna.org/viewcvs/freeciv-maps/. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#20356) 1.14 ports down
http://bugs.freeciv.org/Ticket/Display.html?id=20356 > > [EMAIL PROTECTED] - Sam. Sep. 02 16:23:04 2006]: > > Not really a bug but the 1.14 ports in pubserver have been down for the > whole day, someone could reset them? thanks > > > > Sadly, Pubserver is no more :( ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#20229) [EMAIL PROTECTED]: test: Freeciv]
http://bugs.freeciv.org/Ticket/Display.html?id=20229 > > [chrisk - Mar. Aoû. 29 20:42:22 2006]: > > - goto for AWACS and stealth bombers crashes the game at once Seems Related to a old goto bug. > - other unrelated crashes; reloading of the newest save game is an AI > only game. Not enough clues. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19463) Barbarians in a no-barbarian game
http://bugs.freeciv.org/Ticket/Display.html?id=19463 > > [EMAIL PROTECTED] - Mar. Oct. 16 15:19:28 2007]: > > if we do that we have to change the translations, sure we should add > that extra option that says kill units in huts. But it's a one line > hack to just make the huts go _("An abandoned > village is here.") instead. > > > Index: server/unittools.c > === > --- server/unittools.c (revision 13776) > +++ server/unittools.c (working copy) > @@ -2257,7 +2257,8 @@ >bool ok = TRUE; > >if (city_exists_within_city_radius(punit->tile, TRUE) > - || unit_has_type_flag(punit, F_GAMELOSS)) { > + || unit_has_type_flag(punit, F_GAMELOSS) > + || game.info.barbarianrate < 1) { > notify_player(pplayer, punit->tile, E_HUT_BARB_CITY_NEAR, > _("An abandoned village is here.")); >} else { > > > That's sure that we cannot change a translated string for 2.1. However, it's the way for 2.2 and trunk. I am not sure we should change anything for 2.1 (sadly). ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#19463) Barbarians in a no-barbarian game
http://bugs.freeciv.org/Ticket/Display.html?id=19463 > On 10/16/07, Pepeto _ <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=19463 > > > > [dmarks - Dim. Aoû. 13 07:58:48 2006]: > > > > > > But a lot of people sees it as such because of the use of the word > > 'barbarian'. The wording in this string should be changed IMO, to avoid > > further confusion. Something like "killed by natives" > > or "slaugtered by heathens" etc. > > > > --Daniel > > > > > > I think this it is the best solution. At least for next versions, to > avoid confusions about this 2 kinds of barbarians. if we do that we have to change the translations, sure we should add that extra option that says kill units in huts. But it's a one line hack to just make the huts go _("An abandoned village is here.") instead. Index: server/unittools.c === --- server/unittools.c (revision 13776) +++ server/unittools.c (working copy) @@ -2257,7 +2257,8 @@ bool ok = TRUE; if (city_exists_within_city_radius(punit->tile, TRUE) - || unit_has_type_flag(punit, F_GAMELOSS)) { + || unit_has_type_flag(punit, F_GAMELOSS) + || game.info.barbarianrate < 1) { notify_player(pplayer, punit->tile, E_HUT_BARB_CITY_NEAR, _("An abandoned village is here.")); } else { -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#20146) Crash in svn version from Aug26
http://bugs.freeciv.org/Ticket/Display.html?id=20146 > On 28/08/2006, Michael Fay wrote: > > Civserver is crashing, leaving the message > > civserver: maphand.c:1757: vision_change_sight: Assertion > `vision->radius_sq[V_MAIN] >= vision->radius_sq[V_INVIS]' failed. > Aborted Which ruleset or modpack are you using? This is probably same as already fixed #39636. I don't think it ever happened with default rulesets, but frequently with Fantasy modpack. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39781) 2.1.0-rc1 MACOS 10.3.9 gtk2 (after install) freezes looking for server
http://bugs.freeciv.org/Ticket/Display.html?id=39781 > Note: I have no problems when executing ./ser and ./civ However, followed the instructions at: http://freeciv.wikia.com/wiki/Install-MacOSX export CC="gcc -no-cpp-precomp -I/opt/local/include -L/opt/local/lib" ./autogen.sh --enable-debug --disable-nls --enable-client=gtk2 --prefix=/Users/wastrel/freeciv-stable make make install Then, "simply double-clicking on the civclient executable from within the Finder." Runs! Then, double clicked civserver executable from within the Finder. Runs! Tried contacting server from civclient main menu. Froze on the network screen. Had to kill it from the command line. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39780) 2.1.0-rc1 MACOS 10.3.9 gtk2 doesn't launch server after install
http://bugs.freeciv.org/Ticket/Display.html?id=39780 > Note: I have no problems when executing ./civ in the compile directory. However, followed the instructions at: http://freeciv.wikia.com/wiki/Install-MacOSX export CC="gcc -no-cpp-precomp -I/opt/local/include -L/opt/local/lib" ./autogen.sh --enable-debug --disable-nls --enable-client=gtk2 --prefix=/Users/wastrel/freeciv-stable make make install Then, "simply double-clicking on the civclient executable from within the Finder." Runs! Tried loading scenario. At the bottom of screen: "You'll have to install one manually. Sorry..." ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#20125) 2.1.0 COMPILATION on INTEL mac os x
http://bugs.freeciv.org/Ticket/Display.html?id=20125 > The documentation is at: http://freeciv.wikia.com/wiki/Install-MacOSX Needs some updating. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#20146) Crash in svn version from Aug26
http://bugs.freeciv.org/Ticket/Display.html?id=20146 > > [EMAIL PROTECTED] - Lun. Aoû. 28 07:25:40 2006]: > > Civserver is crashing, leaving the message > > civserver: maphand.c:1757: vision_change_sight: Assertion `vision- > >radius_sq[V_MAIN] >= vision->radius_sq[V_INVIS]' failed. > Aborted > > Lycos email has 300 Megabytes of free storage... Get it now at > mail.lycos.co.uk > > Do you have a savegame to reproduce it? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#20125) freeciv 2.1.0 beta2 COMPILATION on INTEL mac os x
http://bugs.freeciv.org/Ticket/Display.html?id=20125 > > [EMAIL PROTECTED] - Dim. Aoû. 27 19:27:32 2006]: > > Hello, > > I downloaded the source code of freeciv 2.1.0 beta2 and tried to compile > it on Mac OS X 10.4.7. X, Xsource, Fink, gtk2+ etc. are installed, but I > cannot get it compiled -- it looks like the configure script isn't quite > aware of the Mac yet. > > I tried >./configure --libdir=/sw/lib --libdir=/sw/lib/gtk-2.0/ > --includedir=/sw/include/ --includedir=/sw/include/gtk-2.0/ > --enable-client=xaw --with-included-gettext > --includedir=/sw/include/libpng12/ > > and it stops with > checking for png_read_image in -lpng... no > configure: error: Could not find PNG library (libpng). > > Running the (PowerPC) .dmg of beta2 works, though. Could you make the > configure script foolproof for us Mac users, please? > > Michael > > > Is it still so hard to compile it on Mac OS X? Someone should write a good documentation about it? You are not the first demander. Dmarks maybe? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#20110) Client crashes when choosing a technology
http://bugs.freeciv.org/Ticket/Display.html?id=20110 > Do your client still get crashing with more recent clients? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39773) [Clean Up] Team number
http://bugs.freeciv.org/Ticket/Display.html?id=39773 > > [wsimpson - Mar. Oct. 16 12:59:08 2007]: > > Pepeto _ wrote: > > In the default/ ruleset, teams are numbered 0-31, in civ1/ and civ2/ > > they are numbered 1-32. This is quite illogical. > > > For some odd reason, Per didn't update civ1/2 at the same time as default. > > (PR#39343) 2.1.0-beta4 team numbers > > > > One idea more (for future): what about set team name as a format string, > > like "Team %d", then it shouldn't have this kind of problems. > > Translations and maximum of team number changes wouldn't make problems. > > And specific teams name like "Red", "Blue", "Yellow" and "Green" > > wouldn't crash the server. > > > That was the old way. The change to fixed strings came from the > desire to have translatable team's names for scenarios. > This shouldn't replace it. You could have 2 entries: * Team names suggestions (plain text). * Default team name (in c format with a %d). Then it could have resizable number of teams. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19778) Message while i save game
http://bugs.freeciv.org/Ticket/Display.html?id=19778 > > [EMAIL PROTECTED] - Sam. Aoû. 19 14:36:55 2006]: > > 1: In file dziwka.sav.gz, there is no entry in the registry for > c4.wl_is_unit0 (or the entries are out of order. This means a > less efficient non-tabular format will be used. To > avoid this make sure all rows of a table are filled > out with an entry for every column. This is surely > a bug so if you're reading this message, report it > to [EMAIL PROTECTED] > 1: In file dziwka.sav.gz, there is no entry in the registry for > c4.wl_is_unit0 (or the entries are out of order. This means a > less efficient non-tabular format will be used. To > avoid this make sure all rows of a table are filled > out with an entry for every column. This is surely > a bug so if you're reading this message, report it > to [EMAIL PROTECTED] > 1: In file dziwka.sav.gz, there is no entry in the registry for > c12.ai.urgency (or the entries are out of order. This means a > less efficient non-tabular format will be used. To > avoid this make sure all rows of a table are filled > out with an entry for every column. This is surely > a bug so if you're reading this message, report it > to [EMAIL PROTECTED] > > > Do you still get this warnings on newer Freeciv versions? If yes, could you send a savegame? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19712) Glacier is not dangereous
http://bugs.freeciv.org/Ticket/Display.html?id=19712 > > [EMAIL PROTECTED] - Jeu. Aoû. 17 17:40:37 2006]: > > Hi > > If I am not mistaken, a unit standing on a glacier has a non-zero chance > of dying. However, a small AI army was standing near my city on a glacier > for a long period of time, nobody died. I decided to experiment with my > units, same result. Is it normal? If it is not, then obviously units > should die. Another comment, why is AI so stupid to keep units there? > > I was playing FreeCiv v2.1-beta1, but it seems that v2.1-beta2 has the > same problem. > > Sincerely, > Alexander Sayenko > > > Since we know this is not a bug, there is no reason to keep this ticket. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19474) crash on help-writing in 2.1.0.beta2 for win32
http://bugs.freeciv.org/Ticket/Display.html?id=19474 > Please, could you say if you still get this annoying effect with newer Freeciv versions? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19463) Barbarians in a no-barbarian game
http://bugs.freeciv.org/Ticket/Display.html?id=19463 > > [dmarks - Dim. Aoû. 13 07:58:48 2006]: > > > But a lot of people sees it as such because of the use of the word > 'barbarian'. The wording in this string should be changed IMO, to avoid > further confusion. Something like "killed by natives" > or "slaugtered by heathens" etc. > > --Daniel > > I think this it is the best solution. At least for next versions, to avoid confusions about this 2 kinds of barbarians. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19366) Window handling error?
http://bugs.freeciv.org/Ticket/Display.html?id=19366 > Did you ever get this crash with a more recent version of Freeciv? Any savegame? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19108) Unvisible cursor
http://bugs.freeciv.org/Ticket/Display.html?id=19108 > > [chrisk - Mar. Aoû. 01 18:15:22 2006]: > > > recent SVN 2.1 BETA GTK2 > > The moving quadratic cursor around the active unit becomes unvisible, > if the unit is inmidst glacier tiles. Confusing. > > You could change the white/transparent dotted line to white/black. > > Christian > > Does this bug still occur in recent Freeciv versions? Could you attach a save game? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19096) Bugs
http://bugs.freeciv.org/Ticket/Display.html?id=19096 > Do you still get this bugs in newer Freeciv versions? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39773) [Clean Up] Team number
http://bugs.freeciv.org/Ticket/Display.html?id=39773 > Pepeto _ wrote: > In the default/ ruleset, teams are numbered 0-31, in civ1/ and civ2/ > they are numbered 1-32. This is quite illogical. > For some odd reason, Per didn't update civ1/2 at the same time as default. (PR#39343) 2.1.0-beta4 team numbers > One idea more (for future): what about set team name as a format string, > like "Team %d", then it shouldn't have this kind of problems. > Translations and maximum of team number changes wouldn't make problems. > And specific teams name like "Red", "Blue", "Yellow" and "Green" > wouldn't crash the server. > That was the old way. The change to fixed strings came from the desire to have translatable team's names for scenarios. (PR#13145) completely new design for teams (PR#13689) put team names in the ruleset As for "crashing" the server, please submit a separate bug report. Index: data/civ1/game.ruleset === --- data/civ1/game.ruleset (revision 13773) +++ data/civ1/game.ruleset (working copy) @@ -48,10 +48,10 @@ ; Parameters used to generalize the calculation of city granary size: ; if city_size <= num_inis: -; city_granary_size = (granary_food_ini[city_size] * foodbox) +; city_granary_size = (granary_food_ini[city_size] * foodbox / 100) ; if city_size > num_inis; -; city_granary_size = (granary_food_ini[num_inis] * foodbox) + -;(granary_food_inc * (city_size - num_inis)) * foodbox / 100 +; city_granary_size = (granary_food_ini[num_inis] + +;granary_food_inc * (city_size - num_inis)) * foodbox / 100 granary_food_ini = 20 granary_food_inc = 10 @@ -80,7 +80,7 @@ ; city_incite_cost = ; total_factor * (city_size) * -; (base + (units_cost) * unit_factor + +; (base_incite_cost + (units_cost) * unit_factor + ; (improvements_cost) * improvement_factor) ; / (distance * 100) ; See city_incite_cost() for more details @@ -98,6 +98,7 @@ [teams] names = + _("Team 0"), _("Team 1"), _("Team 2"), _("Team 3"), @@ -128,5 +129,4 @@ _("Team 28"), _("Team 29"), _("Team 30"), - _("Team 31"), - _("Team 32") + _("Team 31") Index: data/civ2/game.ruleset === --- data/civ2/game.ruleset (revision 13773) +++ data/civ2/game.ruleset (working copy) @@ -48,10 +48,10 @@ ; Parameters used to generalize the calculation of city granary size: ; if city_size <= num_inis: -; city_granary_size = (granary_food_ini[city_size] * foodbox) +; city_granary_size = (granary_food_ini[city_size] * foodbox / 100) ; if city_size > num_inis; -; city_granary_size = (granary_food_ini[num_inis] * foodbox) + -;(granary_food_inc * (city_size - num_inis)) * foodbox / 100 +; city_granary_size = (granary_food_ini[num_inis] + +;granary_food_inc * (city_size - num_inis)) * foodbox / 100 granary_food_ini = 20 granary_food_inc = 10 @@ -80,7 +80,7 @@ ; city_incite_cost = ; total_factor * (city_size) * -; (base + (units_cost) * unit_factor + +; (base_incite_cost + (units_cost) * unit_factor + ; (improvements_cost) * improvement_factor) ; / (distance * 100) ; See city_incite_cost() for more details @@ -98,6 +98,7 @@ [teams] names = + _("Team 0"), _("Team 1"), _("Team 2"), _("Team 3"), @@ -128,5 +129,4 @@ _("Team 28"), _("Team 29"), _("Team 30"), - _("Team 31"), - _("Team 32") + _("Team 31") ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#19034) bug line 2023
http://bugs.freeciv.org/Ticket/Display.html?id=19034 > Could we have more informations about it? Version? Client? File? Is it an failed assertion? Do you still get this in newer versions of Freeciv? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39778) 2.1 Server doesn't load old games teams
http://bugs.freeciv.org/Ticket/Display.html?id=39778 > Thank you for your right comments. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39779) Some late-minute additions to README
http://bugs.freeciv.org/Ticket/Display.html?id=39779 > > [dmarks - Mar. Oct. 16 12:04:07 2007]: > > $s > > + Some more infos about end game. Index: doc/README === --- doc/README (révision 13773) +++ doc/README (copie de travail) @@ -23,6 +23,7 @@ You may find a translated version of this file, as well as of other parts of the Freeciv documentation, in the following places: + Catalan ./doc/ca Dutch ./doc/nl French ./doc/fr German ./doc/de @@ -227,7 +228,16 @@ And the game is on! + NOTE: In this version of Freeciv, the GTK and SDL clients have the + capability to automagically start a civserver session when the user + selects "Start New Game" from the main menu. This reduces the steps + needed to get started playing a game of Freeciv. On the other hand, + it also means that if the client crashes for some reason or becomes + unavailable, the civserver session will also be lost. So starting a + separate civserver session and then connect to it with the client is + generally the recommended method. + Announcing the game: @@ -327,12 +337,14 @@ Ending the game: -There are three ways in which a game can end: +There are four ways in which a game can end: -1) Only one nation is left. +1) Only one nation or one team is left, or all others players or +other teams have conceded the game (/surrender). 2) The final year is reached. 3) A player builds and launches a spaceship, which reaches Alpha Centauri first. +4) The server operator uses the /endgame command. A score-table will be shown in all cases. Hint: The server operator can set the final year while the game is still going by changing the @@ -456,7 +468,6 @@ freeciv-announce Announcements of general interest. This is a "Read Only" list, with infrequent messages. In other words you can't mail this list, just read it. - (Announcements sent to this are also sent to freeciv.) freeciv-i18n Freeciv translation. All discussions related to translating the Freeciv code, documentation, and website, into other languages than ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39779) Some late-minute additions to README
http://bugs.freeciv.org/Ticket/Display.html?id=39779 > $s README_additions.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39778) [Bug] 2.1 Server doesn't load old savegames teams
http://bugs.freeciv.org/Ticket/Display.html?id=39778 > I've gone through the old reports, and here's my current understanding. I'm reporting, don't shoot the messenger. PR#1323 Teams are/were Per's baby. PR#4213 Shared team research was a long-term design goal. Many design approaches were tried. PR#11875 In 2.1, player cannot leave team. The code for splitting research data was removed. The code for re-joining teams was also removed (it was incomplete and only in 1 client). PR#13145 In 2.1, all teams are allocated at initialization time and all names are pre-set. Teams have numbers instead of names. PR#13252 Contains a lot of discussion and dependencies. PR#13429 In 2.1, team research data structures are shared. (Contrast with PR#12508.) Teams in 1.14's savegames are ignored. === I did not find explicit comments saying 2.0 teams would be ignored, Since the data structures are different, it isn't easy to combine the old information. Conclusion: for 2.1, all earlier version teams are ignored. This was a deliberate design decision. New teams can only be setup in pre-game. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#18280) Rethink about city trade page
http://bugs.freeciv.org/Ticket/Display.html?id=18280 > cool On 10/16/07, Pepeto _ <[EMAIL PROTECTED]> wrote: > > > http://bugs.freeciv.org/Ticket/Display.html?id=18280 > > > > [EMAIL PROTECTED] - Mar. Jul. 04 08:10:11 2006]: > > > >1. No units can move southeast or southwest using the keyboard. > >Movement can be accomplished using the mouse for all units but > > aircraft > >which can't target a location where they can't stay. > >2. Aircraft should be able to attack using an enemy city click. > > This > >feature worked well in earlier versions and eliminated the need to > > check for > >sufficient fuel to fly to the target > > See PR#20772 > > >3. The production area on the city overviews is not visible once > > some > >production has taken place. One must go to the production tab to > > see what is > >being produced and how far along it is. > > Seems fixed now. > > >4. A Trade tab, which used to exist, would be useful > > I agree, this is a loss for Freeciv, maybe it needs to think on a future > one. > > coolOn 10/16/07, Pepeto _ <[EMAIL PROTECTED]> wrote: http://bugs.freeciv.org/Ticket/Display.html?id=18280 >> [[EMAIL PROTECTED] - Mar. Jul. 04 08:10:11 2006]: >>1. No units can move southeast or southwest using the keyboard.>Movement can be accomplished using the mouse for all units but> aircraft>which can't target a location where they can't stay. >2. Aircraft should be able to attack using an enemy city click.> This>feature worked well in earlier versions and eliminated the need to> check for>sufficient fuel to fly to the target See PR#20772>3. The production area on the city overviews is not visible once> some>production has taken place. One must go to the production tab to> see what is>being produced and how far along it is. Seems fixed now.>4. A Trade tab, which used to exist, would be usefulI agree, this is a loss for Freeciv, maybe it needs to think on a futureone. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#18898) C++ Runtime Error and Select Player Misdesign
http://bugs.freeciv.org/Ticket/Display.html?id=18898 > Do you still get this bug on newer versions of Freeciv, like Freeciv-2.1.0-rc1? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#18633) Adam Smith
http://bugs.freeciv.org/Ticket/Display.html?id=18633 > > [vasc - Jeu. Jul. 20 22:22:38 2006]: > > (My French is not very good, but here goes) > > Good morning, > I recently downloaded the beta version Freeciv 2.1.0-beta1 and I have a > problem : > just as a city begins to build Adam Smith's, the game closes automatically. > > How can I fix this? > > Thank you, in advance, for your reply. > > Cordially, > Sébastien Tissanié > > On 7/20/06, Christian Prochaska <[EMAIL PROTECTED]> wrote: > > > > > > http://bugs.freeciv.org/Ticket/Display.html?id=18633 > > > > > > [EMAIL PROTECTED] - So 16. Jul 2006, 03:25:09]: > > > > > > Bonjour, > > > > > > j'ai récemment téléchargé la version bêta de Freeciv 2.1.0-beta1 et > > > j'ai un promblème : lorsqu"une cité commence à construire la Société > > > de Commerce Adam Smith, le jeu se ferme automatiquement. > > > > > > Comment y remédier ? > > > > > > Je vous remercie par avance de votre réponse. > > > > > > Cordialement, > > > > > > Sébastien Tissanié > > > > Can you send the message in English please? > > > > > > > > -- > Vasco Alexandre da Silva Costa > > Do you still get this bug in recent versions of Freeciv (Freeciv-2.1.0-rc1)? If yes, please could you send a back trace or a clue about a failed assertion? In French: Est-ce que vous pouvez toujours reproduire ce bug dans les récentes versions de Freeciv (à savoir Freeciv-2.1.0-rc1)? Si oui, s'il vous plait, envoyez-nous une trace du crash ou n'importe quel indice qui puisse nous faire comprendre ce qu'il se passe? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#18466) Gfx problem with two sea types
http://bugs.freeciv.org/Ticket/Display.html?id=18466 > Isn't this now implemented in trunk and S2_2? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#18280) Rethink about city trade page
http://bugs.freeciv.org/Ticket/Display.html?id=18280 > > [EMAIL PROTECTED] - Mar. Jul. 04 08:10:11 2006]: > >1. No units can move southeast or southwest using the keyboard. >Movement can be accomplished using the mouse for all units but > aircraft >which can't target a location where they can't stay. >2. Aircraft should be able to attack using an enemy city click. > This >feature worked well in earlier versions and eliminated the need to > check for >sufficient fuel to fly to the target See PR#20772 >3. The production area on the city overviews is not visible once > some >production has taken place. One must go to the production tab to > see what is >being produced and how far along it is. Seems fixed now. >4. A Trade tab, which used to exist, would be useful I agree, this is a loss for Freeciv, maybe it needs to think on a future one. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#17975) freeciv bug
http://bugs.freeciv.org/Ticket/Display.html?id=17975 > Do you still get this bug with recent versions, like Freciv-2.0.9 or Freeciv-2.1.0-rc1? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#17950) compile error
http://bugs.freeciv.org/Ticket/Display.html?id=17950 > Do you still get this errors in newer version of Freeciv? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#16977) bug in freeciv 2.0.8(windows version)
http://bugs.freeciv.org/Ticket/Display.html?id=16977 > > [EMAIL PROTECTED] - Ven. Mai. 12 08:05:57 2006]: > > Hello! > i found bug that i receive when i start the game not in English. if i > play in English > then all works fix. but with each other language i can't see city > report(F1). if i press F1 or select from menu report "city" then the > program falls down. > with all respect, > ilya > > > Does this bug still occur on newer version 2.0.9? What is your used client (gtk-2.0, SDL)? What is your language which makes the client crashing? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#16942) Freeciv-gtk2-2.1.0 beta1 technology goal problem
http://bugs.freeciv.org/Ticket/Display.html?id=16942 > Does this bug still occur on Freeciv-2.1.0-rc1? Could you give more clues, about used client and OS? And a savegame? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#16768) some bugs in 2.1 beta1
http://bugs.freeciv.org/Ticket/Display.html?id=16768 > Do you still get this crashes with the newer versions like Freeciv-2.1.0-rc1? Could you give more informations about your client and your OS? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev