[Freeciv-Dev] [bug #14106] civserver should use --bind= address when connecting to the metaserver, too
Follow-up Comment #5, bug #14106 (project freeciv): And what if you don't want to set --Bind-meta but you need --bind? I am not convinced by the need of this feature. Do you know also the --identity parameter? I think this is enough to do all that you need, right? ___ Reply to this item at: http://gna.org/bugs/?14106 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #17, bug #13498 (project freeciv): freeciv version 2.1.9, client-gtk-2.0 Slackware 13.0 I've just experienced the same bug: civclient: city.c:553: city_owner: Assertion `((void *)0) != pcity ((void *)0) != pcity-owner' failed. I think in my case it has occurred after double-clicking in a message listbox but not sure (it's possible I was clicking after the assert as the gdb was hidden on another desktop). Seems my backtrace slightly differs from the others so hopefully this can bring more info. Some info from gdb: (gdb) bt #0 0xb7691456 in raise () from /lib/libc.so.6 #1 0xb7692e08 in abort () from /lib/libc.so.6 #2 0xb768a3f0 in __assert_fail () from /lib/libc.so.6 #3 0x080a583b in city_owner (pcity=0x9f780a0) at city.c:553 #4 0x080730b9 in find_city_or_settler_near_tile (ptile=0xb6cafe34, punit=0xbfc2f308) at mapview_common.c:2005 #5 0x08092ba5 in fill_city_overlays_sprite_array (t=0x827c050, sprs=0xbfc2f440, ptile=0xb6cafe34, citymode=0x0) at tilespec.c:3427 #6 0x0809666e in fill_sprite_array (t=0x827c050, sprs=0xbfc2f440, layer=LAYER_OVERLAYS, ptile=0xb6cafe34, pedge=0x0, pcorner=0x0, punit=0x0, pcity=0x0, citymode=0x0) at tilespec.c:4263 #7 0x0806e1ed in put_one_element (pcanvas=0x902c0e0, layer=LAYER_OVERLAYS, ptile=0xb6cafe34, pedge=0x0, pcorner=0x0, punit=0x0, pcity=0x0, canvas_x=547, canvas_y=216, citymode=0x0) at mapview_common.c:913 #8 0x0806e76a in put_one_tile (pcanvas=0x902c0e0, layer=LAYER_OVERLAYS, ptile=0xb6cafe34, canvas_x=547, canvas_y=216, citymode=0x0) at mapview_common.c:1083 #9 0x0806f9bb in update_map_canvas (canvas_x=315, canvas_y=0, width=1049, height=504) at mapview_common.c:1282 #10 0x0806d2ec in base_set_mapview_origin (gui_x0=4343, gui_y0=1584) at mapview_common.c:525 #11 0x0806d5a6 in set_mapview_origin (gui_x0=4343, gui_y0=1584) at mapview_common.c:605 #12 0x0806de2a in center_tile_mapcanvas (ptile=0xb6cbde64) at mapview_common.c:797 #13 0x08075710 in meswin_popup_city (message_index=0) at messagewin_common.c:201 #14 0x0807581c in meswin_double_click (message_index=0) at messagewin_common.c:239 #15 0x0814145d in meswin_row_activated_callback (view=0x8ff3d40, path=0xb973260, col=0x901a188, data=0x0) at messagewin.c:326 #16 0xb7e04a73 in ?? () from /usr/lib/libgtk-x11-2.0.so.0 #17 0x08ff3d40 in ?? () #18 0x0b973260 in ?? () #19 0x0901a188 in ?? () #20 0x in ?? () (gdb) p pcity $1 = (const struct city *) 0x9f780a0 (gdb) p pcity-owner $2 = (struct player *) 0x0 Seems the problem is that pcity-owner == NULL, at least in my case. Please note I was running in VirtualBox and I've saved the state of the OS with the gdb session running so I can dig more info from it (if you know what you need, feel free to ask ;-) Hope it helps. ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1350] Some nations
Follow-up Comment #2, patch #1350 (project freeciv): All of these nations are unique AFAICT. Thanks for sharing. :) There are some things that need more work though if you'd like to see these included in mainline Freeciv. First of all, flags must be distributed in SVG format. I see that you've drawn very nice original bitmap flags and shields, but unfortunately this is not sufficient since custom tilesets will require variously sized flags to fit the tileset size. With SVG flags we are able to generate flagsets on the fly. For more details, please see http://freeciv.wikia.com/wiki/Nations#Flag_Guidelines If you're not up to plotting the (sometimes very complex) flags from scratch, Wikimedia Commons offers tons of Free flag images in SVG format. Just make sure the license is either GPLv2 or Public Domain. I will review the rulesets next and get back to you. ___ Reply to this item at: http://gna.org/patch/?1350 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1349] Rework (+fix) auto-settler code
Update of patch #1349 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Updated version of the patch against current svn. Also: * Remove potential crash on tile_index(NULL). * Cleanup in build city stuff: * All settlers use the same pf_parameter. * Units dying are not considered as a failure. * Units which don't reach the position at the turns are not considered as a failure. * Don't use unit_list_safe_iterate() when not needed. * Style cleanup. (file #7197) ___ Additional Item Attachment: File name: trunk_S2_2_autosettler.diffSize:29 KB ___ Reply to this item at: http://gna.org/patch/?1349 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #18, bug #13498 (project freeciv): The back trace you added is related to this bug. But the one you are describing is bug #14652. ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14106] civserver should use --bind= address when connecting to the metaserver, too
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 demand it. I am not convinced by the need of this feature. To demonstrate the need for this feature, I've switched one of my civserver instances to use port 9876 and the unpatched version of civserver with `-b 62.109.12.37' (instead of `-B 62.109.12.37'.) Just now, I'm able to see my server in the list at http://www.cazfi.net/freeciv/metaserver/, but, obviously, I won't be able to connect to it (unless the address will be specified explicitly.) Perhaps, someone else would have better luck with it? Do you know also the --identity parameter? I think this is enough to do all that you need, right? As of civserver 2.1.9, there's no such command line option, or, at least, neither $ civserver --help, nor grep(1) over the source, reveals it. Besides, using the peer address seems much more secure than using the information contained within the HTTP request to the metaserver. Thank you for your consideration. ___ Reply to this item at: http://gna.org/bugs/?14106 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #19, bug #13498 (project freeciv): Nope. Double-clicking in the message list was the last action I performed when I got this backtrace. I'm pretty sure it is not #14652. First reason is that it's me who reported #14652 (I created he account on gna.org after that so the #14652 report is anonymous) and I'm sure that now it was not during turn change, and message_index was quite low because it was 2nd or 3rd message. Second reason is I have applied your patch fixing #14652 (https://gna.org/support/download.php?file_id=7186) and rebuilt. Though (as I said in my previous comment) it is possible that the double-lick could be post-mortem, i.e. the right cause was some previous action... ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #20, bug #13498 (project freeciv): And 3rd reason is that the backtrace you accept to be related to this bug contains this: #14 0x0807581c in meswin_double_click (message_index=0) at messagewin_common.c:239 (so it seems it was 1st message in the list to be double-clicked) ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1355] use specnum.h for the server state
Follow-up Comment #2, patch #1355 (project freeciv): Why do you changed also clients states? That's not very important, but it useless in this case. OK; so this part can be neglected. I think you should use the registry function secfile_lookup_str_int(), because secfile_lookup_str_default() and secfile_lookup_int_default() exits the server. (Until I finish my patch for registry). secfile_lookup_str_int() exists the server if the section does not exists. The other two functions return the default value if the section does not exists and exit the server only if the section exists but is no string / int ... ___ Reply to this item at: http://gna.org/patch/?1355 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1356] use specnum.h for the event types
Follow-up Comment #2, patch #1356 (project freeciv): Why did you add those useless prototypes? I think every static function should be announced at the top of the *.c file? You also should use secfile_lookup_str_int(). see comment to patch #1355 Global headers like assert.h are usually included before freeciv ones like support.h (see in generate_specenum.h) will change this ... This comment looks superfluous to me... One can change that data without changing this comment... Anyway, if the this setting was too low, then the last enumerators wouldn't be declared and the compilation would fail. The comment should be included to give a hint there to search for the case of the error. The current number could be removed. ___ Reply to this item at: http://gna.org/patch/?1356 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1355] use specnum.h for the server state
Follow-up Comment #3, patch #1355 (project freeciv): secfile_lookup_str_int() exists the server if the section does not exists. The other two functions return the default value if the section does not exists and exit the server only if the section exists but is no string / int ... lol, that's why I don't like the current registry interface. There is also a section_file_lookup() which could be used to know if the section exists or not... ___ Reply to this item at: http://gna.org/patch/?1355 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #21, bug #13498 (project freeciv): I missed some piece of informations, thank you. This is very interesting... But I still have no idea of what can cause this bug. Was it near a recent destroyed city? ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
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 = true, city_ok = true, visited = false} Caracas was an enemy city of size 3 with City Walls in previous turn (according to autosave). According to these facts and what I can remember I think I can reconstruct my actions quite well. In the previous turn I conquered the city. It was equipped with city walls so although there was a lot of enemy units, the size dropped only to 2 when I entered the city. The city is located on very unpleasant place for me so I decided to disband it: immediately after the conquer (still the same turn) I chose production of settlers and bought them and checked the Disband if build settlers on size 1. In the city itself and around it there were plenty of my military units. There was yet another close city (size 1) to be disbanded. The other city dissolved into settlers during turn over. Then in new turn I only clicked on the message informing me the settlers are finished in Caracas (I wanted disband the settlers them and buy new ones to disband the city). ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #23, bug #13498 (project freeciv): Is that 2.1.9 or svn 2.1 branch? Was Caracas yours before you conquered it? ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #24, bug #13498 (project freeciv): It is the release 2.1.9 with this one patch: https://gna.org/support/download.php?file_id=7186 (which should be irrelevant here as far as I can see). The Caracas was never mine. I am the aggressor in this case ;-) ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK
Follow-up Comment #25, bug #13498 (project freeciv): I will try to install a 2.1.9 version. This bug is supposed to be left now in svn branch, but actually not really fixed... ___ Reply to this item at: http://gna.org/bugs/?13498 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14657] secfile_has_section() duplicates section_file_lookup()
URL: http://gna.org/bugs/?14657 Summary: secfile_has_section() duplicates section_file_lookup() Project: Freeciv Submitted by: syntron Submitted on: Sonntag 01.11.2009 um 16:10 Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: see summary ___ File Attachments: --- Date: Sonntag 01.11.2009 um 16:10 Name: 0001-secfile_has_section-duplicates-section_file_lookup.diff Size: 2kB By: syntron http://gna.org/bugs/download.php?file_id=7198 ___ Reply to this item at: http://gna.org/bugs/?14657 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1349] Rework (+fix) auto-settler code
Le dimanche 01 novembre 2009 à 16:16 +0100, Goswin von Brederlow a écrit : pepeto no-reply.invalid-addr...@gna.org writes: Update of patch #1349 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Updated version of the patch against current svn. Also: * Remove potential crash on tile_index(NULL). * Cleanup in build city stuff: * All settlers use the same pf_parameter. * Units dying are not considered as a failure. If you have too many auto settler some will remain idle. If one dies then it should retask one of the idle ones. Yes, it doesn't change that behaviour. * Units which don't reach the position at the turns are not considered as a failure. If a unit can't reach its destination it should pick some other task. The failure makes the outer loop repeat assigning tasks. Yes, I agree, and it does that. I am talking about the settlers able to reach their destination but the path is too long to be reached in one turn. In your patch for building city, they were considered as failed mission. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14657] secfile_has_section() duplicates section_file_lookup()
Follow-up Comment #1, bug #14657 (project freeciv): fix version of the patch; I did miss one difference between both functions: secfile_has_section() checks for a section (like [player1]) while section_file_lookup() checks for an entry (like player1.name). As a name is defined for every player use this value to decide if the player is present. (file #7199) ___ Additional Item Attachment: File name: version2-0001-secfile_has_section-duplicates-section_file_lookup.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?14657 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1200] game settings can be locked by the ruleset
Follow-up Comment #3, patch #1200 (project freeciv): use section_file_lookup() instead of a new function which does the same (file #7200) ___ Additional Item Attachment: File name: settings20091101-0008-game-settings-can-be-locked-by-the-ruleset.diff Size:10 KB ___ Reply to this item at: http://gna.org/patch/?1200 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14657] secfile_has_section() duplicates section_file_lookup()
Follow-up Comment #2, bug #14657 (project freeciv): So, nothing duplicates anything? It mays have a player section without name entry... ___ Reply to this item at: http://gna.org/bugs/?14657 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14658] Palace not created
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 - Normal Status: None Assigned to: None Originator Email: mt.kine...@gmail.com Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: None ___ Details: In S2_2, svn updated today The first city didn't have a capital created automatically. savegame attached. playing as prussians, T-1, only city called capital has no palace. ___ Reply to this item at: http://gna.org/bugs/?14658 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14658] Palace not created
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 ___ Reply to this item at: http://gna.org/bugs/?14658 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14658] Palace not created
Follow-up Comment #2, bug #14658 (project freeciv): Did you modify the default ruleset? Currently I cannot reproduce. ___ Reply to this item at: http://gna.org/bugs/?14658 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14658] Palace not created
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 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14106] civserver should use --bind= address when connecting to the metaserver, too
Update of bug #14106 (project freeciv): Status:None = Wont Fix Open/Closed:Open = Closed ___ Follow-up Comment #7: I think the --identity parameter is really enough for doing what you are requesting. I check the source code, and it appears this parameter have recently added, so you are right it's on in 2.1.9, but it will be in next releases, 2.1.10 and 2.2.0. So I guess I can close this one now. Reference of the ticket in the old tracker rt PR#40755. ___ Reply to this item at: http://gna.org/bugs/?14106 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14658] Palace not created
Update of bug #14658 (project freeciv): Status:None = Confirmed ___ Reply to this item at: http://gna.org/bugs/?14658 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14660] Rivers_overlay error messages
URL: http://gna.org/bugs/?14660 Summary: Rivers_overlay error messages Project: Freeciv Submitted by: pepeto Submitted on: dimanche 01.11.2009 à 19:01 Category: general Severity: 2 - Minor Priority: 3 - Low Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: I got them when loading a scenario. Total repetitions: 27199. ___ Reply to this item at: http://gna.org/bugs/?14660 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14659] Cannot start tutorial
Follow-up Comment #1, bug #14659 (project freeciv): Broken with patch #1337. ___ Reply to this item at: http://gna.org/bugs/?14659 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1359] use RETURN_VAL_IF_FAIL_MSG() for secfile_lookup_*_default() functions
URL: http://gna.org/patch/?1359 Summary: use RETURN_VAL_IF_FAIL_MSG() for secfile_lookup_*_default() functions Project: Freeciv Submitted by: syntron Submitted on: Sonntag 01.11.2009 um 20:29 Category: general Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.2.0 ___ Details: a default value for the entry is defined for the secfile_lookup_*_default() functions. Do not exit the server but use this value if the selected type (str, int, bool) can't be found. The new macro RETURN_VAL_IF_FAIL_MSG() is used for this. ___ File Attachments: --- Date: Sonntag 01.11.2009 um 20:29 Name: 0001-use-RETURN_VAL_IF_FAIL_MSG-for-secfile_lookup_-_def.diff Size: 4kB By: syntron http://gna.org/patch/download.php?file_id=7202 ___ Reply to this item at: http://gna.org/patch/?1359 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14657] secfile_has_section() duplicates section_file_lookup()
Follow-up Comment #3, bug #14657 (project freeciv): So, nothing duplicates anything? It mays have a player section without name entry... You are right - at the end there is no duplicate. But is a player section without a name entry possible? (not considering editing the savegame by hand). Sorry for the noise. ___ Reply to this item at: http://gna.org/bugs/?14657 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14657] secfile_has_section() duplicates section_file_lookup()
Follow-up Comment #4, bug #14657 (project freeciv): Maybe for scenarios? ___ Reply to this item at: http://gna.org/bugs/?14657 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14661] wish: raise max map size to 30 from 29
URL: http://gna.org/bugs/?14661 Summary: wish: raise max map size to 30 from 29 Project: Freeciv Submitted by: kinetic Submitted on: Sunday 11/01/2009 at 20:34 Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: None ___ Details: The maximum number for the 'size' setting is 29. Can this be raised to 30 (for the ease of trying to make a new scenario map to scale)? ___ Reply to this item at: http://gna.org/bugs/?14661 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14661] wish: raise max map size to 30 from 29
Follow-up Comment #1, bug #14661 (project freeciv): As far as I know, the maximum number of tiles is (2^15 - 1) because on some places, the code assume the tile index is an signed short integer (e.g. path finding code). The size is automatically adjusted on the generator, and usually you don't get exactly the number of tiles you requested. So, a margin must be hold. However, I don't think I would make a problem to grow the maximum of this setting to 30. Over could have critical issues on unexpected topologies. Personally, I would also like to have bigger maximal values for gold and techlevel, notably useful for testing and tracking bugs. ___ Reply to this item at: http://gna.org/bugs/?14661 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14662] wish: delete all of a type in editor
URL: http://gna.org/bugs/?14662 Summary: wish: delete all of a type in editor Project: Freeciv Submitted by: kinetic Submitted on: Sunday 11/01/2009 at 21:53 Category: editor Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: None ___ Details: It would be helpful if you could delete all types of units/specials/etc. without switching between each type. ie, a way to delete settlers and workers (maybe even belonging to different people) without having to switch the target each time. But keep the option to only delete one unit of one type from one nation. undo/redo would also be helpful, but I think theres a bug about that already, but I can't find it. ___ Reply to this item at: http://gna.org/bugs/?14662 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev