Follow-up Comment #5, bug #21896 (project freeciv):
output window thread safety pacth committed, but as I have not reproduced the
crash with any version, leaving ticket open for jtn to confirm if it helped.
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Update of patch #4692 (project freeciv):
Status: Ready For Test = Done
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #2, patch #4393 (project freeciv):
Ooh, maybe I can use this to do the thing I've wanted to do for
ages, of making the capital city obvious on the map.
Should be, if you define three walls sets:
1 - Walls
2 - Capital
3 (1+2) - Capital with Walls
Follow-up Comment #3, patch #4393 (project freeciv):
- Updated against svn, and this time tested too
(file #20754)
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Additional Item Attachment:
File name: MultiWallGfx-2.patch Size:10 KB
Follow-up Comment #5, patch #4393 (project freeciv):
Value 5 is completely arbitrary, just something I threw in for testing the
implementation. You're right that 8 (or 7, if I recall correctly that
non-walled city does not count toward NUM_WALL_TYPES) would be much more
sensible.
UINT8 stands
Follow-up Comment #6, patch #4393 (project freeciv):
The non-boolean use-case I've created this for is that wall types act as
upgrades to previous ones, so that only one is active at the time -
EFT_VISIBLE_WALLS value is the level of the walls.
Update of bug #21896 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #6:
I was able to
Follow-up Comment #4, patch #4393 (project freeciv):
This is brilliant, but could NUM_WALL_TYPES be 8 rather than 5, to support
another boolean type, so that one could do something like:
City Walls: EFT_VISIBLE_WALLS: 1
Palace: EFT_VISIBLE_WALLS: 2
Television Tower: EFT_VISIBLE_WALLS: 4
Using
URL:
http://gna.org/bugs/?22047
Summary: Crash in gtk_text_layout_get_cursor_locations() on
Connect to network game
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 18 May 2014 12:58:01 BST
Category: client-gtk-2.0
Follow-up Comment #1, bug #21575 (project freeciv):
May be the same as bug #22047?
Is this seen literally at client startup, or only after pressing the Connect
to network game button?
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Follow-up Comment #1, bug #22047 (project freeciv):
The metaserver thread appears quiescent
Erm, what I've been assuming to be the metaserver thread -- it might be
something else (there are no Freeciv symbols in the backtrace so it probably
is something else, on reflection).
URL:
http://gna.org/bugs/?22048
Summary: Crashes and other trouble with repeated Connect to
network game / Cancel
Project: Freeciv
Submitted by: jtn
Submitted on: Sun 18 May 2014 13:18:00 BST
Category: client-gtk-2.0
Follow-up Comment #7, bug #21896 (project freeciv):
On the other hand, I managed to reproduce other trouble in this area while
trying to break this, so there might be more work to do here.
However, the trigger and symptom is sufficiently different that I raised a new
ticket, bug #22048.
Update of bug #21326 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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URL:
http://gna.org/bugs/?22049
Summary: Players can guess the number of units inside enemy
cities
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 03:50:53 PM CEST
Category: general
Follow-up Comment #7, patch #4393 (project freeciv):
- Make maximum number of Wall Types 7.
(file #20755)
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Additional Item Attachment:
File name: MultiWallGfx-3.patch Size:10 KB
Update of patch #4699 (project freeciv):
Depends on: = patch #4393
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http://gna.org/patch/?4699
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URL:
http://gna.org/patch/?4699
Summary: Alien Ruleset to support different gfx for stronger
Force Walls
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 18 May 2014 05:48:27 PM EEST
Category: rulesets
URL:
http://gna.org/bugs/?22050
Summary: Recursive transport problems
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 05:46:41 PM CEST
Category: general
Severity: 3 - Normal
Update of bug #20722 (project freeciv):
Depends on: = bugs #22050
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Follow-up Comment #1, bug #22050 (project freeciv):
(Lost the second point of my analysis about could_unit_load())
* can_unit_exist_at_tile(ptrans) wouldn't be effective neither for the same
reason.
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URL:
http://gna.org/bugs/?22051
Summary: Missing route for a city on river
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 06:27:32 PM CEST
Category: None
Severity: 3 - Normal
Follow-up Comment #3, bug #21161 (project freeciv):
I can't reproduce. Is there any extra option set. Could you provide a
savegame?
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Follow-up Comment #1, bug #22051 (project freeciv):
Feature.
Roads do not have AlwaysOnCityCenter flag on classic ruleset.
See patch #3007, patch #3154, and patch #3522
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Follow-up Comment #2, bug #22051 (project freeciv):
I was wondering if it was a feature.
This looks strange for not to be able to connect cities with roads at start
(because of the river). But if I am the only one complaining, I will live
with...
Follow-up Comment #2, bug #22050 (project freeciv):
On questions, I have some opinions, as follows:
1a) For interface simplicity, it makes sense to me that only top-level
transporters can be used as a load target, especially as the user has no way
to indicate into which transporter a unit should
Follow-up Comment #4, bug #22051 (project freeciv):
I'd be tempted to set AlwaysOnCityCenter in classic, and AutoOnCityCenter in
experimental, as it represents a noticeable change. Perhaps some of the other
features that were enabled in experimental in 2.4 can be moved to classic in
2.5 instead?
URL:
http://gna.org/patch/?4700
Summary: Revolentype
Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 18 May 2014 11:59:18 PM EEST
Category: general
Priority: 5 - Normal
Status:
URL:
http://gna.org/bugs/?22053
Summary: Impossible to attack cities with pathfinding
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 11:06:40 PM CEST
Category: ai
Severity: 3 - Normal
URL:
http://gna.org/patch/?4701
Summary: Faster priority queue
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 11:09:22 PM CEST
Category: general
Priority: 5 - Normal
URL:
http://gna.org/patch/?4702
Summary: Reduce the number of calls to priority queue
functions
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 11:15:32 PM CEST
Category: general
URL:
http://gna.org/patch/?4703
Summary: Remove calls to same_pos() in pathfinding
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 11:17:09 PM CEST
Category: ai
Priority: 5 - Normal
URL:
http://gna.org/patch/?4704
Summary: Zoc handling correction and optimization in
pathfinding
Project: Freeciv
Submitted by: pepeto
Submitted on: Sun 18 May 2014 11:23:37 PM CEST
Category: ai
Priority:
Update of bug #21988 (project freeciv):
Assigned to:None = pepeto
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Follow-up Comment #1, patch #4703 (project freeciv):
Are you sure than no tile compared can ever be virtual one (having distinct
pointer from real tile)?
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http://gna.org/patch/?4703
Follow-up Comment #2, patch #4703 (project freeciv):
I am sure no virtual tile is used in pathfinding. I also noticed that virtual
tiles are no more handled in same_pos() (I didn't investigate since when).
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Follow-up Comment #3, patch #4703 (project freeciv):
same_pos() only compares tile pointer for about 10 years (trunk r8387, rt
PR#10047).
I doubt this function is still useful, it probably can be removed completely.
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Follow-up Comment #4, patch #4703 (project freeciv):
So do we have any function to check if two tiles (of which at least one might
be virtual) have same map coordinates?
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http://gna.org/patch/?4703
Follow-up Comment #5, patch #4703 (project freeciv):
I thought same_pos() was doing it. I don't know any other function able to do
that.
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http://gna.org/patch/?4703
URL:
http://gna.org/patch/?4705
Summary: Get rid of last function names with prefix my_
Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 19 May 2014 01:24:07 AM EEST
Category: general
Priority: 5 -
URL:
http://gna.org/bugs/?22054
Summary: Arrival of a caravan/freight by sea does not trigger
traderoute dialog
Project: Freeciv
Submitted by: sds
Submitted on: Mon 19 May 2014 01:53:27 AM UTC
Category: general
Follow-up Comment #1, bug #22048 (project freeciv):
I could reproduce the crash a couple of times without the attached patch, but
not once with it.
It initializes meta server scan result before new scan. Presumably it used to
get SCAN_STATUS_DONE from the previous scan, causing attempt to handle
Update of bug #22048 (project freeciv):
Status:None = Ready For Test
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Follow-up Comment #3, bug #22040 (project freeciv):
Looked at the attachment screenshot, and there's sails (like I have
experienced), *not* triremes as original submission claimed.
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http://gna.org/bugs/?22040
Update of bug #22040 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.4.3, 2.5.0, 2.6.0
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Follow-up Comment #4:
Untested patch to
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