http://bugs.freeciv.org/Ticket/Display.html?id=40743 >
Couldn't crash it anymore, used to do it 95% of the time (was using
amplio and yellow freeciv theme too).
Thanks for fixing it. I hope it wouldn't be too much to ask, but can
you test the turn done blinking again with your new gtk ?
http://f
http://bugs.freeciv.org/Ticket/Display.html?id=40743 >
If no one else can reproduce it, it must be something wrong with my
GTK (Turn done button doesn't blink).
Ubuntu 8.10
checking for GTK+ - version >= 2.4.0... yes (version 2.14.4)
(gdb) bt full
#0 0xb7dd83e0 in gtk_notebook_button_release (
http://bugs.freeciv.org/Ticket/Display.html?id=40705 >
I keep getting segfaults when I double click on the [Messages X] title
tab to separate it, with dual/split chat and messages enabled.
The separate window pops up then whole thing dies.
Program received signal SIGSEGV, Segmentation fault.
[S
http://bugs.freeciv.org/Ticket/Display.html?id=40663 >
It's been like that for as long as I can remember, the code that does
it checks the size x and size y of the map (if you go over ~80%
landmass it reverts too).
Think it was because it had trouble placing all the islands in such a
small space
http://bugs.freeciv.org/Ticket/Display.html?id=15947 >
On Sun, Dec 14, 2008 at 7:09 PM, Madeline Book wrote:
> - What is the point of the variable 'k'? And what exactly
> does the 'i == k' test mean?
Makes sure the code puts a river mouth at the first suitable location
it finds, and ignores t
http://bugs.freeciv.org/Ticket/Display.html?id=39340 >
I found a solution for this last report
http://rt.freeciv.org/Ticket/Display.html?id=17435
Rivers still need fixing in the island generator too
http://rt.freeciv.org/Ticket/Display.html?id=15947
~~Yautja
On 4/14/07, Jason Short <[EMAIL PRO
http://bugs.freeciv.org/Ticket/Display.html?id=38165 >
Reported it 2 years ago, don't think anything came of it...
http://bugs.freeciv.org/Ticket/Display.html?id=12677
Spies getting executed has been broken since 1.14. No one has noticed
until it created this bug, may as well just get rid of it
http://bugs.freeciv.org/Ticket/Display.html?id=35908 >
Whatever method you guys decide on, can you make multiple graphical
sprites possible for a single terrain match?
Even with 81 sprites most of the terrain will just be coastal corners,
straights and (especially) deep ocean floor. Just having
http://bugs.freeciv.org/Ticket/Display.html?id=15947 >
Better fix this if 2.1 is ever to be released I suppose...
The problem was in the function below, in 2.08 there was no T_UNKNOWN
check. I assume every tile is T_UNKNOWN when the map generator is
generating a map causing it to make no river
http://bugs.freeciv.org/Ticket/Display.html?id=17435 >
Think I found what was causing this, somehow a T_UNKNOWN check got in
the mapgen is_near_land function since Freeciv 2.08. Don't think
T_UNKNOWN has any place in the generator code and the function is local
to mapgen.c
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