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I can confirm that problems 2+3+4 are indeed fixed! (for my mod as well) Nice job! Yes, the settlements have no fog of war now. :)
I have just discovered one more bug about this. (during making my theme) When you start a new game, almost all of the map is unexplored, so resources/images/terrain/unexplored/center0.png and ...1.png are used drawing the map. However, where all of the surrounding tile (of an unexplored tile) is also unexplored, resources/images/terrain/unexplored/border_*.png are also drawn on to resources/images/terrain/unexplored/center*.png! This is happens only in the case of unexplored tile. Since the basic...
I think, that can be fixed with splitting the old darkening off into another map traversal. As the commit message says its buggy/half-done. ;) Oh, super, then go ahead when you can. Thank you for the tip on using the alternative constructor. You're welcome! Weekend is over sadly, not sure when I get around to continueing. Yeah, I can work on it only on weekends (mostly) as well. If you got time, could you try if it looks good when the terrain/territory borders or map grids are active? It seems they...
Oh, you are making a new theme? Yeah, I am working on it for several months now. I hope I can work on it even more in the winter/xmas vacation, and maybe I can finish it this year (not so much chance though, still a lot to do). Thats nice. You are probably aware, but some code assumes overlays can't be higher than 1.5 times a tiles size. I am using the exact same size as in the base ruleset. :) If you could find a way to make the color rescaling work I'd work on the other half, Try this: RescaleOp...
I just lost a large explanation through a browser glitch. :( This is why I always start typing on a notepad, and copy-paste when done. :) Ok, I understand that the actual memory usage by the tile images is around 6 times bigger because it stores all zoom level at the same time. In this case we are talking about 109 MBytes as an additional. We are living in an age when even a smartphone has several GBytes of memory, I think even 110 MByte additional is acceptable. How the code complication can be...
Look. Obviously, there are two main choices to resolve this. 1) Store a darkened version of every tile overlay in the memory and use the correct one every time. Or: 2) Darken every tile overlay just before copying its contents to the map. The first one doubles the memory usage for tile overlays, the second one increses CPU time during gaming (slower code). I vote for the first version, because I think a faster game with bigger memory usage is better than a slower game with smaller memory usage. But...
Ok. Suppose I make the necessary refactoring to work the way I described. (which solves both problem) Is there a chance that it will be merged?
Oh, man... :( So the fog is applied as a last step to the drawn tile on the map. And a pretty-much complete refactoring is needed to the full solution what I imagined... :( I am against the "half" solutions. I would rather keep a darkened version of every tile overlay in the memory.
Now take a look at DarkeningBug2.png. I have signed the problematic terrain with red again. This terrain is a Broadleaf Forest. As you can see, this terrain is currently not visible ("fog of war"). Take a look at its NorthWest and NorthEast edges. You can see that the graphics of the trees are covering a small part of the neighboring terrains at NorthWest and NorthEast. But they are NOT darkened just like the center of the Broadleaf Forest! (The "true" NorthWest and NorthEast edges of this terrain...
Darkening terrain graphics error
Yes, the original bug is disappeared, i also can not reproduce it now. The warning...
That smal-x is subtle, as it implies a warning suppression only until the warning...
That smal-x is subtle, as it implies a warning suppression only until the warning...
That smal-x is subtle, as it implies a warning suppression only until the warning...
That smal-x is subtle, as it implies a warning suppression only until the warning...
Ok. Then close this.
My use case was to test Lone_Wolf's savegame against the fix of the 0-pop Colony...
Now it is a little better, but i would definitely not call it fixed. 1) Panel position...
Oh yeah, sorry, i have missed to turn on "remember panel positions" in the savegame....
"Remember panel positions" not working
Oh, and the savegame as attachment. :) Yes, this savegame contains some mods, but...
Indian Converting Bug
Load.ogg click sound
Thank you!
Thanks, but I was also the one who caused it. Only those do not make mistakes, who...
Excellent job!! I knew if there is someone, then YOU are the one, who is able to...
I have tested this and it works like a charm. The vertical scrollbar appears only...
Small notice: I think a separate branch on SF with a commit would be better/easier...
Can not load saved games more than 10x
Yess! It has been fixed now! Thank you! We can close this.
Maybe it has something has to do with a default option/setting. Try deleting all...
1) Load this savegame 2) Press F1 to see the Religious Advisor, now you see crosses:...
2 unit/cargo = 200 tons of that goods. That is what i was trying to refer to. :)...
I have downloaded 4b124fa_Dutch_1609_1_Spring.fsg and tested it. At first time i...
I have downloaded 4b124fa_Dutch_1609_1_Spring.fsg and tested it. At first time i...
I'm sorry man, nothing has changed with that commit. :(
I bet this BR is actually the same as i have told Mike in private. (especially looking...
Why is the status 'pending'?
Why is the status 'pending', btw?
Ok, i will. :)
Let's change hotkeys to match Col1
I think we can close this, these are no longer valid.
I have made a fix for this bug: Repositories/Branch: https://sourceforge.net/u/fenyo1/freecol/ci/FixMinimap/...
the colony is visible at (2/3 screen-width, 1/2 screen height), which is where it...
This is still unresolved. :(
Yes, this issue has been fixed! and also if it also fixes BR#2013 I presume you have...
Ok, a possible fix for this: src\net\sf\freecol\client\gui\panel\ColonyPanel.java:373:...
Caravel can not move!
Cross production stopped!
Colony is not centered horizontally
Colony Panel: "Cargo on carrier" can not scroll
Your expectations are unrealistic there. I am extremely busy Oh, sorry. I didn't...
One small thing: Could you please write me your private email address somehow? I...
Yess! That commit has fixed this bug! Thank you! We can close this issue.
It seems it goes to the wrong way at this point: ServerColony.java:576 Because this...
And BTW, i think these lines in data\rules\classic\specification.xml are not correct:...
And BTW, i think these lines in data\rules\classic\specification.xml are not correct:...
Wow! That preserve="true" is worked! Thank you! We can scratch BUG1. But what about...
Every time i start over, i have the same result as in the initial comment. :( Maybe...
It does not complete here, every time i start over. Maybe it has something to do...
Building complete but not built
unit-type-change and mods
Wow. I have never seen this message, in any FreeCol version yet. This is the first...
Certainly not. :( https://sourceforge.net/p/freecol/bugs/3015/
model.building.notEnoughInput is not working
Yes, indeed, it is fixed. And what about the "Jamestown has run out of lumber, Your...
Just to clarify, the real colony name appears, not "%colony%"? Yes, the real colony...
Just to clarify, the real colony name appears, not "%colony%"? Yes, the real colony...
This message comes when it should not: Nothing is being built in %colony%.
Oh, sorry, of course i meant the folders specified with these command line switches:...
Have you read the first point? ;) 1) Delete everything in mydata folder (Classic,...
Import map error
Mods names are incorrect
Though at second try, the number of moves left was not updated in the display of...
Minimap zoom restores
New hotkey: Move all cargo with Control key pressed down.
Goto command doubled
Indeed, it has been fixed. Col1 natives apparently only trade with ships in blocks...
This is certainly possible if you are selling to multiple settlements. Their demand...
Trade with Indians does not change in the same turn
The second fix is also working good.
Indeed, it has been fixed!
Hotkey for move all goods
Game freeze with IndexOutOfBoundsException
Indeed it is fixed now.
Indeed. It is fixed.
Stockade in the queue after built by De La Salle
Unit info panel error 2
Indeed, it is fixed. Now the Pacific can not be named, and the "Discovery of the...
I have seen this a fair bit, but it is mysterious, as AFAICT the position referenced...
Okay, then what would be the solution? Do we have to fix the map?
Indeed, it has been fixed. And broken games are truly fixed when Loading.
Confirmed! It has been fixed.
Although, it refreshes with a little delay, but that's not a real problem.
Confirmed! It has been fixed.
Confirmed! It is fixed now.
Map moves when clicking on a colony
Uncaught Exceptions
Expeditionary Force Errors