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[Freeciv-Dev] Re: client goto & patrol v2
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[Freeciv-Dev] Re: client goto & patrol v2

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To: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: client goto & patrol v2
From: Thue <thue@xxxxxxx>
Date: Wed, 30 Aug 2000 23:48:41 +0200
Reply-to: thue@xxxxxxx

On Wed, 30 Aug 2000 23:33:02 Jeff Mallatt wrote:
> The "goto line" is really neat!  But, there's a problem: the line is
> visible as long as the destination is legal (over land on same continent),
> and is not visible when the destination is illegal (over water or another
> continent).  The line *is* visible even if the destination is unknown, as
> long as it is legal.  This allows me to map an entire unknown continent
> just by waving the mouse over the black area of the map, watching for when
> the goto line is drawn.  I believe the easy solution to this is to not
> allow goto's into the unknown.

Since the client only knowns what the server tells it, you cannot known
*everything* this way. The problem is the one tile you see into the unknown, 
but I
think it should stay as it is only the same knowledge the human has from the
adjacent visible tiles.

Funny I have not seen the cores myself; I'll play around with tomorrow. But if
the client is crashing it must be the client goto patch, the shared visibility
was only UI changes.
You are very welcome to try to find the bug, but maybe I would be more
efficient at it as I know the code.

[I'll have a look at the rest of the bugs later]

-Thue



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