[Freeciv-Dev] (PR#11109) Big Goto Problems
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Subject: |
[Freeciv-Dev] (PR#11109) Big Goto Problems |
From: |
"Christian Knoke" <chrisk@xxxxxxxxx> |
Date: |
Sat, 20 Nov 2004 14:12:03 -0800 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=11109 >
CVS 20 NOV 2004 S2 GTK2
Hi there,
yes, big. I would have been thinking these are known, but, hm, I may be
wrong. These are out for some time now.
There are two classes of problems. Both of them I see quite often, and it
may be that they are connected. If you play some time and look you should
see them.
1.
Goto (Path finding) gives bad routes. This happens mostly with shorter
routes. You see this when roads or rivers are involved together with other
tiles. The attached PNG gives a good example. Note the worker is on a road.
You find a longer discussion in
http://rt.freeciv.org/Ticket/Display.html?id=4326
Parts of the discussion are no longer valid, others are.
I hope I can convince you that this is not only a matter of taste
(computation method) but plainly wrong.
2.
Goto aborts prematurely. I send a unit 3 tiles and it stops after 2. After
the second move it is still on GOTO (I think) and in the 3rd it is idle. No
message is given. AFAICS this happens when after 2nd turn MP are parts of a
whole (moved on a road/river), and the last one is a normal step (1 MP).
A report is in http://rt.freeciv.org/Ticket/Display.html?id=10719
I write this ticket because both bugs happen often and hurt in my eye. You
don't see them at first, but they are there .... should be fixed before
release.
Christian
--
Christian Knoke * * * http://cknoke.de
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
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