Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2005:
[Freeciv-Dev] Re: (PR#14669) savegames and absent rulesets
Home

[Freeciv-Dev] Re: (PR#14669) savegames and absent rulesets

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: chrisk@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#14669) savegames and absent rulesets
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 25 Nov 2005 11:35:07 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14669 >

Per I. Mathisen wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=14669 >
> 
> On Tue, 22 Nov 2005, Christian Knoke wrote:
> 
>>When I start civclient with a data/ directory which misses that ruleset and
>>load a savegame, then the tech tree shows up as 'default' and - I guess -
>>some more things will go wrong. No warning is given, even with civclient -d3
>>
>>If you start a civserver seperately and point it to adir w/o the
>>ruleset, connect a civclient to it, and load the game from the chat line,
>>also no warning is given, not even in the civserver -d 1
> 
> I am not sure what you are saying here, but if you load a savegame, then
> the savegame determines which ruleset is to be loaded. This is a
> necessary feature.

But if that ruleset isn't present (for instance, because the DATADIR is 
changed) bizarre things will happen.

-jason





[Prev in Thread] Current Thread [Next in Thread]