Conversion from 2.5 to 2.6

Contribute, display and discuss rulesets and modpacks for use in Freeciv here.
Post Reply
Wahazar
Elite
Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Conversion from 2.5 to 2.6

Post by Wahazar »

Because I'm converting my modpack from 2.5 to 2.6, I will have some questions, which I didn't found on http://freeciv.wikia.com/wiki/NEWS-2.6.0

1. IgWall flag disappeared - is it now defined in effects?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
cazfi
Elite
Posts: 3077
Joined: Tue Jan 29, 2013 6:54 pm

Re: Conversion from 2.5 to 2.6

Post by cazfi »

Wahazar
Elite
Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: Conversion from 2.5 to 2.6

Post by Wahazar »

Thank you, didn't know this page, very useful.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Wahazar
Elite
Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: Conversion from 2.5 to 2.6

Post by Wahazar »

Seems that is a typo in documentation about survive flag, if great wonder may be obsoleted by given tech, there should be survive FALSE, not true?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
nef
Elite
Posts: 324
Joined: Mon Jun 25, 2018 5:01 pm

Re: Conversion from 2.5 to 2.6

Post by nef »

Maybe the word "survives" is a bit ambiguous. My (technical) understanding is that a distinction is being made between state and event. "survives" implies event (e.g. wonder had been built), absence implies (current) state (e.g. wonder exists and is still active). Perhaps, the use of these keywords (event/state) instead of true/false may make this more obvious.

When it comes to the page link with the example of techs with range "world" the distinction may be less obvious but think of "sometime in the past or present" versus "now only".
Wahazar
Elite
Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: Conversion from 2.5 to 2.6

Post by Wahazar »

I have big troubles to bring my custom tileset to work with version 2.6 (this tileset is required for my ruleset due to large number of new units and buildings).
In version 2.5 all spec files were located in ruleset directory, I had special .tileset file which had read from these.

In version 2.6, no matter if I put appropriate files in application directory (freeciv/data/augmented2...) or home settings directory (.freeciv/2.6/augmented2...)
nothing appear.
I checked logs, and see

Code: Select all

Could not open 'data\augmented2.tilespec':
In secfile_from_input_file() [../../../../utility/registry_ini.c:407]: secfile 'data\augmented2.tilespec' in section 'tilespec': Expected entry name
  file "data\augmented2.tilespec", line 129, pos 0
  looking at: '  "augmented2/amplio_units/units.spec"
But these units exists. What can be wrong?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
cazfi
Elite
Posts: 3077
Joined: Tue Jan 29, 2013 6:54 pm

Re: Conversion from 2.5 to 2.6

Post by cazfi »

Wahazar wrote:

Code: Select all

Could not open 'data\augmented2.tilespec':
In secfile_from_input_file() [../../../../utility/registry_ini.c:407]: secfile 'data\augmented2.tilespec' in section 'tilespec': Expected entry name
  file "data\augmented2.tilespec", line 129, pos 0
  looking at: '  "augmented2/amplio_units/units.spec"
But these units exists. What can be wrong?
There's syntax error at augmented2.tilespec line 129. It's expecting an entry name, but instead there reads "augmented2/amplio_units/units.spec".

Maybe you are missing comma from the end of line 128, so the entry 'files' ends there (and it's expecting a new entry after it).
Wahazar
Elite
Posts: 362
Joined: Mon Jul 02, 2018 1:49 pm

Re: Conversion from 2.5 to 2.6

Post by Wahazar »

cazfi wrote: Maybe you are missing comma from the end of line 128, so the entry 'files' ends there (and it's expecting a new entry after it).
Bingo! Thank you!
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Post Reply