[Freeciv-Dev] (PR#39858) middle click for terrain info on unexplored territory causes crash

2007-11-12 Thread

http://bugs.freeciv.org/Ticket/Display.html?id=39858 >

If I middle click for terrain info on unexplored territory it causes a crash

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[Freeciv-Dev] (PR#39857) attempt to bribe barbarian causes crash

2007-11-12 Thread

http://bugs.freeciv.org/Ticket/Display.html?id=39857 >


If the diplomat in the city attempts to subvert the barbarian legion
with a bribe of 100 gold the game will crash.



civgame-0250.sav.gz
Description: application/gzip
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[Freeciv-Dev] (PR#18898) [gui-win32] Pick Nation Dialog Bug

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=18898 >

> [EMAIL PROTECTED] - Sun Jul 23 23:51:52 2006]:
> 
> Action Done:
> Pressing "Intellegence" from Players dialog on AI computer
> when would normally show up with no intellegence
> 
> Message:
> IN tech.c
> Line 63
> 
> Expression tech == A_FUTURE || (tech >=0 && tech <
> game.control.num_tech_types)
> 

This crash was (should have been) resolved in PR#16824.

> Select Player Misdesign:
> the radio buttons for selecting Gender and City Style are not
> seperated
> eg, you can only select one option between the 2 of them
> 
> 
> using WinXP SP2
> 
> Scott
> [EMAIL PROTECTED]
> 

This is not entirely true. In 2.1.0, you can select first gender, then city 
style 
successfully. However, as soon as you pick gender again, city style gets 
deselected - which is a bug.

 ~Daniel

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[Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-12 Thread

http://bugs.freeciv.org/Ticket/Display.html?id=39859 >

The sliders to set the values (gold, happy, etc.) do not work in the
governor menu of the cities. It is possible to use the presets but you
are not able to set the values yourself.

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[Freeciv-Dev] (PR#13739) savegame can't be loaded (illegal activity & transported_by fields)

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=13739 >

> [jdorje - Mon Aug 22 17:55:14 2005]:
> 
> The attached savegame (made with an earlier 2.0.99 freeciv) can't be 
> loaded in the current CVS version.  It fails several sanity checks on 
> startup.  There is a Battleship in an inland city on hills.  This used 
> to be allowed (various bugs allowed it to happen, so it can exist in old 
> savegames) but is now disallowed.  There should be checks for it when 
> loading savegames.
> 
> -jason
> 
> 
> 

The savegame didn't stick. Maybe one could be created with an old version of 
civworld.

 ~Daniel

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Re: [Freeciv-Dev] (PR#13739) savegame can't be loaded (illegal activity & transported_by fields)

2007-11-12 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=13739 >

There are some checks for this kind of thing in 2.2, with the new(ish)
unit, terrain, movement class stuff, but I've not noticed anything in 2.1.



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[Freeciv-Dev] (PR#39860) autosave: human players civ taken over by AI

2007-11-12 Thread

http://bugs.freeciv.org/Ticket/Display.html?id=39860 >

- using 2.1.0 windows gtk2
- single player game, running 5 player game with 4 AI
- had client crash late in the game (~1500AD) for unknown reason (~at 
end of turn?, window abruptly closed)
- tried to load latest autosaved game after crash
- start screen showed all players controlled by AI
- console wrote something like: taking over civ XYZ - civ already 
controlled by 
- autosave was at end of my last turn, but when I pressed end turn, AI 
moved for my troops the following turns
- explored savedgame with text editor; controlled by AI was set true 
for my civ; tried to fix savedgame manually - did not work


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Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39852 >

Pepeto _ wrote:
> and say me that this stealth fighter can move to P1 and not go to
> dangerous positions.
> 
Verified.  The stealth fighter, currently in the middle of the ocean,
with 7/7 remaining, is unable to go to any dangerous position.  It could
reach P1 on the other side of the continent on the next turn.  The code
causes it to stop in P5 and refuel on the way.  Works (as all my previous
tests have indicated.)



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Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=39852 >

Committed S2_1 revision 13941.
Committed S2_2 revision 13942.
Committed trunk revision 13943.

The slightly different S2_2/trunk patch for posterity:

Index: common/aicore/pf_tools.c
===
--- common/aicore/pf_tools.c(revision 13941)
+++ common/aicore/pf_tools.c(working copy)
@@ -546,31 +546,32 @@
   enum known_type known,
   struct pf_parameter *param)
 {
-  struct base_type *pbase;
+  struct base_type *pbase = tile_get_base(ptile);
   int moves = SINGLE_MOVE * real_map_distance(param->start_tile, ptile);
-  int fuel = param->fuel_left_initially - 1;
+  int fuel = param->move_rate * param->fuel_left_initially;
 
-  if (is_allied_city_tile(ptile, param->owner)) {
+  if (fuel < moves) {
+/* not enough fuel. */
+return TRUE;
+  }
+
+  if (fuel >= moves * 2) {
+/* has enough fuel for round trip. */
 return FALSE;
   }
 
-  pbase = tile_get_base(ptile);
-
-  if (pbase && is_native_base_to_uclass(pbase, param->uclass)) {
+  if (fuel >= moves
+   && (is_allied_city_tile(ptile, param->owner)
+|| (pbase && is_native_base_to_uclass(pbase, param->uclass {
 /* All airbases are considered non-dangerous, although non-allied ones
  * are inaccessible. */
 return FALSE;
   }
 
-  if (param->moves_left_initially + param->move_rate * fuel >= moves * 2) {
-if (param->fuel_left_initially > 1
-|| ((param->fuel_left_initially > 2 
- || !BV_ISSET(param->unit_flags, F_ONEATTACK))
-&& (is_enemy_unit_tile(ptile, param->owner)
-|| (ptile->city && is_enemy_city_tile(ptile, param->owner) 
{
-  /* allow movement if fuelled, and attacks, even suicidal ones */
-  return FALSE; 
-}
+  if (is_enemy_unit_tile(ptile, param->owner)
+   || is_enemy_city_tile(ptile, param->owner)) {
+/* allow attacks, even suicidal ones */
+return FALSE;
   }
 
   /* Carriers are ignored since they are likely to move. */
@@ -629,7 +630,7 @@
 parameter->get_MC = single_airmove;
 break;
   default:
-freelog(LOG_ERROR, "Impossible move type to pft_fill_unit_parameter()!");
+freelog(LOG_ERROR, "pft_fill_unit_parameter() impossible move type!");
 break;
   }
 
@@ -670,7 +671,7 @@
 parameter->get_MC = single_airmove; /* very crude */
 break;
   default:
-freelog(LOG_ERROR, "Impossible move type to 
pft_fill_unit_overlap_param()!");
+freelog(LOG_ERROR, "pft_fill_unit_overlap_param() impossible move type!");
 break;
   }
 
@@ -701,7 +702,7 @@
 parameter->get_MC = single_airmove; /* very crude */
 break;
   default:
-freelog(LOG_ERROR, "Impossible move type to 
pft_fill_unit_attack_param()!");
+freelog(LOG_ERROR, "pft_fill_unit_attack_param() impossible move type!");
 break;
   }
 
@@ -754,8 +755,8 @@
struct unit *punit)
 {
   parameter->turn_mode = TM_CAPPED;
+  parameter->unknown_MC = SINGLE_MOVE;
 
-  parameter->unknown_MC = SINGLE_MOVE;
   if (uclass_has_flag(unit_class(punit), UCF_TERRAIN_SPEED)) {
 /* Unit is subject to terrain movement costs */
 struct unit_type *punittype = unit_type(punit);
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Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-12 Thread Daniel Doran

http://bugs.freeciv.org/Ticket/Display.html?id=39859 >

Version 2.1.0-rc1 (Windows) does not exhibit this behavior on my 
machine.  Sliders work fine.  Creating new presets works fine too.

 wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
>
> The sliders to set the values (gold, happy, etc.) do not work in the
> governor menu of the cities. It is possible to use the presets but you
> are not able to set the values yourself.
>
> ___
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>
>   



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Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39859 >

You're right - this is a regression between 2.1.0-rc1 and 2.1.0.

 ~Daniel

On 11/13/07, Daniel Doran <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
>
> Version 2.1.0-rc1 (Windows) does not exhibit this behavior on my
> machine.  Sliders work fine.  Creating new presets works fine too.
>
>  wrote:
> > http://bugs.freeciv.org/Ticket/Display.html?id=39859 >
> >
> > The sliders to set the values (gold, happy, etc.) do not work in the
> > governor menu of the cities. It is possible to use the presets but you
> > are not able to set the values yourself.
> >
> > ___
> > Freeciv-dev mailing list
> > Freeciv-dev@gna.org
> > https://mail.gna.org/listinfo/freeciv-dev
> >
> >
>
>
>
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Re: [Freeciv-Dev] (PR#39860) autosave: human players civ taken over by AI

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39860 >

On 11/12/07,  <> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39860 >
>
> - using 2.1.0 windows gtk2
> - single player game, running 5 player game with 4 AI
> - had client crash late in the game (~1500AD) for unknown reason (~at
> end of turn?, window abruptly closed)
> - tried to load latest autosaved game after crash
> - start screen showed all players controlled by AI
> - console wrote something like: taking over civ XYZ - civ already
> controlled by 
> - autosave was at end of my last turn, but when I pressed end turn, AI
> moved for my troops the following turns
> - explored savedgame with text editor; controlled by AI was set true
> for my civ; tried to fix savedgame manually - did not work
>
>

Known bug tracked in PR#22082 and listed at the top of
http://freeciv.wikia.com/wiki/Known_Bugs

 ~Daniel



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[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread Pepeto _

http://bugs.freeciv.org/Ticket/Display.html?id=39852 >

> [wsimpson - Lun. Nov. 12 15:47:11 2007]:
> 
> Works (as all my previous tests have indicated.)
> 

Doesn't.


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[Freeciv-Dev] (PR#20772) Bug: Air goto attack on unit or city not possible

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=20772 >

Air goto attack seems to be working as of r13943.

 ~Daniel

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[Freeciv-Dev] (PR#39861) scrollbar on side and top doesnt work

2007-11-12 Thread

http://bugs.freeciv.org/Ticket/Display.html?id=39861 >

ok ive been playing freeciv for a very long time and ive never seen this
in any of them the little scrollbar thingy on the bottom and side arent
there , now it doesnt seem that this could be an issue but it really
helps  to be able to scroll thru you country to see how big and well
placed it is and to maintain cities well

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[Freeciv-Dev] (PR#16811) Re: Issue tracking system for Freeciv

2007-11-12 Thread Tautvydas Andrikys

http://bugs.freeciv.org/Ticket/Display.html?id=16811 >

So our own hosting is not possible now as much as I understand.

Then lets choose what service to use:
1. Launchpad
2. Sourceforge
3. gna.org tracker
4. ??? any more choices

I vote for gna.org couse SVN is hosted there.

> [EMAIL PROTECTED] - Sun Nov 11 17:07:51 2007]:
> 
> On Nov 11, 2007 5:43 PM, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > From the hosting standpoint, if freeciv.org becomes a 401c3, then it
> > could collect donations so that it could pay for its own hosting if it
> > had to.
> 
> The problem has always been to find someone who could host it with an
> absolutely minimum of work needed to maintain it from our end.
> 
> Registering and maintaining a charity is almost a full time job.
> 
> > Has anyone looked into sourceforge?
> 
> Last I checked, it could not run bugzilla.
> 
>   - Per

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[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39852 >

> [wsimpson - Mon Nov 12 15:47:11 2007]:
> 
> Pepeto _ wrote:
> > and say me that this stealth fighter can move to P1 and not go to
> > dangerous positions.
> > 
> Verified.  The stealth fighter, currently in the middle of the ocean,
> with 7/7 remaining, is unable to go to any dangerous position.  It could
> reach P1 on the other side of the continent on the next turn.  The code
> causes it to stop in P5 and refuel on the way.  Works (as all my previous
> tests have indicated.)
> 

Issues as of S2_1 r13943:

- Can issue goto to any unsafe tile within its current moves. The unit
dies on EOT.

- Can issue goto to city two turns away, e.g. PY. The unit does not
refuel in city and dies on EOT.

- Can not issue goto to city more than two turns away, e.g. P1.


 ~Daniel

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Re: [Freeciv-Dev] (PR#39861) scrollbar on side and top doesnt work

2007-11-12 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=39861 >

On 11/13/07,  <> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39861 >
>
> ok ive been playing freeciv for a very long time and ive never seen this
> in any of them the little scrollbar thingy on the bottom and side arent
> there , now it doesnt seem that this could be an issue but it really
> helps  to be able to scroll thru you country to see how big and well
> placed it is and to maintain cities well
>

They are off by default in 2.1 but can be turned on by enabling:
Game>Local Options>Interface>Show Map Scrollbars

We get this question a lot so I suggest making a FAQ entry for it.

 ~Daniel



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Re: [Freeciv-Dev] (PR#39855) windows package and ggz client

2007-11-12 Thread Jason Dorje Short

http://bugs.freeciv.org/Ticket/Display.html?id=39855 >

Daniel Markstedt wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=39855 >
> 
> We ought to have a windows gtk package with embedded ggz client. Was told 
> on #ggz that the code is portable, with win32 binaries available from http://
> ggzgamingzone.org/~oojah/
> 
> Maybe we could make a special test package for 2.1.0.

Yes, the windows package should absolutely have GGZ built-in.

-jason



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