[Freeciv-Dev] [bug #14631] --identity argument is not documented in server man page
URL: http://gna.org/bugs/?14631 Summary: --identity argument is not documented in server man page Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 09:00 Category: docs Severity: 2 - Minor Priority: 3 - Low Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: Fix attached. ___ File Attachments: --- Date: mercredi 28.10.2009 à 09:00 Name: trunk_S2_2_man_freeciv_server.diff Size: 850 o By: pepeto http://gna.org/bugs/download.php?file_id=7144 ___ Reply to this item at: http://gna.org/bugs/?14631 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14611] maphand.c assertion failure
Update of bug #14611 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14611 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14320] Assertion `is_tiles_adjacent(punit-tile, ptile)' failed.
Update of bug #14320 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14320 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14607] Server crash when leaving
Update of bug #14607 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14607 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14613] goto+build city only possible if current tile allows city building
Update of bug #14613 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14613 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14612] City builders: Don't draw city outlines around unit while on a goto
Update of bug #14612 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14612 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14610] Font options don't work
Update of bug #14610 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14610 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14515] Behaviour of hydro/nuclear/solar plants etc doesn't match documentation
Update of bug #14515 (project freeciv): Status: In Progress = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14515 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14632] City name and city production font options doesn't work
URL: http://gna.org/bugs/?14632 Summary: City name and city production font options doesn't work Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 10:05 Category: client-gtk-2.0 Severity: 2 - Minor Priority: 3 - Low Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: Changing them don't affect what they should. ___ Reply to this item at: http://gna.org/bugs/?14632 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14615] want to set buddies even when not AI
Update of bug #14615 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14615 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14619] Remove packets freeze_hint and thaw_hint
Update of bug #14619 (project freeciv): Priority: 3 - Low = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?14619 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14608] Requirement cleanup
Update of bug #14608 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release:None = 2.2.0 ___ Reply to this item at: http://gna.org/bugs/?14608 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14627] e_tech_* sound event triggered on changing tech
Update of bug #14627 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?14627 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14603] Error autosaving on trunk revision 16210 over Ubuntu 9.04
Update of bug #14603 (project freeciv): Status: Confirmed = Ready For Test Assigned to:None = pepeto ___ Follow-up Comment #10: I think now I have understood what this bug was about. I attached the fix: * A dot in the path is not considered as an extension. * A dot at the start of the filename is not considered as an extension. * If you give a path without filename (e.g. ~/.freeciv/saves/), the game will be saved in this path with a generated filename. The current behaviour is a failure: cannot save (~/.freeciv/saves/.sav.gz) (file #7153, file #7154) ___ Additional Item Attachment: File name: S2_1_save_game.diffSize:2 KB File name: trunk_S2_2_save_game.diff Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?14603 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14637] Trunk server infinitate loop
URL: http://gna.org/bugs/?14637 Summary: Trunk server infinitate loop Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 12:44 Category: general Severity: 4 - Important Priority: 7 - High Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: An sample of gdb back trace: #15208 0x0050b0f6 in real_freelog (level=1106621200, message=0x58f0d0 %s) at log.c:342 #15209 0x00405694 in event_cache_data_new (packet=0x7fff42756e30, target_type=ECT_ALL, players=0x0) at notify.c:428 #15210 0x004061c8 in notify_conn (dest=0x0, ptile=value optimized out, event=value optimized out, color= {foreground = 0x57d680 #FF, background = 0x0}, format=value optimized out) at notify.c:223 #15211 0x00404f68 in con_handle_log (level=1, message=0x8dc0a0 In event_cache_data_new() (notify.c, line 427): assertion 'NULL != event_cache' failed., file_too=false) at console.c:57 #15212 0x0050ae53 in vreal_freelog (level=1, ---Type return to continue, or q return to quit--- message=0x553d90 In %s() (%s, line %d): assertion '%s' failed., ap=value optimized out) at log.c:329 #15213 0x0050b0f6 in real_freelog (level=1106621200, message=0x58f0d0 %s) at log.c:342 #15214 0x00405694 in event_cache_data_new (packet=0x7fff427578f0, target_type=ECT_ALL, players=0x0) at notify.c:428 #15215 0x004061c8 in notify_conn (dest=0x0, ptile=value optimized out, event=value optimized out, color= {foreground = 0x57d680 #FF, background = 0x0}, format=value optimized out) at notify.c:223 #15216 0x00404f00 in con_handle_log (level=0, message=0x8dc0a0 In event_cache_data_new() (notify.c, line 427): assertion 'NULL != event_cache' failed., file_too=false) at console.c:65 #15217 0x0050ae53 in vreal_freelog (level=0, message=0x571877 Server bind failed: %s, ap=value optimized out) at log.c:329 #15218 0x0050b0f6 in real_freelog (level=1106621200, message=0x58f0d0 %s) at log.c:342 #15219 0x004831f4 in server_open_socket () at sernet.c:997 #15220 0x0040ae8d in srv_main () at srv_main.c:2117 #15221 0x00404346 in main (argc=3, argv=0x7fff42758548) at civserver.c:347 Certainly also occur in S2_2. ___ Reply to this item at: http://gna.org/bugs/?14637 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14637] Trunk server infinite loop
Update of bug #14637 (project freeciv): Summary: Trunk server infinitate loop = Trunk server infinite loop ___ Reply to this item at: http://gna.org/bugs/?14637 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Build tests with FullMoon
2009/10/27 Goswin von Brederlow goswin-...@web.de: Marko Lindqvist cazf...@gmail.com writes: I'm also developing (nightly) build tool called fullmoon ( http://www.cazfi.net/fullmoon/ ). I'm using freeciv building as test case for fullmoon. This should benefit both projects. Now I'm nearing the point where fullmoon can start sending emails to this mailing list about failed nightly builds. Does that include running a testgame with just AIs and an observer for every client? At the moment it's testing only the building. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14639] Auto-selected race are not shown
URL: http://gna.org/bugs/?14639 Summary: Auto-selected race are not shown Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 17:42 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: ___ Reply to this item at: http://gna.org/bugs/?14639 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14640] Game over message is not shown in the message box
URL: http://gna.org/bugs/?14640 Summary: Game over message is not shown in the message box Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 17:43 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.0 ___ Details: ___ Reply to this item at: http://gna.org/bugs/?14640 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1280] add offline events
Follow-up Comment #24, patch #1280 (project freeciv): I committed my patch by mistake at revision 16236 and 16237. Should I revert it or close this one? ___ Reply to this item at: http://gna.org/patch/?1280 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1234] more than one build slot for units
Follow-up Comment #4, patch #1234 (project freeciv): The problem I see is that this makes it rather unpredictable how many units will be build. Even if you have 2 or 3 build slots that does not mean you will build 2 or 3 units of each type. That depends on the surplus of shield. This was planned as a possibility to use the production of big cities. Without this, these cities would accumulate shields with no possibility to use them. I restricted the possibility to units without population cost so that you can expect that will happen. Would a checkbox, which is only active if such a unit is build be OK? Using the checkbox you could choose if 1,2,3...x units should be (tried to) build next turn. This would also be the visual indicator for this feature. ___ Reply to this item at: http://gna.org/patch/?1234 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14639] Auto-selected race are not shown
Update of bug #14639 (project freeciv): Status:None = Invalid Assigned to:None = pepeto Open/Closed:Open = Closed ___ Follow-up Comment #1: It was just my message options. ___ Reply to this item at: http://gna.org/bugs/?14639 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14640] Game over message is not shown in the message box
Update of bug #14640 (project freeciv): Status:None = Invalid Assigned to:None = pepeto Open/Closed:Open = Closed ___ Follow-up Comment #1: I was playing as an AI, so there is no bug. ___ Reply to this item at: http://gna.org/bugs/?14640 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14641] Get control back when autogame is over
URL: http://gna.org/bugs/?14641 Summary: Get control back when autogame is over Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 18:30 Category: general Severity: 2 - Minor Priority: 3 - Low Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.1.10 ___ Details: In all current branch, you cannot issue any server command when you are connected to an autogame. I guess this is correct. But after the game ended, there is no reason to don't read our connection request. Fix attached. ___ File Attachments: --- Date: mercredi 28.10.2009 à 18:30 Name: trunk_S2_2_S2_1_autogame_over.diff Size: 523 o By: pepeto http://gna.org/bugs/download.php?file_id=7158 ___ Reply to this item at: http://gna.org/bugs/?14641 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14637] Trunk server infinite loop
Follow-up Comment #1, bug #14637 (project freeciv): Here a fix, but this is linked with my accidental commit, so I don't know if we will revert it or fix over. Also free the event cache datas. (file #7159) ___ Additional Item Attachment: File name: trunk_S2_2_avoid_recursive_log.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?14637 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1234] more than one build slot for units
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes: Follow-up Comment #4, patch #1234 (project freeciv): The problem I see is that this makes it rather unpredictable how many units will be build. Even if you have 2 or 3 build slots that does not mean you will build 2 or 3 units of each type. That depends on the surplus of shield. This was planned as a possibility to use the production of big cities. Without this, these cities would accumulate shields with no possibility to use them. I restricted the possibility to units without population cost so that you can expect that will happen. Would a checkbox, which is only active if such a unit is build be OK? Using the checkbox you could choose if 1,2,3...x units should be (tried to) build next turn. This would also be the visual indicator for this feature. What is wrong with building the next unit in the list and possibly showing the number of turns required as 0 for all but the first of a set? And in your mode what would happen if I set it to 3 and it only completes 2? Would one remain on the list? MfG Goswin ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1222] function to access information for different radii
Follow-up Comment #5, patch #1222 (project freeciv): rebased to current trunk (file #7160) ___ Additional Item Attachment: File name: cityradius_sq20091028-0001-function-to-access-information-for-different-radii.diff Size:85 KB ___ Reply to this item at: http://gna.org/patch/?1222 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1235] [Metaticket] variable city radii
Follow-up Comment #9, patch #1235 (project freeciv): updated version; changes: * use ftc_server for notify_player() * change new city iterator in ./client/tilespec.c (file #7161) ___ Additional Item Attachment: File name: cityradius_sq20091028.diff.bz2 Size:25 KB ___ Reply to this item at: http://gna.org/patch/?1235 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1234] more than one build slot for units
Follow-up Comment #5, patch #1234 (project freeciv): What is wrong with building the next unit in the list and possibly showing the number of turns required as 0 for all but the first of a set? I think this would be to powerfull (space ship?). And in your mode what would happen if I set it to 3 and it only completes 2? Would one remain on the list? As one can estimate the amount of shields available (stock + production) only the max. number you could reach with the shields available would be active. This number would further be restricted by the number of build slots. ___ Reply to this item at: http://gna.org/patch/?1234 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1351] Add 'const' flags to predefined ft_color
URL: http://gna.org/patch/?1351 Summary: Add 'const' flags to predefined ft_color Project: Freeciv Submitted by: pepeto Submitted on: mercredi 28.10.2009 à 20:45 Category: general Priority: 1 - Later Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: None ___ Details: ___ File Attachments: --- Date: mercredi 28.10.2009 à 20:45 Name: trunk_S2_2_const_ft_color.diff Size: 5 ko By: pepeto http://gna.org/patch/download.php?file_id=7162 ___ Reply to this item at: http://gna.org/patch/?1351 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13500] savenames with UTF-8 characters do not work
Update of bug #13500 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?13500 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1280] add offline events
Follow-up Comment #25, patch #1280 (project freeciv): I think as it is now committed it should stay. I tested it for two local players; one disconnects and reconnects one turn later and it is running fine! Are options planed to set the number of messages, the number of turn and to (de)activate chat messages in offline events? ___ Reply to this item at: http://gna.org/patch/?1280 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13679] Autogames with same gameseed mapseed differ
Follow-up Comment #1, bug #13679 (project freeciv): Does it still occur in current svn? I didn't observe this. May it has been fixed for bug #14415? ___ Reply to this item at: http://gna.org/bugs/?13679 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13803] [Patch] Start position cleanup and extension
Follow-up Comment #2, bug #13803 (project freeciv): Aren't patch #1336, patch #1337 and bug #14574 duplicating this? ___ Reply to this item at: http://gna.org/bugs/?13803 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1280] add offline events
Follow-up Comment #26, patch #1280 (project freeciv): Are options planed to set the number of messages, the number of turn and to (de)activate chat messages in offline events? Certainly later, but it should be configurable with the server settings. Normal users (!= longturn) don't need it. ___ Reply to this item at: http://gna.org/patch/?1280 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1234] more than one build slot for units
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes: Follow-up Comment #5, patch #1234 (project freeciv): What is wrong with building the next unit in the list and possibly showing the number of turns required as 0 for all but the first of a set? I think this would be to powerfull (space ship?). Not a unit and putting 2 space ship components into the list would be the same as clicking the 2 box in your system. I'm not arguing about changing what gets build. Just how to account for/coordinat that with the build list. I'm perfectly fine with building just one Diplomat if you have a Diplomat and an Armor in the build list. But if you have 2 Diplomats and then an Armor and enough shields it should build 2 and remove 2 from the build list. Lets explain it this way: The unit type build can only be changed once a turn but it will produce as many units as are queued up and shields allow. Diplomat, Armor, Diplomat, Armor takes always = 4 turns. Diplomat, Diplomat, Armor, Armor takes = 2. Armor, Coinage builds exactly one armor and coinage the next turn. Freight will build as many Freights as possible each turn. And in your mode what would happen if I set it to 3 and it only completes 2? Would one remain on the list? As one can estimate the amount of shields available (stock + production) only the max. number you could reach with the shields available would be active. This number would further be restricted by the number of build slots. The build list can be long, the city can grow or shrink many times during that time. You can easily gain or loose build slots as well as change shield production and shields stored. Even in the same turn you can disband units and gain more shields that way and suddenly more slots are able to be filled. MfG Goswin ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev