[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)

2010-03-30 Thread Matthias Pfafferodt

Follow-up Comment #18, patch #1330 (project freeciv):

 I haven't gotten trunk yet, but let me ask: does the new dialog make it
easier to see trade routes? In 2.2.0 this can only be viewed by clicking on
the trade number, which i don't find very intuitive. Perhaps this information
could go in a tab of it's own? 

The changes are only in the overview page and the happiness page. Mostly the
bigger city map is inserted and some rearranging is done. There is no change
wrt the trade.

The left click to get a tooltip with more information is used also for the
happiness information (see comment #15 and comment #16).

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[Freeciv-Dev] [bug #15643] unknown vote_no ignored

2010-03-30 Thread pepeto

Update of bug #15643 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15694] Aifill in Scenarios broken

2010-03-30 Thread pepeto

Update of bug #15694 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15695] Script section truncated in savegame

2010-03-30 Thread pepeto

Update of bug #15695 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread pepeto

Follow-up Comment #3, bug #15741 (project freeciv):

Attached back trace for trunk:
+verbose+
0x0048e643 in popup_worklist_editor (pCity=0x2464810, 
pGWL=value optimized out) at wldlg.c:1315
1315create_vertical_scrollbar(pEditor-pGlobal, 1,
(gdb) bt
#0  0x0048e643 in popup_worklist_editor (pCity=0x2464810, 
pGWL=value optimized out) at wldlg.c:1315
#1  0x0047a6fd in change_prod_dlg_callback (pButton=0x2463c50)
at citydlg.c:1317
#2  0x0046baae in widget_pressed_action (pWidget=0x2463c50)
at widget.c:393
#3  0x00405ac4 in gui_event_loop (pData=0x0, loop_action=0, 
key_down_handler=value optimized out, 
key_up_handler=value optimized out, 
mouse_button_down_handler=0x405050 main_mouse_button_down_handler, 
mouse_button_up_handler=value optimized out, 
mouse_motion_handler=0x404d10 main_mouse_motion_handler)
at gui_main.c:675
#4  0x004061d2 in ui_main (argc=1, argv=0x7fffe1c8)
at gui_main.c:1060
#5  0x004070ef in client_main (argc=value optimized out, 
argv=0x7fffe1c8) at client_main.c:498
#6  0x74e51abd in __libc_start_main (main=value optimized out, 
argc=value optimized out, ubp_av=value optimized out, 
init=value optimized out, fini=value optimized out, 
rtld_fini=value optimized out, stack_end=0x7fffe1b8)
at libc-start.c:220
#7  0x004047e9 in _start () at ../sysdeps/x86_64/elf/start.S:113
-verbose-

It crashes when trying changing the production of a city when having at least
7 global worklists defined.


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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread pepeto

Update of bug #15741 (project freeciv):

  Status:   Need Info = Confirmed  
 Planned Release: = 2.1.12, 2.2.1, 2.3.0   

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Follow-up Comment #4:

Occurs in all current branches.


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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread pepeto

Update of bug #15741 (project freeciv):

  Status:   Confirmed = Ready For Test 
 Assigned to:None = pepeto 

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Follow-up Comment #5:

Fix attached.


(file #8736)
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[Freeciv-Dev] [bug #15728] Inaccuracy in pathfinding from TM_WORST_TIME

2010-03-30 Thread pepeto

Follow-up Comment #6, bug #15728 (project freeciv):

 Couple more cosmetic comments: there are remaining references to
 TM_WORST_TIME in the header comments for pf_danger_map_iterate()
 and pf_fuel_map_iterate() (point 4), and to turn mode in the
 header for pf_normal_map_adjust_cost().

Fixed now.

 Can we neglect occupychance? I don't think it matters for
 client-side goto, but does the AI ever rely on path-finding to
 determine where it ends up after an attack? I haven't tried to
 work this out.

This should be a separated bug. It is very easy to take in account
occupychance. I guess that for a human player, it should be taken in account
if occupychance=100 and for an ai player if occupychance0.


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[Freeciv-Dev] [patch #1494] [Metaticket] merge longturn into mainline

2010-03-30 Thread Ulrik Sverdrup

Follow-up Comment #3, patch #1494 (project freeciv):

Here is a port of Maho's newcomers code to C. In C, we can finally read and
understand it :-)  It is a diff against trunk rev 17191

It seems to work well now. The critical parts come when the player list is
already full and dead players have to be replaced.

The process consists mainly of two parts:

1. Creating a new player, possibly taking a dead slot. Reset everything (map,
diplomacy, etc)
2. Creating new units according to the strength of the average player. So it
looks at civ score etc.

A possible plan of attack might be:

1. A /reap server command to make a dead player's slot and nation free
2. A server command to create a new player during the game, without giving
the player anything (or put this in lua)
3. A lua trigger or lua activation method where the script will give the
player its starting units.

To port this to lua lot of accessors are needed.

Of course, it could be interesting to be able to create new players from a
scenario or ruleset script, so that action can be made available. But I guess
the specific /reap  server action has to be a ALLOW_ADMIN command to be
carried out from the server.

The code I ported was taken from a svn clone of longturn, and I hope it
corresponds to the latest code.. I haven't compared with your diff.

(file #8738)
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File name: newcomers_trunk_r17191.diffSize:16 KB


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[Freeciv-Dev] [patch #1486] Merge client and server options GUI

2010-03-30 Thread pepeto

Update of patch #1486 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 

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Follow-up Comment #1:

Patch ready.


(file #8739)
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Additional Item Attachment:

File name: trunk_xaw_options.diff.bz2 Size:5 KB


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[Freeciv-Dev] [bug #15663] Custom Scenarios are not show in Start Scenario Game list

2010-03-30 Thread Ulrik Sverdrup

Update of bug #15663 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15729] [Metaticket] Make Scenario editing work well

2010-03-30 Thread Ulrik Sverdrup

Update of bug #15729 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Close, since this metaticket was pretty useless (and dependences fixed)

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[Freeciv-Dev] [bug #15738] map view not centered at the start

2010-03-30 Thread Ulrik Sverdrup

Update of bug #15738 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1486] Merge client and server options GUI

2010-03-30 Thread pepeto

Additional Item Attachment, patch #1486 (project freeciv):

File name: trunk_xaw_options2.diff.bz2Size:5 KB


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[Freeciv-Dev] [bug #15747] bizarre compile error in gtk2 popup_pillage_dialog

2010-03-30 Thread Jason Dorje Short

Follow-up Comment #3, bug #15747 (project freeciv):

Looks like just trunk is affected.

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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread Jason Dorje Short

Update of bug #15741 (project freeciv):

  Status:  Ready For Test = Need Info  
 Assigned to:  pepeto = None   
 Planned Release:2.1.12, 2.2.1, 2.3.0 =


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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread pepeto

Follow-up Comment #6, bug #15741 (project freeciv):

Please, don't make hiden tricky things. Why did you revert the status of this
item? It would be polite to argue instead of changing something it is not
assigned to you.


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[Freeciv-Dev] [bug #15753] should support IPv6 when connecting to metaserver

2010-03-30 Thread anonymous

URL:
  http://gna.org/bugs/?15753

 Summary: should support IPv6 when connecting to metaserver

 Project: Freeciv
Submitted by: None
Submitted on: Tuesday 03/30/2010 at 20:53 CEST
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: oneing...@gmail.com
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Apparently, meta.c has no traces of having support for reporting to
metaserver via IPv6 as of SVN r17122, while it should.

Note that should a dual-stacked server connect a dual-stacked metaserver, it
should send two queries: one to add itself to the IPv6 servers list (thereby
proving its IPv6 connectivity), and one for the same for IPv4.

(In general, I feel that whenever a metaserver hostname resolves to multiple
IP's, civserver should try to report to all of them.)





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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread pepeto

Update of bug #15741 (project freeciv):

  Status:   Need Info = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.1.12, 2.2.1, 2.3.0   


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[Freeciv-Dev] [patch #1263] possibility to lose a tech if it is transfered

2010-03-30 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1263 (project freeciv):

learned something (and I hope I will not forget it and make the error again)

the attached patch corrects the naming of a function and the handling of
diplomatic actions

(file #8742)
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Size:10 KB


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[Freeciv-Dev] [bug #15754] fix spelling error for killunhomed ('loose' = 'lose')

2010-03-30 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?15754

 Summary: fix spelling error for killunhomed ('loose' =
'lose')
 Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 30.03.2010 um 22:34
Category: general
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:





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File Attachments:


---
Date: Dienstag 30.03.2010 um 22:34  Name:
20100330-trunk-fix-spelling-error-for-killunhomed-loose-lose.diff  Size: 1kB 
 By: syntron

http://gna.org/bugs/download.php?file_id=8743

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[Freeciv-Dev] [patch #1569] Fix misspellings of lose or loser in trunk

2010-03-30 Thread Ulrik Sverdrup

URL:
  http://gna.org/patch/?1569

 Summary: Fix misspellings of lose or loser in trunk
 Project: Freeciv
Submitted by: englabenny
Submitted on: tisdag 2010-03-30 den 20:45
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:





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File Attachments:


---
Date: tisdag 2010-03-30 den 20:45  Name:
0001-Fix-spelling-of-lose-or-loser-where-it-occurs.patch  Size: 5 kB   By:
englabenny

http://gna.org/patch/download.php?file_id=8744

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[Freeciv-Dev] [patch #1263] possibility to lose a tech if it is transfered

2010-03-30 Thread Ulrik Sverdrup

Follow-up Comment #5, patch #1263 (project freeciv):

See gna patch #1569  for a patch to fix the other loose/looser in trunk. Feel
free to commit that patch if you get around to it before me.

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[Freeciv-Dev] [patch #1569] Fix misspellings of lose or loser in trunk

2010-03-30 Thread Ulrik Sverdrup

Follow-up Comment #1, patch #1569 (project freeciv):

Question: One misspelling occurs in a user-visible string. Should it be fixed
in 2.2?

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[Freeciv-Dev] [bug #15754] fix spelling error for killunhomed ('loose' = 'lose')

2010-03-30 Thread Matthias Pfafferodt

Update of bug #15754 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

see patch #1569

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[Freeciv-Dev] [bug #15738] map view not centered at the start

2010-03-30 Thread Matthias Pfafferodt

Follow-up Comment #5, bug #15738 (project freeciv):

works good but ...

.. could the centering of the map be moved after the resize of the main
window? At the start of the gtk client the window is extended to the entire
screen but the centering of the map is done using the old size. Thus, the
unit is not in the center but near the top left corner (*NOT* at the
corner!).

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[Freeciv-Dev] [patch #1570] create ruins for disbanded cities

2010-03-30 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1570

 Summary: create ruins for disbanded cities
 Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 30.03.2010 um 23:22
Category: general
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

call city_destroyed before remove_city()

for:
* disbanding a city into a unit
* disbanding due to migration



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File Attachments:


---
Date: Dienstag 30.03.2010 um 23:22  Name:
20100330-trunk-call-city_destroyed-before-remove_city.diff  Size: 1kB   By:
syntron

http://gna.org/patch/download.php?file_id=8745

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[Freeciv-Dev] [patch #1571] limit border radius sq

2010-03-30 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1571

 Summary: limit border radius sq
 Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 30.03.2010 um 23:23
Category: general
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

with the variable city radii a city size of 60+ is possible. This will result
in to large values. Therefore, limit the factor to MAX(pcity-size,
CITY_MAP_MAX_RADIUS_SQ).



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File Attachments:


---
Date: Dienstag 30.03.2010 um 23:23  Name:
20100330-trunk-limit-border-radius-sq.diff  Size: 1kB   By: syntron

http://gna.org/patch/download.php?file_id=8746

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[Freeciv-Dev] [bug #15755] default tilesets missing deep ocean/lake graphics

2010-03-30 Thread kinetic

URL:
  http://gna.org/bugs/?15755

 Summary: default tilesets missing deep ocean/lake graphics
 Project: Freeciv
Submitted by: kinetic
Submitted on: Tuesday 03/30/2010 at 21:47
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

isotrident, hex2t and isophex are all lacking deep ocean and lake graphics.
they use the default ocean instead adding possible confusion over apparently
odd behaviors of ships and the output of the tiles.




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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread Jason Dorje Short

Update of bug #15741 (project freeciv):

  Status:  Ready For Test = Need Info  
 Planned Release:2.1.12, 2.2.1, 2.3.0 =


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[Freeciv-Dev] [patch #1264] add tech upkeep

2010-03-30 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1264 (project freeciv):

update tech upkeep; cleanup of the code and show some text in the clients

(file #8748)
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[Freeciv-Dev] [patch #1494] [Metaticket] merge longturn into mainline

2010-03-30 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1494 (project freeciv):

 Here is a port of Maho's newcomers code to C. In C, we can finally read and
understand it :-) It is a diff against trunk rev 17191 

I will check it. It should be the current version as there are nearly no
commits in the longturn branch.

Do you plan to do this in lua or is an implementation directly in the server
the better approach?

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[Freeciv-Dev] [bug #15738] map view not centered at the start

2010-03-30 Thread Ulrik Sverdrup

Update of bug #15738 (project freeciv):

  Status:   Fixed = Ready For Test 
 Open/Closed:  Closed = Open   

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Follow-up Comment #6:

I see what you mean, this solution is not good enough when not using
fullscreen.

What about the this? We keep the first solution, so that in fullscreen, we
just start in the center. Since we show non-fullscreen in a small window
first, it'll let the user see a recentering, just like there is some blinking
as widgets are resized and the menu is shown (might be just my slow
computer).

What do you think?

Off-topic: I noticed your patch file names, it's better to have the date in
there since the patches pile up. Do you have a git format-patch alias for
that, anything particularly smart that makes it do the right thing? (Using
date + sequence number would be ideal)

(file #8750)
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Additional Item Attachment:

File name: 20100330-Center-map-at-start-of-game-second-patch-GTK-cli.patch
Size:1 KB


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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread pepeto

Update of bug #15741 (project freeciv):

  Status:   Need Info = Ready For Test 
 Planned Release: = 2.1.12, 2.2.1, 2.3.0   

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Follow-up Comment #7:

It seems we have some communication problems. What is the problem with the
status of this item? Why _Need Info_ whereas the bug has been reproduced, and
a fix has been attached?


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[Freeciv-Dev] [bug #15738] map view not centered at the start

2010-03-30 Thread Ulrik Sverdrup

Follow-up Comment #7, bug #15738 (project freeciv):

Or, we do like this, to simply keep the same tile in center while resizing
the mapview. In this patch it is done very formally with
map_keep_center_begin()/_end(), but maybe it should be the default behavior?

This way we reuse the already performed centering that put the center up in
the corner before.

(file #8751)
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[Freeciv-Dev] [bug #15734] EFT_MIGRATION_PCT quantised to multiples of 100%

2010-03-30 Thread Jacob Nevins

Update of bug #15734 (project freeciv):

  Status:  Ready For Test = In Progress


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[Freeciv-Dev] [patch #1494] [Metaticket] merge longturn into mainline

2010-03-30 Thread Ulrik Sverdrup

Follow-up Comment #5, patch #1494 (project freeciv):

The C version can lets us see what we move to lua easily and what not. But my
previous message already has a proposed plan of attack which mentions which
parts could be implemented in lua and which not.

If maho himself has any input it'd great as well of course. I guess everyone
would prefer to make the oft-configured stuff (unit/resource allocation)
easily configured in lua.

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[Freeciv-Dev] [patch #1566] Show pillage activity in middle-click map popup

2010-03-30 Thread Jacob Nevins

Update of patch #1566 (project freeciv):

  Status:  Ready For Test = In Progress


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[Freeciv-Dev] [bug #15734] EFT_MIGRATION_PCT quantised to multiples of 100%

2010-03-30 Thread Jacob Nevins

Update of bug #15734 (project freeciv):

  Status: In Progress = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1566] Show pillage activity in middle-click map popup

2010-03-30 Thread Jacob Nevins

Update of patch #1566 (project freeciv):

  Status: In Progress = Done   
 Open/Closed:Open = Closed 
 Planned Release: = 2.2.1  


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[Freeciv-Dev] [bug #15756] Show if city is occupied or not in Middle-click popup

2010-03-30 Thread Ulrik Sverdrup

URL:
  http://gna.org/bugs/?15756

 Summary: Show if city is occupied or not in Middle-click
popup
 Project: Freeciv
Submitted by: englabenny
Submitted on: tisdag 2010-03-30 den 23:14
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:


If you don't use the citybar, there are occations when it is very hard to see
if a city is occupied or not. Is it possible to add this information to the
middle-click popup?




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[Freeciv-Dev] [patch #1494] [Metaticket] merge longturn into mainline

2010-03-30 Thread Ulrik Sverdrup

Follow-up Comment #6, patch #1494 (project freeciv):

Maybe my original message was not as clear on C vs. lua as I thought, I'm
sorry.

Rough idea might be:

1. /reap server command -- implement in C
2. server command or server function to create a new player during the game,
without giving the player anything. Implement in C. Make the function
available in the lua API so scenarios and rulesets can use it.
3. Make many more functions available in lua so that the wanted calcluations
can be carried out

If you look in the patch, it is basically the higher level mechanisms there
that we really want in lua, the rest in various places in C. In Lua we want
to be free to change: selecting the starting tile, giving the player initial
units and giving the player initial gold and tech.

I think new functions we need in lua are things like:

Get player gold
Get player civilization score (not the same as full score)
Create units in boat(?)
Check if units can exist on a tile (for trireme on ocean etc)
Get unit list for tile
city closest to a tile



One open question is what to do with the Newcomer strength percentage
server option that was in longturn. If giving units to a new player is
controlled from lua, then a server option for that doesn't make much sense.
The ruleset can of course be reconfigured much more easily in lua than in C.
The ruleset may even choose to expose the strength percent directly in the
functions it defines for creating newcomers.

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[Freeciv-Dev] [bug #15721] S2_1 connect (road, irrigation etc) broken: jumbo callbacks for danger maps are not yet implemented.

2010-03-30 Thread Jacob Nevins

Follow-up Comment #4, bug #15721 (project freeciv):

I haven't got round to looking into this in any detail, but... it seems
rather a shame for pf_map_new() to silently ignore some of the parameters
requested; the error message helped the diagnosis of this error.

Is there any pressing need to apply a fix to S2_2 or trunk, where there's no
failure caused by this fault at the moment (that I know of)?

If this is a situation that only occurs on S2_1 and this combination of
path-finding requirements is not likely to be needed on S2_2/trunk in the
foreseeable future, then a quick fix for S2_1 to revert to previous behaviour
seems the most appropriate (even if the resulting path-finding is not
optimal).

But I admit I don't fully understand the different flavours of pathfinding
(normal/danger/fuel) yet, nor exactly what danger the danger_map is looking
for.

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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread Jason Dorje Short

Update of bug #15741 (project freeciv):

  Status:  Ready For Test = Need Info  
 Planned Release:2.1.12, 2.2.1, 2.3.0 =


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[Freeciv-Dev] [bug #15741] SDL client crashes in build dialog

2010-03-30 Thread Jason Dorje Short

Follow-up Comment #8, bug #15741 (project freeciv):

I only intentionally changed it to assign it to you.  Perhaps I was working
off an outdated version of the page itself and it reverted other fields?

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[Freeciv-Dev] [bug #15756] Show if city is occupied or not in Middle-click popup

2010-03-30 Thread Jacob Nevins

Follow-up Comment #1, bug #15756 (project freeciv):

Seems like a good idea.

If I might hijack this item briefly... is there any scope for flagging
capital cities on the map somehow, as well? The client seems to know the
capital city sometimes but not other times for the Intelligence dialog -- I
haven't checked how/where the info gets to the client though, and thus how it
interacts with fog-of-war.

An icon would be ideal but requires art. Having capital city info in the
middle-click popup would do in the meantime.

(If this digression threatens to derail this easy ticket I'll raise a new
one.)

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[Freeciv-Dev] [patch #1569] Fix misspellings of lose or loser in trunk

2010-03-30 Thread Jacob Nevins

Follow-up Comment #2, patch #1569 (project freeciv):

 One misspelling occurs in a user-visible string. Should it be fixed in
2.2?
It feels like this can be done with minimal impact to translators if the
corresponding msgid in all the po-files is updated manually at the same time,
on the assumption that the translated strings have the correct meaning.
However, it's not zero impact if any translator is actively working and isn't
familiar with svn merging, so I haven't tried it.
I think the least disruptive time to update the msgids would be just after an
update-po (as that's painful for anyone working on translations anyway).
(I'm interested as there are some similar minor corrections I want to make
for S2_2, too.)

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[Freeciv-Dev] [bug #15756] Show if city is occupied or not in Middle-click popup

2010-03-30 Thread Ulrik Sverdrup

Update of bug #15756 (project freeciv):

Category:  client-gtk-2.0 = client 

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Follow-up Comment #2:

The capital city info should already be there, it should list Palace as one
of the wonders in the city: with Palace

I didn't know, but of course this text is common for all clients. So
reassigning to client.

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