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

2010-04-07 Thread David Lowe

Follow-up Comment #22, patch #1330 (project freeciv):

I'm not sure if i'm using the correct terminology, but in the GTK city dialog
there is a line of 'tabs' along the bottom: Overview, Production, Happiness,
Governor, and Settings.  I guess what i call tabs is more properly called
pages?  In any case, i submit that keeping track of trade routes is important
enough to justify having a tab/page just for that.  I don't have a mockup
ready, but it would be essentially the same as what is currently presented by
clicking on the trade number.  This shouldn't take up much screen real estate
other than the length of the label on the tab.

The only thing that would be better is if the main 'Civilization' menu had a
new item which could display how many trade routes belong to each city, and
name of the trading partner.  This is definitely off topic and will get a new
ticket once i've worked up a proposed layout.

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[Freeciv-Dev] [bug #15345] Help: document new features illness and migration

2010-04-07 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #15345 (project freeciv):

Thank for the patch! I'm not a native speaker but the text looks OK and I did
not found any errors in the content.

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

2010-04-07 Thread Matthias Pfafferodt

Follow-up Comment #23, patch #1330 (project freeciv):

I'm not sure that the trade tooltip justifies an own page. It would be an
nearly empty page.

 The only thing that would be better is if the main 'Civilization' menu had
a new item which could display how many trade routes belong to each city, and
name of the trading partner.

Have you tried the client option 'Draw city trade routes'? If it is activated
the number of trade routes per city are drawn and also a line between two
trading cities.

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[Freeciv-Dev] [patch #1584] Add video mode option type

2010-04-07 Thread pepeto

Update of patch #1584 (project freeciv):

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

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Follow-up Comment #1:

Committed at revision 17283.


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[Freeciv-Dev] [patch #1589] struct city cleanup

2010-04-07 Thread pepeto

Follow-up Comment #12, patch #1589 (project freeciv):

It compiles fine now.


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[Freeciv-Dev] [bug #15807] assert in player_invention_state() [tech.c::129]

2010-04-07 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #15807 (project freeciv):

I did use the current trunk and the experimental ruleset (patch #1236;
activates tech upkeep). After I start the server and the client building a
city results in the error message

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[Freeciv-Dev] [patch #1574] add a player to a running game

2010-04-07 Thread Ulrik Sverdrup

Follow-up Comment #3, patch #1574 (project freeciv):

Nice, the code looks pretty simple actually.

I find the same map inconsistency when reviving a player (creating a new
player in a dead player's slot). Looking at the map editor, it seems the
server thinks the player can see the whole map, while the client sees only
tiles around the units. So borders show up from all over the map, but
middle-clicking in a dark area crashes the client. The original code (see my
C port) has some code to clear the revived player's map. We probably need to
do this.

Also, new players are created with AI mode ON before the game started, they
can probably be created as AI players if the game is running as well.

I'm attaching a scenario that has a lua function the most basic newcomer
initialization possible. Use like this:

(in running game)

  /create NewPlayer
  /lua newcomer(NewPlayer)

'newcomer' will find a random map spot and create basic starting units.

(file #8851)
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Additional Item Attachment:

File name: newcomers.sav  Size:5 KB


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[Freeciv-Dev] [patch #1598] sanitize city AI control

2010-04-07 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1598

 Summary: sanitize city AI control
 Project: Freeciv
Submitted by: syntron
Submitted on: Mittwoch 07.04.2010 um 23:27
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

use the AI functions of the current player to initialize the city's AI values



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File Attachments:


---
Date: Mittwoch 07.04.2010 um 23:27  Name:
20100407-01-trunk-sanitize-city-AI-control.diff  Size: 2kB   By: syntron

http://gna.org/patch/download.php?file_id=8852

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[Freeciv-Dev] [bug #15810] Sanity check should use fc_assert()

2010-04-07 Thread pepeto

Update of bug #15810 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.3.0  

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Follow-up Comment #1:

Fix attached.


(file #8854)
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File name: trunk_sanity_check_assert.diff Size:3 KB


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[Freeciv-Dev] [bug #15816] add a comment about a needed empty line in the nation.ruleset file

2010-04-07 Thread pepeto

Follow-up Comment #1, bug #15816 (project freeciv):

I don't agree that this should be solved with adding some comment about an
empty line. I don't understand why an empty line is needed. The best way to
solve the problem is probably to not need an empty line at the end of this
file (utility/inputfile.c?).


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[Freeciv-Dev] [patch #1574] add a player to a running game

2010-04-07 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1574 (project freeciv):

updated patch; the players knowledge about the map is cleared; no errors
anymore and it is working!

about the lua code:

* no gold (additional functions needed as you said in patch #1494)
* the newcomer() function can be called multiple times ;-)

(file #8855)
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[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)

2010-04-07 Thread Jacob Nevins

Follow-up Comment #24, patch #1330 (project freeciv):

 I'm not sure that the trade tooltip justifies an own page. It would be an
nearly empty page.
Indeed, the S2_0 branch had such a tab, and it was (nearly empty).

 The only thing that would be better is if the main 'Civilization' menu had
a new item which could display how many trade routes belong to each city, and
name of the trading partner.
You can get the number of trade routes in the city report (but not the names
of the partners).

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[Freeciv-Dev] [patch #1599] Scripting: Limit execution time

2010-04-07 Thread Ulrik Sverdrup

URL:
  http://gna.org/patch/?1599

 Summary: Scripting: Limit execution time
 Project: Freeciv
Submitted by: englabenny
Submitted on: torsdag 2010-04-08 den 00:53
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: englabenny
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.2.x, 2.3.0

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Details:

To catch infinite loops or any kind of very slow script, we can limit script
execution time. There should be something that interrupts script execution so
that it can't hang the server forever (writers of buggy scripts will be
thankful).

A lua debug hook is installed to be invoked every 1 executed lua
instructions. The limit of 5.0 seconds of CPU time is a very high limit. It
applies to all script function calls individually, including script load
time, script callback execution, etc.

Proposed for 2.2 and trunk

An easy way to make an infinite loop in lua, for testing purposes, is 'while
true do end'.



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File Attachments:


---
Date: torsdag 2010-04-08 den 00:53  Name:
2010040801-Scripting-Limit-execution-time.patch  Size: 3 kB   By: englabenny

http://gna.org/patch/download.php?file_id=8856

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[Freeciv-Dev] [patch #1599] Scripting: Limit execution time

2010-04-07 Thread Ulrik Sverdrup

Follow-up Comment #1, patch #1599 (project freeciv):

I forgot this remark: This is not a security feature. It is reportedly
possible to construct infinite loops using C library calls, and those won't
be caugth (the instructions counter does not advance).

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[Freeciv-Dev] [bug #15816] add a comment about a needed empty line in the nation.ruleset file

2010-04-07 Thread Jason Dorje Short

Follow-up Comment #3, bug #15816 (project freeciv):

If an empty line is required there should be a comment in the file.  I see
the patch but isn't the empty line above the comment, making the comment
actually wrong?  And which versions (1.14 and on) does this apply to?

Secondly, it does sound like it should be fixed.  Why is an empty line
required anyway?  Can we remove that limitation for trunk?

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