[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup
Update of patch #1831 (project freeciv): Status:None = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1831 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1840] If destination file name is missing, just default to source name
Update of patch #1840 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1840 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1827] README.distributions
Update of patch #1827 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1827 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup
Follow-up Comment #3, patch #1831 (project freeciv): It produces a warning (when trying to compile w/ debugging support): make[3]: Entering directory `/home/heilkitty/soft/freeciv/trunk/server' CC unithand.lo cc1: warnings being treated as errors unithand.c: In function 'unit_move_handling': unithand.c:1348: error: implicit declaration of function 'can_unit_attack_all_at_tile' make[3]: *** [unithand.lo] Error 1 make[3]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/heilkitty/soft/freeciv/trunk' make: *** [all] Error 2 ___ Reply to this item at: http://gna.org/patch/?1831 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup
Follow-up Comment #4, patch #1831 (project freeciv): unithand.c:1348: error: implicit declaration of function 'can_unit_attack_all_at_tile' That's weird since I cannot reproduce this, nor does the patch add call to can_unit_attack_all_at_tile or remove include directivies. Are you sure your source tree is clean Freeciv checkout? Maybe you have parts of patch #1850 (which makes can_unit_attack_all_at_tile static) left to your tree? ___ Reply to this item at: http://gna.org/patch/?1831 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup
Follow-up Comment #5, patch #1831 (project freeciv): Seems so, sorry for the false alarm. ___ Reply to this item at: http://gna.org/patch/?1831 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16421] ./civ -a and NEW_PASSWORD_TYPE
Update of bug #16421 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.1.12, 2.2.3, 2.3.0 ___ Reply to this item at: http://gna.org/bugs/?16421 ___ 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 #1838] Base multiplayer ruleset on Book's rewonder
Follow-up Comment #2, patch #1838 (project freeciv): Updated patch against current svn. (file #9814) ___ Additional Item Attachment: File name: trunk_multiplayer_rewonder2.diff Size:47 KB ___ Reply to this item at: http://gna.org/patch/?1838 ___ 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 #16423] 1: Entry value not recognized: error
URL: http://gna.org/bugs/?16423 Summary: 1: Entry value not recognized: error Project: Freeciv Submitted by: pepeto Submitted on: samedi 14.08.2010 à 09:40 Category: rulesets Severity: 2 - Minor Priority: 3 - Low Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: None Planned Release: 2.3.0 ___ Details: It seems that loading data/default/nation.ruleset causes this error. Here the a part of the logs: 4: inputfile: opened data/nation/hansa.ruleset ok 4: inputfile: opened (anonymous) ok 4: inputfile: sub-closing data/nation/hansa.ruleset 4: inputfile: sub-closed ok 4: inputfile: opened data/nation/hasinay.ruleset ok 4: inputfile: opened (anonymous) ok 1: Entry value not recognized: 4: inputfile: sub-closing data/nation/hasinay.ruleset 4: inputfile: sub-closed ok 4: inputfile: opened data/nation/hawaiian.ruleset ok 4: inputfile: opened (anonymous) ok 4: inputfile: sub-closing data/nation/hawaiian.ruleset 4: inputfile: sub-closed ok ___ Reply to this item at: http://gna.org/bugs/?16423 ___ 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 #16423] 1: Entry value not recognized: error
Follow-up Comment #1, bug #16423 (project freeciv): With the following patch I intend to commit: 1: Entry value not recognized: file data/nation/hasinay.ruleset, line 49, pos 11 looking at: ', ' included from file data/default/nations.ruleset, line 151 (file #9815) ___ Additional Item Attachment: File name: trunk_registry_entry_value.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16423 ___ 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 #16423] 1: Entry value not recognized: error
Update of bug #16423 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Follow-up Comment #2: There was an extra comma in the file data/nation/hasinay.ruleset: Nacachau, Nacanish, Namidish,, Yatasi, Naansi, (file #9816) ___ Additional Item Attachment: File name: trunk_hasinay_nation.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?16423 ___ 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 #16411] Global warming nuclear winter may change a tile multiple times
Update of bug #16411 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.1.12, 2.2.3, 2.3.0 ___ Follow-up Comment #1: Fixes attached. (file #9817, file #9818, file #9819) ___ Additional Item Attachment: File name: trunk_gw_nw_tile_only_once.diff Size:1 KB File name: S2_2_gw_nw_tile_only_once.diff Size:1 KB File name: S2_1_gw_nw_tile_only_once.diff Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?16411 ___ 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 #16411] Global warming nuclear winter may change a tile multiple times
Follow-up Comment #2, bug #16411 (project freeciv): Attached compilable fix for S2_1. (file #9820) ___ Additional Item Attachment: File name: S2_1_gw_nw_tile_only_once2.diff Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?16411 ___ 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 #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset
Update of bug #16410 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto Planned Release: = 2.2.3, 2.3.0 ___ Follow-up Comment #4: Patch attached which load the rulesets at the end of srv_prepare() only if no rulesets have been loaded yet. (file #9821) ___ Additional Item Attachment: File name: trunk_S2_2_load_rulesets.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16410 ___ 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 #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset
Follow-up Comment #5, bug #16410 (project freeciv): Ouch! I should have seen that :( So, if one needs to modify the nations in a custom ruleset, also the ../data/nation folder should be copied to form the basis of the modification. Thus, my example ruleset would consist of ../data/myDeafult and ../data/myNation OK, this was waste of your time but valuable for me as I know more now than before =) ___ Reply to this item at: http://gna.org/bugs/?16410 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally
URL: http://gna.org/bugs/?16426 Summary: Changing terrain to ocean should not clean pollution unconditionally Project: Freeciv Submitted by: handuman Submitted on: Saturday 08/14/10 at 11:15 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: When a polluted tile is transformed (or changed by global warming/nuclear winter) to ocean, the pollution and fallout is always remowed from the tile. This is again OK for the default ruleset where oceanic terrains are flagged with NoPollution. But in a default ruleset the flag may be absent by choise, and the pollution should not be cleared. ___ Reply to this item at: http://gna.org/bugs/?16426 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15945] Impossible to investigate a city twice
Update of bug #15945 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #3: Fix attached: * Can investigate twice. * Simplified the usage of city::client.info_units_supported and city::client.info_units_present initialized and freed in the create_city_virtual() and destroy_city_virtual(). * Removed duplication of the allocation of city::units_supported. (file #9822) ___ Additional Item Attachment: File name: trunk_investigate.diff Size:11 KB ___ Reply to this item at: http://gna.org/bugs/?15945 ___ 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 #16427] city::units_supported allocated twice
URL: http://gna.org/bugs/?16427 Summary: city::units_supported allocated twice Project: Freeciv Submitted by: pepeto Submitted on: samedi 14.08.2010 à 11:30 Category: client Severity: 2 - Minor Priority: 5 - Normal Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: trunk, S2_2, S2_1 Discussion Lock: Any Operating System: None Planned Release: 2.1.12, 2.2.3 ___ Details: In client side, this variable allocated first in create_city_virtual() is overwritten in handle_city_packet_common(), so the first unit_list is lost for every city. For trunk, the fix is included in the one for bug #15945. ___ File Attachments: --- Date: samedi 14.08.2010 à 11:30 Name: S2_2_units_supported_alloc.diff Size: 369 o By: pepeto http://gna.org/bugs/download.php?file_id=9823 --- Date: samedi 14.08.2010 à 11:30 Name: S2_1_units_supported_alloc.diff Size: 393 o By: pepeto http://gna.org/bugs/download.php?file_id=9824 ___ Reply to this item at: http://gna.org/bugs/?16427 ___ 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 #16426] Changing terrain to ocean should not clean pollution unconditionally
Follow-up Comment #1, bug #16426 (project freeciv): But in a default ruleset the flag may be absent by choise Do you mean in a custom ruleset? ___ Reply to this item at: http://gna.org/bugs/?16426 ___ 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 #16426] Changing terrain to ocean should not clean pollution unconditionally
Update of bug #16426 (project freeciv): Status:None = Confirmed ___ Reply to this item at: http://gna.org/bugs/?16426 ___ 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 #16426] Changing terrain to ocean should not clean pollution unconditionally
Update of bug #16426 (project freeciv): Category:None = general Status: Confirmed = Ready For Test Assigned to:None = pepeto Planned Release: = 2.2.3, 2.3.0 ___ Follow-up Comment #2: Fix attached. I was afraid for the S2_2 branch, because the fix affect the common part. Then old client could be out of synchronization with the server. Actually, it's not the case, because this function is called only via tile_apply_activity() from the client for safe actions (the title of the menus, and the help text). So committing to S2_2 is ok. (file #9825) ___ Additional Item Attachment: File name: trunk_S2_2_tile_change_terrain_dirtiness.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?16426 ___ 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 #16399] GLib-GObject-WARNING **: signal name `depressed' is invalid
Update of bug #16399 (project freeciv): Status:None = Wont Fix Assigned to:None = pepeto Open/Closed:Open = Closed ___ Follow-up Comment #1: Actually, it appears to be a debconf problem, not linked at all with Freeciv. ___ Reply to this item at: http://gna.org/bugs/?16399 ___ 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 #16401] Typos, mostly in new nations
Update of bug #16401 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?16401 ___ 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 #16387] attacker can abuse 'go to' to stop pillager
Update of bug #16387 (project freeciv): Status:None = Need Info ___ Follow-up Comment #5: Could someone confirm or infirm this is a bug? It appears to me to be a feature of the shuffled player order. ___ Reply to this item at: http://gna.org/bugs/?16387 ___ 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 #16384] Ruleset version and Scenario Game
Update of bug #16384 (project freeciv): Status:None = Wont Fix Assigned to:None = pepeto Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16384 ___ 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 #16012] Trunk: Nuu-chah-nulth nation not read
Update of bug #16012 (project freeciv): Status:None = Ready For Test Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?16012 ___ 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 #16000] Disbanding Units and Peace Treaties
Update of bug #16000 (project freeciv): Category:None = general Priority: 5 - Normal = 1 - Later ___ Reply to this item at: http://gna.org/bugs/?16000 ___ 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 #16426] Changing terrain to ocean should not clean pollution unconditionally
Follow-up Comment #3, bug #16426 (project freeciv): Do you mean in a custom ruleset? Yes I do, sorry for the confusion. I have to disagree with the attached fix, though. The NoPollution flag only affects pollution, not nuclear fallout. Is it possibly hardcoded that fallout never hits oceanic tiles? tile_clear_dirtiness(ptile) clears both pollution and fallout. So, the fix should go inside it and make only the clearing of pollution dependent on the NoPollution flag. Unless the fallout is also made to obey the NoPollution flag or given a flag of it's own. But that would be another issue, woulnd't it. So, things being as they are at the moment, the fallout should still be cleared regardless of NoPollution flag. ___ Reply to this item at: http://gna.org/bugs/?16426 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16341] Ignore case when sorting players by name
Follow-up Comment #2, bug #16341 (project freeciv): Nations page ___ Reply to this item at: http://gna.org/bugs/?16341 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally
Update of bug #16426 (project freeciv): Status: Ready For Test = Need Info ___ Follow-up Comment #4: Seems you need to discuss first 3 points: 1. Does nuclear fallout are considered as pollution as regard to the _NoPollution_ flag? For me, yes, fallout is a kind of pollution. 2. Should nuclear explosion produce fallout only to land tiles, without any regards on the terrain flags? For me, no, it's another related bug. 3. If nuclear explosion produces pollution instead of nuclear fallout (ruleset option), should it check the _NoPollution_ flag or should it ignores it as now? For me, it should check the flag. ___ Reply to this item at: http://gna.org/bugs/?16426 ___ 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] Nation Grouping (was: Re: [patch #1698] Dahomey nation)
On 13 Aug, 2010, at 12:30 AM, Ann wrote: Follow-up Comment #9, patch #1698 (project freeciv): The term early modern does have a definition, in the sense that it is used to refer to the years named in European history. So in that sense it is not open to interpretation: it begins with a break from the past (widespread access to books/the Protestant reformation/discovery of the new world), and ends with more disruption (French revolution/mass industrialization). I'm less certain about that modern/contemporary distinction, which I would suggest might be dated to the fall of the Berlin wall...but I never studied modern history, so I am much less sure of this division. It may be that it is as closely defined in the eyes of modern historians as the term 'early modern.' I'm not going to disagree that early modern is a distinct category to professional historians. My point is that the average Freeciv player [and, indeed, even myself] is not sufficiently knowledgable about history to be sure exactly what period we are referring to until you defined it for us. To avoid confusion, i suggest we stick to categories that can be clearly delineated. The other thing is that historians mostly work with a single timeline on Earth, whereas Freeciv more typically deals with planets that don't share our historic peculiarities such as the Cold War. The problem, of course, with any division which is made, is that the divisions are made on the basis of European history (as they already are, to some extent). The more fine-grained the divisions become, the more the history of just one region is highlighted. It is common sense that nations will show variations in technological advancement. Therefore the 'era' can only refer to the most advanced [or, perhaps the top of the Bell Curve, i.e. the average]. On the other hand, more divisions are needed, as the number of nations grows. ?!? It is not obvious to me more of one necessitates more of the other. Can you explain please? Also, the only periods that i feel are significant in game terms are those that have associated city tilesets: Ancient, Medieval, Modern. Are you suggesting that the artists contribute more categories of city tiles? FWIW, CivIII gets by just fine on four eras: Ancient, Middle Ages, Industrial Modern. I haven't yet played CivIV, so i can't comment on that. Sent from my MacBookPro Please save your burned out bulbs for me -- I'm building a darkroom. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)
Update of bug #16418 (project freeciv): Severity: 3 - Normal = 4 - Important Status:None = Ready For Test Assigned to:None = jtn Planned Release: 2.2.3 = 2.2.3,2.3.0 ___ Follow-up Comment #3: The AI was creeping past my defences via a direct call to unit_activity_handling(); in the savegame it was the Barbarian Cannon at (72,88) that caused trouble. Patches attached; I've fixed this up and added some assertions that might have caught it earlier (and might catch any related issues). I've run a couple of autogames to completion with this patch in. (My bad for not running autogames before committing the original pillaging fixes, although the one autogame I just tried didn't run into the original issue, so it can't have been bitten that often.) (file #9826, file #9827) ___ Additional Item Attachment: File name: S2_2-ai-pillaging-crash.diff Size:2 KB File name: trunk-ai-pillaging-crash.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16418 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()
Follow-up Comment #11, bug #16100 (project freeciv): When I commit the fix for bug #16418 I'll close this as duplicate, unless there are objections -- the cause fits the symptoms. (I'll sort out the function name separately.) ___ Reply to this item at: http://gna.org/bugs/?16100 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16428] AI never builds bases
URL: http://gna.org/bugs/?16428 Summary: AI never builds bases Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 17:39 Category: ai Severity: 3 - Normal Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Or at least, I can't see anywhere in the code where it would, and I don't recall ever seeing it do so. In server/settlers.c:evaluate_improvements()[*], in the activity_type_iterate() it skips over ACTIVITY_BASE with the comment /* This needs separate implementation. */ (true), but I can't see such an implementation anywhere. [*] on S2_2; currently server/advisors/autosettlers.c:settler_evaluate_improvements() on trunk (I don't know much about the AI, but I think a good implementation of AI for bases will be quite tricky, particularly for fortresses: * Need to consider defense benefits to us of fortress vs risk of an enemy occupying it and getting the defence bonus * Need to ensure fortresses are well defended if there's a risk of an enemy occupying them * Want to consider border extension effects etc.) ___ Reply to this item at: http://gna.org/bugs/?16428 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest
URL: http://gna.org/bugs/?16429 Summary: Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 17:42 Category: None Severity: 3 - Normal Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2+ Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I was testing my fix for bug #16418 with an autogame and happened to notice the following scrolling past: 1: Failed sanitycheck.c:538 at srv_main.c:812! ( 58, 21) Engineers has activity Railroad, but it can't continue at Forest Game saved as /home/jtn/src/freeciv/2.2-svn3/autogame/freeciv-T0372-Y01905-auto.sav.bz2 1: Failed sanitycheck.c:538 at srv_main.c:2068! ( 58, 21) Engineers has activity Railroad, but it can't continue at Forest 1: Failed sanitycheck.c:538 at srv_main.c:745! ( 58, 21) Engineers has activity Railroad, but it can't continue at Forest That's bad, right? However, I don't think it can be caused by my patch. Unfortunately, it doesn't seem deterministic; starting an autogame from scratch with the same seeds doesn't reproduce it at the right time, and starting the server with nearby savegames doesn't either. (So I can't _prove_ it's not my fix.) Attached a few savegames in case anyone else can work out what's going on here. I have the full set of savegames (but not for long). (I think (58,21) is the tile south of Shirjan, right on the corner of the continent, to save searching.) S2_2 r17751 + patch for bug #16418, with debug enabled. ___ File Attachments: --- Date: Saturday 08/14/10 at 17:42 Name: freeciv-T0370-Y01903-auto.sav.bz2 Size: 59kB By: jtn http://gna.org/bugs/download.php?file_id=9828 --- Date: Saturday 08/14/10 at 17:42 Name: freeciv-T0371-Y01904-auto.sav.bz2 Size: 58kB By: jtn http://gna.org/bugs/download.php?file_id=9829 --- Date: Saturday 08/14/10 at 17:42 Name: freeciv-T0372-Y01905-auto.sav.bz2 Size: 61kB By: jtn http://gna.org/bugs/download.php?file_id=9830 --- Date: Saturday 08/14/10 at 17:42 Name: freeciv-T0373-Y01906-auto.sav.bz2 Size: 62kB By: jtn http://gna.org/bugs/download.php?file_id=9831 ___ Reply to this item at: http://gna.org/bugs/?16429 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16430] [debug] Warn if same file specified twice in --debug
URL: http://gna.org/bugs/?16430 Summary: [debug] Warn if same file specified twice in --debug Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 18:02 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: Ready For Test Assigned to: jtn Originator Email: Open/Closed: Open Release: 2.2.2+ Discussion Lock: Any Operating System: None Planned Release: ___ Details: I wasted a bit of time debugging because I didn't realise you couldn't usefully specify the same file twice with --debug 4:file.c,100,199:file.c,200,299. Patch attached to warn about this. (This is only relevant to DEBUG builds. It also turns out it's only relevant to S2_2, as trunk has a more flexible debug facility, but I've written the patch now.) ___ File Attachments: --- Date: Saturday 08/14/10 at 18:02 Name: S2_2-debug-dup-filename-warn.diff Size: 684B By: jtn S2_2 r17751: give error if duplicate filename specified to --debug http://gna.org/bugs/download.php?file_id=9832 ___ Reply to this item at: http://gna.org/bugs/?16430 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)
Could we maybe start a patch, or discussion board discussion of this? That would allow others who haven't previously expressed an interest to join in. Ann David On the other hand, more divisions are needed, as the number of nations grows. ?!? It is not obvious to me more of one necessitates more of the other. Can you explain please? Also, the only periods that i feel are significant in game terms are those that have associated city tilesets: Ancient, Medieval, Modern. Are you suggesting that the artists contribute more categories of city tiles? This is just my personal feeling. I consider the time periods not in terms of tilesets, but in terms of categorization, similar to the continent grouping, which has no impact on tileset, but is used to help someone find the nation that they are looking for. Thus, as the number of nations grows, it becomes more difficult to find the nation you're looking for if you maybe don't remember the name but do want to reduce the scope of your search through the use of categories. Of course making more time-related categories is simply one solution to that problem; making it possible to search the descriptions would be another solution. It would be equally possible to categorize countries on the basis of the colours which are present in the flag. I haven't studied the code much, however, so I don't know if the time periods have some other impact. From the earlier comment by mixcoatl, I got the impression that random opponents were chosen from the same time period. If time periods have more of a meaning than I think, it could be nice to expand them in order to be clearer about conflicting nations. For me it's just about being able to search through a smaller subset, however. - A ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)
On Sat, Aug 14, 2010 at 9:55 AM, Ann Barcomb a...@domaintje.com wrote: Could we maybe start a patch, or discussion board discussion of this? That would allow others who haven't previously expressed an interest to join in. Ann David On the other hand, more divisions are needed, as the number of nations grows. ?!? It is not obvious to me more of one necessitates more of the other. Can you explain please? Also, the only periods that i feel are significant in game terms are those that have associated city tilesets: Ancient, Medieval, Modern. Are you suggesting that the artists contribute more categories of city tiles? This is just my personal feeling. I consider the time periods not in terms of tilesets, but in terms of categorization, similar to the continent grouping, which has no impact on tileset, but is used to help someone find the nation that they are looking for. Thus, as the number of nations grows, it becomes more difficult to find the nation you're looking for if you maybe don't remember the name but do want to reduce the scope of your search through the use of categories. Of course making more time-related categories is simply one solution to that problem; making it possible to search the descriptions would be another solution. It would be equally possible to categorize countries on the basis of the colours which are present in the flag. One idea that I've had for some time is to redesign the UI so that you can filter nations based on several criteria at once, with a simple example being African AND Modern. Perhaps by making each group a checkbox rather than a tab. I haven't studied the code much, however, so I don't know if the time periods have some other impact. From the earlier comment by mixcoatl, I got the impression that random opponents were chosen from the same time period. If time periods have more of a meaning than I think, it could be nice to expand them in order to be clearer about conflicting nations. Yes, the code will pick AI opponent nations based on the 'match' value for your nation's groups. See nations.ruleset, e.g.: [ngroup_ancient] name=_(?nationgroup:Ancient) match=2 ... [ngroup_american] name=_(?nationgroup:Asian) match=0 ...which means that if you choose to play as the Chinese (ancient asian) the code will try to pick other ancient nations but not necessarily other Asian nations. For me it's just about being able to search through a smaller subset, however. - A ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Nation Grouping
On 14.08.2010 23:24, Daniel Markstedt wrote: One idea that I've had for some time is to redesign the UI so that you can filter nations based on several criteria at once, with a simple example being African AND Modern. Perhaps by making each group a checkbox rather than a tab. Maybe, allow searching the nation (e.g. you type chi, UI considers Chinese, Chilean, etc)? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16431] --Ppm colours players 32 randomly
URL: http://gna.org/bugs/?16431 Summary: --Ppm colours players 32 randomly Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 18:50 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: Ready For Test Assigned to: jtn Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: None Planned Release: 2.3.0 ___ Details: save_ppm() (triggered by the --Ppm server option) hasn't been fully updated to cope with the expanded player limit on the trunk -- its colour array is not initialised beyond 32 players, and it's not declared static, so it'll use uninitialised garbage from the stack for the colours. Attached is a patch which minimally fixes this by using modular arithmetic (obviously the resulting colours won't be unique). (There are other things that could do with being fixed about how save_ppm() works. How free are we to change the format -- are there still scripts out there that would need updating if we did?) ___ File Attachments: --- Date: Saturday 08/14/10 at 18:50 Name: trunk-ppm-many-players.diff Size: 4kB By: jtn trunk r17751: minimal patch for --Ppm to cope better with lots of players http://gna.org/bugs/download.php?file_id=9833 ___ Reply to this item at: http://gna.org/bugs/?16431 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager
Follow-up Comment #6, bug #16387 (project freeciv): It doesn't seem like a bug to me. With Freeciv in its default concurrent phasemode, you can't rely on a particular order of things happening on the next turn, as any player can notionally do anything at any time. However, as I understand it, some activities are done in a single thread on the server, on behalf of the player (such as goto); but as alluded to, at the start of a turn, players are shuffled (shuffle_players()) so that the ordering of these activities between players nominally can't be predicted, presumably to give some semblance of fairness. (But if you do get to go first, you get to do *all* your server-side activities first.) The randomness of shuffle_players() is controlled by the random seed, which is recorded in the savegame; thus consistently getting the same result every time from this savegame. I've attached a derived example where I've add a unit of P's units which has movement points and a choice of S's units to attack (unrelated to the goto/pillage units), to introduce variation into the randomness. I find that whether or not S's units succeed in pillaging next turn depends on which unit I attack this turn (but they will then either all succeed in pillaging or all fail). Arguably this could be improved upon, but I think it's working as designed and doesn't constitute an exploit. I don't think this is the same as bug #14473, which I think is about the ordering and dependencies between the server-side per-turn activities of a single player and definitely could use a rework. (file #9835) ___ Additional Item Attachment: File name: x-pillage-test-random.sav.bz2 Size:10 KB ___ Reply to this item at: http://gna.org/bugs/?16387 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1854] Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments
URL: http://gna.org/patch/?1854 Summary: Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 22:11 Category: docs Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: jtn Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.2.3,2.3.0 ___ Details: Rescued from bug #16080: some improvements to the documentation of these features and how the interact, based on a patch by Christophe Vidal kriss. ___ File Attachments: --- Date: Saturday 08/14/10 at 22:11 Name: S2_2-trunk-defend-bonus-docs.diff Size: 3kB By: jtn S2_2/trunk r17751: README.effects documentation for quot;wallsquot; effects http://gna.org/patch/download.php?file_id=9837 ___ Reply to this item at: http://gna.org/patch/?1854 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities
Update of bug #16080 (project freeciv): Open/Closed:Open = Closed Operating System: Microsoft Windows = None ___ Follow-up Comment #11: This ticket remained open pending a decision about whether to backport to S2_1. Since no-one's said anything, I think I'm not going to; users may be sticking with 2.1.x rather than moving to 2.2.x because they're happy with the gameplay, whether or not it's what was originally intended, or to finish existing games; this seems like a big gameplay change to drop into a series that's late in its maintenance cycle. So I've closed this without fixing on S2_1. I've rescued kriss' original documentation improvements in patch #1854. kriss: if you want to go ahead with the Wall-Def rename, you probably want to raise a new patch ticket for it. I don't know whether we have a policy on such renames. I think you'll need to work on the help; for F_IGDEF, Ignores the effects of defense bonus could be misinterpreted as ignoring _all_ defence bonuses (e.g., from terrain); you'll need to find a way to marry it up with the EFT_DEFEND_BONUS and F_BADDEFATTACKER in user-visible terms in the autogenerated help, or alternatively stop mentioning it at all and rely on the ruleset-specific help to describe these effects in terms that make sense for that ruleset. (Neither of the latter two are documented in autogenerated help currently.) ___ Reply to this item at: http://gna.org/bugs/?16080 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client
Follow-up Comment #10, bug #15347 (project freeciv): This bug is languishing, and I haven't had time to look at the latest crash. I've been thinking for a while that it seems a shame to reinvent the wheel for this. It looks like we already incorporate parts of the SDL_gfx library http://www.ferzkopp.net/joomla/software-mainmenu-14/4-ferzkopps-linux-software/19-sdlgfx (client/gui-sdl/SDL_rotozoom.[ch] are from it); and that library also includes line drawing routines. Could we use that instead (either updating our copy, or growing an external dependency on, or both)? Licence is LGPL. ___ Reply to this item at: http://gna.org/bugs/?15347 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16108] Server will not start. Games will not start.
Follow-up Comment #2, bug #16108 (project freeciv): FWIW, 10065 is WSAEHOSTUNREACH, no route to host. ___ Reply to this item at: http://gna.org/bugs/?16108 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15999] Errormessage in news windows
Follow-up Comment #1, bug #15999 (project freeciv): 10053 is WSAECONNABORTED Software caused connection abort. MS' description is An established connection was aborted by the software in your host computer, possibly due to a data transmission time-out or protocol error. IME it can mean anything from a particular TCP condition (which I can't remember) to a local network cable being unplugged or a wireless connection being lost. ___ Reply to this item at: http://gna.org/bugs/?15999 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15887] Unit list on sidebar doesn't scale and has non-functional icon
Follow-up Comment #1, bug #15887 (project freeciv): The blue arrow was finally made functional by patch #1721. Some changes have been made to how units are displayed in the sidebar (e.g., patch #1722), although there are outstanding issues (see discussion in patch #1685). I'm not sure all of the points raised here have been addressed, but I haven't checked. Try 2.2.2 and see if it's any better for you? ___ Reply to this item at: http://gna.org/bugs/?15887 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.
Follow-up Comment #2, bug #15683 (project freeciv): Might this have been bug #16375? ___ Reply to this item at: http://gna.org/bugs/?15683 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.
Follow-up Comment #3, bug #15683 (project freeciv): Too hasty... on second thoughts, I can't see how it can have been precisely that. ___ Reply to this item at: http://gna.org/bugs/?15683 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16308] Great Wall protects wrong units
Follow-up Comment #5, bug #16308 (project freeciv): Thank you George. Then I guess the best option for now is to use the Great Wall effect of default ruleset. I have noticed another possible bug similar to this one. When I use the requeriment Special, River, Adjacent in my rulesets, it seems to return always false, even when the city is placed near or over a river. This code from effects.ruleset never works (it is supposed to give aqueduct bonus in cities near rivers): [effect_aqueduct_river] name= Size_Adj value = 4 reqs= { type, name, range Special, River, Adjacent } nreqs = { type, name, range Building, Aqueduct, City } I do not open a new topic in case I'm doing something wrong and there is no bug. ___ Reply to this item at: http://gna.org/bugs/?16308 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server
Follow-up Comment #7, bug #15559 (project freeciv): I have a similar bug using OpenBSD. I am running an old snapshot of OpenBSD 4.5-current. My server (S2_2 r17748) accepted connections from localhost and from 127.0.0.1, but not from ::1. I found that my server had no IPv6 support, because configure failed the AF_INET6 check. OpenBSD has AF_INET6, so I fixed configure and rebuilt my server with IPv6 support. Now my server, with IPv6 support, accepts connections from localhost and ::1, but not from 127.0.0.1. My server refuses IPv4 connections because it listens only to IPv6 socket. * RFC 3493 http://tools.ietf.org/html/rfc3493 specifies that IPv6 socket may use IPv4 with addresses like :::172.34.5.6. * Some systems (at least OpenBSD) require IPv6 sockets to use IPv6 only. This has security reason: IPv4-Mapped Addresses on the Wire Considered Harmful http://tools.ietf.org/html/draft-itojun-v6ops-v4mapped-harmful-02. * I have rumours that some versions of Debian, FreeBSD, NetBSD and Microsoft Windows enable IPV6_V6ONLY by default. * OpenBSD provides zero ways to disable IPV6_V6ONLY. * Opinions from internet do range from 'IPV6_V6ONLY on is stupid' to 'IPV6_V6ONLY off is stupid'. The correct way is to listen to multiple sockets: both IPv4 socket and IPv6 socket. Examples are identd.c http://www.openbsd.org/cgi-bin/cvsweb/src/libexec/identd/identd.c and sshd.c http://www.openbsd.org/cgi-bin/cvsweb/src/usr.bin/ssh/sshd.c of OpenBSD. They use getaddrinfo(3) to get list addresses, create one socket(2) per address, then poll(2) multiple sockets to listen(2). I am attaching a patch *p22-listen-plural.diff* for S2_2 that attempts to use multiple sockets. This might fix bug #15559 and bug #16149. 0 This patch fixes the AF_INET6 configure check. (OpenBSD needs sys/types.h before sys/socket.h.) 0 This patch replaces the one socket 'sock' with an array 'listen_socks', and listens to all connections in the array. 0 This patch adds a new bug. The multiple sockets can accept too many connections, but server_make_connection() in server/sernet.c fails to close the extra connections. This patch allows my server to accept all of localhost, ::1 and 127.0.0.1. I will continue to run S2_2 with my patch *p22-listen-plural.diff* to look for bugs. I would like other players to check if this patch fixes bug #15559, fixes bug #16149, or breaks platforms other than OpenBSD. (file #9838) ___ Additional Item Attachment: File name: p22-plural-listen.diff Size:7 KB ___ Reply to this item at: http://gna.org/bugs/?15559 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones
On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour would be appropriate for players? It sounds good to me. About the patches: i assume that File #9809 is meant to be applied on top of File #9803, which is meant to be applied to, what, the 2.3.0 branch? Sent from my MacBookPro Press Ctrl-Alt-Del to continue. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones
On 15.08.2010 10:13, David Lowe wrote: On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour would be appropriate for players? It sounds good to me. About the patches: i assume that File #9809 is meant to be applied on top of File #9803, which is meant to be applied to, what, the 2.3.0 branch? Sent from my MacBookPro Press Ctrl-Alt-Del to continue. Yes. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev