[Freeciv-Dev] Emacs configurations

2010-09-07 Thread James Spahlinger
Hi, I'm looking into getting involved with freeciv development. I
finally finished my git svn clone a few minutes ago (the process takes
_days_). I have read the wiki about the style guide and such which is
something I usually leave up to emacs to get right.

Does anyone have GNU/Emacs configurations relevant to this project I
can steal? I don't care if it is incomplete or half baked, I can fix
it. For example I have written http://github.com/nixeagle/ooc-mode
which _correctly_ handles syntax and code styling issues for the ooc
language (It has far more complex rules then C, but is very C like).
As emacs already supports C I'm hoping someone already did the
project specific tweaks and I can just 'steal' them ;).

In a day or two with luck I'll be getting my first patches on the
patch tracker! :

--
James Spahlinger
user nixeagle on gna.org

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[Freeciv-Dev] [patch #1893] [metaticket] Help updates for 2.3.0

2010-09-07 Thread James Spahlinger

Follow-up Comment #5, patch #1893 (project freeciv):

The word 'terraform' has been used to mean changing land in a few other
games. Alpha Centauri is one I can think of off the top of my head.

The word 'transform' goes more readily with person changing. For example
'Transformers' the toy/film: http://en.wikipedia.org/wiki/Transformers.

Of course freeciv is already using transform to mean land changes, which
might bar changing what 'transform' means in freeciv and limit us to naming
only person changes. For that I really have no new input.

P.S. When I say person changes I mean changes to a living thing or
something built by living things. I really can't think of a better term for
this at this hour.

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[Freeciv-Dev] [patch #1928] remove save_ppm and -P option

2010-09-07 Thread James Spahlinger

Follow-up Comment #1, patch #1928 (project freeciv):

Why does this need removed? What is it being replaced with, or is the option
simply no longer needed? If there has already been discussion, just poke me
at it :). I don't object or anything like that, I'm just curious.

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[Freeciv-Dev] [bug #16630] Copyleft notices for contributions

2010-09-07 Thread James Spahlinger

Follow-up Comment #1, bug #16630 (project freeciv):

Any particular ones/examples? I looked at your link and from a quick glance
they all seem to mention the GNU GPL, v2 or v3. Is there somewhere else the
notices have to be? Or am I missing something (I'm very new to this project)?

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[Freeciv-Dev] [bug #15628] server crashed.

2010-09-07 Thread pepeto

Update of bug #15628 (project freeciv):

  Status:None = Need Info  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Right, pieces of information are lacking to do anything, and we have no
evidence it is still reproducible in current versions. Closing it...


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[Freeciv-Dev] [patch #1928] remove save_ppm and -P option

2010-09-07 Thread Jacob Nevins

Follow-up Comment #2, patch #1928 (project freeciv):

Patch #1391 (which this ticket depends on) provides a much more flexible way
of doing the same thing.

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[Freeciv-Dev] [bug #16654] Engineers has activity Route, but it can't continue at Forest/River

2010-09-07 Thread pepeto

URL:
  http://gna.org/bugs/?16654

 Summary: Engineers has activity Route, but it can't continue
at Forest/River
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 07.09.2010 à 09:41
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:

Occurs pretty often running autogames with experimental ruleset.

Server back trace:

#0  0x775f2a75 in *__GI_raise (sig=value optimised out)
at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
pid = value optimised out
selftid = value optimised out
#1  0x0057c5af in fc_assert_fail (file=0x5b532d srv_main.c, 
function=0x5b604c begin_turn, line=753, assertion=value optimised
out, 
message=0x5d3e90 (%4d,%4d) %s has activity %s, but it can't continue at
%s) at log.c:452
level = LOG_FATAL
#2  0x00495689 in check_units (file=value optimised out, 
function=value optimised out, line=753) at sanitycheck.c:387
pcity = value optimised out
phome = value optimised out
transporter2 = 0x0
ptile = 0xd19860
transporter = value optimised out
myiter = 0x0
punit = 0xc1e7c0
pplayer = 0xf39f50
_pslot = 0xa55f90
__FUNCTION__ = check_units
#3  0x0049763e in real_sanity_check (file=value optimised out, 
function=0x5b604c begin_turn, line=753) at sanitycheck.c:561
No locals.
#4  0x0040b48c in begin_turn () at srv_main.c:753
No locals.
#5  srv_running () at srv_main.c:2018
save_counter = 1
is_new_turn = true
eot_timer = 0xc0ab60
need_send_pending_events = false
#6  srv_main () at srv_main.c:2465
__FUNCTION__ = srv_main
#7  0x004039af in main (argc=value optimised out, 
argv=0x7fffe308) at civserver.c:376
inx = 5
showhelp = false
showvers = false
option = 0x0
__FUNCTION__ = main






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[Freeciv-Dev] [bug #16614] assertion 'strlen(str) len' failed with long leader name

2010-09-07 Thread pepeto

Follow-up Comment #7, bug #16614 (project freeciv):

Currently, trunk server complain about Nikola I Mirkov Petrović-Njegoš.


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[Freeciv-Dev] [bug #16654] Engineers has activity Route, but it can't continue at Forest/River

2010-09-07 Thread pepeto

Follow-up Comment #1, bug #16654 (project freeciv):

I also observed some variants such as Railroads on Hill (Coal).


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[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages

2010-09-07 Thread pepeto

URL:
  http://gna.org/bugs/?16655

 Summary: Trunk contains not translated log_normal() messages
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 07.09.2010 à 10:08
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:

According to http://freeciv.wikia.com/wiki/Internationalization#LOG_NORMAL ,
they should!





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[Freeciv-Dev] [bug #16654] Engineers has activity Route, but it can't continue at Forest/River

2010-09-07 Thread pepeto

Follow-up Comment #2, bug #16654 (project freeciv):

Same thing observed in S2_2:

Le joueur Eshmunazar a maintenant le niveau IA expérimental.
 
1: Failed sanitycheck.c:538 at srv_main.c:812! (  40,   7) Engineers has
activity Chemin de fer, but it can't continue at Plaines (Bison)
 
1: Failed sanitycheck.c:538 at srv_main.c:812! (  34,  20) Engineers has
activity Chemin de fer, but it can't continue at Collines (Vin)
 
Partie sauvegardée sous freeciv-T0194-Y-3806-auto.sav.gz
 
1: Failed sanitycheck.c:538 at srv_main.c:2068! (  40,   7) Engineers has
activity Chemin de fer, but it can't continue at Plaines (Bison)
 
1: Failed sanitycheck.c:538 at srv_main.c:2068! (  34,  20) Engineers has
activity Chemin de fer, but it can't continue at Collines (Vin)
 
1: Failed sanitycheck.c:538 at srv_main.c:745! (  34,  20) Engineers has
activity Chemin de fer, but it can't continue at Collines (Vin)


Note that it follows the creation of a new player (it wasn't the case in
trunk), maybe not related.


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[Freeciv-Dev] [bug #16656] Arithmetic exception in improvement_effect_value()

2010-09-07 Thread pepeto

URL:
  http://gna.org/bugs/?16656

 Summary: Arithmetic exception in improvement_effect_value()
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 07.09.2010 à 11:28
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

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Details:

Running with the experimental ruleset (maybe linked with tech upkeep?):

Program received signal SIGFPE, Arithmetic exception.
0x00427d20 in improvement_effect_value (pplayer=value optimised
out, 
pcity=value optimised out, pimprove=0x8d73a0, 
already=value optimised out) at aicity.c:526
526   turns = MIN(turns,
#0  0x00427d20 in improvement_effect_value (
pplayer=value optimised out, pcity=value optimised out, 
pimprove=0x8d73a0, already=value optimised out) at aicity.c:526
potential = -1
aplayer = 0x16634e0
_pslot = value optimised out
turns = 81
bulbs = 90
amount = 2
uclass = value optimised out
move = LAND_MOVING
num = value optimised out
#1  adjust_improvement_wants_by_effects (pplayer=value optimised out, 
pcity=value optimised out, pimprove=0x8d73a0, 
already=value optimised out) at aicity.c:1014
v1 = value optimised out
mypreq = 0x2
active = true
n_needed_techs = 0
myiter = 0x0
peffect = 0x51
v = value optimised out
cities = {0, 0, 1, 8, 10, 10}
nplayers = value optimised out
ai = 0x1d4e8a0
capital = false
can_build = value optimised out
source = {value = {advance = 0x8d73a0, govern = 0x8d73a0, 
building = 0x8d73a0, nation = 0x8d73a0, specialist = 0x8d73a0, 
terrain = 0x8d73a0, uclass = 0x8d73a0, utype = 0x8d73a0, 
base = 0x8d73a0, ai_level = 9270176, citytile = 9270176, 
minsize = 9270176, minyear = 9270176, outputtype = 9270176, 
terrainclass = 9270176, terrainalter = 9270176, special =
9270176, 
unitclassflag = 9270176, unitflag = 9270176}, 
  kind = VUT_IMPROVEMENT}
is_coinage = false
__FUNCTION__ = adjust_improvement_wants_by_effects
#2  0x00428801 in adjust_wants_by_effects (
pplayer=value optimised out) at aicity.c:1292
already = false
myiter = 0x1615b50
is_coinage = false
pimprove = 0x8d73a0
#3  ai_manage_buildings (pplayer=value optimised out) at aicity.c:1410
ai = value optimised out
wonder_city = 0x1613a90
__FUNCTION__ = ai_manage_buildings
#4  0x00428ff1 in ai_manage_cities (pplayer=0x16904a0) at
aicity.c:1939
__FUNCTION__ = ai_manage_cities
#5  0x004bdade in ai_do_last_activities (pplayer=0x16904a0)
at aihand.c:479
No locals.
#6  0x00406f15 in end_phase () at srv_main.c:876
MY_i = 1
pplayer = 0x16904a0
__FUNCTION__ = end_phase
#7  0x0040b97d in srv_running () at srv_main.c:2087
save_counter = 1
is_new_turn = true
eot_timer = 0x16afff0
need_send_pending_events = value optimised out
#8  srv_main () at srv_main.c:2467
__FUNCTION__ = srv_main
#9  0x004039af in main (argc=value optimised out, 
argv=0x7fffe2d8) at civserver.c:376
inx = 7
showhelp = false
showvers = false
option = 0xa3c0b0 \320\300\243
__FUNCTION__ = main






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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-07 Thread Andrzej G.

Additional Item Attachment, patch #1929 (project freeciv):

File name: greuthungian.ruleset   Size:2 KB


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[Freeciv-Dev] [bug #16654] Engineers has activity Route, but it can't continue at Forest/River

2010-09-07 Thread anonymous

Follow-up Comment #3, bug #16654 (project freeciv):

Some of this looks like bug #16429, which was associated with a civil war
(and hence creation of a new player). -- jtn

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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread pepeto

Follow-up Comment #3, bug #16429 (project freeciv):

See also bug #16654.


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-07 Thread Andrzej G.

Follow-up Comment #4, patch #1929 (project freeciv):

Vandalic flag:
http://img824.imageshack.us/f/vandalic.png/
Used a vandalic symbol Hands of God.

(file #10219)
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Additional Item Attachment:

File name: Vandalic.ruleset   Size:2 KB


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[Freeciv-Dev] [bug #16654] Engineers has activity Route, but it can't continue at Forest/River

2010-09-07 Thread pepeto

Update of bug #16654 (project freeciv):

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

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Follow-up Comment #4:

Duplicate of bug #16429 as Jacob pointed.


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-07 Thread Andrzej G.

Follow-up Comment #5, patch #1929 (project freeciv):

Flag suggestion for Gepids:
http://img153.imageshack.us/f/gepid.png/

(file #10220)
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Additional Item Attachment:

File name: gepid.ruleset  Size:1 KB


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[Freeciv-Dev] [patch #1929] Gothic nation

2010-09-07 Thread Andrzej G.

Follow-up Comment #6, patch #1929 (project freeciv):

I suggest germanic symbol valknut for flag of gothic nation:
http://img443.imageshack.us/f/gothicr.png/

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[Freeciv-Dev] [bug #16657] Server segfault in pf_fuel_map_get_path()

2010-09-07 Thread pepeto

URL:
  http://gna.org/bugs/?16657

 Summary: Server segfault in pf_fuel_map_get_path()
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 07.09.2010 à 12:46
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Back trace:

#0  tile_index (ptile=0x0) at tile.c:34
No locals.
#1  0x0051b083 in pf_fuel_map_get_path (pfm=0xbed2a0, ptile=0x0)
at path_finding.c:2385
node = value optimised out
#2  0x0042c13e in immediate_destination (punit=0x12c9c80, 
dest_tile=0xb61190) at aitools.c:384
parameter = {start_tile = 0xb65a50, moves_left_initially = 36, 
  fuel_left_initially = 1, move_rate = 36, fuel = 1, owner =
0x8e2c40, 
  uclass = 0x8d92e0, unit_flags = {vec =  \002\000\000 \000\000}, 
  omniscience = true, turn_mode = TM_WORST_TIME, 
  get_MC = 0x51ef40 airmove, unknown_MC = 3, get_TB = 0, get_EC =
0, 
  can_invade_tile = 0x4fb800 player_can_invade_tile, get_zoc = 0, 
  is_pos_dangerous = 0, 
  get_moves_left_req = 0x51e720 get_fuel_moves_left_req, 
  get_costs = 0, data = 0x7fffd770}
pfm = value optimised out
path = value optimised out
i = value optimised out
#3  0x0042c2ab in ai_unit_goto_constrained (punit=0x12c9c80, 
ptile=0xb61190, parameter=0x7fffd770) at aitools.c:482
alive = value optimised out
pfm = value optimised out
path = value optimised out
#4  0x0042c47b in ai_unit_goto (punit=0x12c9c80, ptile=0xb61190)
at aitools.c:834
parameter = {start_tile = 0xb65a50, moves_left_initially = 36, 
  fuel_left_initially = 1, move_rate = 36, fuel = 1, owner =
0x8e2c40, 
  uclass = 0x8d92e0, unit_flags = {vec =  \002\000\000 \000\000}, 
  omniscience = true, turn_mode = TM_WORST_TIME, 
  get_MC = 0x51ef40 airmove, unknown_MC = 3, get_TB = 0, get_EC =
0, 
  can_invade_tile = 0x4fb800 player_can_invade_tile, get_zoc = 0, 
  is_pos_dangerous = 0, 
  get_moves_left_req = 0x51e720 get_fuel_moves_left_req, 
  get_costs = 0, data = 0x1357b30}
risk_cost = {base_value = 1.2351641146031164e-322, 
  fearfulness = 2.6132006504736669e-317, 
  enemy_zoc_cost = 6.1786663911356274e-317}
#5  0x00496cdd in ai_hunter_try_launch (pplayer=0x8e2c40, 
punit=value optimised out, target=value optimised out) at
aihunt.c:333
sucker = value optimised out
myiter = value optimised out
missile = 0x12c9c80
target_sanity = 4124
parameter = {start_tile = 0xb65a50, moves_left_initially = 18, 
  fuel_left_initially = 1, move_rate = 18, fuel = 1, owner =
0x8e2c40, 
  uclass = 0x8d9380, unit_flags = {vec = \000\020 \000\b\000\000},

  omniscience = true, turn_mode = TM_CAPPED, 
  get_MC = 0x51f000 seamove_no_bombard, unknown_MC = 6, get_TB = 0,

  get_EC = 0, can_invade_tile = 0x4fb800 player_can_invade_tile, 
  get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, 
  get_costs = 0, data = 0xb2fe90}
pfm = 0xbed2a0
#6  0x0049750b in ai_hunter_manage (pplayer=value optimised out, 
punit=value optimised out) at aihunt.c:502
dist1 = 15
stackcost = 119
aplayer = value optimised out
dist2 = 15
stackthreat = 143
sanity_target = 4124
path = value optimised out
target = 0xb2fe90
target_index = value optimised out
target_size = value optimised out
ptile = 0xb65ff0
move_cost = value optimised out
is_virtual = false
parameter = {start_tile = 0xb65a50, moves_left_initially = 18, 
  fuel_left_initially = 1, move_rate = 18, fuel = 1, owner =
0x8e2c40, 
  uclass = 0x8d9380, unit_flags = {vec = \000\020 \000\b\000\000},

  omniscience = true, turn_mode = TM_CAPPED, 
  get_MC = 0x51f000 seamove_no_bombard, unknown_MC = 6, get_TB = 0,

  get_EC = 0, can_invade_tile = 0x4fb800 player_can_invade_tile, 
  get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, 
  get_costs = 0, data = 0x0}
pfm = 0x13f0250
original_target = 0xb2fe90
original_threat = 6600
original_cost = 120
__PRETTY_FUNCTION__ = ai_hunter_manage
#7  0x0043132b in ai_manage_military (pplayer=0x8e2c40, 
punit=0x13c7aa0) at aiunit.c:2054
result = value optimised out
sanity = 3508
id = 3508
__PRETTY_FUNCTION__ = 

[Freeciv-Dev] [patch #1905] Elamite nation

2010-09-07 Thread Andrzej G.

Follow-up Comment #4, patch #1905 (project freeciv):

My proposition for flag Elam. Used symbol of mesopotamian origin.
http://img521.imageshack.us/img521/2853/elam.png

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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread pepeto

Follow-up Comment #4, bug #16429 (project freeciv):

In my case for trunk, it is a bit different. I have gave all technologies to
the players at start, so they have a big tech upkeep, losing 1 tech per turn.
When losing Railroads or Bridge Building, it produces that error. Attaching
savegame to illustrate what I am saying.


(file #10221, file #10222)
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Additional Item Attachment:

File name: freeciv-T0031-Y-3969-auto.sav.gz Size:72 KB
File name: freeciv-T0036-Y-3964-interrupted.sav.gz Size:75 KB


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[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500

2010-09-07 Thread pepeto

Follow-up Comment #17, bug #16469 (project freeciv):

Maybe did you built trade routes recently?


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[Freeciv-Dev] [bug #16657] Server segfault in pf_fuel_map_get_path()

2010-09-07 Thread pepeto

Follow-up Comment #1, bug #16657 (project freeciv):

See also bug #16451.


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[Freeciv-Dev] [bug #16451] Game crash after ending of turn

2010-09-07 Thread pepeto

Follow-up Comment #6, bug #16451 (project freeciv):

See also bug #16657.


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[Freeciv-Dev] [bug #16657] Server segfault in pf_fuel_map_get_path()

2010-09-07 Thread pepeto

Follow-up Comment #2, bug #16657 (project freeciv):

Additional infos:

(gdb) print *(struct unit *)0x12c9c80
$2 = {utype = 0x8b6ed0, tile = 0xb65a50, owner = 0x8e2c40, id = 3914, 
  homecity = 772, upkeep = {0, 0, 0, 0, 0, 0}, moves_left = 36, hp = 10, 
  veteran = 1, fuel = 1, birth_turn = 212, ai = {control = false, 
ai_role = AIUNIT_NONE, ferryboat = 0, passenger = 0, bodyguard = 0, 
charge = 0, prev_struct = 0xb65a50, cur_struct = 0xb65a50, 
prev_pos = 0x12c9ce8, cur_pos = 0x12c9cf0, target = 0, hunted = 0, 
done = false}, activity = ACTIVITY_IDLE, goto_tile = 0x0, 
  activity_count = 0, activity_target = S_LAST, activity_base = -1, 
  focus_status = FOCUS_AVAIL, ord_map = 1, ord_city = 2, debug = false, 
  moved = false, paradropped = false, done_moving = false, 
  transported_by = -1, occupy = 0, battlegroup = -1, client = {
colored = false, color_index = 0}, server = {vision = 0x1326220}, 
  has_orders = false, orders = {length = 0, index = 0, repeat = false, 
vigilant = false, list = 0x0}}



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[Freeciv-Dev] [bug #16657] Server segfault in pf_fuel_map_get_path()

2010-09-07 Thread pepeto

Follow-up Comment #3, bug #16657 (project freeciv):

immediate_destination() seems to assume punit-goto_tile is set. In this
case, it is NULL (goto_tile = 0x0).

In bug #16451, I bet an old punit-goto_tile was set and the missile was sent
anywhere, but not to the target.


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[Freeciv-Dev] [bug #16659] secfile_save() can usually takes very long time

2010-09-07 Thread pepeto

URL:
  http://gna.org/bugs/?16659

 Summary: secfile_save() can usually takes very long time
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 07.09.2010 à 14:36
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

For a game of 10 players on map size 6, it usually takes 20 seconds around
turn 300 to save the game whereas after applying the fix for bug #16642, the
insertion of the data in the secfile takes only about 200ms. I guess this
could be improved.





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[Freeciv-Dev] [bug #16613] Vision layer bug with editor

2010-09-07 Thread pepeto

Follow-up Comment #7, bug #16613 (project freeciv):

Updating patch against trunk.

New tests:
* Base giving vision: S2_2(OK), trunk(OK).
* Autogames: S2_2(2/4 finished correctly, 2/4 got killed by bug #16657),
trunk with experimental ruleset(1/4 was stopped by bug #16656, I stopped 3/4
around turn 300).

Another observation: The AI seems to don't try to get technology it has lost
by tech upkeep.

Looks ready for committing.


(file #10228)
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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread anonymous

Follow-up Comment #4, patch #1936 (project freeciv):

If a city can't support a unit anymore, then perhaps another city can, just
like in real life. So, I think that 'units' should migrate to any city that
has upkeep points availabe. If there isn't any city with upkeep available,
then, just now, the units should be disbanded (if they were loyal to the
king) or, with some propability, changed into barbarians (if they weren't
loyal). KeyserSoze.

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[Freeciv-Dev] [bug #16630] Copyleft notices for contributions

2010-09-07 Thread Daniel Markstedt

Follow-up Comment #2, bug #16630 (project freeciv):

I plan to add this copyleft information to the respective README files in the
tarballs on download.gna.org/freeciv/contrib/ as I update them to the Freeciv
2.2 format.

Quoting the reported of the original bug:

I do not see any obvious copyright and licensing information for the
tilesets,
either on the wiki or within the tarballs/zips.

The work-in-progress Debian packaging for the tinydent tileset, for
instance,
claims that it is GPL'd. However, I see nothing outside of debian/copyright
which substantiates this, and no copyright notices showing year(s) and
owner(s).

Is this information available?

Read the whole discussion at
http://bugs.freeciv.org/Ticket/Display.html?id=40609

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[Freeciv-Dev] [bug #16661] 'Known Bugs' wiki page

2010-09-07 Thread Daniel Markstedt

URL:
  http://gna.org/bugs/?16661

 Summary: 'Known Bugs' wiki page
 Project: Freeciv
Submitted by: dmarks
Submitted on: Wednesday 09/08/2010 at 03:29
Category: freeciv.org
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The 'Known Bugs' wiki page hasn't been updated for many years and refers to
old RT bugs exclusively.

Current contents:

==
* Your CMA settings are only sent to the server when you press turn done, and
therefore changes you make to CMA in the same turn as you save a game will be
lost. '''PR#39802'''
* The autoattack option generally doesn't work very well. '''PR#39803'''
* Focus on active unit is sometimes lost during automove and you have to
manually press {{kbd|c}} to center on it. '''PR#3390'''
* ''GTK'': Tabs turned to pop-ups by double-clicking them can't be restored
to tabs. You have to close and reopen them. '''PR#21640'''
* ''SDL'': The help system truncates long entries. '''PR#37985'''
* ''Windows'': Savegames can only be loaded from certain locations.
'''PR#16813'''
* ''Windows/GTK'': Turning off fullscreen mode has no effect. You have to
save settings and restart for it to take effect. '''PR#12119'''
* ''Windows/GTK'': When closing a window, focus is sometimes lost to another
running program. '''PR#12098'''
* ''SDL'' client is feature-incomplete.
* ''Xaw'', ''win32'', and ''mui'' clients are in various states of brokenness
as of 2.1.0.
==

http://freeciv.wikia.com/wiki/Known_Bugs




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[Freeciv-Dev] [patch #1928] remove save_ppm and -P option

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #3, patch #1928 (project freeciv):

Sorry; I did forget to include this information in the first comment. This
will only be committed _after_ the map image command (patch #1391) is working
correctly.

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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #5, bug #16429 (project freeciv):

 In my case for trunk, it is a bit different. I have gave all
 technologies to the players at start, so they have a big tech
 upkeep, losing 1 tech per turn. When losing Railroads or
 Bridge Building, it produces that error. Attaching savegame to
 illustrate what I am saying. 

This should be checked in ./server/techtools.c:player_tech_lost() line 616
... 

I had to modify file #10221 to load it (remove the first option= setting;
see bug #16645). The attached patch fixes the bug. A call to
player_research_update() was missing.

I did not test the savegames listed in comment #0.

(file #10231)
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Additional Item Attachment:

File name: 20100907-07-trunk-fix-tech-tree-after-a-tech-was-lost.patch Size:0
KB


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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread pepeto

Follow-up Comment #6, bug #16429 (project freeciv):

 I had to modify file #10221 to load it (remove the first
 option= setting; see bug #16645). The attached patch fixes the
 bug. A call to player_research_update() was missing.

Oops, I didn't attach the right file, and I don't have it anymore.

How calling player_research_update() can fix that?


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[Freeciv-Dev] [bug #16656] Arithmetic exception in improvement_effect_value()

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16656 (project freeciv):

 Running with the experimental ruleset (maybe linked with tech
 upkeep?): 

Seems to be. I think you got a division by 0 (potential == -1):


if (valid_advance(pimprove-obsolete_by)) {
  turns = MIN(turns, 
  total_bulbs_required_for_goal(aplayer,
advance_number(pimprove-obsolete_by))
  / (potential + 1));
}


Does the attached patch fixes the problem? I'm not sure I do understand the
logic for this effect.


(file #10232)
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Additional Item Attachment:

File name:
20100907-08-trunk-fix-possible-division-by-0-in-improvement_effect_val.patch
Size:2 KB


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[Freeciv-Dev] [bug #16662] Some more string corrections

2010-09-07 Thread Joan Creus

URL:
  http://gna.org/bugs/?16662

 Summary: Some more string corrections
 Project: Freeciv
Submitted by: jcreus
Submitted on: Tuesday 09/07/10 at 21:18
Category: None
Severity: 2 - Minor
Priority: 4
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I have found a few more typos, grammar and punctuation mistakes, mostly in
the new batch of nations, but also in the server settings.

In the case of the Crimean Tatars, I don't like my own proposal very much.
Perhaps a full rewrite should be better.

Patches attached, just for trunk. 2.2 is not affected.



___

File Attachments:


---
Date: Tuesday 09/07/10 at 21:18  Name: nations.diff  Size: 5kB   By: jcreus
Patches for trunk
http://gna.org/bugs/download.php?file_id=10233
---
Date: Tuesday 09/07/10 at 21:18  Name: settings.diff  Size: 698B   By: jcreus
Patches for trunk
http://gna.org/bugs/download.php?file_id=10234

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[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16655 (project freeciv):

add _() for all messages found in my local git tree by the following
command:

'git grep log_normal( | grep -v _('

(file #10235)
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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1936 (project freeciv):

I think migrating the unit is not a solution. This would open the possibility
to easily 'move' a unit. Trade could be a possible limiting factor.

For the AI some 'magic' must be done so that the units are distributed over
all cities.

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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #7, bug #16429 (project freeciv):

 How calling player_research_update() can fix that? 

in techtools.c:player_tech_lost() the tech is removed from the player by
player_invention_set(plr, tech, TECH_UNKNOWN). After this function
player_research_update() must be called to update the information about the
tech tree (especially research-num_known_tech_with_flag). Without the update
the following checks for now invalid action will not fix all possible changes
due to the now missing tech.

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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread Jacob Nevins

Follow-up Comment #8, bug #16429 (project freeciv):

My original test (comment #0) was with S2_2 and the default ruleset. One of
pepeto's reports in bug #16654 was with S2_2. Tech upkeep and related
features (and hence player_tech_lost()) don't exist there.

I guess we're dealing with two separate bugs?

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[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #12, bug #16413 (project freeciv):

 1) I have played a game with unmodded experimental ruleset
 and gold_upkeep_style = 1, played until Corporation is
 researched, and it seems to work same than always. 

You do not have to play till Corporation is research. You could use the
editor or set techlevel to a high value.

file #10214 (goldupkeep2.sav.gz) does not use the experimental ruleset but a
ruleset which define 'Tribal' as government

file #10213 (goldupkeep1.sav.gz) seems to burn the cpu but does not go to the
next turn? Can you reproduce the problem with a smaller map and perhaps 'set
techlevel 100'?

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[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #13, bug #16413 (project freeciv):

could you test the attached patch?

changes:

* first sell a unit, only in the second step sell a building
* rework the while loop; it did run in an endless loop before ...

(file #10237)
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File name:
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Size:16 KB


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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #9, bug #16429 (project freeciv):

 I guess we're dealing with two separate bugs?

It seems to be. My patch solves the bug for trunk. I did not investigate the
original report. But perhaps an additional check if the tech is known could
help there? Are the techs split at civil war and the units are transferred
without a check if their activity is valid? Is player_research_update() run
for each player after the split?

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[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages

2010-09-07 Thread pepeto

Follow-up Comment #2, bug #16655 (project freeciv):

Well, I have checked that too, but I doubt it is a good solution. I think
some of those messages shouldn't be log_normal() but log_verbose().

Also, I noticed a translation with Q_() of the meta message that looks very
strange, since this string can be set by the user.


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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-09-07 Thread pepeto

Follow-up Comment #10, bug #16429 (project freeciv):

Sorry, but I really think your patch doesn't fix the problem on trunk. It may
fix a bug but probably not this one. I don't see how calling
player_research_update() can stop units doing invalid actions (like doing
Railroads when losing the Railroad tech) and do the notifications to the
clients.

The problem on S2_2 looks only linked with civil war. Maybe there is problem
or a delay in the transfer of the tech between the players?


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[Freeciv-Dev] [bug #16663] Various minor typos etc in strings

2010-09-07 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16663

 Summary: Various minor typos etc in strings
 Project: Freeciv
Submitted by: jtn
Submitted on: Tuesday 09/07/10 at 23:56
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Misspellings, punctuation, capitalisation. Spotted in passing on trunk; many
also apply to S2_2.



___

File Attachments:


---
Date: Tuesday 09/07/10 at 23:56  Name: trunk-various-typos.diff  Size: 8kB  
By: jtn
trunk r17952: various typos in English strings
http://gna.org/bugs/download.php?file_id=10238

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[Freeciv-Dev] [bug #16662] Some more string corrections

2010-09-07 Thread Daniel Markstedt

Follow-up Comment #1, bug #16662 (project freeciv):

I'd like to add something about Egypt being one of the most populous
countries in Africa as well as the Middle East.

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[Freeciv-Dev] [bug #16655] Trunk contains not translated log_normal() messages

2010-09-07 Thread Jacob Nevins

Follow-up Comment #3, bug #16655 (project freeciv):

Attached a version of file #10235 with a couple of (pre-existing) typos
fixed.

(file #10239)
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[Freeciv-Dev] [bug #16413] Gold upkeep and Military unhappiness

2010-09-07 Thread David Fernandez

Follow-up Comment #14, bug #16413 (project freeciv):

Sure, I'll test it.
I did not try to hurry you, if you can't work on it until next month, it's
ok, I know you are working on many other things. I was just using this patch
to learn how to help developers, to avoid wasting your time in future tests
;).
Sorry me I uploaded a wrong savegame2. I had another one with same error over
experimental ruleset.
Note I did not played manually the savegame1 until The Corporation, I
switched to AI control to see how it was working.

Thank you for the new patch.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread David Fernandez

Follow-up Comment #6, patch #1936 (project freeciv):

I admit I like the suggestion to use trade more than mine to use population.
I didn't liked at first because peaceful governments (democracy/republic)
increase a lot the trade, but those govs also increase the population due to
rapture growth.
It would make celebrations under monarchy/communism a bit more useful, and it
makes sense that roads, superhighways, trade routes and even the Colosus to
increase your supported army.

I'm also liking the idea to switch the home city to another that can support
it. It is true it would be an easy way to move a unit, but it is not so
important under gold upkeep, I see it a good thing to reduce micromanaging,
and it would act automatically as the magic needed for the AI.
In fact, under gold upkeep styles where units are paid in a lump sum, the
home city is not important except to cause military unhappiness. In this
scenario, it is not an advantage that unsupported units suddently switch to
random cities.

I really liked the suggestion by KeyserSoze, though I'm also new here, is up
to developers to decide.

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[Freeciv-Dev] [bug #16460] Win chance calculation doesn't take fortress into account

2010-09-07 Thread Jacob Nevins

Update of bug #16460 (project freeciv):

 Planned Release: = 2.2.3  

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Follow-up Comment #4:

I think we should try to get this in 2.2.3. I'm happy to review and apply the
patch if no-one else has time.

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[Freeciv-Dev] [bug #16440] Voteinfo bar is too long at the right of the screen

2010-09-07 Thread Jacob Nevins

Follow-up Comment #18, bug #16440 (project freeciv):

Oops, this is assigned to me, but I was waiting for you to confirm your
patch. IMO it's good as it is, and we should get it in 2.2.3. If you're busy
I can commit it.

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[Freeciv-Dev] [bug #16520] Voteinfo bar never shown if Merge the message notebook and the map notebook set

2010-09-07 Thread Jacob Nevins

Follow-up Comment #1, bug #16520 (project freeciv):

The patch attached to bug #16440 also fixes this.

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Re: [Freeciv-Dev] [patch #1467] Add the swabia nation to the next release

2010-09-07 Thread Daniel Markstedt
Hi Markus,

You can read the latest version of the Wuerttembergian ruleset through
the source tree web interface:

http://svn.gna.org/viewcvs/freeciv/trunk/data/nation/wuerttembergian.ruleset?view=markup

On Fri, Aug 13, 2010 at 9:13 AM, Markus Majer m...@mpathy.de wrote:
 Oh... There is a Württembergian Ruleset?

 Okay then perhaps you should use this name - württembergian - if I
 overthink it, there could be people from Augsburg etc. in Bavaria, who also
 call themselves swabians, and perhaps they could vote against this ruleset
 because they feel kept out :)

 Because most swabians live in Württemberg, there are mostly the same as in
 this würtembergian ruleset.

 I do not know the quality of it, but perhaps there is a way to merge those
 two rulesets!

 Do you have a link to it? I could contact the creator and work together with
 him.

 No, the swabian/württembergian flag is the one I used, there is no other!


 Am 13.08.2010 07:33, schrieb J.M. Maalderink:

 Update of patch #1467 (project freeciv):

                   Status:                    None =  Need Info

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 Follow-up Comment #1:

 There are Badians and Württembergians by now...
 But Swabians can nonetheless be added as well.

 There are still some issues though. The leaders seem to be mostly famous
 people from Swabia or with Swabian background. Hermeric or Van
 Stauffenberg
 are ok to me, but I'm not sure about Kepler or Einstein. Could you make a
 list with Swabian leaders or people that were otherwise of
 political/military
 relevance in Swabia?

 Also the flag needs to be in .svg, the .png ones you have added look very
 similar to the Saxon one. Is there a also Swabian flag that is not
 black-yellow?

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread James Spahlinger

Follow-up Comment #7, patch #1936 (project freeciv):

Just to add a little more on the trade idea: A well balanced game would treat
gold(trade) upkeep very similar to shield upkeep. As the game stands it is not
hard to have cities produce massive numbers of shields but very little trade.
What limits those industrial cities from making infinite military units is
the unhappy citizens.

Using trade really is no different, a unit's home city has to pay for it in
gold and in citizen moral. Because each city has a set amount of trade
resources; no one city can be the home city to an infinite unit count. Plus
remember cities have to use gold to pay for their improvements as well. Paying
for those probably should happen before paying for military units (not real
sure on this).

From a player standpoint a limit on unitcount based on trade makes more
intuitive sense then a limit based on how many people the city has. You have
to pay for these units, richer cities are going to be able to afford more
then poorer cities. Even if the units were built(trained) in an
industrial/shield city then based at a rich city; there still is a natural
constraint based on city resources. Building things at a factory and using
the output to defend a nation's wealth has been done by nations all
throughout history.

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[Freeciv-Dev] [bug #16440] Voteinfo bar is too long at the right of the screen

2010-09-07 Thread pepeto

Follow-up Comment #19, bug #16440 (project freeciv):

It's not my best patch, but it is stable and ok for committing... Feel free
to commit.


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[Freeciv-Dev] [patch #1692] Scythian nation

2010-09-07 Thread J.M. Maalderink

Update of patch #1692 (project freeciv):

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


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[Freeciv-Dev] [patch #1829] Improved Soviet ruleset

2010-09-07 Thread J.M. Maalderink

Update of patch #1829 (project freeciv):

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


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[Freeciv-Dev] [patch #1898] Tanzanian nation

2010-09-07 Thread J.M. Maalderink

Update of patch #1898 (project freeciv):

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


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