[Freeciv-Dev] [bug #18732] build server before ai
URL: http://gna.org/bugs/?18732 Summary: build server before ai Project: Freeciv Submitted by: syntron Submitted on: So 25 Sep 2011 12:11:58 CEST Category: ai Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.4.0 ___ Details: dependencies of the ai on server files is possible but not the other way around (needed for luaai as it requires the server tolua files to be generated) ___ File Attachments: --- Date: So 25 Sep 2011 12:11:58 CEST Name: 0088-build-server-before-ai.patch Size: 662B By: syntron http://gna.org/bugs/download.php?file_id=14155 ___ Reply to this item at: http://gna.org/bugs/?18732 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18732] build server before ai
Update of bug #18732 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #1: ups - problem: ai must be build to generate the server library ... ___ Reply to this item at: http://gna.org/bugs/?18732 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map
Follow-up Comment #6, bug #18546 (project freeciv): Oh, we certainly are not going to support loading savegames that are missing required (= non-optional) parts. What we should do, is to abort savegame loading with error message to user (Savegame is corrupted - cannot load it) The attached patch stops loading a savegame if the element savefile.options is missing as this will result in a NULL pointer in my_has_capability(). Both patches should be applied! (file #14156) ___ Additional Item Attachment: File name: 0027-check-for-savefile.options-if-loading-a-savegame.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?18546 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18732] [luaai] changes to lua AI makefile to force generation of tolua_server_gen.(c|h)
Update of bug #18732 (project freeciv): Status: In Progress = Ready For Test Summary: build server before ai = [luaai] changes to lua AI makefile to force generation of tolua_server_gen.(c|h) ___ Follow-up Comment #2: fixed it without touching the main makefiles - so this is a lua ai internal hack ... ___ Reply to this item at: http://gna.org/bugs/?18732 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2974] fix missing include in themes.cpp
URL: http://gna.org/patch/?2974 Summary: fix missing include in themes.cpp Project: Freeciv Submitted by: syntron Submitted on: So 25 Sep 2011 16:48:42 CEST Category: client-qt Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0 ___ Details: ___ File Attachments: --- Date: So 25 Sep 2011 16:48:42 CEST Name: 0019-fix-missing-include-in-themes.cpp.patch Size: 616B By: syntron http://gna.org/patch/download.php?file_id=14157 ___ Reply to this item at: http://gna.org/patch/?2974 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Nightly builds
2.3svn and 2.3.99(plus) are failing for opensuse 11.4 32 bit builds due to bug #18527 (http://gna.org/bugs/?18527). All version compile at the moment. These builds are also helpful to find the small bugs in code (clients) I normally not compile. If there is someone who knows how to create/define rpm spec files, the rpm could be split into different packages (server, common, gtk2/gtk3/..., devel!) and be build also for different distributions. I did split the files installed into several RPMs. Perhaps someone knowing something about the RPM structure could have a look? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2972] use __FC_LINE__ instead of __LINE__
Follow-up Comment #1, patch #2972 (project freeciv): add missing include files (log.h for __FC__LINE__) (file #14158) ___ Additional Item Attachment: File name: 0026-use-__FC_LINE__-instead-of-__LINE__.patch Size:21 KB ___ Reply to this item at: http://gna.org/patch/?2972 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2960] additional compile checks
Follow-up Comment #4, patch #2960 (project freeciv): remove options not supported by cpp in CXX_CFLAGS (file #14159) ___ Additional Item Attachment: File name: 0018-add-additional-compiling-time-checks-if-enable-debug.patch Size:6 KB ___ Reply to this item at: http://gna.org/patch/?2960 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp
Follow-up Comment #18, bug #18549 (project freeciv): However, this is the only difference I have noticed. Before applying the patch, the city tile couldn't be transformed to ocean, even by Engineers. It should be the only difference. The assert happend due to a virtual tile which did had the index (or coordinates) of the real tile with the city. Thus, the assert got called on the check if the tile can be transformed ... But this check is at the wrong place. The attached patch moves the check into tile_set_terrain(). There, it is tested if ptile is a virtual one. It also adds a comment explaining the assert test as this cost me lots of time! Please test this patch! (file #14160) ___ Additional Item Attachment: File name: 0029-add-check-to-tile_transform.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2957] function to test if a tile is a virtual tile
Update of patch #2957 (project freeciv): Priority: 1 - Later = 5 - Normal Status: Postponed = Ready For Test Planned Release: = 2.4.0 ___ Follow-up Comment #1: add test if the map is empty; required by bug #18549 (file #14161) ___ Additional Item Attachment: File name: 0012-check-if-a-tile-is-a-virtual-tile.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?2957 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp
Update of bug #18549 (project freeciv): Depends on: = patch #2957 ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17740] migration disbands city
Update of bug #17740 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17740 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18641] allow remove command for access level = ADMIN in running games
Update of bug #18641 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = syntron Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18641 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2959] add README.fcdb
Update of patch #2959 (project freeciv): Status: In Progress = Done Assigned to:None = syntron Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2959 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18652] Playing a scenario game - faulty save file
Update of bug #18652 (project freeciv): Status:None = Fixed Assigned to:None = syntron Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18652 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18499] Science progress shows incorrect number of turns
Update of bug #18499 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = syntron Open/Closed:Open = Closed Planned Release: = 2.3.1,2.4.0 ___ Follow-up Comment #16: Comment by Michal Mazurek via mail: Any chance to either not round it, or provide info on how many bulbs/turn needed for researching the tech in Y - 1 turns? I find myself quite often calculating this manually. Any ideas / hints how it should be done (i.e how the text should look like)? Please open a new ticket for this ___ Reply to this item at: http://gna.org/bugs/?18499 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure
Update of bug #18481 (project freeciv): Status:None = Fixed Assigned to:None = syntron Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18481 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure
Update of bug #18481 (project freeciv): Status: Fixed = Need Info Assigned to: syntron = None Open/Closed: Closed = Open ___ Follow-up Comment #8: can't close the ticket as the applied patch does NOT fix the bug - it's only (perhaps) a helper to find the reason ___ Reply to this item at: http://gna.org/bugs/?18481 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18733] fix AI handling of plague (health)
URL: http://gna.org/bugs/?18733 Summary: fix AI handling of plague (health) Project: Freeciv Submitted by: syntron Submitted on: So 25 Sep 2011 18:42:01 CEST Category: None Severity: 3 - Normal Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: at the moment the AI does not know anything about plagues. It tries to fix it but is is not know if it is working. Perhaps add a health effect for the (cheating) AI? ___ Reply to this item at: http://gna.org/bugs/?18733 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18724] Wrong flag for Frisian civilization
Update of bug #18724 (project freeciv): Assigned to:None = mixcoatl ___ Follow-up Comment #1: There's a vector version of this flag available at http://commons.wikimedia.org/wiki/File:Interfrisian_Flag.svg I've asked the author for permission to distribute under the GPL ___ Reply to this item at: http://gna.org/bugs/?18724 ___ 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 #2963] Use ferryboat system for trade
Follow-up Comment #2, patch #2963 (project freeciv): S2_3 version. trunk will follow... * It's evaluates the optimal destination only once (now is evaluated each turn), like the diplomat code. * allows trade routes through the sea and to allies also. * didn't add any handicap, the aicore module can't use ai_handicap or map_known_and_seen function :-(. Any ideas? * touches ai_unit_task... i don't know with implications has... requires a capability change? requires touching the network code? required touching the save game code? (file #14162) ___ Additional Item Attachment: File name: caravan_diff_cont_6.diff Size:21 KB ___ Reply to this item at: http://gna.org/patch/?2963 ___ 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 #2963] Use ferryboat system for trade
Follow-up Comment #3, patch #2963 (project freeciv): it's late so only a short comment: didn't add any handicap, the aicore module can't use ai_handicap or map_known_and_seen function :-(. Any ideas? perhaps add the handicap in the functions for the default AI? For example, return without searching for a city on the other side of the ocean? Or a random element? (chance to get a city = x%)? touches ai_unit_task... i don't know with implications has... requires a capability change? requires touching the network code? required touching the save game code? enum ai_unit_task is part of the AI (in trunk it is moved to aiunit.h). So, this does not require a capability change as there are no changes to the network protokol - it is a (default) AI internal change. You could think about saving the computed destination city for the unit in the savegame. This would increase the memory of the AI ;-) I do not know if this change is something for 2.3 but for sure it should be go to trunk (= 2.4). There, it can use all the cleanup done to the AI code! If the code is ready, some cleanup will be needed (line length!). ___ Reply to this item at: http://gna.org/patch/?2963 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18539] Trunk does not compile without libbz2-devel
Follow-up Comment #4, bug #18539 (project freeciv): should check for MagickWand include check for all required libs (one is bz2 but there are more)? How could this be solved? ___ Reply to this item at: http://gna.org/bugs/?18539 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round
URL: http://gna.org/bugs/?18736 Summary: building unit is skipped when replaced in same round Project: Freeciv Submitted by: gaymmaster Submitted on: Mo 26 Sep 2011 02:46:40 GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: Freeciv-2.3.0-gtk2 Chat: You bought Horsemen in [CITY]. [click done!/new round] Die Inder haben Rittertum erforscht. [others got knighthood] Du hast Rittertum von den die Große Bibliothek übernommen! [i got knighthood via great library] Anstatt Reiter wird Ritter produziert (in [CITY]). [instead of horsemen, knight will be produced] [CITY] baut Arbeiter aus der Arbeitsliste. [worker from the list will be produced next] but there is no horsemen/knight. finishing that unit is skipped, next unit from the worklist is being produced with the 20 production ressources from last round/horsemen. ___ Reply to this item at: http://gna.org/bugs/?18736 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev