[Freeciv-Dev] [bug #18732] build server before ai

2011-09-25 Thread Matthias Pfafferodt

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)




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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

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[Freeciv-Dev] [bug #18732] build server before ai

2011-09-25 Thread Matthias Pfafferodt

Update of bug #18732 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #1:

ups - problem: ai must be build to generate the server library ...

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[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map

2011-09-25 Thread Matthias Pfafferodt

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)
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Additional Item Attachment:

File name: 0027-check-for-savefile.options-if-loading-a-savegame.patch Size:0
KB


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[Freeciv-Dev] [bug #18732] [luaai] changes to lua AI makefile to force generation of tolua_server_gen.(c|h)

2011-09-25 Thread Matthias Pfafferodt

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)


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Follow-up Comment #2:

fixed it without touching the main makefiles - so this is a lua ai internal
hack ...

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[Freeciv-Dev] [patch #2974] fix missing include in themes.cpp

2011-09-25 Thread Matthias Pfafferodt

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

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Details:





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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

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Re: [Freeciv-Dev] Nightly builds

2011-09-25 Thread Matthias Pfafferodt
 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?

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[Freeciv-Dev] [patch #2972] use __FC_LINE__ instead of __LINE__

2011-09-25 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #2972 (project freeciv):

add missing include files (log.h for __FC__LINE__)

(file #14158)
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Additional Item Attachment:

File name: 0026-use-__FC_LINE__-instead-of-__LINE__.patch Size:21 KB


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[Freeciv-Dev] [patch #2960] additional compile checks

2011-09-25 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #2960 (project freeciv):

remove options not supported by cpp in CXX_CFLAGS

(file #14159)
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Additional Item Attachment:

File name: 0018-add-additional-compiling-time-checks-if-enable-debug.patch
Size:6 KB


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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-25 Thread Matthias Pfafferodt

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)
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Additional Item Attachment:

File name: 0029-add-check-to-tile_transform.patch Size:1 KB


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[Freeciv-Dev] [patch #2957] function to test if a tile is a virtual tile

2011-09-25 Thread Matthias Pfafferodt

Update of patch #2957 (project freeciv):

Priority:   1 - Later = 5 - Normal 
  Status:   Postponed = Ready For Test 
 Planned Release: = 2.4.0  

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Follow-up Comment #1:

add test if the map is empty; required by bug #18549

(file #14161)
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Additional Item Attachment:

File name: 0012-check-if-a-tile-is-a-virtual-tile.patch Size:1 KB


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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-25 Thread Matthias Pfafferodt

Update of bug #18549 (project freeciv):

  Depends on: = patch #2957


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-09-25 Thread Matthias Pfafferodt

Update of bug #17740 (project freeciv):

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


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[Freeciv-Dev] [bug #18641] allow remove command for access level = ADMIN in running games

2011-09-25 Thread Matthias Pfafferodt

Update of bug #18641 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = syntron
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #2959] add README.fcdb

2011-09-25 Thread Matthias Pfafferodt

Update of patch #2959 (project freeciv):

  Status: In Progress = Done   
 Assigned to:None = syntron
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #18652] Playing a scenario game - faulty save file

2011-09-25 Thread Matthias Pfafferodt

Update of bug #18652 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = syntron
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #18499] Science progress shows incorrect number of turns

2011-09-25 Thread Matthias Pfafferodt

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

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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

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[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure

2011-09-25 Thread Matthias Pfafferodt

Update of bug #18481 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = syntron
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure

2011-09-25 Thread Matthias Pfafferodt

Update of bug #18481 (project freeciv):

  Status:   Fixed = Need Info  
 Assigned to: syntron = None   
 Open/Closed:  Closed = Open   

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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

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[Freeciv-Dev] [bug #18733] fix AI handling of plague (health)

2011-09-25 Thread Matthias Pfafferodt

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: 

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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?




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[Freeciv-Dev] [bug #18724] Wrong flag for Frisian civilization

2011-09-25 Thread Daniel Markstedt

Update of bug #18724 (project freeciv):

 Assigned to:None = mixcoatl   

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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

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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-25 Thread Jordi Negrevernis i Font

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)
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File name: caravan_diff_cont_6.diff   Size:21 KB


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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2011-09-25 Thread Matthias Pfafferodt

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!).

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[Freeciv-Dev] [bug #18539] Trunk does not compile without libbz2-devel

2011-09-25 Thread Matthias Pfafferodt

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?

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2011-09-25 Thread Echter Name

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: 

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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.




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