[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread J. M. Gorbach

Follow-up Comment #5, bug #18756 (project freeciv):

Merging units? I.e. Regiment or Brigade composed of 5 units with a color or
symbol?

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-02 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?18773

 Summary: statue of liberty hack
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sun Oct  2 07:10:18 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

There is a hack players use with statue of liberty: be in democracy during
the turn, switch to communism a second before TC. That way you have all the
benefits of communism while having unbribable cities. Now that we use small
wonders, this will be even more unbarable. I propose a fix: you can switch
govt not more often than once every 2 turns. What do you think? This would
require a dedicated variable in struct player for this wonder only.




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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread DynV

Follow-up Comment #6, bug #18756 (project freeciv):

Again this is my ultimate vision, it doesn't relate to the issue (bug), but
if you understand the vision you can easily understand this issue.

You add a group option then you add units to it and with a single click
select all units of it (group). Then let's say you plan a combat, you create
the path (by pressing G) directly to the enemy unit. However, you then *need*
to split the ending of path to prevent multi-unit destruction. So you select a
unit and have it go next to the enemy (but not directly to it, because not all
unit will be ready and rested at the same time ; when they are, I'll be able
to begin the combat by again simply moving the leader to begin combat and
because the leader is now alone on a tile a popup will ask me if I'm moving
the group (if not it's only the unit) so I will click yes and all the units of
the group will attack. Optionally (as extra-long-time goal), there will be
some algorithm creating an optimized unit order.

Please refer again to the first paragraph. If this message wasn't helpful,
and rereading my other messages doesn't help, I don't know if I can make you
understand.

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[Freeciv-Dev] [bug #18755] minimap has scroll when widgets NOT for small displays

2011-10-02 Thread DynV

Follow-up Comment #3, bug #18755 (project freeciv):

I replied by email to freeciv-dev@gna.org to include the quote, as I didn't
see a quote button on the web interface, but the email has been stuck in
moderation for 2 days.

 or it should behave like a view-port (like interactive real
 world map sites) that pushes aside when dragging  dropping
 inside of it ; in either case not needing scroll bars.
 Not sure what you mean by dragging and dropping; there are no
drag-and-drop
 operations in Freeciv involving the minimap.

I'm not sure view-port (viewport) is the right term but it's the one I'm
using for a lack of a better term. Whichever word it is, it's suppose to
describe a navigable hole in part of a (much) larger part. Getting back to
my example, let's say you are at 100m scale clearly seeing the streets path,
well if you want to get to another town, you will have to drag  drop a lot in
that hole so that the image at that scale cross the municipal border, yet
alone get into the town center. To further show what I mean I created an image
 in which the dark grey border are static and the light grey is the virtual
movement and the arrow show dragging  dropping in the middle of the
view-port.

Well that hole doesn't need scroll bars because it should be big enough to
allow dragging  dropping and you theoretically get to any point using it (I
think few people would have the patience go across a continent at clear street
level (zoom)).

---

The following was in a PS email.

Ok! I don't know what happened but after a few hours with Freeciv closed
(earlier I closed and reopened it right away), the interface is now changed
and there' s about twice the area for the minimap.

Well I think this should be changed into a suggestion for when the small
displays option is enabled. There's never a need for scroll bar with the way
modern maps function, using the principle I showed in my image. 

(file #14191)
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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread DynV

Follow-up Comment #7, bug #18756 (project freeciv):

I suspect (strongly) that this issue apply to all clients so please change
the category to reflect it (to client).

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread DynV

Follow-up Comment #8, bug #18756 (project freeciv):

oops! and Operating System to Any.

I wish I knew the commands to change the flags of the issues I created.

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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread DynV

URL:
  http://gna.org/bugs/?18775

 Summary: city distance in Goto/Airlift Unit
 Project: Freeciv
Submitted by: dynv
Submitted on: Sun 02 Oct 2011 11:16:47 AM GMT
Category: client
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

I suspect this applied to all clients and OS so I flagged it so but it was
observed on GTK 2.0 and Windows.

On the Goto/Airlift Unit windows interface there are currently categories for
City, Nation  Airlift and clicking one show an arrow for order (ascending or
descending). Well I wish there was the category Distance, that I could order,
to know at a glance which are the closest cities.




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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-10-02 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?18776

 Summary: /remove perhaps faulty
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sun Oct  2 13:07:04 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I removed around 15 players using the /remove command. The server crashed. I
only have a savegame from right before the /removes (which implies the turn
change did not get to save). Here is what i got:


#0  0x001ab454 in calc_civ_score (pplayer=0x20e131000) at
score.c:199
199   pcmap-player[player_index(owner)].landarea++;

Either /remove is faulty, or my newcomer code is.




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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-10-02 Thread Michal Mazurek

Follow-up Comment #1, bug #18776 (project freeciv):

I managed to recreate the crash. Again I removed the players.

... remove 15 players ...
 /remove alex pancho
2: Removing player Alex Pancho.
Removed player Alex Pancho from the game.
 /save test
Game saved as /home/longturn/server/ltex2.3//save/test.sav.gz
 /set timeout 120
Console: 'timeout' has been set to 120.
 Segmentation fault (core dumped)

segfault occured about 10 seconds after /set timeout 120.

#0  0x001ab454 in calc_civ_score (pplayer=0x20d084000) at
score.c:199
199   pcmap-player[player_index(owner)].landarea++;

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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-10-02 Thread Michal Mazurek

Follow-up Comment #2, bug #18776 (project freeciv):

After loading test.sav.gz:

1: Player shuffle 22 used two times
1: Failure loading savegame!

The savegame cannot be loaded.

Complete log:

[15:17:ttyp9][longturn@spock:~/server/ltex2.3:11]$ sh ltex2.3.sh test.sav.gz 
 
This is the server for Freeciv version 2.3.0+
You can learn a lot about Freeciv at http://www.freeciv.org/
2: Loading rulesets.
2: Ruleset: 'generator' has been set to Island-based (ISLAND).
2: Ruleset: 'topology' has been set to Wrap East-West and Wrap
North-South (WRAPX|WRAPY).
2: Ruleset: 'startpos' has been set to One player per continent (SINGLE).
2: Ruleset: 'alltemperate' has been set to enabled.
2: Ruleset: 'separatepoles' has been set to disabled.
2: Ruleset: 'huts' has been set to 0.
2: Ruleset: 'aifill' has been set to 0.
2: Ruleset: 'diplomacy' has been set to Disabled for everyone (DISABLED).
2: Ruleset: 'contactturns' has been set to 0.
2: Ruleset: 'revolen' has been set to 2.
2: Ruleset: 'barbarians' has been set to No barbarians (DISABLED).
2: Ruleset: 'techpenalty' has been set to 0.
2: Ruleset: 'startunits' has been set to cccwww.
2: Ruleset: 'specials' has been set to 350.
2: Ruleset: 'borders' has been set to Disabled (DISABLED).
2: Savegame: 'size' has been set to 84.
2: Savegame: 'xsize' has been set to 468.
2: Savegame: 'ysize' has been set to 180.
2: Savegame: 'topology' has been set to Wrap East-West (WRAPX).
2: Savegame: 'startpos' has been set to Generator's choice (DEFAULT).
2: Savegame: 'separatepoles' has been set to enabled.
2: Savegame: 'alltemperate' has been set to disabled.
2: Savegame: 'mapseed' has been set to 1805029910.
2: Savegame: 'gameseed' has been set to 1313942453.
2: Savegame: 'specials' has been set to 140.
2: Savegame: 'maxplayers' has been set to 29.
2: Savegame: 'ec_info' has been set to enabled.
2: Savegame: 'startunits' has been set to wwxxk.
2: Savegame: 'newcomerunits' has been set to wxk.
2: Savegame: 'dispersion' has been set to 4.
2: Savegame: 'techpenalty' has been set to 100.
2: Savegame: 'citymindist' has been set to 5.
2: Savegame: 'borders' has been set to Enabled (ENABLED).
2: Savegame: 'diplomacy' has been set to Enabled for everyone (ALL).
2: Savegame: 'onsetbarbs' has been set to 0.
2: Savegame: 'diplchance' has been set to 50.
2: Savegame: 'spacerace' has been set to disabled.
2: Savegame: 'contactturns' has been set to 20.
2: Savegame: 'allowtake' has been set to .
2: Savegame: 'timeout' has been set to 82800.
1: Player shuffle 22 used two times
1: Failure loading savegame!
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Loading script file 'ltex2.3.serv'.
Ruleset directory set to longturn
2: Loading rulesets.
2: Ruleset: 'generator' has been set to Island-based (ISLAND).
2: Ruleset: 'topology' has been set to Wrap East-West and Wrap
North-South (WRAPX|WRAPY).
2: Ruleset: 'startpos' has been set to One player per continent (SINGLE).
2: Ruleset: 'alltemperate' has been set to enabled.
2: Ruleset: 'separatepoles' has been set to disabled.
2: Ruleset: 'huts' has been set to 0.
2: Ruleset: 'aifill' has been set to 0.
2: Ruleset: 'diplomacy' has been set to Disabled for everyone (DISABLED).
2: Ruleset: 'contactturns' has been set to 0.
2: Ruleset: 'revolen' has been set to 2.
2: Ruleset: 'barbarians' has been set to No barbarians (DISABLED).
2: Ruleset: 'techpenalty' has been set to 0.
2: Ruleset: 'startunits' has been set to cccwww.
2: Ruleset: 'specials' has been set to 350.
2: Ruleset: 'borders' has been set to Disabled (DISABLED).
2: Removing player AI*5.
2: Removing player AI*4.
2: Removing player AI*3.
2: Removing player AI*2.
2: Removing player AI*1.
Console: 'maxplayers' has been set to 126.
Console: 'saveturns' has been set to 1.
No match for 1.
Console: 'citymindist' has been set to 5.
Console: 'dispersion' has been set to 4.
Console: 'startunits' has been set to wwxxk.
Console: 'newcomerunits' has been set to wxk.
Console: 'aifill' has been set to 0.
Console: 'techlevel' has been set to 0.
Console: 'diplchance' has been set to 50.
Undefined argument.  Usage:
set option-name value
No match for 0.
Console: 'timeout' has been set to 82800.
Console: 'revolen' has been set to 2.
Console: 'trading_city' has been set to disabled.
Not enough human players; game will not start.
--
All options with non-default values
--
In the column '##' the status of the option is shown:
 - a '!' means the option is locked by the ruleset.
 - a '+' means you may change the option.
 - a '=' means the option is on its default 

[Freeciv-Dev] [bug #18770] Please add an option for combat animation time adjustment

2011-10-02 Thread Jacob Nevins

Update of bug #18770 (project freeciv):

Category: general = client 
Severity:  3 - Normal = 1 - Wish   
  Status:None = Ready For Test 
 Assigned to:None = jtn
 Release: = 2.3.0  
Operating System:   GNU/Linux = Any
 Planned Release: = 2.3.1,2.4.0

___

Follow-up Comment #1:

Patches attached.
In the trunk one, the boolean do_combat_animation option is done away with in
favour of setting the new option to 0, as with the other animation options.
I didn't do this on S2_3 to avoid trouble for people up/downgrading within
2.3.x.

(file #14192, file #14193)
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Additional Item Attachment:

File name: trunk-combat-animation-speed.diff Size:4 KB
File name: S2_3-combat-animation-speed.diff Size:2 KB


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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-02 Thread Jacob Nevins

Follow-up Comment #1, bug #18773 (project freeciv):

Fun exploit.

 I propose a fix: you can switch govt not more often than once 
 every 2 turns.
Why 2 turns specifically? Did you choose it so that disorder in their cities
have a chance to cause a revolution under Democracy? (Not that they care if
they're going to be dithering their government anyway.)

An alternative possibility: the Statue of Liberty could do away with Anarchy,
but revolution could be prevented for the length of time that they would have
been in Anarchy.

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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread Jacob Nevins

Follow-up Comment #1, bug #18775 (project freeciv):

Why do you want to order by distance?

The answer affects the implementation. There are several distances to
consider; as the crow flies, or as the selected unit moves (and it may be
different for different units -- e.g., if you have a ship and a land unit both
selected at once).

Also, the goto/airlift dialog is designed to cope if multiple units are
selected that aren't on the same tile, so it would need to degrade gracefully
in that case (probably by not offering distances at all).

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[Freeciv-Dev] [bug #18756] deep wish: stacked units verification

2011-10-02 Thread Jacob Nevins

Update of bug #18756 (project freeciv):

Category:  client-gtk-2.0 = client 
Operating System:   Microsoft Windows = Any


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[Freeciv-Dev] [bug #18754] Unit context menu too responsive

2011-10-02 Thread Jacob Nevins

Update of bug #18754 (project freeciv):

Severity:   2 - Minor = 3 - Normal 


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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread DynV

Follow-up Comment #2, bug #18775 (project freeciv):

Up to now in similar games, I've mostly used Goto for damaged units to get
back to the closest (mine/allied) city, mostly when I'm attacking into enemy
territory ; the exception to this would be when defending (thus in mine/allied
territory) then it would be the closest city out of reach from enemy.

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Re: [Freeciv-Dev] Editing bugs in Gna

2011-10-02 Thread dynvec

I appreciate the effort of addressing my issues with the bug tracker.


On 02/10/2011 5:28 PM, Jacob Nevins wrote:

In bug #18755, DynV writes:

I replied by email to freeciv-dev@gna.org to include the quote, as I didn't
see a quote button on the web interface, but the email has been stuck in
moderation for 2 days.

I saw your email reply on freeciv-dev, so it can't have been stuck in
mailing list moderation. But Gna's tracker has no way of receiving
followups to tickets by email (as far as I know); you have to use the
web interface. There's no quote button as far as I know; I just reflow
the text and stick chevrons () at the start of lines manually (which is
markup that Gna highlights).

and in bug #18756:

oops! and Operating System to Any.
I wish I knew the commands to change the flags of the issues I created.

As far as I know, you can't. I've fixed the things you asked for.






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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread Jacob Nevins

Follow-up Comment #3, bug #18775 (project freeciv):

There's a Return to Nearest City function (Shift+G); dunno if that does
exactly what you want.

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[Freeciv-Dev] [bug #18775] city distance in Goto/Airlift Unit

2011-10-02 Thread DynV

Follow-up Comment #4, bug #18775 (project freeciv):

I suppose it does. I was just suggesting that feature (distance in
Goto/Airlift Unit window) as other spawn of the game has it. It,s always nice
to see the paths to the nearest cities, not just limiting oneself to 1
(closest).

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-02 Thread David Lowe

Follow-up Comment #2, bug #18773 (project freeciv):

An alternative possibility: the Statue of Liberty could do away with
Anarchy, but revolution could be prevented for the length of time that they
would have been in Anarchy.

That sounds good to me.

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