[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-02-15 Thread J. M. Gorbach
URL:
  http://gna.org/bugs/?19452

 Summary: Crash after build Apollo Program
 Project: Freeciv
Submitted by: gorb
Submitted on: Wed 15 Feb 2012 11:06:23 AM GMT
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Problem with huge maps (350x350 or 500x250) on Windows 7 and Vista.

http://forum.freeciv.org/viewtopic.php?p=28573#28573

I tried with earth map (500x250): 25 players.

Attach files: savegame, minimap1 and minimap2.

1st trial: minimap1
2nd trial: minimap2
3rd trial: crash

All 3 trials with same savegame.



___

File Attachments:


---
Date: Wed 15 Feb 2012 11:06:23 AM GMT  Name: map.sav.bz2  Size: 113kB   By:
gorb

http://gna.org/bugs/download.php?file_id=15055
---
Date: Wed 15 Feb 2012 11:06:23 AM GMT  Name: minimap1.png  Size: 19kB   By:
gorb

http://gna.org/bugs/download.php?file_id=15056
---
Date: Wed 15 Feb 2012 11:06:23 AM GMT  Name: minimap2.png  Size: 17kB   By:
gorb

http://gna.org/bugs/download.php?file_id=15057

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3130

 Summary: Random disasters module
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 15 Feb 2012 09:13:21 PM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch adds initial version of random disasters module. Disasters are
hardcoded, but data structures are set up in a way that loading them from
ruleset is easy to add in later patch.

- Frequency of disasters is controlled by new server setting disasters Once
disasters feature matures a bit, we may enable them by default and explicitly
disable from multiplayer ruleset, but for time being default value of
disasters is 0.
- New event type is added for disaster related messages
- There's three hardcoded disasters in this version. Earthquake and Fire
destroy random building from city, Plague reduces population by one
- Each city and each disaster is checked independently. In theory it's
possible that multiple disasters hit same city in same turn




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File Attachments:


---
Date: Wed 15 Feb 2012 09:13:22 PM EET  Name: Disasters.diff  Size: 19kB   By:
cazfi

http://gna.org/patch/download.php?file_id=15063

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[Freeciv-Dev] [patch #3131] Polish localization for TRUNK

2012-02-15 Thread Hubert Kowalewski
URL:
  http://gna.org/patch/?3131

 Summary: Polish localization for TRUNK
 Project: Freeciv
Submitted by: hubkow
Submitted on: Wed 15 Feb 2012 09:17:24 PM CET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Since Marko updated the PO files from the trunk, apart from the ones from S2_3
and S2_4, I took the opportunity to do some work here as well. I kind of
prefer to do less work more frequently, than to translate hundreds of strings
once a year, so I intend this ticket to be a placeholder for the localization
I do for the trunk.



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File Attachments:


---
Date: Wed 15 Feb 2012 09:17:24 PM CET  Name: pl.po.bz2  Size: 391kB   By:
hubkow
state of the art from 12 Feb 2012
http://gna.org/patch/download.php?file_id=15064

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[Freeciv-Dev] [patch #3132] Default ruleset description to make clear that it's mainly meant for single player

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3132

 Summary: Default ruleset description to make clear that it's
mainly meant for single player
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 15 Feb 2012 11:09:02 PM EET
Category: rulesets
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, 2.5.0

___

Details:

Attached patch makes default ruleset description to imply that there's another
ruleset more suitable for multiplayer games in freeciv distribution. I hate
the idea that people are using default ruleset for multiplayer sinply because
it's the default, and are not satisfied with how it works for multiplayer
games.

On somewhat related note it irritates me more and more every year that
default means both ruleset's role in freeciv tree, and its name. It really
should have real name, especially if we are ever going to change what ruleset
fills the role of default ruleset.



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File Attachments:


---
Date: Wed 15 Feb 2012 11:09:02 PM EET  Name: DefRulesetDesc.diff  Size: 516B  
By: cazfi

http://gna.org/patch/download.php?file_id=15065

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[Freeciv-Dev] [bug #19456] autogen.sh wants client/civclient.c no longer in tarball

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19456

 Summary: autogen.sh wants client/civclient.c no longer in
tarball
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Feb 2012 01:29:26 AM EET
Category: bootstrap
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: 2.2.8, 2.3.2, 2.4.0, 2.5.0

___

Details:

Autogen.sh checks sourcedirectory by looking for file client/civclient.c
there. That obsolete file still exist in version control, but not in tarballs
so running autogen.sh from tarball fails. Similar check in configure uses
common/game.c

Attached fix makes autogen.sh also to check common/game.c




___

File Attachments:


---
Date: Thu 16 Feb 2012 01:29:26 AM EET  Name: GameCCheck.diff  Size: 316B   By:
cazfi

http://gna.org/bugs/download.php?file_id=15067

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[Freeciv-Dev] [bug #19426] Road requirement vector not freed when client disconnects

2012-02-15 Thread Marko Lindqvist
Update of bug #19426 (project freeciv):

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


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[Freeciv-Dev] [bug #18922] Server address binding fails

2012-02-15 Thread Marko Lindqvist
Update of bug #18922 (project freeciv):

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


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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread David Lowe
Follow-up Comment #1, patch #3130 (project freeciv):

Can the kinds of disasters be turned off separately?  For those of us that are
using the experimental ruleset it seems overkill to check each city against
plague twice...

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[Freeciv-Dev] [patch #3132] Default ruleset description to make clear that it's mainly meant for single player

2012-02-15 Thread David Lowe
Follow-up Comment #1, patch #3132 (project freeciv):

We could call it 'freeciv.ruleset', but that might still be open to confusion.
 How about 'regular' or better yet 'original'.

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread Marko Lindqvist
Follow-up Comment #2, patch #3130 (project freeciv):

 Can the kinds of disasters be turned off separately? For those
 of us that are using the experimental ruleset it seems overkill
 to check each city against plague twice...

In this initial version, not. But once disasters are read from ruleset, we
simply don't define Plague disaster for experimental ruleset. In fact I now
think we will set disasters server setting on by default (on all rulesets)
but some rulesets, such as multiplayer where such random events are not
wanted, simply define no disasters at all.

Your comment brings up another point I've encountered while writing disaster
patches (yes, I have next ones from the series in testing, not yet ready to be
submitted) While adding new features to freeciv it's becoming increasingly
difficult to find free terminology. Civ1 ruleset will have both Famine and
Plague disasters, and both those words already have different game mechanics
meaning in freeciv.

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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-15 Thread Marko Lindqvist
Follow-up Comment #3, patch #3130 (project freeciv):

 for time being default value of disasters is 0.

- Made this true, I had forgotten value of 10 used in some testing to previous
version

(file #15068)
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Additional Item Attachment:

File name: Disasters-2.diff   Size:18 KB


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[Freeciv-Dev] [bug #19457] Database access too verbose by default

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19457

 Summary: Database access too verbose by default
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Feb 2012 02:32:32 AM EET
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: 2.4.0, 2.5.0

___

Details:

Using database in TRUNK (and probably in S2_4) causes messages like
Call to 'database_init' returned '1' (-1 means no return value). appearing
on screen by default (actually, since these do not go through freelog, I don't
know how to disable them)




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[Freeciv-Dev] [patch #3127] Generic road type connect

2012-02-15 Thread Marko Lindqvist
Follow-up Comment #1, patch #3127 (project freeciv):

- Fixed compiler warning / use of wrong data type (real bug)

(file #15072)
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Additional Item Attachment:

File name: GenRoadConnect-2.diff.bz2  Size:5 KB


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[Freeciv-Dev] [patch #3134] Roads vector to player (FoW) map

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3134

 Summary: Roads vector to player (FoW) map
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Feb 2012 03:45:35 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch adds roads vector to player map tiles. Just like main map road
vectors, information in this vector is currently just maintained most of the
time. It's not trusted source, but road information is still always checked
from specials.



___

File Attachments:


---
Date: Thu 16 Feb 2012 03:45:35 AM EET  Name: PlrtileRoads.diff  Size: 4kB  
By: cazfi

http://gna.org/patch/download.php?file_id=15073

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[Freeciv-Dev] [patch #3135] Map generated scripting signal

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3135

 Summary: Map generated scripting signal
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Feb 2012 03:52:29 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch adds map_generated scripting signal emitted when map generator
finishes. Purpose is to allow scripts to make their own modifications to map
before game starts.



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File Attachments:


---
Date: Thu 16 Feb 2012 03:52:29 AM EET  Name: MapGeneratedSignal.diff  Size:
970B   By: cazfi

http://gna.org/patch/download.php?file_id=15074

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[Freeciv-Dev] [patch #3136] Scripting function to set tile label

2012-02-15 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3136

 Summary: Scripting function to set tile label
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 16 Feb 2012 04:03:30 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch adds scripting function tile:set_label() for setting label
associated with tile.



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File Attachments:


---
Date: Thu 16 Feb 2012 04:03:30 AM EET  Name: ScriptSetLabel.diff  Size: 2kB  
By: cazfi

http://gna.org/patch/download.php?file_id=15075

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[Freeciv-Dev] [bug #19459] Disbanding units from city dialog by mistake

2012-02-15 Thread Jaakko Heusala
URL:
  http://gna.org/bugs/?19459

 Summary: Disbanding units from city dialog by mistake
 Project: Freeciv
Submitted by: jheusala
Submitted on: Thu 16 Feb 2012 05:44:13 AM GMT
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

When performing actions from the city dialog like changing home city it is too
easy to disband units by accident.

I once more did just that in Longturn LT30 game -- when you have built that
Horseman for days, it is really frustrating to loose that unit by mistake
click.

Maybe the action to disband could be removed from city dialogs? It can still
be done by activating the unit and shift-d, or from the main menu, or even
better it could have a Do you want to disband for X shields? -dialog.




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