[Freeciv-Dev] [bug #19452] Crash after build Apollo Program
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 ___ Reply to this item at: http://gna.org/bugs/?19452 ___ 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 #3130] Random disasters module
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 ___ 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 ___ Reply to this item at: http://gna.org/patch/?3130 ___ 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 #3131] Polish localization for TRUNK
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3131 ___ 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 #3132] Default ruleset description to make clear that it's mainly meant for single player
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3132 ___ 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] [bug #19456] autogen.sh wants client/civclient.c no longer in tarball
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 ___ Reply to this item at: http://gna.org/bugs/?19456 ___ 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] [bug #19426] Road requirement vector not freed when client disconnects
Update of bug #19426 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19426 ___ 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] [bug #18922] Server address binding fails
Update of bug #18922 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18922 ___ 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 #3130] Random disasters module
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... ___ Reply to this item at: http://gna.org/patch/?3130 ___ 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 #3132] Default ruleset description to make clear that it's mainly meant for single player
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'. ___ Reply to this item at: http://gna.org/patch/?3132 ___ 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 #3130] Random disasters module
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. ___ Reply to this item at: http://gna.org/patch/?3130 ___ 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 #3130] Random disasters module
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) ___ Additional Item Attachment: File name: Disasters-2.diff Size:18 KB ___ Reply to this item at: http://gna.org/patch/?3130 ___ 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] [bug #19457] Database access too verbose by default
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) ___ Reply to this item at: http://gna.org/bugs/?19457 ___ 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 #3127] Generic road type connect
Follow-up Comment #1, patch #3127 (project freeciv): - Fixed compiler warning / use of wrong data type (real bug) (file #15072) ___ Additional Item Attachment: File name: GenRoadConnect-2.diff.bz2 Size:5 KB ___ Reply to this item at: http://gna.org/patch/?3127 ___ 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 #3134] Roads vector to player (FoW) map
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 ___ Reply to this item at: http://gna.org/patch/?3134 ___ 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 #3135] Map generated scripting signal
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3135 ___ 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 #3136] Scripting function to set tile label
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3136 ___ 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] [bug #19459] Disbanding units from city dialog by mistake
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. ___ Reply to this item at: http://gna.org/bugs/?19459 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev