[Freeciv-Dev] [bug #19450] Setting of Max rates access player team information before it's set
Update of bug #19450 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19450 ___ 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 #3141] Remove statically initialized roads information completely
Update of patch #3141 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3141 ___ 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 #3143] Requirement lists for Disasters to happen
Update of patch #3143 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3143 ___ 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 #19485] Database has too small field for account creation address if it's IPv6 address
Update of bug #19485 (project freeciv): Status: Fixed = Ready For Test Planned Release: 2.3.2, 2.4.0, 2.5.0 = 2.2.8, 2.3.2, 2.4.0, 2.5.0 ___ Follow-up Comment #4: Going to commit this one to S2_2 too. Is there any demand for 2.2.8 release? Having one more even more stable 2.2 release while bugs are still discovered from 2.3 would be nice-to-have, but making a release would take valuable time from other tasks and if nobody would use the release... ___ Reply to this item at: http://gna.org/bugs/?19485 ___ 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 #3164] Add mapimg2anim to tarball
URL: http://gna.org/patch/?3164 Summary: Add mapimg2anim to tarball Project: Freeciv Submitted by: cazfi Submitted on: Sat 25 Feb 2012 01:48:34 PM EET Category: bootstrap 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: Script mapimg2anim is meant for end-users, but it's not even part of tarball. Most other scripts under scripts/ are development tools that are only needed by those who work with svn checkout, and thus having them in svn only is enough. Attached patch adds mapimg2anim to source tarball at least. While far from complete solution, it's much better than current situation. It's available to those who play with source tarball, but it's not installed anywhere by 'make install' Evetually we probably should rename it to make it clear that it's a freeciv tool (when living with all other tools in system directories), and make it installable with 'make install'. ___ File Attachments: --- Date: Sat 25 Feb 2012 01:48:34 PM EET Name: DistMapimg2anim.diff Size: 369B By: cazfi http://gna.org/patch/download.php?file_id=15222 ___ Reply to this item at: http://gna.org/patch/?3164 ___ 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 #19497] S2_3 crashes opening city dialog...
Follow-up Comment #1, bug #19497 (project freeciv): Have you got a save file? ___ Reply to this item at: http://gna.org/bugs/?19497 ___ 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 #19494] Negative treasury after player_balance_treasury_units_and_buildings()
Update of bug #19494 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #4: Exploded in testing. There's another caller of sell_random_building() that needs to be adjusted to these changes too. ___ Reply to this item at: http://gna.org/bugs/?19494 ___ 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 #19499] Buildings costing upkeep money not considered for forced selling
URL: http://gna.org/bugs/?19499 Summary: Buildings costing upkeep money not considered for forced selling Project: Freeciv Submitted by: cazfi Submitted on: Sat 25 Feb 2012 03:29:38 PM EET Category: general 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: Reserving bug #19494 for single bug of constructing cityimpr list with identical entries, I open separate tickets for other problems I've noticed in forced sell code. While list of potential buildings to sell is constructed, can_city_sell_building() check is used, yet we assume that selling all the buildings in that list alone always brings treasury to at least zero. What if there are unsellable buildings with upkeep. They took many, but that cannot be restored by forced selling them. I can think two cases: - Wonder with upkeep. Do we support that in the first place, or should we sanity check rulesets against it? - City has already sold building this turn. Note that limitation of selling only one building / turn applies only in construction of the list. If all the buildings in the city end to the list (city had not sold anything), later loop to sell buildings is happy to sell them all, not just one / city. ___ Reply to this item at: http://gna.org/bugs/?19499 ___ 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 #19497] S2_3 crashes opening city dialog...
Follow-up Comment #2, bug #19497 (project freeciv): Here you have... But it's not necessary, it always crashes... revision r20847 does not have the problem... i think the problem is in unit.c (file #15223) ___ Additional Item Attachment: File name: cat7civ13.sav.gz Size:269 KB ___ Reply to this item at: http://gna.org/bugs/?19497 ___ 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 #19497] S2_3 crashes opening city dialog...
Follow-up Comment #3, bug #19497 (project freeciv): I can't reproduce, but this could be because of current state of bug #19447. Could you test with (new additional) patch in that ticket? ___ Reply to this item at: http://gna.org/bugs/?19497 ___ 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 #19494] Negative treasury after player_balance_treasury_units_and_buildings()
Update of bug #19494 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #5: - Fix also city_balance_treasury_buildings() (file #15224) ___ Additional Item Attachment: File name: BuildEmergSellFix-2.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?19494 ___ 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 #19499] Some buildings costing upkeep money not considered for forced selling
Update of bug #19499 (project freeciv): Summary: Buildings costing upkeep money not considered for forced selling = Some buildings costing upkeep money not considered for forced selling ___ Follow-up Comment #1: City has already sold building this turn. Turns out that this is not limitation in list construction phase either. can_city_sell_building() used returns whether city can ever sell building, it does not consider if city has already sold this turn. So at least this part of bug is invalid. It makes sense to discard rule about selling just one building / city when selling is automatically forced for lack of upkeep. My claim that no money is given for forced selling (but only upkeep money restored) turned out bogus too. This uses do_sell_building() which takes care of paying the seller. I wonder if we actually should force the sell only one building / city / turn here in such a way that player is payed for max one building. Others are lost due to lack of upkeep, so only money that would have been spent on upkeep should be returned. From the reproducible bug my investigation started from it's obvious that such an rare case can happen. Since selling first building for sensible sum of money wasn't enough, it was trying to sell more of them (but failed to do so as it tried with same one due to bug #19494) So, this bug is down to question how we should handle wonders with upkeep. Their existence can lead to negative balance, but they are not sold to get money back. If player has no normal buildings left to sell... ___ Reply to this item at: http://gna.org/bugs/?19499 ___ 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 #19467] Ignored requirement ranges for effect Unit_Recover
Update of bug #19467 (project freeciv): Status: In Progress = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19467 ___ 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 #19497] S2_3 crashes opening city dialog...
Follow-up Comment #4, bug #19497 (project freeciv): Yes... with the last patch the problem is gone... Even though the patch does not apply cleanly... ___ Reply to this item at: http://gna.org/bugs/?19497 ___ 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 #19487] Tech loss in ruleset without tech upkeep
Update of bug #19487 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #3: Just clarifying that I consider already posted patch for commit soon. Future improvements can come later. ___ Reply to this item at: http://gna.org/bugs/?19487 ___ 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 #19029] Possible trouble saving/loading players' known territory for player indices =40
Follow-up Comment #9, bug #19029 (project freeciv): - Changed prefix of new entries from kv2 to kvb. It's followed immediately by a number, and I don't want 2 to appear as first digit of that. (file #15226) ___ Additional Item Attachment: File name: KnownSaveBitOrder-2.diff Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?19029 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev