[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread anonymous
Follow-up Comment #1, patch #3331 (project freeciv):

Even on Windows, zip is not good idea.
It only works as long as all the filenames are ASCII (and I do mean 0-0x7f
range).

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[Freeciv-Dev] [patch #3029] overview_window_finished()

2012-06-18 Thread anonymous
Follow-up Comment #2, patch #3029 (project freeciv):

It ended up not needed, cause I decided to got with consistency within client,
instead of across clients.
Still, it makes sense to have this function as a counterpart to the one that
reserves the resources.

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[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread Jacob Nevins
Follow-up Comment #2, patch #3331 (project freeciv):

We've been shipping ZIP forever, and I don't recall any complaints.
I think all our filenames are ASCII.
It's a helpful fallback option as Window supports it out of the box (these
days).

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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #7, patch #3325 (project freeciv):

It's WORKING! I just started a game with it. Everything is getting read in
correctly and effects are getting matched against everything. There is still
some general weirdness (bonus to tiles shows up in the output but not in
display and units can't get built unless you use the 'show future options')
but I can get that figured out later. For now, I am just happy that it seems
nothing else is broke.

for reference, the .ruleset flags are:
In governments.ruleset
[governmentflags]
flags = Foo, Bar, Test
 (no _ as that makes the parser think flags is a gov)

[government_democracy]
flags = Liberty, Freedom, TV

in effects.ruleset
type, name, range
GovFlag, Foo, Player

in units.ruleset
[unit_meatsack]
govflag_req = TV

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[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread anonymous
Follow-up Comment #3, patch #3331 (project freeciv):

Well, yes. At this time, all of the filenames seem to be ascii. Shall that
ever change, however...

Just for reference, https://bugs.gentoo.org/show_bug.cgi?id=322047 - most of
that bug is irrelevant here, but it describes just what can go wrong with a
zip archive.

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
URL:
  http://gna.org/patch/?3332

 Summary: Negated requirements_vector
 Project: Freeciv
Submitted by: gorb
Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Add 'requirement_vector nreqs':

* Base
* Cities
* Government
* Building
* Road
* Specialist

Gmake is OK: no warnings and no errors.

Add 'requirement_vector reqs';
Add 'requirement_vector nreqs':

* Nation

Gmake is OK: no warning and no error.



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File Attachments:


---
Date: Mon 18 Jun 2012 06:41:10 PM GMT  Name:
trunk-rev21330_bcsrgb_requirement_nreqs.diff  Size: 17kB   By: gorb

http://gna.org/patch/download.php?file_id=15842
---
Date: Mon 18 Jun 2012 06:41:10 PM GMT  Name:
trunk-rev21330_nations_reqs_nreqs.diff  Size: 4kB   By: gorb

http://gna.org/patch/download.php?file_id=15843

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3332 (project freeciv):

I haven't checked the patch yet, but some comments:
- I'm for adding nreqs to at least some things provided it's not breaking AI
too much
- To get it compile you certainly have been forced to take care of most parts
of the code needing update. One thing that is possible to miss is ruleset
sanity checking code in ruleset.c (should do reqsnreqs consistency checking)
- Could you provide examples why you want the nreqs for each object type?
- I'm less inclined to add nreqs for object types where there might be
confusion how they work (having nreqs does not prevent bases  roads to exist
in tiles with nreqqed properties...)

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #12, bug #18901 (project freeciv):

I think, as named, this thread is the duplicate of the infamous Oneiric ipv6
bug. However, there is still an unresolved issue in this thread. Namely that
tolua_server_gen.c crashes make whenever lua headers are removed from trunk.
This can be handled by deleting tolua_server_gen.c|h as manually doing this
causes it to be regenerated by make, however this is a pain when hacking lua
script on trunk. Solution could be to have make or autogen perform an rm of
tolua_server_gen before compiling.

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[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #4, patch #3331 (project freeciv):

If not zip, what's the alternative to distribute sources in a Windows-friendly
way? I'm not sure if .tar.bz2 is sufficient even for GPL compliance when we do
provide official Windows binaries (as opposed to being Linux project that
happens to build for Windows too) After all, sources must be provided in an
easily accessible, not confuscated, form.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #13, bug #18901 (project freeciv):

 This can be handled by deleting tolua_server_gen.c|h as manually
 doing this causes it to be regenerated by make, however this is
 a pain when hacking lua script on trunk.

Now I don't understand. You once had to delete tolua_server_gen.[ch] when lua
headers were moved to another directory last autumn. You may need to do it
again some year if source hierarchy is again rearranged.

What exactly are you hacking? Lua scripts, lua headers, or something else
altogether?

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
Follow-up Comment #2, patch #3332 (project freeciv):

 Could you provide examples why you want the nreqs for each object type?

Yes, I can, but only one object type: building, see patch #1341.

Base, cities, government, road, nation and specialist are useless. I waste my
time, but see gmake without error is good.

Maybe for nation bug #18358, but I am not sure.






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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Jacob Nevins
Follow-up Comment #14, bug #18901 (project freeciv):

Also:
 duplicate of the infamous Oneiric ipv6 bug
What's that?
The only infamous Oneiric bug I know about is bug #18243 -- is that the one
you're referring to? I didn't think IPv6 was implicated.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #15, bug #18901 (project freeciv):

Yes I had to do it again just today and I've had to do this a couple times
before. 
Aside, the hacking lua was just a usage scenario as I'm planning to take
another try at map scripting in lua. Previously my solution was to create an
event type macro in common/scriptcore/api_XXX.h. 
Creating a dummy as in comment #5 has worked in a few instances but sometimes
deleting tolua_server_gen.[ch] was necessary. Today was my first update in a
few months so some difficulty was expected, however this one happens most
frequently for me. Specifically, server/scripting/script_signal.h
server/scripting/api_actions.h server/scripting/api_notify.h were the cause.



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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #16, bug #18901 (project freeciv):

comment #12:
 whenever lua headers are removed from trunk

comment #15:
 Today was my first update in a few months
 ...
 Specifically, server/scripting/script_signal.h
 server/scripting/api_actions.h server/scripting/api_notify.h
 were the cause

Those were moved last autumn as I said (r20274 2011-09-22 I think), not during
last few Months.

Or do you frequently fetch older than last autumn versions from svn, build
there, and update back to current versions?

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[Freeciv-Dev] [bug #19802] Start position goodness calculation tries to use road compatibility specials

2012-06-18 Thread Marko Lindqvist
Update of bug #19802 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #2:

Here's a patch that works sanely with standard rulesets. I'm not particularly
happy with how I ended designing algorithms so that they produce expected
result for given rulesets instead of designing them to work generally
correctly.

As player to be assigned to the starting position is decided only later, I
couldn't pass player information to requirement checking - player related
requirements, such as technology level (Railroad) are not checked -
RPT_POSSIBLE would say that Railroads are available (from the beginning) - I
had to use RPT_CERTAIN - As Road has UnitFlag Settlers requirement, I
have to pass unit type that will suffice for RPT_CERTAIN to consider Roads
possible.

(file #15844)
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Additional Item Attachment:

File name: MapGenRoads-2.diff Size:5 KB


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[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #5, bug #19815 (project freeciv):

 Presumably the AI could learn to use two boats and keep them
 together, though, in order to transport the settler and
 bodyguard together.

This code is outdated in several ways, so rewriting it, with also this in
mind, would make sense. What I consider the main problem is that code in
question does not correctly consider what unit classes potential transport can
carry (especially if settler and bodyguard belong to different unit class).
Code has been written in the days when there was three kinds of transports:
Those that could carry any land unit, those that could carry air units, and
those that could carry missiles.

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[Freeciv-Dev] [bug #18196] gtk2-client - gtk3-client settings migration

2012-06-18 Thread Jacob Nevins
Follow-up Comment #2, bug #18196 (project freeciv):

I started looking at this... but it's surprisingly fiddly and I'm wondering,
is it really worth proactively splitting the options the way we have?

The set of options and their defaults are currently identical, and for many of
them, I can't see Gtk3 client diverging sufficiently that different values
become necessary (maybe I just lack imagination).

Most of the checkbox options (e.g., map_scrollbars, chatline_autocompletion)
seem safe to share indefinitely. Perhaps the default_theme_name does warrant
splitting. I could also see a case for splitting sizes and maybe fonts if we
were being conservative.

You could argue that for most users, they will one day move from gtk3 to gtk2
and never move back (or move back immediately), so it doesn't matter if the
settings diverge. But by the same token, the risk that a single setting has
different optima for gtk2/3 and by sharing it we force someone to reset it
every time they switch clients seems minimal.

At some point the gtk3 client is likely to get new features that will not be
backported (e.g., zoom). Any settings associated with them can be labeled
gui_gtk3_*; there's no migration issue there.

What do people think?

(In the minimal implementation of my proposal, options would still be named
gui_gtk2_* but not be gtk2-specific. If that really bothered us, we could
arrange to rename them to gui_gtk_* when read in from a 2.3 rc. That would
probably still be easier than handling this migration well.)

(There wasn't much discussion in patch #2701, so that doesn't help me.)

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[Freeciv-Dev] [bug #18196] gtk2-client - gtk3-client settings migration

2012-06-18 Thread Jacob Nevins
Follow-up Comment #3, bug #18196 (project freeciv):

 it's surprisingly fiddly
To expand on this (in the hope that the horror will increase support for my
plan ;).

For a good user experience, we want to copy the settings from Gtk2 the first
time the user runs the Gtk3 client.

But the current arrangements in client/options.c are to read all known options
for all GUI types in any client -- this is necessary for one client not to
lose another's options. We then write *all* known options back out to the rc
file when the time comes.

Thus, my .freeciv-client-rc-2.4 already has values for all the gui_gtk3
options, even though I've never even compiled it.

So, if we took absence of gui_gtk3_* options in the rc-file as the signal for
migration, a user running the 2.4 Gtk2 client would cause the migration/fork
to occur at that point. If they later moved to the Gtk3 client, their options
would be old ones, from the time they upgraded to 2.4. (IME this is likely to
be perceived as regressions in the Gtk3 client, as users tend to forget that
they changed options...)

So, to make this work, we'd need to split handling of options-for-this-client
and other options in client/options.c -- we could keep the latter around in
specfile form ready to write out, or track whether each option originally
existed in the rc-file, perhaps in struct option. The goal would be for the
Gtk2 client to only write out Gtk3 options if they existed in the rc file it
read.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #17, bug #18901 (project freeciv):

I'm building straight from trunk which makes and runs fine after deleting the
_gen files but very probably there is some ghost on my system left from
copying things around and updating. Now that I look it seems to be the case in
my master copy, since my test copy is a 'cp -ur' of that. So a clean checkout
should fix it.

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[Freeciv-Dev] [bug #18196] gtk2-client - gtk3-client settings migration

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #4, bug #18196 (project freeciv):

 So, if we took absence of gui_gtk3_* options in the rc-file as
 the signal for migration

FWIW I had a plan to add new internal option that would tell the state of the
migration. Actually, the reason I never implemented this settings migration
was that I had ambitious plan to first implement completely new framework for
handling this kind of setting migrations (not only now, but also in future). I
never found time for it, and I don't think I manage to do it before gtk2-gtk3
migration is needed. So, stage is all yours.

I remember that one design problem with that internal option was to reliably
detect if there's old (pre-2.4) gtk2 settings to migrate if gtk3-client is
first 2.4 client to run, or if default gtk3 settings should be used. You have
demonstrated that's almost theretical problem as migrating from gtk2 default
settings would in 2.4 yield identical results. But then again, we probably
don't want to touch migrating code again (for those people who start to use
gtk3 only in freeciv 2.5).

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[Freeciv-Dev] [bug #19720] Server started by TRUNK client aborts immediately

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #1, bug #19720 (project freeciv):

This was somehow caused by existing zombie-server already running. I'm not
closing this as invalid, as client is supposed to find next free port, launch
server so it uses it, and to itself connect to server in that port.

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[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #6, bug #18717 (project freeciv):

 I actually like the fact that the vision radius is less than the
 city radius.

 I would expect it to autoarrange workers

That does not make any sense to me. You want to have city radius (which means
just area where workers can be placed) bigger than vision radius, and then to
force workers within vision radius (as if city radius was only equal to that).
So, only effect from having big city radius would be that it uses more of
server resources.

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[Freeciv-Dev] [bug #18476] allow to load games without a map (i.e. tutorial)

2012-06-18 Thread Marko Lindqvist
Update of bug #18476 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release:   2.4.0 = 2.4.0, 2.5.0   


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[Freeciv-Dev] [bug #19828] Experimental ruleset trireme cannot attack directly from city

2012-06-18 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19828

 Summary: Experimental ruleset trireme cannot attack directly
from city
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 19 Jun 2012 02:17:36 AM EEST
Category: rulesets
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:

Noticed when rewriting relevant parts:

As experimental ruleset trireme is not purely Sea moving unit, it's not able
to attack from non-native tiles such as harbour cities. By placing his
trireme(s) to (every) sea tile surrounding a city, enemy can prevent player
from even attempting to move (= attack blocking triremes) triremes out from
the city.

I think this can be fixed without side-effects by giving it Marines unit
type flag (in stable branches, TRUNK will hopefully get that
attack-from-non-native rewrite I'm working on)





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[Freeciv-Dev] [patch #3333] Unit class flag AttFromNonNative

2012-06-18 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?

 Summary: Unit class flag AttFromNonNative
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 19 Jun 2012 02:31:38 AM EEST
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

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Details:

Currently there's hardcoded rule that all Sea moving units can attack from
non-native tiles. Other units can attack from non-native tiles if they have
Marines unit type flag.

This patch does not touch Marines type flag, but makes sea unit ability unit
class flag AttFromNonNative



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File Attachments:


---
Date: Tue 19 Jun 2012 02:31:38 AM EEST  Name: AttFromNonNative.diff  Size: 9kB
  By: cazfi

http://gna.org/patch/download.php?file_id=15846

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[Freeciv-Dev] [bug #19825] in dbv_isset() [bitvector.c::116]: assertion 'bit pdbv-bits' failed.

2012-06-18 Thread Jacob Nevins
Update of bug #19825 (project freeciv):

 Planned Release: = 2.4.0,2.5.0

___

Follow-up Comment #2:

I think this has been exposed by bug #18192.

In the edit dialog, for the Tile tab, the editor tries to display a table of
which players can see the tile (Vision, OPID_TILE_VISION), so it's trying to
look at every player's tile_known. But in bug #18192, those got replaced by a
dummy for non-client players.
Quite why the editor thinks it can know this as a client I'm not sure; I don't
think there's any situation, even global observer, where the server keeps the
client up-to-date on *everyone's* vision.

This is an extreme case of a general approach in the editor of letting you see
/ attempt to interact with other players' stuff (e.g., player properties such
as gold, city properties such as food stock), where it displays values but
they're just dummy values such as 0, because the client doesn't know the real
values. If you try to change them, they just mutely stay red when you hit
Apply.

I suppose the editor can't very well track what it's supposed to know -- the
server mostly doesn't explicitly tell the client I'm withholding field X from
you, and where it does (SHORT_INFO), the client doesn't make a note of this.
Having the editor try to second-guess which fields are valid from the client
side would probably be fragile.

However, back to this case, it would probably be reasonable for the editor to
realise it will never get vision data for more than at most the current
player, and change its UI accordingly.

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[Freeciv-Dev] [patch #3333] Unit class flag AttFromNonNative

2012-06-18 Thread Jacob Nevins
Follow-up Comment #1, patch # (project freeciv):

Perhaps this will clear up one of the impediments that prevented completion of
bug #16383, which was to do with experimental Triremes' attack behaviour...
but I haven't thought about it very hard.

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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #8, patch #3325 (project freeciv):

Ok, just found why ALL the effects are working and server checking on whether
or not a unit can be built based on govflag_req is going fine, but city
production dialog doesn't know it can build a unit. 

Turns out the same bug happens if a unit requires a gov (i.e, this was an
existing bug, not something I did.)

Should I diff and upload now, or try my hand at fixing the bug (needs to pass
player. Function actually has a FIX ME on it.)?

Bug is in climisc.c/h

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[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2012-06-18 Thread Jacob Nevins
Update of bug #16383 (project freeciv):

  Status: In Progress = Postponed  

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Follow-up Comment #15:

In October, I wrote:
 I'll post my current patch set here shortly.
Cough!
Attached is my unpolished patch stack, applicable to trunk very shortly after
S2_4 branched. I haven't tried rebasing it or running it since then (Nov
2011).

(I'm vaguely hoping that patch # / bug #19828 might yield a solution to
the attacks problem that stalled this work.)

(file #15847)
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Additional Item Attachment:

File name: trunk-rivernative-cardinal-wip-bis.mbox Size:31 KB


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[Freeciv-Dev] [bug #19611] Cannot move defender to city in non-native terrain.

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #1, bug #19611 (project freeciv):

Found later savegame from the same game and tested the problematic city with
Turtle Defenders already present. It turns out that you can move them out and
back in with keyboard - it's just client goto that claims move to be
impossible.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #18, bug #18901 (project freeciv):

Confirmed it was a corrupted build. No further issues, thread may be closed.
Thanks for your help.

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[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #16, bug #16383 (project freeciv):

About patch # issue: Your comments (comment #7) seem a bit confused. You
mix shore bombardment and can_attack_from_non_native(). Shore bombardment
is about ability to attack *against* non-native tile.
can_attack_from_non_native() is about ability to launch attack *from*
non-native tile.
For the former AttackNonNative flag has been implemented some time ago
already. Patch # address the latter with AttFromNonNative flag.

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[Freeciv-Dev] [bug #19829] no sound

2012-06-18 Thread Brandon J. Van Every
URL:
  http://gna.org/bugs/?19829

 Summary: no sound
 Project: Freeciv
Submitted by: bvanevery
Submitted on: Tue 19 Jun 2012 02:21:00 AM GMT
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

I recently set up Lubuntu 12.04 on my laptop and grabbed Freeciv
2.3.2-1~getdeb1 packages from getdeb.net.  freeciv-sound-standard is installed
where it should be.  Changing client sound options doesn't make any sound. 
Nor does adding -P -S command line options.  I can hear sounds from other apps
just fine.  It's as though the GTK client on Linux hasn't implemented sound. 
This is bizarre as the GTK client on Windows Vista does have sound just fine. 
Important 'cuz you really wanna play your game like it's 2001: A Space
Odyssey?





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[Freeciv-Dev] [bug #19829] no sound

2012-06-18 Thread Brandon J. Van Every
Follow-up Comment #1, bug #19829 (project freeciv):

Um NOW it gives me sound, making me feel stupid for filing this.  But I swear
that client options didn't fix anything, so maybe there is a bug here.  Will
research further.


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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #9, patch #3325 (project freeciv):

I am 99% sure the bug is in collect_production_targets(...) in climisc.c

My testing and many inserted debug comments shows everything else is working
behind the scenes.. it is just the client worklist window for some reason
won't add govreq flag units (using collect_production_targets) but will when
using collect_eventually_buildable_targets(). I have not updated ruleset files
but all tags I have added are optional so it doesn't really matter (except for
documentation.) I am going to make a diff and upload.

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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #10, patch #3325 (project freeciv):

Here is the completed patch, diff'd against the latest nightly.

(file #15848)
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