[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #1, patch #3377 (project freeciv):

Any volunteers?
I applied the patch, but... tutorial.sav don't start

in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Failed to create suitable map, retrying with another mapseed
in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Cannot create suitable map with given settings.
Segnalare questo messaggio a http://gna.org/projects/freeciv/

I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without
problem.


(file #16018)
___

Additional Item Attachment:

File name: british-isles-85x80-v2.80.sav.gz Size:3 KB


___

Reply to this item at:

  http://gna.org/patch/?3377

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19898] '/delegate take' doesn't check that target player has actually been delegated to this user

2012-07-08 Thread Jacob Nevins
Update of bug #19898 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?19898

___
  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 #19633] Editor item lists open tiny

2012-07-08 Thread Marko Lindqvist
Update of bug #19633 (project freeciv):

  Status:   Confirmed = Ready For Test 
 Assigned to:None = cazfi  


___

Reply to this item at:

  http://gna.org/bugs/?19633

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #2, patch #3377 (project freeciv):

 I applied the patch, but... tutorial.sav don't start

Which branch you used? It should be compatible with current freeciv TRUNK.
(One would assume that freeciv would right-out refuse to load savegame in
newer format than what it understands)

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread Jacob Nevins
Follow-up Comment #3, patch #3377 (project freeciv):

 (One would assume that freeciv would right-out refuse to load 
 savegame in newer format than what it understands)
Right now it doesn't (for savegame2), it emits a warning and ploughs on
regardless.

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #4, patch #3377 (project freeciv):

Which branch you used? It should be compatible with current freeciv TRUNK.
I use rev. 21469



___

Reply to this item at:

  http://gna.org/patch/?3377

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19908] URL scrub

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19908

 Summary: URL scrub
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 12:04:37 2012
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.2.8,2.3.3,2.4.0,2.5.0

___

Details:

Quick grep through the URLs in Freeciv svn and sorting some of them out:
* Code still suggested getting soundsets from ftp.freeciv.org
* Fix a couple of broken URLs elsewhere
* Standardise on www.freeciv.org for wiki links (currently redirects to wikia)




___

Reply to this item at:

  http://gna.org/bugs/?19908

___
  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 #19908] URL scrub

2012-07-08 Thread Jacob Nevins
Update of bug #19908 (project freeciv):

  Status: In Progress = Ready For Test 

___

Additional Item Attachment:

File name: trunk-S2_4-urlscrub.patch  Size:10 KB
File name: S2_3-urlscrub.patchSize:12 KB
File name: S2_2-urlscrub.patchSize:7 KB


___

Reply to this item at:

  http://gna.org/bugs/?19908

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #5, patch #3377 (project freeciv):

I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without
problem.
I made a mistake... British map doesn't start. Measure isn't 85x80, but
73x81.
I applied the patch, but... tutorial.sav doesn't start.
I added a minimap at the bottom of tutorial.sav

t000=
t001=gggg
t002=gggg
t003=
t004=
t005=
t006=
t007=
n000=
n001=
n002=
n003=
n004=
n005=
n006=
n007=

but same output.

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [task #7605] Data Export #42 (task)

2012-07-08 Thread Jacob Nevins
Update of task #7605 (project freeciv):

  Status:None = Done   
 Open/Closed:Open = Closed 

___

Follow-up Comment #2:

OK, finished playing now. Export looks like it plausibly contains all fields,
history, etc, should we ever need to reconstruct it.

___

Reply to this item at:

  http://gna.org/task/?7605

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #6, patch #3377 (project freeciv):

By applying the patch I can reproduce myself. Will investigate.

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  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 #19905] rapid middle click can orphan tooltip

2012-07-08 Thread Jacob Nevins
Update of bug #19905 (project freeciv):

 Planned Release: = 2.4.0,2.5.0

___

Follow-up Comment #1:

As a gtk3 bug, setting a release target of 2.4.0 for now (it seems unlikely to
be trunk-specific).

___

Reply to this item at:

  http://gna.org/bugs/?19905

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #7, patch #3377 (project freeciv):

- Fixed map size settings

(file #16022)
___

Additional Item Attachment:

File name: TutorialUp-2.patch Size:8 KB


___

Reply to this item at:

  http://gna.org/patch/?3377

___
  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 #3368] Update contact information in About Freeciv help

2012-07-08 Thread Jacob Nevins
Update of patch #3368 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

No-one?
Attached patch adds me.

(file #16023)
___

Additional Item Attachment:

File name: trunk-S2_4-S2_3-docs-admin-jtn.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/patch/?3368

___
  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 #19909] fcdb options should not be defined/checked by freeciv-server

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19909

 Summary: fcdb options should not be defined/checked by
freeciv-server
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 13:08:00 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0

___

Details:

For the reasons described in bug #19733, it would be better if the server
could just pass all the key/value pairs from the --Database file
(fc_auth.conf) to the Lua script rather than trying to interpret them itself.

This will probably change the Lua interface.




___

Reply to this item at:

  http://gna.org/bugs/?19909

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #8, patch #3377 (project freeciv):

Applied patch:

+mapsize, FULLSIZE, FULLSIZE
+size, 1, 1

I don't know, maybe it's my pc, but the same output. Now I use rev. 21471,
last change jtn (2012-07-08 11:26:08 +0200).

in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Failed to create suitable map, retrying with another mapseed
in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT =
MAP_MIN_LINEAR_SIZE' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
in create_start_positions() [startpos.c::399]: assertion 'player_count() =
sum' failed.
Segnalare questo messaggio a http://gna.org/projects/freeciv/
The server couldn't allocate starting positions.
Cannot create suitable map with given settings.
Segnalare questo messaggio a http://gna.org/projects/freeciv/


___

Reply to this item at:

  http://gna.org/patch/?3377

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #9, patch #3377 (project freeciv):

 +mapsize, FULLSIZE, FULLSIZE
 +size, 1, 1

More importantly, below minimum xsize and ysize settings were removed.

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #10, patch #3377 (project freeciv):

More importantly, below minimum xsize and ysize settings were removed.
Exactly! Anyway new format is very interesting, great job!

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #1, patch #3383 (project freeciv):

Minor nitpick: In rulesets that introcude some kind of heavily armored unit
with Settlers flag we may want that unit to work on a bit threatened tiles too
(not so much when it's autosettler for human who can manually override anyway,
but when used by AI)

___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #2, patch #3383 (project freeciv):

How can we check for that ? Looking at attack_strength / defense_strength ?
Can you suggest sane thresholds ?

___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #19733] fcdb: server frets about unset --Database config items even when they're not meaningful

2012-07-08 Thread Jacob Nevins
Update of bug #19733 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

Attached patch just changes level to log_verbose. Deeper changes punted to bug
#19909.

(file #16024)
___

Additional Item Attachment:

File name: trunk-S2_4-fcdb-file-quell-complaints.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?19733

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #3, patch #3383 (project freeciv):

Oh, is_square_threatened() checks only against land threats. This should also
prevent autosettler from going to coastal tile which battleship is just about
to sohrebombard.

Maybe adv_danger_at() is the function you want to use? It also makes callback
to AI code so settler armor check could be implemented there - autosettler for
human players would consistently not to enter dangerous tiles (this is *good*
thing; consistency for human players, who can anyway order settlers manually
if they want).

___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3385] fcdb: provide Lua instance with access to game data, signals etc

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3385

 Summary: fcdb: provide Lua instance with access to game data,
signals etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 15:11:41 2012
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

It seems to me that much of the potential of the fcdb/luasql system is lost
with the current facilities available to the Lua script database.lua.

For instance, if it had read access to game data and could receive signals,
you could log game/score statistics, etc.

(I'm guessing this is the sort of thing book had in mind for Easily extended
beyond just auth back in bug #13643?)




___

Reply to this item at:

  http://gna.org/patch/?3385

___
  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 #3386] fcdb: move password policy from server to Lua script

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3386

 Summary: fcdb: move password policy from server to Lua script
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 15:19:08 2012
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Currently, all of the password policy is buried in the Freeciv server code,
but it seems like something a server operator might well want to customise.
For instance, the following are hardcoded in is_good_password():
* Minimum length 6 characters
* Restrictions on characters to printable and not certain kinds of
punctuation
* The server can enforce a minimum number of capital or numeric characters,
but right now it doesn't and requires a recompile to do so.

It seems to me that it would be better to move this sort of policy out from
is_good_password() etc into database.lua where it can be customised.

(This would mean the script handling plaintext passwords rather than MD5
hashes, but I'm fine with that. The script would probably also need access to
a MD5 and possibly other hash functions, but that should be achievable.)

(Other aspects like the number of retries -- currently 3 -- could in theory be
customisable, but that would require more state in the script.)




___

Reply to this item at:

  http://gna.org/patch/?3386

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #4, patch #3383 (project freeciv):

Where do I find adv_danger_at() ? Grepping through my tarball does not find
anything.


___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #5, patch #3383 (project freeciv):

By the way, I did not consider protection against because they might be
several tiles away (same as air units). Checking an enlarged radius does not
seem to make sense.

But you are right - the battleship could already be at the coast waiting for
us.


___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3386] fcdb: move password policy from server to Lua script

2012-07-08 Thread Jacob Nevins
Follow-up Comment #1, patch #3386 (project freeciv):

 The script would probably also need access to a MD5 and possibly 
 other hash functions, but that should be achievable.
Since I've had a quick look: MD5 is not in the Lua standard library, but
there's a third-party implementation http://www.keplerproject.org/md5/.
However, it also comes with 56bit DES. We don't need it, but if we include it,
are we going to start having to faff with export control?
We could include it but chop out the DES (and provide a --use-system-lua-md5
for Debianistas).
Alternatively we could expose the current C implementation, but that only
exists in the server for auth anyway, and getting rid of it would remove a
warning (bug #18872).

___

Reply to this item at:

  http://gna.org/patch/?3386

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #6, patch #3383 (project freeciv):

You're working against a release (of which 2.3.2 is latest)? Autosettlers code
has been heavily rarranged to S2_4 (that will become 2.4 release series) and a
bit more to current development version (TRUNK). You should provide feature
patches against TRUNK.

http://freeciv.wikia.com/wiki/Svn


___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3387] fcdb: Postgres support for database.lua

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3387

 Summary: fcdb: Postgres support for database.lua
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 16:15:51 2012
Category: None
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Our luasql supports Postgres as a backend, but database.lua does not yet.

I don't intend to work on this; I'm creating the ticket mainly to rescue
Matthias' existing script (previously posted to freeciv-dev
http://mail.gna.org/public/freeciv-dev/2011-11/msg00491.html) as a basis for
further work.

It would at least need reconciling with the existing MySQL/SQLite stuff via
the 'backend' parameter (patch #3273).

(Thought I raised a ticket for this already, but I can't find it now.)



___

File Attachments:


---
Date: Sun Jul  8 16:15:51 2012  Name: database_postgres.lua  Size: 7kB   By:
jtn
Matthias Pfafferodt's Postgres-specific database.lua, from
20142126.44185.matthias.pfaffer...@mapfa.de on freeciv-dev
http://gna.org/patch/download.php?file_id=16026

___

Reply to this item at:

  http://gna.org/patch/?3387

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #7, patch #3383 (project freeciv):

Yes, this patch was made against 2.3.2. Considered this to be a minor change
that could go into the next small release. I'll check trunk and will provide a
corresponding patch as well.
 

___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3388] fcdb: allow database.lua to set user's cmdlevel, delegation etc

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3388

 Summary: fcdb: allow database.lua to set user's cmdlevel,
delegation etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 17:16:26 2012
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

An obvious extension for an authentication database would be to store access
levels (cmdlevels) in it. I don't think this is possible with the current fcdb
arrangements, however, as database.lua has no way to cause the cmdlevel to be
changed.

The obvious thing is to give the script access to issue arbitrary server
commands such as 'cmdlevel' (assuming we open up the security model per bug
#19729). However, at the point where the script is naturally invoked (checking
credentials), it's probably not practical to do this, so there'd probably need
to be a further callback into Lua once the connection structure was set up and
the server could accept further commands.

Delegation feels like something that could live in a database, too. However,
this applies to players rather than users, so I'm less clear how that would
work precisely. Possibly the script would need access to game structures
(patch #3385?)




___

Reply to this item at:

  http://gna.org/patch/?3388

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #8, patch #3383 (project freeciv):

Using adv_danger_at() won't work unless pf_parameter-can_invade_tile is
extended to pass the unit struct as argument. A quick look into path_finding.c
left me with the impression that this won't work because the calling functions
also don't have the unit at hand. 

Feel free to correct me - I am a novice when it comes to the freeciv code
base.



___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #9, patch #3383 (project freeciv):

Umh, was your modifications inside settler movement handling (goto)? It was
not obvious by simply reading the patch.

Anyway, attached is untested patch for settler not to even consider dangerous
tiles (and to choose another place instead)

(file #16027)
___

Additional Item Attachment:

File name: AvoidDangrousSettlerTile.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #19911] fcdb: database.lua should not be searched for on paths overridable by modpack

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19911

 Summary: fcdb: database.lua should not be searched for on
paths overridable by modpack
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 17:55:30 2012
Category: None
Severity: 4 - Important
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

Split out from bug #19729: the script database.lua is currently searched for
on the same path as data files, but it's too powerful for it to be safe to
allow random modpacks to override it.

The attached patches (based on file #16014, file #16015, and originally from
cazfi) search for it at a single (installed) location.
(Compared to the previous patches, these ones update README.fcdb.)




___

Reply to this item at:

  http://gna.org/bugs/?19911

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #10, patch #3383 (project freeciv):

No, the change was inside autosettler_enter_territory() since this functions
seemed to be always called when the settler is moving.

If I understand correctly the difference between our patches is that mine
considers the full path while yours considers the destination only ? At least,
that is what I was trying to achieve.  :-)


___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3287] fcdb: support SQLite backend out of the box

2012-07-08 Thread Jacob Nevins
Update of patch #3287 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #2:

Patches attached, at long last. Apart from the obvious, notable changes:
* Database/table creation is via a Lua function (invoked at the server prompt:
/lua fcdb sqlite_createdb())
* Don't rely on :numrows() method, as SQLite backend doesn't support it for
some reason
* Remove MySQL-specific SQL syntax
* Update README.fcdb for all this, including strong encouragement to use
SQLite for new installations
* Non-SQLite stuff:
** MySQL bug fix: 'port' was not honoured
** Don't spew potentially-sensitive SQL queries all over the server logs
** Less chatter at log_normal level
** Some general updates to README.fcdb

The S2_4 version additionally mentions this in README.packaging, and
encourages packagers to build in SQLite support.

(file #16028, file #16029)
___

Additional Item Attachment:

File name: trunk-sqlite.patch Size:17 KB
File name: S2_4-sqlite.patch  Size:18 KB


___

Reply to this item at:

  http://gna.org/patch/?3287

___
  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 #19911] fcdb: database.lua should not be searched for on paths overridable by modpack

2012-07-08 Thread Jacob Nevins
Update of bug #19911 (project freeciv):

  Status: In Progress = Ready For Test 
  Depends on: = patch #3287

___

Additional Item Attachment:

File name: trunk-dbluaLoc-ter.patch   Size:4 KB
File name: S2_4-dbluaLoc-ter.patchSize:5 KB


___

Reply to this item at:

  http://gna.org/bugs/?19911

___
  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 #19729] luasql (database.lua) threat model unclear, security measures get in the way

2012-07-08 Thread Jacob Nevins
Update of bug #19729 (project freeciv):

 Planned Release: 2.4.0,2.5.0 = 2.5.0  
  Depends on: = bugs #19911

___

Follow-up Comment #4:

 (Perhaps the path change should be in its own ticket, leaving 
 this one for the wider discussion.)
I had to update the patch again, so I did create a new ticket: bug #19911.

___

Reply to this item at:

  http://gna.org/bugs/?19729

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #11, patch #3377 (project freeciv):

See bug #18476: allow to load games without a map (i.e. tutorial)?

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  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 #3301] xz compressed tarballs

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #12, patch #3301 (project freeciv):

 Any reason not to port the bz2/zip automake changes back to
 S2_3? They'd save a manual step in future 2.3.x releases.

How many more releases you expect from S2_3? Bugfixes flow in quite slowly
already. Would we take risks and do work in porting  testing .tar.bz2 and
.zip creation on S2_3 to save work in just one or two releases?

 Is automake 1.8 an onerous requirement? It only affects people
 building from svn or regenerating configure etc. Do these
 specific changes affect anyone who doesn't actually run make
 dist?

 It doesn't matter if user ever actually runs make dist, it's the generating
support for it in Makefiles that set the automake requirement. So anyone
running autogen.sh would need at least automake 1.8, older ones would error
out for unknown init parameter. Strictly speaking our policy is not to bump
minimum requirements within release branch after first release. Anyone who has
built earlier version from that branch should be able to benefit from
bugfixes, most importantly potential security related ones. At the same time I
find it rather unlikely that anybody has ever built freeciv S2_3 with automake
older than 1.8, which itself is ancient already. 

 Perhaps we're relying on it already?

 Maybe, it's quite possible that older versions (or even 1.8) doesn't work.
Testing that has never been high enough priority in my TODO to get actually
done. Nobody has reported build failures...

 I notice a reference to
 WANT_AUTOMAKE=1.8 at the top of autogen.sh (labelled as a
 Gentoo kludge).

 History of that one should be investigated. It can even be breaking things
more than fixing nowadays... In any case it's very old thing, but I'm not sure
what automake version it was meant to protect against (what was the default
gentoo automake that didn't produce correct results)? Was it upgrade from
default automake; use 1.8 instead of 1.6, or downgrade; use 1.8 instead of
1.10?
I *do* know that the kludge predates changes that autogen.sh is able to check
against multiple tool versions instead of just default one.

___

Reply to this item at:

  http://gna.org/patch/?3301

___
  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 #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #11, patch #3383 (project freeciv):

Ok, I now see how your patch works. I need to think this one a bit. I see at
least five ways to proceed, each with pros and cons.

___

Reply to this item at:

  http://gna.org/patch/?3383

___
  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 #3354] Unit type flag prefix F_ - UTF_

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #2, patch #3354 (project freeciv):

I think I'll go for UTYF_ (with possible UCL_ - UCLF_ in the future).

___

Reply to this item at:

  http://gna.org/patch/?3354

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [bug #19868] Network protocol documentation

2012-07-08 Thread Gilles J. Seguin
On Fri, 2012-07-06 at 20:28 +0200, Sveinung Kvilhaugsvik wrote:
 On Thu, Jul 5, 2012 at 10:38 PM, Gilles J. Seguin wrote:
  And packets.def is having it all.
  You will find nothing else elsewhere.
 
 I found the definitions of bitvectors (used as field types where the defined
 length of the bitvector decides how many bytes should be read from/written to
 the network), constants (used to limit the size of some fields), enums (used
 as field types), functions that (imperatively) describe how to translate
 various data types to/from the network, etc. This doesn't matter to
 implementations that use the rest of (the same version of) the Freeciv source
 code as they get those items there. Other implementations need a way, manually
 or automatically, to get the information and convert it to a proper format
 (like source code).

i was surprise by the patch.

i think you are creating a mess.

introspection tool like cscope(or similar) would provide that
information more reliably.

http://kscope.sourceforge.net/ provide a gui interface.



___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread David Fernandez
Follow-up Comment #1, bug #19899 (project freeciv):

I think the problem is deeper than that.
I have played peaceful games in v2.3, where AI never enter war (tested by
increasing AI love), and soon they stop building settlers to start building
workers and other city improvements.

I thought the problem could be that AI considers settlers better than workers
for terrain improvement. However, I have tried to reduce the cost of the
workers, to increase the cost of the settlers, to change the food and upkeep
costs, but AI just keep building settlers in v2.4.
For example: in my latest game with civ2civ3 over v2.4: turn 220, certain AI
nation has 14 cities, 52 settlers, 0 workers, and 9 cities are building new
settlers. This never happens with same rules over v2.3.

Tell me if I can test something to help find the cause, because this problem
is affecting too much the playability of civ2civ3 mod. I'll try to upload some
savegames anyway.

___

Reply to this item at:

  http://gna.org/bugs/?19899

___
  Mensaje enviado vía/por Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3367] A bit playable qt-client

2012-07-08 Thread Marko Lindqvist
Update of patch #3367 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #3:

I went through the style. I have not yet checked the patch otherwise. There
was quite a bit to fix, even if I took relaxed attitude on some details. Some
of these things are badly worded in CodigStyle; I'll try to update it a bit
after this experience.

- From freeciv perspective Qt headers are system headers, so they are included
before any freeciv headers
- Quite a many places you had forgotten {} around single line if, else, for,
while, etc blocks. Even complex for() if singlecommand; else singlecommand;
was found
- * in front of each comment line in multiline comments does not apply to
function headers
- There's no space between function name and (. I think your _ (
constructs even break gettext string collection mechanism, so it's a real bug


The only functional change I did was addition of translating of most of the
new strings - for some that need code restructuring to work properly I just
added FIXME comment.

(file #16032)
___

Additional Item Attachment:

File name: BigQtImpr.patch.bz2Size:17 KB


___

Reply to this item at:

  http://gna.org/patch/?3367

___
  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 #19899] AI builds unneeded settlers in late game

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #2, bug #19899 (project freeciv):

Can you also attach late-game 2.3 savegame where AI does not build settlers.
It might become handy to investigate from that direction too - how it works in
2.3 / why it stops building settlers there.

___

Reply to this item at:

  http://gna.org/bugs/?19899

___
  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 #19912] Veteran level names required to be adjectival

2012-07-08 Thread Jacob Nevins
Update of bug #19912 (project freeciv):

  Status: In Progress = Ready For Test 

___

Additional Item Attachment:

File name: trunk-S2_4-veteran-adjectival.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?19912

___
  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 #19850] Move diplomat/spy veteran effects to ruleset

2012-07-08 Thread Jacob Nevins
Update of bug #19850 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
  Depends on: = bugs #19912

___

Follow-up Comment #4:

Patch attached.
* Effect is just the power_facts of the two units subtracted from each other.
So a 110% attacker vs a 100% defender has a +10% chance of winning.
* I've patched up the existing rulesets to have S2_3 behaviour rather than
previous-S2_4 behaviour, since there was never more than 1% in it anyway with
these rulesets.
* On trunk, alien should behave as before; civ2civ3 was similar to classic
and takes the new names.
* Custom level names for classic/multiplayer/experimental/civ2civ3 (not
civ1/civ2/alien):
** Diplomat: attaché/secretary/envoy/ambassador
** Spy: informant/agent/handler/spymaster

(file #16034, file #16035)
___

Additional Item Attachment:

File name: trunk-diplomat-veterancy-from-ruleset.patch Size:11 KB
File name: S2_4-diplomat-veterancy-from-ruleset.patch Size:9 KB


___

Reply to this item at:

  http://gna.org/bugs/?19850

___
  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 #3389] Use advisors, not default ai, dangerous tile detection for human players

2012-07-08 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3389

 Summary: Use advisors, not default ai, dangerous tile
detection for human players
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 09 Jul 2012 12:56:09 AM EEST
Category: ai
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:

Default AI overrides advisors dangerous tile detection for all players.
Attached patch makes human players to use advisors code. There should be no
functional change as both advisors and default ai dangerous tile detection
should give same result for human players.



___

File Attachments:


---
Date: Mon 09 Jul 2012 12:56:10 AM EEST  Name: AdvDangTile.patch  Size: 1kB  
By: cazfi

http://gna.org/patch/download.php?file_id=16036

___

Reply to this item at:

  http://gna.org/patch/?3389

___
  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 #19913] Unit veteran level can exceed new type's maximum on upgrade

2012-07-08 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19913

 Summary: Unit veteran level can exceed new type's maximum on
upgrade
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jul  8 23:18:29 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.3,2.4.0,2.5.0

___

Details:

If upgrading a highly-veteran unit to a type with a veteran system with fewer
levels, there's nothing to clip the unit's veteran level to the bounds of the
new system (unless the new system is F_NO_VETERAN).

Need to decide which happens first: clipping or
{autoupgrade,upgrade}_veteran_loss. I'm inclined to be stingy and clip first.




___

Reply to this item at:

  http://gna.org/bugs/?19913

___
  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 #3367] A bit playable qt-client

2012-07-08 Thread anonymous
Follow-up Comment #4, patch #3367 (project freeciv):

First, I'd like to stress I know very little about Qt.
Having said that, after gtk3 client, I have an idea or two that somebody how
knows Qt better could adapt.

1. curved line: with cairo, I've done it through cairo_curve_to - AFAICT, in
Qt similar effect would be QPainterPath::cubicTo

2. fog - this problem I've sidestepped by CAIRO_OPERATOR_HSL_COLOR (it was
extremely lucky that cairo 1.10 added this); unfortunately, I don't see
similar operator among CompositionMode enums, but while
http://qt.gitorious.org/qt-labs/graphics-dojo/blobs/master/imagetint/imagetint.cpp
does something a bit different, it suggests something similar could be done
for HSL (though the question would be: can it be done with acceptable
performance ?)

___

Reply to this item at:

  http://gna.org/patch/?3367

___
  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 #19899] AI builds unneeded settlers in late game

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #3, bug #19899 (project freeciv):

There's vastly more settlers than places for new cities - something must be
wrong with citymap reservations so that AI doesn't realize that new settler
would never be able to build a city.

___

Reply to this item at:

  http://gna.org/bugs/?19899

___
  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 #19818] Experimental ruleset: worker veteran system has problems

2012-07-08 Thread Jacob Nevins
Update of bug #19818 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn

___

Follow-up Comment #4:

I wrote:
 If you remove [NoVeteran], you run into the problem that 
 Barracks will promote a Worker, which you might not want.
Tosh. Barracks already have nreqs for NonMil, so Workers/Engineers won't be
built Veteran.

Attached patch sorts this out, and gives Engineers the same levels. (I've left
Settlers as NoVeteran.) I've toned down the effect (max 1.5x work rate) and
arranged that they shouldn't get promoted through combat.

The resulting autogenerated help is, unfortunately, a pack of lies:
* Will be built as a veteran in cities with appropriate training facilities
(see Barracks).
* May be promoted after defeating an enemy unit.
but that's a matter for other tickets.

(file #16037)
___

Additional Item Attachment:

File name: trunk-S2_4-experimental-worker-veterancy.patch Size:2 KB


___

Reply to this item at:

  http://gna.org/bugs/?19818

___
  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 #19818] Experimental ruleset: worker veteran system has problems

2012-07-08 Thread Jacob Nevins
Update of bug #19818 (project freeciv):

  Depends on: = bugs #19912


___

Reply to this item at:

  http://gna.org/bugs/?19818

___
  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 #19913] Unit veteran level can exceed new type's maximum on upgrade

2012-07-08 Thread Jacob Nevins
Follow-up Comment #1, bug #19913 (project freeciv):

While the S2_3 code behaves the same, it's not really practical to have
differing numbers of veteran levels with S2_3's veteran system. However, may
as well fix it anyway.

___

Reply to this item at:

  http://gna.org/bugs/?19913

___
  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 #19899] AI builds unneeded settlers in late game

2012-07-08 Thread Marko Lindqvist
Update of bug #19899 (project freeciv):

Category:None = ai 
  Status:None = Ready For Test 
 Planned Release: = 2.4.0, 2.5.0   

___

Follow-up Comment #4:

We couldn't send settlers anywhere? Oh, but remember the last time we
could!


- So, you're a programmer. How fast do you type?
- I just wrote one line in 12 hours.

(file #16038)
___

Additional Item Attachment:

File name: FoundWantZero.patchSize:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?19899

___
  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 #3374] Buildable property for road types

2012-07-08 Thread Marko Lindqvist
Update of patch #3374 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3374

___
  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 #19088] Put more Windows installer/packaging material under version control

2012-07-08 Thread Marko Lindqvist
Update of bug #19088 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?19088

___
  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 #17440] Update CodingStyle to take C++ files into account

2012-07-08 Thread Marko Lindqvist
Update of bug #17440 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?17440

___
  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 #3355] Claim Ocean tiles when suitable tech known

2012-07-08 Thread Marko Lindqvist
Update of patch #3355 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3355

___
  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 #19633] Editor item lists open tiny

2012-07-08 Thread Marko Lindqvist
Update of bug #19633 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?19633

___
  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 #19296] fix check for MagickWand (libbzip2)

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #12, bug #19296 (project freeciv):

We want to know if we can link programs together, not if we can run them on
build machine. Testing the latter breaks cross-compilation.

Attached version of the patch uses AC_LINK_IFELSE() instead of AC_RUN_IFELSE()

(file #16039)
___

Additional Item Attachment:

File name: MwAcLink.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?19296

___
  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 #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #12, patch #3377 (project freeciv):

Now I use rev. 21480 and tutorial.sav start without errors :)

___

Reply to this item at:

  http://gna.org/patch/?3377

___
  Messaggio inviato con/da Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev