[Freeciv-Dev] [bug #20026] Utility function to render possibly-fractional fractional MP as text

2012-08-07 Thread Jacob Nevins
Update of bug #20026 (project freeciv):

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


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[Freeciv-Dev] [bug #20026] Utility function to render possibly-fractional fractional MP as text

2012-08-07 Thread Jacob Nevins
Follow-up Comment #6, bug #20026 (project freeciv):

 It probably doesn't affect how you implement this version [...]
It's another argument for centralising it in the first place, though.

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[Freeciv-Dev] [bug #19851] Help: not enough info on unit veteran levels

2012-08-07 Thread Jacob Nevins
Update of bug #19851 (project freeciv):

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


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[Freeciv-Dev] [bug #20022] Spy escape chance veteran effect still hardcoded

2012-08-07 Thread Jacob Nevins
Update of bug #20022 (project freeciv):

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


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[Freeciv-Dev] [bug #20023] Don't display veteran level for units with only one, or NoVeteran units

2012-08-07 Thread Jacob Nevins
Update of bug #20023 (project freeciv):

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


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[Freeciv-Dev] [bug #17679] Autogenerated helptext speaks about veterancy levels though ruleset defines none

2012-08-07 Thread Jacob Nevins
Update of bug #17679 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = jtn
 Open/Closed:Open = Closed 
Operating System:None = Any
 Planned Release: = 2.4.0,2.5.0

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Follow-up Comment #2:

The issues in this ticket are fixed by a combination of the fixes for bug
#19851 and bug #20023.

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[Freeciv-Dev] [bug #19991] mali.ruleset conflicts_with itself

2012-08-07 Thread Jacob Nevins
Update of bug #19991 (project freeciv):

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


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[Freeciv-Dev] [bug #19992] When loading rulesets, warn about nations whose conflicts_with/civilwar lists contain themselves

2012-08-07 Thread Jacob Nevins
Update of bug #19992 (project freeciv):

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


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[Freeciv-Dev] [bug #19854] Z key does not work

2012-08-07 Thread Jacob Nevins
Update of bug #19854 (project freeciv):

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


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[Freeciv-Dev] [patch #3482] Remove init_government from individual civ1/civ2 nations

2012-08-07 Thread Jacob Nevins
Update of patch #3482 (project freeciv):

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


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[Freeciv-Dev] [patch #3461] Disallow establishing trade routes with zero % trade income completely

2012-08-07 Thread Marko Lindqvist
Update of patch #3461 (project freeciv):

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


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[Freeciv-Dev] [patch #3465] Add comments, quotation, for AC_DEFINEs

2012-08-07 Thread Marko Lindqvist
Update of patch #3465 (project freeciv):

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


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[Freeciv-Dev] [patch #3417] Configure check for Qt version

2012-08-07 Thread Marko Lindqvist
Follow-up Comment #6, patch #3417 (project freeciv):

With new client written from scratch we have an good opportunity to do things
in a new way compared to existing clients. From the talks in several forums,
one thing that always comes up, is how freeciv's 2D sprites based graphics
turn most users out, only some playing for nostalgic reasons (freeciv is like
games were in my childhood). So I could consider even 5.0 as minimum Qt
requirement once it (Qt5) comes out. Reason being that Qt3D will be part (not
just extension) of it
http://labs.qt.nokia.com/2012/04/11/qt-3d-and-qt5-qt4-news-and-releases/ Maybe
it would be useful for us?

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[Freeciv-Dev] [patch #3417] Configure check for Qt version

2012-08-07 Thread Marko Lindqvist
Follow-up Comment #7, patch #3417 (project freeciv):

Also, how is compatibility between major Qt versions? If we develop Qt4
client, will it work in Qt5 too? It makes no sense to develop Qt4-only client
when world starts to move to Qt5.

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[Freeciv-Dev] [patch #3417] Configure check for Qt version

2012-08-07 Thread mir3x
Follow-up Comment #8, patch #3417 (project freeciv):

Yeah, qt5 should be fully compatible with qt4, there is no much changes, btw
there should be  easy switch to openGL rendering instead X11 ( in qt4 ) but I
doubt if there would be any benefits from it, seems both are accelerated by
hardware, no idea how under windows.
On other hand I've read that sdl 2.0 is coming
http://www.phoronix.com/scan.php?page=news_itempx=MTE0MDU


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[Freeciv-Dev] [patch #3316] Celtic nation

2012-08-07 Thread Jacob Nevins
Update of patch #3316 (project freeciv):

 Assigned to:None = jtn

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Follow-up Comment #5:

 Patch still contains a FIXME for attribution. If I don't hear 
 back about that, I'll redraw it myself from scratch using the 
 SVG at above link [...]
I've now done this; result attached. Should be pretty much indistinguishable
from before except that it's now known to be made of only certified organic
kosher ingredients.

That said, I noticed that the previous image had a transparent background,
which presumably explains why the colours out of convert_png were a bit wonky.
The new version suffers from neither issue.

Also, I forgot to add celtic.ruleset to POTFILES.in.

I plan to commit this after 24h (so that I can then get the Core nation set
in too).

(file #16334, file #16335)
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Additional Item Attachment:

File name: trunk-S2_4-celtic-nation-bis.patch Size:20 KB
File name: celtic.svg Size:11 KB


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[Freeciv-Dev] [patch #3316] Celtic nation

2012-08-07 Thread Daniel Markstedt
Follow-up Comment #6, patch #3316 (project freeciv):

 Now we have a proper Celtic nation, consideration should be given
 to whether the Celtic nation in data/civ2/nations.ruleset should
 be updated to match -- currently it's based on our Britons.

Yes please do replace it. That Celtic nation was just a quick 'hack' I made
when putting together the ruleset specific nationsets a while ago.

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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-07 Thread Jacob Nevins
Follow-up Comment #14, patch #3432 (project freeciv):

 As all nations still live in same .po file, maybe you should add 
 at TRANS comment next to each core nation legend so translators 
 could search for those.
I was thinking that we'd split the po-file soon enough (although not for
beta1).

However, since I've had to reset the clock on the Celtic patch anyway, I've
updated this one to include the comments for now. They'll probably come out
again if/when the po-file is split.

I'll consider this updated patch ripe for commit within 24h.

(file #16336, file #16337)
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Additional Item Attachment:

File name: trunk-core-nations-p3449-4.patch Size:29 KB
File name: S2_4-core-nations-p3449-4.patch Size:29 KB


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[Freeciv-Dev] [patch #3316] Celtic nation

2012-08-07 Thread Jacob Nevins
Follow-up Comment #7, patch #3316 (project freeciv):

Attached patch to apply on top of the previous one updates civ2's legend,
cities, flag, and leader titles.

(file #16338)
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[Freeciv-Dev] [bug #20037] Pauses/hangs at game end related to sound plugin

2012-08-07 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20037

 Summary: Pauses/hangs at game end related to sound plugin
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Aug  7 20:29:03 2012
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

For a while I've noticed that the Freeciv clients take ~2 seconds from my
telling them to quit to the window actually going away, but hadn't
investigated it.

Today I ended up in a situation where two users were logged in to the same
machine, and one had grabbed the sound capability (a paused web video), such
that the other user couldn't make sounds. In this situation, freeciv-gtk2
hangs indefinitely on quit (S2_3, S2_4, trunk). Adding debug narrowed the hang
down to the shutdown() call in client/audio.c:audio_shutdown().

Other apps cope gracefully with this (admittedly rare) situation, so probably
we can do better too.

This prompted me to investigate the area, and I found
client/audio_sdl.c:my_stop() does this:


  /* fade out over 2 sec */
  Mix_FadeOutMusic(2000);


Which almost certainly explains the pause in the more common situation. Using
-P none got rid of the pause.

I'm using the freesounds soundset, which has a looping music_start, but
that's not playing by the time I quit. Changing to stdsounds (which has no
looping sounds/music), the issue is still there.

Unsorted thoughts:
* The user probably doesn't care about waiting for a nice fade-out when
they've told the game to quit.
* If I quit in the pregame, when music is playing, I don't get a fade-out
anyway; the music suddenly stops, then the program pauses for 2s, then quits.
* Perhaps the 2000ms wait could be conditionalised on whether there's actually
something playing.




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[Freeciv-Dev] [bug #20037] Pauses/hangs on client quit related to sound plugin

2012-08-07 Thread Jacob Nevins
Update of bug #20037 (project freeciv):

 Summary: Pauses/hangs at game end related to sound plugin =
Pauses/hangs on client quit related to sound plugin


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[Freeciv-Dev] [bug #20037] Pauses/hangs on client quit related to sound plugin

2012-08-07 Thread Marko Lindqvist
Follow-up Comment #1, bug #20037 (project freeciv):

Also bug #15473

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[Freeciv-Dev] [bug #20005] Compile time decided database.lua location Windows installations

2012-08-07 Thread Christian Prochaska
Follow-up Comment #4, bug #20005 (project freeciv):

 What's the working dir when running official Installer builds?

Working dir is the install root. database.lua is in etc/freeciv relative to
install root.

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[Freeciv-Dev] [bug #20005] Compile time decided database.lua location Windows installations

2012-08-07 Thread Marko Lindqvist
Follow-up Comment #5, bug #20005 (project freeciv):

Then could we use something like attached (at the moment untested) patch?

Not sure about trying to rush this to beta1...


(file #16340)
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[Freeciv-Dev] [bug #20037] Pauses/hangs on client quit related to sound plugin

2012-08-07 Thread Jacob Nevins
Follow-up Comment #2, bug #20037 (project freeciv):

Hm. The hanging issue there was limited to connecting to an external server. I
found my issue when spawning a new game from the client (internal server),
starting it, and immediately quitting. I don't think I tried quitting from the
start page (before any kind of network connection is attempted).

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[Freeciv-Dev] [bug #18993] Bug in swiss.ruleset?

2012-08-07 Thread Daniel Markstedt
Update of bug #18993 (project freeciv):

Severity:  3 - Normal = 2 - Minor  
  Status:None = Confirmed  
 Assigned to:None = mixcoatl   

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Follow-up Comment #3:

This is an old leftover from back when naming of the flag files/definitions
wasn't as consistent.

Jos, I'll leave it up to you whether you want to rename the flag files or not.

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