[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-19 Thread Bastian Schmidt
Follow-up Comment #20, bug #18767 (project freeciv):

Just to clarify, the CMA does not look at the value of gold_upkeep_style.
I have not looked at, why gold_upkeep_style=2 could resolve the issue (as
described in comment #13), as the flawed pruning caused (at least in my game)
many unnecessary taxmen, which disappeared with my patch. (Actually using
trade as source of gold did not always get considered correctly, which made
the CMA use taxmen to reach minimal surplus, even if not necessary.)

There remains the rather philosophical question, whether the CMA should
consider the minimal surplus of gold for each city with gold_upkeep_style=2,
which is already discussed in (comment #12). (In cities, with lots of
buildings, setting -20 gold surplus will not suffice to get rid of all
taxmen.)
However looking at treasury, etc. would make the CMA not only more complicated
but a lot more unintuitive, imho.

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[Freeciv-Dev] [patch #3718] Use activity icon to hint that fortifying in cities does nothing

2013-02-19 Thread Jacob Nevins
Follow-up Comment #2, patch #3718 (project freeciv):

Ah, I meant that units which the user has explicitly asked to fortify which
are in cities would get the permanent-F state (to indicate that they're not
getting a bonus from the user's action), not that all units inside cities
without other orders automatically get an 'F' icon (to indicate the automatic
defense bonus).

(It's good to know that it's not just me that uses fortify to mean go to
sleep until I wake you. Perhaps we need such an order for non-CanFortify
units?)

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[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread pepeto
Update of bug #20361 (project freeciv):

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


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[Freeciv-Dev] [bug #20520] player_set_nation() assertions failed

2013-02-19 Thread pepeto
Update of bug #20520 (project freeciv):

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


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[Freeciv-Dev] [patch #3704] struct timer cleanup

2013-02-19 Thread pepeto
Update of patch #3704 (project freeciv):

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


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[Freeciv-Dev] [patch #3689] timer_list cleanup

2013-02-19 Thread pepeto
Update of patch #3689 (project freeciv):

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


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[Freeciv-Dev] [patch #3705] Use FC_STATIC_ASSERT() in dataio.c for type size checking

2013-02-19 Thread pepeto
Update of patch #3705 (project freeciv):

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


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[Freeciv-Dev] [bug #20494] Uninitialized PACKET_UNIT_ORDERS

2013-02-19 Thread pepeto
Update of bug #20494 (project freeciv):

 Assigned to:None = pepeto 
 Planned Release: = 2.3.5, 2.4.0, 2.5.0

___

Follow-up Comment #4:

 I vaguely remember thinking this is finally deciding to leave
 it as it is. Should have added comment at least to remind why
 exactly so. Probably I were afraid of masking some erronous use
 before actual send.

Well, I checked again, I don't see what's wrong in initializing this
structure. I plan to commit the patch.


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[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash

2013-02-19 Thread pepeto
Update of bug #20490 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-19 Thread Jacob Nevins
Follow-up Comment #8, patch #3384 (project freeciv):

I had a go with this on S2_4, and while workers do now run away from land
units unless accompanied by a bodyguard, workers on the coast are still
oblivious to a battleship sat next to them.

I think this is due to is_square_threatened() calling is_ground_threat().
Given that nothing else uses this function, perhaps it should be changed to
not care about the unit move type?

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[Freeciv-Dev] [bug #20508] Nations functional typo fixes

2013-02-19 Thread Jacob Nevins
Follow-up Comment #1, bug #20508 (project freeciv):

(Committed in r22366
http://svn.gna.org/viewcvs/freeciv?revision=22366view=revision.)

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[Freeciv-Dev] [patch #2190] Control of registry boolean compability

2013-02-19 Thread pepeto
Follow-up Comment #2, patch #2190 (project freeciv):

New version attached (minor change):
* Don't allow digital boolean from metaservers (actually there is no boolean
read).


(file #17259)
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[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread Jacob Nevins
Follow-up Comment #12, bug #20361 (project freeciv):

 Where this needs more consideration is the experimental ruleset. 
 If the defender is on a tile that the attacker could not enter 
 except via road, then totally negating the road will make the 
 defender unreachable.
I don't think this applies to the current experimental ruleset; if attacker is
Big Land (e.g. Cannon) and defender is e.g. on a hill, either there's no road
on the hill (in which case attack is impossible) or there is one (in which
case attack direction doesn't matter; pathfinding will necessarily arrange
that the source tile has a road).

I don't think it's possible to set things up so that the attacker can only
attack the defender from a certain direction.

However, we'd certainly like that to become possible (see for instance bug
#16383). Will the committed fix need adjusting once cardinal-move-only
roads/rivers exist?

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[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread Jacob Nevins
Update of bug #20361 (project freeciv):

Operating System:   Microsoft Windows = Any


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[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread pepeto
Follow-up Comment #13, bug #20361 (project freeciv):

 Will the committed fix need adjusting once cardinal-move-only
 roads/rivers exist?

I don't think so. The last part of the path is considered as a single move
only if the move was previously possible.


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[Freeciv-Dev] [patch #3700] Natural roads

2013-02-19 Thread Marko Lindqvist
Follow-up Comment #1, patch #3700 (project freeciv):

- Updated against svn HEAD

(file #17260)
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File name: NaturalRoadsNotRestricted-2.patch Size:8 KB


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[Freeciv-Dev] [patch #3714] Remove CardinalOnly road flag

2013-02-19 Thread Marko Lindqvist
Follow-up Comment #1, patch #3714 (project freeciv):

- Do not remove support for drawing cardinal only roads with roadstyles other
than River, but just change it so that it's determined from road move_mode
- Applies on top of patch #3700

(file #17261)
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File name: CardinalOnlyRm-2.patch Size:8 KB


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[Freeciv-Dev] [patch #3710] Use river gfx tags

2013-02-19 Thread Marko Lindqvist
Update of patch #3710 (project freeciv):

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


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[Freeciv-Dev] [patch #3723] River gfx tag tx.river - river

2013-02-19 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3723

 Summary: River gfx tag tx.river - river
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 19 Feb 2013 12:27:08 PM EET
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Replace (hardcoded) river specials tag tx.river with river. We want to use
same tags for rivers as road types, and having tx.river for them, to be only
later changed, would be stupid.



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File Attachments:


---
Date: Tue 19 Feb 2013 12:27:08 PM EET  Name: RiverRoadTag.patch  Size: 17kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17262

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[Freeciv-Dev] [bug #18006] handle_city() CMA: Larvotto has changed multiple times.

2013-02-19 Thread Jacob Nevins
Update of bug #18006 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [patch #3706] Use TRUE and FALSE instead of 1 and 0 in rulesets

2013-02-19 Thread pepeto
Update of patch #3706 (project freeciv):

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

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Follow-up Comment #2:

Documentation updated at wikia.


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[Freeciv-Dev] [patch #3706] Use TRUE and FALSE instead of 1 and 0 in rulesets

2013-02-19 Thread Marko Lindqvist
Follow-up Comment #3, patch #3706 (project freeciv):

 Documentation updated at wikia.

I haven't been following closely. Did this require some code-side change
first? That is; does wiki ruleset documentation need to document that this is
new behavior in 2.5? Latest freeciv release is 2.3, so documentation in wiki
should be usable for 2.3 and 2.4 at least.

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[Freeciv-Dev] [patch #3706] Use TRUE and FALSE instead of 1 and 0 in rulesets

2013-02-19 Thread pepeto
Follow-up Comment #4, patch #3706 (project freeciv):

 I haven't been following closely. Did this require some
 code-side change first? That is; does wiki ruleset
 documentation need to document that this is new behavior in
 2.5? Latest freeciv release is 2.3, so documentation in wiki
 should be usable for 2.3 and 2.4 at least.

'TRUE' and 'FALSE' are compatible with 2.3, so what I edited in the Editing
rulesets matches the current version.

I added a section about transforming old '0' and '1' only in How to update a
ruleset from 2.4 to 2.5.

The code-side change will come very quickly, I just removed one part of my
patch today, so I didn't commit it yet (patch #2190).


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[Freeciv-Dev] [patch #3707] Use TRUE and FALSE instead of 1 and 0 in tilesets

2013-02-19 Thread pepeto
Update of patch #3707 (project freeciv):

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

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Follow-up Comment #2:

Documentation updated at wikia.


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[Freeciv-Dev] [bug #20495] punit-activity_count overflow

2013-02-19 Thread pepeto
Update of bug #20495 (project freeciv):

  Status:None = Need Info  

___

Follow-up Comment #1:

 Noticed that units fortifying have a increasing activity count.

I was wrong. The activity of the units with strange activity count were
sentry.

I found at r5333
http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=5333 that
ACTIVITY_SENTRY has been forgotten as activity where activity count is
irrelevant. Or may be that count is relevant? I don't think so. The attached
patch should fix that count.

However, what should be done when loading savegames with such huge activity
counts?

Also, why do these AI Muskets and Pikemen are sentry? What advantage do they
get? I think they should be fortified, shouldn't they?


(file #17263)
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[Freeciv-Dev] [bug #17216] Need to press 'ok' twice to load a game

2013-02-19 Thread pepeto
Update of bug #17216 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

My original report is the same as bug #17354. Closing this one.


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[Freeciv-Dev] [bug #17354] Client tries to load game in spawned server before requesting hack access

2013-02-19 Thread pepeto
Follow-up Comment #7, bug #17354 (project freeciv):

It happens when you are too fast to push the load button. I guess same thing
can happen on scenario. However, the page takes longer to be displayed, I
cannot reproduce with it.


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[Freeciv-Dev] [bug #17354] Client tries to load game in spawned server before requesting hack access

2013-02-19 Thread pepeto
Update of bug #17354 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #8:

The patch I attach fix the problem for me. But it also delays for a while the
apparition of the load or scenario page.

It actually wait for the server to process the last packet (JOIN_REQ or maybe
preferred settings) before actually switching to the page.

Note that the load or the scenario page doesn't appear at all if we fails to
start the server. This is not the current behaviour, but I guess this is what
the users expect.


(file #17264)
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File name: client_start_server_and_set_page.diff Size:3 KB


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[Freeciv-Dev] [bug #20533] Missing building gfx for experimental ruleset: Hospital, Genetic Lab

2013-02-19 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20533

 Summary: Missing building gfx for experimental ruleset:
Hospital, Genetic Lab
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Feb 19 21:31:50 2013
Category: art
Severity: 3 - Normal
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The experimental ruleset has a couple of buildings without icons.

(Also on trunk it lacks Maglev graphics, but that's already covered by bug
#20031.)

Not sure how much effort to sink into experimental graphics, given that we're
more likely to invent buildings/techs etc on a whim for it. But we've had
these for a while and lack of icons does mess up the city / worklist view a
bit.




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[Freeciv-Dev] [bug #20534] Worklist glitch: unit icons bleed past their boundaries

2013-02-19 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20534

 Summary: Worklist glitch: unit icons bleed past their
boundaries
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Feb 19 22:47:35 2013
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

This is very cosmetic, but it's been bothering me for years.

In the worklist, unit icons which have pixels set at their vertical edges have
those pixel columns bled out into bands horizontally.

See attached screenshot of Freight, and also bug #15777's file #8785 for a
previous example.

In Amplio/2 I think unit icons are a little narrower than building/wonder
icons, which force column width; I'm guessing that something is extending the
unit icon to match the containing cell in a sub-optimal way. Really we just
want whitespace padding.

Dunno if this is specific to OS (Ubuntu 10.04.4), window environment (GNOME,
Compiz), theme (Freeciv for client, Ambiance for desktop), ... It's been with
me with the gtk2 client for at least three years, probably longer.



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File Attachments:


---
Date: Tue Feb 19 22:47:35 2013  Name: worklist_glitch_freight.png  Size: 10kB 
 By: jtn
Glitch in city worklist, trunk r22387
http://gna.org/bugs/download.php?file_id=17267

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[Freeciv-Dev] [bug #20534] Worklist glitch: unit icons bleed past their boundaries

2013-02-19 Thread Jacob Nevins
Follow-up Comment #1, bug #20534 (project freeciv):

(FWIW, my previous notes on the issue in their entirety:
client/gui-gtk-2.0/wldlg.c:cell_render_func(). Make of that what you will.)

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[Freeciv-Dev] [bug #20535] Road icons in editor are a bit ugly

2013-02-19 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20535

 Summary: Road icons in editor are a bit ugly
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Feb 19 22:56:03 2013
Category: editor
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.5.0

___

Details:

See attachment.
* They seem to be off-centre
* They suffer from the same bleeding problem as bug #20534, only vertically

Obviously not vital, but would be nice to fix.



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File Attachments:


---
Date: Tue Feb 19 22:56:03 2013  Name: editor_roads.png  Size: 19kB   By: jtn
screenshot of road selection in gtk2 editor, trunk r22387
http://gna.org/bugs/download.php?file_id=17268

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[Freeciv-Dev] [bug #20536] Missing icon for roads in editor

2013-02-19 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20536

 Summary: Missing icon for roads in editor
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Feb 19 23:00:20 2013
Category: art
Severity: 2 - Minor
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:

Currently we're using one that I think must have been originally intended for
editable borders, which doesn't look quite right. It can be seen in file
#17268.

Would be nice to have something better for 2.5.0. Relevant file is
data/misc/editor.png.




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[Freeciv-Dev] [patch #3724] Alien ruleset: colours tied to nations?

2013-02-19 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3724

 Summary: Alien ruleset: colours tied to nations?
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Feb 19 23:33:10 2013
Category: rulesets
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

I like nations to have particular colours associated with them (for borders,
etc), especially if they have distinct traits; it adds to their character and
the general atmosphere, and you can have different shades for normal players
vs barbarians (dark colours), etc.

Clearly impractical for our huge default nation set, but the set of nations in
the Alien World ruleset is small enough that this would be practical.

In file #16384 (woo) I put an example patch. I didn't think about the colours
terribly hard (although IIRC they are picked from the
carefully-distinguishable set added in bug #19778), so I'm not wedded to
them.

However, I leave the decision to cazfi since it's his ruleset; feel free to
Wont Do.




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[Freeciv-Dev] [bug #20507] Barbarian nations in unknown group in civ2 ruleset

2013-02-19 Thread Jacob Nevins
Follow-up Comment #1, bug #20507 (project freeciv):

I think it's harmless. Certainly when I just tested civ2, I had no trouble
running into pirates.

The obvious way to fix it is to fork barbarian/pirate nations, the same way
all the other civ2 nations are forked. (Did civ2 even have pirates?)

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[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-19 Thread Jacob Nevins
Update of bug #20501 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Planned Release:   2.3.5,2.4.0,2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3717] Pluralised i18n markup for %d population text

2013-02-19 Thread Jacob Nevins
Update of patch #3717 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 
 Planned Release:   2.3.5,2.4.0,2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [bug #20390] Québec civilisation name lacks capital letter in Spanish translation

2013-02-19 Thread Jacob Nevins
Update of bug #20390 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = jorneg 
 Open/Closed:Open = Closed 
 Planned Release: = 2.3.4,2.4.0
 Summary:Civ name = Québec civilisation name
lacks capital letter in Spanish translation

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Follow-up Comment #5:

Fixed in r22105
http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=22105 on S2_3,
r22104 http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=22104 on
S2_4.

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[Freeciv-Dev] [bug #20236] Failure to load saved game

2013-02-19 Thread Jacob Nevins
Update of bug #20236 (project freeciv):

  Status:None = Need Info  


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

2013-02-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, bug #19868 (project freeciv):

Attached is a version of the patch updated to svn trunk revision 22384 and a
file containing the data it is based on.

Should a multi line comment end in a blank line ( * last linen */)? Should
comments I only change a part of be updated to the new style (include a * on
new lines) I have tried to follow If you need to comment a declared variable,
it should be as such: from the code style unless all variables / constants in
a block is used. In fc_types this has resulted in a block like this:

#define MAX_NUM_PLAYER_SLOTS 128 /* Used in the network protocol. */
#define MAX_NUM_BARBARIANS   2
#define MAX_NUM_PLAYERS  MAX_NUM_PLAYER_SLOTS - MAX_NUM_BARBARIANS
#define MAX_NUM_CONNECTIONS (2 * (MAX_NUM_PLAYER_SLOTS)) /* Used in the
  * protocol. */
#define MAX_NUM_ITEMS   200 /* eg, unit_types
 * Used in the network protocol */
#define MAX_NUM_TECH_LIST 10 /* Used in the network protocol. */
#define MAX_NUM_UNIT_LIST 10 /* Used in the network protocol. */
#define MAX_NUM_BUILDING_LIST 10 /* Used in the network protocol. */
#define MAX_LEN_VET_SHORT_NAME 8
#define MAX_VET_LEVELS 20 /* see diplomat_success_vs_defender()
   * Used in the network protocol */
#define MAX_BASE_TYPES 32 /* Used in the network protocol. */
#define MAX_ROAD_TYPES 8 /* Used in the network protocol. */
#define MAX_DISASTER_TYPES 10
#define MAX_NUM_LEADERS MAX_NUM_ITEMS /* Used in the network protocol. */
#define MAX_NUM_NATION_GROUPS 128 /* Used in the network protocol. */
#define MAX_NUM_STARTPOS_NATIONS 1024 /* Used in the network protocol. */

Should it be kept like it is, should I separate the constants used in the
protocol to a commented section (like the one below, even if it makes the
stronger claim that this will probably break network compatability) or include
a comment that most constants in this section is used in the network protocol?

(file #17269, file #17270)
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Additional Item Attachment:

File name: labelProtoChangesDraft.patch   Size:16 KB
File name: packetsDependOnSize:3 KB


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[Freeciv-Dev] [patch #3724] Alien ruleset: colours tied to nations?

2013-02-19 Thread Marko Lindqvist
Update of patch #3724 (project freeciv):

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

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Follow-up Comment #1:

That's something I have wanted to do, but not in high enough priority to do so
far ;-)
Thanks for selecting the colours.

Note that I'm not very fond of comical alien ruleset nations in general.
They're just somehing I could quickly invent to be used instead of default
nations (default nations were even worse in alien ruleset)

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