[Freeciv-Dev] [patch #2454] Qt-client: Overview and info label widgets

2013-03-25 Thread Marko Lindqvist
Update of patch #2454 (project freeciv):

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

___

Follow-up Comment #1:

Not applicable any more.

___

Reply to this item at:

  http://gna.org/patch/?2454

___
  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 #2443] Qt-client: Attach canvas to mapview widget

2013-03-25 Thread Marko Lindqvist
Update of patch #2443 (project freeciv):

  Status: In Progress = Wont Do
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

___

Follow-up Comment #2:

Not applicable any more.

___

Reply to this item at:

  http://gna.org/patch/?2443

___
  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] Threads

2013-03-25 Thread Marko Lindqvist
On 23 March 2013 22:48, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
  beyond basic re-entrancy.

 That's something already. In fact, some volunteer out there could
check the system calls in utility/ with this in mind. Information
alone about any problematic system calls would be useful, but more
advanced volunteer could also provide patch series to fix the problems
found (using re-entrant versions / adding mutex protection / makign
re-entrant wrappers)


- ML

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


[Freeciv-Dev] [bug #20476] netdb.h conflict

2013-03-25 Thread Marko Lindqvist
Update of bug #20476 (project freeciv):

  Status:  Ready For Test = None   


___

Reply to this item at:

  http://gna.org/bugs/?20476

___
  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 #20599] Boolean sounding name is_blended for integer field

2013-03-25 Thread Marko Lindqvist
Update of bug #20599 (project freeciv):

Category:None = client 
  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

___

Follow-up Comment #1:

Patch to rename is_blended as blend_layer

(file #17538)
___

Additional Item Attachment:

File name: BlendLayer.patch   Size:16 KB


___

Reply to this item at:

  http://gna.org/bugs/?20599

___
  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 #20507] Barbarian nations in unknown group in civ2 ruleset

2013-03-25 Thread Marko Lindqvist
Follow-up Comment #2, bug #20507 (project freeciv):

 (Did civ2 even have pirates?)

Yes and no. civ/2 had just one barbarian nation that could attack either from
land or sea. Freeciv has always had them as separate players. Hacks of earlier
versions where those players shared same nation were very ugly and buggy, so
we made separate Pirate nation for sea barbarians.

___

Reply to this item at:

  http://gna.org/bugs/?20507

___
  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 #3786] Fix unit direction in worklist, gtk3-client

2013-03-25 Thread Marko Lindqvist
Update of patch #3786 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3786

___
  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 #20646] Cimpletoon missing roadstyle for river

2013-03-25 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20646

 Summary: Cimpletoon missing roadstyle for river
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 25 Mar 2013 06:39:30 PM EET
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

Fix attached.



___

File Attachments:


---
Date: Mon 25 Mar 2013 06:39:30 PM EET  Name: CimpletoonRiver.patch  Size: 475B
  By: cazfi

http://gna.org/bugs/download.php?file_id=17539

___

Reply to this item at:

  http://gna.org/bugs/?20646

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread anonymous
URL:
  http://gna.org/bugs/?20647

 Summary: AI builds unneeded settlers in late game
 Project: Freeciv
Submitted by: None
Submitted on: Mon 25 Mar 2013 04:57:05 PM UTC
Category: ai
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: marc...@neuf.fr
 Open/Closed: Open
 Release: 2.3.4
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Hello !

This is related to bug #19899, which was fixed in July 2012, but imo is still
broke in last stable release.

AI is building settler armies with no place left to settle.

I'm using default ruleset, and compiled freeciv from sources (linux).
See the attached savegame, where you can see those settler armies.

Ask me if you need more informations.
Thanks, bye.



___

File Attachments:


---
Date: Mon 25 Mar 2013 04:57:05 PM UTC  Name: aiBug.sav.bz2  Size: 82kB   By:
None
savegame
http://gna.org/bugs/download.php?file_id=17540

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread anonymous
Follow-up Comment #1, bug #20647 (project freeciv):

The fix for bug #19899 is only scheduled to appear in 2.4.0 (you can try it in
2.4.0-beta1), so it's not a surprise that the issue is still apparent in the
latest stable release, 2.3.4. (I suspect the fix was considered too risky for
a stable branch.)

--jtn

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread anonymous
Follow-up Comment #2, bug #20647 (project freeciv):

Thanks for this quick answer.
I didn't noticed it was planned to 2.4.0 ; i'll try beta.

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread Marko Lindqvist
Follow-up Comment #3, bug #20647 (project freeciv):

In fact exact thing fixed in bug #19899 was something introduced in 2.4
development. You are seeing some other problem in 2.3. I cannot say whether
that is still present after ai settler rewrite for 2.4.

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread anonymous
Follow-up Comment #4, bug #20647 (project freeciv):

I just reproduced this behaviour with 2.4.0-beta1 (see attached savegame).

(file #17541)
___

Additional Item Attachment:

File name: aiBugBeta.sav.bz2  Size:33 KB


___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread Marko Lindqvist
Follow-up Comment #5, bug #20647 (project freeciv):

Tried the savegame in S2_4 head. In the savegame AIs are building settlers
everywhere (and have quite a many settlers waiting). Advancing game one turn
makes them to build everything but settlers. Seems like the problem has been
resolved between beta1 and current head.

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread Marko Lindqvist
Follow-up Comment #6, bug #20647 (project freeciv):

Also, there is plenty of uninhabited islands. So the bug seems to be in that
for some reason they have not built ferries for the settlers, rather than
building unneeded settlers.

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #3028] Uppercasing of first letter of notify messages

2013-03-25 Thread Marko Lindqvist
Update of patch #3028 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3028

___
  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 #20621] Scorelog continuing failure

2013-03-25 Thread Marko Lindqvist
Follow-up Comment #1, bug #20621 (project freeciv):

It was probably same problem as one to reproduce with:

1) set scorelog enabled
2) set scorelog enabled

(2) asserts when setting action callback gets called to initialize scorelog
already initialized in (1).

___

Reply to this item at:

  http://gna.org/bugs/?20621

___
  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 #20621] Scorelog continuing failure

2013-03-25 Thread Marko Lindqvist
Update of bug #20621 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.3.5, 2.4.0, 2.5.0

___

Follow-up Comment #2:

Attached fix replaces asserting against double initialization with simple if
-test against it.

(file #17542)
___

Additional Item Attachment:

File name: DoupleScorelogEnable.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?20621

___
  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 #20647] AI builds unneeded settlers in late game

2013-03-25 Thread Jacob Nevins
Update of bug #20647 (project freeciv):

 Release:   2.3.4 = 2.3.4, 2.4.0-beta1 

___

Follow-up Comment #7:

 In fact exact thing fixed in bug #19899 was something introduced 
 in 2.4 development.
Oops; sorry for not spotting that.

 Seems like the problem has been resolved between beta1 and 
 current head.
http://www.freeciv.org/wiki/NEWS-2.4.0-beta2#AI may have some clues...
(release notes in gestation for yet-to-be-released beta2)
I vaguely wonder about bug #19815, although I haven't checked whether the
specifics apply here.

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  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 #20541] in auto_arrange_workers() [cityturn.c::397]: assertion 'city_size_get(pcity) - spe == sum' failed

2013-03-25 Thread Jacob Nevins
Update of bug #20541 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
Operating System:None = Any


___

Reply to this item at:

  http://gna.org/bugs/?20541

___
  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 #3715] Threaded AI cities generating Worker task requests

2013-03-25 Thread Jacob Nevins
Follow-up Comment #6, patch #3715 (project freeciv):

I committed my warning workaround, since no better ideas were suggested and it
stops me building.

___

Reply to this item at:

  http://gna.org/patch/?3715

___
  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 #20641] punit-activity_count incremented needlessly for sentried units

2013-03-25 Thread Jacob Nevins
Update of bug #20641 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?20641

___
  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 #20495] punit-activity_count overflow

2013-03-25 Thread Jacob Nevins
Update of bug #20495 (project freeciv):

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

___

Follow-up Comment #9:

Another thing worth noting about this patch: for completeness, it widens the
PACKET_EDIT_UNIT.activity_count field as well as the ones in PACKET_UNIT_INFO,
but that field is neither read nor written currently (in common with several
other fields in EDIT_UNIT).

___

Reply to this item at:

  http://gna.org/bugs/?20495

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


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