[Freeciv-Dev] [patch #3814] Remove gui-win32 from S2_4

2013-04-02 Thread Marko Lindqvist
Follow-up Comment #1, patch #3814 (project freeciv):

- Update documentation
- Remove gui-win32 from doxygen exclude directories
- Remove gui-win32 specific options. This changes contents of the
configuration file, but that's not breaking compatibility as those values have
never been really used in S2_4
- Removed some code comments referring to gui-win32

(file #17655)
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[Freeciv-Dev] [patch #3825] Remove nonexistent directories from doxygen exlude list

2013-04-02 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3825

 Summary: Remove nonexistent directories from doxygen exlude
list
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 02 Apr 2013 11:27:13 AM EEST
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Remove completely removed directories from doxygen configuration list of
directories to exclude.



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---
Date: Tue 02 Apr 2013 11:27:13 AM EEST  Name: DoxygenExclude.patch  Size: 702B
  By: cazfi

http://gna.org/patch/download.php?file_id=17656

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[Freeciv-Dev] Movement-shared roads

2013-04-02 Thread Emmet Hikory
For my ruleset, I'd like to have some roads that share movement.  Two
examples that may be useful for discussion: having a Track with move_cost
3 be a prerequisite for road for only certain terrains, and having a Canal
that acts like a river, except it needs building, requires technology, and
has some other unfortunate side effects.

In the case of Track, the easy way to implement it in the ruleset
would be to have two different sorts of road (Road, Mountain Road) that
share a flag, and set Rail to depend upon that flag rather than depending
on a road being emplaced.  Mountain Road could then be dependent on the
appropriate terrain flag and the presence of a Track.  In the case of Canal,
the easy way to implement it in the ruleset is to ignore move_cost entirely,
and only make it native for unit classes without UCF_TERRAIN_SPEED.  In the
first case, this is frustrating because units would require SINGLE_MOVE (or
more) move points to move from Road to Mountain Road.  In the second case,
this is frustrating because it's hard to have a logical justification for why
it might be easy to travel along a river but hard to travel along a canal: both
surely have banks (and early canals usually had parallel oxtracks or similar),
or, if the rationalisation involves little river rafts that the user doesn't
need to micromanage (similar to the planes that fly out to drop paratroopers),
then it doesn't make any sense *not* to allow them on canals.

So, the solution would be to have some road compatibility check in
map.c:tile_move_cost_ptrs().  There are two methods to do this in the
ruleset that seem to have precedent: either define the road_class concept,
and have all roads that belong to the same road_class be compatible, or
to have an integrates field that takes a bitvector of roads with which
the current road is compatible.  The former is less expensive in terms of
the necessary operations in tile_move_cost_ptrs() (because we can iterate
over the road classes, and then only iterate over members internally
when checking nativity, rather than having to recursively iterate all
the roads for roads*roads operations), but the latter may be more
comprehensible to ruleset authors (because it looks just like so many other
lists in the rulesets, and there are no new concepts involved).

If anyone has a recommendation for one or the other of the above
mechanisms, or has some other suggestion (I'd really like something that
let different unit classes have different move_costs for the same road,
but haven't figured out any sane way to do that), please share.  In the
absence of opinion, I'd probably select the road_class implementation,
because it means that implementing the reqs for canals doesn't require
first allowing disjunctive requirement specification (which has it's own
large set of dependencies).

Thanks for your help.

-- 
Emmet HIKORY

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[Freeciv-Dev] [bug #19073] Minimap is not resizable, and does not navigate properly on click.

2013-04-02 Thread mir3x
Follow-up Comment #1, bug #19073 (project freeciv):

I noticed that when scrollbars are active map is centered in wrong coords
( in gtk2 and gtk3 client )
probably overview_to_map_pos() must be updated to notice scrollbars.

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[Freeciv-Dev] [bug #20702] Cannot move to unknown tiles via diagonal

2013-04-02 Thread mir3x
URL:
  http://gna.org/bugs/?20702

 Summary: Cannot move to unknown tiles via diagonal
 Project: Freeciv
Submitted by: mir3x
Submitted on: Tue 02 Apr 2013 12:33:00 PM CEST
Category: client
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

Units cannot move to black fog (unknown tiles) via diagonal using keyboard
( goto is ok )




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Re: [Freeciv-Dev] Movement-shared roads

2013-04-02 Thread Marko Lindqvist
On 2 April 2013 12:53, Emmet Hikory per...@shipstone.jp wrote:

 So, the solution would be to have some road compatibility check in
 map.c:tile_move_cost_ptrs().  There are two methods to do this in the
 ruleset that seem to have precedent: either define the road_class concept,
 and have all roads that belong to the same road_class be compatible, or
 to have an integrates field that takes a bitvector of roads with which
 the current road is compatible.  The former is less expensive in terms of
 the necessary operations in tile_move_cost_ptrs() (because we can iterate
 over the road classes, and then only iterate over members internally
 when checking nativity, rather than having to recursively iterate all
 the roads for roads*roads operations), but the latter may be more
 comprehensible to ruleset authors (because it looks just like so many other
 lists in the rulesets, and there are no new concepts involved).


 Either is doable, even with quite clean SW architecture, but for casual
modder relations of different entities might get a bit too complicated if
we mix 'extras' and 'road class', which would be used with some extras
(roads) only. To avoid bitvector solution being computationally expensive,
cache similar to what road drawing already uses for hider roads,
constructed ruleset loading time, should be implemented.



 (I'd really like something that
 let different unit classes have different move_costs for the same road,
 but haven't figured out any sane way to do that)


In the past that kind of tables for having separate values for every
combination have been rejected on basis of being unnecessary detailed for
the resolution of the freeciv. That's more like Wesnoth's realm.


 - ML
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[Freeciv-Dev] S2_5 branching

2013-04-02 Thread Marko Lindqvist
As it's 30 days to S2_5 branching, my take on new feature patches coming in
will now on be that they get targeted to 2.6 unless:

- It complements 2.5 feature (already committed or agreed about) OR
- It's very low impact: almost trivial = not bugprone, not increasing
requirements in a significant manner



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Re: [Freeciv-Dev] Movement-shared roads

2013-04-02 Thread Emmet Hikory
On Tue, Apr 02, 2013 at 03:27:26PM +0300, Marko Lindqvist wrote:
 On 2 April 2013 12:53, Emmet Hikory wrote:
 
  So, the solution would be to have some road compatibility check in
  map.c:tile_move_cost_ptrs().  There are two methods to do this in the
  ruleset that seem to have precedent: either define the road_class concept,
  and have all roads that belong to the same road_class be compatible, or
  to have an integrates field that takes a bitvector of roads with which
  the current road is compatible.  The former is less expensive in terms of
  the necessary operations in tile_move_cost_ptrs() (because we can iterate
  over the road classes, and then only iterate over members internally
  when checking nativity, rather than having to recursively iterate all
  the roads for roads*roads operations), but the latter may be more
  comprehensible to ruleset authors (because it looks just like so many other
  lists in the rulesets, and there are no new concepts involved).
 
 
  Either is doable, even with quite clean SW architecture, but for casual
 modder relations of different entities might get a bit too complicated if
 we mix 'extras' and 'road class', which would be used with some extras
 (roads) only. To avoid bitvector solution being computationally expensive,
 cache similar to what road drawing already uses for hider roads,
 constructed ruleset loading time, should be implemented.

Towards extras, I was thinking that move_cost would be a extras_class
attribute, and that one would set a very high value (e.g. 99) for things which
would be implemented as bases on current trunk, or similar (because 0 is
a valid move_cost value, so can't safely be used as a boolean check).
Depending on what other attributes might be easily considered shared, I
would expect several extras_classes to be used for the current rulesets.
Although this may reduce the volume of data entry for individual extras,
I certainly agree that it raises the bar for ruleset authors, and may
cause unnecessary confusion or reduce accessibility.

I'll go with the bitvector for this then, and thanks for the pointer
to cache code to make it not terribly expensive.  To make sure I understand,
one would iterate over the road types, and then iterate over the (presumably
smaller) bitvector of identified compatible roads in map.c, and would
populate the cache bitvector in ruleset.c when loading the ruleset,
which precached values would be sent to the client in the road packet (no,
this isn't quite the same as hiders, but this needs to also be available
on the server for the AI).

  (I'd really like something that
  let different unit classes have different move_costs for the same road,
  but haven't figured out any sane way to do that)
 
 
 In the past that kind of tables for having separate values for every
 combination have been rejected on basis of being unnecessary detailed for
 the resolution of the freeciv. That's more like Wesnoth's realm.

Thanks for the hint.  I'll try to find a way to model what I want
without these sorts of details then.  I suspect I can do a lot with
judicious use of UCF_TERRAIN_SPEED (as in the experimental ruleset, where
Settlers and Trireme have the same movement on Rivers).

-- 
Emmet HIKORY

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Re: [Freeciv-Dev] S2_5 branching

2013-04-02 Thread Emmet Hikory
On Tue, Apr 02, 2013 at 03:37PM +0300, Marko Lindqvist wrote:
 As it's 30 days to S2_5 branching, my take on new feature patches coming
 in will now on be that they get targeted to 2.6 unless:
 
 - It complements 2.5 feature (already committed or agreed about) OR
 - It's very low impact: almost trivial = not bugprone, not increasing
 requirements in a significant manner

I have two features for which I have yet to publish patches that I'd like
to land sooner than later, as they block my local ruleset testing (and I would
prefer not to port them to 2.6 later if I can avoid it).  Beyond that, while
there are certainly interesting features to add, I'm happy to wait until much
later (as there's plenty more data entry, balancing, and graphics production
to do to make my ruleset work).

A) Allow constructed bases and roads in cities
Currently, cities automatically get every road, and don't get (and
can't build) any bases.  This makes it very hard to model Mine as a
base (which I want because I want to use Mining for transformation),
and limits a few other things.

This patch allows ruleset authors to define some bases to be automatic
in cities, some to be permitted to be constructed, and some to be denied
from construction.  The same automatic/permission/restriction structure
is also provided for roads.

I'm just doing final testing on this, and ruleset adjustments for
shipping rulesets (to make sure it both doesn't work for them, and doesn't
cause any other behavioural difference), and expect to publish to GNA within
the next several hours.

B) Road compatibility
Design finalisedi (see other thread): should be ready by Thursday at the
latest, but probably tomorrow.

Would either of these need to wait for 2.6?

-- 
Emmet HIKORY


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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2013-04-02 Thread David Lowe
Follow-up Comment #6, bug #16164 (project freeciv):

I would prefer them to not autoattack at all when on their last turn of fuel. 
This test should also catch units away from refuel point.  Wait, what does
this mean for Fighter-type units [fuel = 1]?  I don't use them, and didn't
think about them until i started looking more closely at a ruleset.

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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2013-04-02 Thread Emmet Hikory
Follow-up Comment #7, bug #16164 (project freeciv):

Bombers mix two concepts that may affect autoattack:

1)  They are OneAttack units, which means that if they autoattack, they cannot
then either move or attack again, rendering the unit useless for human control
that turn.

2)  They are fueled units, which means that if they autoattack in such a way
that they cannot return to a refueling base, they will be destroyed at the end
of the turn.

The combination is especially annoying, because if they do attack, since
they are OneAttack, they cannot return to base for fuel *unless* they happen
to have already been on a base when they attacked (attacking tile adjacent to
base) and they do not advance (occupychance=0, or the random number generator
favors the player).

For fighters, or other fueled units that are not OneAttack, the main
consideration is whether they can return to a fueling point if they attack:
fueled units presumably should not automatically perform an action which  is
known will prevent them for refueling that turn (causing unit loss).  So a
fighter *might* autoattack, as long as there was a good chance that the result
of the attack would allow a return to base (even with occupychance=100). 
Since fighters start all turns at refueling points, and has movement far in
excess of vision, there's little reason for fighters *not* to autoattack,
unless they are fairly wounded, or have already fought a lot that turn and
need to stay put to get fuel.

For helicopters, or other OneAttack units that are not fueled (but may
have other limitations, like hitpoint loss each turn), the main consideration
is the balance between denying the player manual choice over their action that
turn (in the case of helicopters, perhaps weakening
them) and providing automanagement of initiative for response to actions by
other players.  There's a decent argument that they should not autoattack
(because the player then has no choice about their action), but this same
argument might be applied to move_rate=1 units of other types (who are
OneAttack based on limited mobility, rather than explictly), which are the
units that most folk *do* want to auto-attack, so it's hard to code sensibly.

For units that are both OneAttack and fueled, any autoattack on their last
turn of fuel is surely suicide, and it ought be a player decision to sacrifice
the unit, rather than a result of automatic action (unless one happens to like
playing a game where there is a strategy involved in denying opponents air
power by forcing auto-attacks on weak sacrifice units, but that is probably a
special case).  That said, if the unit happens to be on a refueling point at
the time of autoattack consideration, and has not yet attacked that turn, it
is not suicide, so may be worth consideration, as they player is unlikely to
want to move the unit again that turn (as it needs to be refueled, and this is
a good refueling point), but that is complicated by occupychance, which may
force them off the refueling point from the attack (which would then be
suicide).

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Re: [Freeciv-Dev] S2_5 branching

2013-04-02 Thread Marko Lindqvist
On 2 April 2013 17:40, Emmet Hikory per...@shipstone.jp wrote:

 On Tue, Apr 02, 2013 at 03:37PM +0300, Marko Lindqvist wrote:
  As it's 30 days to S2_5 branching, my take on new feature patches coming
  in will now on be that they get targeted to 2.6 unless:
 
  - It complements 2.5 feature (already committed or agreed about) OR
  - It's very low impact: almost trivial = not bugprone, not increasing
  requirements in a significant manner



 Would either of these need to wait for 2.6?


 Can't make any final decisions before seeing the patches, but at least
they should fit in to complement road types -feature -category.


 - ML
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Re: [Freeciv-Dev] Movement-shared roads

2013-04-02 Thread Marko Lindqvist
On 2 April 2013 17:14, Emmet Hikory per...@shipstone.jp wrote:


 I'll go with the bitvector for this then, and thanks for the pointer
 to cache code to make it not terribly expensive.  To make sure I
 understand,
 one would iterate over the road types, and then iterate over the
 (presumably
 smaller) bitvector of identified compatible roads in map.c, and would
 populate the cache bitvector in ruleset.c when loading the ruleset,
 which precached values would be sent to the client in the road packet (no,
 this isn't quite the same as hiders, but this needs to also be available
 on the server for the AI).


 I would implement it to construct the compatible road types lists
independently in the client end rather than send it over the wire, but
AFAICS it doesn't much matter which solution you take. Independent
construction would provide us more freedom to change the implementation
during network protocol freeze.


 - ML
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[Freeciv-Dev] [patch #3826] Allow bases on city tiles

2013-04-02 Thread Emmet Hikory
URL:
  http://gna.org/patch/?3826

 Summary: Allow bases on city tiles
 Project: Freeciv
Submitted by: persia
Submitted on: Tue 02 Apr 2013 04:29:57 PM GMT
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This patch allows one to build bases in cities, allows cities to have
inherent bases (for example, if one wanted some basic infrastructure that was
best implemented with a base and upgraded appropriately with the tech tree),
and allows one to only have *some* bases or roads automatically built for
cities.  All of this only supports ruleset authors: there should be no change
in the behaviour for any shipping rulesets.

Note that I'm a little uncertain about whether to set AlwaysOnCityCenter
or AutoOnCityCenter flag for road_type road in civ1, civ2, and civ2civ3
rulesets, as I don't have enough historical experience playing them, nor have
I ever played the games they apparently intend to model.  I've done my best
based on guessing from various comments in the code or reference websites, but
if someone knows the intended behaviour better, these values could be
adjusted.  For alien, it doesn't matter because there is no requirement for
Bridge Building.  For classic/experimental/multiplayer, historical behaviour
has been to provide a road even on river tiles prior to the discovery of
Bridge Building, so AlwaysOnCityCenter is correct unless someone had
intentionally changed this behaviour.

Also note that while I've set Buoys to be automatically destroyed if a
city is built upon them, in most of the rulesets, this is irrelevant, as they
don't permit Oceanic cities: I added this mostly so that anyone performing
minimal modifications to add oceanic cities wouldn't suddenly end up with
buoys not being deleted.

Lastly, I'm not sure I understand precisely why the previous code wanted
to block base effects before creating the virtual city, but also couldn't find
a good way to eliminate unsuitable bases much earlier in create_city(): there
may be some interaction between the effects of unsuitable bases and some of
the earlier actions taken while setting up the city.  I don't believe the call
can be any earlier than tile_set_owner() and map_claim_ownership(), because at
that point pcity doesn't get defined in player_can_build_base().



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Date: Tue 02 Apr 2013 04:29:57 PM GMT  Name: allow-bases-in-cities.patch 
Size: 37kB   By: persia

http://gna.org/patch/download.php?file_id=17657

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[Freeciv-Dev] [patch #3826] Allow bases on city tiles

2013-04-02 Thread Marko Lindqvist
Follow-up Comment #1, patch #3826 (project freeciv):

 whether to set AlwaysOnCityCenter or AutoOnCityCenter flag
 for road_type road in civ1, civ2, and civ2civ3 

civ1/civ2 always had the road on city center. As up to freeciv-2.4, freeciv
always gave, and expected, road to all city center tiles, including oceanic
ones!

 AlwaysOnCityCenter is correct unless someone had intentionally
 changed this behaviour.

That was intentionally changed when it became possible to have city center
without road (one of the first commits to TRUNK after S2_4 was branched). Idea
was to test how it works in gameplay and somehow change it if need arises. So
far nobody has complained.
Note that code has evolveld so that when city center *needs* road was first
changed to roads requirements are always respected, it was impossible to
have ruleset with road always on city center. AlwaysOnCityCenter flag was
only later introduced.

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[Freeciv-Dev] [patch #3826] Allow bases on city tiles

2013-04-02 Thread Emmet Hikory
Follow-up Comment #2, patch #3826 (project freeciv):

Aha!  revision 21864.  Sorry about that. 
allow-bases-in-cities+fixed-rulesets.patch should restore the prior behaviour
properly, unless I missed something between 21864 and 22649 that further
adjusted the values.

(file #17658)
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[Freeciv-Dev] [bug #20682] unit_virtual_destroy() assertion '!unit_transported(punit)' failed (launching missile from sub to adjacent tile)

2013-04-02 Thread pepeto
Follow-up Comment #3, bug #20682 (project freeciv):

 Haven't checked if something similar happens with Marines.

I checked, and it happens similar.


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[Freeciv-Dev] [bug #20699] Bugs in undisbandable unit drowning

2013-04-02 Thread Marko Lindqvist
Follow-up Comment #1, bug #20699 (project freeciv):

jtn: This particular bug was my mistake in bug #20442, reggression since
2.4.0-beta1. No need to mention in beta2 NEWS (as change relative to beta1)
assuming that fix gets committed before it.

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[Freeciv-Dev] [bug #20663] Unloading assert failure when autoattack kills transport

2013-04-02 Thread Marko Lindqvist
Update of bug #20663 (project freeciv):

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


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[Freeciv-Dev] [patch #3823] Fix gettext warnings about buildings.ruleset comments

2013-04-02 Thread Marko Lindqvist
Update of patch #3823 (project freeciv):

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


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[Freeciv-Dev] [patch #3817] Generalise MR_BAD_TYPE_FOR_CITY_TAKE_OVER_BY_SEA

2013-04-02 Thread Marko Lindqvist
Update of patch #3817 (project freeciv):

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


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[Freeciv-Dev] [bug #20689] Maxplayers setting gets set to number of game start players when loading savegame

2013-04-02 Thread Marko Lindqvist
Follow-up Comment #1, bug #20689 (project freeciv):

This feels a bit like kludge on top of kludge. Shouldn't scenario file be
giving correct maxplayers setting in the first place? Current patches are
probably best thing we can get to stable branches (don't want to break
scenarios that currently work on them), but in the future it should at least
warn if maxplayers setting in scenario does not make sense.

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[Freeciv-Dev] [bug #19989] client assertion unit_list_size(ptile-units) failed

2013-04-02 Thread Marko Lindqvist
Update of bug #19989 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #6:

Attached patch moves unit_move_consequences() after
send_unit_info_to_onlookers(). There's several things happening between old
unit_move_consequeces() call place and send_unit_info_to_onlookers(), but I
don't think any of them require consequences() to be handled before them - if
they do, we have a cyclic dependency, as send_..._onlookers() needs those
things to be done to send correct information.

(file #17660)
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Additional Item Attachment:

File name: MoveConsequencesLater.patchSize:1 KB


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[Freeciv-Dev] [patch #3681] Non-native tile graphic for supplied non-Amplio tilesets

2013-04-02 Thread Jacob Nevins
Update of patch #3681 (project freeciv):

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


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[Freeciv-Dev] [patch #3827] Remove obsolete isc-posix.m4

2013-04-02 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3827

 Summary: Remove obsolete isc-posix.m4
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 03 Apr 2013 01:44:28 AM EEST
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Upon closer examination isc-posix.m4 appears to be unused too. Remove it.



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File Attachments:


---
Date: Wed 03 Apr 2013 01:44:28 AM EEST  Name: IscPosixM4Rm.patch  Size: 354B  
By: cazfi

http://gna.org/patch/download.php?file_id=17661

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[Freeciv-Dev] [patch #3828] Update gtk-3.0.m4 syntax

2013-04-02 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3828

 Summary: Update gtk-3.0.m4 syntax
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 03 Apr 2013 02:08:52 AM EEST
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Update gtk-3.0.m4 to get rid of constructs that are deprecated even in oldest
autoconf version we support, 2.61.

All the other files are up to date in this respect since patch #2555, but
gtk-3.0.m4 file was added after that patch.




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File Attachments:


---
Date: Wed 03 Apr 2013 02:08:52 AM EEST  Name: Gtk3m4Up.patch  Size: 1kB   By:
cazfi

http://gna.org/patch/download.php?file_id=17662

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