[Freeciv-Dev] [patch #4014] process_attacker_want() veterancy handling

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #3, patch #4014 (project freeciv):

New version for TRUNK (not for S2_5):
- Updated against svn


(file #18768)
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File name: ProcessAttackerVeterancy-2.patch Size:1 KB


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[Freeciv-Dev] [bug #21065] MapSizesare still doing buggy things in RC1

2013-08-26 Thread Jacob Nevins
Update of bug #21065 (project freeciv):

 Release:   2.4.0 RC1 = 2.4.0-RC1  

___

Follow-up Comment #1:

Can you explain exactly where you think the bug is?

In all the cases below I think your (xsize, ysize) combinations have been
correctly either accepted or connected.

The only oddity is the error message reporting where it gives you two messages
including the previous xsize/ysize respectively:


[20:21:01] Play: 'set xsize '
[20:21:01] /set: The map size ( * 666 = 2219778) must be lower than
2048000 tiles.
[20:21:01] Play: 'set ysize '
[20:21:01] /set: The map size (999 *  = 2219778) must be lower than
2048000 tiles.


I infer from the Saved settings messages that you're changing these settings
in the client. Unfortunately, the UI where you edit both and submit them
together is not reflected in the protocol; the server receives the changes to
each of xsize and ysize in separate packets and validates them individually,
as it has no way of knowing they're part of a set.

As a result, I think that it would be possible to get an erroneous rejection
when trying to change from a very wide*tall to a tall*wide map (not that
you've triggered this).

We have a similar issue loading savegames and server scripts (where it is a
more serious problem); I hadn't considered that the client UI suffers from the
same thing. If we are to fix all of these, I think we need to make it possible
to present (xsize,ysize) atomically, either via some notion of transactions on
settings as a whole (which will deal with complex interdependencies), or by
inventing complex compound setting types.

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[Freeciv-Dev] [bug #21058] Indonesian localisation not offered in Windows installer

2013-08-26 Thread Jacob Nevins
Update of bug #21058 (project freeciv):

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


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[Freeciv-Dev] [bug #21059] Include 'en_US' in Windows installer default language selection

2013-08-26 Thread Jacob Nevins
Follow-up Comment #2, bug #21059 (project freeciv):

If it comes to RC2 time and no-one's come up with anything better, I plan to
commit this, even though I've not tested it; the risk of it breaking the
installer build seems low. Shout if you object.

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[Freeciv-Dev] [bug #21059] Include 'en_US' in Windows installer default language selection

2013-08-26 Thread Jacob Nevins
Update of bug #21059 (project freeciv):

 Planned Release: = 2.4.0-RC2  


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[Freeciv-Dev] [bug #21066] Unwanted fallback from FRACTAL to RANDOM map generator

2013-08-26 Thread Jacob Nevins
Update of bug #21066 (project freeciv):

 Release:   2.4.0 RC1 = 2.4.0-RC1  
 Summary: No FRACTAL map generator. = Unwanted fallback from
FRACTAL to RANDOM map generator

___

Follow-up Comment #2:

The server help for the 'generator' setting does hint that this is a
possibility:


  If the requested generator is incompatible with other server settings,
  the server may fall back to another generator.


However, looking at the code, the only actual intentional fallbacks I find are
from the Island-based (ISLAND) generator to something else, generally in
cases where the requested value of 'landmass' is too high.

I haven't spotted any cases where if you specify the Pseudo-fractal height
(FRACTAL) generator, it will fall back to the Fully random height (RANDOM)
generator.

Can you provide the complete set of settings you are using to provoke this?
(Or a savegame of the resulting map will probably do just as well.)

In general, if you start the server with -d 3, it will tell you when it is
forced to fall back to something other than what you asked for.
(However, I gather you're spawning the server from the client; there isn't an
option for this in the client. Starting a standalone server is likely to
perturb things too much.)

The interaction of generator/startpos and the fallback strategy is a bit of a
mess. I tried to improve it by adding comments and log messages a while back,
but coming back to it it's still hard to follow, so it could use more
improvement.

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[Freeciv-Dev] [bug #21066] Unwanted fallback from FRACTAL to RANDOM map generator

2013-08-26 Thread Jacob Nevins
Update of bug #21066 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [bug #21063] manual under 2.4.0 gtk Sdl

2013-08-26 Thread Jacob Nevins
Update of bug #21063 (project freeciv):

 Release: = 2.4.0-RC1  

___

Follow-up Comment #1:

Oh, gosh, I didn't realise we were including freeciv-manual.exe in the Windows
installers.

The interesting error messages in the screenshot go like:


0: in settings_list_get() [../../../../server/settings.c::4194]: assertion
'setting_sorted.init == 1' failed.


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[Freeciv-Dev] [bug #21063] Assertion failed in freeciv-manual.exe under 2.4.0-RC1 gtk Sdl

2013-08-26 Thread Jacob Nevins
Update of bug #21063 (project freeciv):

 Summary: manual under 2.4.0 gtk  Sdl = Assertion failed in
freeciv-manual.exe under 2.4.0-RC1 gtk  Sdl


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[Freeciv-Dev] [bug #21065] MapSizesare still doing buggy things in RC1

2013-08-26 Thread Jacob Nevins
Update of bug #21065 (project freeciv):

  Status:None = Need Info  


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[Freeciv-Dev] [bug #21047] No Select All on single tile stacks anymore

2013-08-26 Thread Jacob Nevins
Update of bug #21047 (project freeciv):

 Release:   2.4.0 RC1 = 2.4.0-RC1  
Operating System:   Microsoft Windows = Any

___

Follow-up Comment #1:

Hm, yes, that is a noticeable regression with the new unit selection dialog;
there's no equivalent for any of the Ready all, Sentry idle, or Select
all buttons in 2.3.x (and multiple selections aren't possible).

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[Freeciv-Dev] [bug #21066] Unwanted fallback from FRACTAL to RANDOM map generator

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #3, bug #21066 (project freeciv):

 the only actual intentional fallbacks I find are from the
 Island-based (ISLAND) generator to something else

Don't believe what it reads in log_verbose() calls. They all start with
ISLAND: but actually are in all of mapgenerator2(), mapgenerator3(),
mapgenerator4().

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[Freeciv-Dev] [bug #21066] Unwanted fallback from FRACTAL to RANDOM map generator

2013-08-26 Thread Jacob Nevins
Follow-up Comment #4, bug #21066 (project freeciv):

 Don't believe what it reads in log_verbose() calls. They all 
 start with ISLAND: but actually are in all of mapgenerator2(), 
 mapgenerator3(), mapgenerator4().
I only see invocations of those functions from inside a if (MAPGEN_ISLAND ==
map.server.generator) clause, so I concluded that they were all in fact about
the island generator. (The function names don't seem to correspond to the old
numeric 'generator' option values; don't know where the numbers came from.)

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[Freeciv-Dev] Port to GIS ERP

2013-08-26 Thread Tomas Lund Petersen
Hi freeCiv Devs,
I'm developing an ERP with enfasis on Gis for farming industries.
I was thinking of using a freeCiv like user interface to show and edit the
GIs information.
I was wondering if someone could point me to a staring point to understand
the freeciv graphic engine.

The use case would be something like this:
The application will have a world representation of approximately 1 square
meter per tile.
The user uploads a satellite image or topographical map of his farm and he
can adjust it to the actual position in the world.
The user can define regions and names to them to be used for queries later.
The user can upload machine generated gis information of a
labor(sowing,spraying, harvesting) done to the field and is drawn and
animated on the world map.
The user can review the work done to a region of tiles o a single tile and
put in terms of money the revenue generated by each tile.

Well so far i have been working with javafx so i would have to port
everything but im most interested in learning the architecture so i could
re-use it.
By the way the project is open source and is posted here
http://sourceforge.net/projects/ursulaerp/.

I would appreciate any comments as if you think this would be the right
approach for this problem.
Thanks in advance,
Tomas Lund Petersen
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[Freeciv-Dev] [bug #21068] With tiny maps, startpos.c::381]: assertion 'player_count() = sum' failed

2013-08-26 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21068

 Summary: With tiny maps, startpos.c::381]: assertion
'player_count() = sum' failed
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Aug 26 16:54:26 2013
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0-RC1
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

With a minimum-size map (16x16) and iso topology, I can reproducibly get this
assertion failure:


2: Creating a map of size 16 x 16 = 256 tiles (map size: 0).
1: in create_start_positions() [startpos.c::381]: assertion 'player_count() =
sum' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: The server couldn't allocate starting positions.
1: Failed to create suitable map, retrying with another mapseed
2: Creating a map of size 16 x 16 = 256 tiles (map size: 0).
1: in create_start_positions() [startpos.c::381]: assertion 'player_count() =
sum' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: The server couldn't allocate starting positions.
1: Cannot create suitable map with given settings.
1: Please report this message at http://gna.org/projects/freeciv/


I suspect the problem is that there is no land at all (and hence sum==0), but
I haven't actually checked.

Such a tiny map is never going to work well (although it does manage with
topo=), but we should replace the assertion failure with a more descriptive
error message so that anyone who runs into it has a chance to know how to
change their parameters to something more sensible.

Server settings (for completeness):


set revealmap dead|start
set autosaves 
set mapsize xysize
set xsize 16
set ysize 16
set topo iso
set aifill 1





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[Freeciv-Dev] [bug #21067] Temporary hang with unresponsive GUI when scrolling mapview with right-clicks

2013-08-26 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21067

 Summary: Temporary hang with unresponsive GUI when scrolling
mapview with right-clicks
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Aug 26 16:38:42 2013
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0-RC1
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

With 2.4.0-RC1 built on Linux:
0 Start freeciv-gtk2 -t amplio2
0 Load attached savegame (dunno if it's important)
0 Change client tileset to hex2t. On my machine the map in the resulting
window can scroll vertically but not horizontally.
0 Scroll to the bottom of the map by right-clicking in the bottom half of the
mapview window, until the bottom of the map is visible.
0 Right-click again in the bottom half of the mapview.

What happens in the last step is that the display freezes for several seconds
(unit focus indicator stops twirling), then finally the map scrolls vertically
by a tiny amount (plausibly a single pixel).

Changing the tileset seems necessary to provoke this. Resizing the window
removes the ability to trigger this.

This is a fairly obscure set of circumstances, but it seems reproducible, so
I'm recording the details in case it can show up in real use cases, or sheds
light on some other problem we have.

Instrumenting set_mapview_origin() (where the slide is implemented), some
observations:
* Normally on my system a scroll takes 5-8 frames spread evenly across a
little more than 200ms
* When it goes wrong, a slide consists of 800 frames, all but the last taking
less than a millisecond each, but the final frame taking 3-5 seconds (the
length of the hang)
* Somehow we end up with the scroll amount diff_x = 0 and diff_y = 1 (pixel),
where normally these are a minimum of the order of tile sizes (36/42)

It looks like set_mapview_origin() reacts badly to being asked to do very
small (1-pixel) scrolls where most steps do not change anything so do not take
much time. However, it's probably a fault elsewhere that leads to such a small
scroll being requested in the first place (we're already at the bottom of the
map, why does a further scroll request attempt to scroll by a single pixel?)



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File Attachments:


---
Date: Mon Aug 26 16:38:42 2013  Name: hex2t-clienthang.sav.bz2  Size: 6kB  
By: jtn
demonstration savegame 
http://gna.org/bugs/download.php?file_id=18769

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[Freeciv-Dev] [bug #21004] Game announcement multicast over IPv6 not working to another node.

2013-08-26 Thread Jacob Nevins
Follow-up Comment #1, bug #21004 (project freeciv):

Hm, I wonder if this could be why LAN announcement has never worked for me in
Linux?

I don't have IPv6 configured on my network, but I expect my Freeciv is built
with IPv6 support.

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[Freeciv-Dev] [bug #20983] AI agrees to buy a technology that it's about to complete its own research on

2013-08-26 Thread Jacob Nevins
Update of bug #20983 (project freeciv):

 Summary: single player vs computer = AI agrees to buy a
technology that it's about to complete its own research on


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[Freeciv-Dev] [bug #20994] Badly constructed translatable strings in qt-client

2013-08-26 Thread Jacob Nevins
Update of bug #20994 (project freeciv):

 Planned Release: = 2.5.0,2.6.0


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[Freeciv-Dev] [bug #20972] Change home city without going back

2013-08-26 Thread Jacob Nevins
Follow-up Comment #1, bug #20972 (project freeciv):

Being able to change a Caravan's home city without actually visiting it would
make building high-yield trade routes a lot more convenient, probably too
convenient -- I think that counts as a gameplay change.

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[Freeciv-Dev] [bug #20960] Server crash - while processing spy sabotage info from client

2013-08-26 Thread Jacob Nevins
Update of bug #20960 (project freeciv):

 Release: = trunk post-2.5 


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[Freeciv-Dev] [bug #20960] Server crash - while processing spy sabotage info from client

2013-08-26 Thread Jacob Nevins
Update of bug #20960 (project freeciv):

 Planned Release: = 2.6.0  


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[Freeciv-Dev] [bug #20956] Bombarding an empty city allows veterancy gains.

2013-08-26 Thread Jacob Nevins
Follow-up Comment #2, bug #20956 (project freeciv):

Is this bombard in the technical sense (unit has Bombarder flag, and it's
active, so unit can't kill defender but doesn't receive return fire)?
(No units in the default ruleset have the Bombarder flag.)

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[Freeciv-Dev] [bug #20920] [metaticket] freeciv-server crashes seen on play.freeciv.org

2013-08-26 Thread Jacob Nevins
Update of bug #20920 (project freeciv):

 Release: = trunk  
 Summary: Server crashes in freeciv server = [metaticket]
freeciv-server crashes seen on play.freeciv.org


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[Freeciv-Dev] [bug #21004] Game announcement multicast over IPv6 not working to another node.

2013-08-26 Thread Jacob Nevins
Follow-up Comment #3, bug #21004 (project freeciv):

 Have you open bug about the announcement issue?
I don't think I ever characterised it well enough to be comfortable raising a
bug (mainly because I was never sure how it was _supposed_ to look from a user
perspective).

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[Freeciv-Dev] [bug #21004] Game announcement multicast over IPv6 not working to another node.

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #2, bug #21004 (project freeciv):

 I don't have IPv6 configured on my network, but I expect my
 Freeciv is built with IPv6 support.

Even when freeciv has IPV6 support (that's the norm nowadays - check
IPV6_SUPPORT from fc_config.h), annoucements use IPv4 by default, just because
we cannot assume working IPv6 network, almost the contrary.

Have you open bug about the announcement issue?


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[Freeciv-Dev] [bug #21004] Game announcement multicast over IPv6 not working to another node.

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #4, bug #21004 (project freeciv):

 mainly because I was never sure how it was supposed to look
 from a user perspective

1. Start server
2. Start client
3. Connect to Network Game
4. Wait a couple of seconds for server to appear in Local Area Network -tab
(open by default)

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[Freeciv-Dev] [bug #21004] Game announcement multicast over IPv6 not working to another node.

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #5, bug #21004 (project freeciv):

I think we are not playing nicely with the IPv4 announcement either. Last time
I dig IANA documents about this, I found no mention that address we use would
be somehow reserved for use like ours. Are we just using randomly selected
address and hoping that in no network both freeciv and official owner of the
address use it?

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[Freeciv-Dev] [patch #4107] Add detailed documentation for requirement type DiplRel

2013-08-26 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4107

 Summary: Add detailed documentation for requirement type
DiplRel
 Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 26 Aug 2013 08:43:28 PM GMT
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Add a section at the end of docs/README.effects for details on requirement
types. The only sub section is about DiplRel.

Not completely sure if this belong in README.effects (or in the tree at all).



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File Attachments:


---
Date: Mon 26 Aug 2013 08:43:28 PM GMT  Name:
detailedDiplRelDocumentation.patch  Size: 1kB   By: sveinung

http://gna.org/patch/download.php?file_id=18770

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[Freeciv-Dev] [patch #4103] Extra native_to

2013-08-26 Thread Marko Lindqvist
Update of patch #4103 (project freeciv):

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


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[Freeciv-Dev] [patch #4108] Save scenario name and description with gettext marking

2013-08-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4108

 Summary: Save scenario name and description with gettext
marking
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 27 Aug 2013 01:14:00 AM EEST
Category: None
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:

Updating scenarios to S2_5 format with /scensave I need to manually add mark
scenario names and descriptions for translation. It should save them in that
form automatically.




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[Freeciv-Dev] [patch #4107] Add detailed documentation for requirement type DiplRel

2013-08-26 Thread Marko Lindqvist
Update of patch #4107 (project freeciv):

Category:None = docs   
  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.6.0  


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[Freeciv-Dev] [patch #4095] Windows installer creation changes for MagickWand support

2013-08-26 Thread Marko Lindqvist
Update of patch #4095 (project freeciv):

Category:None = bootstrap  
 Planned Release: 2.4.0, 2.5.0, 2.6.0 = 2.4.0-RC2, 2.5.0, 2.6.0


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[Freeciv-Dev] [patch #4079] Minimum size requirement of Poison city to action enablers

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #5, patch #4079 (project freeciv):

Only reading the patch it seems to me that you might call
diplomat_escape_full() passing pcity pointer that no longer be valid as city
has been destroyed.
There seems to be changes not to use pcity inside diplomat_escape_full(), but
if it's not needed at all, it should be removed from the parameter list of the
function too.

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[Freeciv-Dev] [patch #4100] Move the war requirement for spy actions to rule set

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #4, patch #4100 (project freeciv):

- gui-gtk-2.0/diplomat_dialog.c: include actions.h added to /* client */
headers group when it should be in /* common */
- diplomats.c has some opportunities to fix old style while touching the code
in question:
if (A)
  B;
- 
if (A) {
  B;
}


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[Freeciv-Dev] [patch #4095] Windows installer creation changes for MagickWand support

2013-08-26 Thread Christian Prochaska
Update of patch #4095 (project freeciv):

Category:   bootstrap = None   
  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 
 Planned Release: 2.4.0-RC2, 2.5.0, 2.6.0 = 2.4.0, 2.5.0, 2.6.0


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[Freeciv-Dev] [patch #4095] Windows installer creation changes for MagickWand support

2013-08-26 Thread Christian Prochaska
Update of patch #4095 (project freeciv):

Category:None = bootstrap  


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[Freeciv-Dev] [patch #4095] Windows installer creation changes for MagickWand support

2013-08-26 Thread Christian Prochaska
Update of patch #4095 (project freeciv):

 Planned Release: 2.4.0, 2.5.0, 2.6.0 = 2.4.0-RC2, 2.5.0, 2.6.0


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[Freeciv-Dev] [patch #4109] Really create extra given as activity target

2013-08-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4109

 Summary: Really create extra given as activity target
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 27 Aug 2013 03:07:17 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Create extra of the type given as target for ACTIVITY_IRRIGATE or
ACTIVITY_MINE instead of hardcoded one. Respect target of ACTIVITY_POLLUTION
and ACTIVITY_FALLOUT too.



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File Attachments:


---
Date: Tue 27 Aug 2013 03:07:17 AM EEST  Name: ApplyTarget.patch  Size: 10kB  
By: cazfi

http://gna.org/patch/download.php?file_id=18771

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[Freeciv-Dev] [patch #4079] Minimum size requirement of Poison city to action enablers

2013-08-26 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, patch #4079 (project freeciv):

It is used once - to see if it is NULL or not. I planned to change it to a
bool after I had seen that my minimal modifications worked. I forgot. As the
code was unchanged reading the patch didn't remind me. Fixed.

(file #18772)
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Additional Item Attachment:

File name: poison_size_req.patch  Size:13 KB


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[Freeciv-Dev] [patch #4110] Extra conflicts

2013-08-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4110

 Summary: Extra conflicts
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 27 Aug 2013 04:24:11 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Replace conflict definitions between base types with conflict definitions
between any extras. Replace hardcoded conflict between Irrigation and Mine
with ruleset defined conflict in all supplied rulesets.



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File Attachments:


---
Date: Tue 27 Aug 2013 04:24:11 AM EEST  Name: ExtraConflicts.patch.bz2  Size:
6kB   By: cazfi

http://gna.org/patch/download.php?file_id=18773

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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-26 Thread Marko Lindqvist
Update of patch #3412 (project freeciv):

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


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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-26 Thread Marko Lindqvist
Follow-up Comment #5, patch #3412 (project freeciv):

Documenting this to wiki I noticed that other similar effects are implemented
so that they just increase (or decrease with negative amount) internal value:
((100 + effect value) / 100 * x). That way there's no need to define base
effect with value 100% in all the rulesets that do not want to adjust the
value at all.

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[Freeciv-Dev] [bug #21066] Unwanted fallback from FRACTAL to RANDOM map generator

2013-08-26 Thread anonymous
Follow-up Comment #5, bug #21066 (project freeciv):

I ran a search for FRACTAL on this GNA and got these prior bug reports which
help explain things (btw, changing the Bug Report titles makes it hard for me
to locate my original anonymous BRs, but that's fine to do if it helps):

https://gna.org/bugs/?func=detailitemitem_id=20831
https://gna.org/bugs/?func=detailitemitem_id=20649
https://gna.org/bugs/?func=detailitemitem_id=20539
https://gna.org/bugs/?func=detailitemitem_id=20171
https://gna.org/bugs/?func=detailitemitem_id=19886
https://gna.org/bugs/?func=detailitemitem_id=18538  (interesting)
https://gna.org/bugs/?func=detailitemitem_id=18533  (will arise during
attempts to work-around?)
https://gna.org/bugs/?func=detailitemitem_id=17352
https://gna.org/bugs/?func=detailitemitem_id=16651  (this one)

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[Freeciv-Dev] [bug #21065] MapSizesare still doing buggy things in RC1

2013-08-26 Thread anonymous
Follow-up Comment #2, bug #21065 (project freeciv):

The only oddity is the error message reporting where it gives you two
messages including the previous xsize/ysize respectively

Exactly!

The use of the client GUI implies to the human an assumption that many items
can be edited and then executed to the server and/or saved.  i gave up on the
GUI and just started editing the settings file the GUI saves to for
reliability sake.

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[Freeciv-Dev] [bug #21056] Avoid focusing native units when transported and surrounded by nonnative terrain

2013-08-26 Thread anonymous
Follow-up Comment #2, bug #21056 (project freeciv):

Ok, it's a feature, they pop out Sentry mode because they get seasick or
thought they saw a passing interesting item, i get it. ;)  Btw, do they have a
maintain sentry visibility at the ship's visibility range or their own?

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[Freeciv-Dev] [bug #21053] 240 RC1 Not raedy for stable release

2013-08-26 Thread anonymous
Follow-up Comment #4, bug #21053 (project freeciv):

CTD = very familiar to Microsoft OS users, means Crash to Desktop, not as bad
as a BSOD.  What does ABI mean?  API?

Er, i had savegames attached to this BR, now they're gone??

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[Freeciv-Dev] [bug #21050] Save game loading broken

2013-08-26 Thread anonymous
Follow-up Comment #4, bug #21050 (project freeciv):

Yes, when leaving a game to load a game it hangs, one needs to quit (a
less desirable process altogether, unless you count the hang bug).  When
looking at the processes, the server actually takes quite some time to kill
itself, i guess until it finally lets go we cannot start again?

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[Freeciv-Dev] [bug #21049] Messages tab completely empty

2013-08-26 Thread anonymous
Follow-up Comment #2, bug #21049 (project freeciv):

I expect to see a long history of *all* messages from *all* previous turns
(the exception is the bug i reported years back where each change in gold
bleats out a long repetitive message during diplomatic trading, which consumes
100's or 1000's of lines of the scroll back log).  What settings do i set to
get this?  

Sometimes a unit will be attacked and die somewhere and i see nothing in the
messages scroll back...  Yes, both at the start and end emptiness is to be
expected, heh  ;)

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[Freeciv-Dev] [bug #21048] Big server delay when loading a save game

2013-08-26 Thread anonymous
Follow-up Comment #3, bug #21048 (project freeciv):

This is at the start-up screen, it should come back and say no savegames
found here or it should ask me to locate a savegame to load.  Starting a new
game happens much quicker than trying to load a nonexistent savegame which
seems to hang forever.

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