[Freeciv-Dev] [patch #4014] process_attacker_want() veterancy handling
Follow-up Comment #3, patch #4014 (project freeciv): New version for TRUNK (not for S2_5): - Updated against svn (file #18768) ___ Additional Item Attachment: File name: ProcessAttackerVeterancy-2.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?4014 ___ 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 #21065] MapSizesare still doing buggy things in RC1
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. ___ Reply to this item at: http://gna.org/bugs/?21065 ___ 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 #21058] Indonesian localisation not offered in Windows installer
Update of bug #21058 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21058 ___ 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 #21059] Include 'en_US' in Windows installer default language selection
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. ___ Reply to this item at: http://gna.org/bugs/?21059 ___ 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 #21059] Include 'en_US' in Windows installer default language selection
Update of bug #21059 (project freeciv): Planned Release: = 2.4.0-RC2 ___ Reply to this item at: http://gna.org/bugs/?21059 ___ 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 #21066] Unwanted fallback from FRACTAL to RANDOM map generator
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. ___ Reply to this item at: http://gna.org/bugs/?21066 ___ 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 #21066] Unwanted fallback from FRACTAL to RANDOM map generator
Update of bug #21066 (project freeciv): Status:None = Need Info ___ Reply to this item at: http://gna.org/bugs/?21066 ___ 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 #21063] manual under 2.4.0 gtk Sdl
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. ___ Reply to this item at: http://gna.org/bugs/?21063 ___ 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 #21063] Assertion failed in freeciv-manual.exe under 2.4.0-RC1 gtk Sdl
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 ___ Reply to this item at: http://gna.org/bugs/?21063 ___ 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 #21065] MapSizesare still doing buggy things in RC1
Update of bug #21065 (project freeciv): Status:None = Need Info ___ Reply to this item at: http://gna.org/bugs/?21065 ___ 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 #21047] No Select All on single tile stacks anymore
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). ___ Reply to this item at: http://gna.org/bugs/?21047 ___ 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 #21066] Unwanted fallback from FRACTAL to RANDOM map generator
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(). ___ Reply to this item at: http://gna.org/bugs/?21066 ___ 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 #21066] Unwanted fallback from FRACTAL to RANDOM map generator
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.) ___ Reply to this item at: http://gna.org/bugs/?21066 ___ 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] Port to GIS ERP
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21068] With tiny maps, startpos.c::381]: assertion 'player_count() = sum' failed
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 ___ Reply to this item at: http://gna.org/bugs/?21068 ___ 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 #21067] Temporary hang with unresponsive GUI when scrolling mapview with right-clicks
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?) ___ 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 ___ Reply to this item at: http://gna.org/bugs/?21067 ___ 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 #21004] Game announcement multicast over IPv6 not working to another node.
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. ___ Reply to this item at: http://gna.org/bugs/?21004 ___ 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 #20983] AI agrees to buy a technology that it's about to complete its own research on
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 ___ Reply to this item at: http://gna.org/bugs/?20983 ___ 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 #20994] Badly constructed translatable strings in qt-client
Update of bug #20994 (project freeciv): Planned Release: = 2.5.0,2.6.0 ___ Reply to this item at: http://gna.org/bugs/?20994 ___ 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 #20972] Change home city without going back
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. ___ Reply to this item at: http://gna.org/bugs/?20972 ___ 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 #20960] Server crash - while processing spy sabotage info from client
Update of bug #20960 (project freeciv): Release: = trunk post-2.5 ___ Reply to this item at: http://gna.org/bugs/?20960 ___ 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 #20960] Server crash - while processing spy sabotage info from client
Update of bug #20960 (project freeciv): Planned Release: = 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?20960 ___ 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 #20956] Bombarding an empty city allows veterancy gains.
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.) ___ Reply to this item at: http://gna.org/bugs/?20956 ___ 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 #20920] [metaticket] freeciv-server crashes seen on play.freeciv.org
Update of bug #20920 (project freeciv): Release: = trunk Summary: Server crashes in freeciv server = [metaticket] freeciv-server crashes seen on play.freeciv.org ___ Reply to this item at: http://gna.org/bugs/?20920 ___ 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 #21004] Game announcement multicast over IPv6 not working to another node.
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). ___ Reply to this item at: http://gna.org/bugs/?21004 ___ 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 #21004] Game announcement multicast over IPv6 not working to another node.
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? ___ Reply to this item at: http://gna.org/bugs/?21004 ___ 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 #21004] Game announcement multicast over IPv6 not working to another node.
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) ___ Reply to this item at: http://gna.org/bugs/?21004 ___ 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 #21004] Game announcement multicast over IPv6 not working to another node.
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? ___ Reply to this item at: http://gna.org/bugs/?21004 ___ 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 #4107] Add detailed documentation for requirement type DiplRel
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). ___ 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 ___ Reply to this item at: http://gna.org/patch/?4107 ___ 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 #4103] Extra native_to
Update of patch #4103 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4103 ___ 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 #4108] Save scenario name and description with gettext marking
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: ___ 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. ___ Reply to this item at: http://gna.org/patch/?4108 ___ 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 #4107] Add detailed documentation for requirement type DiplRel
Update of patch #4107 (project freeciv): Category:None = docs Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.6.0 ___ Reply to this item at: http://gna.org/patch/?4107 ___ 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 #4095] Windows installer creation changes for MagickWand support
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 ___ Reply to this item at: http://gna.org/patch/?4095 ___ 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 #4079] Minimum size requirement of Poison city to action enablers
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. ___ Reply to this item at: http://gna.org/patch/?4079 ___ 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 #4100] Move the war requirement for spy actions to rule set
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; } ___ Reply to this item at: http://gna.org/patch/?4100 ___ 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 #4095] Windows installer creation changes for MagickWand support
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 ___ Reply to this item at: http://gna.org/patch/?4095 ___ Nachricht gesendet von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4095] Windows installer creation changes for MagickWand support
Update of patch #4095 (project freeciv): Category:None = bootstrap ___ Reply to this item at: http://gna.org/patch/?4095 ___ Nachricht gesendet von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4095] Windows installer creation changes for MagickWand support
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 ___ Reply to this item at: http://gna.org/patch/?4095 ___ Nachricht gesendet von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4109] Really create extra given as activity target
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4109 ___ 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 #4079] Minimum size requirement of Poison city to action enablers
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) ___ Additional Item Attachment: File name: poison_size_req.patch Size:13 KB ___ Reply to this item at: http://gna.org/patch/?4079 ___ 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 #4110] Extra conflicts
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4110 ___ 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 #3412] Unit_Bribe_Cost_Pct effect
Update of patch #3412 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3412 ___ 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 #3412] Unit_Bribe_Cost_Pct effect
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. ___ Reply to this item at: http://gna.org/patch/?3412 ___ 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 #21066] Unwanted fallback from FRACTAL to RANDOM map generator
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) ___ Reply to this item at: http://gna.org/bugs/?21066 ___ 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 #21065] MapSizesare still doing buggy things in RC1
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. ___ Reply to this item at: http://gna.org/bugs/?21065 ___ 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 #21056] Avoid focusing native units when transported and surrounded by nonnative terrain
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? ___ Reply to this item at: http://gna.org/bugs/?21056 ___ 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 #21053] 240 RC1 Not raedy for stable release
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?? ___ Reply to this item at: http://gna.org/bugs/?21053 ___ 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 #21050] Save game loading broken
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? ___ Reply to this item at: http://gna.org/bugs/?21050 ___ 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 #21049] Messages tab completely empty
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 ;) ___ Reply to this item at: http://gna.org/bugs/?21049 ___ 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 #21048] Big server delay when loading a save game
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. ___ Reply to this item at: http://gna.org/bugs/?21048 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev