[Freeciv-Dev] [task #7670] S2_5 network protocol freeze

2014-01-06 Thread Marko Lindqvist
Follow-up Comment #1, task #7670 (project freeciv):

I think network protocol freeze is also the time to set branch to beta
building mode, so it gets some test coverage before actual beta release.

2.4.99-alpha - 2.5.0-beta (first beta release will be 2.5.0-beta1)
IS_DEVEL_VERSION=0
IS_BETA_VERSION=1


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[Freeciv-Dev] [patch #4416] Qt-client should have beta-release warning

2014-01-06 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4416

 Summary: Qt-client should have beta-release warning
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 06 Jan 2014 10:26:32 AM EET
Category: client-qt
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0-beta1, 2.6.0

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Details:

When compiled as beta-release, gtk-clients display warning message about it
not being stable release. Qt-client should have similar warning.


Maybe *all* clients should have even more prominent warning when built from
development version snapshot?




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[Freeciv-Dev] [task #7752] Qt-programs for Windows

2014-01-06 Thread Marko Lindqvist
URL:
  http://gna.org/task/?7752

 Summary: Qt-programs for Windows
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 06 Jan 2014 12:10:57 PM EET
 Should Start On: Mon 06 Jan 2014 12:00:00 AM EET
   Should be Finished on: Mon 06 Jan 2014 12:00:00 AM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: cproc
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 

___

Details:

Freeciv has three Qt-programs in different stages of development:
- Qt-client
- Qt modpack installer
- freeciv-ruledit

Qt-client  modpack installer are still in experimental state, but may
become maintained in 2.5 already. freeciv-ruledit is only in early
development in TRUNK.
Eventually there should be Windows installer(s) for these. First step would be
to get Qt5 (we've already switched from Qt4 to Qt5 in development) to the
installer build environment.




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[Freeciv-Dev] [bug #21455] Qt-client cannot fork server

2014-01-06 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21455

 Summary: Qt-client cannot fork server
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 06 Jan 2014 12:20:39 PM EET
Category: client-qt
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0, 2.6.0

___

Details:

I don't know if it's supposed to be implemented but clicking New Game on
Qt-client does nothing. Neither Start Scenario Game or Load Saved Game
work beyond the step of selecting save to load - not to running on the
server.

This is one of the few issues that definitely block us from removing
experimental status from Qt-client (will open meta-ticket about that)




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[Freeciv-Dev] [patch #4417] [Metaticket] Promote Qt-client to Maintained clients

2014-01-06 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4417

 Summary: [Metaticket] Promote Qt-client to Maintained clients
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 06 Jan 2014 12:31:46 PM EET
Category: bootstrap
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This is metaticket to track what needs to be done before Qt-client can be
promoted from In-development status to Maintained. I'm not making this 2.5
blocker, but we have a chance to get this resolved in S2_5.




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[Freeciv-Dev] [patch #4417] [Metaticket] Promote Qt-client to Maintained clients

2014-01-06 Thread Marko Lindqvist
Update of patch #4417 (project freeciv):

Category:   bootstrap = client-qt  


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[Freeciv-Dev] [bug #21456] sanity_check_tile() unit transported check reversed

2014-01-06 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21456

 Summary: sanity_check_tile() unit transported check reversed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 06 Jan 2014 01:18:10 PM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.5, 2.4.2, 2.5.0, 2.6.0

___

Details:

real_sanity_check_tile() assumes that unit cannot exist on non-native tile iff
it's inside transport. That's the wrong way around.

Fix attached.



___

File Attachments:


---
Date: Mon 06 Jan 2014 01:18:10 PM EET  Name: ReversedTransportedSanity.patch 
Size: 652B   By: cazfi

http://gna.org/bugs/download.php?file_id=19695
---
Date: Mon 06 Jan 2014 01:18:10 PM EET  Name:
ReversedTransportedSanity-S2_3.patch  Size: 651B   By: cazfi

http://gna.org/bugs/download.php?file_id=19696

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[Freeciv-Dev] [patch #4374] Avoid accidentally using Qt 4's moc

2014-01-06 Thread Sveinung Kvilhaugsvik
Update of patch #4374 (project freeciv):

 Summary: Change default MOCCMD to avoid accidentally using Qt
4's moc = Avoid accidentally using Qt 4's moc

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Follow-up Comment #2:

 That's how I originally implemented it, but got rejected. See patch #4252
New version checks that Qt 5's moc is found without touching the default.

(file #19697)
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Additional Item Attachment:

File name: check_qt5_moc.patchSize:0 KB


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[Freeciv-Dev] [bug #21457] server crashes on /fcdb lua

2014-01-06 Thread Dirk
URL:
  http://gna.org/bugs/?21457

 Summary: server crashes on /fcdb lua
 Project: Freeciv
Submitted by: dirk
Submitted on: Mo 06 Jan 2014 18:28:29 GMT
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Windows and Linux freeciv-server crashes when started without any commandline
parameters and executing /fcdb lua:

[...]
For introductory help, type 'help'.
 /fcdb lua

Program received signal SIGSEGV, Segmentation fault.
script_fcdb_do_string (caller=caller@entry=0x0, str=0xbfffe2c3 ) at
script_fcdb.c:296
296   save_caller = fcl-caller;

(gdb) where
#0  script_fcdb_do_string (caller=caller@entry=0x0, str=0xbfffe2c3 ) at
script_fcdb.c:296
#1  0x0805e924 in fcdb_command (check=false, arg=optimized out, caller=0x0)
at stdinhand.c:5519
#2  handle_stdin_input_real (caller=optimized out, str=optimized out,
check=false, read_recursion=0) at stdinhand.c:4330
#3  0x080ccf98 in handle_readline_input_callback (line=0x8969e30 /fcdb lua)
at sernet.c:194
#4  handle_readline_input_callback (line=0x8969e30 /fcdb lua) at
sernet.c:177
#5  0xb7ef46f5 in rl_callback_read_char () from
/lib/i386-linux-gnu/libreadline.so.6
#6  0x080ce559 in server_sniff_all_input () at sernet.c:774
#7  0x08052075 in srv_main () at srv_main.c:2761
#8  0x0804c32e in main (argc=3, argv=0xb814) at civserver.c:453





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[Freeciv-Dev] [bug #21359] Fighter movement

2014-01-06 Thread pepeto
Update of bug #21359 (project freeciv):

 Assigned to:None = pepeto 

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Follow-up Comment #4:

I will investigate...


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[Freeciv-Dev] Fullmoon build results

2014-01-06 Thread fullmoon
This is build report automatically generated by Fullmoon Ilmarinen (0.5.50.0)

Fullmoon operated by Marko Lindqvist cazf...@gmail.com This build is from 
TRUNK.

Component svn, Host build.cazfi.net, Phase Source update(1): Succeeded
Component autogen.sh, Host build.cazfi.net, Phase Other command(0): 
Succeeded
Component server, Host build.cazfi.net, Phase Build(2): Succeeded
Component gtk2, Host build.cazfi.net, Phase Build(2): Succeeded
Component sdl, Host build.cazfi.net, Phase Build(2): FAILED
Component sdl2, Host build.cazfi.net, Phase Build(2): FAILED
Component xaw, Host build.cazfi.net, Phase Build(2): Succeeded
Component stub, Host build.cazfi.net, Phase Build(2): Succeeded


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[Freeciv-Dev] [bug #19589] New tech upkeep style

2014-01-06 Thread David Fernandez
Follow-up Comment #5, bug #19589 (project freeciv):

I do not see it unrealistic if you think of tech upkeep as the bulbs needed to
keep the same technology level in every of your cities.

When you discover a primitive tribe, you automatically are allowed to build
your best units and buildings in that new primitive city, even when this city
does not produce any bulb nor has any library/university to keep this
knowledge.
As I see it, the more cities in your empire, the harder should be to keep the
same knowledge in all of them.

With my suggested tech style, if the tech upkeep is 5, it means that you waste
an average of 5 bulbs per city.
If you conquer a primitive city that produces 2 bulbs, then the rest of cities
must use part of their science resources (3 bulbs) to allow this new city to
take advantage of all the techs of your civilization.

I admit the main reason is the balance (I actully think the current tech
upkeep system is useless as a game rule), but I also think that my suggestion
would make the management of science resources a bit more realistic.

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[Freeciv-Dev] [bug #19589] New tech upkeep style

2014-01-06 Thread David Fernandez
Follow-up Comment #6, bug #19589 (project freeciv):


...The bulb production of a city would be used first to tech the known
technologies to their citizens (tech upkeep), and only the surplus will be
used to learn new technologies based on those techs (research).

In the current system, every city, no matter how primitive, can start
contributing to advanced projects like nuclear power. I see it more realistic
that a city without libraries/universities (or low trade) may be useless to
create new knowledge when the civilization is advanced (high tech upkeep). 

About the loss of a technology. As I see it, if your education system
(scientists, libraries, universities... ) is not good enough to educate
technicians/scientist that knows how to use this technology, then you can not
use it, even if the information is not totally lost. I think this is what use
to happen in real history.

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[Freeciv-Dev] [bug #21427] Nation set explanation in ruleset comments could be better

2014-01-06 Thread Jacob Nevins
Update of bug #21427 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 
 Summary: Nationset rule_name mandatory = Nation set
explanation in ruleset comments could be better


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[Freeciv-Dev] [patch #4406] players_in_same_range() and other refactoring

2014-01-06 Thread Jacob Nevins
Update of patch #4406 (project freeciv):

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


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Re: [Freeciv-Dev] Fullmoon build results

2014-01-06 Thread Marko Lindqvist
On 7 January 2014 03:07,  fullm...@cazfi.net wrote:
 This is build report automatically generated by Fullmoon Ilmarinen (0.5.50.0)

 Fullmoon operated by Marko Lindqvist cazf...@gmail.com This build is from 
 TRUNK.

 Component sdl, Host build.cazfi.net, Phase Build(2): FAILED
 Component sdl2, Host build.cazfi.net, Phase Build(2): FAILED

 These are because external SDL_ttf and SDL2_ttf are now a
requirement, and the build machine does not have them - so not bug in
freeciv.
 I'll try to get them installed before next night's run.

 Component xaw, Host build.cazfi.net, Phase Build(2): Succeeded
 Component stub, Host build.cazfi.net, Phase Build(2): Succeeded


 - ML

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[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers

2014-01-06 Thread Marko Lindqvist
Follow-up Comment #5, bug #21403 (project freeciv):

 (destroying railroads before losing city)

...that doesn't allow for this scorched-earth strategy. Hm.

It's not a clean rule anyway - something may, or may not, cause the extra pop
back up before city then is actually lost. So I think you're right, pillage of
AutoOnCityCenter extras should be forbidden if city currently has requirements
for rebuilding it.

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[Freeciv-Dev] [patch #4395] Allow setting any ever reachable techs as goal

2014-01-06 Thread Marko Lindqvist
Update of patch #4395 (project freeciv):

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


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[Freeciv-Dev] [patch #4399] Reqtree colours for goal set to tech with root req

2014-01-06 Thread Marko Lindqvist
Update of patch #4399 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #2:

TRUNK  S2_4 versions.

S2_4 reuses existing colours, so its only net-effect is that those techs that
both have root req and are research goal (or on the way to the goal) get
marked with GOAL colour instead of UNREACHABLE.

(file #19700, file #19701)
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Additional Item Attachment:

File name: UngettableGoalColor-2.patchSize:3 KB
File name: UngettableGoalColor-S2_4-2.patch Size:1 KB


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[Freeciv-Dev] [patch #4404] Copy specialists related ruleset comments from classic to alien

2014-01-06 Thread Marko Lindqvist
Update of patch #4404 (project freeciv):

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


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[Freeciv-Dev] [task #7753] win64

2014-01-06 Thread Marko Lindqvist
URL:
  http://gna.org/task/?7753

 Summary: win64
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 07 Jan 2014 08:02:06 AM EET
 Should Start On: Tue 07 Jan 2014 12:00:00 AM EET
   Should be Finished on: Tue 07 Jan 2014 12:00:00 AM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 

___

Details:

Since bug #20392 (in 2.4) freeciv has been building cleanly for win64. This
task is for tracking (probably long) way to providing win64 binaries.

As our later versions have lifted a number of earlier limitations, and made
rather massive games possible, it's AFAIK already possible that 32bit server
could hit the boundaries of addressable memory in a game set for max player
count and world size.
It's also worth considering that as an intermediate step we provide only
server in win64 form, as the server is usually much easier to get ported than
all the client library dependencies.

I'll provide some unofficial support for win64 via crosser while there's no
official win64 installer.

Is there official win64 builds of *any* of our dependencies? How far we're
from installer environment where the server side could be built?




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