[Freeciv-Dev] [task #7670] S2_5 network protocol freeze
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 ___ Reply to this item at: http://gna.org/task/?7670 ___ 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 #4416] Qt-client should have beta-release warning
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 ___ 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? ___ Reply to this item at: http://gna.org/patch/?4416 ___ 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] [task #7752] Qt-programs for Windows
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. ___ Reply to this item at: http://gna.org/task/?7752 ___ 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 #21455] Qt-client cannot fork server
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) ___ Reply to this item at: http://gna.org/bugs/?21455 ___ 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 #4417] [Metaticket] Promote Qt-client to Maintained clients
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. ___ Reply to this item at: http://gna.org/patch/?4417 ___ 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 #4417] [Metaticket] Promote Qt-client to Maintained clients
Update of patch #4417 (project freeciv): Category: bootstrap = client-qt ___ Reply to this item at: http://gna.org/patch/?4417 ___ 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 #21456] sanity_check_tile() unit transported check reversed
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 ___ Reply to this item at: http://gna.org/bugs/?21456 ___ 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 #4374] Avoid accidentally using Qt 4's moc
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 ___ 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) ___ Additional Item Attachment: File name: check_qt5_moc.patchSize:0 KB ___ Reply to this item at: http://gna.org/patch/?4374 ___ 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 #21457] server crashes on /fcdb lua
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 ___ Reply to this item at: http://gna.org/bugs/?21457 ___ 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] [bug #21359] Fighter movement
Update of bug #21359 (project freeciv): Assigned to:None = pepeto ___ Follow-up Comment #4: I will investigate... ___ Reply to this item at: http://gna.org/bugs/?21359 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Fullmoon build results
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19589] New tech upkeep style
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. ___ Reply to this item at: http://gna.org/bugs/?19589 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19589] New tech upkeep style
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. ___ Reply to this item at: http://gna.org/bugs/?19589 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21427] Nation set explanation in ruleset comments could be better
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 ___ Reply to this item at: http://gna.org/bugs/?21427 ___ 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 #4406] players_in_same_range() and other refactoring
Update of patch #4406 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4406 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Fullmoon build results
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21403] Pillaging EF_ALWAYS_ON_CITY_CENTER extras from city centers
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. ___ Reply to this item at: http://gna.org/bugs/?21403 ___ 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 #4395] Allow setting any ever reachable techs as goal
Update of patch #4395 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4395 ___ 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 #4399] Reqtree colours for goal set to tech with root req
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) ___ Additional Item Attachment: File name: UngettableGoalColor-2.patchSize:3 KB File name: UngettableGoalColor-S2_4-2.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?4399 ___ 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 #4404] Copy specialists related ruleset comments from classic to alien
Update of patch #4404 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4404 ___ 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] [task #7753] win64
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? ___ Reply to this item at: http://gna.org/task/?7753 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev