[Freeciv-Dev] [bug #21712] Better compare FREECIV_SAVE_PATH and --saves in freeciv-server man page

2014-02-25 Thread Jacob Nevins
Update of bug #21712 (project freeciv):

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


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[Freeciv-Dev] [bug #21713] server --scenarios option help is full of lies

2014-02-25 Thread Jacob Nevins
Update of bug #21713 (project freeciv):

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


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[Freeciv-Dev] [patch #4537] The No_Diplomacy effect should not cause immunity to embassies

2014-02-25 Thread Sveinung Kvilhaugsvik
Update of patch #4537 (project freeciv):

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


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[Freeciv-Dev] [patch #4543] The No_Diplomacy effect prevents contact intelligence

2014-02-25 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4543

 Summary: The No_Diplomacy effect prevents contact
intelligence
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 25 Feb 2014 01:59:08 PM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Filing so the issue isn't forgotten now that patch #4537 is closed:

The No_Diplomacy effect replaced hard coded barbarian/pirate rules. It has the
following description: Cannot use any diplomacy. It has other unexpected
side effect caused by its barbarian legacy.

One is that the intelligence that appear when one makes contact, like
government type, is missing. This is because a contact with someone with the
No_Diplomacy effect don't cause contact.

A nation with a government that refuse to talk to others won't always be able
to prevent this information from leaking. The information will leak if its
people has (indirect) contact with outsiders. It won't leak if it is a hive
mind that hates non members.

One way to solve this is to create a new effect that controls contact and
configure the bundled rule sets so the barbarians behave like they used to. A
simple solution is to make it block contact being created like No_Diplomacy
does today. A more complex variant is to make the effect create the contact.
(Say it will give contact for min(get_player_bonus(player1,
EFT_CONTACT_TURNS), get_player_bonus(player2, EFT_CONTACT_TURNS)) turns)




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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #4, patch #4011 (project freeciv):

I checked another time... 

File: server/sanitycheck.c

Function: static void check_map(const char *file, const char *function, int
line)

Specific:
193   SANITY_TILE(ptile, cont  0);
and
195 if (!is_ocean_tile(tile1)) {
196   SANITY_TILE(ptile, tile_continent(tile1) == cont);
197 }

There is a warning when I start a game (file #19670), I open and close Editing
Mode and Turn Done.

Tileset problem, it's probably incompatible with the ruleset: Map topology and
tileset incompatible.

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #5, patch #4011 (project freeciv):

In my patch from 'tile_change_terrain' to 'tile_set_terrain'.

Fix... but when I turn Grassland into Ocean (resource: Whales).

in begin_turn() [srv_main.c::881]: assertion 'cont  0' failed.
in begin_phase() [srv_main.c::972]: assertion 'cont  0' failed.

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread Marko Lindqvist
Follow-up Comment #6, patch #4011 (project freeciv):

You have not said anything about my comment #2. Are you recalculating the
continents? (note also the case that changing one ocean tile to land tile can
cause two continents to merge, requuiring complete reorganization of their
ids)

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[Freeciv-Dev] [patch #4544] Take Music Style structures to use

2014-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4544

 Summary: Take Music Style structures to use
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 25 Feb 2014 07:44:11 PM EET
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:

Play music based on Music Styles, not city styles.

Moods still not supported - it always plays the peaceful music.




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File Attachments:


---
Date: Tue 25 Feb 2014 07:44:11 PM EET  Name: UseMusicStyles.patch.bz2  Size:
4kB   By: cazfi

http://gna.org/patch/download.php?file_id=20185

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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-02-25 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: = patch #4544


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[Freeciv-Dev] [patch #4542] Music Style

2014-02-25 Thread Marko Lindqvist
Follow-up Comment #1, patch #4542 (project freeciv):

- Removed extra fields from the structure

(file #20186)
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Additional Item Attachment:

File name: MusicStyle-2.patch Size:17 KB


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[Freeciv-Dev] [bug #21592] (civclient:29856): Gdk-WARNING **: XID collision, trouble ahead

2014-02-25 Thread David Lowe
Follow-up Comment #3, bug #21592 (project freeciv):

I've been seeing this intermittently in solo games, but only after longer play
sessions.  Before the warning occurs, the client gets noticeably slower.

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[Freeciv-Dev] [bug #21721] Style form randomly selected nation not set to player

2014-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21721

 Summary: Style form randomly selected nation not set to
player
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 25 Feb 2014 08:36:01 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: 2.6.0

___

Details:

When nation get assigned randomly to player, style doesn't get set.

Fix attached



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File Attachments:


---
Date: Tue 25 Feb 2014 08:36:01 PM EET  Name: SetRandomNationStyle.patch  Size:
585B   By: cazfi

http://gna.org/bugs/download.php?file_id=20187

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[Freeciv-Dev] [bug #21721] Style from randomly selected nation not set to player

2014-02-25 Thread Marko Lindqvist
Update of bug #21721 (project freeciv):

 Summary: Style form randomly selected nation not set to
player = Style from randomly selected nation not set to player


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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread J. M. Gorbach
Follow-up Comment #7, patch #4011 (project freeciv):

Are you recalculating the continents?
Ehm... no, because I don't know where I have to look. I searched in the code
*num_continents* and *last_num_continents*. Maybe I have to work in
server/generator files (i.e. utilities.c) or in ai/default/ (i.e. aidata.c and
aidata.h) or elsewhere (common, client, etc).

If you have any advice it would be very much appreciated! 

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[Freeciv-Dev] [patch #4011] Lua: edit.change_terrain and edit.place_resource

2014-02-25 Thread Marko Lindqvist
Follow-up Comment #8, patch #4011 (project freeciv):

Well, editor needs to handle similar case of terrain changes, so checking
edithand.c... see check_edited_tile_terrains().

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[Freeciv-Dev] [patch #4545] Music Styles to supplied rulesets

2014-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4545

 Summary: Music Styles to supplied rulesets
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 25 Feb 2014 10:23:43 PM EET
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Attached patch is just an example of music styles setup for classic ruleset
identical to city styles setup. In any case it's not commit-candidate as it
lacks implementation of all the other rulesets.
The real music styles map should be handled in this ticket.




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File Attachments:


---
Date: Tue 25 Feb 2014 10:23:43 PM EET  Name: MusicStyleSetup.patch  Size: 2kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=20188

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[Freeciv-Dev] [patch #4487] [Metaticket] Music switching system

2014-02-25 Thread Marko Lindqvist
Update of patch #4487 (project freeciv):

  Depends on: = patch #4545


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[Freeciv-Dev] [bug #21693] server crash

2014-02-25 Thread Marko Lindqvist
Update of bug #21693 (project freeciv):

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


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[Freeciv-Dev] [patch #4516] Start showing citizens of the given type from random index

2014-02-25 Thread Marko Lindqvist
Update of patch #4516 (project freeciv):

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


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[Freeciv-Dev] [patch #4546] Make action target kind names better fit to appear in generated text

2014-02-25 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4546

 Summary: Make action target kind names better fit to appear
in generated text
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 25 Feb 2014 11:12:06 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

When talking about target kinds the most natural formulation is against
units, not against an Unit. Make them translatable too so they can appear
in non error message text.



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File Attachments:


---
Date: Tue 25 Feb 2014 11:12:06 PM UTC  Name:
0001-Make-action-target-kind-names-more-fitted-to-appear-.patch  Size: 881B  
By: sveinung

http://gna.org/patch/download.php?file_id=20190

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[Freeciv-Dev] [patch #4547] Add the field UI name to actions. Don't touch any client

2014-02-25 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4547

 Summary: Add the field UI name to actions. Don't touch any
client
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 25 Feb 2014 11:40:24 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Since it doesn't change what the bundled clients use no support for adding
inline keyboard short cuts are added.



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File Attachments:


---
Date: Tue 25 Feb 2014 11:40:24 PM UTC  Name:
0002-Add-the-field-ui-name-to-actions.patch  Size: 5kB   By: sveinung

http://gna.org/patch/download.php?file_id=20191

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[Freeciv-Dev] [patch #4548] Mention what actions an unit can do in its auto generated help text

2014-02-25 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4548

 Summary: Mention what actions an unit can do in its auto
generated help text
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 25 Feb 2014 11:42:47 PM UTC
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Keep the detailed descriptions of what the action _does_ in the help text of
Diplomat and Spy.



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File Attachments:


---
Date: Tue 25 Feb 2014 11:42:47 PM UTC  Name:
0003-Add-what-actions-an-unit-can-do-to-its-auto-generate.patch  Size: 4kB  
By: sveinung

http://gna.org/patch/download.php?file_id=20192

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[Freeciv-Dev] [patch #4548] Mention what actions an unit can do in its auto generated help text

2014-02-25 Thread Sveinung Kvilhaugsvik
Update of patch #4548 (project freeciv):

  Depends on: = patch #4547


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[Freeciv-Dev] [patch #4549] Introduce actor kind

2014-02-25 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4549

 Summary: Introduce actor kind
 Project: Freeciv
Submitted by: sveinung
Submitted on: Wed 26 Feb 2014 12:46:33 AM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

At the moment the only kind of actor that have generalized action enablers are
those done by units. This will make it possible to write checks for actor type
as features are introduced.



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File Attachments:


---
Date: Wed 26 Feb 2014 12:46:33 AM UTC  Name:
0004-Introduce-actor-kind-already-now-so-checks-can-be-bu.patch  Size: 6kB  
By: sveinung

http://gna.org/patch/download.php?file_id=20193

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[Freeciv-Dev] [patch #4549] Introduce actor kind

2014-02-25 Thread Sveinung Kvilhaugsvik
Update of patch #4549 (project freeciv):

  Depends on: = patch #4548


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[Freeciv-Dev] [patch #4550] AS_HELP_STRING for all AC_ARG_WITH AC_ARG_ENABLE

2014-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4550

 Summary: AS_HELP_STRING for all AC_ARG_WITH  AC_ARG_ENABLE
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 26 Feb 2014 07:42:35 AM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Use AS_HELP_STRING with all AC_ARG_WITH and AC_ARG_ENABLE macros ín m4-files
(main configure.ac already has this)




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File Attachments:


---
Date: Wed 26 Feb 2014 07:42:35 AM EET  Name: AsHelpString.patch  Size: 15kB  
By: cazfi

http://gna.org/patch/download.php?file_id=20194

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[Freeciv-Dev] [patch #4020] History

2014-02-25 Thread Marko Lindqvist
Update of patch #4020 (project freeciv):

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


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[Freeciv-Dev] [bug #21725] Loading old savegames with Mines instead of Oil Wells

2014-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21725

 Summary: Loading old savegames with Mines instead of Oil
Wells
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 26 Feb 2014 08:26:32 AM EET
Category: general
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: 2.6.0

___

Details:

I have not tested what happens, but loading old savegames with Mines on
Deserts on rulesets where Oil Well is now used cannot work. I assume Mine will
simply be discarded as illegal extra for Desert.




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