[Freeciv-Dev] [bug #22781] Windows start script issues
URL: http://gna.org/bugs/?22781 Summary: Windows start script issues Project: Freeciv Submitted by: dunnoob Submitted on: Sat 11 Oct 2014 08:41:11 UTC Category: None Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: On Windows 2.4.x and 2.5.0-beta1 install 3 scripts *.cmd to start the corresponding (same name) binary *.exe in the same directory, e.g., freeciv-server.cmd for freeciv-server.exe. The job of these scripts is to ignore a first argument auto or to SET LANG=arg1 for any other first argument. After that foo.cmd starts foo.exe arg2..9. 0 The scripts should support more than eight (2..9) tokens for any options after the first auto or locale. 0 Windows or OS/2 *.cmd should be configured as binary in SVN, because tools on these platforms expect CR LF line ends for *.cmd scripts. 0 A ^Z (ASCII SUB) to indicate the DOS EOF is unnecessary, but no line end at all (even no LF) for the last line is odd. 0 Changing LANG permanently is unnecessary, the script(s) should start with setlocal. 0 if %1 NEQ auto would trigger an error for a missing first argument, and NEQ requires enabled Windows NT cmd.exe extensions: setlocal enableextensions can handle this. Suggested solutions attached, three identical scripts with different names. ___ File Attachments: --- Date: Sat 11 Oct 2014 08:41:11 UTC Name: 2.4.freeciv-modpack.cmd.patch Size: 910B By: dunnoob http://gna.org/bugs/download.php?file_id=22597 --- Date: Sat 11 Oct 2014 08:41:11 UTC Name: 2.5.freeciv-mp-gtk2.cmd.patch Size: 910B By: dunnoob http://gna.org/bugs/download.php?file_id=22598 --- Date: Sat 11 Oct 2014 08:41:11 UTC Name: 2.x.freeciv-gtk2.cmd.patch Size: 872B By: dunnoob http://gna.org/bugs/download.php?file_id=22599 --- Date: Sat 11 Oct 2014 08:41:11 UTC Name: 2.x.freeciv-server.cmd.patch Size: 878B By: dunnoob http://gna.org/bugs/download.php?file_id=22600 ___ Reply to this item at: http://gna.org/bugs/?22781 ___ 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 #5034] User ranking rules
Follow-up Comment #1, patch #5034 (project freeciv): Unless rank a user that has played the most with a player means consecutive play, we'd have to store an unbounded list of usernames and turns played in the savefile. I assume pepeto intended consecutive control of a player. To implement pepeto's proposal we'd need to store: * Per-player last_username and longest_username (replacing ranked_username) * For each of those, the total number of turns we've counted towards them (so we can overwrite longest_username when last_username accrues more turns); replaces user_turns * The last turn number we saw last_username, so we don't count them twice on detach/attach. ** (Can also implement the two turns consecutively rule for incrementing the above counts; but do we need this, or is simply counting cumulative turns possibly interspersed with AI control sufficient?) * Per-player creation and death turns, or simply a counter that increments every turn a player is alive -- this would also allow implementation of a Player range for the new Age requirement. On attach or turn change with user connected to player: * if last_turn_number is not the current turn, increment last_username_count ** (if we want the two-consecutive-turn rule, only do this if last_turn_number is the *last* turn; but do we increment by 2 in this case?) * if last_username_count longest_username_count, overwrite longest_username* with last_username* * set last_turn_number to current turn (unconditionally) For delegation, I think a turn where the delegate turns up should count towards the delegator's record, and the delegate gets no credit. Ranking on game end: * Only consider longest_username * Discard longest_username_count less than 10 or less than half player alive time (player has no ranked user in this case) * Otherwise, longest_username is the ranked user This has the following properties: * (good) Longturn-style users get rankings ** Without the two-consecutive-turn rule, a user who turned up only every other turn would get ranked. Is that good or bad? * (?) I don't think this has the property Davide wanted in patch #3526 -- I think he wanted the last user who controlled a player to get credit, maybe? (Can't find original discussion on civland.org.) * (ok) A player whose control is swapped between two users repeatedly gets no rank. (I'd argue that the users should probably have a delegation relationship in that case.) (This does still allow someone to just turn up occasionally and let the AI do all the work and get the credit, but if other full-time players score worse than that then they probably deserve to be ranked less :) The change of what's in the savefile means this is a 2.6 feature at the earliest. ___ Reply to this item at: http://gna.org/patch/?5034 ___ 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 #5034] User ranking rules
Follow-up Comment #2, patch #5034 (project freeciv): (I should say, I don't play multiplayer, so I defer to others on subjective criteria for ranking.) ___ Reply to this item at: http://gna.org/patch/?5034 ___ 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 #22782] multiplayer ruleset: Philosophy gives number of techs equal to team size
URL: http://gna.org/bugs/?22782 Summary: multiplayer ruleset: Philosophy gives number of techs equal to team size Project: Freeciv Submitted by: jtn Submitted on: Sat 11 Oct 2014 15:42:19 BST Category: rulesets 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: 2.4.4, 2.5.0, 2.6.0 ___ Details: A side effect of bug #22474 being fixed is that in the multiplayer ruleset, which uses Lua scripting to give every player a free tech when they reach philosophy, if team_pooled_research is enabled the team gets a number of techs equal to the size of their team. I think the team should only get one tech in this case. ___ Reply to this item at: http://gna.org/bugs/?22782 ___ 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 #22783] multiplayer ruleset: Free tech from Philosophy is not announced
URL: http://gna.org/bugs/?22783 Summary: multiplayer ruleset: Free tech from Philosophy is not announced Project: Freeciv Submitted by: jtn Submitted on: Sat 11 Oct 2014 15:45:24 BST Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2_5 r26758 Discussion Lock: Any Operating System: None Planned Release: ___ Details: While testing bug #22782, I noticed that I didn't get any direct announcement of the free tech I gained from Philosophy; I could only tell by remembering what I had before and checking the science report. Maybe the same applies to Darwin's Voyage; I haven't checked. Maybe it's the Lua script's job to announce the techs? ___ Reply to this item at: http://gna.org/bugs/?22783 ___ 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 #22783] multiplayer ruleset: Free tech from Philosophy is not announced
Follow-up Comment #1, bug #22783 (project freeciv): See file #22602 for an example. ___ Reply to this item at: http://gna.org/bugs/?22783 ___ 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 #22782] multiplayer ruleset: Philosophy gives number of techs equal to team size
Follow-up Comment #1, bug #22782 (project freeciv): Attached savefile (for S2_5) demonstrates this. Hit Turn Done a couple of times. (It's not entirely obvious due to bug #22783, so check the science report before and after.) (file #22602) ___ Additional Item Attachment: File name: 25_multiplayer_team_philo.sav.bz2 Size:18 KB ___ Reply to this item at: http://gna.org/bugs/?22782 ___ 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 #22158] tech_upkeep_style 'Cities' vs team_pooled_research
Update of bug #22158 (project freeciv): Planned Release: 2.6.0 = ___ Reply to this item at: http://gna.org/bugs/?22158 ___ 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 #21038] Many GUI problems with CJK input method = replace gtk2 DLLs with version =2.24.14
Follow-up Comment #59, bug #21038 (project freeciv): Here's an installer package with the --with-included-immodules option added: http://download.gna.org/freeciv/packages/windows/testing/Freeciv-2.4.3-win32-gtk2(2.24.20-with-included-immodules)-setup.exe ___ Reply to this item at: http://gna.org/bugs/?21038 ___ 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 #22651] The freeciv-gtk2 client crashed when trying to connect to freeciv-gtk3 server
Update of bug #22651 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #6: Closing as duplicate as previously advertised (not enough information to act on outstanding comment #3 / comment #4, please raise more tickets if you have further detail). ___ Reply to this item at: http://gna.org/bugs/?22651 ___ 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 #22784] Problem configuring the Qt client
Follow-up Comment #1, bug #22784 (project freeciv): Ok, the problem was that g++ was not installed, but a symlink /usr/local/bin/g++ - /usr/bin/ccache existed. The configure script even detected that the C++ compiler did not work, but it didnt abort. ___ Reply to this item at: http://gna.org/bugs/?22784 ___ 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 #22786] Manual Turn Done in AI mode not useful?
URL: http://gna.org/bugs/?22786 Summary: Manual Turn Done in AI mode not useful? Project: Freeciv Submitted by: jtn Submitted on: Sun 12 Oct 2014 00:18:01 BST Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2_5 r26758 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: (I may have misunderstood how this is supposed to work... can someone with a long memory say if this is a regression?) As I understand it, with Manual Turn Done in AI mode (the default), a user of non-observer client attached to a player under AI control (e.g. in /away mode) is supposed to press Turn Done every done; whereas if the option is cleared, the client will send a turn done to the server as soon as it sees other players are ready. However, whenever a player is AI controlled, the Turn Done button is insensitive (get_turn_done_button_state()). So if the option is enabled, the only way the game will progress is if the AI-controlled player's client detaches (or a timeout times out). Could this be as simple as adding ai_manual_turn_done into get_turn_done_button_state()? (May also want a callback function on the client option to handle transitions.) ___ Reply to this item at: http://gna.org/bugs/?22786 ___ 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 #22785] Turn Done button doesn't blink
Follow-up Comment #1, bug #22785 (project freeciv): I'm not sure it ever worked in gtk2-client (that is: the code was probably copied almost verbatim from gtk1.2-client). Or is it broken in client common code? I've not seen it in xaw-client either on those rare cases where I've launched that client. It used to be rather good feature. Maybe the previous bug report about this was not made in gna, but on old RT? ___ Reply to this item at: http://gna.org/bugs/?22785 ___ 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 #22785] Turn Done button doesn't blink
Follow-up Comment #2, bug #22785 (project freeciv): the code was probably copied almost verbatim from gtk1.2-client Ah, that could explain why it looks so hacky. Or is it broken in client common code? No, I think that's working (I added some debug logging). I've not seen it in xaw-client either on those rare cases where I've launched that client. I tried testing that, but Xaw client wasn't in a mood to give me sensitive widgets today so I couldn't. ___ Reply to this item at: http://gna.org/bugs/?22785 ___ 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 #22786] Manual Turn Done in AI mode not useful?
Follow-up Comment #1, bug #22786 (project freeciv): Note 1: I didn't think about this when changed code so that now also AI players need to acknowledge their turn done (so threaded AI is not supposed to have finished as soon as main thread has passed control to it and returned itself). So in TRUNK this is certainly much more horribly broken than in eaerlier branches - maybe worth separate ticket even. Note 2: IIRC it was there even before /away mode was introduced, so it applied to any /aitoggled player which was being watched (actually it probably predates also separate observer connections) ___ Reply to this item at: http://gna.org/bugs/?22786 ___ 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 #22716] Science rate exceeds the maximum rate
Follow-up Comment #14, bug #22716 (project freeciv): Actually, the /aitoggle does the trick, but not /away. ...and (the bit I was missing) if you take a player from the client UI, the client will issue an '/away' (not '/aitoggle') to get it under human control, if it finds it to still be AI. Presumably if 'autotoggle' was set on the server, the tax rates bug wouldn't have occurred (but since that's as if someone issued '/aitoggle', the skill level bug could have occurred). ___ Reply to this item at: http://gna.org/bugs/?22716 ___ 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 #5355] multiplayer ruleset: Notify the player about techs gained by script.lua
URL: http://gna.org/patch/?5355 Summary: multiplayer ruleset: Notify the player about techs gained by script.lua Project: Freeciv Submitted by: sveinung Submitted on: Sun 12 Oct 2014 12:07:03 AM UTC Category: rulesets Priority: 5 - Normal Status: In Progress Privacy: Public Assigned to: sveinung Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Notify the player that the reason he is about to receive techs is that he has researched Philosophy or built Darwin's Voyage. ___ File Attachments: --- Date: Sun 12 Oct 2014 12:07:03 AM UTC Name: 0001-multiplayer-ruleset-Notify-the-player-about-techs-ga.patch Size: 1kB By: sveinung http://gna.org/patch/download.php?file_id=22605 ___ Reply to this item at: http://gna.org/patch/?5355 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev