[Freeciv-Dev] [bug #23039] … can't build Settlers yet.

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of bug #23039 (project freeciv):

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


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[Freeciv-Dev] [patch #5585] Show trade in middle click info based on ability to establish trade route.

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5585 (project freeciv):

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


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[Freeciv-Dev] [bug #23093] Segmentation fault in generate_players loading earth-160x90-v2.sav

2014-12-22 Thread pepeto
Update of bug #23093 (project freeciv):

Category: freeciv-web = general
  Status:None = Ready For Test 
 Planned Release: = 2.4.5, 2.5.0, 2.6.0

___

Follow-up Comment #3:

This patch should solve the issue. Unfortunately, I won't be back to commit
for a while. Anyone can take care of this item.


(file #23261, file #23262, file #23263)
___

Additional Item Attachment:

File name: trunk_generate_players.patch   Size:3 KB
File name: S2_5_generate_players.patchSize:3 KB
File name: S2_4_generate_players.patchSize:3 KB


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[Freeciv-Dev] [patch #5587] Labels for earth scenarios

2014-12-22 Thread David Fernandez
Follow-up Comment #6, patch #5587 (project freeciv):

It sound good, I'll test that script for my modpack, thank you.
If it affects performance, I guess it is better not to include in the official
scenarios.

I think it was commercial Civ III that had scenarios in which the goal was to
occupy certain tiles - every turn a unit sat there it increased the score
[more units, more points]. Just an idea.
I remember those scenarios, it was used, for example, to generate treasury
units in recent discovered america, that you had to move back to europe to
transform into money. It was fun.

Right now, I'm testing to give extra culture and luxuries to a city placed
near the labeled tile (by using a special resource).

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[Freeciv-Dev] [patch #5586] Qt client: Fix test before understanding b as Help build Wonder.

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5586 (project freeciv):

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


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[Freeciv-Dev] [bug #23100] Qt client don't allow help build wonder from menu

2014-12-22 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/bugs/?23100

 Summary: Qt client don't allow help build wonder from menu
 Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 22 Dec 2014 05:49:57 PM UTC
Category: client-qt
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: TRUNK, 2.5.0-beta2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When a unit that can help build a wonder already is in a city that builds a
wonder there is no Help build Wonder menu item.

There is half done support for it. Parts of it assumes that it shares a menu
item with build city, other don't. Not sure what is wanted.

Attached is the hack I used to test patch #5586.

Setting severity low since the action selection dialog works. It pops up when
a unit that can help a city build a wonder moves into it. This bug is
therefore fairly invisible.



___

File Attachments:


---
Date: Mon 22 Dec 2014 05:49:57 PM UTC  Name: QtBuildWonder.patch  Size: 689B  
By: sveinung

http://gna.org/bugs/download.php?file_id=23264

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[Freeciv-Dev] [bug #23100] Qt client don't allow help build wonder from menu

2014-12-22 Thread Marko Lindqvist
Follow-up Comment #1, bug #23100 (project freeciv):

 This bug is therefore fairly invisible.

Dealbreaker in my use. In long turn style games my client is often
disconnected at the time turn changes and caravans goto to their destination
city - I don't get the popup.

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[Freeciv-Dev] [bug #23100] Qt client don't allow help build wonder from menu

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of bug #23100 (project freeciv):

Severity:   2 - Minor = 3 - Normal 

___

Follow-up Comment #2:

_Dealbreaker in my use._
OK. Setting to Normal. (Or should it be higher?)

_Attached is the hack_
Still a hack but now it won't introduce a bug.

(file #23265)
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File name: QtBuildWonder.patchSize:0 KB


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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread David Fernandez
URL:
  http://gna.org/patch/?5592

 Summary: civ2civ3: adjust Federation and Fundamentalism govs
 Project: Freeciv
Submitted by: bardo
Submitted on: Mon 22 Dec 2014 08:24:34 PM UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch gives a little boost to these governments.

- Fundamentalism (and Anarchy): -50% to Output_Bonus, instead of
Output_Bonus_2.
The old penalty halved the entire science production, and this government was
only usefull at the end of the tech tree (with tech upkeep, not even then).
With this adjustment, I think it is a good government to maximize the
production of gold/money, even in the middle of the game.

- Federation: +1 luxury per city (placed in the city tile, like other wonders
do).
It is a minor boost, but it maxes a bit easier to celebrate than other
governments. This way, it could be a good alternative to Democracy in some
cases, even at small maps.

In the future, I'd like to allow the construction of a 2nd palace, as a small
wonder, and it will reduce the main advantage of Federation, that is, the lack
of corruption by distance to palace.
This bonus to luxury could be increased to compensate this, too.



___

File Attachments:


---
Date: Mon 22 Dec 2014 08:24:34 PM UTC  Name: civ2civ3-governments-Trunk.patch 
Size: 4kB   By: bardo

http://gna.org/patch/download.php?file_id=23266

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread David Fernandez
Follow-up Comment #1, patch #5592 (project freeciv):

I plan to create another patch to add a help text for each government, as you
did for experimental rules.

Until then, let me summarize here my objective while designing the
governments. Mainly, to give something unique to each one:
- Tribal/Despotism: only ones where units out of cities do not cause
unhappiness.
- Monarchy: lowest unit upkeep.
- Fundamentalism: best to maximize gold (tithes).
- Republic/Democracy: best to maximize science.
- Federation/Communism: no corruption/waste by distance to palace.
Communism better to maximize shield production.
Federation now better to maximize happiness (easier to celebrate).




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[Freeciv-Dev] [bug #22082] Lua disaster signal can't suppress message We survived the disaster without serious damages.

2014-12-22 Thread Marko Lindqvist
Update of bug #22082 (project freeciv):

Category:None = general

___

Follow-up Comment #4:

Trunk version: boolean passed to lua script, default.lua outputting the
message when appropriate.

The idea is that ruleset-specific script.lua should prevent default.lua script
from running when it has implemented some special disaster effect.

(file #23267)
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File name: LuaHarmlessDisaster.patch  Size:3 KB


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[Freeciv-Dev] [bug #23101] default.lua script.lua read in wrong order

2014-12-22 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?23101

 Summary: default.lua  script.lua read in wrong order
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Dec 2014 12:01:22 AM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

default.lua and script.lua are read in in wrong order. This means that
ruleset-specific script.lua cannot prevent generic default.lua signal handlers
from firing.




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[Freeciv-Dev] [bug #23101] default.lua script.lua read in wrong order

2014-12-22 Thread Marko Lindqvist
Update of bug #23101 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.5.0, 2.6.0   

___

Follow-up Comment #1:

Fix

(file #23268, file #23269)
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Additional Item Attachment:

File name: ScriptDefaultLua.patch Size:0 KB
File name: ScriptDefaultLua-S2_5.patchSize:0 KB


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[Freeciv-Dev] [patch #4835] Sdl2-client Coding Style corrections

2014-12-22 Thread Marko Lindqvist
Update of patch #4835 (project freeciv):

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


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[Freeciv-Dev] [bug #23096] Threaded AI never improving worked tiles

2014-12-22 Thread Marko Lindqvist
Update of bug #23096 (project freeciv):

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


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[Freeciv-Dev] [patch #5561] Multiply worker task want to 100

2014-12-22 Thread Marko Lindqvist
Update of patch #5561 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

- Updated against svn
- Instead of using hardcoded '100' everywhere, make it macro called TWMP (Task
Want Multiplier)

(file #23270)
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Additional Item Attachment:

File name: WorkerTask100-2.patch  Size:3 KB


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[Freeciv-Dev] [patch #4582] Story telling: Move the action UI names to the rule set

2014-12-22 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4582 (project freeciv):

WIP patch.

Conservative implementation. (Hopefully conservative enough to go into 2.6) In
stead of introducing syntax that gives the impression that actions now are
generalized each action ui name variable has a name of its own.

(file #23271)
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Additional Item Attachment:

File name: RulesetActionNames.patch   Size:26 KB


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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5592 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = sveinung   


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[Freeciv-Dev] [patch #5593] Use create_frame() as much as possible

2014-12-22 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?5593

 Summary: Use create_frame() as much as possible
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Dec 2014 01:28:30 AM EET
Category: client-sdl2
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 all outcommented putframe() calls with surface as the drawing target
with real create_frame() calls.



___

File Attachments:


---
Date: Tue 23 Dec 2014 01:28:30 AM EET  Name: FrameUsage.patch.bz2  Size: 4kB  
By: cazfi

http://gna.org/patch/download.php?file_id=23272

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[Freeciv-Dev] [patch #5594] Windows Post-crash debugger support for ruledit

2014-12-22 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?5594

 Summary: Windows Post-crash debugger support for ruledit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Dec 2014 01:36:52 AM EET
Category: freeciv-ruledit
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:





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File Attachments:


---
Date: Tue 23 Dec 2014 01:36:52 AM EET  Name: PostCrashRuledit.patch  Size:
654B   By: cazfi

http://gna.org/patch/download.php?file_id=23273

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[Freeciv-Dev] [patch #5595] Update freetype2.m4 to version from freetype-2.5.4 (serial 4)

2014-12-22 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?5595

 Summary: Update freetype2.m4 to version from freetype-2.5.4
(serial 4)
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Dec 2014 01:44:59 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:





___

File Attachments:


---
Date: Tue 23 Dec 2014 01:44:59 AM EET  Name: FreetypeM4Serial4.patch  Size:
1kB   By: cazfi

http://gna.org/patch/download.php?file_id=23274

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[Freeciv-Dev] [patch #5596] civ2civ3: simplify ocean/land terrain transformations

2014-12-22 Thread David Fernandez
URL:
  http://gna.org/patch/?5596

 Summary: civ2civ3: simplify ocean/land terrain
transformations
 Project: Freeciv
Submitted by: bardo
Submitted on: Tue 23 Dec 2014 12:13:44 AM UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch adjusts some transformations (those available with Fusion Power),
in order to make it easier to fight against the global warming/cooling.

Mainly to allow direct transformation from glacier to lake/ocean, so it is
easier to unblock the ports after a nuclear winter.
Same about transformations from Grass/Plains to Lake/Ocean, and Lake/Ocean to
Grass.

Also, a minor adjustment to warming/cooling effects introduced in patch #5475,
so the lakes do not dissapear completely.

(Note that I know that it is not good to change continually the terrain
alterations available for the players. I'll try not to change them again in
the future).



___

File Attachments:


---
Date: Tue 23 Dec 2014 12:13:44 AM UTC  Name:
civ2civ3-transformations-Trunk.patch  Size: 5kB   By: bardo

http://gna.org/patch/download.php?file_id=23275

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[Freeciv-Dev] [patch #5596] civ2civ3: simplify ocean/land terrain transformations

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5596 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = sveinung   
 Planned Release: = 2.6.0  


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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5592 (project freeciv):

 Planned Release: = 2.6.0  


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[Freeciv-Dev] [patch #5597] civ2civ3: achievements

2014-12-22 Thread David Fernandez
URL:
  http://gna.org/patch/?5597

 Summary: civ2civ3: achievements
 Project: Freeciv
Submitted by: bardo
Submitted on: Tue 23 Dec 2014 12:22:03 AM UTC
Category: None
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I plan to add culture points and achievement to this ruleset, if you agree.
I'll try to use civ3 culture system as reference.
Please, post here if you have any suggestion.




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[Freeciv-Dev] [patch #5598] Trident Maglev

2014-12-22 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?5598

 Summary: Trident Maglev
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Dec 2014 02:28:39 AM EET
Category: art
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

As suggested by The Square Cow at the forums:
http://forum.freeciv.org/f/viewtopic.php?f=12t=476
use second set or rails present in trident as maglev.





___

File Attachments:


---
Date: Tue 23 Dec 2014 02:28:39 AM EET  Name: TridentMaglev.patch  Size: 5kB  
By: cazfi

http://gna.org/patch/download.php?file_id=23276
---
Date: Tue 23 Dec 2014 02:28:39 AM EET  Name: TridentMaglev-S2_5.patch  Size:
5kB   By: cazfi

http://gna.org/patch/download.php?file_id=23277

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[Freeciv-Dev] [patch #5013] Maglev graphics for all supplied tilesets

2014-12-22 Thread Marko Lindqvist
Update of patch #5013 (project freeciv):

  Depends on: = patch #5598


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[Freeciv-Dev] [bug #23102] modpack installer gui-specific options

2014-12-22 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?23102

 Summary: modpack installer gui-specific options
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Dec 2014 03:13:00 AM EET
Category: module installer
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: 2.5.0, 2.6.0

___

Details:

modpack installer '--help' says that there's gui-specific options and that one
can get help about them with '--' '--help'. None of the guis has implemented
that '--' '--help'

Fix attached.



___

File Attachments:


---
Date: Tue 23 Dec 2014 03:13:00 AM EET  Name: MpGuiHelp.patch  Size: 4kB   By:
cazfi

http://gna.org/bugs/download.php?file_id=23278

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[Freeciv-Dev] [patch #5599] SDL clients: Enable the trade route button based on ability to trade

2014-12-22 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?5599

 Summary: SDL clients: Enable the trade route button based on
ability to trade
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 23 Dec 2014 01:19:19 AM UTC
Category: client-sdl2
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

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Details:

A unit may have the TradeRoute unit flag and not be able to establish a trade
route. Another unit may not have the TradeRoute unit flag and still be able to
establish a trade route. Check for the ability to establish a trade route in
stead of the TradeRoute flag when deciding if the establish trade route button
should be shown or not.



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File Attachments:


---
Date: Tue 23 Dec 2014 01:19:19 AM UTC  Name:
0001-SDL-clients-Enable-the-trade-route-button-based-on-a.patch  Size: 2kB  
By: sveinung

http://gna.org/patch/download.php?file_id=23279

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[Freeciv-Dev] [patch #5554] Add a unit type role for each action after the unit flags and roles.

2014-12-22 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #5554 (project freeciv):

Cazfi: Did my reply cover your question? If it didn't: could you please
clarify it?

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[Freeciv-Dev] [patch #5554] Add a unit type role for each action after the unit flags and roles.

2014-12-22 Thread Sveinung Kvilhaugsvik
Update of patch #5554 (project freeciv):

  Status:  Ready For Test = Need Info  


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