[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread anonymous
Follow-up Comment #1, patch #3331 (project freeciv): Even on Windows, zip is not good idea. It only works as long as all the filenames are ASCII (and I do mean 0-0x7f range). ___ Reply to this item at: http://gna.org/patch/?3331

[Freeciv-Dev] [patch #3029] overview_window_finished()

2012-06-18 Thread anonymous
Follow-up Comment #2, patch #3029 (project freeciv): It ended up not needed, cause I decided to got with consistency within client, instead of across clients. Still, it makes sense to have this function as a counterpart to the one that reserves the resources.

[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread Jacob Nevins
Follow-up Comment #2, patch #3331 (project freeciv): We've been shipping ZIP forever, and I don't recall any complaints. I think all our filenames are ASCII. It's a helpful fallback option as Window supports it out of the box (these days).

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #7, patch #3325 (project freeciv): It's WORKING! I just started a game with it. Everything is getting read in correctly and effects are getting matched against everything. There is still some general weirdness (bonus to tiles shows up in the output but not in display and units

[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread anonymous
Follow-up Comment #3, patch #3331 (project freeciv): Well, yes. At this time, all of the filenames seem to be ascii. Shall that ever change, however... Just for reference, https://bugs.gentoo.org/show_bug.cgi?id=322047 - most of that bug is irrelevant here, but it describes just what can go

[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
URL: http://gna.org/patch/?3332 Summary: Negated requirements_vector Project: Freeciv Submitted by: gorb Submitted on: Mon 18 Jun 2012 06:41:10 PM GMT Category: rulesets Priority: 3 - Low

[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3332 (project freeciv): I haven't checked the patch yet, but some comments: - I'm for adding nreqs to at least some things provided it's not breaking AI too much - To get it compile you certainly have been forced to take care of most parts of the code needing update.

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #12, bug #18901 (project freeciv): I think, as named, this thread is the duplicate of the infamous Oneiric ipv6 bug. However, there is still an unresolved issue in this thread. Namely that tolua_server_gen.c crashes make whenever lua headers are removed from trunk. This can be

[Freeciv-Dev] [patch #3331] Make .zip archive

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #4, patch #3331 (project freeciv): If not zip, what's the alternative to distribute sources in a Windows-friendly way? I'm not sure if .tar.bz2 is sufficient even for GPL compliance when we do provide official Windows binaries (as opposed to being Linux project that happens to

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #13, bug #18901 (project freeciv): This can be handled by deleting tolua_server_gen.c|h as manually doing this causes it to be regenerated by make, however this is a pain when hacking lua script on trunk. Now I don't understand. You once had to delete tolua_server_gen.[ch]

[Freeciv-Dev] [patch #3332] Negated requirements_vector

2012-06-18 Thread J. M. Gorbach
Follow-up Comment #2, patch #3332 (project freeciv): Could you provide examples why you want the nreqs for each object type? Yes, I can, but only one object type: building, see patch #1341. Base, cities, government, road, nation and specialist are useless. I waste my time, but see gmake

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Jacob Nevins
Follow-up Comment #14, bug #18901 (project freeciv): Also: duplicate of the infamous Oneiric ipv6 bug What's that? The only infamous Oneiric bug I know about is bug #18243 -- is that the one you're referring to? I didn't think IPv6 was implicated.

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #15, bug #18901 (project freeciv): Yes I had to do it again just today and I've had to do this a couple times before. Aside, the hacking lua was just a usage scenario as I'm planning to take another try at map scripting in lua. Previously my solution was to create an event type

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #16, bug #18901 (project freeciv): comment #12: whenever lua headers are removed from trunk comment #15: Today was my first update in a few months ... Specifically, server/scripting/script_signal.h server/scripting/api_actions.h server/scripting/api_notify.h were the

[Freeciv-Dev] [bug #19802] Start position goodness calculation tries to use road compatibility specials

2012-06-18 Thread Marko Lindqvist
Update of bug #19802 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Here's a patch that works sanely with standard rulesets. I'm not particularly happy with how I

[Freeciv-Dev] [bug #19815] ai won't utilize transports for settling with only 1 space.

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #5, bug #19815 (project freeciv): Presumably the AI could learn to use two boats and keep them together, though, in order to transport the settler and bodyguard together. This code is outdated in several ways, so rewriting it, with also this in mind, would make sense. What I

[Freeciv-Dev] [bug #18196] gtk2-client - gtk3-client settings migration

2012-06-18 Thread Jacob Nevins
Follow-up Comment #2, bug #18196 (project freeciv): I started looking at this... but it's surprisingly fiddly and I'm wondering, is it really worth proactively splitting the options the way we have? The set of options and their defaults are currently identical, and for many of them, I can't see

[Freeciv-Dev] [bug #18196] gtk2-client - gtk3-client settings migration

2012-06-18 Thread Jacob Nevins
Follow-up Comment #3, bug #18196 (project freeciv): it's surprisingly fiddly To expand on this (in the hope that the horror will increase support for my plan ;). For a good user experience, we want to copy the settings from Gtk2 the first time the user runs the Gtk3 client. But the current

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #17, bug #18901 (project freeciv): I'm building straight from trunk which makes and runs fine after deleting the _gen files but very probably there is some ghost on my system left from copying things around and updating. Now that I look it seems to be the case in my master copy,

[Freeciv-Dev] [bug #18196] gtk2-client - gtk3-client settings migration

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #4, bug #18196 (project freeciv): So, if we took absence of gui_gtk3_* options in the rc-file as the signal for migration FWIW I had a plan to add new internal option that would tell the state of the migration. Actually, the reason I never implemented this settings migration

[Freeciv-Dev] [bug #19720] Server started by TRUNK client aborts immediately

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #1, bug #19720 (project freeciv): This was somehow caused by existing zombie-server already running. I'm not closing this as invalid, as client is supposed to find next free port, launch server so it uses it, and to itself connect to server in that port.

[Freeciv-Dev] [bug #18717] Big city radius, fog of war

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #6, bug #18717 (project freeciv): I actually like the fact that the vision radius is less than the city radius. I would expect it to autoarrange workers That does not make any sense to me. You want to have city radius (which means just area where workers can be placed)

[Freeciv-Dev] [bug #18476] allow to load games without a map (i.e. tutorial)

2012-06-18 Thread Marko Lindqvist
Update of bug #18476 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: 2.4.0 = 2.4.0, 2.5.0

[Freeciv-Dev] [bug #19828] Experimental ruleset trireme cannot attack directly from city

2012-06-18 Thread Marko Lindqvist
URL: http://gna.org/bugs/?19828 Summary: Experimental ruleset trireme cannot attack directly from city Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Jun 2012 02:17:36 AM EEST Category: rulesets

[Freeciv-Dev] [patch #3333] Unit class flag AttFromNonNative

2012-06-18 Thread Marko Lindqvist
URL: http://gna.org/patch/? Summary: Unit class flag AttFromNonNative Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Jun 2012 02:31:38 AM EEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [bug #19825] in dbv_isset() [bitvector.c::116]: assertion 'bit pdbv-bits' failed.

2012-06-18 Thread Jacob Nevins
Update of bug #19825 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Follow-up Comment #2: I think this has been exposed by bug #18192. In the edit dialog, for the Tile tab, the editor

[Freeciv-Dev] [patch #3333] Unit class flag AttFromNonNative

2012-06-18 Thread Jacob Nevins
Follow-up Comment #1, patch # (project freeciv): Perhaps this will clear up one of the impediments that prevented completion of bug #16383, which was to do with experimental Triremes' attack behaviour... but I haven't thought about it very hard.

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #8, patch #3325 (project freeciv): Ok, just found why ALL the effects are working and server checking on whether or not a unit can be built based on govflag_req is going fine, but city production dialog doesn't know it can build a unit. Turns out the same bug happens if a unit

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2012-06-18 Thread Jacob Nevins
Update of bug #16383 (project freeciv): Status: In Progress = Postponed ___ Follow-up Comment #15: In October, I wrote: I'll post my current patch set here shortly. Cough! Attached is my

[Freeciv-Dev] [bug #19611] Cannot move defender to city in non-native terrain.

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #1, bug #19611 (project freeciv): Found later savegame from the same game and tested the problematic city with Turtle Defenders already present. It turns out that you can move them out and back in with keyboard - it's just client goto that claims move to be impossible.

[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #18, bug #18901 (project freeciv): Confirmed it was a corrupted build. No further issues, thread may be closed. Thanks for your help. ___ Reply to this item at: http://gna.org/bugs/?18901

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #16, bug #16383 (project freeciv): About patch # issue: Your comments (comment #7) seem a bit confused. You mix shore bombardment and can_attack_from_non_native(). Shore bombardment is about ability to attack *against* non-native tile. can_attack_from_non_native() is about

[Freeciv-Dev] [bug #19829] no sound

2012-06-18 Thread Brandon J. Van Every
URL: http://gna.org/bugs/?19829 Summary: no sound Project: Freeciv Submitted by: bvanevery Submitted on: Tue 19 Jun 2012 02:21:00 AM GMT Category: client-gtk-2.0 Severity: 4 - Important

[Freeciv-Dev] [bug #19829] no sound

2012-06-18 Thread Brandon J. Van Every
Follow-up Comment #1, bug #19829 (project freeciv): Um NOW it gives me sound, making me feel stupid for filing this. But I swear that client options didn't fix anything, so maybe there is a bug here. Will research further. ___ Reply to

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #9, patch #3325 (project freeciv): I am 99% sure the bug is in collect_production_targets(...) in climisc.c My testing and many inserted debug comments shows everything else is working behind the scenes.. it is just the client worklist window for some reason won't add govreq

[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-18 Thread Henkutsu
Follow-up Comment #10, patch #3325 (project freeciv): Here is the completed patch, diff'd against the latest nightly. (file #15848) ___ Additional Item Attachment: File name: governmentflags.diff Size:24 KB