[Freeciv-Dev] [bug #17264] Percentage chance for veteran spies to beat green diplomats is too high
Update of bug #17264 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #5: Since MAX_VET_LEVELS is hardcoded at 10 what is the point of doing this calculation 20/MAX_VET_LEVELS is always 2. MAX_VET_LEVEL is a definition for the max veteran level which can easily be changed. If I use 2 here I would have to add a comment to tell the guy who wants to change it in 2 years that he has to change this number too. You add 2 for a green diplomat attacker only to subtract 2 for a green diplomat defender immediately afterwards. I did it to get nice numbers ... there is no need for it as the rounding to int does it anyway We are now back to the original code except 15 has been replaced by 2. The problem here is that the value for an elite diplomat fighting a green diplomat is too low. 56% does not give the correct advantage. An elite should be twice as powerful hence 66% is more appropriate. It would mean to save the number of veteran level for each unit. Thus, MAX_VET_LEVEL could be replace by the actual number and the increase per level would be 20/(real number of levels). For 4 levels it would result in a chance of 65% (elite diplomat fighting a green diplomat). ___ Reply to this item at: http://gna.org/bugs/?17264 ___ 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] [bug #15805] fix city map (variable city radii, xaw client)
On 8 Dec, 2010, at 3:04 PM, Matthias Pfafferodt wrote: @Dave 0: data/default/techs.ruleset: ruleset datafile appears incompatible: 0: datafile options: +Freeciv-2.3-ruleset 0: supported options: +1.9 You have old ruleset data somethere in the path. Freeciv 2.3.0 has updated all ruleset / tileset / ... capabilities. Hmm. I blew away /usr/local/share/freeciv and still had the same symptoms. I've also rm'ed ~/freeciv and am currently rebuilding the new svn pull. If this doesn't work, how can i narrow down where else the server is looking for data/default/ ? Sent from my MacBookPro But it's not against any religion / To want to dispose of a pigeon ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17267] civmanual does not give error messages
Follow-up Comment #2, bug #17267 (project freeciv): My apologies, you are indeed correct. I must have still had an old version. I rebuilt 2.2.4 and saw the same as you see for 2.2.3. ___ Reply to this item at: http://gna.org/bugs/?17267 ___ 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 #17267] civmanual does not give error messages
Update of bug #17267 (project freeciv): Release: = 2.3.0 ___ Follow-up Comment #3: But there are still the errors for 2.3.0 ... ___ Reply to this item at: http://gna.org/bugs/?17267 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17267] asserts in civmanual (module nation)
Update of bug #17267 (project freeciv): Release: 2.3.0 = 2.2.99 Planned Release: 2.3.0,2.3.1 = 2.3.0,2.4.0 Summary: civmanual does not give error messages = asserts in civmanual (module nation) ___ Reply to this item at: http://gna.org/bugs/?17267 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)
Follow-up Comment #12, bug #15805 (project freeciv): unable to load save games in xaw client. I did test it - I can start a new game but after I did load a savegame I could not connect to it. Only after I did use a username which was defined in the game it did work. For the example game (file #11502) you have to use the username 'jtn'. Furthermore, at exit the client sometimes segfaults. I did no further investigations. ___ Reply to this item at: http://gna.org/bugs/?15805 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)
On 8 December 2010 23:39, David Lowe no-reply.invalid-addr...@gna.org wrote: 0: data/default/techs.ruleset: ruleset datafile appears incompatible: 0: datafile options: +Freeciv-2.3-ruleset 0: supported options: +1.9 This error message says that ruleset file is freeciv-2.3 compatible and your binary is not, not the other way around. So you have correct ruleset file, but you are running outdated build of freeciv. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power
URL: http://gna.org/bugs/?17281 Summary: Segmentation fault in get_total_defense_power Project: Freeciv Submitted by: doctorjlowe Submitted on: Thu 09 Dec 2010 01:59:59 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.99 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I've been getting this problem for about a week now, currently at revision 18707 running on a 64 bit 2.6.32 kernel. It may or may not be relevant, but this doesn't seem to happen with the default ruleset, but pops up pretty often here with the experimental ruleset. On turn done, the server silently crashes and dumps the client back to the main menu. I will attach a savegame that fails 100% of the time for me. With gdb i see this: Program received signal SIGSEGV, Segmentation fault. 0x004d0a08 in get_total_defense_power (attacker=0x14b31b0, defender=0x0) at combat.c:561 561 return defense_multiplication(unit_type(attacker), unit_type(defender), (gdb) bt full #0 0x004d0a08 in get_total_defense_power (attacker=0x14b31b0, defender=0x0) at combat.c:561 No locals. #1 0x004d0ee3 in unit_win_chance (attacker=0x14b31b0, defender=0x0) at combat.c:363 def_power = value optimized out att_power = value optimized out chance = 1549.6230356428332 def_fp = 0 att_fp = 21705136 #2 0x0041d304 in unit_survive_autoattack (punit=0x14b31b0) at unittools.c:2545 enemy_defender = 0x0 punit_defender = value optimized out punitwin = 0 threshold = value optimized out sanity2 = 301 penemywin = 0 ptile = value optimized out penemy = 0x14cd800 penemy_index = 0 penemy_size = value optimized out moves = 3 sanity1 = 179 #3 0x0041db5b in move_unit (punit=0x14b31b0, pdesttile=0x1a1aea0, move_cost=value optimized out) at unittools.c:3050 pplayer = value optimized out psrctile = 0x1a1aef8 pcity = value optimized out ptransporter = 0x0 old_vision = 0x1a1aef8 new_vision = value optimized out saved_id = 179 unit_lives = value optimized out __FUNCTION__ = move_unit #4 0x004960e1 in unit_move_handling (punit=0x14b31b0, pdesttile=0x1a1aea0, igzoc=false, move_diplomat_city=value optimized out) at unithand.c:1477 move_cost = 21705136 pplayer = value optimized out pcity = value optimized out __FUNCTION__ = unit_move_handling #5 0x0042683f in ai_unit_move (punit=0x14b31b0, ptile=0x1a1aea0) at aitools.c:1100 bodyguard = value optimized out sanity = 179 pplayer = value optimized out is_ai = true __FUNCTION__ = ai_unit_move #6 0x0043c870 in adv_unit_execute_path (punit=0x14b31b0, path=0x1093240) at advgoto.c:100 ---Type return to continue, or q return to quit--- plr = value optimized out ptile = 0x1a1aea0 id = 179 is_ai = true i = 3 __FUNCTION__ = adv_unit_execute_path #7 0x0043cbdb in adv_follow_path (punit=0x14b31b0, path=0x1093240, ptile=value optimized out) at advgoto.c:57 old_tile = 0x1a35e08 activity = ACTIVITY_IDLE alive = value optimized out #8 0x00428283 in ai_unit_goto_constrained (punit=0x14b31b0, ptile=0x1a35e08, parameter=value optimized out) at aitools.c:431 alive = value optimized out pfm = value optimized out path = value optimized out __FUNCTION__ = ai_unit_goto_constrained #9 0x00428511 in ai_unit_goto (punit=0x14b31b0, ptile=0x1a35e08) at aitools.c:843 parameter = {start_tile = 0x1a1dba8, moves_left_initially = 12, fuel_left_initially = 1, move_rate = 12, fuel = 1, owner = 0x150a870, uclass = 0x9fa9d0, unit_flags = { vec = \000\000\000\000\b\000\000}, omniscience = true, get_MC = 0x570890 sea_overlap_move, unknown_MC = 6, get_TB = 0x56ff70 no_fights, get_EC = 0x427050 prefer_short_stacks, can_invade_tile = 0x54e010 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, get_costs = 0, data = 0x7fffdce0} risk_cost = {base_value = 40, fearfulness = 455.09, enemy_zoc_cost = 1310720} __FUNCTION__ = ai_unit_goto #10 0x00424c9b in ai_manage_ferryboat (pplayer=0xb, punit=0x14b31b0) at aiferry.c:1113 pcity = value optimized out sanity = value optimized out unit_data = 0x14d2310 __FUNCTION__ = ai_manage_ferryboat #11 0x0049fe93 in ai_manage_unit (pplayer=0x150a870,
[Freeciv-Dev] [bug #17282] Metaserver says players are playing when they are not
URL: http://gna.org/bugs/?17282 Summary: Metaserver says players are playing when they are not Project: Freeciv Submitted by: None Submitted on: Thu Dec 9 14:01:44 2010 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: goodbyeblues...@yahoo.dk Open/Closed: Open Release: 2.2.3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Not only does the metaserver count AI as players, it also counts people who have disconnected as players. What this results in is that new players often log on and try talking to AI players, becoming needlessly frustrated, as evidenced by the chat logs. These people are not stupid - they simply have the natural user expectancy that when the metaserver says people are playing, somebody is playing. This problem *could* be solved by the individual servers rather than the metaserver (the problem didn't exist in the past when servers were set up to restart to a 0 player pregame after disconnections), but that would be hard to police. Some examples: (Andreas) Kann ich denn eine KI übernehmen? (Andreas) Can I play with you the game? (mark) Greetings (mark) Greetings from Seattle. I'm just lurking for now (mark) Nothing's moved in a while. Not sure if I'm still connected (Ryan) u guys want to start a new game? (Ryan) anyone there (Ryan) guess i will play alone (nukewave) hey guys how can i play (nukewave) how can i join the game or is this only possible if a new game is started (lzbikowski) just started ? (lzbikowski) i guess i miss a little bit (lzbikowski) however have a good game :-) ___ Reply to this item at: http://gna.org/bugs/?17282 ___ 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 #17281] Segmentation fault in get_total_defense_power
Update of bug #17281 (project freeciv): Status:None = Confirmed ___ Follow-up Comment #1: I can confirm it; it seems to be that defender is NULL in a combat #0 0x004d0a08 in get_total_defense_power (attacker=0x14b31b0, defender=0x0) at combat.c:561 ___ Reply to this item at: http://gna.org/bugs/?17281 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Freeciv.net now in the Google Chrome Web Store
On Wed, 8 Dec 2010, Daniel Markstedt wrote: Congrats on this. The Web Store seems to be a quite high-profile endeavor on behalf of Google, so it will probably give you some good exposure. BTW, do you have plans to make this more than 'just' a simple link to the website? What kind of additional browser integration options do Google offer for Chrome currently? Google Chrome Web Store creates an icon on your browser startup page. By clicking on this icon, you could automatically be authenticated to Freeciv using OpenID. Other than that, the Chrome Web Store is a convenient way for users to discover new web applications. By the way, Mozilla has also announced plans for a similar application store. https://apps.mozillalabs.com/ More cooperation? Well of course! :) Let's make that a separate thread. Great! I hope this works out! Daniel On Tue, Dec 7, 2010 at 2:28 PM, Andreas Røsdal andre...@pvv.ntnu.no wrote: Hello Freeciv devs! I would just like to tell you that http://www.freeciv.net is now available for free in the Google Chrome Web Store, here: http://goo.gl/XzFmD___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17284] Memory leak in process_attacker_want with experimental ruleset
URL: http://gna.org/bugs/?17284 Summary: Memory leak in process_attacker_want with experimental ruleset Project: Freeciv Submitted by: None Submitted on: Thu 09 Dec 2010 06:54:08 PM UTC Category: ai Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: jri...@gmail.com Open/Closed: Open Release: -dev Discussion Lock: Any Operating System: *BSD Planned Release: ___ Details: With the autogame file, memory usage by the server can balloon to over 350 megs in just 100 turns. The leak appears to be dependent on using the experimental ruleset. With the patch, memory usage stays a consistent 35 megs. ___ File Attachments: --- Date: Thu 09 Dec 2010 06:54:08 PM UTC Name: ai-leak.diff Size: 390B By: None http://gna.org/bugs/download.php?file_id=11529 --- Date: Thu 09 Dec 2010 06:54:08 PM UTC Name: autogame.serv Size: 157B By: None http://gna.org/bugs/download.php?file_id=11530 ___ Reply to this item at: http://gna.org/bugs/?17284 ___ 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 #17285] flag ignore when paradrop
URL: http://gna.org/bugs/?17285 Summary: flag ignore when paradrop Project: Freeciv Submitted by: None Submitted on: Thu 09 Dec 2010 08:22:14 PM UTC Category: general Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: rpinv...@yahoo.com Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: paradrop does not check for NonMil flag when trying to drop unit in peacful territory ie i get same error msg as when trying drop normal units (paratroopers) droping outside borders and moving in works normaly (with no probs) im using modified ruleset petro ___ Reply to this item at: http://gna.org/bugs/?17285 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev