[Freeciv-Dev] [bug #17264] Percentage chance for veteran spies to beat green diplomats is too high

2010-12-09 Thread Matthias Pfafferodt

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 We are now back to the original code except 15 has been 
 replaced by 2.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).

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Re: [Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-09 Thread David Lowe
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
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[Freeciv-Dev] [bug #17267] civmanual does not give error messages

2010-12-09 Thread David Lowe

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.

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[Freeciv-Dev] [bug #17267] civmanual does not give error messages

2010-12-09 Thread Matthias Pfafferodt

Update of bug #17267 (project freeciv):

 Release: = 2.3.0  

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Follow-up Comment #3:

But there are still the errors for 2.3.0 ...

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[Freeciv-Dev] [bug #17267] asserts in civmanual (module nation)

2010-12-09 Thread Matthias Pfafferodt

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)


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[Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-09 Thread Matthias Pfafferodt

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.


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Re: [Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-09 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power

2010-12-09 Thread David Lowe

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

2010-12-09 Thread anonymous

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 :-)




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[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power

2010-12-09 Thread Matthias Pfafferodt

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 

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Re: [Freeciv-Dev] Freeciv.net now in the Google Chrome Web Store

2010-12-09 Thread Andreas Røsdal

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
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[Freeciv-Dev] [bug #17284] Memory leak in process_attacker_want with experimental ruleset

2010-12-09 Thread anonymous

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.



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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

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[Freeciv-Dev] [bug #17285] flag ignore when paradrop

2010-12-09 Thread anonymous

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




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