[Freeciv-Dev] [bug #19870] Sort out female qualifiers on leader names

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #19870 (project freeciv):

For future reference, the incantation I used to review this and related bugs
was:


egrep -i
'(anarchy|despotism|monarchy|republic|communism|democracy|fundamentalism)'
data/nation/*.ruleset | grep -v init_government | sort -k 3


That is, find all leader title lines, and sort in order of male leader title
(and after that female leader title).

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[Freeciv-Dev] [bug #16448] freeciv.org contact addresses bouncing

2012-06-30 Thread Jacob Nevins
Follow-up Comment #2, bug #16448 (project freeciv):

Just for the record, freeciv.org no longer has any MX records, and the server
running it does not run a mail server.
(The whois for freeciv.org does not list any @freeciv.org contact addresses --
if there are still any advertised anywhere, we should get rid of them.)

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[Freeciv-Dev] [bug #16417] Graphical glitches when FOW (graphically) turned off

2012-06-30 Thread Jacob Nevins
Update of bug #16417 (project freeciv):

  Status:None = Invalid
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16338] DNS problems with freeciv.org

2012-06-30 Thread Jacob Nevins
Update of bug #16338 (project freeciv):

 Open/Closed:Open = Closed 

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Follow-up Comment #6:

freeciv.org DNS and web redirection has completely changed since this ticket
was raised. I'm not aware of any problems of this nature since March.

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[Freeciv-Dev] [bug #19873] civ and ser mentioned in INSTALL

2012-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19873

 Summary: civ and ser mentioned in INSTALL
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Jun 2012 12:56:37 PM EEST
Category: docs
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: 2.4.0, 2.5.0

___

Details:

Found out that there's still references to renamed civ and ser scripts in
INSTALL. Fix attached.



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File Attachments:


---
Date: Sat 30 Jun 2012 12:56:37 PM EEST  Name: INSTALLfcsergui.diff  Size: 1kB 
 By: cazfi

http://gna.org/bugs/download.php?file_id=15932

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[Freeciv-Dev] [bug #18243] Client hangs with with gtk+ 2.24.5 (and Ubuntu Oneiric's 2.24.6) and Freeciv theme

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #36, bug #18243 (project freeciv):

 For the hard-of-thinking (me), does that imply that you guys
 have seen this issue with the gtk3 client? I was hoping it was
 gtk2-specific.

I think the gtk3-client parts of this discussion happened back when we were
only developing gtk3-client, i.e., when it was still, despite the name,
gtk2-program (and using gtk2 Freeciv theme) I've never seen this bug with real
gtk3 gtk3-client.

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[Freeciv-Dev] [bug #19874] Effects affecting cities can't depend on city tile properties

2012-06-30 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19874

 Summary: Effects affecting cities can't depend on city tile
properties
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 30 11:33:47 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

In bug #16308 (comment 5), David Fernandez complains:

'When I use the requeriment Special, River, Adjacent in my rulesets, it
seems to return always false, even when the city is placed near or over a
river.

'This code from effects.ruleset never works (it is supposed to give aqueduct
bonus in cities near rivers):'


[effect_aqueduct_river]
name= Size_Adj
value   = 4
reqs=
{ type, name, range
  Special, River, Adjacent
}
nreqs   =
{ type, name, range
  Building, Aqueduct, City
}


I've confimed this. The reason seems simple: get_city_bonus() passes the tile
argument of get_target_bonus_effects() as NULL.

It seems to me that it could easily pass city_tile(pcity) and thus enable
effects such as the above. Is there any reason not to do so?

I believe this affects the following effects:
* Capital_City, Gov_Center
* Size_Adj, Size_Unlimit
* Growth_Food
* Rapture_Grow
* City_Radius_Sq, City_Vision_Radius_Sq
* Health_Pct
* Migration_Pct
* Trade_Revenue_Bonus, Max_Trade_Routes
* Pollu_Prod_Pct
* City_Build_Slots
* Airlift
* Happiness_To_Gold
* Make_Content_Mil_Per, Make_Content_Mil
* Martial_Law_Each, Martial_Law_Max
* Make_Happy, No_Unhappy, Make_Content, Force_Content
* Unhappy_Factor
* Defend_Bonus
* Visible_Walls, City_Image
* Unit_No_Lose_Pop
* Nuke_Proof
* Incite_Cost_Pct, No_Incite, Spy_Resistant
* HP_Regen

(As usual with effects, the tricky part is edge conditions -- whenever tile
properties change, knock-on effects on all the above need to be reviewed.
Perhaps that will mostly Just Work, but I guess it needs an audit.)




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[Freeciv-Dev] [bug #16308] Great Wall doesn't protect allied units in owner's cities

2012-06-30 Thread Jacob Nevins
Update of bug #16308 (project freeciv):

 Summary: Great Wall protects wrong units = Great Wall
doesn't protect allied units in owner's cities

___

Follow-up Comment #7:

I've raised comment 5 separately as bug #19874.
I haven't raised tickets for other wishes expressed here.
Let's keep this for the specific problem of how effects affect allies.
(I still have no good idea how to solve it.)

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[Freeciv-Dev] [bug #19874] Effects affecting cities can't depend on city tile properties

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #1, bug #19874 (project freeciv):

 It seems to me that it could easily pass city_tile(pcity) and
 thus enable effects such as the above. Is there any reason not
 to do so?

It seems that these get_xxx_bonus() functions were originally written so that
just the effects in our own rulesets would work, as opposed to make them more
generic. I've considered such failures to pass obvious parameters as bugs in
the past (fix for this one should certainly go to TRUNK and S2_4, I'm a bit
undecided about S2_3: it would create incentive for ruleset authors to create
rulesets that do not work in earlier 2.3.x releases)

 As usual with effects, the tricky part is edge conditions --
 whenever tile properties change, knock-on effects on all the
 above need to be reviewed.

That's one reason why Max_Trade_Routes is defined never to cause removal of
existing traderoutes. I would just document the restrictions in the first
phase. Passing the tile would anyway make it work *better* (in my view that
failing to do so is a bug, not missing feature)

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[Freeciv-Dev] [bug #16288] poedit doesn't like freeciv.pot

2012-06-30 Thread Jacob Nevins
Follow-up Comment #4, bug #16288 (project freeciv):

Hold on. For me at least, a freshly generated freeciv.pot starts like this:


#, fuzzy
msgid 
msgstr 
Project-Id-Version: PACKAGE VERSIONn
Report-Msgid-Bugs-To: n
POT-Creation-Date: 2012-06-30 11:47+0100n
PO-Revision-Date: YEAR-MO-DA HO:MI+ZONEn
Last-Translator: FULL NAME EMAIL@ADDRESSn
Language-Team: LANGUAGE l...@li.orgn
MIME-Version: 1.0n
Content-Type: text/plain; charset=CHARSETn
Content-Transfer-Encoding: 8bitn
Plural-Forms: nplurals=INTEGER; plural=EXPRESSION;n


That is, while the first line of msgstr is , it's immediately followed by
continuation lines containing the header entries. So msgstr isn't actually
empty.

And indeed, the error messages in the original submission appear to be
referring to the content of those header entries (not shown in the report),
albeit using the line number of the start of the string. Aren't they in fact
just reminding the translator that they need to change the defaults that came
from freeciv.pot?

Is there actually a problem here?

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[Freeciv-Dev] [bug #16255] Full-Screen Troubles

2012-06-30 Thread Jacob Nevins
Update of bug #16255 (project freeciv):

Category: general = client-gtk-2.0 


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[Freeciv-Dev] [bug #15804] fix city map (variable city radii, sdl client)

2012-06-30 Thread Jacob Nevins
Update of bug #15804 (project freeciv):

Severity:  3 - Normal = 4 - Important  


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[Freeciv-Dev] [bug #15725] [Metaticket] Lua script security

2012-06-30 Thread Jacob Nevins
Update of bug #15725 (project freeciv):

  Status: In Progress = Fixed  
 Open/Closed:Open = Closed 

___

Follow-up Comment #7:

Closing as work got done and nothing new has happened for a while.

However, I invite those interested in the Lua security model to comment on bug
#19729; we need some sort of answer for 2.4.0.

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[Freeciv-Dev] [bug #15595] Adding new categories

2012-06-30 Thread Jacob Nevins
Follow-up Comment #12, bug #15595 (project freeciv):

Who has rights to wrangle Gna categories? I'm guessing Project Admins:
cazfi, dmarks, cproc?

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[Freeciv-Dev] [bug #16506] Option missing to disable ZOC imposed by units (e.g., Freight, Caravan)

2012-06-30 Thread Jacob Nevins
Update of bug #16506 (project freeciv):

Priority:   1 - Later = 5 - Normal 
 Summary: Option missing to disable ZOC imposed by units =
Option missing to disable ZOC imposed by units (e.g., Freight, Caravan)

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Follow-up Comment #11:

Freight/Caravan also noted in bug #15506.

We should really make it possible to fix this...

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[Freeciv-Dev] [bug #15506] should caravan/freight really create ZOC?

2012-06-30 Thread Jacob Nevins
Update of bug #15506 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Also covered in more depth in bug #16506.

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[Freeciv-Dev] [bug #15502] Message truncated in page_conn_etype()!

2012-06-30 Thread Jacob Nevins
Update of bug #15502 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #7:

I think everything that came up here has been dealt with elsewhere (see
previous comments).

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[Freeciv-Dev] [bug #15595] Adding new categories

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #13, bug #15595 (project freeciv):

 I'm guessing Project Admins: cazfi, dmarks, cproc?

...jtn :-)

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[Freeciv-Dev] [bug #15441] xaw client, garbled graphics, unable to play the game at all

2012-06-30 Thread Jacob Nevins
Follow-up Comment #5, bug #15441 (project freeciv):

Garbled graphics was dealt with under bug #18376, I think. Certainly it's
been much better for me since then.

Unable to play the game at all... less sure. I can usually get far enough
with a separately-started server to test any changes I make to the Xaw client.
But sometimes all controls are grayed out. I haven't investigated further. I
think cazfi has more problems. So something's not quite right.

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[Freeciv-Dev] [bug #15340] useless Suggest throttling growth ... message if granary will be finished next turn

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #15340 (project freeciv):

Arguably that behaviour is a bug. The order things happen at turn end has
often been complained about. See bug #14473 and the many bugs that refer to
it.

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[Freeciv-Dev] [bug #14473] End of turn is totally messy

2012-06-30 Thread Jacob Nevins
Update of bug #14473 (project freeciv):

  Depends on: = bugs #15340


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[Freeciv-Dev] [bug #15129] wish: border tool in editor

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #15129 (project freeciv):

Unfortunately the current border system (as of 2.2) is such that you can't, in
general, place borders where you want to; they're dynamically calculated.

An exception is within the worked radius of a city; if there are two nations
that could claim such a tile, the first one keeps it. The editor could
influence that. But it seems of limited usefulness, and the UI for
communicating when you could usefully edit tile ownership would be tricky.

To really allow for scenario-specified borders would need a new borders mode,
I think.

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[Freeciv-Dev] [bug #15090] Replace BC and AD by CE and BCE

2012-06-30 Thread Jacob Nevins
Update of bug #15090 (project freeciv):

  Depends on: = bugs #13625


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[Freeciv-Dev] [bug #19875] Default year labels (AD/BC) not localised

2012-06-30 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19875

 Summary: Default year labels (AD/BC) not localised
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 30 14:41:10 2012
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

They're defined in common/game.h without N_().

(This would have been masked by their presence in rulesets up until bug #15090
was fixed, but civ1/civ2 rely on the default.)

Patch fixes this and makes AD/BC nomenclature in civ1/civ2 rulesets explicit
rather than relying on the default.




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[Freeciv-Dev] [bug #19876] Nation legends use a mix of AD/BC and CE/BCE

2012-06-30 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19876

 Summary: Nation legends use a mix of AD/BC and CE/BCE
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 30 14:41:32 2012
Category: rulesets
Severity: 1 - Wish
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

After bug #15090, it's desired to standardise on the latter.

Attached patch does this minimally. I've not attempted to standardise whether
years/centuries have a suffix at all or anything like that.

(Also, this resolves the common use of 550 AD rather than what I think is
the more technically correct AD 550.)

Since this touches a lot of nation legends, I've proofread the touched ones to
avoid later string churn.

Unfortunately, this introduces some gratuitous differences between
previously-identical default and civ1/2 nation legends, since civ1/2 use
BC/AD. I've fudged some by removing CE/AD entirely, and in penance, unified
some other gratuitously-different strings.




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[Freeciv-Dev] [bug #15090] Replace BC and AD by CE and BCE

2012-06-30 Thread Jacob Nevins
Update of bug #15090 (project freeciv):

  Depends on: = bugs #19876


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[Freeciv-Dev] [bug #19876] Nation legends use a mix of AD/BC and CE/BCE

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #19876 (project freeciv):

This touches nations not yet on S2_4. Rather than try to disentangle this,
I'll just merge those nations to S2_4 first.

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[Freeciv-Dev] [bug #19875] Default year labels (AD/BC) not localised

2012-06-30 Thread Jacob Nevins
Update of bug #19875 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-localise-bc-ad.diff  Size:3 KB
File name: S2_4-localise-bc-ad.diff   Size:3 KB


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[Freeciv-Dev] [bug #19876] Nation legends use a mix of AD/BC and CE/BCE

2012-06-30 Thread Jacob Nevins
Update of bug #19876 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_4-nationlegends-bce-ce.diff Size:71 KB


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[Freeciv-Dev] [bug #15090] Replace BC and AD by CE and BCE

2012-06-30 Thread Jacob Nevins
Update of bug #15090 (project freeciv):

  Status:None = In Progress
 Assigned to:mixcoatl = jtn


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[Freeciv-Dev] [bug #14904] gtk-client city dlg production time updates to previous value

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #14904 (project freeciv):

See also bug #18093 for a similar symptom.

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[Freeciv-Dev] [bug #18093] Production window is not updated when changing production

2012-06-30 Thread Jacob Nevins
Follow-up Comment #3, bug #18093 (project freeciv):

Bug #14904 reports similar behaviour when moving citizens around (changing the
time it will take to complete production) -- updates are one click late.
Probably related?

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[Freeciv-Dev] [bug #14585] Wish: client-side progress bar for end-turn activities

2012-06-30 Thread Jacob Nevins
Update of bug #14585 (project freeciv):

 Summary: Wish: timeout progress bar = Wish: client-side
progress bar for end-turn activities

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Follow-up Comment #2:

This looks tricky -- it requires the server and/or client to be able to
estimate how much work is left.

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[Freeciv-Dev] [bug #14315] Unneccessary popups when civil disorder gets fixed by governer

2012-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #14315 (project freeciv):

See also bug #19079 for a later report.

Fixing this is probably a bit tricky, as revolt is checked on the server and
the governor is implemented on the client, I think. So you'd need some network
exchange to give clients time to fix the revolt before bothering the user.

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[Freeciv-Dev] [bug #19079] Spurious revolt message before governor fixes revolt (after population decrease)

2012-06-30 Thread Jacob Nevins
Update of bug #19079 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 
 Summary: revolt message after population decrease = Spurious
revolt message before governor fixes revolt (after population decrease)

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Follow-up Comment #1:

Duplicate of bug #14315.

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[Freeciv-Dev] [bug #14276] City report wishes: save more settings, more detailed information

2012-06-30 Thread Jacob Nevins
Update of bug #14276 (project freeciv):

 Summary: Wish: cities report does not combine categories =
City report wishes: save more settings, more detailed information

___

Follow-up Comment #4:

 1. Spell out the names of the categories. Some are spelled 
 out completely (such as 'Currently Building') so why can't 
 '-T' be explained in full as well, or at least when I hover 
 over it? 
Tooltips for column headers were added in bug #15603.

 2. Give more detailed information. For instance, the G tells 
 me only the aggregate gold of the city, which may well be 
 something like -10; when I'm trying to decide whether it is 
 worthwhile to build a bank, I want to see how much it is 
 producing. It would be good if this field consisted of the 
 same information which is available when you click on the 
 city.
At some point you probably have to open the individual city dialog to see all
the details...

 3. Ensure that it is possible to save display preferences 
 in the report between games (I don't know if this is 
 currently possible as I didn't test it) so that it isn't 
 necessary to re-enable desired options every time.
Which columns are present is saved in client preferences; the column order and
the row sort order is not.
Saving this information is slightly tricky as the set of columns is to some
extent ruleset-dependent. It might be nice if the client stashed this
information on the server, to accommodate ruleset differences and allow
different settings for games on different servers played simultaneously.

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[Freeciv-Dev] [patch #3027] libicu

2012-06-30 Thread Jacob Nevins
Follow-up Comment #2, patch #3027 (project freeciv):

(When I say UTF-8 I might actually mean Unicode.)

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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread Jacob Nevins
Update of patch #3015 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0

___

Follow-up Comment #2:

Re-adding to 2.4.0 release: feature now does something noticeable (as of patch
#3311).

Still racking my brain for an alternative name to citizens. I may have to
give up and move the existing use of citizens (to mean city population units
in general) to some other term. Not enough words!

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[Freeciv-Dev] [patch #3004] increase max number of players to 512

2012-06-30 Thread Jacob Nevins
Update of patch #3004 (project freeciv):

 Summary: increase max number of nations to 512 = increase
max number of players to 512


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[Freeciv-Dev] [patch #2984] Make AI plan research to preserve its wonders and obsolete others'

2012-06-30 Thread Jacob Nevins
Update of patch #2984 (project freeciv):

 Planned Release: = 2.5.0  


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[Freeciv-Dev] [patch #2939] Support for commandline parameters with multiple subparameters

2012-06-30 Thread Jacob Nevins
Update of patch #2939 (project freeciv):

 Planned Release:   2.5.0 =


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[Freeciv-Dev] [patch #2935] UNIX domain socket to control server (alternative to console input)

2012-06-30 Thread Jacob Nevins
Update of patch #2935 (project freeciv):

  Status:None = Ready For Test 
 Summary: UNIX domain socket for freeciv. = UNIX domain
socket to control server (alternative to console input)


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[Freeciv-Dev] [bug #19878] /cmdlevel invalid can cause write beyond array bounds

2012-06-30 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19878

 Summary: /cmdlevel invalid can cause write beyond array
bounds
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 30 16:47:16 2012
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.3,2.4.0,2.5.0

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Details:

Or so I believe, due to not allocating a big enough array, similar to comments
in patch #3036. (Valgrind doesn't complain.)




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[Freeciv-Dev] [bug #19878] /cmdlevel invalid can cause write beyond array bounds

2012-06-30 Thread Jacob Nevins
Update of bug #19878 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [patch #3036] Use SPECENUM_COUNT for traits

2012-06-30 Thread Jacob Nevins
Update of patch #3036 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
 Summary:specenum _size() = Use SPECENUM_COUNT for
traits

___

Follow-up Comment #3:

Since SPECENUM_COUNT exists, I'm repurposing this ticket to make more use of
it. I found two instances of this pattern:
* traits, already correct
* cmdlevel, ''incorrect'' -- raised separately as bug #19878

Attached patch invents TRAIT_COUNT (naming consistent with other uses of
SPECENUM_COUNT) and uses it. It also improves the comments in specenum_gen.h.

(file #15938)
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[Freeciv-Dev] [patch #2714] Autosettlers consider building farmland even if city has no supermarket

2012-06-30 Thread Jacob Nevins
Update of patch #2714 (project freeciv):

  Depends on: = patch #2733


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[Freeciv-Dev] [patch #2643] Experimental ruleset: why can Frigate carry units of Big Land class, but not Galleon?

2012-06-30 Thread Jacob Nevins
Update of patch #2643 (project freeciv):

 Summary: Galleon can carry units of big land class =
Experimental ruleset: why can Frigate carry units of Big Land class, but not
Galleon?


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[Freeciv-Dev] [patch #2643] Experimental ruleset: why can Frigate carry units of Big Land class, but not Galleon?

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #1, patch #2643 (project freeciv):

Since Galleon is supposed to fit more to ferryboat role, and frigate to be
warship, situation could even be reversed - only Galleon being able to carry
Big Land units.

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[Freeciv-Dev] [patch #3036] Use SPECENUM_COUNT for traits

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #4, patch #3036 (project freeciv):

I remember looking SPECENUM_COUNT, but (maybe wrongly) assuming that it's just
count of different values, not last value + 1. There's a difference if there's
holes (skipped integers) in the specenum.

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[Freeciv-Dev] [patch #3349] Support for longer About Ruleset descriptions.

2012-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3349

 Summary: Support for longer About Ruleset descriptions.
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Jun 2012 07:30:54 PM EEST
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

As (once again) mentioned in patch #3024:
 There's also About Ruleset, but size is limited.

Problem here is in network protocol used to transfer ruleset description to
client. We really should rework that to allow good descriptions. Patches
welcome.




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[Freeciv-Dev] [patch #3024] Inclusion of Alien World to freeciv svn

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #10, patch #3024 (project freeciv):

 There's also About Ruleset, but size is limited.

Improvement to this requested as patch #3349

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[Freeciv-Dev] [patch #3313] Nets to experimental ruleset

2012-06-30 Thread David Fernandez
Follow-up Comment #5, patch #3313 (project freeciv):

An alternative could be to require these net bases only in ocean tiles with
special resources (fish and wales), so it does not afect the AI so much.

In my ruleset I also made bouys needed in deep ocean tiles to get the extra
shield from Offshore platafomrms.
And I gave extra trade from Highways only at tiles without farmland (to
compensate AI does not build them).

This way those improvement are not so powerful for human players and they do
not harm ao much the AI.

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[Freeciv-Dev] [patch #3024] Inclusion of Alien World to freeciv svn

2012-06-30 Thread Marko Lindqvist
Update of patch #3024 (project freeciv):

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


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[Freeciv-Dev] [patch #3350] Add Alien World files to POTFILES

2012-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3350

 Summary: Add Alien World files to POTFILES
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Jun 2012 07:41:46 PM EEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Opening ticket just as reminder that this needs to be done before adding AW to
tarballs. I'm not for it just yet, as it would only add work for translators,
many strings that will never be used but changed (proofread!) before first
release with AW.




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[Freeciv-Dev] [bug #19881] Corners of citybar missing after resize

2012-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19881

 Summary: Corners of citybar missing after resize
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Jun 2012 08:03:29 PM EEST
Category: client
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: 

___

Details:

1. Start game with amplio2 tileset (gtk3-client but presumably problem is in
client common code)
2. Found city. Accidentally hit between ' (or what ever is next to enter in
your keyboard) and enter so that both get pressed and new city is named '.
3. Open city dialog - settings - Rename - Rock
4. Close citydialog
5. Notice how upper corners of citybar are cut where adjacent tiles are drawn




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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread David Lowe
Follow-up Comment #3, patch #3015 (project freeciv):

I wonder if it wouldn't be helpful get away from using the word citizen
altogether since it seems to be tied to multiple concepts and has other
legal/emotional meanings in other contexts.  More descriptive if perhaps less
flavorful replacements could include city size and population unit.

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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #4, patch #3015 (project freeciv):

In some cases (city) inhabitants With the new citizenship concept it's clear
that we cannot call all city population points citizens (of city owning
nation) as some of them simply are not.

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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #5, patch #3015 (project freeciv):

Then again, they work and pay taxes to city owning nation, so maybe they are
citizens of it. So what this new feature is about? Ethnicity?

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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread Jacob Nevins
Follow-up Comment #6, patch #3015 (project freeciv):

 Then again, they work and pay taxes to city owning nation, so 
 maybe they are citizens of it.
Well, you can have a substantial group living and working in a state but not
be citizens (or first-class citizens), if citizenship is restricted by
birth/descent. Also slaves, etc. However:

 So what this new feature is about? Ethnicity?
It's something like that, and I've thought about using those words. Whether or
not these people are legally/constitutionally equal, it seems that when the
chips are down, they're treated differently. (In many ways this is quite a
dark feature, depending on what we do with it.)

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[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-06-30 Thread Jacob Nevins
Update of patch #3320 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
 Planned Release:   2.5.0 = 2.4.0,2.5.0
 Summary: Add ai type argument to Lua create_player() = Add
ai type argument to Lua edit.create_player()

___

Follow-up Comment #2:

I looked at this because I thought it would be trivial. Of course it turned
out not to be entirely so, but I learned something relevant to 2.4.0.
* It turns out that our scripting arrangements don't support optional
arguments as I thought they did. So it's not possible to add arguments in a
backward-compatible way.
* But! Some time in 2.4 development, a number of global functions were put in
the edit module, so create_player() becomes edit.create_player(). For
pre-existing functions a global wrapper create_player() was left behind (for
functions new in 2.4, only the new name is available, edit.climate_change()).
All this had completely passed me by.
* So, 2.4 is the natural point to add an extra argument -- the old name
create_player() won't take it, the new name edit.create_player() will.
Technically this is too late given file format freeze, but if we don't do it
now, we won't ever be able to, for script backward compatibility reasons.

Lots of words, small patch, which is attached. Will commit to S2_4 unless
someone objects.

(file #15939)
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[Freeciv-Dev] [bug #19854] Z key does not work

2012-06-30 Thread Jacob Nevins
Update of bug #19854 (project freeciv):

  Status:None = Confirmed  

___

Follow-up Comment #1:

Confirmed.

In client/control.c:request_unit_select(), this used to call set_unit_focus();
now it calls unit_focus_add() for some reason.

I suspect it's something to do with the new unit selection dialog. How that
dialog's selections interact with the focus list is something that needs
sorting out, I think.

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[Freeciv-Dev] [patch #3320] Add ai type argument to Lua edit.create_player()

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #3, patch #3320 (project freeciv):

Have to think about the philosophy of loadable ai modules and scripting.
Should script ever be allowed to assume something about ai modules currently
loaded, or should they be totally agnostic to each other? Making script able
to request certain ai module to be used creates another situation similar to
tileset/ruleset interdependencies that are considered buggy to some extend at
least.

No, I don't know the answers, but I hope some discussion so we do know them
before committing/rejecting this patch.

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[Freeciv-Dev] [bug #19864] Mapgenerator assert fails if ruleset defines no Settlers units

2012-06-30 Thread Marko Lindqvist
Update of bug #19864 (project freeciv):

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


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Re: [Freeciv-Dev] [patch #3004] increase max number of players to 512

2012-06-30 Thread Gilles J. Seguin
On Sat, 2012-06-30 at 16:51 +0200, Jacob Nevins wrote:
 Update of patch #3004 (project freeciv):
 
  Summary: increase max number of nations to 512 = increase
 max number of players to 512

seriously,

increasing players to 512 !!!
why not 2 exp 16(65536) ?

my position is, the bandwith can not used more than 4 players.
and serializing the players identifier number to more than a byte
is a serious, like very crazy decicion.

are you sure you are understanding what you are doing ?

provide bandwidth analysis that allow such deep design
decision.

bandwith is saturated at turn done,
in real game, players are using end of turn move extensively,
and a lesser degree, start of turn.

in the two seconds centered on end of turn,
the protocol should be maximize to reduce size of packets.
player should provide the servr with maximum bandwitdh,
which is not latency of the connection.
how many messages can be sent and received before the server
can not respond correctly, for example in wrong turn since it was to
slow.

nation brake the byte size but is not critical, since it is not sent
with every request.



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[Freeciv-Dev] [patch #3004] increase max number of players to 512

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #5, patch #3004 (project freeciv):

Recently there was related discussion in i18n list (it was about number of
nation legends to translate, but number of nations has direct implications on
possible max player value). See for example:
http://mail.gna.org/public/freeciv-i18n/2012-06/msg00019.html

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[Freeciv-Dev] [patch #3004] increase max number of players to 512

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #6, patch #3004 (project freeciv):

There was email to directly to freeciv-dev mailing list (please add comments
to bug/patch tickets in gna.org in the future, so they are not lost)
condemning the idea of increasing max players because of the bandwidth
requirements at turn change.

I don't think *that* to be valid argument against increasing *max supported*
player number. If such a high max is too much for your usage, you can use set
maxplayers server setting to lower value and there won't suddenly be 512
players on your server. Original request for increasing maximum player count
come from longturn people, and in their usage turn change taking longish time
is not a problem, and it's not like all the 512 players would be connected at
the time of turn change to use the bandwidth.

I still have not calculated any estimates how much server memory late game in
such a 512 player game would take, but it's very high. Some memory
requirements grow exponentially when number of players grow, and usage of ~1GB
has been reported in games with ~100 players.

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[Freeciv-Dev] [bug #19882] Help browser opening on turn change if help checkbox checked in research dialog

2012-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19882

 Summary: Help browser opening on turn change if help checkbox
checked in research dialog
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 01 Jul 2012 02:43:27 AM EEST
Category: client-gtk-3.0
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: 

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Details:

1. Open research tab (F6)
2. Check help (I've also always also looked some helptexts)
3. Activate View tab without unchecking help checkbox
4. Play your turn and hit Turn Done
5. Help browser opens




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[Freeciv-Dev] [bug #14205] Bug with utf-8

2012-06-30 Thread Marko Lindqvist
Update of bug #14205 (project freeciv):

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


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[Freeciv-Dev] [bug #19865] Nationgroups comment misplaced

2012-06-30 Thread Marko Lindqvist
Update of bug #19865 (project freeciv):

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


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[Freeciv-Dev] [patch #2365] [citizens11] convert a citizen to the nation of the owner each x turns

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #5, patch #2365 (project freeciv):

- Added convert speed entry to alien ruleset too

(file #15941)
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Additional Item Attachment:

File name: CitizensConvert-2.diff Size:8 KB


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[Freeciv-Dev] [patch #3095] Freeciv theme for gtk3-client

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #8, patch #3095 (project freeciv):

 (unfortunately, some again 3.4 only)

Before we started gtk3-client development I thought that we could quite freely
increase minimum requirement for some time. Those people who have early gtk3
(those who are using distributions from gtk2 - gtk3 transtition era) have
also gtk2 libraries, so they can use gtk2-client.
I still believe in that rationale for linux end-users, but I have encountered
problem myself. My compile of glib-2.32.x for Windows fails, and as it's
requirement for gtk3  3.0, I'm stuck with gtk3-3.0.12 for crosser builds. I'd
like to keep some way to test gtk3-client in Windows, which would be
impossible with minimum gtk3 requirement increased to 3.4.

It's good to have this already, and in testing, but I'd postpone actually
committing it to freeciv svn.

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[Freeciv-Dev] [patch #3131] Polish localization for S2_5

2012-06-30 Thread Marko Lindqvist
Update of patch #3131 (project freeciv):

 Summary: Polish localization for TRUNK = Polish localization
for S2_5

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Follow-up Comment #5:

Though we are long way from branching S2_5, I renamed this ticket. Current
work goes toward 2.5, and I think this ticket should be about S2_5 once it's
branched. After branching new ticket would be created for S2_6 (then still
TRUNK). That way this ticket gets eventually closed instead of forever growing
following TRUNK.

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[Freeciv-Dev] [patch #2721] Ruleset definable base gui_type names

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #1, patch #2721 (project freeciv):

 base gui_type names displayed in client menus should be ruleset  definable

Anybody has an opinion where they should go? Since they affect multiple bases,
they cannot be part of individual base definitions. It's quite clear that in
ruleset they should be in section of their own in terrain.ruleset before
individual base types, but which in-memory structure they should go?

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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread Sveinung Kvilhaugsvik
Follow-up Comment #7, patch #3015 (project freeciv):

How about using a term like cultural identity? Rules ranging from no
assimilation at all to quick assimilation can all use that term without
becoming unrealistic.

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[Freeciv-Dev] [patch #3260] Show only airports in goto dialog

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #3, patch #3260 (project freeciv):

There was reply on freeciv-dev:
http://mail.gna.org/public/freeciv-dev/2012-06/msg00474.html Please add
comments to tickets in the future instead of sending to mailing list
directly.

For a long time I wondered what are you talking about ability to airlift just
now as opposed to being able to airlift in principle. I didn't say anything
about being able to airlift now. Now I guess (fell free to correct me) that
you misunderstood city has positive EFT_AIRLIFT value. Value of the airlift
effect is the number of units city can airlift / turn, not the capacity
remaining this turn.

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