Re: [Freeciv-Dev] Fullmoon build results
fullm...@cazfi.net writes: Component qt, Host build.cazfi.net, Phase Build(2): FAILED http://build.cazfi.net/freeciv/nightly/logs/stderr-120715.log: /home/cazfi/fullmoon/trunk/examples/freeciv/TRUNK.src/client/gui-qt/pages.cpp:172: error: 'class QLineEdit' has no member named 'setPlaceholderText' /home/cazfi/fullmoon/trunk/examples/freeciv/TRUNK.src/client/gui-qt/pages.cpp:173: error: 'class QLineEdit' has no member named 'setPlaceholderText' Looks like the Fullmoon build machine has an old Qt, same as me. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19942] Continue to allow client-started network games in S2_4
URL: http://gna.org/bugs/?19942 Summary: Continue to allow client-started network games in S2_4 Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 15 11:31:28 2012 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: From 2.4, we're taking away the ability to start network games (even LAN games) in the client (as of bug #18530), the rationale being that single-player games should not be opening up listening sockets on public interfaces. However, we know that people do start multiplayer games this way, and for LAN games at least there's no good reason not to do so. (Internet games are problematic due to NAT/firewalls, not that starting from the client makes much difference.) Probably we should provide two buttons instead of the single Start New Game: * Start Single Player Game: current S2_4 behaviour * Host Network Game: old S2_3 behaviour (eventually with some extra UI, e.g., tell the metaserver about it?) ___ Reply to this item at: http://gna.org/bugs/?19942 ___ 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 #19942] Continue to allow client-started network games in S2_4?
Update of bug #19942 (project freeciv): Summary: Continue to allow client-started network games in S2_4 = Continue to allow client-started network games in S2_4? ___ Follow-up Comment #1: Ugh, but then what do we do about Start Scenario Game? You want all four options. And the same for Load Saved Game. Perhaps we instead need the option of a pre-pre-game screen where you can decide whether it's a network game, whether to tell the metaserver, which scenario/savefile to use, etc. Need to handle this carefully or it will become confusing; perhaps it's a popup dialog before the pregame screen rather than yet another screen. We could still have a just start the game already button which starts a single-player game. Loading an existing single-player game should be easy too. And ideally the tutorial should be easy to reach. ___ Reply to this item at: http://gna.org/bugs/?19942 ___ 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 #19942] Continue to allow client-started network games in S2_4?
Follow-up Comment #2, bug #19942 (project freeciv): LAN games at least there's no good reason not to do so. Stability. Forked server goes down with the client, and (usually at release time) server itself is much more stable than client. ___ Reply to this item at: http://gna.org/bugs/?19942 ___ 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 #19943] Initial protocol between trunk and S2_4-or-earlier broken?
URL: http://gna.org/bugs/?19943 Summary: Initial protocol between trunk and S2_4-or-earlier broken? Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 15 11:50:02 2012 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r21550 Discussion Lock: Any Operating System: None Planned Release: 2.5.0 ___ Details: The behaviour when a new (trunk r21550, 2.5) server/client talks to an older (S2_4 or earlier) counterpart seems different, and less useful, to how this situation was handled in the past. I haven't looked into it much. Perhaps one of the aspects of the protocol that should never change, has? Here's the behaviour I see: trunk client, S2_4 server: server says: 1: Receiving packet_processing_started at the server. 2: Warning: rejecting old client c1 from localhost (connection incomplete) 2: Lost connection: c1 from localhost (rejected). client says: 1: Lost connection to server: decoding error. S2_4 client, trunk server: server says: 2: Connection request from tn from localhost 2: c1 has client version 2.3.99-alpha 2: Client rejected: c1 from localhost (connection incomplete). 2: tn was rejected: Mismatched capabilities. 2: Lost connection: c1 from localhost (rejected). (Interesting -- my username is jtn, not tn.) client says: 1: in handle_processing_started() [packhand.c::3408]: assertion 'client.conn.client.request_id_of_currently_handled_packet == 0' failed. 1: in handle_processing_started() [packhand.c::3408]: assertion 'client.conn.client.request_id_of_currently_handled_packet == 0' failed. 1: in handle_processing_started() [packhand.c::3408]: assertion 'client.conn.client.request_id_of_currently_handled_packet == 0' failed. 1: Lost connection to server: server disconnected. Here's what I expect to happen: S2_3 client to S2_4 server: server says: 2: Connection request from jtn from localhost 2: c1 has client version 2.3.2+ 2: Client rejected: c1 from localhost (connection incomplete). 2: jtn was rejected: Mismatched capabilities. 2: Lost connection: c1 from localhost (rejected). and client says: You were rejected from the game: The client is missing a capability that this server needs. Server version: 2.3.99-alpha Client version: 2.3.2+. Upgrading may help! Client capability string: +Freeciv-2.3-network timeout_extended_range eg_report_size rules_finished Server capability string: +Freeciv-2.4-network rules_finished Lost connection to server (server disconnected)! ___ Reply to this item at: http://gna.org/bugs/?19943 ___ 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 #19943] Initial protocol between trunk and S2_4-or-earlier broken?
Follow-up Comment #2, bug #19943 (project freeciv): Ah yes, patch #2789. Do we want to do something like have the initial exchange use 8-bit fields? Or will we live with the mutual unintelligibility? ___ Reply to this item at: http://gna.org/bugs/?19943 ___ 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] [patch #3420] Update doc/FAQ for 2.4
URL: http://gna.org/patch/?3420 Summary: Update doc/FAQ for 2.4 Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 15 12:32:29 2012 Category: docs Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0 ___ Details: We should slurp the wiki FAQ http://www.freeciv.org/wiki/FAQ into doc/FAQ using doc/generate_FAQ.pl before 2.4.0. The wiki FAQ may need some updates first. (I've just had a go at it, but there's doubtless more that could be done.) ___ Reply to this item at: http://gna.org/patch/?3420 ___ 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] [task #7504] Tracking release 2.4.0
Update of task #7504 (project freeciv): Depends on: = patch #3420 ___ Reply to this item at: http://gna.org/task/?7504 ___ 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 #19942] Continue to allow client-started network games in S2_4?
Follow-up Comment #3, bug #19942 (project freeciv): Stability. Forked server goes down with the client, and (usually at release time) server itself is much more stable than client. True, and I've updated the FAQ http://www.freeciv.org/wiki/FAQ#How_do_I_play_multiplayer.3F to make that point. Nevertheless, perhaps there's still something to be said for making it easier for casual LAN players to start a quick game where the risk/annoyance of losing it perhaps isn't so great. (I suppose a quick game is rare http://www.civanon.com/.) ___ Reply to this item at: http://gna.org/bugs/?19942 ___ 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] [patch #3420] Update doc/FAQ for 2.4
Follow-up Comment #1, patch #3420 (project freeciv): On a related note I updated all documentation in TRUNK to refer gtk3-client as default one some time ago. It later occurred to me that FAQ will be overwritten with contents from wiki. But when should wiki FAQ - one that is used by everyone regardless of freeciv version, yet is not version agnostic - be updated in this respect? Around time of 2.5.0 release, I suppose. ___ Reply to this item at: http://gna.org/patch/?3420 ___ 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 #19943] Initial protocol between trunk and S2_4-or-earlier broken?
Follow-up Comment #3, bug #19943 (project freeciv): Do we want to do something like have the initial exchange use 8-bit fields? Or will we live with the mutual unintelligibility? I'd have clean cut now to 16bit fields. That's why the change was timed to beginning of entire release cycle. Changing this now would break compatibility with TRUNK between S2_4 branching and now. Best, if one that requires some work, way to do this would be to make TRUNK to somehow work with both 8bit and 16bit fields in initial packets, so it would be compatible with both past and future versions, and only later (when 2.4 is so old that practically nobody uses those versions with 8bit fields) move fully to 16bit fields. ___ Reply to this item at: http://gna.org/bugs/?19943 ___ 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 #19942] Continue to allow client-started network games in S2_4?
Follow-up Comment #4, bug #19942 (project freeciv): Ugh, but then what do we do about Start Scenario Game? You want all four options. And the same for Load Saved Game. Maybe just some small CheckBox (Host Network Game) on start page ? ___ Reply to this item at: http://gna.org/bugs/?19942 ___ 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 #19945] Rationalise safe save names
URL: http://gna.org/bugs/?19945 Summary: Rationalise safe save names Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 15 13:34:45 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: The savename server setting uses the function is_safe_filename() to decide whether it's going to allow the filename. In patch #2883 we got the Lua function save(), which has its own, different safety checking (see api_server_save()). (The server /save command is only allowed for hack connections, so has no checking.) It's difficult to know for sure with the threat models so murky, but probably the Lua one should use is_safe_filename() too? (Matthias did ask in the original Lua patch if there was a function in the freeciv code which could be reused, which no-one including me answered at the time.) ___ Reply to this item at: http://gna.org/bugs/?19945 ___ 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] [patch #1936] limit the number of units with gold upkeep a city can support
Update of patch #1936 (project freeciv): Planned Release: 2.4.0 = 2.5.0 ___ Follow-up Comment #20: I'm really looking forward to this patch. Imo, it will surely balance the behavior of gold upkeep. How could I test it? Is it going to be included in v2.4.0? Sadly, the patch as currently written is (now) too late for 2.4, as it changes the network protocol. Sorry. Since it's clearly a desired feature, I'll retarget at 2.5.0, and hopefully we'll get to it in time. Glancing at it, I wonder why this is a global server setting, rather than an effect? (Not that changing this will get it into 2.4, since it would be a backward incompatible ruleset format change.) ___ Reply to this item at: http://gna.org/patch/?1936 ___ 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 #19922] Too easy to lose boats when city lost to migration?
Follow-up Comment #1, bug #19922 (project freeciv): Or we could just use bounce_unit() Patch #1254 talks about generalising this function. ___ Reply to this item at: http://gna.org/bugs/?19922 ___ 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] [patch #1254] generalize bounce_unit()
Follow-up Comment #4, patch #1254 (project freeciv): I'm contemplating using bounce_unit() for a new use in bug #19922. ___ Reply to this item at: http://gna.org/patch/?1254 ___ 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] [patch #3422] Carian nation
URL: http://gna.org/patch/?3422 Summary: Carian nation Project: Freeciv Submitted by: artaxes Submitted on: Sun 15 Jul 2012 05:48:19 PM CEST Category: rulesets Priority: 1 - Later Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: The Carians. Flag with statuette of Zeus Labraundos (Wikimedia Commons). ___ File Attachments: --- Date: Sun 15 Jul 2012 05:48:19 PM CEST Name: carian.svg Size: 9kB By: artaxes http://gna.org/patch/download.php?file_id=16100 --- Date: Sun 15 Jul 2012 05:48:19 PM CEST Name: carian.ruleset Size: 2kB By: artaxes http://gna.org/patch/download.php?file_id=16101 ___ Reply to this item at: http://gna.org/patch/?3422 ___ 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] [patch #2643] Experimental ruleset: why can Frigate carry units of Big Land class, but not Galleon?
Update of patch #2643 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn ___ Follow-up Comment #3: it could cause units to be bounced/lost on loading a savegame Actually, experiment shows that existing Big Land units seem to be allowed to remain on Frigates indefinitely, but if they get off, they can't get back on. That's quite graceful in this particular case (although could conceivably leave units stranded on upgrade in other cases). Still keeping target as 2.4 though. (file #16102, file #16103) ___ Additional Item Attachment: File name: trunk-S2_4-experimental-bigland-cargo.patch Size:1 KB File name: experimental-frigates.sav.bz2 Size:12 KB ___ Reply to this item at: http://gna.org/patch/?2643 ___ 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] [patch #3422] Carian nation
Follow-up Comment #1, patch #3422 (project freeciv): Some edits. (file #16104) ___ Additional Item Attachment: File name: carian.ruleset Size:2 KB ___ Reply to this item at: http://gna.org/patch/?3422 ___ 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 #17680] assertion 'vsystem-levels level' failed
Follow-up Comment #3, bug #17680 (project freeciv): Could this have been bug #19913? -- is it possible that a unit was upgraded from a type with veteran levels to one without? ___ Reply to this item at: http://gna.org/bugs/?17680 ___ 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 #17680] assertion 'vsystem-levels level' failed
Follow-up Comment #4, bug #17680 (project freeciv): (That bug could definitely cause this assertion failure.) Or could it have been an old savegame where the unit had a higher veteran level than the current ruleset allowed? I'm not sure what happens in that case. ___ Reply to this item at: http://gna.org/bugs/?17680 ___ 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] [patch #3423] Lydian nation
URL: http://gna.org/patch/?3423 Summary: Lydian nation Project: Freeciv Submitted by: artaxes Submitted on: Sun 15 Jul 2012 07:01:56 PM CEST Category: rulesets Priority: 1 - Later Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Flag with a coin from Lydia: http://en.wikipedia.org/wiki/File:BMC_06.jpg ___ File Attachments: --- Date: Sun 15 Jul 2012 07:01:56 PM CEST Name: lydian.ruleset Size: 2kB By: artaxes http://gna.org/patch/download.php?file_id=16105 --- Date: Sun 15 Jul 2012 07:01:56 PM CEST Name: lydian.svg Size: 106kB By: artaxes http://gna.org/patch/download.php?file_id=16106 ___ Reply to this item at: http://gna.org/patch/?3423 ___ 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 #19946] Déjà vu unit movements in client
URL: http://gna.org/bugs/?19946 Summary: Déjà vu unit movements in client Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 15 18:35:02 2012 Category: client Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2_3 r21550 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: This is something I've been seeing for years, but I've finally raised a ticket now that a commenter in bug #19921 confirms I wasn't dreaming it. Sometimes when a unit is moving from one tile to another on the map, a copy of it instantly appears at its destination and then the unit moves from the source tile on top of the copy. This can be seen more clearly by setting the Unit movement animation time to something like 1000ms. The attached screen capture videos demonstrate what might be two distinct cases: * dejavu1.ogv: unit (Transport) moves into city; full copy of unit appears on city tile. (But in other cases I've only seen a partial copy.) * dejavu2.ogv: unit (Partisan) moving around tiles which each contain another unit (Engineer). Here only the part of the destination tile which impinges on the bounding box of the source tile seems to get the déjà vu effect. Attached S2_3 savegame was saved before these movements took place. ___ File Attachments: --- Date: Sun Jul 15 18:35:02 2012 Name: test-dejavu.sav.bz2 Size: 15kB By: jtn savefile + screen capture videos, S2_3 r21550, 1000ms animation time, Amplio2 tileset http://gna.org/bugs/download.php?file_id=16107 --- Date: Sun Jul 15 18:35:02 2012 Name: dejavu1.ogv Size: 64kB By: jtn savefile + screen capture videos, S2_3 r21550, 1000ms animation time, Amplio2 tileset http://gna.org/bugs/download.php?file_id=16108 --- Date: Sun Jul 15 18:35:02 2012 Name: dejavu2.ogv Size: 686kB By: jtn savefile + screen capture videos, S2_3 r21550, 1000ms animation time, Amplio2 tileset http://gna.org/bugs/download.php?file_id=16109 ___ Reply to this item at: http://gna.org/bugs/?19946 ___ 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 #19921] Intermediate animation steps in map update not visible
Follow-up Comment #5, bug #19921 (project freeciv): Raised longstanding déjà vu effect separately as bug #19946. ___ Reply to this item at: http://gna.org/bugs/?19921 ___ 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 #19921] Intermediate animation steps in map update not visible
Follow-up Comment #6, bug #19921 (project freeciv): BTW, why does it seem that on an isohex map when moving in cardinal directions (N/S/E/W), N/S moves seem far slower than E/W ? Not sure what you mean here? -- on an iso|hex topology, you can only move N/S, you can't move directly E/W. I can't reproduce any variation in movement times in either the Gtk2 or Gtk3 clients. ___ Reply to this item at: http://gna.org/bugs/?19921 ___ 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 #19921] Intermediate animation steps in map update not visible
Follow-up Comment #7, bug #19921 (project freeciv): However, I can confirm that the attached patch solves my problem. ___ Reply to this item at: http://gna.org/bugs/?19921 ___ 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 #19900] Font preferences not respected
Update of bug #19900 (project freeciv): Summary: Fixed-width font not used = Font preferences not respected ___ Follow-up Comment #4: As such, I'd just like to hear if it does seem to work for anybody else. I confirm it seems to work for me :) Previously I wrote: (This is on Ubuntu Linux 11.04 LTS, BTW.) Lies! I meant 12.04 (Precise). ___ Reply to this item at: http://gna.org/bugs/?19900 ___ 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 #15697] Saner handling of Ready All
Follow-up Comment #2, bug #15697 (project freeciv): See also bug #14091. ___ Reply to this item at: http://gna.org/bugs/?15697 ___ 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 #16909] Wish : Attack own units.
Update of bug #16909 (project freeciv): Status:None = Wont Fix Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16909 ___ 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 #17100] Unconnected border islands
Follow-up Comment #5, bug #17100 (project freeciv): I think this is expected behaviour. As alluded to in comment #3, the border islands in the screenshot (global observer view) correspond to territory the Danes know. Normally you claim otherwise unclaimed land up to a certain radius around border sources such as cities, but you can't claim land you've never seen, so the unknown tiles are punching holes in those circles. The end result of non-contiguous borders is a bit odd. Ensuring contiguous borders in this case would require quite a different borders algorithm to what we have in map_claim_border() today. ___ Reply to this item at: http://gna.org/bugs/?17100 ___ 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 #17521] Units are not managed in a sane order
Follow-up Comment #1, bug #17521 (project freeciv): See also bug #14091, bug #15697. ___ Reply to this item at: http://gna.org/bugs/?17521 ___ 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 #14091] wish: choose next selected unit logically
Follow-up Comment #3, bug #14091 (project freeciv): See also bug #17521. ___ Reply to this item at: http://gna.org/bugs/?14091 ___ 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 #15697] Saner handling of Ready All
Follow-up Comment #3, bug #15697 (project freeciv): See also bug #17521. ___ Reply to this item at: http://gna.org/bugs/?15697 ___ 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 #19923] No message if popping hut would give tech but can't
Update of bug #19923 (project freeciv): Status:None = Invalid Open/Closed:Open = Closed ___ Follow-up Comment #2: Enh. There's no real bug here; the server code would emit errors anyway in this particular case. And we have too many open bugs. ___ Reply to this item at: http://gna.org/bugs/?19923 ___ 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] What's gold_upkeep_style for?
We have a whole nest of bugs[1] to do with different gold_upkeep_styles, and the AI / CM handling them more or less well. These bugs are languishing. I don't feel we (or at least I) can make progress on them until I understand better what the original motivation was for having the different styles in the first place. Unless I've missed something, they all behave exactly the same until you run out of money, and then they only influence exactly which buildings / units are sold. Is that the intended difference? How do ruleset authors decide which model they prefer? My thoughts on the topic are scattered over the various bugs, but my most detailed analysis is in the second half of http://gna.org/bugs/?18767#comment12. I guess my main uncertainty is whether the difference in asset-selling behaviour really is the reason why all this was implemented -- it seems like a lot of work for that result -- in which case working to make the AI / automation behave as similarly as possible, despite the rather different economic model, makes sense; or whether there's something I'm missing about the behaviour of and rationale for this feature, in which case tweaking the AI might not be the right solution. The choice between two styles appeared in RT #40619, r15610, in 2009. The third style appeared shortly afterwards in gna bug #13582, r15687. (It looks like Matthias was driving this, but we haven't heard from him for a while.) [1] Browsing open tickets, these are the ones I think are entangled (although I haven't checked them all thoroughly): http://gna.org/bugs/?16184 Governor minimal surplus of -20 not low enough http://gna.org/bugs/?17542 Governor Prefers Gold to Production http://gna.org/bugs/?18767 cma: always 1 tax collector http://gna.org/bugs/?19804 Citizen Governor inaccurate surplus limits https://gna.org/patch/?2863 AI fails to account for building expenses with gold_upkeep_style=2 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17905] Undocumented free happiness upkeep under republic
Update of bug #17905 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Operating System: GNU/Linux = Any Planned Release: = 2.3.3,2.4.0,2.5.0 ___ Follow-up Comment #3: I've added an autogenerated effects-based sentence to plug this hole. Not the prettiest, but in keeping with the other government help. (This affects civ2, classic/default, multiplayer, and experimental rulesets.) (file #16110) ___ Additional Item Attachment: File name: trunk-S2_4-S2_3-help-gov-free-happiness-upkeep.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?17905 ___ 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] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #12, patch #3383 (project freeciv): Any thinking results yet ? If you tell me about your preferred way I willing to implement test it. ___ Reply to this item at: http://gna.org/patch/?3383 ___ 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] [patch #3424] City dialog created for Qt Version
URL: http://gna.org/patch/?3424 Summary: City dialog created for Qt Version Project: Freeciv Submitted by: mir3x Submitted on: Sun 15 Jul 2012 09:29:49 PM GMT Category: client-qt Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: - Created Overview tab in city dialog ( lacks selling improvements, needs to clip black borders on city view, cause there is a lot of black borders in amplio, also to change production chooser from combobox to listview probably with delagated progress bar ) - Some fix with map redraws - removed tr() functions, ( original qt function used to translation ) - removed qDebug - fixed seg fault when using amplio - removed placeholders ___ File Attachments: --- Date: Sun 15 Jul 2012 09:29:50 PM GMT Name: qt_city_dialog.patch Size: 52kB By: mir3x http://gna.org/patch/download.php?file_id=16111 ___ Reply to this item at: http://gna.org/patch/?3424 ___ 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 #19946] Déjà vu unit movement animation in client
Update of bug #19946 (project freeciv): Summary: Déjà vu unit movements in client = Déjà vu unit movement animation in client ___ Reply to this item at: http://gna.org/bugs/?19946 ___ 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] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #13, patch #3383 (project freeciv): I'd like to have pathfinding part (tiles enroute) to have extra cost for dangerous tiles instead of being right off limits. So dangerous route would be taken only if there is no alternatives, but it would be taken when everything else fails (note that this path construction time dangerousness is anyway subject to change before settler actually enters tile - enemy movement can make tiles dangerous, or remove dangerousness) Does it have EC callback defined already? If no: simply add one. If yes: can we easily (without breaking other users) adjust it, or can we make new one with existing functionality and new functionality combined? ___ Reply to this item at: http://gna.org/patch/?3383 ___ 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 #19921] Intermediate animation steps in map update not visible
Follow-up Comment #8, bug #19921 (project freeciv): My mistake - that was simply iso, not isohex (Amplio2, if it matters). Not that I looked closer at the code, but I suspect it's the method of measuring the distance that plays a role here - I was testing by setting very high Unit Movement Animation Time and N/S delays differed from S/W ones significantly. ___ Reply to this item at: http://gna.org/bugs/?19921 ___ 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 #19947] Migrate saveturns=0 to appropriate autosaves setting in old savegames
URL: http://gna.org/bugs/?19947 Summary: Migrate saveturns=0 to appropriate autosaves setting in old savegames Project: Freeciv Submitted by: jtn Submitted on: Mon Jul 16 00:40:33 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: In patch #2536 (whose debut is in 2.4), the old saveturns=0 behaviour of not autosaving on a turn is replaced by not setting the TURN bit in the new autosaves setting. However, loading old savegames, there's nothing currently to clip the now-illegal saveturns value (the new minimum is 1). As it happens, I think the server still honours saveturns=0 if it can get past checks (as it does with savegames), but it would be better not to have an illegal value kicking around inside the server. (The other place where saveturns=0 can persist is in the server settings saved in .freeciv-client-rc-X.X. There's not much that can reasonably be done about that, but it is at least a one-time hit for the user, unlike old savegames where the issue can keep popping up.) ___ Reply to this item at: http://gna.org/bugs/?19947 ___ 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] [patch #3424] City dialog created for Qt Version
Follow-up Comment #2, patch #3424 (project freeciv): You might want to take a look at http://qt-project.org/wiki/Strings_and_encodings_in_Qt. ___ Reply to this item at: http://gna.org/patch/?3424 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev