Re: [Freeciv-Dev] Fullmoon build results

2012-07-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19942] Continue to allow client-started network games in S2_4

2012-07-15 Thread Jacob Nevins
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?)




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[Freeciv-Dev] [bug #19942] Continue to allow client-started network games in S2_4?

2012-07-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19942] Continue to allow client-started network games in S2_4?

2012-07-15 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [bug #19943] Initial protocol between trunk and S2_4-or-earlier broken?

2012-07-15 Thread Jacob Nevins
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)!





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[Freeciv-Dev] [bug #19943] Initial protocol between trunk and S2_4-or-earlier broken?

2012-07-15 Thread Jacob Nevins
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?

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[Freeciv-Dev] [patch #3420] Update doc/FAQ for 2.4

2012-07-15 Thread Jacob Nevins
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.)




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[Freeciv-Dev] [task #7504] Tracking release 2.4.0

2012-07-15 Thread Jacob Nevins
Update of task #7504 (project freeciv):

  Depends on: = patch #3420


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[Freeciv-Dev] [bug #19942] Continue to allow client-started network games in S2_4?

2012-07-15 Thread Jacob Nevins
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/.)

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[Freeciv-Dev] [patch #3420] Update doc/FAQ for 2.4

2012-07-15 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [bug #19943] Initial protocol between trunk and S2_4-or-earlier broken?

2012-07-15 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [bug #19942] Continue to allow client-started network games in S2_4?

2012-07-15 Thread anonymous
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 ? 

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[Freeciv-Dev] [bug #19945] Rationalise safe save names

2012-07-15 Thread Jacob Nevins
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.)




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[Freeciv-Dev] [patch #1936] limit the number of units with gold upkeep a city can support

2012-07-15 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #19922] Too easy to lose boats when city lost to migration?

2012-07-15 Thread Jacob Nevins
Follow-up Comment #1, bug #19922 (project freeciv):

 Or we could just use bounce_unit()
Patch #1254 talks about generalising this function.

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[Freeciv-Dev] [patch #1254] generalize bounce_unit()

2012-07-15 Thread Jacob Nevins
Follow-up Comment #4, patch #1254 (project freeciv):

I'm contemplating using bounce_unit() for a new use in bug #19922.

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[Freeciv-Dev] [patch #3422] Carian nation

2012-07-15 Thread Andrzej M. Gorzym
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).



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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

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

2012-07-15 Thread Jacob Nevins
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)
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Additional Item Attachment:

File name: trunk-S2_4-experimental-bigland-cargo.patch Size:1 KB
File name: experimental-frigates.sav.bz2  Size:12 KB


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[Freeciv-Dev] [patch #3422] Carian nation

2012-07-15 Thread Andrzej M. Gorzym
Follow-up Comment #1, patch #3422 (project freeciv):

Some edits.

(file #16104)
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Additional Item Attachment:

File name: carian.ruleset Size:2 KB


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[Freeciv-Dev] [bug #17680] assertion 'vsystem-levels level' failed

2012-07-15 Thread Jacob Nevins
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?

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[Freeciv-Dev] [bug #17680] assertion 'vsystem-levels level' failed

2012-07-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [patch #3423] Lydian nation

2012-07-15 Thread Andrzej M. Gorzym
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: 

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Details:

Flag with a coin from Lydia:
http://en.wikipedia.org/wiki/File:BMC_06.jpg



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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

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[Freeciv-Dev] [bug #19946] Déjà vu unit movements in client

2012-07-15 Thread Jacob Nevins
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.



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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

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[Freeciv-Dev] [bug #19921] Intermediate animation steps in map update not visible

2012-07-15 Thread Jacob Nevins
Follow-up Comment #5, bug #19921 (project freeciv):

Raised longstanding déjà vu effect separately as bug #19946.

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[Freeciv-Dev] [bug #19921] Intermediate animation steps in map update not visible

2012-07-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19921] Intermediate animation steps in map update not visible

2012-07-15 Thread Jacob Nevins
Follow-up Comment #7, bug #19921 (project freeciv):

However, I can confirm that the attached patch solves my problem.

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[Freeciv-Dev] [bug #19900] Font preferences not respected

2012-07-15 Thread Jacob Nevins
Update of bug #19900 (project freeciv):

 Summary: Fixed-width font not used = Font preferences not
respected

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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).

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[Freeciv-Dev] [bug #15697] Saner handling of Ready All

2012-07-15 Thread Jacob Nevins
Follow-up Comment #2, bug #15697 (project freeciv):

See also bug #14091.

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[Freeciv-Dev] [bug #16909] Wish : Attack own units.

2012-07-15 Thread Jacob Nevins
Update of bug #16909 (project freeciv):

  Status:None = Wont Fix   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #17100] Unconnected border islands

2012-07-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #17521] Units are not managed in a sane order

2012-07-15 Thread Jacob Nevins
Follow-up Comment #1, bug #17521 (project freeciv):

See also bug #14091, bug #15697.

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[Freeciv-Dev] [bug #14091] wish: choose next selected unit logically

2012-07-15 Thread Jacob Nevins
Follow-up Comment #3, bug #14091 (project freeciv):

See also bug #17521.

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[Freeciv-Dev] [bug #15697] Saner handling of Ready All

2012-07-15 Thread Jacob Nevins
Follow-up Comment #3, bug #15697 (project freeciv):

See also bug #17521.

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[Freeciv-Dev] [bug #19923] No message if popping hut would give tech but can't

2012-07-15 Thread Jacob Nevins
Update of bug #19923 (project freeciv):

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

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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.

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[Freeciv-Dev] What's gold_upkeep_style for?

2012-07-15 Thread Jacob Nevins
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

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[Freeciv-Dev] [bug #17905] Undocumented free happiness upkeep under republic

2012-07-15 Thread Jacob Nevins
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  

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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)
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Additional Item Attachment:

File name: trunk-S2_4-S2_3-help-gov-free-happiness-upkeep.patch Size:2 KB


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-15 Thread anonymous
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.


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[Freeciv-Dev] [patch #3424] City dialog created for Qt Version

2012-07-15 Thread mir3x
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: 

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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



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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

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[Freeciv-Dev] [bug #19946] Déjà vu unit movement animation in client

2012-07-15 Thread Jacob Nevins
Update of bug #19946 (project freeciv):

 Summary: Déjà vu unit movements in client = Déjà vu
unit movement animation in client


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[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-15 Thread Marko Lindqvist
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?

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[Freeciv-Dev] [bug #19921] Intermediate animation steps in map update not visible

2012-07-15 Thread anonymous
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.

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[Freeciv-Dev] [bug #19947] Migrate saveturns=0 to appropriate autosaves setting in old savegames

2012-07-15 Thread Jacob Nevins
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

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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.)




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[Freeciv-Dev] [patch #3424] City dialog created for Qt Version

2012-07-15 Thread anonymous
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.


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