[Freeciv-Dev] [bug #20026] Help browser doesn't handle units with fractional MP
URL: http://gna.org/bugs/?20026 Summary: Help browser doesn't handle units with fractional MP Project: Freeciv Submitted by: jtn Submitted on: Sun Aug 5 10:52:32 2012 Category: docs 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: For instance, the Gtk help browser just divides a unit's movement points by 3 (should be SINGLE_MOVE). Since I wrote fractional-move-point-text code for bug #19851, we may as well re-use it here too. ___ Reply to this item at: http://gna.org/bugs/?20026 ___ 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 #20026] Utility function to render possibly-fractional fractional MP as text
Update of bug #20026 (project freeciv): Severity: 2 - Minor = 1 - Wish Summary: Help browser doesn't handle units with fractional MP = Utility function to render possibly-fractional fractional MP as text ___ Follow-up Comment #1: Huh, well, it's not actually possible to put a unit with fractional MP in the ruleset, so it's not really a bug. Repurposing this for invention of a general-purpose movement-point rendering utility, which I need for bug #19851 and will use in the help dialog anyway, in case the ruleset ever gets the ability to express fractional MP. ___ Reply to this item at: http://gna.org/bugs/?20026 ___ 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 #20019] Incorrect command synopses for metaserver related server commands
Update of bug #20019 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20019 ___ 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 #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran
Update of bug #20020 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20020 ___ 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 #20021] Hardcoded Will be built as a veteran under communist governments for Diplomat/Spy
Update of bug #20021 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20021 ___ 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 #20026] Utility function to render possibly-fractional fractional MP as text
Update of bug #20026 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: * New function move_points_text() in movement.h ** Some of the options aren't used in this patch -- they are for bug #19851, which I'll rebase on this patch. * This does actually improve display of remaining MP for units which have fuel and fractional MP (none in default ruleset) -- previously, the fuel bit would be truncated. (file #16303, file #16304) ___ Additional Item Attachment: File name: trunk-move_points_text.patch Size:19 KB File name: S2_4-move_points_text.patchSize:19 KB ___ Reply to this item at: http://gna.org/bugs/?20026 ___ 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 #19851] Help: not enough info on unit veteran levels
Update of bug #19851 (project freeciv): Depends on: = bugs #20026 ___ Follow-up Comment #2: * Rebased on top of bug #20026, + removed stray FIXME comment (file #16305, file #16306) ___ Additional Item Attachment: File name: trunk-help-veteran-levels-bis.patch Size:12 KB File name: S2_4-help-veteran-levels-bis.patch Size:12 KB ___ Reply to this item at: http://gna.org/bugs/?19851 ___ 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 #20023] Don't display veteran level for units with only one, or NoVeteran units
Update of bug #20023 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-single-veteran-level-quiet.patch Size:3 KB File name: S2_4-single-veteran-level-quiet.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?20023 ___ 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 #19991] mali.ruleset conflicts_with itself
Update of bug #19991 (project freeciv): Status:None = Ready For Test Assigned to:mixcoatl = jtn ___ Follow-up Comment #1: I plan to commit the following patch soon which simply removes the conflicts_with, so that I can also commit the fix for bug #19992 -- unless someone can work out what it was _intended_ to conflict with. (file #16311, file #16312) ___ Additional Item Attachment: File name: trunk-S2_4-mali-self-conflicts.patch Size:0 KB File name: S2_3-mali-self-conflicts.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19991 ___ 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 #3432] Core nation group
Follow-up Comment #11, patch #3432 (project freeciv): Is it possible to have 'extended' civil war nations spawn in a core nations game? 2.4 (patch #3449): not unless *all* other core nations run out, so, mostly not. 2.5 (patch #3448): not at all. If not then maybe it would be a good solution to add some non-core nations as non-playable nations to the core set, giving every core nation at least one related civil war nation. Hm. I'm not sure the current solution would permit that. presumably you'd want these civil war nations playable when using extended nations; one goal has been to avoid having to fork any of the individual nation ruleset files; but having nations playable in one context but not another would require that, I think, unless we invent even more syntax. Plus I'm not sure that non-playable-but-civil-war-able is supported currently (haven't checked). Having extra unplayable civil war nations in core would meet the goal of not overwhelming players, but would compromise the one about not overloading translators -- they'd have to translate nearly double the number of nations. (I suppose you could ignore the nation legends for these, but any po-file-splitting arrangements are unlikely to make that distinction.) It seems I missed the Spanish... they should be in of course. Who gets the chop from the extras to make room? [scenarios] Gallic could be represented by Celtic, British by English and Cambodian by Khmer. [...] And I forgot that modern scenario format allows multiple nations to be candidates for a starting position, so we can keep the existing nation/position mappings as well (may require updating the format of scenarios). ___ Reply to this item at: http://gna.org/patch/?3432 ___ 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 #3471] Set S2_4 beta bit on before actual beta1 release
Update of patch #3471 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3471 ___ 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 #3321] Server option to change default AI type
Update of patch #3321 (project freeciv): Planned Release: 2.4.0,2.5.0 = 2.5.0 ___ Reply to this item at: http://gna.org/patch/?3321 ___ 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 #3316] Celtic nation
Update of patch #3316 (project freeciv): Priority: 3 - Low = 7 - High Status:None = Ready For Test ___ Follow-up Comment #4: Flag with a Celtic spiral from Wikimedia Commons. Can you be more specific, for attribution purposes? (It looks like this one http://commons.wikimedia.org/wiki/File:Triskele-Symbol-spiral-five-thirds-turns.svg.) Since we want this in 2.4.0-beta1 in less than a week, I've taken it upon myself to do some cleanup. If no-one else grabs this ticket, I'll push it through. * celtic.ruleset: ** Government Tribal changed to Despotism ** Referenced nations corrected ** Legend text cleaned up grammatically ** Reformat, Unix line endings, tabs. * celtic.svg: rescaled the spiral device to be roughly proportional (by eye), unnecessary non-isotropic scaling being a pet hate of mine. ** Patch still contains a FIXME for attribution. If I don't hear back about that, I'll redraw it myself from scratch using the SVG at above link, but I'd rather not have to. Also attached the patch I would commit for this (sans PNGs). This does *not* include adding Celtic to the Core nation group for patch #3432 -- that'll have to be done elsewhere (e.g. under that ticket). (For the record, other nations we have with this sort of triskelion flag design are Belgic, Briton, Gaul, and Helvetii. The colours don't clash for any of them.) Now we have a proper Celtic nation, consideration should be given to whether the Celtic nation in data/civ2/nations.ruleset should be updated to match -- currently it's based on our Britons. (file #16313, file #16314, file #16315) ___ Additional Item Attachment: File name: celtic.ruleset Size:3 KB File name: celtic.svg Size:12 KB File name: trunk-S2_4-celtic-nation.patch Size:21 KB ___ Reply to this item at: http://gna.org/patch/?3316 ___ 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 #3432] Core nation group
Follow-up Comment #12, patch #3432 (project freeciv): It seems I missed the Spanish... they should be in of course. Who gets the chop from the extras to make room? For the sake of having a patch for testing and ready to commit for 2.4.0-beta1, I've removed the Vietnamese. Rationale was based on other nations' civilwar_nations, then tie-breaker (between Polish and Vietnamese) of localisations we have today. Will commit this soon if no-one else objects or steps up. (file #16316, file #16317) ___ Additional Item Attachment: File name: trunk-core-nations-p3449-ter.patch Size:26 KB File name: S2_4-core-nations-p3449-ter.patch Size:26 KB ___ Reply to this item at: http://gna.org/patch/?3432 ___ 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 #3432] Core nation group
Follow-up Comment #13, patch #3432 (project freeciv): As all nations still live in same .po file, maybe you should add at TRANS comment next to each core nation legend so translators could search for those. ___ Reply to this item at: http://gna.org/patch/?3432 ___ 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 #20005] Compile time decided database.lua location Windows installations
Update of bug #20005 (project freeciv): Planned Release: 2.4.0,2.5.0 = 2.4.0-beta1,2.5.0 ___ Follow-up Comment #1: We'd better do something about this for 2.4.0-beta1, hadn't we? How are Windows builds finding their other datafiles currently? How should we fix this -- add an environment variable to override the database.lua path, as contemplated in bug #19729, and set that environment variable in the installer somehow (perhaps in .cmd files)? (This isn't the first time we've baked in a path at compile-time -- see patch #2948 for a prior example, although it's absolutely not an important one if it fails.) ___ Reply to this item at: http://gna.org/bugs/?20005 ___ 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 #19952] City_Image decided client side
Follow-up Comment #4, bug #19952 (project freeciv): What about cities that no longer exist (except in player's FoW map)? We have to use value 0 for them? Ick, I hadn't thought of that. Perhaps we should build the virtual city after all. ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Update of bug #19952 (project freeciv): Planned Release:2.4.0, 2.5.0 = 2.5.0 ___ Follow-up Comment #5: I'm afraid we have to live with this bug in S2_4 (maybe document it that City_Image effect is supported with city size requirement only) as fixing it would require savegame format change. ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19854] Z key does not work
Update of bug #19854 (project freeciv): Status: Confirmed = Ready For Test Assigned to:None = jtn ___ Follow-up Comment #2: This was broken in a refactor-y change (patch #2474), so I'm fairly confident it was just a typo and not deliberate. I've reviewed the rest of that diff and not found any other similar errors. (file #16318) ___ Additional Item Attachment: File name: trunk-S2_4-fix-z-key.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19854 ___ 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 #20028] Fallback graphics for Fundamentalism units (for Cimpletoon)
URL: http://gna.org/bugs/?20028 Summary: Fallback graphics for Fundamentalism units (for Cimpletoon) Project: Freeciv Submitted by: jtn Submitted on: Sun Aug 5 18:59:52 2012 Category: art Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.4.0-beta1,2.5.0 ___ Details: Bug #19998 notes that Cimpletoon lacks art for some of the Fundamentalism units (Elephants and Crusaders), a gap we hope to fill in the fullness of time. Attached to that bug are some patches (file #16281, file #16282) which add fallback sprites to existing rulesets: Elephants-Chariot, Crusaders-Knights, the idea being that this is better than crashing out. ___ Reply to this item at: http://gna.org/bugs/?20028 ___ 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 #19998] Cimpletoon tileset lacks Elephants/Crusaders, so can't be used with civ2/civ2civ3/multiplayer
Update of bug #19998 (project freeciv): Planned Release: = 2.5.0 ___ Follow-up Comment #3: OK; I've raised a new bug #20028 for the fallbacks, leaving this one to remind us to chase the new art eventually. ___ Reply to this item at: http://gna.org/bugs/?19998 ___ 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 #20028] Fallback graphics for Fundamentalism units (for Cimpletoon)
Follow-up Comment #1, bug #20028 (project freeciv): (Could also include a fallback for Fanatics, for completeness? Say to Partisans.) ___ Reply to this item at: http://gna.org/bugs/?20028 ___ 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 #3482] Remove init_government from individual civ1/civ2 nations
URL: http://gna.org/patch/?3482 Summary: Remove init_government from individual civ1/civ2 nations Project: Freeciv Submitted by: jtn Submitted on: Sun Aug 5 19:18:49 2012 Category: rulesets Priority: 3 - Low Status: In Progress Privacy: Public Assigned to: jtn Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.0,2.5.0 ___ Details: There's a default_government specified, so it's now redundant to specify Despotism for each individual nation too. This has no functional effect, it's just cosmetic. ___ Reply to this item at: http://gna.org/patch/?3482 ___ 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 #19998] Cimpletoon tileset lacks Elephants/Crusaders, so can't be used with civ2/civ2civ3/multiplayer
Update of bug #19998 (project freeciv): Planned Release: 2.5.0 = 2.4.0, 2.5.0 ___ Follow-up Comment #4: Let's have this ticket for missing cimpletoon unit graphics in respect to S2_4 (civ2, multiplayer rulesets). That means Elephants and Crusaders. Even in TRUNK having just these gfx (if we can have only some) would allow use of some more rulesets. ___ Reply to this item at: http://gna.org/bugs/?19998 ___ 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 #3482] Remove init_government from individual civ1/civ2 nations
Update of patch #3482 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-civ1-civ2-init-government.patch Size:5 KB ___ Reply to this item at: http://gna.org/patch/?3482 ___ 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 #20029] Cimpletoon missing civ2civ3 units
URL: http://gna.org/bugs/?20029 Summary: Cimpletoon missing civ2civ3 units Project: Freeciv Submitted by: cazfi Submitted on: Sun 05 Aug 2012 09:21:16 PM EEST Category: art 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: 2.5.0 ___ Details: In addition to units also in civ2 ruleset, covered in bug #19998, civ2civ3 would require a couple of more units: Geoengineer and Migrants (u.refugee?) ___ Reply to this item at: http://gna.org/bugs/?20029 ___ 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 #20030] Amplio2 missing Geoengineer gfx
URL: http://gna.org/bugs/?20030 Summary: Amplio2 missing Geoengineer gfx Project: Freeciv Submitted by: cazfi Submitted on: Sun 05 Aug 2012 09:22:36 PM EEST Category: art 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: 2.5.0 ___ Details: Amplio2 (default tileset) has no distict gfx for civ2civ3 ruleset Geoengineer unit. ___ Reply to this item at: http://gna.org/bugs/?20030 ___ 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 #20031] Amplio2 missing Maglev gfx
URL: http://gna.org/bugs/?20031 Summary: Amplio2 missing Maglev gfx Project: Freeciv Submitted by: cazfi Submitted on: Sun 05 Aug 2012 09:24:58 PM EEST Category: art 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: 2.5.0 ___ Details: Amplio2 (default tileset) has no distinct gfx for Maglev road type in experimental ruleset. Note that some other tilesets use terrain related sprites from amplio2, so they would benefit too. ___ Reply to this item at: http://gna.org/bugs/?20031 ___ 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 #19854] Z key does not work
Follow-up Comment #3, bug #19854 (project freeciv): It works... even though i don't know why it does not apply to S2_4... You can commit... Thanks ___ Reply to this item at: http://gna.org/bugs/?19854 ___ 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 #19854] Z key does not work
Follow-up Comment #4, bug #19854 (project freeciv): even though i don't know why it does not apply to S2_4... Dunno. Usually this is because git has been clever so I don't spot some difference between branches, but here I really can't see the difference. Here's my S2_4 version, anyway. (file #16320) ___ Additional Item Attachment: File name: S2_4-fix-z-key.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19854 ___ 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 #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)
Update of bug #19977 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Release:trunk r21615 = 2.3.2, trunk r21615 Planned Release: = 2.3.3,2.4.0,2.5.0 ___ Follow-up Comment #4: Better ways to achieve this effect for 2.5 are handled in other tickets. For this one, I think we should just change the advertised maximum to match reality. Patch attached. For trunk, I've updated civ2civ3 to match, but for 2.4/2.3, the civ2civ3/civ2-3 rulesets hosted externally *will* need updating to match, or for new games, the attempt to set an out-of-range trademindist will be ignored, and the default will be used instead, enabling same-nation trade routes. (This might be an argument for leaving this patch off S2_3 -- thought?) ___ Reply to this item at: http://gna.org/bugs/?19977 ___ 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 #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)
Additional Item Attachment, bug #19977 (project freeciv): File name: trunk-trademindist-max.patch Size:1 KB File name: S2_4-S2_3-trademindist-max.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19977 ___ 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 #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)
Follow-up Comment #5, bug #19977 (project freeciv): Maybe the right thing to do (in stable branches at least) would be to increase the network field size with optional capability (removing old field, adding new one). In S2_3 existing versions of civ2-3 ruleset are widely used, and we can't expect everyone updating their freeciv engine to update the ruleset too. ___ Reply to this item at: http://gna.org/bugs/?19977 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #11, patch #3469 (project freeciv): Well, here's a funny thing: while tinkering with update_rect_at_mouse_pos, I thought I've made a regression, but gtk2 client seems to have the same problem. Holding right mouse button, select an area. Without releasing the button, scroll with mouse wheel. When you stop scrolling, move the mouse a bit, while not releasing the button - observe part one of the problem. Now release it - second part of the problem (selection rectangle is drawn till map_canvas gets redrawn). On a semi-related note: is toggle_focus_unit_state the function responsible for drawing focus circle ? Also, it seems I'll go into total grid conversion, including converting *all* the boxes into grids. Crazy, ain't it ? But I wonder: it seems that there's a good chance to make a few options switchable without restart via gtk_orientable_set_orientation (that's gtk+ 2.16, actually). I'll go back to this idea once I'm done with grids. ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #12, patch #3469 (project freeciv): I'm tempted to do something really annoying from common client code side of view - implement update_rect_at_mouse_pos as '{}' and just handle it in move_mapcanvas. I still dont understood what you are trying to achieve ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #20032] Many unit activities use same icons
URL: http://gna.org/bugs/?20032 Summary: Many unit activities use same icons Project: Freeciv Submitted by: cazfi Submitted on: Sun 05 Aug 2012 11:14:23 PM EEST Category: art 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: It should be at least evaluated if some activities should have icons of their own in amplio2 (and derivatives). In patch #3441 all bases and roads got distinct primary tag in supplied rulesets. Currently we have just fortress, airbase, and road building icons. Does it make any sense to display 'F' for buoy building? Should railroad and maglev building have distinct icons from basic road building? Then there's new unit Conversion activity reusing Connect icon ('C'). ___ Reply to this item at: http://gna.org/bugs/?20032 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #13, patch #3469 (project freeciv): Now, for something bit annoying, for a change: kind of similar test, but in c case, in gtk3 client leads to not quite correct display till mapcanvas gets redrawn - I'm not sure if it's related to my changes or not. But in gtk2 client, it leads to mouse getting *permanently* being grabbed by mapcanvas - can't access menu, trying to close the window (with mouse) leads to getting messages about application not responding. The exact procedure: - select a unit - center the map on a different tile - select an area, don't release the button - press c Can someone else reproduce this in gtk2 client ? ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #19932] Attempting to set a goto path with the end tile also being a waypoint does nothing
Follow-up Comment #3, bug #19932 (project freeciv): Bit more info (incomplete analysis): * the abort happens in send_goto_route(): if (last_part-end_tile == last_part-start_tile) { /* Cannot move there */ continue; } * end==start looks like it might be a special internal signal from pathfinding. If so, we should presumably filter out real end==start segments before they get this far. ___ Reply to this item at: http://gna.org/bugs/?19932 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #14, patch #3469 (project freeciv): @comment 12: I want to put something like: { GdkModifierType state; gdk_device_get_state(ev-device, ev-window, NULL, state); if (rbutton_down (state GDK_BUTTON3_MASK)) { update_selection_rectangle(ev-x, ev-y); } } in move_mapcanvas instead of update_rect_at_mouse_pos. (and whoever you were, you forgot to login) ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #15, patch #3469 (project freeciv): you asked what does earlier center_tile_mapcanvas() - it center map on unit when c is pressed, also probably center on some event via message output. I assume you changed it so of course its your fault, that 'c' make mess now. ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #20028] Fallback graphics for Fundamentalism units (for Cimpletoon)
Follow-up Comment #2, bug #20028 (project freeciv): (Could also include a fallback for Fanatics, for completeness? Say to Partisans.) Well, that depends whether we consider this just temporary emergency fix for cimpletoon (I don't want someone who has saved cimpletoon, tileset that is part of official freeciv distribution, as default tileset to client settings to be unable to load affected rulesets at all) or do we want to support any tileset without civ2 ruleset specific units to be used with the ruleset. If former, we should keep fallabacks in minimum, reverting them once we have the gfx in cimpletoon, and maybe even committing them to stable branch only in the first place. ___ Reply to this item at: http://gna.org/bugs/?20028 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #16, patch #3469 (project freeciv): I've made those changes in gtk3 client, not gtk2, where the permanent grab happens. (and I didn't exactly ask what does center_tile_mapcanvas do ?, but more along the lines of is there anything I should know about update_rect_at_mouse_pos in regard of common client code ?) ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #17, patch #3469 (project freeciv): On gtk2 client - select a unit (I selected ) - center the map on a different tile ( I chosen via messages and it centereed ) - select an area, don't release the button ( I chosen ) - press c ( nothing happened, unit was still centered ) ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #18, patch #3469 (project freeciv): sorry I was wrong. Centered was some vent. It centered on new place but cursor still remained strange. After clicking new turn everything was ok ( client was almost ok except cursor and I was unable to select another unit) ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #19, patch #3469 (project freeciv): Seems a more detailed description is necessary: - select a unit - right click on a tile, that's far enough to make a visible difference but still being able to see the unit - press and hold right mouse button, drag to select an area - without releasing the button, press c map *does* get centered, but the mouse is permanently grabbed (gtk2 version might matter, it's 2.24.11 here) ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3483] The way default tileset is selected
URL: http://gna.org/patch/?3483 Summary: The way default tileset is selected Project: Freeciv Submitted by: cazfi Submitted on: Mon 06 Aug 2012 12:35:16 AM EEST Category: client Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Now that default tileset selection by priority is fixed (it was selecting first in alphabetical order) it became even more apparent that this needs to be rethought. The selection does not discriminate between sources where tileset is from - it's not necessarily one of the tilesets we ship with. I just got ancients tileset when launching new installation (freeciv-modpack used first to grab custom modpacks), which even isn't compatible with default rulesets. The problem is not caused by the priority fix - but when selecting by alphabetical order, there wasn't any (widely used) tilesets before Amplio. So, I think we should get rid of the priority concept, and provide name of the default tileset in code. To make future migrations to new default tilesets to work better, special value default similar to metaserver setting should be used. Anyway, while we wait for freeciv fix for general case, quickfix to reduce ancients tileset priority should prevent it from claiming default tileset status in more installations. I'll update versions available via freeciv-modpack asap. ___ Reply to this item at: http://gna.org/patch/?3483 ___ 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 #20029] Cimpletoon missing civ2civ3 units
Follow-up Comment #1, bug #20029 (project freeciv): I have seen a custom icon for migrants in other rulesets (named u.refugee as you say), for example the ones used in Longturn, and that is the main reason I included them in civ2civ3. About Geoengineers, I don't think it is worth to create a new icon/graphic. They are equal to engineers, but with terrain transformations enabled. I think it is important for civ2civ3 rules to keep these major transformations disabled until the end of the technology tree. However, this Geoengineer unit would not be needed if it were possible to dissable the major terrain Transformations until certain tech is researched. Do you know any alternative way (other than to create a new unit with flag Transform), or do you think it could be easy to implement such feature (in a similar way than you did with irrigations)? ___ Reply to this item at: http://gna.org/bugs/?20029 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20030] Amplio2 missing Geoengineer gfx
Follow-up Comment #1, bug #20030 (project freeciv): Related to bug #20029 The only other missing gfx in civ2civ3, that I know, are the 3 new wonders: Temple of Artemis, Statue of Zeus and Mausoleum of Mausolos. All them currently using The Oracle icon. ___ Reply to this item at: http://gna.org/bugs/?20030 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units
Follow-up Comment #2, bug #20029 (project freeciv): do you think it could be easy to implement such feature (in a similar way than you did with irrigations)? In the past I have considered implementing tech flag similar to Bridge Building for enabling tranformation that way (not tied to specific unit (as long as it has Settlers flag) but to tech). However, implementing it as effectively boolean effect like we did with irrigation sounds excellent idea. That would allow us to enable different transformations at different time (have separate effect / terrain type, and have that terrain type as requirement - or once I get my user terrain flags implemented you can handle this as sets of terrains). For full control we could have similar effect for other transform types (terrain chaging irrigation, terrain chaning mining): full set of effect types could be Irrig_Possible (this we already have), Mining_Possible, Transform_Possible, Irrig_Transform_Possible, Mining_Transform_Possible. ___ Reply to this item at: http://gna.org/bugs/?20029 ___ 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 #17843] City radius effects work only with city size requirements
Update of bug #17843 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #12: Committed without changes to documentation ___ Reply to this item at: http://gna.org/bugs/?17843 ___ 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 #19952] City_Image decided client side
Update of bug #19952 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #6: Patch. When server does not know the city image for player city loaded from old savegame, it doesn't. So it tells that to client via special value -100. Client then figures it out itself as it did in version where savegame is from. No need to construct server side virtual cities. (file #16323) ___ Additional Item Attachment: File name: ServerSideCityImage.patch Size:6 KB ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #20005] Compile time decided database.lua location Windows installations
Follow-up Comment #3, bug #20005 (project freeciv): What's the working dir when running official Installer builds? If it's relative to installation root, we could have relative path from there to database.lua. I'm going to test relative path with crosser builds where ../share/freeciv is already part of compiled in default data path (working dir bin/ where freeciv-xxx are) ___ Reply to this item at: http://gna.org/bugs/?20005 ___ 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 #19976] modpack needs libm
Follow-up Comment #3, bug #19976 (project freeciv): 2.4.0-beta1 is less than a week away. I'll commit this soon if Matthias does not. ___ Reply to this item at: http://gna.org/bugs/?19976 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev