[Freeciv-Dev] [bug #20026] Help browser doesn't handle units with fractional MP

2012-08-05 Thread Jacob Nevins
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.




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[Freeciv-Dev] [bug #20026] Utility function to render possibly-fractional fractional MP as text

2012-08-05 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #20019] Incorrect command synopses for metaserver related server commands

2012-08-05 Thread Jacob Nevins
Update of bug #20019 (project freeciv):

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


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[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran

2012-08-05 Thread Jacob Nevins
Update of bug #20020 (project freeciv):

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


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[Freeciv-Dev] [bug #20021] Hardcoded Will be built as a veteran under communist governments for Diplomat/Spy

2012-08-05 Thread Jacob Nevins
Update of bug #20021 (project freeciv):

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


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[Freeciv-Dev] [bug #20026] Utility function to render possibly-fractional fractional MP as text

2012-08-05 Thread Jacob Nevins
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)
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Additional Item Attachment:

File name: trunk-move_points_text.patch   Size:19 KB
File name: S2_4-move_points_text.patchSize:19 KB


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[Freeciv-Dev] [bug #19851] Help: not enough info on unit veteran levels

2012-08-05 Thread Jacob Nevins
Update of bug #19851 (project freeciv):

  Depends on: = bugs #20026

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Follow-up Comment #2:

* Rebased on top of bug #20026, + removed stray FIXME comment

(file #16305, file #16306)
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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


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[Freeciv-Dev] [bug #20023] Don't display veteran level for units with only one, or NoVeteran units

2012-08-05 Thread Jacob Nevins
Update of bug #20023 (project freeciv):

  Status: In Progress = Ready For Test 

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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


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[Freeciv-Dev] [bug #19991] mali.ruleset conflicts_with itself

2012-08-05 Thread Jacob Nevins
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)
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File name: trunk-S2_4-mali-self-conflicts.patch Size:0 KB
File name: S2_3-mali-self-conflicts.patch Size:0 KB


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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-05 Thread Jacob Nevins
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).

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[Freeciv-Dev] [patch #3471] Set S2_4 beta bit on before actual beta1 release

2012-08-05 Thread Jacob Nevins
Update of patch #3471 (project freeciv):

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


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[Freeciv-Dev] [patch #3321] Server option to change default AI type

2012-08-05 Thread Jacob Nevins
Update of patch #3321 (project freeciv):

 Planned Release: 2.4.0,2.5.0 = 2.5.0  


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[Freeciv-Dev] [patch #3316] Celtic nation

2012-08-05 Thread Jacob Nevins
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)
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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


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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-05 Thread Jacob Nevins
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)
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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


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[Freeciv-Dev] [patch #3432] Core nation group

2012-08-05 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [bug #20005] Compile time decided database.lua location Windows installations

2012-08-05 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-05 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-05 Thread Marko Lindqvist
Update of bug #19952 (project freeciv):

 Planned Release:2.4.0, 2.5.0 = 2.5.0  

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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.

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[Freeciv-Dev] [bug #19854] Z key does not work

2012-08-05 Thread Jacob Nevins
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)
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[Freeciv-Dev] [bug #20028] Fallback graphics for Fundamentalism units (for Cimpletoon)

2012-08-05 Thread Jacob Nevins
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.




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[Freeciv-Dev] [bug #19998] Cimpletoon tileset lacks Elephants/Crusaders, so can't be used with civ2/civ2civ3/multiplayer

2012-08-05 Thread Jacob Nevins
Update of bug #19998 (project freeciv):

 Planned Release: = 2.5.0  

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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.

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[Freeciv-Dev] [bug #20028] Fallback graphics for Fundamentalism units (for Cimpletoon)

2012-08-05 Thread Jacob Nevins
Follow-up Comment #1, bug #20028 (project freeciv):

(Could also include a fallback for Fanatics, for completeness? Say to
Partisans.)

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[Freeciv-Dev] [patch #3482] Remove init_government from individual civ1/civ2 nations

2012-08-05 Thread Jacob Nevins
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

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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.




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[Freeciv-Dev] [bug #19998] Cimpletoon tileset lacks Elephants/Crusaders, so can't be used with civ2/civ2civ3/multiplayer

2012-08-05 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [patch #3482] Remove init_government from individual civ1/civ2 nations

2012-08-05 Thread Jacob Nevins
Update of patch #3482 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread Marko Lindqvist
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

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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?)




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[Freeciv-Dev] [bug #20030] Amplio2 missing Geoengineer gfx

2012-08-05 Thread Marko Lindqvist
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

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Details:

Amplio2 (default tileset) has no distict gfx for civ2civ3 ruleset Geoengineer
unit.




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[Freeciv-Dev] [bug #20031] Amplio2 missing Maglev gfx

2012-08-05 Thread Marko Lindqvist
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

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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.




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[Freeciv-Dev] [bug #19854] Z key does not work

2012-08-05 Thread Jordi Negrevernis i Font
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


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[Freeciv-Dev] [bug #19854] Z key does not work

2012-08-05 Thread Jacob Nevins
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)
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[Freeciv-Dev] [bug #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)

2012-08-05 Thread Jacob Nevins
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  

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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?)

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[Freeciv-Dev] [bug #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)

2012-08-05 Thread Jacob Nevins
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


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[Freeciv-Dev] [bug #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)

2012-08-05 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread RafałMużyło
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.


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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread anonymous
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

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[Freeciv-Dev] [bug #20032] Many unit activities use same icons

2012-08-05 Thread Marko Lindqvist
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: 

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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').




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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread RafałMużyło
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 ?


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[Freeciv-Dev] [bug #19932] Attempting to set a goto path with the end tile also being a waypoint does nothing

2012-08-05 Thread Jacob Nevins
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.

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread RafałMużyło
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)

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread anonymous
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. 


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[Freeciv-Dev] [bug #20028] Fallback graphics for Fundamentalism units (for Cimpletoon)

2012-08-05 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread RafałMużyło
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 ?)

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread anonymous
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 )



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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread anonymous
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) 

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-05 Thread RafałMużyło
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)

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[Freeciv-Dev] [patch #3483] The way default tileset is selected

2012-08-05 Thread Marko Lindqvist
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.




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[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread David Fernandez
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)?

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[Freeciv-Dev] [bug #20030] Amplio2 missing Geoengineer gfx

2012-08-05 Thread David Fernandez
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.

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[Freeciv-Dev] [bug #20029] Cimpletoon missing civ2civ3 units

2012-08-05 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [bug #17843] City radius effects work only with city size requirements

2012-08-05 Thread Marko Lindqvist
Update of bug #17843 (project freeciv):

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

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Follow-up Comment #12:

Committed without changes to documentation

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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-05 Thread Marko Lindqvist
Update of bug #19952 (project freeciv):

  Status:None = Ready For Test 

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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)
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Additional Item Attachment:

File name: ServerSideCityImage.patch  Size:6 KB


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[Freeciv-Dev] [bug #20005] Compile time decided database.lua location Windows installations

2012-08-05 Thread Marko Lindqvist
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)

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[Freeciv-Dev] [bug #19976] modpack needs libm

2012-08-05 Thread Marko Lindqvist
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.

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