[Freeciv-Dev] [bug #20080] Nations wiki page missing some parts of doc/README.nations

2012-08-19 Thread Daniel Markstedt
URL:
  http://gna.org/bugs/?20080

 Summary: Nations wiki page missing some parts of
doc/README.nations
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sat 18 Aug 2012 10:59:46 PM PDT
Category: freeciv.org
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:

The wiki page should be edited to include at least this paragraph:

Freeciv support any Unicode character, but please keep to 
Latin letters. When transcribing from a non-Latin writing system, 
be consistent about the system of transcribation you are using.
Also, try to avoid unnecessarily technical and/or heavily accented
systems of transcription.

There may be more that need to be brought over.




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[Freeciv-Dev] [bug #20078] May I help to update nations translation of far east?

2012-08-19 Thread Zhang Xiaowei
Update of bug #20078 (project freeciv):

Severity:   2 - Minor = 1 - Wish   
Priority: 3 - Low = 1 - Later  
  Status:Works For Me = Invalid


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[Freeciv-Dev] [bug #20078] May I help to update nations translation of far east?

2012-08-19 Thread Zhang Xiaowei
Follow-up Comment #3, bug #20078 (project freeciv):

Thanks, I have found the answer:
https://mail.gna.org/public/freeciv-i18n/2011-08/msg00026.html

I have no think about the program shows on Western system, sorry.

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[Freeciv-Dev] [bug #20078] May I help to update nations translation of far east?

2012-08-19 Thread Zhang Xiaowei
Update of bug #20078 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16079] Update docs to reflect file name changes

2012-08-19 Thread Daniel Markstedt
Update of bug #16079 (project freeciv):

 Planned Release:   2.3.0 =


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[Freeciv-Dev] [bug #15867] Crash when switching tileset on SDL client

2012-08-19 Thread Daniel Markstedt
Update of bug #15867 (project freeciv):

 Planned Release:   2.3.0 =


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[Freeciv-Dev] [bug #20081] Cities are redundancy appear

2012-08-19 Thread Zhang Xiaowei
URL:
  http://gna.org/bugs/?20081

 Summary: Cities are redundancy appear
 Project: Freeciv
Submitted by: zero00072
Submitted on: Sun 19 Aug 2012 02:16:26 PM CST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: dmarks
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Cities are the same but redundancy appear twice or triple in one nation, such
as 

Henan * 2 
Zongzhou = Chang'an 
Chengzhou = Luoyang = Dongdu 
Jiankang = Nanjing

In han.ruleset

Probably a bug or not.

From Zhang





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[Freeciv-Dev] [bug #20081] Redundant cities in han.ruleset

2012-08-19 Thread Daniel Markstedt
Update of bug #20081 (project freeciv):

 Assigned to:  dmarks = mixcoatl   
 Summary: Cities are redundancy appear = Redundant cities in
han.ruleset

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Follow-up Comment #1:

Which names should we keep and which should we remove?

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[Freeciv-Dev] [bug #20081] Redundant cities in han.ruleset

2012-08-19 Thread Zhang Xiaowei
Follow-up Comment #2, bug #20081 (project freeciv):

Although Zongzhou is first name of Chang'an. But Chang'an is familier
for Chinese.

And Luoyang is familier name than others.

Jiankang and Nanjing are both familier. But for old Chinese, use
Jiangkang is better. Or use Jianye from Three Kingdoms age after Han
dynasty. Jianye souds familier than others.

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[Freeciv-Dev] [bug #19904] Unit displayed as loaded, but transport doesn't show it as passenger (or carry it)

2012-08-19 Thread Marko Lindqvist
Follow-up Comment #6, bug #19904 (project freeciv):

Friend of mine reports new developments with ghost unit in his boat. The
unit in question was unloaded to shore, but appears also as loaded to his
ship.

For one we know that his is not client side problem (only) as the situation
remains over logout/login cycle.

Now the unit on shore was killed - but it still exist in his ship, taking
transport capacity.

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread Matthias Pfafferodt
Follow-up Comment #4, patch #3495 (project freeciv):

I think the player attribute should not be changed at this point as player is
the information that is needed to create a city. A nation must not exist on
the map. What about a new lua function

player get_player(Nation_Type pnation) which returns the player of that nation
if it exists. If not it would return NULL and you would know that first a
player with the required nation has to be created. Such a function would not
require much work ...

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread Matthias Pfafferodt
Follow-up Comment #5, patch #3495 (project freeciv):

It should even work using lua. Below an (untested) function:

[code]
function search_player_with_nation(nation_str)
  for player in players_iterate() do
local plr_nation_str = player.nation:rule_name()
if (nation_str == plr_nation_str)
  return player
end
  end
  
  return NIL
end
[/code]

It returns with player with nation 'nation_str' if it exists, else NIL. The
player can then be used in the functions to create the city, etc.

Question: should such functions be collected in something like a lua (example)
library? I think such functions helps to learn lua and are perhaps rewritten
as their existence is not known. It could be default.lua in the ruleset
directories or functions.lua in ./data. I know about function usefull for
longturn to create new players which were posted here long ago

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread Matthias Pfafferodt
Follow-up Comment #6, patch #3495 (project freeciv):

According to http://freeciv.wikia.com/wiki/Lua_reference_manual#find this
would be (if it is working) the missing function:

Player   find.leader (nation_name)

Similar the function:

Player   find.player (player_name)

Could be implemented using only lua.

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #7, patch #3495 (project freeciv):

According to http://freeciv.wikia.com/wiki/Lua_reference_manual#find this
would be (if it is working) the missing function: Player find.leader
(nation_name) 
It's not working.

Original (working)
local owner = find.player(0)

Test (not working)
local owner = find.leader(Swedish)
local owner = find.leader('Swedish')
local owner = find.leader(Swedish)
local owner = find.leader(nation_swedish)
local owner = find.leader('nation_swedish')
local owner = find.leader(nation_swedish)

Error: [string script.code]:4: attempt to call field 'leader' (a nil value)

Question: should such functions be collected in something like a lua
(example) library?

I don't know. I write my function in scenario files between [script] code=$
and $.

Now I test the (untested) function, but... Where should I insert? Function
turn_cb(turn, year) or function  city_nation_swedish()?




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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread Matthias Pfafferodt
Follow-up Comment #8, patch #3495 (project freeciv):

Sorry about the confusion; I mean the function in comment #5 would be the
currently missing function find.leader(nation_name) implemented in lua. The
function find.player(player_name) could be implemented similar. I can't test
it at the moment ...

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #9, patch #3495 (project freeciv):

Sorry about the confusion; I mean the function in comment #5 would be the
currently missing function find.leader(nation_name) implemented in lua. The
function find.player(player_name) could be implemented similar. I can't test
it at the moment ...

No problem. Thanks for your help!

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread Matthias Pfafferodt
Follow-up Comment #10, patch #3495 (project freeciv):

 Now I test the (untested) function, but... Where should I insert? Function
turn_cb(turn, year) or function city_nation_swedish()? 

The function should be inserted on its own (separate function). After that you
could change your function as follows:

function  city_nation_swedish()
  local owner = search_player_with_nation(Swedish) 
  if owner then
local Stockholm = find.tile(208,93)
create_city(owner,  Stockholm, 'Stockholm')
  else
log.error(No player with nation 'Swedish')
  end
end

(all untested)

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-19 Thread J. M. Gorbach
Follow-up Comment #11, patch #3495 (project freeciv):

 The function should be inserted on its own (separate function). After that
you could change your function as follows.

Congratulations! Working! You missed only:

[...]
if (nation_str == plr_nation_str)
*then* return player
end
[...]

without *then* it's not working :)

Thanks Syntron!

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[Freeciv-Dev] [bug #20084] Unloading transports impossible on NDEBUG builds

2012-08-19 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20084

 Summary: Unloading transports impossible on NDEBUG builds
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 20 Aug 2012 02:40:22 AM EEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

unit_transport_unload_send() has actual unload call as fc_assert() parameter
- it gets extended to nothing in NDEBUG builds.





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[Freeciv-Dev] [bug #20085] Client does not set correct transported_by info

2012-08-19 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20085

 Summary: Client does not set correct transported_by info
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 20 Aug 2012 03:23:03 AM EEST
Category: None
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:

When client initially receives units (either when connecting to server or when
it suddenly sees allied units etc) that are transported, transported_by is not
set correctly.

It's set when unpackaging unit, but then...
packhand.c:1598: unit_transport_unload()
- Unload from potential old transport. This sets transported_by to -1
packhand.c:1599: unit_transport_load()
- This loads to correct transport, but it doesn't set transported_by

I'm not yet entirely sure if it's bug that unit_transport_unload() sets
transported_by, or is the bug that unit_transport_load() does not. Should
transported_by in the client be set only by network packet unpackaging, or
should those auxiliary functions also do what their name suggest?




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[Freeciv-Dev] [bug #20085] Client does not set correct transported_by info

2012-08-19 Thread Marko Lindqvist
Update of bug #20085 (project freeciv):

Category:None = client 
  Status:None = Ready For Test 
 Planned Release: = 2.4.0, 2.5.0   

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Follow-up Comment #2:

Attached fix removes setting transported_by from unit_transport_unload().
Transported_by should be as told by the server.

(file #16411)
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Additional Item Attachment:

File name: TransportedByAsServerSays.patch Size:0 KB


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[Freeciv-Dev] [bug #20084] Unloading transports impossible on NDEBUG builds

2012-08-19 Thread Marko Lindqvist
Update of bug #20084 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.4.0, 2.5.0   

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Follow-up Comment #1:

Fix

(file #16412)
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Additional Item Attachment:

File name: UnloadLoadNdebug.patch Size:0 KB


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Re: [Freeciv-Dev] Cazfi's 2.5 status

2012-08-19 Thread Daniel Markstedt
On Thu, Aug 2, 2012 at 9:43 AM, Marko Lindqvist cazf...@gmail.com wrote:
 [snippet]
 - Since Alien World went to freeciv version control, I started new
 private modpack project, this time a scenario game (with custon
 ruleset). One goal is to test if our scripting features are usable in
 real world scenario example, but the scenario design will hit many
 ruleset format limits too. Lifting those limits so my scenario can be
 implemented will be one of my freeciv engine development trends. Of
 the scenario itself I can at this time tell only that it's extremely
 primitive - Homo Sapiens vs Neanderthals. Not realistic at all, but
 rather comic-style world.


Why don't you make it _Cro-Magnons_ vs. Neanderthals, for that extra
comedy effect? :)

Daniel

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[Freeciv-Dev] Hey All

2012-08-19 Thread Nicolas Jackson
Hi Guys,

My name is Nicolas and I found FreeCiv while looking for turn based
strategy engines. Before I could afford Civ III I played alot of Civ
II, so I am sure it will be a lot of fun poking around this game. I am
a relatively new coder so I am trying to learn from source code. That
being the case...what is the easiest way to download the source code
into a single file on my PC that I can play with?

I am sure more questions will come later but for now...this looks like
an amazing project and I can't wait to take a look under the hood.

Thanks,
Nicolas Jackson

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