[Freeciv-Dev] [bug #20525] Unused message for /delegate command

2013-02-18 Thread pepeto
URL: Summary: Unused message for /delegate command Project: Freeciv Submitted by: pepeto Submitted on: lun. 18 févr. 2013 10:42:50 CET Category: general Severity: 3 - Normal

[Freeciv-Dev] [patch #3717] Pluralised i18n markup for "%d population" text

2013-02-18 Thread Jacob Nevins
URL: Summary: Pluralised i18n markup for "%d population" text Project: Freeciv Submitted by: jtn Submitted on: Mon Feb 18 09:43:01 2013 Category: docs Priority: 3 - Low

[Freeciv-Dev] [bug #20525] Unused message for /delegate command

2013-02-18 Thread Jacob Nevins
Update of bug #20525 (project freeciv): Assigned to:None => jtn ___ Follow-up Comment #1: I have a WIP patch cleaning up the strings for delegation, and I had also concluded that this ch

[Freeciv-Dev] [bug #20514] gui-xaw doesn't compile

2013-02-18 Thread pepeto
Update of bug #20514 (project freeciv): Assigned to:None => pepeto Release:S2_2, S2_3, S2_4 => S2_3, S2_4 Planned Release: 2.4.0 => 2.3.5, 2.4.0 _

[Freeciv-Dev] [bug #20514] gui-xaw doesn't compile

2013-02-18 Thread pepeto
Update of bug #20514 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] Freeciv 2.3.4 released

2013-02-18 Thread Jacob Nevins
Freeciv 2.3.4 is now available for download. This release fixes a variety of bugs in 2.3.3, notably a client crash triggered by chat messages. See more details at , or NEWS-2.3 in the source distribution. Source code is available from

[Freeciv-Dev] [patch #3646] Free specialist helptext

2013-02-18 Thread pepeto
Update of patch #3646 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3718] Use activity icon to hint that fortifying in cities does nothing

2013-02-18 Thread Jacob Nevins
URL: Summary: Use activity icon to hint that fortifying in cities does nothing Project: Freeciv Submitted by: jtn Submitted on: Mon Feb 18 10:00:44 2013 Category: general Priori

[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2013-02-18 Thread pepeto
Update of bug #20086 (project freeciv): Status: In Progress => Ready For Test ___ Reply to this item at: ___ Message post

[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-18 Thread Jacob Nevins
Follow-up Comment #4, bug #20501 (project freeciv): > I vaguely wonder about making this clearer in the UI [...] Raised separately as patch #3718. > Then there are Worker-type units, which gui shortcut 'f' makes > to build fortress instead of fortifying. They still have > "CanFortify" flag, so

[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-18 Thread Jacob Nevins
Update of bug #20501 (project freeciv): Status:None => Ready For Test Planned Release: => 2.3.5,2.4.0,2.5.0 ___ Follow-up Comment #5: Patch applies to S2

[Freeciv-Dev] [patch #3717] Pluralised i18n markup for "%d population" text

2013-02-18 Thread Jacob Nevins
Update of patch #3717 (project freeciv): Status: In Progress => Ready For Test Planned Release: 2.4.0,2.5.0 => 2.3.5,2.4.0,2.5.0 ___ Follow-up Comment #1: Patch applies to S

[Freeciv-Dev] [bug #20517] Invalid read of size 4 in ruleset reloading cycle

2013-02-18 Thread pepeto
Update of bug #20517 (project freeciv): Status: Ready For Test => Need Info ___ Follow-up Comment #2: When applying this patch, we may be confronted for the same problem as bug #20520 if both rulese

[Freeciv-Dev] [bug #19814] Free'd ruleset structures accessed when changing ruleset

2013-02-18 Thread pepeto
Update of bug #19814 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #2: Discussion is conti

[Freeciv-Dev] [patch #3698] Corrections to docs/README.delta

2013-02-18 Thread pepeto
Update of patch #3698 (project freeciv): Status:None => In Progress Assigned to:None => pepeto ___ Reply to this item at:

[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-18 Thread pepeto
Update of bug #19868 (project freeciv): Assigned to:None => pepeto ___ Follow-up Comment #3: Could you update this patch against current trunk and avoid usage of C++-style comments "//"?

Re: [Freeciv-Dev] Freeciv 2.3.4 released

2013-02-18 Thread Jacob Nevins
I wrote: > Freeciv 2.3.4 is now available for download. Here are the translation stats. ca: 100%: 6302 translated. fr: 100%: 6302 translated. gd: 100%: 6302 translated. es: 100%: 6302 translated. pl: 100%: 6302 translated. ja: 99.8%: 6291 translated, 10 fuzzy, 1 untranslated. fi: 98.4%: 6201 tran

[Freeciv-Dev] [task #7327] Setup nightly builds for online doxygen documentation

2013-02-18 Thread pepeto
Follow-up Comment #2, task #7327 (project freeciv): If we should use doxygen documentation, shouldn't we begin to use doxygen syntax in the new comments? And add new comments about it in the CodingStyle section? ___ Reply to this item at:

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

2013-02-18 Thread pepeto
Follow-up Comment #11, bug #19943 (project freeciv): New version of the patch attached: * move all the process into packets.c, using post-send and post-recv routines ; * more comments. (file #17247) ___ Additional Item Attachment: File na

[Freeciv-Dev] [bug #20517] Invalid read of size 4 in ruleset reloading cycle

2013-02-18 Thread pepeto
Update of bug #20517 (project freeciv): Status: Need Info => Ready For Test Assigned to:None => pepeto Planned Release: => 2.3.5, 2.4.0, 2.5.0 __

[Freeciv-Dev] [bug #20517] Invalid read of size 4 in ruleset reloading cycle

2013-02-18 Thread pepeto
Follow-up Comment #4, bug #20517 (project freeciv): I have no idea why patches for S2_3 and S2_4 have been truncated. Also, notice that it solves the failed assertions of bug #20520. (file #17251, file #17252) ___ Additional Item Attachme

[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-18 Thread Bernd Jendrissek
Follow-up Comment #7, bug #16905 (project freeciv): For the UI: How about avoiding yet more focus-stealing popups, or at least making that behaviour optional? Here's my strawman proposal that would also transfer to telling Engineers to irrigate here, then go there and build a road. With Engineer

[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-18 Thread David Lowe
Follow-up Comment #6, bug #20501 (project freeciv): > I haven't played with autoattack, but this sounds like a bug to me. Can you raise a > new ticket about this with some more detail? Let me set up a reproducible test case. ___ Reply to t

[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-18 Thread Sveinung Kvilhaugsvik
Follow-up Comment #4, bug #19868 (project freeciv): > Could you update this patch against current trunk and avoid usage of C++-style comments "//"? Yes. No C++-style comments. As the editing of text currently is done manually I want to be sure I don't do it wrong: Should I merge the information i

[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-18 Thread pepeto
Follow-up Comment #5, bug #19868 (project freeciv): > Should I merge the information into existing comments where > those exist (looks better) or add it separately (more grep > friendly)? I think you can merge with existing comments. > Is the current text in the comment ("Used in the network > p

[Freeciv-Dev] [patch #3458] Bases & roads (& specials?) to same vector in savegames

2013-02-18 Thread Marko Lindqvist
Update of patch #3458 (project freeciv): Planned Release: => 2.6.0 ___ Follow-up Comment #1: > If done before current roads saving format gets in to official > release Then again, it woul

[Freeciv-Dev] [task #7665] Windows packages for 2.3.4

2013-02-18 Thread Christian Prochaska
Follow-up Comment #1, task #7665 (project freeciv): The installer packages are ready now. I tried to update the Wiki, but the edit page only showed "Loading editor" and nothing more happened. ___ Reply to this item at:

[Freeciv-Dev] [task #7665] Windows packages for 2.3.4

2013-02-18 Thread Jacob Nevins
Update of task #7665 (project freeciv): Status:None => Done Percent Complete: 0% => 100% Open/Closed:Open => Closed __

[Freeciv-Dev] [patch #3713] Keyboard-driven goto-and-do-XXX for more XXX

2013-02-18 Thread Jacob Nevins
Follow-up Comment #1, patch #3713 (project freeciv): Slight variation suggested by Bernd Jendrissek at bug #16905 comment 7. ___ Reply to this item at: ___ Messa

[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-18 Thread Jacob Nevins
Follow-up Comment #8, bug #16905 (project freeciv): > How about avoiding yet more focus-stealing popups, [...] Did you see patch #3713? Anyway, I think popups still have a place (for new users or those who don't want to remember the keys), and would like for them to no longer be focus-stealing. S

[Freeciv-Dev] [bug #20522] AI assumes all terrain improvement units (F_SETTLERS) cost population?

2013-02-18 Thread Jacob Nevins
Follow-up Comment #2, bug #20522 (project freeciv): > It's calculating general UTYF_SETTLERS want, not that of > specific unit type. Hm, yes, good point. Still, this can't be helping with the AI's reluctance to improve food production, can it? > In somewhat related note it's not necessarily good

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Jacob Nevins
Almost exactly a year ago, I wrote a long idea about a UI for coping with generic roads and bases. I've reproduced it below. Does anyone fundamentally object to this sort of thing in principle? If not, I'll raise a ticket and, who knows, maybe one day even look at implementing it. Previously I wr

[Freeciv-Dev] [bug #18040] strange CMA behavior

2013-02-18 Thread Jacob Nevins
Follow-up Comment #5, bug #18040 (project freeciv): I wondered if patch #3620 would help with this. It does fix the two cases described here. The behaviour previously described here is still reproducible with S2_4 immediately prior to the fix (r22344). After updating to the svn revision of the fi

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-18 Thread Jacob Nevins
Follow-up Comment #18, bug #18767 (project freeciv): Checking Echter Name's savegame (file #15373), in the one city I checked ("11z+Frres"), there was a single taxman cost of buildings was >20 and issue went away with gold_upkeep_style=2. So I think that it shows the same issue. (S2_4 r22344.)

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-18 Thread Jacob Nevins
Follow-up Comment #19, bug #18767 (project freeciv): ...and checking before-and-after patch #3620 on S2_4 (this time with the savegames in bug #17542), the "spurious" taxmen which were reproducible before and went away with gold_upkeep_style=2 now never show up; governor decisions/output seem the

[Freeciv-Dev] [bug #17542] Governor Prefers Gold to Production

2013-02-18 Thread Jacob Nevins
Follow-up Comment #4, bug #17542 (project freeciv): As noted in bug #18767: patch #3620 appears to get rid of the unwanted tax collectors regardless of gold_upkeep_style. ___ Reply to this item at: _

[Freeciv-Dev] [patch #3620] Governor (cma) branch pruning heuristic fix

2013-02-18 Thread Jacob Nevins
Follow-up Comment #10, patch #3620 (project freeciv): In my testing, this patch does look to fix bug #18040, and also gets rid of the gold_upkeep_style-dependent tax collectors of bug #18767 / #17542. ___ Reply to this item at:

[Freeciv-Dev] [bug #20522] AI assumes all terrain improvement units (F_SETTLERS) cost population?

2013-02-18 Thread Jacob Nevins
Follow-up Comment #3, bug #20522 (project freeciv): >> It's calculating general UTYF_SETTLERS want, not that of >> specific unit type. > Hm, yes, good point. ...although the logic in patch #3693 (food upkeep) is unit-type-specific, isn't it? It could be worrying about Settlers' food upkeep even i

[Freeciv-Dev] [bug #20484] get_virtual_defense_power() assuming "TerrainDefense"

2013-02-18 Thread Jacob Nevins
Follow-up Comment #2, bug #20484 (project freeciv): (Committed as r22363 , r22364 , r22365 .)

[Freeciv-Dev] [bug #20511] omniscient is_square_threatened()

2013-02-18 Thread Jacob Nevins
Follow-up Comment #3, bug #20511 (project freeciv): I haven't spotted where this function is used? Am I being a doofus? ___ Reply to this item at: ___ Message se

[Freeciv-Dev] [bug #20511] omniscient is_square_threatened()

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #4, bug #20511 (project freeciv): I don't think it is used anywhere at the moment, but patch #3384 will use it. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #20522] AI assumes all terrain improvement units (F_SETTLERS) cost population?

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #4, bug #20522 (project freeciv): > ...although the logic in patch #3693 (food upkeep) is unit-type > specific, isn't it? It could be worrying about Settlers' food > upkeep even if it would end up building Workers? Yes. Though this (and pop cost part too) might work perfectly at

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #5, patch #2951 (project freeciv): > But as everything is just transitional phase to next, in a > decade we may be able to combine bases and roads back to one > "specials" concept. ;-) Updating my plans here once more, even this is going a bit off the original ticket. In 2.6 th

Re: [Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2013-02-18 Thread Marko Lindqvist
On 19 February 2013 00:16, Jacob Nevins <0jacobnk.fc...@chiark.greenend.org.uk> wrote: > Almost exactly a year ago, I wrote a long idea about a UI for coping > with generic roads and bases. I've reproduced it below. > > Does anyone fundamentally object to this sort of thing in principle? If > not,

[Freeciv-Dev] [patch #3699] Handle many ruleset errors

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3699 (project freeciv): - Updated against svn HEAD. (file #17254) ___ Additional Item Attachment: File name: HandleRulesetErrors-2.patch.bz2 Size:7 KB _

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-18 Thread Marko Lindqvist
Update of patch #3384 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3703] Ruleset sanity checks for barbarian boats

2013-02-18 Thread Marko Lindqvist
Update of patch #3703 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3718] Use activity icon to hint that fortifying in cities does nothing

2013-02-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3718 (project freeciv): How can I then tell which units are active (will get focus) and which are really fortifying/fortified? When activating large number of units fortified inside city this becomes really important. I don't want to use S)entry to keep units in cities

[Freeciv-Dev] [patch #3711] Caravan popups as part of unit focus queue?

2013-02-18 Thread David Lowe
Follow-up Comment #2, patch #3711 (project freeciv): About obscuring the action, i wonder if it wouldn't be better if all other unit movements pause until the popup has been dealt with. But, i understand that would come with its own problems. About forgetting that a caravan is ready, i don't thi

[Freeciv-Dev] [patch #3694] RFC: Cities requesting autosettler work

2013-02-18 Thread Marko Lindqvist
Update of patch #3694 (project freeciv): Status:None => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3719] Distributing cimpletoon .blend sources

2013-02-18 Thread Marko Lindqvist
URL: Summary: Distributing cimpletoon .blend sources Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Feb 2013 07:09:07 AM EET Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #3720] Bump estimated 2.4.0 release month to June

2013-02-18 Thread Marko Lindqvist
URL: Summary: Bump estimated 2.4.0 release month to June Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Feb 2013 07:51:43 AM EET Category: bootstrap Priority: 5 - Nor

[Freeciv-Dev] [patch #3721] Getting rid of move_type dependency on unitselect dialog

2013-02-18 Thread Marko Lindqvist
URL: Summary: Getting rid of move_type dependency on unitselect dialog Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Feb 2013 09:27:44 AM EET Category: client Priori

[Freeciv-Dev] [patch #3722] Move ai_find_source_building() to ai code

2013-02-18 Thread Marko Lindqvist
URL: Summary: Move ai_find_source_building() to ai code Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Feb 2013 09:50:52 AM EET Category: ai Priority: 5 - Normal