[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-13 Thread Jacob Nevins
Follow-up Comment #9, bug #20792 (project freeciv): Well, I've left a couple of 500x250 WRAPX|ISO autogames running without issue now with 2.3.4 and the default ruleset. So whatever the crash is, it's not trivially (The fact that these proceeded apparently normally also suggests that the

[Freeciv-Dev] [bug #20739] Vertical lines when using Nvidia driver

2013-05-13 Thread mir3x
Follow-up Comment #4, bug #20739 (project freeciv): Can u check your /proc/mtrr ? if u see all mem uncachable, u should fix that (probably in bios, or by mtrr cleanup in kernel) and check if it helped for freeciv. ___ Reply to this item

[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Micke
URL: http://gna.org/patch/?3906 Summary: Road movement cost granularity. Project: Freeciv Submitted by: mss_8734 Submitted on: Mon May 13 12:56:03 2013 Category: general Priority: 5 - Normal

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #2, patch #3775 (project freeciv): Of course, with the new terrain features things get much more complicated for the AI. Think of a ruleset where tanks can not cross swamps (they drown), but are fast enough to find a path around and so still could keep pace with, say, a caravan.

[Freeciv-Dev] [bug #20809] Government type list disappears

2013-05-13 Thread David Nuttall
Follow-up Comment #1, bug #20809 (project freeciv): Actually, it is possible to recover the governments list. I switched to the SDL client, changed the government, and saved the game. When I got back to the GTK client, the government list was restored.

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
Follow-up Comment #3, patch #3775 (project freeciv): I understand the limited application, but even for that, I'm not sure how this helps the AI use classical units, and all uses of uclass_move_type() are on a list I hope to eliminate. For the classic, civ1, civ2, and multiplayer rulesets, where

[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #1, patch #3906 (project freeciv): I really like the idea of this patch, but I think there is a lot more that could be done to make this flexibly work, as follows: 1) Move SINGLE_MOVE to be a ruleset configuration variable (e.g. game.info.single_move), so that ruleset authors

[Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Andreas Røsdal
Hi all Freeciv developers! It has now been about a week since Freeciv-web became playable on http://play.freeciv.org/ so I thought that I should post an update. 13,688 people visited play.freeciv.org accoding to Google Analytics. Worldwide productivity has plummeted, accoding to pcgamer.com:

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
Follow-up Comment #5, patch #3775 (project freeciv): 2) Bases can affect tile nativity, rivers are a type of road for 2.5+ 4/6) Units are additionally subject to movement gains/losses for arbitrary requirement conditions from effects.ruleset : thinking about it, there may be a bug in pathfinding

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #4, patch #3775 (project freeciv): I was developing a ruleset based on Ancients. The AI does a bad job on it so I went into the code and this patch is just one of many things I came across. The discussion of it is now already way out of proportion of any harm or benefit from

[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Micke
Follow-up Comment #2, patch #3906 (project freeciv): I agree completely, but fear I lack the skill to implement this properly. Perhaps the movement cost for roads could be changed to a percentile as well, instead of a fixed number of movement points. Maybe even a flag for roads to toggle

[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #3, patch #3906 (project freeciv): I'm mostly working on requirement processing right now, but here are a couple untested candidate patches that implement items 1) and 2). If someone would like to test/adjust/fix these to actually work properly, they can have all the credit

[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #4, patch #3906 (project freeciv): I forgot to mention, it's important to do the MOVE_COST_IGTER patch first, as otherwise one has to somehow calculate MOVE_COST_IGTER in relation to SINGLE_MOVE, and hope that it just happens to work for a given value.

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #6, patch #3775 (project freeciv): Regrettably, after the police attack of March 13 on me, I still suffer from the concussion they delivered on me, I have still trouble concentrating and suffer from very curious forms of memory leaks a way I have never known before. Excuse me,

Re: [Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Per Inge Mathisen
Good news! Which part (web client or server) is consuming the most resources, and is it CPU or RAM-limited? - Per On Mon, May 13, 2013 at 6:32 PM, Andreas Røsdal andre...@pvv.ntnu.no wrote: Hi all Freeciv developers! It has now been about a week since Freeciv-web became playable on

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
Follow-up Comment #7, patch #3775 (project freeciv): My sympathies. I found your comment about what *should* be done insightful and helpful. There's plenty of other nativity issues about: I'm more than happy to delay this discussion until after you're feeling better (and may that be soon,

[Freeciv-Dev] [patch #3907] Minor fallback check cleanup for map generator 3

2013-05-13 Thread Micke
URL: http://gna.org/patch/?3907 Summary: Minor fallback check cleanup for map generator 3 Project: Freeciv Submitted by: mss_8734 Submitted on: Mon May 13 18:22:25 2013 Category: rulesets Priority: 5 -

[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #8, patch #3775 (project freeciv): Thanks a lot. I am open to discussion quite well (I have some bright moments once a day :) ). What I wanted to point out is that I can't do any coding/inspection reliably. Discussion as such is fine, it probably even helps me find a way back.

Re: [Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Andreas Røsdal
On Mon, 13 May 2013, Per Inge Mathisen wrote: Good news! Which part (web client or server) is consuming the most resources, and is it CPU or RAM-limited? It's limited by both CPU and RAM at the moment. Memory usage 78% and system load (uptime) between 2 and 4. This is running 200

[Freeciv-Dev] Freeciv play on a Website

2013-05-13 Thread redakt...@osgames.de
Dear Sir or Madam, i'm the webmaster of osgames.de I've heard Freeciv can now be play on a website and must not install on a OS like Windows, Linux etc. I want to support Freeciv and create a new Domain like playfreeciv.de so users can play freeciv like a browsergame. Please contact me.

[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2013-05-13 Thread Micke
URL: http://gna.org/patch/?3908 Summary: Map size rounding for tilesperplayer map size selection. Project: Freeciv Submitted by: mss_8734 Submitted on: Mon May 13 20:36:33 2013 Category: general Priority:

[Freeciv-Dev] [patch #3909] Fix default.lua gettext warning

2013-05-13 Thread Marko Lindqvist
URL: http://gna.org/patch/?3909 Summary: Fix default.lua gettext warning Project: Freeciv Submitted by: cazfi Submitted on: Tue 14 May 2013 12:00:07 AM EEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [patch #3910] Mark Alien ruleset strings as no-c-format for gettext

2013-05-13 Thread Marko Lindqvist
URL: http://gna.org/patch/?3910 Summary: Mark Alien ruleset strings as no-c-format for gettext Project: Freeciv Submitted by: cazfi Submitted on: Tue 14 May 2013 12:15:40 AM EEST Category: rulesets

[Freeciv-Dev] [patch #3879] Remove negated reqs{} field in favor of something semantically nicer

2013-05-13 Thread Marko Lindqvist
Update of patch #3879 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3856] Add nativity check for find_closest_city()

2013-05-13 Thread Marko Lindqvist
Update of patch #3856 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.4.0, 2.5.0, 2.6.0

[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #1, patch #3908 (project freeciv): I'm not convinced this part of the code is the issue. I can generate a 20% discrepancy anyway (tilesperplayer=60, landmass=30, mapsize player, 5 players). Everything is evenly divisible, so it falls into the second part of the conditional,

[Freeciv-Dev] [patch #3839] Low hanging nativity fixes

2013-05-13 Thread Marko Lindqvist
Update of patch #3839 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #9: For the SDL client fix, it's mostly a random swipe to remove it from grep results. That

[Freeciv-Dev] [patch #3839] Low hanging nativity fixes

2013-05-13 Thread Emmet Hikory
Follow-up Comment #10, patch #3839 (project freeciv): This change may increase the cases where a player may attempt an impossible paradrop, but it also reduces the cases where a player may not attempt a possible paradrop. While it makes no difference for classical rulesets, this code means that

[Freeciv-Dev] [patch #3911] Improve protocol documentation

2013-05-13 Thread Sveinung Kvilhaugsvik
URL: http://gna.org/patch/?3911 Summary: Improve protocol documentation Project: Freeciv Submitted by: sveinung Submitted on: Mon 13 May 2013 11:10:23 PM GMT Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #3909] Fix default.lua gettext warning

2013-05-13 Thread Jacob Nevins
Follow-up Comment #1, patch #3909 (project freeciv): Argh, oops, sorry. ___ Reply to this item at: http://gna.org/patch/?3909 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #20595] Errow while setting temperature below 14 with temperate map

2013-05-13 Thread anonymous
Follow-up Comment #7, bug #20595 (project freeciv): My problem is already solved. I figured to use lua, applied command: code/lua cmd edit.climate_change(edit.NUCLEAR_WINTER,1000)/code (I have small map) Which produced probably far better results than generator would have produced. It would be