[Freeciv-Dev] [bug #20588] Scorched spot etc not localised

2013-12-29 Thread Marko Lindqvist
Update of bug #20588 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #4367] Copy classic script.lua to civ2civ3 script.lua

2013-12-29 Thread Marko Lindqvist
URL: http://gna.org/patch/?4367 Summary: Copy classic script.lua to civ2civ3 script.lua Project: Freeciv Submitted by: cazfi Submitted on: Sun 29 Dec 2013 12:05:57 PM EET Category: rulesets Priority: 5 -

[Freeciv-Dev] [patch #4357] Save cities ruleset from freeciv-ruledit

2013-12-29 Thread Marko Lindqvist
Update of patch #4357 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4368] Save game ruleset misc variables from freeciv-ruledit

2013-12-29 Thread Marko Lindqvist
URL: http://gna.org/patch/?4368 Summary: Save game ruleset misc variables from freeciv-ruledit Project: Freeciv Submitted by: cazfi Submitted on: Sun 29 Dec 2013 02:12:55 PM EET Category: freeciv-ruledit

[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2013-12-29 Thread Jacob Nevins
Update of bug #16385 (project freeciv): Assigned to: jtn = None Depends on: = patch #3630 ___ Follow-up Comment #12: I haven't been

[Freeciv-Dev] [patch #4369] Untranslate rule_name fields in the civ2civ3 ruleset

2013-12-29 Thread Guillaume Melquiond
URL: http://gna.org/patch/?4369 Summary: Untranslate rule_name fields in the civ2civ3 ruleset Project: Freeciv Submitted by: silene Submitted on: Sun 29 Dec 2013 01:58:06 PM CET Category: rulesets

[Freeciv-Dev] [bug #21392] Editor vision tool should always refresh player's knowledge

2013-12-29 Thread Jacob Nevins
URL: http://gna.org/bugs/?21392 Summary: Editor vision tool should always refresh player's knowledge Project: Freeciv Submitted by: jtn Submitted on: Sun Dec 29 13:02:59 2013 Category: None Severity: 3 -

[Freeciv-Dev] [bug #21393] update_player_tile_knowledge() doesn't handle foggedborders correctly

2013-12-29 Thread Jacob Nevins
URL: http://gna.org/bugs/?21393 Summary: update_player_tile_knowledge() doesn't handle foggedborders correctly Project: Freeciv Submitted by: jtn Submitted on: Sun Dec 29 13:18:03 2013 Category: None

[Freeciv-Dev] [bug #21392] Editor vision tool should always refresh player's knowledge

2013-12-29 Thread Jacob Nevins
Update of bug #21392 (project freeciv): Depends on: = bugs #21393 ___ Reply to this item at: http://gna.org/bugs/?21392 ___ Message sent

[Freeciv-Dev] [bug #21393] update_player_tile_knowledge() doesn't handle foggedborders correctly

2013-12-29 Thread Jacob Nevins
Update of bug #21393 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-foggedborders-knowledge-update.patch Size:2 KB File name:

[Freeciv-Dev] [bug #21392] Editor vision tool should always refresh player's knowledge

2013-12-29 Thread Jacob Nevins
Update of bug #21392 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-S2_4-editor-vision-refresh.patch Size:0 KB

[Freeciv-Dev] [patch #4369] Untranslate rule_name fields in the civ2civ3 ruleset

2013-12-29 Thread Marko Lindqvist
Update of patch #4369 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.5.0, 2.6.0

[Freeciv-Dev] [bug #21395] Chatline completion can cause client segfault in the presence of unused player slots

2013-12-29 Thread Jacob Nevins
URL: http://gna.org/bugs/?21395 Summary: Chatline completion can cause client segfault in the presence of unused player slots Project: Freeciv Submitted by: jtn Submitted on: Sun Dec 29 15:28:39 2013 Category:

[Freeciv-Dev] [patch #4370] Fix broken reason for AI war

2013-12-29 Thread Guillaume Melquiond
URL: http://gna.org/patch/?4370 Summary: Fix broken reason for AI war Project: Freeciv Submitted by: silene Submitted on: Sun 29 Dec 2013 05:39:08 PM CET Category: ai Priority: 5 - Normal

[Freeciv-Dev] [bug #21395] Chatline completion can cause client segfault in the presence of unused player slots

2013-12-29 Thread Jacob Nevins
Update of bug #21395 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-S2_4-chatline-sparse-playerslot-crash.patch Size:2 KB File name:

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2013-12-29 Thread Jacob Nevins
Update of bug #21384 (project freeciv): Category: client-gtk-2.0 = general Status:None = Ready For Test Assigned to:None = jtn Operating System:

[Freeciv-Dev] [patch #4370] Fix broken reason for AI war

2013-12-29 Thread Marko Lindqvist
Update of patch #4370 (project freeciv): Status:None = Ready For Test Assigned to:None = cazfi Planned Release: = 2.3.5, 2.4.2, 2.5.0, 2.6.0

[Freeciv-Dev] [patch #4365] Propose a ceasefire on first contact only in case of war

2013-12-29 Thread Jacob Nevins
Update of patch #4365 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Planned Release: = 2.4.2,2.5.0,2.6.0

[Freeciv-Dev] [patch #4365] Propose a ceasefire on first contact only in case of war

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #2, patch #4365 (project freeciv): Given the problems AI players have with forever existing diplomacy dialogs, it would be interesting to know how the old buggy code affected first contact between two AI players, allied or not. I assume something like: 1) First one proposes

[Freeciv-Dev] [bug #21389] Gold looted when conquering city may exceed victim's treasury

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #1, bug #21389 (project freeciv): I think it would have to be a very large city (size 190) to trigger this I think treasury = 0 is enough no matter size of the conquered city (there's the +1 const part to fc_rand() ) - fc_rand(0 + 1) + 0 = 1.

[Freeciv-Dev] [patch #4365] Propose a ceasefire on first contact only in case of war

2013-12-29 Thread Guillaume Melquiond
Follow-up Comment #3, patch #4365 (project freeciv): Step 4 does not happen, since the second player proposes a ceasefire only if the first player is not an AI. (server/plrhand.c:1928) ___ Reply to this item at:

[Freeciv-Dev] [patch #4370] Fix broken reason for AI war

2013-12-29 Thread Guillaume Melquiond
Follow-up Comment #2, patch #4370 (project freeciv): I am not sure if I understand correctly what you suggest, but I don't think it can happen. The AI tests if there already is a countdown going on before declaring war, so it won't be overriding a space race reason.

[Freeciv-Dev] [patch #4365] Propose a ceasefire on first contact only in case of war

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #4, patch #4365 (project freeciv): (server/plrhand.c:1928) Thanks for checking this. Unfortunately code like that means we have another, and harder to fix, bug. If we call first_contact for one party only, situation where the parties have different ai types is certainly not

[Freeciv-Dev] [patch #4370] Fix broken reason for AI war

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #3, patch #4370 (project freeciv): You're right. That takes care of it. I were tracking just how 'need_targets' gets set (and new target is searched for) even in that case. Maybe that could use minor optimization, though, not to look for new target in such a case when it will be

[Freeciv-Dev] [bug #21399] luac.c main() built to lua library

2013-12-29 Thread Marko Lindqvist
URL: http://gna.org/bugs/?21399 Summary: luac.c main() built to lua library Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Dec 2013 12:46:56 AM EET Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #21399] luac.c main() built to lua library

2013-12-29 Thread Marko Lindqvist
Update of bug #21399 (project freeciv): Planned Release: = 2.3.5, 2.4.2, 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?21399 ___ Message

[Freeciv-Dev] [bug #21399] luac.c main() built to lua library

2013-12-29 Thread Marko Lindqvist
Update of bug #21399 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: Patches to simply remove luac.c from the list of source files for the lib. When committing this,

[Freeciv-Dev] [patch #4369] Untranslate rule_name fields in the civ2civ3 ruleset

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #1, patch #4369 (project freeciv): As civ2civ3 is new ruleset as part of freeciv proper in 2.5, I wonder if we should remove these uses of distinct rule_names completely - there's no backward compatibility reason to make it different from user visible name. But civ2civ3 has

[Freeciv-Dev] [patch #4355] Extra rmcause list

2013-12-29 Thread Marko Lindqvist
Update of patch #4355 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4371] Do not assign default irrigation/mine extra if changing terrain type

2013-12-29 Thread Marko Lindqvist
URL: http://gna.org/patch/?4371 Summary: Do not assign default irrigation/mine extra if changing terrain type Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Dec 2013 03:03:50 AM EET Category: general

[Freeciv-Dev] [bug #21374] in concat_tile_activity_text() [text.c::487]: assertion 'cause != EC_NONE' failed.

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #3, bug #21374 (project freeciv): Changes plans so that there will not be major rewrite (in separate ticket) for handling irrigation/mine terrain changes, so take care of handling that case in concat_tile_activity_text() in this ticket. Also changed name of the Irrigation

[Freeciv-Dev] [bug #21401] First contact between two AI types call only one AI type function

2013-12-29 Thread Marko Lindqvist
URL: http://gna.org/bugs/?21401 Summary: First contact between two AI types call only one AI type function Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Dec 2013 03:38:07 AM EET Category: ai

[Freeciv-Dev] [bug #21401] First contact between two AI types call only one AI type function

2013-12-29 Thread Marko Lindqvist
Update of bug #21401 (project freeciv): Depends on: = patch #4365 ___ Follow-up Comment #1: This cannot be fixed before default AI gets changed to function correctly if called twice by

[Freeciv-Dev] [bug #21401] First contact between two AI types call only one AI type function

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #2, bug #21401 (project freeciv): Patch. Simple as removing check against calling first_contact twice. (file #19565) ___ Additional Item Attachment: File name: DoubleFirstContact.patch Size:1 KB

[Freeciv-Dev] [patch #4372] Animal Kingdom

2013-12-29 Thread Marko Lindqvist
URL: http://gna.org/patch/?4372 Summary: Animal Kingdom Project: Freeciv Submitted by: cazfi Submitted on: Mon 30 Dec 2013 04:32:53 AM EET Category: rulesets Priority: 5 - Normal Status:

[Freeciv-Dev] [bug #21329] Whitespace above units too large in city overview window

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #2, bug #21329 (project freeciv): - Updated hex2t items.png (file #19567) ___ Additional Item Attachment: File name: items.png Size:44 KB ___

[Freeciv-Dev] [bug #21329] Whitespace above units too large in city overview window

2013-12-29 Thread Marko Lindqvist
Update of bug #21329 (project freeciv): Status:None = Ready For Test Planned Release: = 2.5.0, 2.6.0 ___ Follow-up Comment #3: The original problem

[Freeciv-Dev] [bug #21173] freeciv-server: glibc reports corrupted double-linked list

2013-12-29 Thread Marko Lindqvist
Follow-up Comment #2, bug #21173 (project freeciv): Checked another trace, and the only common thing with previous one is that it's in server_quit(). This time it happened in server_remove_player(), plrhand.c:1564 ( notify(game.est_connections ...) ) Ok, both of these touch connections -