[Freeciv-Dev] [bug #22400] Stealing random and future tech don't work

2014-08-01 Thread Sveinung Kvilhaugsvik
Update of bug #22400 (project freeciv):

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


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[Freeciv-Dev] [bug #22415] gettext spew appears in version string with unmodified checkout and --enable-svnrev/gitrev

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: gettext spew appears in version string with
unmodified checkout and --enable-svnrev/gitrev
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 11:16:15 BST
Category: None
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: 2.4.3, 2.5.0, 2.6.0

___

Details:

...after bug #22303, due to doing _(""). Result is splash screen with version
information like "version 2.5.99-dev (Project-ID-Version: Freeciv 2.5.0
Report-Msgid-Bugs_To: [...]"




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[Freeciv-Dev] [bug #22416] Help claims units can build farmland even if ruleset doesn't support it

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: Help claims units can build farmland even if ruleset
doesn't support it
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 12:41:27 BST
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.4.2, 2.5.0-beta1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0

___

Details:

In helptext_unit(), if there exist no techs with the "Farmland" flag, the text
""* Can build farmland." is output for settler-type units.

That's incorrect. In this case it's impossible for anyone to build farmland.
This affects the civ1 ruleset, for instance.

(Trunk doesn't try to identify the prerequisites for farmland, so this isn't
quite applicable there.)




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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: civ2civ3 Transport can build mines in coastal
cities, etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 12:51:21 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0-beta1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

civ2civ3's Transport has the "Settlers" flag; according to
README.ruleset_civ2civ3 the intention is that it is able to clean up
pollution.

However, the autogenerated help says:


* Can build roads and railways.
* Can build mines on tiles.
* Can build irrigation on tiles.
* Can build farmland (if Refrigeration is known).
* Can clean pollution from tiles.
* Can clean nuclear fallout from tiles.


And indeed, when the Transport is in a city (and hence on a land tile), it can
do all of these things.

In the long term, I suspect fine-grained action enablers are the fix for
this.

For 2.5, we can probably get rid of the worst of the unwanted abilities by
adding nreqs to Irrig_Possible, road reqs etc. I don't think we can do
anything about cleaning pollution in cities, so let's suppose it's an oil
slick in the harbour.

Even with all those effects, the help will claim all the above things. Perhaps
the help system can be improved to pick up on the nreqs; I'll raise a separate
ticket for that.




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[Freeciv-Dev] [patch #5006] Suppress "Can build mines on tiles" etc in help based on Mining_Possible, etc

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: Suppress "Can build mines on tiles" etc in help
based on Mining_Possible, etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 12:52:30 BST
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Currently, units with the "settlers" flag get a load of hardcoded help of the
form "Can build mines/irrigation on tiles", " etc, regardless of whether this
is actually possible in practice.

Now that rulesets have fine control over much of this stuff via effects like
Mining_Possible, this can be inappropriate:
* A ruleset could disallow any kind of e.g. mining globally, but the help
would still claim it's possible.
* Certain units can be restricted from activities (as proposed for civ2civ3
Transports under bug #22417).

The help system could check to see if a given unit type can ever perform the
requested action. It won't be perfect but looking for simple things like nreqs
for unit properties, or global effect values (maybe similar to bug #20521?)
will give ruleset authors the tools they need to suppress this text.

There's also text "Can build roads and railroads", which is problematic now we
have gen-roads. This falls into the same category as bases for which there's
already a FIXME comment (maybe the above approaches will make this fixable?)

(Not sure how applicable this will be to trunk with generalised extras; maybe
a different approach is needed there.)




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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-01 Thread Jacob Nevins
Follow-up Comment #1, bug #22417 (project freeciv):

Patch #5006 raised for help system improvements.

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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-01 Thread Jacob Nevins
Follow-up Comment #2, bug #22417 (project freeciv):

I haven't checked the situation with fallout either (whether it can be
generated on ocean).

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[Freeciv-Dev] [patch #5007] civ2civ3: custom veteran system for Engineers?

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: civ2civ3: custom veteran system for Engineers?
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 13:10:03 BST
Category: rulesets
Priority: 5 - Normal
  Status: Need Info
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

The civ2civ3 Engineers can become veteran through work, but they still have
the military veteran names (green/veteran/hardened/elite).

Perhaps they should have a custom veteran system with its own names? Compare
apprentice/journeyman/master in the experimental ruleset (although since
civ2civ3 Workers don't have veterancy, maybe we can pick more modern names).

Also, the bonus seems very generous; elite Engineers work 4x as fast as
Workers, and an Engineer has a >50% chance of being elite after 127 turns of
activity. Is this deliberate?




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[Freeciv-Dev] [patch #5008] Refactor civ2civ3 desert river oasis bonus exclusion

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: Refactor civ2civ3 desert river oasis bonus exclusion
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 13:12:05 BST
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0-beta2, 2.6.0

___

Details:

>From patch #4936 comment 1/2:
>> the online help for Oasis bonus is misleadingly low. Perhaps 
>> an nreq for Resource=Oasis and restore the resource's original 
>> value? In another ticket.
> I like it. When I reduced the effect of oasis it was not 
> possible to use resources as req conditions.
> 
> Could you do it and at same time update the help texts?

This patch does it too.



Should we do something about Swamp/Spices too?

README.ruleset_civ2civ3 says:

> - Deserts with a river receive 1 extra Food from irrigation 
> (to boost growth at terrains like Nile flood). Reduced Food 
> bonus by 1 to some affected Special resources: Oasis and Spice.
And indeed, the Spice food bonus is reduced by 1 compared to the classic
ruleset. But this isn't the same situation, it's not masking an automatic
bonus elsewhere. Rather, to get the classic bonus you have to irrigate.

Was that the intention? For now I've tweaked the README as if it was, but if
something else was intended maybe we can use a Resource nreq.




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[Freeciv-Dev] [bug #22419] "Airbase" flag not documented as enabling Buoys

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: "Airbase" flag not documented as enabling Buoys
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 13:31:03 BST
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0-beta1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

The "Airbase" flag is generally documented as "Can build Airbases", but in
many rulesets it also enables Buoys.




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[Freeciv-Dev] [patch #5009] Move ruleset specifics out of terrain alterations help

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: Move ruleset specifics out of terrain alterations
help
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 14:18:46 BST
Category: docs
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Rewriting civ2civ3 help to reflect differences in irrigation (don't need a
water source with Electricity) highlights that I didn't do enough in patch
#4521. (Sorry, translators!)

Planned rework:
* Move a lot of ruleset specifics, such as the need for a water source for
irrigation, into ruleset unit help (by analogy with diplomats/spies). Just
leave general hardcoded rules in "Terrain Alterations" help.
* For rulesets with Workers, move most of the text to their help, and tweak
Settlers to be "like Workers but can build cities", rather than having Workers
be "like Settlers but can't build cities -- in such rulesets, you generally
don't want to be using Settlers for terrain alteration and the help should
reflect that.

(Some of this is technically applicable to S2_4 given the Irrig_Possible
effect, but I don't plan to backport this change there.)




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[Freeciv-Dev] [patch #3793] [metaticket] Help updates for 2.5.0

2014-08-01 Thread Jacob Nevins
Update of patch #3793 (project freeciv):

  Depends on: => patch #5009


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[Freeciv-Dev] [patch #4936] Tart up civ2civ3 help

2014-08-01 Thread Jacob Nevins
Update of patch #4936 (project freeciv):

  Depends on: => patch #5009


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[Freeciv-Dev] [bug #22343] server.got_first_city sanity check fails

2014-08-01 Thread Jacob Nevins
Update of bug #22343 (project freeciv):

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


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[Freeciv-Dev] [patch #2609] Polish localization for S2_3

2014-08-01 Thread Jacob Nevins
Update of patch #2609 (project freeciv):

  Status: In Progress => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #22417] civ2civ3 Transport can build mines in coastal cities, etc

2014-08-01 Thread Jacob Nevins
Follow-up Comment #3, bug #22417 (project freeciv):

On trunk, mines can be built in Deep Ocean. Should Transports be allowed to do
this?

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[Freeciv-Dev] [bug #22420] civ2civ3: remove DiplomatDefense flag from Airfield

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: civ2civ3: remove DiplomatDefense flag from Airfield
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 16:17:15 BST
Category: rulesets
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: 2.6.0

___

Details:

bardo writes in patch #4608:
> I forgot to remove the DiplomatDefense from the new pre-base 
> named Airfield, as we did in bug #22188 for the Airbase.




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[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use "hidden_by"

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: civ2civ3 maglev: does not use "hidden_by"
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 16:43:32 BST
Category: rulesets
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: 2.6.0

___

Details:

In the experimental ruleset, roads and railroads are hidden_by maglev.
civ2civ3 should probably do the same thing.




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[Freeciv-Dev] [bug #22422] Client doesn't show build time for irrigation / mine with no direct bonus

2014-08-01 Thread Jacob Nevins
URL:
  

 Summary: Client doesn't show build time for irrigation / mine
with no direct bonus
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 01 Aug 2014 17:10:06 BST
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.6.0

___

Details:

Civ2civ3 mine in Deep Ocean has no direct bonus (but helps with Offshore
Platform).
Client lists it as "Mine Rslt./Time: n/a" (rather than "+0 Res. / 10"), which
isn't ideal.

I think it'd be most useful for it to say "Mine Rslt./Time: Oil Well / 10", on
the presumption that handwritten text nearby will explain why an Oil Well is a
useful result. But I don't know if extras are too general for that.

(I also considered "None / 10", but that's a bit confusing.)

Needs fixing for 2.6.0, but once we have a fix it can probably be usefully
backported to 2.5 and 2.4 too.




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[Freeciv-Dev] [bug #22415] gettext spew appears in version string with unmodified checkout and --enable-svnrev/gitrev

2014-08-01 Thread Jacob Nevins
Update of bug #22415 (project freeciv):

  Status: In Progress => Ready For Test 

___

Additional Item Attachment:

File name: S2_4-svnrev-gettext-spew.patch Size:0 KB
File name: trunk-S2_5-svnrev-gettext-spew.patch Size:1 KB


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[Freeciv-Dev] [bug #22416] Help claims units can build farmland even if ruleset doesn't support it

2014-08-01 Thread Jacob Nevins
Update of bug #22416 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: S2_5-S2_4-help-no-farmland.patch Size:0 KB


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[Freeciv-Dev] [bug #22419] "Airbase" flag not documented as enabling Buoys

2014-08-01 Thread Jacob Nevins
Update of bug #22419 (project freeciv):

  Status: In Progress => Ready For Test 

___

Additional Item Attachment:

File name: trunk-help-airbase-buoy-flag.patch Size:3 KB
File name: S2_5-help-airbase-buoy-flag.patch Size:3 KB


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[Freeciv-Dev] [bug #22420] civ2civ3: remove DiplomatDefense flag from Airfield

2014-08-01 Thread Jacob Nevins
Update of bug #22420 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-civ2civ3-airfield-diplomatdefense.patch Size:0 KB


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[Freeciv-Dev] [bug #22421] civ2civ3 maglev: does not use "hidden_by"

2014-08-01 Thread Jacob Nevins
Update of bug #22421 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-civ2civ3-maglev-hidden.patch Size:0 KB


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[Freeciv-Dev] [bug #22333] Maglev help does not explain relationship to railroads (bonuses, Big Land)

2014-08-01 Thread Jacob Nevins
Update of bug #22333 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn
 Release: => 2.5.0-beta1
Operating System:None => Any
 Planned Release: => 2.5.0, 2.6.0   
 Summary: Maglev help does not say that road & railroad
bonuses apply => Maglev help does not explain relationship to railroads
(bonuses, Big Land)

___

Follow-up Comment #1:

Also, mop this up from patch #4966:

>> In experimental rules, the maglev is native to Land, but not
>> Big Land as the other roads.
> That was intentional. Narrative is as persia said [movement by 
> maglev requires use of special trains, which can't support the 
> "Big Land" units], but the real reason was to have in 
> experimental ruleset a setup where different units would use 
> different roads on same tile (land units use maglev, big land 
> use still present railroads)
> 
> This should be documented in README.ruleset_experimental
> -> new ticket.

Applied similar text to civ2civ3 on trunk, now that it has maglevs.

(file #21623, file #21624)
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Additional Item Attachment:

File name: trunk-maglev-bigland.patch Size:3 KB
File name: S2_5-maglev-bigland.patch  Size:2 KB


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[Freeciv-Dev] [patch #5008] Refactor civ2civ3 desert river oasis bonus exclusion

2014-08-01 Thread Jacob Nevins
Update of patch #5008 (project freeciv):

  Status: In Progress => Ready For Test 

___

Additional Item Attachment:

File name: trunk-civ2civ3-oasis-bonus.patch Size:2 KB
File name: S2_5-civ2civ3-oasis-bonus.patch Size:2 KB


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[Freeciv-Dev] [bug #22365] civ2civ3: recently introduced errors in river help

2014-08-01 Thread Jacob Nevins
Update of bug #22365 (project freeciv):

Category:None => rulesets   
  Status:None => Ready For Test 
 Assigned to:None => jtn
 Release: => 2.5.0-beta1
Operating System:None => Any
 Planned Release: => 2.5.0-beta2, 2.6.0 
 Summary: civ2civ3: help claims that big land units are river
native => civ2civ3: recently introduced errors in river help

___

Follow-up Comment #1:

Attached patch fixes this and the other error to do with desert rivers noted
in patch #4936 comment 1.

(file #21627)
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Additional Item Attachment:

File name: trunk-S2_5-civ2civ3-help-river-errors.patch Size:1 KB


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[Freeciv-Dev] [patch #5009] Move ruleset specifics out of terrain alterations help

2014-08-01 Thread Jacob Nevins
Update of patch #5009 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-help-terrainalter-refactor.patch Size:22 KB
File name: S2_5-help-terrainalter-refactor.patch Size:22 KB


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[Freeciv-Dev] [patch #4936] Tart up civ2civ3 help

2014-08-01 Thread Jacob Nevins
Follow-up Comment #3, patch #4936 (project freeciv):

The issues with rivers in comment #1 / comment #2 have been dealt with in bug
#22365 / patch #5008.

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[Freeciv-Dev] [patch #4974] dai_effect_value() to return single effect value

2014-08-01 Thread Marko Lindqvist
Update of patch #4974 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #5002] Minimum libtool version 1.5.2

2014-08-01 Thread Marko Lindqvist
Update of patch #5002 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #5005] Require gettext-0.14

2014-08-01 Thread Marko Lindqvist
Follow-up Comment #1, patch #5005 (project freeciv):

- Make clear in README.packaging that gettext is not hard requirement, but one
can disable support with --disable-nls

(file #21630)
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File name: Gettext014-2.patch Size:4 KB


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[Freeciv-Dev] [bug #22405] Base help & lack of happyborders

2014-08-01 Thread Marko Lindqvist
Follow-up Comment #2, bug #22405 (project freeciv):

I made a mistake in naming the patch files. "-2" is supposed to be "-S2_5" as
that's the patch to apply to S2_5 and S2_4.

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Re: [Freeciv-Dev] crosser: "Configure for native-glib failed"

2014-08-01 Thread Marko Lindqvist
On 8 June 2014 14:09, Christian Prochaska
 wrote:
> When running 'dllstack.sh' of crosser 0.12.1 on Ubuntu 14.04, I get the 
> following error:
>
> 08.06 12:21 : Fetching autoconf version 2.69
> 08.06 12:21 : Unpacking autoconf version 2.69
> 08.06 12:21 : Configuring native-autoconf
> 08.06 12:21 : Building native-autoconf
> 08.06 12:22 : Fetching automake version 1.14
> 08.06 12:22 : Unpacking automake version 1.14
> 08.06 12:22 : Configuring native-automake
> 08.06 12:22 : Building native-automake
> 08.06 12:22 : Fetching libtool version 2.4.2
> 08.06 12:22 : Unpacking libtool version 2.4.2
> 08.06 12:22 : Patching libtool-2.4.2: libtool_bash.patch
> 08.06 12:22 : Configuring native-libtool
> 08.06 12:22 : Building native-libtool
> 08.06 12:23 : Fetching libffi version 3.0.13
> 08.06 12:23 : Unpacking libffi version 3.0.13
> 08.06 12:23 : Configuring native-libffi
> 08.06 12:23 : Building native-libffi
> 08.06 12:23 : Fetching glib version 2.38.2
> 08.06 12:23 : Unpacking glib version 2.38.2
> 08.06 12:23 : Configuring native-glib
> 08.06 12:23 : Configure for native-glib failed
> Configure for native-glib failed
> 08.06 12:23 : Native build failed
> Native build failed
>
> --
>
> stderr.log says:
>
>  native-glib 
> configure: error: Package requirements (libffi >= 3.0.0) were not met:
>
> No package 'libffi' found
>
> Consider adjusting the PKG_CONFIG_PATH environment variable if you
> installed software in a non-standard prefix.
>
> Alternatively, you may set the environment variables LIBFFI_CFLAGS
> and LIBFFI_LIBS to avoid the need to call pkg-config.
> See the pkg-config man page for more details.
>
> --
>
> I see that 'native-libffi' has just been installed in 
> '~/.crosser/0.12.1/dllshost', but I'm not sure if 'native-libffi' is meant to
> be used by 'native-glib' or if it is needed for something else and I need to 
> install libffi from a Ubuntu package?


 There used to be circular dependency between pkg-config and glib
build. The core problem (which affected also projects like
OpenEmbedded) has been fixed in newer pkg-config releases, but I
missed this problem remaining in crosser. Installing libffi
development package of your distribution will certainly let you pass
this problem, as native-glib build can then find it, using your system
pkg-config. That's why I have not noticed the problem.
 I'm testing just now reordering of the native-pkg-config and
native-glib builds so that pkg-config that uses correct paths to find
libffi dllshost will be available by the time native-glib is being
built. Hopefully I can release crosser-0.13.2 this weekend with this
fix.


 - ML

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[Freeciv-Dev] [bug #22405] Base help & lack of happyborders

2014-08-01 Thread Marko Lindqvist
Update of bug #22405 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #4998] C11 at_quick_exit()

2014-08-01 Thread Marko Lindqvist
Update of patch #4998 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #5006] Suppress "Can build mines on tiles" etc in help based on Mining_Possible, etc

2014-08-01 Thread Emmet Hikory
Follow-up Comment #1, patch #5006 (project freeciv):

For trunk, using requirement_fulfilled_by_unit() and extension of the relevant
requirements vectors can address irrigation, mining, farmland, and road/rail
(can this unit mine?  If so, can it produce any of the EC_MINE extras?, etc.).
 Removing fallout/pollution probably needs more effort (this doesn't have a
requirements_vector).

I have some ideas of the shape of a solution for S2_5, but nothing firm yet
(I'm not yet convinced we want to backport universal_fulfills_requirement(),
although that's an easy way to solve the problem).

I'd really rather do this without introducing nreqs anywhere (more nreqs in
2.5 means more unlearning ruleset authors need for 2.6, and introducing new
nreqs in 2.6 when we still haven't finished cleaning up from having removed
the effects nreqs seems like asking for trouble).

I'm busy for the next few days, but would be happy to take this ticket
afterwards, if nobody else has already, since I've recently been working on
both helpdata and requirements parsing.

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[Freeciv-Dev] [bug #22403] Self-rootreq techs fail sanitycheck

2014-08-01 Thread Marko Lindqvist
Update of bug #22403 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.6.0  

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Follow-up Comment #3:

Fix

(file #21631)
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Additional Item Attachment:

File name: 0001-Allow-self-rootreq-techs-again.patch Size:0 KB


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[Freeciv-Dev] [patch #5006] Suppress "Can build mines on tiles" etc in help based on Mining_Possible, etc

2014-08-01 Thread Marko Lindqvist
Follow-up Comment #2, patch #5006 (project freeciv):

> Removing fallout/pollution probably needs more effort (this
> doesn't have a requirements_vector).

Yes it has; "rmreqs"


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[Freeciv-Dev] [bug #22419] "Airbase" flag not documented as enabling Buoys

2014-08-01 Thread Emmet Hikory
Follow-up Comment #1, bug #22419 (project freeciv):

For trunk, this has a minor collision with patch #5006, in that if 5006 were
implemented in the obvious and generic way, the helptext for the Airbase flag
would be removed entirely.  Note that 5006 needs to touch these lines
regardless of whether this patch is applied, so this does not constitute
reason not to apply, just warning that such application would likely be
short-lived.  The same may or may not apply to S2_5, depending on the
implementation of 5006.

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