[Freeciv-Dev] [bug #14264] wish: border walls

2009-09-07 Thread anonymous

URL:
  

 Summary: wish: border walls
 Project: Freeciv
Submitted by: None
Submitted on: Tuesday 09/08/2009 at 01:32 CEST
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

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Details:

wish: border walls

units cannot move through/on walls
walls can be built by workers/engineers
can be destroyed by attacking, doesn't attack back






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[Freeciv-Dev] [bug #14230] add new server state S_S_SAVEGAME to prevent changing of the ruleset after a savegame was loaded

2009-09-07 Thread Marko Lindqvist

Follow-up Comment #5, bug #14230 (project freeciv):

Just noticed that server state is saved to savegame as int. So adding new
server state in the middle and changing values of others breaks savegame
compatibility. You have to add some compatibility code to savegame.c.

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[Freeciv-Dev] [bug #14262] [Bugfix] Whether players should be saved to scenario is not saved to scenario

2009-09-07 Thread Marko Lindqvist

URL:
  

 Summary: [Bugfix] Whether players should be saved to
scenario is not saved to scenario
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tuesday 09/08/2009 at 01:49
Category: editor
Severity: 3 - Normal
Priority: 1 - Later
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

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Details:

Fix to $subject. This is required when one continues to edit previously saved
scenario.



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File Attachments:


---
Date: Tuesday 09/08/2009 at 01:49  Name: SaveSavePlayers.diff  Size: 755B  
By: cazfi



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[Freeciv-Dev] [bug #14261] Cannot save scenario when editing it as global observer

2009-09-07 Thread Marko Lindqvist

URL:
  

 Summary: Cannot save scenario when editing it as global
observer
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tuesday 09/08/2009 at 01:35
Category: editor
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

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Details:

Global observer cannot save scenario. One has to /take player in order to
save scenario.




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[Freeciv-Dev] [bug #14260] [Bugfix] Scenario info not sent to client when scenario loaded

2009-09-07 Thread Marko Lindqvist

URL:
  

 Summary: [Bugfix] Scenario info not sent to client when
scenario loaded
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tuesday 09/08/2009 at 01:19
Category: editor
Severity: 3 - Normal
Priority: 1 - Later
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

___

Details:

Fix to $subject




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---
Date: Tuesday 09/08/2009 at 01:19  Name: SendScenarioInfo.diff  Size: 815B  
By: cazfi



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[Freeciv-Dev] [bug #14237] /cmdlevel command bugs

2009-09-07 Thread pepeto

Follow-up Comment #2, bug #14237 (project freeciv):

> It seems that you are not sending error message of any kind when
> setting of the cmdlevel fails for some connection. Users will
> assume that everything went ok which can potentially lead to
> nasty surprises.
> In general you seem to reduce output provided by /cmdlevel

Actually, it sended 2 error messages when it failed: the first in
set_cmdlevel() (like "Cannot decrease command access level '***' for
connection '***'; you only have '***'."), that I preserved because it
contained the reason of the failure, and a second in cmdlevel_command() which
just said "Command access level could not be set to '***' for connection ***."
that I removed because it didn't bring anything more.  It is the only message
I removed

The other message you are telling about is not removed, it is just moved to
set_cmdlevel() that now print a success message.

> You seem to remove listing of firstlevel and default level
> when list of commandlevels is requested with "/cmdlevel".
> Why? Is there some better way for user to get that
> information?

This is my mistake.  I copied some part of warclient, where the first access
level is removed for a long time and the new connections default level is
done by an other way...  I will fix that in a next patch.


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[Freeciv-Dev] [patch #1276] Featured text: short cuts in gtk2 client

2009-09-07 Thread Marko Lindqvist

Update of patch #1276 (project freeciv):

  Status:None => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #14230] add new server state S_S_SAVEGAME to prevent changing of the ruleset after a savegame was loaded

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #4, bug #14230 (project freeciv):

> The problem is present in S2_1 too, right? Can you make S2_1 version of
this patch?

I did not test S2_1, but I think the bug is present in this version, too. I
will not be online starting tomorrow - I can send a patch for S2_1 earliest
on the next weekend

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[Freeciv-Dev] [patch #1281] add server setting for the number of turns offline events are saved

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1281 (project freeciv):

updated patch; changes:

set a maximum number for offline events which is _allways_ enforced

(file #6613)
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[Freeciv-Dev] [patch #1285] add offline chat

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #3, patch #1285 (project freeciv):

one last comment why chat messages are special: a user could send a lot of
chat messages to hide some server messages

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[Freeciv-Dev] [patch #1285] add offline chat

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1285 (project freeciv):

both use the same code - but events are done via plrhand.c:notify_player()
while chat messages are done in handchat.c:handle_chat_msg_req()

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[Freeciv-Dev] [bug #14237] /cmdlevel command bugs

2009-09-07 Thread Marko Lindqvist

Follow-up Comment #1, bug #14237 (project freeciv):

I have only read the patch, not tested...

> BUG #1: when issuing /cmdlevel command for all connections, it > stops at
the first connection it cannot set the access level. > The expected behaviour
would be to continue to iterate the
> connections.

It seems that you are not sending error message of any kind when setting of
the cmdlevel fails for some connection. Users will assume that everything
went ok which can potentially lead to nasty surprises.
In general you seem to reduce output provided by /cmdlevel

You seem to remove listing of firstlevel and default level when list of
commandlevels is requested with "/cmdlevel". Why? Is there some better way
for user to get that information?


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[Freeciv-Dev] [bug #14259] [RT #20855] Starting techs and team play

2009-09-07 Thread pepeto

URL:
  

 Summary: [RT #20855] Starting techs and team play
 Project: Freeciv
Submitted by: pepeto
Submitted on: lundi 07.09.2009 à 21:05
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

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Details:

> I suspect there still to be problem if several members of the
> same team have same national init tech. If such an problem
> really exist, it should be fixed in separate ticket.
>
> - ML

You are totally right, it still crashes the server.  I removed by mistake
some important check lines of my former patches that the attached pathes add
back.




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---
Date: lundi 07.09.2009 à 21:05  Name: trunk_init_techs2.diff  Size: 1 ko  
By: pepeto


---
Date: lundi 07.09.2009 à 21:05  Name: S2_1_init_techs2.diff  Size: 1002 o  
By: pepeto



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Re: [Freeciv-Dev] (PR#20855) Starting techs and team play

2009-09-07 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=20855 >

2009/9/5 Marko Lindqvist :
> 2009/5/4 Pepeto :
>>
>>> [cazf...@gmail.com - Mon May 04 12:31:15 2009]:
>>>
>>> 2007/10/18 Pepeto _ :
>>> >
>>> > My previous patches are wrong. It seems that global_init_tech, init_tech
>>> > and techlevel never worked well with team games, since the team research
>>> > is polled.
>>>
>>>  I have only read the patch, not tested.

 I have now committed the patch as it fixes the problem with global init techs.

 I suspect there still to be problem if several members of the same
team have same national init tech. If such an problem really exist, it
should be fixed in separate ticket.


 - ML



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[Freeciv-Dev] [patch #1271] Featured text: simulate Book's colors

2009-09-07 Thread pepeto

Follow-up Comment #5, patch #1271 (project freeciv):

> I meant that compiler does not catch missing color parameters
> as notify_player() is vararg function. It just uses format
> string as foreground color...

This case is very rare then:  it must be 2 strings after the format and
nothing more.  Anyway, it shouldn't crash the server nor client.  Strange
strings may appear to screen, then the gtk client would complain it cannot
match formated colors. :)

I hope there is no other mistakes...


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[Freeciv-Dev] [patch #1271] Featured text: simulate Book's colors

2009-09-07 Thread Marko Lindqvist

Follow-up Comment #4, patch #1271 (project freeciv):

>> - Added color parameters to couple of notify_player() calls
>> where they were still missing. I hope there is no more.
>
> Could I ask you where did you find them?

I don't remember exactly which ones they were, but they were from
diplomats.c. In some cases where there is two notify_player() calls like one
for vistim and one for aggressor, you had forgotten color parameters from the
latter one.

>> Too bad these don't cause compiler error as it's vararg function
>
> What function are you talking about?

 I meant that compiler does not catch missing color parameters as
notify_player() is vararg function. It just uses format string as foreground
color...

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[Freeciv-Dev] [patch #1285] add offline chat

2009-09-07 Thread pepeto

Follow-up Comment #1, patch #1285 (project freeciv):

I didn't look at the patches, but what is the difference between offline
event and offline chat?  As far I know, chatting message are server events
(type E_CHAT_MSG).


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[Freeciv-Dev] [bug #14230] add new server state S_S_SAVEGAME to prevent changing of the ruleset after a savegame was loaded

2009-09-07 Thread Marko Lindqvist

Follow-up Comment #3, bug #14230 (project freeciv):

> at the moment it is possible to change the ruleset
> after a savegame was loaded. This will result in
> strange error messages.

The problem is present in S2_1 too, right? Can you make S2_1 version of this
patch?

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[Freeciv-Dev] [patch #1285] add offline chat

2009-09-07 Thread Matthias Pfafferodt

URL:
  

 Summary: add offline chat
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 07.09.2009 um 21:33
Category: general
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

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Details:

see summary

needs patch #1280



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---
Date: Montag 07.09.2009 um 21:33  Name: 0003-add-offline-chat.diff  Size: 6kB
  By: syntron



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[Freeciv-Dev] [patch #1281] add server setting for the number of turns offline events are saved

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1281 (project freeciv):

add server setting for offline events

* offlineturns: the number of turns offline events are saved
* offlineevents: the number of offline events saved

(file #6609)
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[Freeciv-Dev] [patch #1280] add offline events

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1280 (project freeciv):

small updates (add 'const' keyword for pplayer)

(file #6608)
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[Freeciv-Dev] [patch #1284] update reset command

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1284 (project freeciv):

if you want an updated settings patch series please tell me and I will resend
all changed patches. 

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[Freeciv-Dev] [patch #1284] update reset command

2009-09-07 Thread Matthias Pfafferodt

URL:
  

 Summary: update reset command
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 07.09.2009 um 20:02
Category: general
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

___

Details:

Add the following arguments to the reset command:

- game => resets to the settings of the loaded savegame
- ruleset => reset to the settings defined in the ruleset
- script => reloads the initial server script
- default => use the default values

needs the serverstate patch (S_S_SAVEGAME) (bug #14230)
needs the settings patches (pset; union) (bug #13867)




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---
Date: Montag 07.09.2009 um 20:02  Name: 0001-update-reset-command.diff  Size:
14kB   By: syntron



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[Freeciv-Dev] [patch #1197] save game settings in game.ruleset

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1197 (project freeciv):

there are two kinds of resets

1. if a new ruleset is loaded all settings are resetted to the default values
before the new ruleset is loaded (defined state)

stdinhand.c:3567:set_rulesetdir()

2. the reset command restores the settings as defined in the current ruleset

stdinhand.c:3942:reset_command()

I have a patch which adds an option to the reset command. The possible
arguments are:

- game => resets to the settings of the loaded savegame
- ruleset => reset to the settings defined in the ruleset
- script => reloads the initial server script
- default => use the default values


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[Freeciv-Dev] [patch #1263] possibility to loose a tech if it is transfered

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1263 (project freeciv):

updated patch

* includes patch #1268
* based on updated patch #1262 (different checks if a tech is lost )

(file #6606)
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[Freeciv-Dev] [patch #1262] check settler activities if a tech is lost

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1262 (project freeciv):

different checks if a tech is lost

* check settler activities
* check city production
* check goverment

includes patch #1267

(file #6605)
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[Freeciv-Dev] [patch #1264] add tech upkeep

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1264 (project freeciv):

updated patch

* make pick_random_tech_researched() save if no tech is researched

(file #6604)
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[Freeciv-Dev] [patch #1266] add option to restrict the use of road and rails for enemies

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1266 (project freeciv):

updated version of the patch

(file #6603)
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[Freeciv-Dev] [patch #1258] [1/4] Setting to disable border info in fog of war.

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1258 (project freeciv):

updated patch; changes

* all 4 patches within one patch
* bugfix within map_fog_tile() (saved the owner, if a unit move revales
ownership and it is fogged again within the same turn)

(file #6602)
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[Freeciv-Dev] [bug #13465] wrong savename used for savefile name generation

2009-09-07 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #13465 (project freeciv):

the updated version of the patch uses S_S_SAVEGAME as defined in   bug #14230

(file #6599)
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[Freeciv-Dev] [patch #1271] Featured text: simulate Book's colors

2009-09-07 Thread pepeto

Follow-up Comment #3, patch #1271 (project freeciv):

Attached new version of the patch:
* Moved color macros to common/featured_text.h (maybe they would be also used
by the client).
* Renamed 'foreground' and 'background' parameters as 'fg_color' and
'bg_color', it should be clearer.
* Added color parameters to a notify_player() call in server/barbarian.c.

(file #6598)
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[Freeciv-Dev] [patch #1282] Featured text: link marks on map

2009-09-07 Thread pepeto

Follow-up Comment #1, patch #1282 (project freeciv):

Updated against rev 15912.


(file #6597)
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[Freeciv-Dev] [patch #1271] Featured text: simulate Book's colors

2009-09-07 Thread pepeto

Follow-up Comment #2, patch #1271 (project freeciv):

> - Added color parameters to couple of notify_player() calls
> where they were still missing. I hope there is no more.

Could I ask you where did you find them?

> Too bad these don't cause compiler error as it's vararg function

What function are you talking about?


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