[Freeciv-Dev] [bug #16209] engineers revert to maximum task time upon reloading game

2010-06-29 Thread anonymous

URL:
  http://gna.org/bugs/?16209

 Summary: engineers revert to maximum task time upon
reloading game
 Project: Freeciv
Submitted by: None
Submitted on: Tuesday 06/29/2010 at 17:14 CEST
Category: freeciv.org
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: bin...@virgin.net
 Open/Closed: Open
 Release: 2.2.1
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

Engineer and worker units revert to the maximum task time upon quitting and
reloading the game. Save attached.

My operating system is Windows xp.



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File Attachments:


---
Date: Tuesday 06/29/2010 at 17:14 CEST  Name:
civgame-T0269-Y01788-manual.sav.gz  Size: 234kB   By: None

http://gna.org/bugs/download.php?file_id=9386

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[Freeciv-Dev] [patch #1710] settlers and workers can be veterans

2010-06-29 Thread Matthias Pfafferodt

Update of patch #1710 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #7:

I would like to apply file #9355 next weekend if there are no objections. The
patch moves some hardcoded values into the ruleset. Thus, at least a hint to
update the supplemental ruleset(s) will be needed.

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[Freeciv-Dev] [bug #16206] Impossible to play on-line with the new interface

2010-06-29 Thread Matthias Pfafferodt

Follow-up Comment #4, bug #16206 (project freeciv):

the attached patch adds a separate option to merge the two notebooks
(messages and map)

 if you apply the client setting 'options - local clients
 - Arrange widgets for small displays' in full-screen mode
 then you can no longer close full-screen mode.

Could you tell me which patch cased this behavior? Does it happen with 2.2.1
or only with S2_2?

 It seems that resolving this ticket would require at least
 changing defaults to better values (is Arrange widgets for
 small display default, or why Pepeto was hit with this?) and
 maybe adding new settings. 

The default for 'Arrange widgets for small display' is FALSE. Thus, it should
be deactivated by default.


(file #9388)
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Additional Item Attachment:

File name:
20100629-06-trunk-separate-option-to-merge-the-message-and-the-map-not.patch
Size:3 KB


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[Freeciv-Dev] Longturn Freeciv

2010-06-29 Thread Andreas Røsdal
Hello everyone,

First, I'd like to say that you've done a nice job on the latest release 
of Freeciv. I also see that some nice progress on longturn Freeciv has 
been done. Longturn is something that I think has a lot of potential, and 
is something that I think could be improved a lot. In particular, I 
would like Longturn games to have more MMO-properties, such as 
more players, longer-running games and some changes to the game rules. 
Here are some questions about that:

* New players:
How is continuous new player spawning implemented, and how does new 
players effect the game-balance? How can a new player compete against 
another player who has played for example 500 turns already?

* Very large maps:
For Longturn games, I think it should be possible to have much larger 
maps. This would allow many more players to play simulaneously. There 
seems to be a limit of 256x256 tiles at the moment. I have done some 
experiments with maps of 1024x1024 tiles, but I get mostly segmentation 
faults.

* Large number of simultaneous playsers:
What are the main limitations be for having a very large ammount of 
players at the same time? Some objects and bitvectors set sime limitations 
here. Also, there aren't enough flags to have a very large number of 
players.

* Server architecture:
The current single-threaded architecture of the Freeciv server will also 
be a limitation for large Longturn games. The server should probably be 
multithreaded to be more scalable. Would this be realistic?

--
Andreas R.
http://www.freeciv.net/

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[Freeciv-Dev] [patch #1720] tilesperplayer option

2010-06-29 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1720

 Summary: tilesperplayer option
 Project: Freeciv
Submitted by: syntron
Submitted on: Mittwoch 30.06.2010 um 00:36
Category: general
Priority: 3 - Low
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

do not set the size but the amount of tiles per player

based on the autosize patch by pepeto for warclient



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File Attachments:


---
Date: Mittwoch 30.06.2010 um 00:36  Name:
20100629-07-trunk-tilesperplayer-option.patch  Size: 8kB   By: syntron

http://gna.org/patch/download.php?file_id=9389

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[Freeciv-Dev] [bug #16080] The Great Wall affects all units which is staying out of City

2010-06-29 Thread Jacob Nevins

Follow-up Comment #3, bug #16080 (project freeciv):

Here's the essence of an alternative fix, which adds requirements to the
effects rather than changing the semantics of EFT_DEFEND_BONUS in the code.

I'm not sure I don't prefer your fix, though. EFT_DEFEND_BONUS is already
pretty tightly tied to implementing city walls or similar city defences, so
it probably doesn't hurt. Plus your fix could be back-ported to S2_1 if
desired, whereas mine couldn't (the CityTile universal doesn't exist on S2_1
IIRC).

(file #9391)
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Additional Item Attachment:

File name: S2_2-greatwall-effect.diff Size:0 KB


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[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities

2010-06-29 Thread Jacob Nevins

Update of bug #16080 (project freeciv):

 Summary: The Great Wall affects all units which is staying
out of City = The Great Wall affects all units regardless of whether they're
inside cities


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[Freeciv-Dev] [bug #16209] engineers revert to maximum task time upon reloading game

2010-06-29 Thread Jacob Nevins

Update of bug #16209 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [bug #16209] engineers revert to maximum task time upon reloading game

2010-06-29 Thread Jacob Nevins

Update of bug #16209 (project freeciv):

 Assigned to:None = jtn
 Planned Release: = 2.2.2  

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Follow-up Comment #1:

Oops. Introduced by me in r17405 (bug #15744), so a regression from 2.2.0.
Fix attached.

The bug is in loading, not saving, so savegames created with a broken version
will load correctly into a fixed version.

(file #9392, file #9393)
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Additional Item Attachment:

File name: S2_2-activity-count-load.diff  Size:1 KB
File name: trunk-activity-count-load.diff Size:1 KB


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[Freeciv-Dev] [bug #16209] engineers revert to maximum task time upon reloading game

2010-06-29 Thread Jacob Nevins

Update of bug #16209 (project freeciv):

Category: freeciv.org = None   


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[Freeciv-Dev] [bug #16206] Impossible to play on-line with the new interface

2010-06-29 Thread anonymous

Follow-up Comment #5, bug #16206 (project freeciv):

 you can no longer close full-screen mode.
 
Could you tell me which patch caused this behavior? Does it happen with
2.2.1 or only with S2_2? 

I have version 2.2.1 on Windows

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