[Freeciv-Dev] [patch #2507] Belgic nation

2011-02-13 Thread Andrzej M. Gorzym

Follow-up Comment #3, patch #2507 (project freeciv):

Area of the Celtic Belgic was a part of the Gaul as Galia Belgica. Leader
Ambiorix used in gallic nationset was a leader of one of belgic tribes. Also
Orgetorix was Helvetian leader.

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[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)

2011-02-13 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #2513 (project freeciv):

update; changes:

* rename server_action to server_edit

(file #12427)
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[Freeciv-Dev] [patch #2514] [lua02] redo lua script

2011-02-13 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #2514 (project freeciv):

update; changes:

* add edit.* api (old action_ functions)
* add compatibility functions

(file #12428)
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[Freeciv-Dev] [patch #2499] --enable-aimodules=experimental

2011-02-13 Thread Marko Lindqvist

Update of patch #2499 (project freeciv):

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


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[Freeciv-Dev] [bug #17714] Number of (land) tiles per player option doesn't work properly

2011-02-13 Thread Alberto Bonsanto

Follow-up Comment #4, bug #17714 (project freeciv):

I really don't understand this setting cause i tried setting to tiles per
players and land per player 120 and my islands still having only 50 tiles, in
my personal opinion i recommend you to change the working way of this, cause
the setting short explanation make me think that i will have 120 tiles in my
island. In other way is it possible to ad a map generator without poles but
with deserts?, And is it possible to fix the map generator with 1x1 islands
(it only works with some weird topologies, i explained it in another)

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[Freeciv-Dev] [patch #2422] Prevent building railroad

2011-02-13 Thread Marko Lindqvist

Follow-up Comment #2, patch #2422 (project freeciv):

Note that roads code rewrite (patch #2522) will likely make this patch
redundant. This patch has been implemented on top of current roads code, and
same feature has to be implemented separately for new roads system.
Regardless I would go forward with this patch. It will bring new feature
available *now* with very simple code change. There's no need to wait for new
roads system being implemented. New road system won't be here overnight. It
might be that this feature wouldn't make it to 2.4 if we rely on new roads
system implementation.

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[Freeciv-Dev] [patch #2422] Prevent building railroad

2011-02-13 Thread Marko Lindqvist

Follow-up Comment #3, patch #2422 (project freeciv):

 Note that roads code rewrite (patch #2522)

I meant to refer to metaticket patch #2521.

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[Freeciv-Dev] [bug #17722] techlevel 100 -- more messages than needed at game start

2011-02-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17722

 Summary: techlevel 100 -- more messages than needed at game
start
 Project: Freeciv
Submitted by: alocritani
Submitted on: dom 13 feb 2011 13:35:37 GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

when starting a new game with techlevel 100 following messages appear (--
string added by me):

--Learned Masonry. Scientists do not know what to research next.
Discovery of Monarchy makes the government form Monarchy available. You may
want to start a revolution.
Discovery of The Republic makes the government form Republic available. You
may want to start a revolution.
Great philosophers from all the world join your civilization: you get an
immediate advance.
--Learned Magnetism. Scientists do not know what to research next.
Discovery of Democracy makes the government form Democracy available. You may
want to start a revolution.
The people are pleased to hear that your scientists finally know about
railroads.
  Workers spontaneously gather and upgrade all cities with railroads.
Discovery of Communism makes the government form Communism available. You may
want to start a revolution.


Why are we getting the two -- marked lines?




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[Freeciv-Dev] [bug #17723] no civ after make install

2011-02-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17723

 Summary: no civ after make install
 Project: Freeciv
Submitted by: alocritani
Submitted on: dom 13 feb 2011 13:40:25 GMT
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

there's no civ nor ser in $PATH after a make install.
only freeciv-gtk2, freeciv-server, freeciv-manual and freeciv-modpack.

Is it intended?




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[Freeciv-Dev] [bug #17724] assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17724

 Summary: assertion `n_cols  0  n_cols = 65535' failed
 Project: Freeciv
Submitted by: alocritani
Submitted on: dom 13 feb 2011 13:44:07 GMT
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In client gtk2, as soon as new game starts:


(freeciv-gtk2:3808): Gtk-CRITICAL **: gtk_table_resize: assertion `n_cols  0
 n_cols = 65535' failed






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[Freeciv-Dev] [bug #17723] no civ after make install

2011-02-13 Thread Marko Lindqvist

Update of bug #17723 (project freeciv):

  Status:None = Invalid
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

civ and ser scripts are meant to help freeciv usage during development from
build directory without installing freeciv. They search datafiles in build and
source directories and not from their real installation location, so they
wouldn't work (correctly) with installed freeciv. For that reason they are not
part of real installation.

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[Freeciv-Dev] [bug #17725] Is everything in Controls section of help still valid?

2011-02-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17725

 Summary: Is everything in Controls section of help still
valid?
 Project: Freeciv
Submitted by: alocritani
Submitted on: dom 13 feb 2011 14:01:41 GMT
Category: docs
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In controls section of help is written

Shift-Left-click:Copy production (GTK)
Shift-Right-click on city:   Paste production into city (GTK)


Are these keys still valid? I was unable to use them...

and also:


Area Selection mode (GTK):
[...]
Shift-Right-click:Paste production into highlighted cities


I think is not clear: which production will be pasted into the cities?




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[Freeciv-Dev] [bug #17724] assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Jacob Nevins

Update of bug #17724 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Already reported as bug #17608, so closing this as a duplicate. (We could do
with some help tracking it down, though; see the other bug.)

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[Freeciv-Dev] [bug #17608] gtk_table_resize: assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Jacob Nevins

Follow-up Comment #3, bug #17608 (project freeciv):

Also seen by alocritani (duplicate bug #17724).

Not sure how to debug this -- is there a way of forcing GTK to segfault or
otherwise get a backtrace when it hits a Gtk-CRITICAL?

Otherwise, perhaps running the client as something like freeciv-gtk2 -d 4
logfile 21 and attaching logfile will give us a clue whenabouts this is
happening?

Otherwise, perhaps it's some setting difference? Can someone who sees this
attach their ~/.freeciv-client-rc-2.3?

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[Freeciv-Dev] [bug #17608] gtk_table_resize: assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Jacob Nevins

Update of bug #17608 (project freeciv):

  Status:None = Confirmed  
 Release:S2_3 = 2.3.0-beta3
 Planned Release: = 2.3.0  

___

Follow-up Comment #4:

I wrote:
 is there a way of forcing GTK to segfault or otherwise get a 
 backtrace when it hits a Gtk-CRITICAL?
Yes http://library.gnome.org/devel/gtk/stable/gtk-running.html#id462228:
freeciv-gtk2 -- --g-fatal-warnings.

 Otherwise, perhaps it's some setting difference?
Oops, dmarks already answered that in comment #2; if I set
gui_gtk2_small_display_layout, I can see the problem.

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[Freeciv-Dev] [bug #17608] gtk_table_resize: assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Jacob Nevins

Follow-up Comment #5, bug #17608 (project freeciv):

Here's a backtrace (although I've not built with Gtk debugging symbols). Code
is S2_3 r19324.


#0  0x7f3af0e95a75 in raise () from /lib/libc.so.6
No symbol table info available.
#1  0x7f3af0e995c0 in abort () from /lib/libc.so.6
No symbol table info available.
#2  0x7f3af144b33a in g_logv () from /lib/libglib-2.0.so.0
No symbol table info available.
#3  0x7f3af144b3d3 in g_log () from /lib/libglib-2.0.so.0
No symbol table info available.
#4  0x00416476 in populate_unit_pixmap_table () at gui_main.c:800
i = value optimised out
table = 0x29d4f20
#5  reset_unit_table () at gui_main.c:888
i = 1
#6  0x004901ca in real_set_client_page (new_page=PAGE_MAIN)
at pages.c:2782
old_page = PAGE_START
__FUNCTION__ = real_set_client_page
#7  0x00464803 in update_unqueue (data=value optimised out)
at update_queue.c:311
MY_it_MY_iter = 0x7fffeea22830
#8  0x0041373a in idle_callback_wrapper (data=0x594dbc0)
at gui_main.c:1972
No locals.
#9  0x7f3af14408c2 in g_main_context_dispatch () from
/lib/libglib-2.0.so.0
No symbol table info available.
#10 0x7f3af1444748 in ?? () from /lib/libglib-2.0.so.0
No symbol table info available.
#11 0x7f3af1444c55 in g_main_loop_run () from /lib/libglib-2.0.so.0
No symbol table info available.
#12 0x7f3af39e7bb7 in gtk_main () from /usr/lib/libgtk-x11-2.0.so.0
No symbol table info available.
#13 0x00416e9f in ui_main (argc=1, argv=0x7fffeea22e78)
at gui_main.c:1646
home = value optimised out
sig = value optimised out
__FUNCTION__ = ui_main
#14 0x0041ef7f in client_main (argc=value optimised out,
argv=0x7fffeea22e78) at client_main.c:509
i = 3
loglevel = LOG_NORMAL
ui_options = value optimised out
ui_separator = true
option = value optimised out
user_tileset = false
fatal_assertions = -1
__FUNCTION__ = client_main
#15 0x7f3af0e80c4d in __libc_start_main () from /lib/libc.so.6
No symbol table info available.
#16 0x004130e9 in _start ()
No symbol table info available.


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[Freeciv-Dev] [bug #17608] gtk_table_resize: assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Jacob Nevins

Follow-up Comment #6, bug #17608 (project freeciv):

Looks like it was caused by the fix for bug #17456: in
gui-gtk-2.0/gui_main.c:populate_unit_pixmap_table(), num_units_below is set to
0, which is passed to gtk_table_resize(), which then complains. Which raises
the question of how it ever worked; perhaps some versions of Gtk are fussier
than others?

(Still investigating.)

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[Freeciv-Dev] [bug #17723] no civ after make install

2011-02-13 Thread Marko Lindqvist

Follow-up Comment #2, bug #17723 (project freeciv):

 civ and ser scripts are meant to help freeciv usage during
 development from build directory without installing freeciv.

Let me clarify this a bit more.

Those wrapper scripts resolve problem specific to running binaries from build
directrory. They are simply not needed when running installed freeciv.
Compared to installed freeciv, need to use those scripts is disadvantage of
running from build directory. They have several shortcomings, of which
probably most notable is that one cannot use them while debugging.

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[Freeciv-Dev] [bug #17726] Experimental ruleset: Musketeers have Shield2Gold flag, but Riflemen do not

2011-02-13 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?17726

 Summary: Experimental ruleset: Musketeers have Shield2Gold
flag, but Riflemen do not
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 13 15:50:09 2011
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0-beta3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This seems wrong; Riflemen obsolete Musketeers, and once a unit type has a
salary I wouldn't expect it to not have one after an upgrade (and I think
that's true of other unit types). Is it intentional?




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[Freeciv-Dev] gtk3 client

2011-02-13 Thread Marko Lindqvist
Does anybody have any idea what it means for Freeciv that gtk3 is now
released? Do we need two different gtk-clients for a while like we did
when gtk1.2 and gtk2 coexisted. What about schedule? Do we need to
change something for 2.3, or can these things wait until 2.4?

http://www.gtk.org/


 - ML

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[Freeciv-Dev] [bug #17608] gtk_table_resize: assertion `n_cols 0 n_cols = 65535' failed

2011-02-13 Thread Jacob Nevins

Update of bug #17608 (project freeciv):

Priority: 3 - Low = 5 - Normal 
  Status:   Confirmed = Ready For Test 
 Assigned to:None = jtn

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[Freeciv-Dev] [bug #17726] Experimental ruleset: Musketeers have Shield2Gold flag, but Riflemen do not

2011-02-13 Thread Jacob Nevins

Follow-up Comment #1, bug #17726 (project freeciv):

Also, neither Dragoons nor Cavalry have Shield2gold set, although they're
more or less contemporaneous with Musketeers/Riflemen.

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Re: [Freeciv-Dev] gtk3 client

2011-02-13 Thread Jacob Nevins
Marko Lindqvist writes:
 Does anybody have any idea what it means for Freeciv that gtk3 is now
 released? Do we need two different gtk-clients for a while like we did
 when gtk1.2 and gtk2 coexisted.

There's a transition guide here:
http://library.gnome.org/devel/gtk/unstable/gtk-migrating-2-to-3.html

Looks like we can start preparing now by avoiding old-fashioned
constructs while continuing to use Gtk 2, to make the eventual switch
easier. (I guess this will probably increase our minimum Gtk2 version
requirement, but we have been quite conservative with that.)

I guess that the move to Cairo is probably the biggest deal for us, but
I haven't looked into it.

Even having looked through the referenced article, I'm not sure if we
can get away with compile-time conditionalisation or whether we'll need
to fork the client :/

 What about schedule? Do we need to change something for 2.3, or can
 these things wait until 2.4?

IMO, given our new sleek release cycle :) I doubt we need to worry about
2.3, but we should probably start thinking about it for 2.4.

But I doubt Gtk2 is going away any time soon. For comparison, Gtk2 came
out in 2002, but I think Gtk1.2 was only removed from Ubuntu in karmic
(Oct 2009) and from Debian in squeeze (Feb 2011!), and Gtk2 has existed
for longer than Gtk1 ever did.
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=520441
(Unless the Linux distros are going to push for quicker timetable for
this transition.)

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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-13 Thread Joan Creus

URL:
  http://gna.org/bugs/?17728

 Summary: assertion 'ai-phase_is_initialized' failed
 Project: Freeciv
Submitted by: jcreus
Submitted on: Sun Feb 13 18:37:25 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When loading a savegame, I get the following error:

in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
Please report

So, I'm doing that.

After pressing Start, the following message appears on the terminal where I
started civ:

(freeciv-gtk2:27440): Gtk-CRITICAL **: IA__gtk_table_resize: assertion
`n_cols  0  n_cols = 65535' failed

From here on, I can play normally, but all the games I save give the same
message.

Please note that I started playing this game in trunk, so it may be some
error propagated from there.



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File Attachments:


---
Date: Sun Feb 13 18:37:25 2011  Name: dominem.sav.gz  Size: 81kB   By: jcreus

http://gna.org/bugs/download.php?file_id=12430

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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-13 Thread Jacob Nevins

Follow-up Comment #1, bug #17728 (project freeciv):

 When loading a savegame, I get the following error:
 in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
I'm getting messages like these too. I had assumed this was bug #17669 (fixed
since beta3), but I'm still getting them even after the fix for that, and on
closer inspection that bug was about adv-..., not ai-

For me:

S2_3 r19324: just starting the server is OK, but if I start a fresh game,
immediately save it, then load it in a new server, I get warnings about
ai-phase_is_initialized (so it's not just an old poisoned savegame). I
think this must be the same as Joan is seeing:


2: Loading rulesets.
2: AI*1 has been added as Easy level AI-controlled player.
2: AI*2 has been added as Easy level AI-controlled player.
2: AI*3 has been added as Easy level AI-controlled player.
2: AI*4 has been added as Easy level AI-controlled player.
2: AI*5 has been added as Easy level AI-controlled player.
2: Removing player AI*1.
2: Removing player AI*2.
2: Removing player AI*3.
2: Removing player AI*4.
2: Removing player AI*5.
2: Chandragupta has been added as human player.
2: Beneharo has been added as Easy level AI-controlled player.
2: Luigi Pelloux has been added as Easy level AI-controlled player.
2: Lester B. Pearson has been added as Easy level AI-controlled player.
2: Friedrich August I has been added as Easy level AI-controlled player.
1: in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
2: Now accepting new client connections.


With trunk r19323: just starting the server without a savegame gives errors
about both ai-phase_initialized and adv-phase_is_initialized:


2: Loading rulesets.
1: in ai_plr_data_get() [aidata.c::260]: assertion 'ai-phase_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in adv_data_get() [advdata.c::612]: assertion 'adv-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
2: AI*1 has been added as Easy level AI-controlled player.
1: in ai_plr_data_get() [aidata.c::260]: assertion 'ai-phase_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in adv_data_get() [advdata.c::612]: assertion 'adv-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
2: AI*2 has been added as Easy level AI-controlled player.
1: in ai_plr_data_get() [aidata.c::260]: assertion 'ai-phase_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in adv_data_get() [advdata.c::612]: assertion 'adv-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
2: AI*3 has been added as Easy level AI-controlled player.
1: in ai_plr_data_get() [aidata.c::260]: assertion 'ai-phase_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in adv_data_get() [advdata.c::612]: assertion 'adv-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
2: AI*4 has been added as Easy level AI-controlled player.
1: in ai_plr_data_get() [aidata.c::260]: assertion 'ai-phase_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in adv_data_get() [advdata.c::612]: assertion 'adv-phase_is_initialized'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
2: AI*5 has been added as Easy level AI-controlled player.
2: Now accepting new client connections.


If I load the attached savegame into trunk, I get even more assertion
failures, much the same. This might all be a different problem given the
upheaval with advisors/AI on trunk.

 After pressing Start, the following message appears on 
 the terminal where I started civ:
 (freeciv-gtk2:27440): Gtk-CRITICAL **: IA__gtk_table_resize: assertion
`n_cols  0  n_cols = 65535' failed 
This is a separate known bug; see bug #17608.

(file #12431)
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[Freeciv-Dev] [bug #17729] More players and nations in scenarios

2011-02-13 Thread Daniel Markstedt

URL:
  http://gna.org/bugs/?17729

 Summary: More players and nations in scenarios
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sun 13 Feb 2011 11:19:10 AM PST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

With the player limit raised in 2.3, many of the larger scenarios including
large Earth and huge Europe could use a higher default aifill value as well as
some more nation starting positions.




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Re: [Freeciv-Dev] gtk3 client

2011-02-13 Thread Marko Lindqvist
On 13 February 2011 20:26, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:

 I guess that the move to Cairo is probably the biggest deal for us, but
 I haven't looked into it.

 Yeah. And now I remembered again how one of the last things we ever
heard from mbook before her disappearance was something like I'm
doing final testing of new cairo based drawing engine. Will submit it
in a couple of days.

 Even having looked through the referenced article, I'm not sure if we
 can get away with compile-time conditionalisation or whether we'll need
 to fork the client :/

 Even if we could do with conditional compilation, it might make sense
to have them as separate clients. For one, it would allow gtk3 based
client to be take advantage of new features in gtk3 without worrying
about how well it fits common gtk-client code. I'm actually quite sure
that having them as separate clients (that one can even compile at the
same time with '--enable-client=gtk3,gtk2') is correct way to go. Of
course that means that any bugfix to their common code must be done
for two separate clients. gtk3-client should start out as copy of
gtk2-client. Initially it would not even compile. For the sake of the
maintenance effort of separate clients we should make the initial
copying in sensible time, not before someone is actually going to work
on gtk3-client development.

 What about schedule? Do we need to change something for 2.3, or can
 these things wait until 2.4?

 IMO, given our new sleek release cycle :) I doubt we need to worry about
 2.3, but we should probably start thinking about it for 2.4.

 Yeah, I think that it's definitely too late to do anything for 2.3,
and even with our current release cycle (seems to be about 1.5 years
between 2.2 and 2.3) we need this before 2.5 (which would be more than
3 years away). Doesn't leave many versions to choose from in between
:-)



 We are already understaffed in clients department. I consider
gtk3-client much higher priority than Qt-client, so personally I will
cut down Qt-client development. This doesn't mean someone else
couldn't take active role in its development.
 I have already compiled gtk3 (and obviously all its dependencies) for
myself so I can get my hands dirty already.


 - ML

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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-13 Thread Marko Lindqvist

Follow-up Comment #2, bug #17728 (project freeciv):

 I'm getting messages like these too. I had assumed this was
 bug #17669 (fixed since beta3), but I'm still getting them even
 after the fix for that

Another bug causing messages like these is bug #17699, for which fix is not
yet committed. I'm doing final tests, so it should go in in a couple of hours.

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[Freeciv-Dev] [bug #17699] Savegame loading calls building_advisor() outside advisor data phase

2011-02-13 Thread Marko Lindqvist

Update of bug #17699 (project freeciv):

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


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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-13 Thread Jacob Nevins

Follow-up Comment #3, bug #17728 (project freeciv):

Now that bug #17699 has been fixed on trunk and S2_3, all problem messages
have gone away from me on S2_3, but trunk looks unchanged. I guess trunk has a
different problem.

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[Freeciv-Dev] [bug #17729] More players and nations in scenarios

2011-02-13 Thread Daniel Markstedt

Follow-up Comment #1, bug #17729 (project freeciv):

Originally reported by 'milsu' http://forum.freeciv.org/viewtopic.php?t=6690

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[Freeciv-Dev] [patch #2444] Electric Age city graphics for trident-based tilesets

2011-02-13 Thread Jacob Nevins

Update of patch #2444 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.2.5,2.3.0,2.4.0  

___

Follow-up Comment #1:

Patches for trunk, S2_3, and S2_2 attached. (I'm not claiming the graphics
are works of art...)

(NB: Moonflat said Yes, You may submit it, and I don't need to be credited.
I would be very pleased that I could help.)

While editing the graphics files, I also fixed the following visible
glitches:
* trident: Asian wall graphic was leaking onto Asian occupied flag and
Tropical wall graphic
* isotrident/isophex: Postmodern occupied flag was leaking onto Modern flag

(file #12433, file #12434)
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Additional Item Attachment:

File name: trunk-trident-electricage-specs.diff Size:2 KB
File name: S2_3-S2_2-trident-electricage-specs.diff Size:2 KB


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[Freeciv-Dev] [patch #2444] Electric Age city graphics for trident-based tilesets

2011-02-13 Thread Jacob Nevins

Additional Item Attachment, patch #2444 (project freeciv):

File name: trunk-S2_3-S2_2-trident-cities.png Size:6 KB
File name: trunk-S2_3-S2_2-isotrident-cities.png Size:6 KB


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[Freeciv-Dev] [patch #2444] Electric Age city graphics for trident-based tilesets

2011-02-13 Thread Jacob Nevins

Additional Item Attachment, patch #2444 (project freeciv):

File name: trunk-S2_3-hex2t-items.png Size:18 KB


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[Freeciv-Dev] [patch #2444] Electric Age city graphics for trident-based tilesets

2011-02-13 Thread Jacob Nevins

Additional Item Attachment, patch #2444 (project freeciv):

File name: S2_2-hex2t-items.png   Size:18 KB


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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-13 Thread Marko Lindqvist

Follow-up Comment #4, bug #17728 (project freeciv):

 With trunk r19323: just starting the server without a savegame
 gives errors about both ai-phase_initialized and
 adv-phase_is_initialized:

This is probably newly introduced bug #17711.

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[Freeciv-Dev] [patch #2527] Minor adjustments to Finnish nation

2011-02-13 Thread Daniel Markstedt

URL:
  http://gna.org/patch/?2527

 Summary: Minor adjustments to Finnish nation
 Project: Freeciv
Submitted by: dmarks
Submitted on: Sun 13 Feb 2011 02:24:45 PM PST
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

-Removed Ahtisaari (Koivisto also being alive)
-Estonians as civil war nation
-Some minor stylistic fixes



___

File Attachments:


---
Date: Sun 13 Feb 2011 02:24:45 PM PST  Name: trunk-small_finnish_fixes.diff 
Size: 1kB   By: dmarks

http://gna.org/patch/download.php?file_id=12439

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[Freeciv-Dev] [bug #17699] Savegame loading calls building_advisor() outside advisor data phase

2011-02-13 Thread Jacob Nevins

Follow-up Comment #3, bug #17699 (project freeciv):

Over in bug #17728, this was observed to fix the following assertion failure
when loading a S2_3 savegame into a S2_3 server:


1: in ai_data_get() [advdata.c::786]: assertion 'ai-phase_is_initialized'
failed.


Even with the fix so far, I've just seen the same message again loading a
savegame from S2_2. A dumb replication of the change from savegame2.c into
savegame.c seems to make the assertion failure go away (patches attached), but
since I haven't thought about it terribly hard I leave it in your hands
(including whether you want to open a new bug).

(file #12440, file #12441)
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File name: S2_3-17699-bis.diffSize:0 KB


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[Freeciv-Dev] Doxygen documentation markup

2011-02-13 Thread Marko Lindqvist
On 10 February 2011 23:59, Marko Lindqvist cazf...@gmail.com wrote:
 Now that we are putting doxygen generated documentation online one way
 or other we should also consider improving it.

 Doxygen (like other similar tools) requires specially crafted comments
 in source code (its markup) to build better documentation from. Should
 we add such markup to freeciv code? It's also important to decide if
 we want to use some other markup (and some other tool) instead, before
 we have invested a lot of working time to add doxygen markup.
 If we don't decide against doxygen markup (if we at least allow people
 to add it, if not require it), I'd like to see some official policy
 added to CodingStyle. It should govern markup usage on new code and
 code being touched. I don't expect us to systematically go through all
 the existing code to add markup now. We may decide to add some
 specific subset of documentation systematically when doing so would
 make documentation significantly better with small investment.

 No comments? I kind of expected at least Jacob as our main
documentation guru to have an opinion. Just in case I changed subject
of this email to one that might catch his attention better :-)


 - ML

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[Freeciv-Dev] [bug #17728] assertion 'ai-phase_is_initialized' failed

2011-02-13 Thread Jacob Nevins

Follow-up Comment #5, bug #17728 (project freeciv):

 This is probably newly introduced bug #17711.
Yes, that appears to be it, thanks. With the patch there, and the patches for
bug #17699 (both the one you committed and the one I just posted), I can't
provoke any messages of this kind from a trunk server with no savegame or a
variety of savegames. Hurrah!

Looks like we should close this bug as a duplicate; fortunately we don't have
to say what it's a duplicate _of_ :)

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[Freeciv-Dev] [patch #2391] Reduce number of ai includes in advisors code

2011-02-13 Thread Marko Lindqvist

Update of patch #2391 (project freeciv):

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


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[Freeciv-Dev] [patch #2528] GTK_CFLAGS - GTK2_CFLAGS

2011-02-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?2528

 Summary: GTK_CFLAGS - GTK2_CFLAGS
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 14 Feb 2011 01:28:12 AM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

___

Details:

To avoid namespace problems once we have both gtk2 and gtk3 clients, attached
patch renamed GTK_CFLAGS - GTK2_CFLAGS and GTK_LIBS - GTK2_LIBS.



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File Attachments:


---
Date: Mon 14 Feb 2011 01:28:12 AM EET  Name: GTK2_CFLAGS.diff  Size: 3kB  
By: cazfi

http://gna.org/patch/download.php?file_id=12442

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[Freeciv-Dev] [bug #17730] Strike through currently-useless city build targets in more places

2011-02-13 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?17730

 Summary: Strike through currently-useless city build targets
in more places
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Feb 14 00:00:56 2011
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When a city build target (usually a building) would have no effect due to
having been superseded by the effects of already-built things, it's rendered
with strikethrough formatting in the city's Production tab.

David Lowe quite reasonably suggests
http://mail.gna.org/public/freeciv-dev/2011-01/msg01049.html that it should
also be so rendered on the Overview tab, in the production dropdown.

Also on the overview tab, already-built but redundant buildings are marked
with (*) or (O) in client-independent code. For consistency, these could
be marked with strikethrough in the Gtk code as well.

This may help people who've been confused by the ability to build redundant
buildings (such as Hydro Plant when one has the Hoover Dam
http://mail.gna.org/public/freeciv-dev/2011-02/msg00442.html). (See also bug
#17445.)

This is not difficult to achieve technically -- I have a work-in-progress
patch which adds the strikethrough. However, there's the question of what
makes a target useless; currently different bits of the code take slightly
different views. This issue has ramifications beyond the UI, so I'll cover it
in a separate (blocking) bug.




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[Freeciv-Dev] [patch #2529] Configure checks for gtk3-client

2011-02-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?2529

 Summary: Configure checks for gtk3-client
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 14 Feb 2011 02:04:27 AM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

___

Details:

This patch adds gtk3-client related configure stuff.



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File Attachments:


---
Date: Mon 14 Feb 2011 02:04:27 AM EET  Name: Gtk3Configure.diff  Size: 13kB  
By: cazfi

http://gna.org/patch/download.php?file_id=12443

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[Freeciv-Dev] [bug #17731] What makes a building useless/replaced/redundant?

2011-02-13 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?17731

 Summary: What makes a building useless/replaced/redundant?
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Feb 14 00:28:43 2011
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Currently, different bits of the code take slightly different views of what
constitutes a useless building.

In particular, most parts of the code (including AI) don't take into account
whether a building is enabling production of a certain kind of unit, via the
unit's impr_req property (which isn't set in any of the default rulesets). (I
happened upon this while looking at bug #17730; the one place which *does*
check impr_provides_buildable_units() is the Gtk client's worklist dialog in
wldlg.c).

Most places use is_building_replaced(), which looks at the effects system to
see if any of the building's effects are currently effective, and has a
special case for Coinage (IF_GOLD). Callers on trunk are:
* ai_sell_obsolete_buildings(): I think the AI can sell of buildings even if
they are the only thing enabling it to create certain units.
* advbuilding.c:adjust_wants_by_effects(): will never consider buildings
which only enable units.
* advbuilding.c:building_advisor() (find our Wonder City): probably
harmless
* Gtk client wldlg.c: as above
* sell_all_improvements() (on client): will consider improvements only
providing units as obsolete (this is used by the sell all buttons on the
Economy dialog)
* city_improvement_name_translation (on client): marks buildings with (*)
if all they do is allow units (I've tested this)

Another factor that could be taken into account when deciding uselessness
is improvement_obsolete().

So, the definition of uselessness used in the above places could usefully
be expanded to include impr_provides_buildable_units(). However, that could be
argued to subtly change the semantics. Currently, if a building returns TRUE
from is_building_replaced() now, it will probably continue to do so, except
for unplanned events such as losing the city containing the masking
wonder.

However, impr_provides_buildable_units() may return FALSE now but TRUE after
a planned change -- perhaps the units require both the particular building
and a particular government to be built. In this case, a planned change of
government will stop the building from being redundant, but in the meantime it
might be considered for sale.

Perhaps I'm over-analysing this :) Clearly such a function can never be
perfect in taking into account the might-have-beens.

So, I've a mind to:
0 repurpose is_building_replaced() for purely effects-based redundancy
(removing the IF_GOLD exception);
0 invent a new is_building_useless() which checks is_building_replaced(),
IF_GOLD, impr_provides_buildable_units(), and perhaps improvement_obsolete();
0 call is_building_useless() from as many of the call sites above as makes
sense.

Second opinions welcomed (especially on the effect on AI/advisors, which I'm
not that familiar with).

(Note for future improvement: the impr_provides_buildable_units() check will
not behave ideally if more than one building enables a given type of unit; if
impr_req was replaced by the effects system it would work better, since one
building would be clearly better than the other (although the autogenerated
help would probably get worse). But that's a project for another day.)




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[Freeciv-Dev] [bug #17730] Strike through currently-useless city build targets in more places

2011-02-13 Thread Jacob Nevins

Update of bug #17730 (project freeciv):

  Depends on: = bugs #17731


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[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-13 Thread Brandon J. Van Every

URL:
  http://gna.org/bugs/?17732

 Summary: GTK client displays slanted map
 Project: Freeciv
Submitted by: bvanevery
Submitted on: Mon 14 Feb 2011 01:32:25 AM GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0-beta3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

The GTK client displays the map on a slant from NW to SE, and the minimap
window shows a diagonal square outline of the visible terrain.  The previous
default behavior was to display the poles at the top and the bottom of the
map, with the minimap window showing a screen aligned square outline of the
visible terrain.  In previous versions of Freeciv I remember server option
numbers to control the topology.  The numerical system is now gone, with only
a selection of Wrap East-West and isometric remaining.  I think the
Windows GTK client has not been changed to match the server changes.





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Re: [Freeciv-Dev] gtk3 client

2011-02-13 Thread Marko Lindqvist
On 13 February 2011 20:26, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:

 There's a transition guide here:
 http://library.gnome.org/devel/gtk/unstable/gtk-migrating-2-to-3.html

 Looks like we can start preparing now by avoiding old-fashioned
 constructs while continuing to use Gtk 2, to make the eventual switch
 easier. (I guess this will probably increase our minimum Gtk2 version
 requirement, but we have been quite conservative with that.)

 Idea in that transition guide is that there will be gtk3 only
application in the end, requiring gtk 3.0.0 at least, i.e. , it has no
problem of not being backward compatible with *any* gtk2 version.
 We can increase our minimum gtk2 version somewhat, but not all the
way up to last gtk2 release. In fact I would continue to be fairly
conservative with increasing minimum version. Once we have both gtk3
and gtk2 clients, the only reason for continued existence of
gtk2-client is its compatibility with older systems without gtk3. We
should not make that two limited target group (as only those with gtk
2.22.0 - 2.24.0)
 After investigating this and fiddling with ideas, I now have a plan like this:
 - Fix those gtk3 compatibility problems that you can without breaking
compatibility with versions earlier than x in current gtk2-client. x
is to be decided.;Ubuntu Dapper has gtk 2.8, but Dapper will not be
supported any more by the time Freeciv 2.4 will be released. More
relevant reference is probably Ubuntu Hardy, which has gtk 2.12.
 - Copy gtk2-client as starting point of gtk3-client development
 - Make gtk3-client actually gtk2 2.24.0 (latest gtk2 release)
client that uses no deprecated constructs
 - Make switch to actual gtk3 with gtk3-client


 - ML

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[Freeciv-Dev] [patch #2530] Make 2.12.0 minimum gtk2 version

2011-02-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?2530

 Summary: Make 2.12.0 minimum gtk2 version
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 14 Feb 2011 04:00:44 AM EET
Category: client-gtk-2.0
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

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Details:

This patch increases minimum gtk2 version to 2.12.0



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File Attachments:


---
Date: Mon 14 Feb 2011 04:00:44 AM EET  Name: MinGtk212.diff  Size: 1kB   By:
cazfi

http://gna.org/patch/download.php?file_id=12444

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[Freeciv-Dev] [bug #17733] ToAlliesOnly toggle button's appearance

2011-02-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17733

 Summary: ToAlliesOnly toggle button's appearance
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 14 feb 2011 07:38:01 GMT
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

When joining a network game the ToAlliesOnly toggle button appears;
*sometimes* it do not appears on the client that is also acting as server.
ie: you start 2 clients on a machine; in 1st you start a new game, in 2nd you
join the existing local game. client #1 do not have the button, client #2 do
have the button.

another strange behaviour is that *sometimes* if you start a solo game the
button is there (it shouldn't be there in solo games) but if you leave and
start a new solo game, button disappears.

sorry for not be very accurate regarding *when* it happens, I've tried to
find a pattern but failed.




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[Freeciv-Dev] [bug #17734] small window when typing in nation window

2011-02-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17734

 Summary:  small window when typing in nation window
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 14 feb 2011 07:38:37 GMT
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0 beta3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

On nation selection window, if you start typing a window appears. What is the
purpouse of this small window?
Whould be nice to use this window for jumping to the nation name you're
typing.




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