[Freeciv-Dev] [bug #18529] Base removed under city keeps borders, vision

2011-09-03 Thread Marko Lindqvist
Update of bug #18529 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #2715] Use cairo in gtk3-client

2011-09-03 Thread anonymous
Follow-up Comment #10, patch #2715 (project freeciv): It will likely sound obnoxious, but a bit of googling gave me a solution of the corruption problem - both the sprites in treeview and transparent cursors look correctly, It was just a matter of adding 5 short lines to surface_get_pixbuf

[Freeciv-Dev] [patch #2943] Remove x, y, nat_x, nat_y from struct tile

2011-09-03 Thread Matthias Pfafferodt
Update of patch #2943 (project freeciv): Assigned to:None = syntron Summary: Shave 8/24 bytes of struct tile = Remove x,y,nat_x,nat_y from struct tile ___ Follow-up Comment

[Freeciv-Dev] [patch #2715] Use cairo in gtk3-client

2011-09-03 Thread anonymous
Follow-up Comment #11, patch #2715 (project freeciv): OK, in the hindsight, it was painfully obvious (and - in a way - already hinted at in comment 5). It's actually just 4 lines. When creating tmpsurf, between cairo_create and cairo_set_source_surface, put following: cairo_save(cr);

[Freeciv-Dev] [bug #18529] Base removed under city keeps borders, vision

2011-09-03 Thread Jacob Nevins
Follow-up Comment #3, bug #18529 (project freeciv): This change is causing assertion failures on building cities and crashing soon afterwards on trunk and S2_3. I'm looking at it and will commit something soon. The simplest fix which makes the immediate crashes go away is to wrap the

[Freeciv-Dev] [bug #18529] Base removed under city keeps borders, vision

2011-09-03 Thread Jacob Nevins
Follow-up Comment #4, bug #18529 (project freeciv): Confirmed that my simplest fix doesn't help when building a city on top of a fortress. It seems the only safe time to do the destroy_base() is before the city is created, or at any rate before tile_set_worked(ptile, pcity) (which plumbs it in

[Freeciv-Dev] [bug #18529] Base removed under city keeps borders, vision

2011-09-03 Thread Marko Lindqvist
Follow-up Comment #7, bug #18529 (project freeciv): There's probably a different bug if more than one border claiming base is on a tile and one is destroyed, too. That's why initial implementation of border claiming bases made them to always implicitly (=even when ruleset didn't explicitly)

[Freeciv-Dev] [patch #2806] Improved Russian nation

2011-09-03 Thread J.M. Maalderink
Update of patch #2806 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #2855] Improved Venezuelan nation

2011-09-03 Thread J.M. Maalderink
Update of patch #2855 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #18598] Assertion failed in tile_set_terrain()

2011-09-03 Thread Joan Creus
URL: http://gna.org/bugs/?18598 Summary: Assertion failed in tile_set_terrain() Project: Freeciv Submitted by: jcreus Submitted on: Sat Sep 3 22:20:00 2011 Category: client Severity: 3 - Normal

[Freeciv-Dev] [bug #18598] Assertion failed in tile_set_terrain()

2011-09-03 Thread Jacob Nevins
Follow-up Comment #1, bug #18598 (project freeciv): This looks like bug #18549. We haven't got many clues there, so if you can get a reliable reproduction case, we'd be ever so grateful. Can you retrace your steps from a past savegame and try to reproduce it?

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Jacob Nevins
Follow-up Comment #9, bug #18549 (project freeciv): See also bug #18598. ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [patch #2856] Vanuatuan nation

2011-09-03 Thread J.M. Maalderink
Update of patch #2856 (project freeciv): Status: In Progress = Done Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #18598] Assertion failed in tile_set_terrain()

2011-09-03 Thread Jacob Nevins
Update of bug #18598 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #3: Yep, sounds

[Freeciv-Dev] [patch #2951] Generalise RoadNative/RiverNative

2011-09-03 Thread Jacob Nevins
URL: http://gna.org/patch/?2951 Summary: Generalise RoadNative/RiverNative Project: Freeciv Submitted by: jtn Submitted on: Sun Sep 4 00:49:08 2011 Category: general Priority: 5 - Normal

[Freeciv-Dev] [bug #16383] Should RiverNative units be able to move diagonally / cross-continent, as currently?

2011-09-03 Thread Jacob Nevins
Follow-up Comment #6, bug #16383 (project freeciv): In experimental ruleset, I'd suggest to remove TerrainSpeed flag from Trireme, else they can move up to 9 tiles along rivers. Fixed in bug #18590, thanks. I would like to be able to create a land class that can't cross rivers unless

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-03 Thread Jacob Nevins
Update of bug #16383 (project freeciv): Priority: 1 - Later = 5 - Normal Status: Need Info = In Progress Assigned to:None = jtn Release:

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Joan Creus
Follow-up Comment #10, bug #18549 (project freeciv): I have a way to reproduce the problem. The assertion fails whenever the focus moves to a unit inside the problematic city. If the city is empty, nothing happens. If you move a unit into it (or if a unit is built inside the city), the message

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Jacob Nevins
Update of bug #18549 (project freeciv): Status:None = Confirmed ___ Follow-up Comment #11: Yep, confirmed that I can reproduce given those instructions. Brilliant, thanks.

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Jacob Nevins
Update of bug #18549 (project freeciv): Category:None = client ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Message sent

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Jacob Nevins
Follow-up Comment #12, bug #18549 (project freeciv): Hm, actually, it seems to depend exactly when/how you move the unit, so here's my reproduction case: * Take these Workers: [l tgt=unit id=107 name=Workers /] ** Move them North. Turn Done. ** North again. Turn Done. ** North-west. Assertion

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Jacob Nevins
Follow-up Comment #13, bug #18549 (project freeciv): ...and here's a Gtk client backtrace (S2_3 r20223): #0 0x7f9219b3d7bb in raise (sig=value optimised out) at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42 No locals. #1 0x005601bf in fc_assert_fail (file=0x5c53fb tile.c,

[Freeciv-Dev] same_pos...

2011-09-03 Thread Jordi Negrevernis i Font
I was trying to debug some issues with the AI, and i realized that some checks I put in the code didn't succeed because the 'same_pos' function does not check the value of x and y in the structure, instead it just compares the points!!!!!! How is that supposed to work??!! Which

[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-09-03 Thread Jacob Nevins
Update of bug #18549 (project freeciv): Planned Release: = 2.3.1,2.4.0 ___ Follow-up Comment #14: This seems to have come in with patch #2866 (post-2.3.0), which seems plausible.