[Freeciv-Dev] [bug #19452] Crash after build Apollo Program
Follow-up Comment #2, bug #19452 (project freeciv): This feels like it could be related to bug #18532 (which has more diagnosis). ___ Reply to this item at: http://gna.org/bugs/?19452 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18532] Cannot gracefully /end a game on a big map
Follow-up Comment #4, bug #18532 (project freeciv): See also bug #19452. ___ Reply to this item at: http://gna.org/bugs/?18532 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure
Follow-up Comment #12, bug #18481 (project freeciv): Has anybody been in contact with lua folks? I sent email now. The thread starts here http://lua-users.org/lists/lua-l/2012-02/msg00244.html. Skimming the thread, I don't see an obvious conclusion. I take it updating to Lua 5.1.5 didn't happen to fix this? (This ticket is currently targeted at 2.3.2.) ___ Reply to this item at: http://gna.org/bugs/?18481 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19296] fix check for MagickWand (libbzip2)
Follow-up Comment #8, bug #19296 (project freeciv): This is currently targeted at 2.3.2, but I wouldn't expect S2_3 to depend on MagickWand (since mapimg is new in 2.4)? ___ Reply to this item at: http://gna.org/bugs/?19296 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19512] unit move assert is_tiles_adjacent() failed
Update of bug #19512 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19512 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19015] tile_init() doesn't initialize bases vector
Follow-up Comment #5, bug #19015 (project freeciv): For release reporting purposes, I think this fix (while a good idea) has no functional effect currently. tile_init() is only called from map_allocate(), on tile structures allocated with calloc(), which will thus already have been zero-initialised. (Checked S2_3, S2_4, and trunk.) ___ Reply to this item at: http://gna.org/bugs/?19015 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18539] Trunk does not compile without libbz2-devel
Follow-up Comment #5, bug #18539 (project freeciv): Related to bug #19296? ___ Reply to this item at: http://gna.org/bugs/?18539 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19296] fix check for MagickWand (libbzip2)
Follow-up Comment #9, bug #19296 (project freeciv): Related to bug #18539? ___ Reply to this item at: http://gna.org/bugs/?19296 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure
Follow-up Comment #13, bug #18481 (project freeciv): The thread starts here. Skimming the thread, I don't see an obvious conclusion. Basically as this is just compiler warning (turned to error only because of -Werror) they don't consider it lua bug, and they don't want to change working bug-free code without good reasons. So no upstream fix to be expected. I tried to fix this in our own copy, but setup suffering from original warning just ended to other similar warnings once this one was fixed, and I soon gave up. I don't want our copy of lua to fork too far from original to keep updating it with upstream bugfixes and new versions easier. Maybe we just disable certain warnings while compiling lua? ___ Reply to this item at: http://gna.org/bugs/?18481 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2978] AI diplomats stack next to an enemy city
Update of patch #2978 (project freeciv): Assigned to: jorneg = jtn ___ Follow-up Comment #5: Attached rebased versions of this patch to latest code. This and bug #19014 look low-risk and useful, and a S2_3 autogame with them didn't show any obvious (new) trouble, so I intend to go ahead and commit them for 2.3.2. (Thanks, and sorry for the long wait!) (file #15355, file #15356) ___ Additional Item Attachment: File name: trunk-S2_4-ai-diplomat-no-stack.diff Size:3 KB File name: S2_3-ai-diplomat-no-stack.diff Size:3 KB ___ Reply to this item at: http://gna.org/patch/?2978 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19014] AI diplomats don't dodge enemy units
Update of bug #19014 (project freeciv): Assigned to:None = jtn Summary: AI diplomats doesn't dodge enemy units = AI diplomats don't dodge enemy units ___ Follow-up Comment #2: Attached rebased versions of this patch to latest code. This and patch #2978 look low-risk and useful, and a S2_3 autogame with them didn't show any obvious (new) trouble, so I intend to go ahead and commit them for 2.3.2. (Thanks, and sorry for the long wait!) (file #15357, file #15358) ___ Additional Item Attachment: File name: trunk-S2_4-ai-diplomat-dodge-enemies.diff Size:1 KB File name: S2_3-ai-diplomat-dodge-enemies.diff Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?19014 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19297] fix mnemonic diplodlg [gtk2 version]
Update of bug #19297 (project freeciv): Planned Release:2.4.0, 2.5.0 = 2.3.2, 2.4.0, 2.5.0 ___ Follow-up Comment #2: I think this applies to S2_3 too? Will you have time to commit this and other patches in the next week or two, before 2.3.2? Or should I pick up anything outstanding? ___ Reply to this item at: http://gna.org/bugs/?19297 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round
Follow-up Comment #9, bug #18736 (project freeciv): See also bug #18816. ___ Reply to this item at: http://gna.org/bugs/?18736 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18802] amplio2.tilespec overrides fonts in rc file
Follow-up Comment #2, bug #18802 (project freeciv): Probably related to bug #19327? ___ Reply to this item at: http://gna.org/bugs/?18802 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19327] City name font in client rc file ignored
Follow-up Comment #2, bug #19327 (project freeciv): Bug #18802 might be the cause? ___ Reply to this item at: http://gna.org/bugs/?19327 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18764] No Governments available for switching
Update of bug #18764 (project freeciv): Priority: 5 - Normal = 7 - High ___ Reply to this item at: http://gna.org/bugs/?18764 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18605] With team science, science view not updated if teammate changes science goal
Update of bug #18605 (project freeciv): Summary:Team science = With team science, science view not updated if teammate changes science goal ___ Reply to this item at: http://gna.org/bugs/?18605 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18568] Error loading custom ruleset
Follow-up Comment #3, bug #18568 (project freeciv): Sounds like this can be closed Invalid? ___ Reply to this item at: http://gna.org/bugs/?18568 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18473] Copying in the help section is uninformative
Follow-up Comment #1, bug #18473 (project freeciv): The Copying heading in the help section is a bit uninformative. When I first saw it the question was Copying what? Where from and where to?. COPYING is the traditional name for the GPL file in GNU software distributions, so presumably that's where the menu item name comes from. Thus, an easy way out is to change the Copying string into License or Copyright to make it more informative. I don't know if the GNU people were trying to make some philosophical point with the copying word. FWIW, I can imagine Copyright wouldn't sit well with them, given the copyleft terminology, but License would probably be OK. On top of that the legalese was not even localized in my Polish version of Freeciv. That's deliberate -- since it's legalese, the specific words matter. There's no official version of the GPLv2 in a language other than English, AFAIK. (FWIW, there's a unofficial Polish translation here http://gnu.org.pl/text/licencja-gnu.html -- found from here http://www.gnu.org/licenses/old-licenses/gpl-2.0-translations.html.) perhaps we should also add a brief summary (2-4 sentences) of the GPL before the full text of the license. Such summary would not be constitutive, it could be translated and it would be informative for non-English speakers too. Think we'd have to be quite careful about that. The GPL is already relatively condensed -- I don't fancy trying to summarise it further -- and any summary would have to clearly state that it's not legally stating the redistribution terms (and make sure all translations included it accurately), which legalese would bloat the summary. ___ Reply to this item at: http://gna.org/bugs/?18473 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round
Update of bug #18736 (project freeciv): Status:None = In Progress Assigned to:None = jtn Operating System: Microsoft Windows = Any Planned Release: 2.3.2,2.4.0 = 2.3.2,2.4.0,2.5.0 ___ Follow-up Comment #10: Yeah, pretty obvious now I come to stare at the code again. In city_build_unit(): utype = pcity-production.value.utype; unit_shield_cost = utype_build_shield_cost(utype); upgrade_unit_prod(pcity); upgrade_unit_prod() changes pcity-production.value.utype (and indeed we see Production of Horsemen is upgraded to Knights in 22 in the reproduction case), but then the cached utype and unit_shield_cost are used throughout the rest of the function, and the upgraded utype isn't referred to. But functions _called by_ city_build_unit() on pcity do see the upgraded unit, and that includes city_production_build_units(), which determines how many units to build. Since the shield cost of the upgraded unit is greater, it returns 0 (which normally it would never do). But since we passed the so are we building some units then test in city_build_unit() (based on the cached data), we end up calling choose_build_target() after building 0 units. The obvious rearrangement fixes the basic problem. Need to think a bit about the policy. I'm kind of tempted to special-case buying -- you hurried a Phalanx last turn, you get a Phalanx, regardless of whether your RD allows you to build Pikemen now. (Too harsh?) (Since city_production_build_units() is implicated, which is a build-slots-related function, this could be a regression since 2.2.x -- haven't checked yet. ___ Reply to this item at: http://gna.org/bugs/?18736 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17441] Upgrading unit level will eliminate their production
Follow-up Comment #2, bug #17441 (project freeciv): See bug #18736 for similar symptoms. I think the explanation there can explain this too, since it occurs when a unit is obsoleted by one which takes more shields to build; Workers/Engineers falls into that category. So I'm inclined to close this as duplicate once that one is fixed. ___ Reply to this item at: http://gna.org/bugs/?17441 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18816] When you lose a technology, cities check doesn't count on upgradable productions
Follow-up Comment #4, bug #18816 (project freeciv): Hmm. Originally I thought this looked similar to bug #18736. But I've now worked out that that bites when a unit is obsoleted by one that costs more shields; but Caravan and Freight in the experimental ruleset cost the same. Actually, now I come to look at your logs, I see lots of (the Spanish version of) [city] can't build Caravan. The required technology was lost. Which looks rather different. (Notice that it's Caravan you can't build any more, not Freight/Convoy.) ___ Reply to this item at: http://gna.org/bugs/?18816 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round
Follow-up Comment #11, bug #18736 (project freeciv): From inspection, bug indeed doesn't apply to S2_2 (which doesn't have the ordering problem in the first place); it came in with patch #1234. ___ Reply to this item at: http://gna.org/bugs/?18736 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18568] Error loading custom ruleset
Follow-up Comment #4, bug #18568 (project freeciv): Correct, it is invalid. ___ Reply to this item at: http://gna.org/bugs/?18568 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev