[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2012-03-10 Thread Jacob Nevins
Follow-up Comment #2, bug #19452 (project freeciv):

This feels like it could be related to bug #18532 (which has more diagnosis).

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[Freeciv-Dev] [bug #18532] Cannot gracefully /end a game on a big map

2012-03-10 Thread Jacob Nevins
Follow-up Comment #4, bug #18532 (project freeciv):

See also bug #19452.

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[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure

2012-03-10 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #19296] fix check for MagickWand (libbzip2)

2012-03-10 Thread Jacob Nevins
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)?

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[Freeciv-Dev] [bug #19512] unit move assert is_tiles_adjacent() failed

2012-03-10 Thread Marko Lindqvist
Update of bug #19512 (project freeciv):

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


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[Freeciv-Dev] [bug #19015] tile_init() doesn't initialize bases vector

2012-03-10 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #18539] Trunk does not compile without libbz2-devel

2012-03-10 Thread Jacob Nevins
Follow-up Comment #5, bug #18539 (project freeciv):

Related to bug #19296?

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[Freeciv-Dev] [bug #19296] fix check for MagickWand (libbzip2)

2012-03-10 Thread Jacob Nevins
Follow-up Comment #9, bug #19296 (project freeciv):

Related to bug #18539?

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[Freeciv-Dev] [bug #18481] lua-5.1, ldebug.c compilation failure

2012-03-10 Thread Marko Lindqvist
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?

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[Freeciv-Dev] [patch #2978] AI diplomats stack next to an enemy city

2012-03-10 Thread Jacob Nevins
Update of patch #2978 (project freeciv):

 Assigned to:  jorneg = jtn

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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)
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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


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[Freeciv-Dev] [bug #19014] AI diplomats don't dodge enemy units

2012-03-10 Thread Jacob Nevins
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

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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)
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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


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[Freeciv-Dev] [bug #19297] fix mnemonic diplodlg [gtk2 version]

2012-03-10 Thread Jacob Nevins
Update of bug #19297 (project freeciv):

 Planned Release:2.4.0, 2.5.0 = 2.3.2, 2.4.0, 2.5.0

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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?

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2012-03-10 Thread Jacob Nevins
Follow-up Comment #9, bug #18736 (project freeciv):

See also bug #18816.

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[Freeciv-Dev] [bug #18802] amplio2.tilespec overrides fonts in rc file

2012-03-10 Thread Jacob Nevins
Follow-up Comment #2, bug #18802 (project freeciv):

Probably related to bug #19327?

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[Freeciv-Dev] [bug #19327] City name font in client rc file ignored

2012-03-10 Thread Jacob Nevins
Follow-up Comment #2, bug #19327 (project freeciv):

Bug #18802 might be the cause?

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[Freeciv-Dev] [bug #18764] No Governments available for switching

2012-03-10 Thread Jacob Nevins
Update of bug #18764 (project freeciv):

Priority:  5 - Normal = 7 - High   


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[Freeciv-Dev] [bug #18605] With team science, science view not updated if teammate changes science goal

2012-03-10 Thread Jacob Nevins
Update of bug #18605 (project freeciv):

 Summary:Team science = With team science,
science view not updated if teammate changes science goal


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[Freeciv-Dev] [bug #18568] Error loading custom ruleset

2012-03-10 Thread Jacob Nevins
Follow-up Comment #3, bug #18568 (project freeciv):

Sounds like this can be closed Invalid?

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[Freeciv-Dev] [bug #18473] Copying in the help section is uninformative

2012-03-10 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2012-03-10 Thread Jacob Nevins
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  

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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.

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[Freeciv-Dev] [bug #17441] Upgrading unit level will eliminate their production

2012-03-10 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #18816] When you lose a technology, cities check doesn't count on upgradable productions

2012-03-10 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [bug #18736] building unit is skipped when replaced in same round

2012-03-10 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #18568] Error loading custom ruleset

2012-03-10 Thread Zakri Kneebone
Follow-up Comment #4, bug #18568 (project freeciv):

Correct, it is invalid.

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