[Freeciv-Dev] [patch #3204] Save road vectors
Follow-up Comment #2, patch #3204 (project freeciv): This produces unwanted warning messages when loading old savegames (ones without separate roads information). While these are not nice, comment above LOAD_MAP_CHAR() states that this behavior in situation like this is intentional and not to be considered a bug. So I think this patch can go forward even with the warnings so I can continue developing all the gen-roads stuff that depends on this one being in. I just don't think those unnecessary warnings belong to release quality sw - something must be done before 2.5.0 release. ___ Reply to this item at: http://gna.org/patch/?3204 ___ 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 #3204] Save road vectors
Update of patch #3204 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3204 ___ 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 #3264] AttackNonNative unit class flag
URL: http://gna.org/patch/?3264 Summary: AttackNonNative unit class flag Project: Freeciv Submitted by: cazfi Submitted on: Thu 19 Apr 2012 02:06:04 AM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: This patch makes previously hardcoded behavior that sea moving units, and no others, can attack neighboring non-native tiles (shore bombardment) unit class flag AttackNonNative. Old sea moving unit types specific No_Land_Attack flag renamed to more generic name Only_Native_Attack. It can be used to override unit class level AttackNonNative-flag in unit type level. ___ File Attachments: --- Date: Thu 19 Apr 2012 02:06:04 AM EEST Name: NonNativeAttack.diff Size: 14kB By: cazfi http://gna.org/patch/download.php?file_id=15598 ___ Reply to this item at: http://gna.org/patch/?3264 ___ 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 #3265] get_infrastructure_text() to get roads from vector, not compat specials
URL: http://gna.org/patch/?3265 Summary: get_infrastructure_text() to get roads from vector, not compat specials Project: Freeciv Submitted by: cazfi Submitted on: Thu 19 Apr 2012 02:22:27 AM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: Now that tile roads vectors should always have correct information it's time to start checking existence of roads from it instead of checking from compat specials. Attached patch does that for get_infrastructure_text(). This actually fixes minor bug - check from specials had hardcoded assumption that Railroad always hides Roads, and Road never hides Railroad. Now this respects ruleset defined hidden_by definitions. ___ File Attachments: --- Date: Thu 19 Apr 2012 02:22:27 AM EEST Name: HiddenRoadInfraText.diff Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=15599 ___ Reply to this item at: http://gna.org/patch/?3265 ___ 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 #3262] Connect with transform
Follow-up Comment #1, patch #3262 (project freeciv): I just wonder if this would be useful or even intuitive to use. After all transfrom result depends on terrain, so when you connect with transform you are not turning all tiles along your route to the same terrain, but just to something else than what that particular tile previously was. Assuming we end up wanting this feature, patch needs some fixes: - This does not apply against TRUNK where feature development happens. I assume you have developet it against some stable branch/version - You check unit type flag F_SETTLERS, when you should check for F_TRANSFORM. Majority of F_SETTLERS units cannot transform - I find it hard to believe that pathfinding costs callback get_connect_road() would work perfectly for transform too, yet you add ACTIVITY_TRANSFORM in switch() to list of activities using it ___ Reply to this item at: http://gna.org/patch/?3262 ___ 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 #3261] Show pollution on minimap
Follow-up Comment #1, patch #3261 (project freeciv): You should handle S_FALLOUT too. Not sure if it should have distinct color from normal pollution or not. ___ Reply to this item at: http://gna.org/patch/?3261 ___ 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 #3260] Show only airports in goto dialog
Follow-up Comment #1, patch #3260 (project freeciv): Why you want to insist that city must have *building* like Airport? Checking if city has positive EFT_AIRLIFT value instead of checking if it has building providing such effect would make code simpler and it would also list cities where effect is provided by something else than building, and to not to list cities with building that allows airlifting but missing some other prerequisite. ___ Reply to this item at: http://gna.org/patch/?3260 ___ 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 #3266] effect name - type
URL: http://gna.org/patch/?3266 Summary: effect name - type Project: Freeciv Submitted by: cazfi Submitted on: Thu 19 Apr 2012 03:23:22 AM EEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: When effects were first introduced I found name field very confusing, and I think it might still be that to newbies. At least it's inconsistent with other ruleset objects. In every place other name identifies that particular instance, and it usually must be unique. Effect name however refers to what kind of effect it is and there's many effects with same name with a bit different requirements. Attached patch is step to rename that field as type. Ruleset loading loads the field as either name or type, with type taking precedence if both are present. This patch does not touch any of the rulesets. They rely on the backward compatibility feature that name still works as fallback to type. ___ File Attachments: --- Date: Thu 19 Apr 2012 03:23:22 AM EEST Name: EffectType.diff Size: 731B By: cazfi http://gna.org/patch/download.php?file_id=15600 ___ Reply to this item at: http://gna.org/patch/?3266 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #3262] Connect with transform
On Thu, Apr 19, 2012 at 1:43 AM, Marko Lindqvist no-reply.invalid-addr...@gna.org wrote: I just wonder if this would be useful or even intuitive to use. Oh it's very useful to me (terraforming 29ktile torus map poles) and it seems to work quite well in practice. Calling it connect with is probably a bit of a misnomer. After all transfrom result depends on terrain, so when you connect with transform you are not turning all tiles along your route to the same terrain, but just to something else than what that particular tile previously was. Yes, this is an imperfection I'm currently experiencing. Hundreds of engineers with transform paths intersecting leads to some tiles getting transformed more than others in a path. On the poles that's fine, because to get from glacier to something useful takes a few passes anyway, but I could see tiles changing to ocean accidentally with an overaggressive transform path. That said, I'd gladly take this imperfection (having to pay careful attention to the paths I set the engineers on) over having to transform the poles tile by tile by tile by tile. Assuming we end up wanting this feature, patch needs some fixes: It's more of a here it is if you wish you could to this patch in the category better than nothing. - This does not apply against TRUNK where feature development happens. I assume you have developet it against some stable branch/version I'm still busy playing a S2_2 game on which I've needed these features, maybe once I finish this game I'll update the patches. Unfortunately S2_3 wouldn't load my savegame, which didn't inspire confidence in TRUNK being able to do so. - You check unit type flag F_SETTLERS, when you should check for F_TRANSFORM. Majority of F_SETTLERS units cannot transform Eek! Somehow I never saw F_TRANSFORM, only F_CITIES which is obviously insufficient. Thanks. - I find it hard to believe that pathfinding costs callback get_connect_road() would work perfectly for transform too, yet you add ACTIVITY_TRANSFORM in switch() to list of activities using it I'm not sure why it isn't perfect, the turns count shown when hovering a path seem reasonable. They're dominated by transform time, rather than move time, so it's possible I'm just not noticing an off-by-one/few error. By the way, get_connect_road leads to a far more useful feature than using get_connect_irrig - otherwise the engineers sometimes get stuck having to make many diversions around resources. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Fullmoon build results
This is build report automatically generated by FullMoon Ilmarinen (0.4.50.1) Fullmoon operated by Marko Lindqvist cazf...@gmail.com This build is from TRUNK. Component svn, Host build.cazfi.net, Phase Source update(1): Succeeded Component autogen.sh, Host build.cazfi.net, Phase Other command(0): Succeeded Component server, Host build.cazfi.net, Phase Build(2): Succeeded Component gtk2, Host build.cazfi.net, Phase Build(2): Succeeded Component sdl, Host build.cazfi.net, Phase Build(2): Succeeded Component xaw, Host build.cazfi.net, Phase Build(2): Succeeded Component qt, Host build.cazfi.net, Phase Build(2): Succeeded Component stub, Host build.cazfi.net, Phase Build(2): Succeeded Component QualityCheck, Host build.cazfi.net, Phase Check(4): FAILED ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev