[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-11 Thread anonymous
Follow-up Comment #2, patch #3384 (project freeciv):

Glad that you were able to reproduce the issue. How are we going to proceed ?
The patch I proposed is outdated and not 'perfect' ..

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[Freeciv-Dev] [bug #20499] ruleset datafile appears incompatible

2013-02-11 Thread David Lowe
Follow-up Comment #2, bug #20499 (project freeciv):

Whoops, it appears i had forgotten to 'make install' and then ran the old
binary [2.4-beta1].  Sorry for the noise.

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[Freeciv-Dev] [patch #3695] Native tile to river

2013-02-11 Thread Marko Lindqvist
URL:
  

 Summary: Native tile to river
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 12 Feb 2013 06:25:52 AM EET
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

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Details:

Adjust is_native_tile_to_road() to handle river road types correctly.
- Check for terrain flag TER_CAN_HAVE_RIVER when road type is river
- Allow rivers on tiles where normal road cannot be built

Renamed road flag GeneratedRiver as River as it now has meaning outside map
generation.



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File Attachments:


---
Date: Tue 12 Feb 2013 06:25:52 AM EET  Name: NativeTileToRiver.patch  Size:
2kB   By: cazfi



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[Freeciv-Dev] [patch #3680] Ai to consider road defense bonus

2013-02-11 Thread Marko Lindqvist
Update of patch #3680 (project freeciv):

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


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[Freeciv-Dev] [patch #3679] Do not include mmx.h to pages.cpp

2013-02-11 Thread Marko Lindqvist
Update of patch #3679 (project freeciv):

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


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[Freeciv-Dev] [bug #20499] ruleset datafile appears incompatible

2013-02-11 Thread Marko Lindqvist
Follow-up Comment #1, bug #20499 (project freeciv):

Is that S2_4 or TRUNK?

> "supported options: +Freeciv-2.4-ruleset"

This looks like your binary is S2_4...

> "datafile options: +Freeciv-ruleset-Devel-2012.Feb.28"

...and this is TRUNK datafile.


And then
> ""usr/local/share/freeciv/experimental/nations.ruleset": ruleset datafile
appears incompatible:"

experimental has no nations.ruleset of its own (it should fallback to
default/nations.ruleset) in S2_4, so this too seems like TRUNK.


You seem to be running installed freeciv ('make install'), or the very problem
is that datafiles currently in install hierarchy are used, so this could be
caused by installing S2_4 over TRUNK installation. As S2_4 has no
experimental/nations.ruleset, it doesn't get overwritten. When you then run
that S2_4 freeciv, it finds the TRUNK experimental/nations.ruleset instead of
fallbacking to default/nations.ruleset

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[Freeciv-Dev] [bug #20499] ruleset datafile appears incompatible

2013-02-11 Thread David Lowe
URL:
  

 Summary: ruleset datafile appears incompatible
 Project: Freeciv
Submitted by: doctorjlowe
Submitted on: Mon 11 Feb 2013 01:16:52 PM PST
Category: rulesets
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: r22326
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

This is on Debian Squeeze PPC.   After 'svn up' and a fresh build, i attempted
to start a new game with the experimental ruleset.  The GUI immediately gave
me a stack of popup requests, including [in no particular order]:

"Capability problem"
"supported options: +Freeciv-2.4-ruleset"
"datafile options: +Freeciv-ruleset-Devel-2012.Feb.28"
""usr/local/share/freeciv/experimental/nations.ruleset": ruleset datafile
appears incompatible:"

Terminal output looks like this:

$ freeciv-gtk2
1: Invalid NULL default string for option default_tileset_name.
1: in option_str_set() [options.c::752]: assertion '((void *)0) != str'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
0: No usable default tileset found, aborting!

The default ruleset works just fine.




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Re: [Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-11 Thread Imhotep
Would it take much time for you to present us (me!) some kind of "hello 
world"-like script example,

something like "take this unit and move it one tile to the north"?
(With a hint on how to make it go.)

That would give a start for experimenting and code inspection.

Thanks
Imhotep


Marko Lindqvist wrote:

Follow-up Comment #6, bug #20489 (project freeciv):

As of 2.4 there *is* client side scripting support - or at least framework for
it. I still have found no time to properly test it myself, but it's said to be
quite limited at the moment.

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[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-11 Thread Marko Lindqvist
Follow-up Comment #6, bug #20489 (project freeciv):

As of 2.4 there *is* client side scripting support - or at least framework for
it. I still have found no time to properly test it myself, but it's said to be
quite limited at the moment.

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[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-11 Thread David Lowe
Follow-up Comment #5, bug #20489 (project freeciv):

> With it automatically determining mode, it could end to new mode when I
wanted old one.

So instead of 'x', how about 'X' for the new mode?  I *think* that key
combination isn't in use yet...  

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Re: [Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-11 Thread David Lowe
On 2013 Feb 10, at 3:07 PM, Imhotep wrote:

> Instead of giving in to such requests, I would rather advocate an interface 
> for the client where everyone can put any unit or types of units under the 
> control of some client-side script.

That's an interesting idea, but i don't know who would have the time 
and talent to submit such a patch.  In order to be truly useful, it would have 
to enable the given unit to do almost anything the player could tell it to do - 
and prevent the script from having the unit do things the player couldn't tell 
it to do.  It seems like that would require lots of hooks to accomplish all 
that.  But yeah, it would be nice to assign some Engineers to full-time 
pollution cleanup duties.

In any case, your last post [and now mine] aren't attached to the 
tracker item and thus aren't being seen by everybody following that ticket.  In 
the future you may consider putting your replies back on the tracker.

sent from Lion

Max Headroom: Have you any idea how successful censorship is on TV? Don't know 
the answer? Hmm. Successful, isn't it?
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[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-11 Thread Marko Lindqvist
Follow-up Comment #1, patch #3384 (project freeciv):

I've not been active with this ticket as I thought that I need to investigate
and test more that one cannot exploit it by moving military units, without
even intention to risk them by actually attackign, around AI workers and thus
making them to abort work only to start it from the beginning again and
again.
Then I just witnessed autogame where AI workers working next to cities (i.e.
one step from safety) kept working when pirates appeared to slaughter them -
single AI lost 8 workers that way in 2 turns!

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[Freeciv-Dev] [bug #20498] Pirate archers alone in the water

2013-02-11 Thread Marko Lindqvist
Update of bug #20498 (project freeciv):

 Planned Release: => 2.4.0-beta2, 2.5.0 

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Follow-up Comment #2:

I've seen this in TRUNK only, but as it started after recursive transport
wiping fixes went in, I'm quite sure that S2_4 too is affected. Don't want
regression like that to beta2.

There was another transport fix that went to S2_3 too, but I hope it's not the
faulty one, and we can release 2.3.4 as planned next weekend.

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[Freeciv-Dev] [bug #20494] Uninitialized PACKET_UNIT_ORDERS

2013-02-11 Thread pepeto
Follow-up Comment #2, bug #20494 (project freeciv):

I don't see what's wrong in initializing this structure to zero. In the same
file, function send_connect_route(), memset() is called for the same
structure.


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[Freeciv-Dev] [patch #3694] RFC: Cities requesting autosettler work

2013-02-11 Thread Marko Lindqvist
URL:
  

 Summary: RFC: Cities requesting autosettler work
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 11 Feb 2013 05:07:06 PM EET
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This idea originally started as part of threaded ai design, but mayeb its
worthwhile to push to default ai (would then benefit also threaded ai
implementation).

Currently autosettlers search for work. This could be turned the other way so
that instead cities would request autosettlers to do important things for
them. I believe this model would make it easier to implement ai planning a bit
ahead instead of just the one tile improvement at time. Cities would have list
of things to do, with priorities, and free autosettlers would then take
highest priority task they can do (i.e. if we ever implement AI terrain
transforming, Workers would skip transforming tasks even if they are highest
priority, while Engineers would take those).

The problematic part would be building anything outside city radius - where no
city would request it. Currently AI has at least some idea of building
intercity roads, though one rarely sees it doing it for tiles between the
radius of the cities to connect.




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[Freeciv-Dev] [bug #20488] Typo fixes, clarifications, etc

2013-02-11 Thread Jacob Nevins
Update of bug #20488 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


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