[Freeciv-Dev] [bug #20567] Lua random() not really random
Follow-up Comment #2, bug #20567 (project freeciv): Turned out that start position assignment does not use mapseed, but main gameseed, so the main random state has been changing in mapgenerator. This does not explain lua script randomness problems, but attached patch anyway changes this so that mapseed is used for startposition assignment too, and the main random state is not restored to the point *before* initializing mapseed from it, but initialization of mapseed does push random state forward as seen by the map generator caller. (file #17358) ___ Additional Item Attachment: File name: Mapseed.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20567 ___ 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 #3757] Value for worker tasks
URL: http://gna.org/patch/?3757 Summary: Value for worker tasks Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 10:29:25 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 ___ Details: Store want for city worker task requests that workers can use to prioritize between cities. ___ File Attachments: --- Date: Wed 27 Feb 2013 10:29:25 AM EET Name: WorkerTaskValue.patch Size: 4kB By: cazfi http://gna.org/patch/download.php?file_id=17359 ___ Reply to this item at: http://gna.org/patch/?3757 ___ 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 #3715] Threaded AI cities generating Worker task requests
Update of patch #3715 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: - Set want for task requests for workers to prioritize between cities As there's no fear to break threaded ai, as there really isn't distinct threaded ai yet (this patch is first to make it behave slightly different from classic which all users should still be using) I'm about to leave further improvements to future tickets. (file #17360) ___ Additional Item Attachment: File name: ThreadedCityRequests-3.patch Size:11 KB ___ Reply to this item at: http://gna.org/patch/?3715 ___ 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 #20569] Trying to put -1 into 16 bits in transfer_city
URL: http://gna.org/bugs/?20569 Summary: Trying to put -1 into 16 bits in transfer_city Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 10:51:59 AM EET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Noticed in autogame logs. r22453 with patch #3757. 1: Trying to put -1 into 16 bits 2: Backtrace: 2: 0: ./server/freeciv-server() [0x604b3d] 2: 1: ./server/freeciv-server(vdo_log+0x89) [0x6083b9] 2: 2: ./server/freeciv-server(do_log+0x7d) [0x60846d] 2: 3: ./server/freeciv-server(dio_put_uint16+0xaf) [0x539dff] 2: 4: ./server/freeciv-server() [0x57d228] 2: 5: ./server/freeciv-server() [0x49d898] 2: 6: ./server/freeciv-server(transfer_city+0x63e) [0x47ed6e] 2: 7: ./server/freeciv-server(unit_enter_city+0x293) [0x47f4b3] 2: 8: ./server/freeciv-server() [0x450ae1] 2: 9: ./server/freeciv-server(unit_move+0x109) [0x456299] 2:10: ./server/freeciv-server(unit_move_handling+0x95d) [0x4dacdd] 2:11: ./server/freeciv-server(dai_unit_attack+0xfb) [0x522d1b] 2:12: ./server/freeciv-server(adv_unit_execute_path+0x70) [0x460380] 2:13: ./server/freeciv-server(dai_military_rampage+0x85d) [0x52450d] 2:14: ./server/freeciv-server() [0x527e4f] 2:15: ./server/freeciv-server(dai_manage_military+0x66a) [0x5295aa] 2:16: ./server/freeciv-server(dai_manage_unit+0xcbb) [0x52b10b] 2:17: ./server/freeciv-server(dai_manage_units+0x446) [0x52da66] 2:18: ./server/freeciv-server(dai_do_first_activities+0x37) [0x513987] 2:19: ./server/freeciv-server() [0x43d32a] 2:20: ./server/freeciv-server(srv_main+0x2b8) [0x43f4a8] 2:21: ./server/freeciv-server(main+0x21e) [0x43681e] 2:22: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xfd) [0x7f8442e34ead] 2:23: ./server/freeciv-server() [0x437231] ___ Reply to this item at: http://gna.org/bugs/?20569 ___ 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 #20570] No defenders for wonder city
URL: http://gna.org/bugs/?20570 Summary: No defenders for wonder city Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 11:06:59 AM EET Category: ai Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Noticed in a autogame: AI has heavy forces in every city but one. The one completely undefended city is one filled with wonders. It's the AI's wonder city where it concentrates on building wonders. military_advisor_choose_build() usually do not choose anything for wodner city, with comment: /* Other cities can build our defenders, thank you! */ While it's sensible idea that wonder city should not waste time on building units but concentrate on building those wonders, there's nothing to make other cities to build defenders for it. Defender want is a local thing. All the other cities are not building more defenses when they have defenders for themselves, and those defenders will not leave their homecity as they are needed there. ___ Reply to this item at: http://gna.org/bugs/?20570 ___ 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 #20571] No thread condition variable support for winthreads
URL: http://gna.org/bugs/?20571 Summary: No thread condition variable support for winthreads Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 11:18:59 AM EET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: We don't have winthreads implementation for thread condition variable handling. When winthreads are in use: has_thread_cond_impl() returns FALSE and all the fc_thread_cond_xxx() functions are dummies. This means that threaded AI cannot be used with winthreads (it currently returns error from module initialization if one tries). ___ Reply to this item at: http://gna.org/bugs/?20571 ___ 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 #3758] Remove dummy thread implementation stuff from fcthread.h
URL: http://gna.org/patch/?3758 Summary: Remove dummy thread implementation stuff from fcthread.h Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 11:23:28 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 ___ Details: Real threads are hard requirement in 2.5. Remove definitions related to dummy threads from fcthread.h. ___ File Attachments: --- Date: Wed 27 Feb 2013 11:23:28 AM EET Name: DummyThreadDefRm.patch Size: 511B By: cazfi http://gna.org/patch/download.php?file_id=17361 ___ Reply to this item at: http://gna.org/patch/?3758 ___ 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 #20572] AI observer timeout display badly off
URL: http://gna.org/bugs/?20572 Summary: AI observer timeout display badly off Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 11:36:21 AM EET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: This probably applies to all connections where a lot of units move on turn change, but most noticeable it is when observing AI players (all units of the player move under AI control). After movement of all the units has been shown timeout counter starts counting down from the full timeout value, but in the server side it has been counted down all the time while units were still moving on the client's display. I'm currently observing game with timeout 30 where unit movement display takes ~25 sec meaning that turn changes when timeout displayed shows 25 sec remaining. ___ Reply to this item at: http://gna.org/bugs/?20572 ___ 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 #3756] RFC: UI for building generic roads, bases, etc
Follow-up Comment #1, patch #3756 (project freeciv): I'll give you one more challenge: It would be great if you can incorporate to your design support (probably controlled by ruleset author) for some automatic decisions even when the keypress would otherwise seem ambiguous. For instance in the alien ruleset it should always build Tower if both Tower and Force Fortress are possible, as former is improved version of the latter. Currently this is achieved by ordering them in the ruleset so that Tower has preference over Force Fortress (yes, I've defined and documented (I remember writing it somewhere, but cannot remember where - at worst case to old forums) the base building keys 'f' and 'e' to behave like that so that ruleset authors can rely on this behavior). ___ Reply to this item at: http://gna.org/patch/?3756 ___ 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 #20570] No defenders for wonder city
Follow-up Comment #1, bug #20570 (project freeciv): ...and this condition not to build defenders city assigned as wonder city applies even when there's no wonders to build. It still has no defenders, but now it's desperately going through build target fallbacks. When it cannot build anything else, it will build coinage. ___ Reply to this item at: http://gna.org/bugs/?20570 ___ 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 #20498] Pirate archers alone in the water
Follow-up Comment #4, bug #20498 (project freeciv): In a longish game I first got for a long time (many turns) every turn several: in begin_phase() [../../src/server/srv_main.c::945]: assertion 'ptrans != ((void *)0)' failed ...and now, maybe related... in unit_transport_unload() [../../src/common/unit.c::2272]: assertion 'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed. [13:14:57] Please report this message at http://gna.org/projects/freeciv/ [13:14:57] in unit_virtual_destroy() [../../src/common/unit.c::1890]: assertion 'unit_list_size(punit-transporting) == 0' failed. [13:14:57] Please report this message at http://gna.org/projects/freeciv/ [13:14:57] in wipe_unit() [../../src/server/unittools.c::1767]: assertion 'drowning == 0' failed. ___ Reply to this item at: http://gna.org/bugs/?20498 ___ 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 #20498] Pirate archers alone in the water
Follow-up Comment #5, bug #20498 (project freeciv): [13:14:57] in unit_virtual_destroy() [../../src/common/unit.c::1890]: assertion 'unit_list_size(punit-transporting) == 0' failed. This at least indicates easy to spot bug. It might be separate issue, as I didn't see this failed assert as the first one but only later appearance. Code above this assert tries to unload all units from transport, so soemthing has to go wrong with it for the assert to fail. And indeed, there's two problems in unloading: 1) It's done in fc_assert() so won't do anything in release build 2) It uses unit_list_iterate() when it should use unit_list_iterate_safe() as units are removed from the list during the iteration ___ Reply to this item at: http://gna.org/bugs/?20498 ___ 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 #20498] Pirate archers alone in the water
Follow-up Comment #6, bug #20498 (project freeciv): 2) It uses unit_list_iterate() when it should use unit_list_iterate_safe() as units are removed from the list during the iteration ...which gave me the idea that I should check other users of unit_transport_unload(), and indeed wipe_unit() has the same error. That one can explain all these problems, I think. ___ Reply to this item at: http://gna.org/bugs/?20498 ___ 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 #20498] Pirate archers alone in the water
Update of bug #20498 (project freeciv): Category:None = general Status:None = Ready For Test ___ Follow-up Comment #7: Fix (file #17363) ___ Additional Item Attachment: File name: WipeSafe.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20498 ___ 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 #20575] configure failed under MinGW
URL: http://gna.org/bugs/?20575 Summary: configure failed under MinGW Project: Freeciv Submitted by: None Submitted on: Wed 27 Feb 2013 02:15:02 PM UTC Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.4.0-beta1 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: http://forum.freeciv.org/f/viewtopic.php?f=8t=26 ___ File Attachments: --- Date: Wed 27 Feb 2013 02:15:02 PM UTC Name: config.log Size: 121kB By: None http://gna.org/bugs/download.php?file_id=17364 ___ Reply to this item at: http://gna.org/bugs/?20575 ___ 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 #20569] Trying to put -1 into 16 bits in transfer_city
Follow-up Comment #1, bug #20569 (project freeciv): with r22446 I get the message: 1: Trying to put 98979 into 16 bits 98979 is the build_cost for the Leader ___ Reply to this item at: http://gna.org/bugs/?20569 ___ 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 #3759] Make freesounds the default soundset
URL: http://gna.org/patch/?3759 Summary: Make freesounds the default soundset Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 04:37:14 PM EET Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: stdsounds has just a few distinct sounds while freesound has distinct sounds for every unit type in standard rulesets. I never enable audio if I have only stdsounds available, but I do use freesounds occasionally. Distributing freesounds instead of stdsounds would increase our audio quality a lot. I'm just not looked the license stuff closely. Could freesounds be distributed as GPLv2+? ___ Reply to this item at: http://gna.org/patch/?3759 ___ 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 #3760] IPv6 support check from callers to net_lookup_service()
URL: http://gna.org/patch/?3760 Summary: IPv6 support check from callers to net_lookup_service() Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 05:53:30 PM 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 ___ Details: Currently net_lookup_service() callers check if IPV6 support is enabled or not and call it with either FC_ADDR_ANY or FC_ADDR_IPv4 depending on the result. Attached patch makes the callers to always use FC_ADDR_ANY and net_lookup_service() itself to decide if IPv6 address is suitable return for request of any address type. ___ File Attachments: --- Date: Wed 27 Feb 2013 05:53:30 PM EET Name: NetLookupServiceAnyFamily.patch Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=17365 ___ Reply to this item at: http://gna.org/patch/?3760 ___ 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 #20576] Trait Aggressive uses non-standard scale in default AI.
URL: http://gna.org/bugs/?20576 Summary: Trait Aggressive uses non-standard scale in default AI. Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 07:14:32 PM EET Category: ai Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.5.0 ___ Details: AI trait aggressive does not nicely fit to same scale than other traits in default AI. As a result its default value is set to 150 when all other trait values are 50 in all supplied rulesets. That would be barely acceptable solution if we supported only default ai module. But we certainly cannot make that ugliness part of ai module interface, to say: All AI modules have to be implemented so that trait aggressive gets weird scale different from all other traits, since that's what default ai does and all rulesets AI module might be used with expect that. No clean trait value scale implementations allowed. ___ Reply to this item at: http://gna.org/bugs/?20576 ___ 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 #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...
Follow-up Comment #4, bug #20565 (project freeciv): Which version of automake are you using ? AFAICT, while the construct does look redundant in this particular case, it's nevertheless valid (that is, it shouldn't trigger an error). Regarding the fixes: while they look OK, it seems that '../client/helpdata.lo' in freeciv_manual_LDADD should be '$(top_builddir)/client/helpdata.lo', but it doesn't look like it would make a difference. ___ Reply to this item at: http://gna.org/bugs/?20565 ___ 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 #20577] new parameter gameloss_style in game.ruleset
URL: http://gna.org/bugs/?20577 Summary: new parameter gameloss_style in game.ruleset Project: Freeciv Submitted by: imhotep Submitted on: Wed 27 Feb 2013 06:18:26 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 22446 Discussion Lock: Any Operating System: None Planned Release: ___ Details: When I tried to make a new modpack based on Ancients, I stumbled on an option gameloss_style. According to the comment, cities conquered from players still alive were given back to the previous owner. (So far, I found this already coded). Depending on the parameter value, the remaining cities are either destroyed or fall to the hands of some barbarians. On a local copy based on version 2.4.99-dev, revision 22214, I implemented some code to do this. There is also code to have civil war (before any cities fall to barbarians or vanish without a trace). The new player gets a palace of its own, and, a Leader (it would be unfair if the AI had no GameLoss unit to trigger all this features when we have chased them down). Also, I coded some benefits for the player who liberates the oppressed people from the enemy leader: up to 3 techs are stolen a random amount of gold is taken (in compensation of the war efforts), from 0 to the amount of gold the victim has had using some interrogation, we press a (distorted) map from the captured leader a random number of cities (about a quarter on average, with lesser probability on higher numbers) can be convinced to join the righteous cause of the victor It worked on my copy on a few games, but probably has lots of yet unknown bugs (I'm new to the code and this is my first try). ___ File Attachments: --- Date: Wed 27 Feb 2013 06:18:27 PM GMT Name: gamelossStyle22446.patch Size: 11kB By: imhotep http://gna.org/bugs/download.php?file_id=17366 ___ Reply to this item at: http://gna.org/bugs/?20577 ___ 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 #20534] Worklist glitch: unit icons bleed past their boundaries
Follow-up Comment #2, bug #20534 (project freeciv): Going deeper into the code, it could hint to a problem with gdk_pixbuf_composite in canvas_put_sprite, but hard to tell without more testing. My guess would be you're hitting following documented case: When the destination rectangle contains parts not in the source image, the data at the edges of the source image is replicated to infinity. Unless there an off-by-one somewhere in that gdk-pixbuf code. ___ Reply to this item at: http://gna.org/bugs/?20534 ___ 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 #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...
Follow-up Comment #5, bug #20565 (project freeciv): It's an error in the sense that _DEPENDENCIES is reserved suffix for a automake variable name, and for that reserved meaning this variable name makes no sense. ___ Reply to this item at: http://gna.org/bugs/?20565 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #89, patch #3469 (project freeciv): Actually, most of my testing was done on 2.4 branch, so I still have my changes rebased on top of S2_4 branch. Though I did cherry-pick a few other patches from trunk, including one or two that I probably didn't need that much, so you'd need to clean them up a bit. ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3755] Road type output increase regardless of terrain
Update of patch #3755 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #1: Attached patch solves this by adding second set of output increase entries for road types, these ones applying regardless of terrain. I decided that this is not only more flexible, but also cleaner solution than having road type flag describing how the output increase values behave. (file #17367) ___ Additional Item Attachment: File name: RoadConstIncr.patchSize:13 KB ___ Reply to this item at: http://gna.org/patch/?3755 ___ 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 #20576] Trait Aggressive uses non-standard scale in default AI.
Follow-up Comment #1, bug #20576 (project freeciv): Problem here preventing something like simple use of factor 3 (to make 50 - 150) is that this value is used in more like exponential than linear fashion, so to have max value of 2500 to translate as 2500 * 3 = 7500 instead of just 2500 would be insanely out of proportions. ___ Reply to this item at: http://gna.org/bugs/?20576 ___ 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 #3756] RFC: UI for building generic roads, bases, etc
Follow-up Comment #2, patch #3756 (project freeciv): What about removal of the certain kind of extras? Will the p)illage to remain as it is now, to popup list of pillageable targets when pillageselect is enabled, and to automatically select target when not. What about cleaning of pollution or fallout? (btw. what's the current behavior if tile has both pollution and fallout?) ___ Reply to this item at: http://gna.org/patch/?3756 ___ 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 #20008] Tileset priority not respected
Update of bug #20008 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20008 ___ 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 #3755] Road type output increase regardless of terrain
Follow-up Comment #2, patch #3755 (project freeciv): Also, as it's over a year since last ruleset capstr capability bump, I plan to do one in the same commit as this change goes in. ___ Reply to this item at: http://gna.org/patch/?3755 ___ 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 #3738] Count defense bonuses from natural roads to sdl-client terrain defense bonus string
Update of patch #3738 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3738 ___ 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 #3761] Document river road type fields
URL: http://gna.org/patch/?3761 Summary: Document river road type fields Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Feb 2013 11:30:25 PM EET Category: docs 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: Document road compat_special River and road type flag River in ruleset comments. ___ File Attachments: --- Date: Wed 27 Feb 2013 11:30:26 PM EET Name: DocRSRiver.patch Size: 11kB By: cazfi http://gna.org/patch/download.php?file_id=17369 ___ Reply to this item at: http://gna.org/patch/?3761 ___ 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 #3675] Rivers as road types in rulesets
Follow-up Comment #5, patch #3675 (project freeciv): - Added flag Natural for all rivers - Made trade increases to be terrain-independent - Removed flag PreventsOtherRoads flag from alien ruleset river as there road building is always possible on river tiles too - Removed a lot of fields with default value 0 from river definitions in most rulesets. Classic ruleset which is often used as referense has all the fields visible. (file #17370) ___ Additional Item Attachment: File name: RiverRulesetRoads-4.patch Size:15 KB ___ Reply to this item at: http://gna.org/patch/?3675 ___ 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 #3743] /delegate tidy-up
Update of patch #3743 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Follow-up Comment #5: No-one screamed, so in it goes. ___ Reply to this item at: http://gna.org/patch/?3743 ___ 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 #3743] /delegate tidy-up
Update of patch #3743 (project freeciv): Status:Done = In Progress Open/Closed: Closed = Open ___ Follow-up Comment #6: ...now of course is the time I notice I left some debugging crap in there, fortunately #if 0'd out. ___ Reply to this item at: http://gna.org/patch/?3743 ___ 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 #3743] /delegate tidy-up
Additional Item Attachment, patch #3743 (project freeciv): File name: trunk-S2_4-delegate-rework-rm-debug.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3743 ___ 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 #3743] /delegate tidy-up
Update of patch #3743 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?3743 ___ 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 #19900] Font preferences not respected
Update of bug #19900 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19900 ___ 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 #3572] Use grids for voteinfo_bar
Follow-up Comment #2, patch #3572 (project freeciv): You can test voting by: * Starting a separate server * Connecting several clients (I usually use 3) * After they've all connected (cf bug #20556), issue /cmdlevel basic on the server * Try to change some suitable setting, such as size (either from chatline or GUI) Then all the clients should have the vote bar come up with a message like Vote 1 by pamcakes: set size 5 (needs 51% in favor), with YES/NO/ABSTAIN buttons. ___ Reply to this item at: http://gna.org/patch/?3572 ___ 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 #3759] Make freesounds the default soundset
Follow-up Comment #1, patch #3759 (project freeciv): Gavin said this when he released the package a few years back: I've created a soundset for Freeciv based on samples from http://freesound.org, which licences its samples with a Creative Commons Sampling Plus 1.0 License. Here's a link to the license text: http://creativecommons.org/licenses/sampling+/1.0/legalcode Just skimming through the first few paragraphs, it looks like the license has a pretty strict noncommercial clause, so while INAL I'd suggest GPL'ing is out of the question... ___ Reply to this item at: http://gna.org/patch/?3759 ___ 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 #3759] Make freesounds the default soundset
Follow-up Comment #2, patch #3759 (project freeciv): I went back to the source and found out that Gavin's statement wasn't entirely accurate, or at least not accurate anymore. The individual URLs to each audio file in freesounds.AUTHORS are are broken (presumably due to a website redesign) but I could find most of the files I tried by searching the site; a selection follows together with the license statement: RAH_Flapping_Fabric_2.flac (by narfnarfsillywilly) http://www.freesound.org/people/narfnarfsillywilly/sounds/57279/ - This work is licensed under the Sampling+ License. harpsicord_dream-leave3.flac (by zerolagtime) http://www.freesound.org/people/zerolagtime/sounds/29628/ - This work is licensed under the Attribution License. 00535 fight shout man hai 1.wav (by Robinhood76) http://www.freesound.org/people/Robinhood76/sounds/62684/ - This work is licensed under the Attribution Noncommercial License. ___ Reply to this item at: http://gna.org/patch/?3759 ___ 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 #20559] Defenseless city builds walls in grave danger
Update of bug #20559 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20559 ___ 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 #20577] new parameter gameloss_style in game.ruleset
Update of bug #20577 (project freeciv): Category:None = general ___ Follow-up Comment #1: While it still needs some work, it looks promising first version. - In the future, please submit new features as patch and not bug - Debug stuff currently just commented out needs to be removed - Most log_normal() calls should be made log_debug() if not removed completely - I don't point out all the individual style issues from this version, please check it against doc/CodingStyle and once you submit updated version I can point out the remaining ones - You should define default value of its own to gameloss_style, not to use RS_DEFAULT_BASE_POLLUTION - gameloss_style should be documented in ruleset comments ___ Reply to this item at: http://gna.org/bugs/?20577 ___ 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 #20575] configure failed under MinGW
Update of bug #20575 (project freeciv): Status:None = In Progress Assigned to:None = cazfi ___ Follow-up Comment #1: It seems that configure finds pthreads, and selects that. In my Windows build environments (crosser cross-compiling, building official installer packages) pthreds are not found, but it ends using winthreads (directly). Problem here is compiler flag -pthread added unconditionally when pthreads are in use. That flag is needed on some platforms, but cause compile failure on some - this MinGW environment seems to be one of the latter ones. So this needs some work on the configure script to add -pthread only conditionally. ___ Reply to this item at: http://gna.org/bugs/?20575 ___ 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 #20575] configure failed under MinGW
Update of bug #20575 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Patch to conditionally set -pthread to CFLAGS, and -lpthread to LIBS. This didn't break any system I could quickly test it on, but I can only hope it fixes things for the reported problem case. (file #17372) ___ Additional Item Attachment: File name: CondPthread.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?20575 ___ 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 #3762] Make partisan appearance depend on nationality
URL: http://gna.org/patch/?3762 Summary: Make partisan appearance depend on nationality Project: Freeciv Submitted by: cazfi Submitted on: Thu 28 Feb 2013 06:21:11 AM EET Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: When nationality is enabled, partisan appearance upon city conquest should depend on citizens of the city being mostly (maybe ruleset defined %) nationality of the former oẃner. This is harder to implement than I though as part of the partisan creation is moved out to lua-script. IMHO that's not something that should be defined in ruleset (lua-script) as it anyway depends on hardcoded properties - there's no real freedom in creation of that script fragment but it *must* be almost what it is in every ruleset. (There might be difference in what each maintainer considers default.lua to be. To me it's part of the ruleset and should make sense in that context. To someone else it might be just part of freeciv server implemented in lua.) Here it also makes it impossible to change partisan behavior in C-code only without changing the scripting api. There's currently no way for the lua-script to check if such a nationality condition would be fullfilled. ___ Reply to this item at: http://gna.org/patch/?3762 ___ 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 #3763] city:inspire_partisans() for lua scripting
URL: http://gna.org/patch/?3763 Summary: city:inspire_partisans() for lua scripting Project: Freeciv Submitted by: cazfi Submitted on: Thu 28 Feb 2013 06:56:21 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 ___ Details: Add C-code side function api_methods_city_inspire_partisans() accessible as City:inspire_partisans() in lua-script. Partisans creation checks for player being original owner of the city and Inspires_Partisans effect being active moved from default.lua to that function. Immediate improvements to ruleset flexibility: Inspires_Partisans considered only player and above level requirements, now it can have city specific, or even city center tile specific requirements. There's a caveat that city has already changed hands when the effect is checked, so buildings that used to exist before the conquest might be destroyed etc. ___ File Attachments: --- Date: Thu 28 Feb 2013 06:56:21 AM EET Name: CityInspirePartisans.patch Size: 6kB By: cazfi http://gna.org/patch/download.php?file_id=17373 ___ Reply to this item at: http://gna.org/patch/?3763 ___ 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 #3762] Make partisan appearance depend on nationality
Update of patch #3762 (project freeciv): Depends on: = patch #3763 ___ Reply to this item at: http://gna.org/patch/?3762 ___ 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 #3764] Make ISO topology the default
URL: http://gna.org/patch/?3764 Summary: Make ISO topology the default Project: Freeciv Submitted by: cazfi Submitted on: Thu 28 Feb 2013 07:46:45 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: 2.4.0, 2.5.0 ___ Details: As we have isometric tileset (amplio2) as the client side default, server's default topology should match that. Minimap is much more usable when they match, directions being the same on minimap and main map. Attached patch makes default topology ISO one. ___ File Attachments: --- Date: Thu 28 Feb 2013 07:46:46 AM EET Name: IsoTopo.patch Size: 461B By: cazfi http://gna.org/patch/download.php?file_id=17374 ___ Reply to this item at: http://gna.org/patch/?3764 ___ 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 #20579] Manual mapimg saving in pregame segfaults
URL: http://gna.org/bugs/?20579 Summary: Manual mapimg saving in pregame segfaults Project: Freeciv Submitted by: cazfi Submitted on: Thu 28 Feb 2013 08:06:17 AM EET Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Trying to save mapimg in pregame (before map is created) segfaults. ___ Reply to this item at: http://gna.org/bugs/?20579 ___ 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 #19168] mapimg automatic save dumps images in current directory
Follow-up Comment #4, bug #19168 (project freeciv): - Mapimgs created with manual mapimg create go to autosave directory to be consistent with how manual saves go there too. mapimg colortest still saves to current directory as it's not about state of the current game. (file #17375) ___ Additional Item Attachment: File name: MapimgPath-2.patch Size:6 KB ___ Reply to this item at: http://gna.org/bugs/?19168 ___ 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 #20579] Manual mapimg saving in pregame segfaults
Update of bug #20579 (project freeciv): Status:None = Ready For Test Planned Release: = 2.4.0, 2.5.0 ___ Follow-up Comment #1: Fix (file #17376) ___ Additional Item Attachment: File name: MapimgEmptyMap.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?20579 ___ 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 #3765] Error output about failed mapimg create command
URL: http://gna.org/patch/?3765 Summary: Error output about failed mapimg create command Project: Freeciv Submitted by: cazfi Submitted on: Thu 28 Feb 2013 08:48:47 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: 2.4.0, 2.5.0 ___ Details: Make mapimg_create() failure to return error from command handling, with proper error message printed. ___ File Attachments: --- Date: Thu 28 Feb 2013 08:48:47 AM EET Name: MapimgErrorOutput.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=17377 ___ Reply to this item at: http://gna.org/patch/?3765 ___ 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 #20560] Local lua tolua version info files not in tarball
Update of bug #20560 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20560 ___ 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 #3747] Move cost estimates with class considered
Update of patch #3747 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3747 ___ 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 #3766] Pathfinding to rely on map_move_cost() on handling of UCF_TERRAIN_SPEED
URL: http://gna.org/patch/?3766 Summary: Pathfinding to rely on map_move_cost() on handling of UCF_TERRAIN_SPEED Project: Freeciv Submitted by: cazfi Submitted on: Thu 28 Feb 2013 09:44:04 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 ___ Details: This is cleanup possible after patch #3747. Pathfinding does not check UCF_TERRAIN_SPEED itself but lets map_move_cost() to handle that too. ___ File Attachments: --- Date: Thu 28 Feb 2013 09:44:04 AM EET Name: PfMoveCostCleanup.patch Size: 2kB By: cazfi http://gna.org/patch/download.php?file_id=17378 ___ Reply to this item at: http://gna.org/patch/?3766 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev