[Freeciv-Dev] [patch #3798] Remove alsa.m4

2013-03-24 Thread Marko Lindqvist
URL:
  

 Summary: Remove alsa.m4
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 25 Mar 2013 12:55:31 AM EET
Category: bootstrap
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:

Remove obsolete alsa.m4.



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File Attachments:


---
Date: Mon 25 Mar 2013 12:55:31 AM EET  Name: AlsaM4Rm.patch  Size: 365B   By:
cazfi



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[Freeciv-Dev] [patch #3782] Qt options dialog

2013-03-24 Thread Marko Lindqvist
Update of patch #3782 (project freeciv):

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


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[Freeciv-Dev] [bug #20538] Numerous assertion failures when loading an old savegame

2013-03-24 Thread Marko Lindqvist
Follow-up Comment #3, bug #20538 (project freeciv):

If it really is about ruleset having nationality enabled savegame loading
time, but not when it was saved, classic ruleset will be affected only
beginning in 2.5, but it might affect other rulesets in 2.4 already (if they
enable nationality) - such as experimental ruleset.

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[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-03-24 Thread Marko Lindqvist
Update of bug #20577 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => cazfi  
 Release:   22446 =>
 Planned Release: => 2.5.0  

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Follow-up Comment #19:

- Various style fixes
  - Function header for give_distorted_map() reorganized
  - Some variable declarations moved from the middle of the block to the
beginning
  - Empty lines added between variable declarations and first line of actual
code
  - Some block beginning braces moved to same line with "if"
- From "if (barbarians) {} else {}" moved parts present in both blocks
(=executed always) outside to avoid code duplication
- In case of illegal value in ruleset, return error from ruleset loading (was
just logging error and continuing loading)

(file #17536)
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Additional Item Attachment:

File name: GamelossStyle-2.patch  Size:12 KB


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[Freeciv-Dev] [patch #3797] Add classic.serv

2013-03-24 Thread Marko Lindqvist
URL:
  

 Summary: Add classic.serv
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 24 Mar 2013 11:16:19 PM EET
Category: rulesets
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:

Add classic.serv that loads same classic ruleset as current default.serv to
make explicit "classic" entry available in client side ruleset selection.
That's mostly to make future changes of default ruleset easier for user - they
will always get the same ruleset by explicitly selecting "classic" while
"default" may mean different ruleset in different freeciv versions.



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---
Date: Sun 24 Mar 2013 11:16:19 PM EET  Name: ClassicServ.patch  Size: 841B  
By: cazfi



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[Freeciv-Dev] S2_5 branching

2013-03-24 Thread Marko Lindqvist
It's a bit over month until planned S2_5 branching date of 02-May.
This time we are not going to cut down all feature development in
stable branch as soon as it's created. New 2.5 features will still be
added in S2_5. Reason for braching is just to cut down more random
features from getting in, with the unavoidable bugs accompanying early
versions of almost all new features. There's also some more intrusive
patch series targeted to 2.6 better not to start before S2_5 has been
safely branched.

As time goes by, we get more and more stringent what we accept to
stable branch. If you want some completely random (as in: not related
to any other 2.5 development) feature to 2.5, you're better to submit
patch already well before branching to have a chance of success.


 - ML

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[Freeciv-Dev] [patch #3791] Jansson configure test

2013-03-24 Thread Marko Lindqvist
Update of patch #3791 (project freeciv):

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


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[Freeciv-Dev] [patch #1449] [Metaticket] Don't exit the server on ruleset loading failure

2013-03-24 Thread Marko Lindqvist
Update of patch #1449 (project freeciv):

  Depends on: => patch #3796


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[Freeciv-Dev] [patch #3796] Make ruleset loading failure more visible

2013-03-24 Thread Marko Lindqvist
URL:
  

 Summary: Make ruleset loading failure more visible
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 24 Mar 2013 10:13:34 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Now that ruleset loading failures lead server just keeping using previous
ruleset instead of aborting, failures should be otherwise made clear to user.
It's far too easy not to notice that ruleset one requested was not loaded
after all, but previous one was returned to use.




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[Freeciv-Dev] [patch #3792] Handle remaining ruleset errors

2013-03-24 Thread Marko Lindqvist
Update of patch #3792 (project freeciv):

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


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[Freeciv-Dev] [patch #3790] Remove RiverNative unit class flag

2013-03-24 Thread Marko Lindqvist
Update of patch #3790 (project freeciv):

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


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[Freeciv-Dev] [bug #20627] RECEIVE_PACKET_END returns pointer to local memory

2013-03-24 Thread Marko Lindqvist
Update of bug #20627 (project freeciv):

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


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[Freeciv-Dev] [bug #20567] Lua random() not really random

2013-03-24 Thread Jacob Nevins
Follow-up Comment #7, bug #20567 (project freeciv):

> But why do you think games where first map generation success 
> with random seed are reproducible?
I think I must have been thinking of games with explicitly set mapseed,
although I didn't make that clear.
For some reason in my autogame script I explicitly set both gameseed and
mapseed for a new run.
More generally, the main case I see for only setting one seed is gameseed=0
mapseed=, if you've got a randomly generated map you really liked, or
wanted players to study in advance or whatever. That doesn't work right now if
the mapseed triggered a retry.

I agree that with mapseed = 0 but explicitly set gameseed, you can't currently
expect to get reproducible results regardless of retries.

That generally seems like an odd configuration to ever use, given that with a
different map the game will go differently anyway. Is there any reason why
mapseed shouldn't follow purely from gameseed without the time() factor?

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