[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #3, patch #3805 (project freeciv):

New boolean setting in game.ruleset [civstyle] for controlling if dropping to
transport is allowed should be sufficient.

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[Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-04-01 Thread Marko Lindqvist
Update of patch #3815 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  

___

Follow-up Comment #1:

Usually jtn has had the last say in help changes, but OTOH he may be busy with
other things. Feel free to take this ticket from me if you want. Either way is
fine by me.

I think S2_4 would benefit from such a help improvement.

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[Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-04-01 Thread Emmet Hikory
Follow-up Comment #2, patch #3815 (project freeciv):

I didn't mean to rush processing of this patch with the comment in patch #3816
, rather I just wanted to provide a hint for testing, as when I checked the
submitted patch against revision 22638 it didn't apply cleanly.  Anyway, I
believe that terrain-nativity-help.S2_4.patch should provide essentially the
same value ported to S2_4.  I was unable to build S2_4 from revision 22639 due
to a LUA error (which I presume related to some local configuration on my
machine), so this is entirely theoretical, rather than a tested patch.



(file #17643)
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[Freeciv-Dev] [bug #20695] Disaster nreq processing causes disasters mostly not to happen

2013-04-01 Thread Marko Lindqvist
Update of bug #20695 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  

___

Follow-up Comment #1:

Going with nreqs removal patch.

One tangential came to mind when reading the patch: does ruleset sanity
checking consider negated effect requirements? (at worst lack of this means it
rejects rulesets thinking requirements to be conflicting when they are not,
but also fails to spot req and same req negated to be conflicting)

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[Freeciv-Dev] [bug #20695] Disaster nreq processing causes disasters mostly not to happen

2013-04-01 Thread Emmet Hikory
Follow-up Comment #2, bug #20695 (project freeciv):

Only for nreqs for effects, which I would expect to be removed in the spirit
of having one correct function to do each thing that needs doing.  The place
it might be would be sanity_check_req_set, but that doesn't seem to be aware
of the idea of negated requirements (and, further, is likely to choke on some
negated requirements sets because of the limit on multiple requirements of the
same type).

I believe the general activity of sorting that to be outside the scope of this
bug, but it is certainly within the scope of one of my TODO items (positive
disjunctive requirement specification), so I'll be sure to check for such
impossible conditions with that set of patches.

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Emmet Hikory
Follow-up Comment #4, patch #3805 (project freeciv):

This updated patch is controlled by game.info.paradrop_to_transport.  This is
disabled in most rulesets, but enabled in experimental for testing.  If the
commiter doesn't feel it appropriate to enable it in experimental, please
change TRUE to FALSE pre-commit.  Note that this requires a change to the
capabilities string for the new value.  Some conditional orders have been
adjusted to more easily terminate early.

(file #17644)
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[Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-04-01 Thread Jacob Nevins
Follow-up Comment #3, patch #3815 (project freeciv):

Seems like a fine change to me.

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Re: [Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-04-01 Thread Jacob Nevins
Emmet Hikory writes:
 I was unable to build S2_4 from revision 22639 due to a LUA error
 (which I presume related to some local configuration on my machine),
 so this is entirely theoretical, rather than a tested patch.

What's the nature of the failure?
If we're releasing 2.4.0-beta2 soon, I'm interested in portability
hazards.

(Guess: are you switching a single working directory between trunk and
S2_4? This is currently fraught, requiring make maintainer-clean and
starting again. This bites me in my mad git-svn setup.)

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[Freeciv-Dev] [bug #20698] Version check incorrectly considers 2.4.0 older than 2.4.0-beta1

2013-04-01 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20698

 Summary: Version check incorrectly considers 2.4.0 older
than 2.4.0-beta1
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Apr  1 12:58:16 2013
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0-beta1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0-beta2,2.5.0

___

Details:

Split out from bug #20680.

Bug exists in our copy of cvercmp. There's a fix upstream
http://www.cazfi.net/other/cvercmp.html (1.0.2, r22), but I want to think if
we can do a bit better.




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[Freeciv-Dev] [bug #20680] Client crash on contacting metaserver, dependent on latest version advertised by metaserver

2013-04-01 Thread Jacob Nevins
Follow-up Comment #10, bug #20680 (project freeciv):

 Giving this ticket to jtn to decide whjat to in freeciv copy.
I've decided to prevaricate :) -- bug #20698 raised, so we can get this
crasher out of the way.
(Which I'll do immediately, with a patch taking into account the upstream
changes for this crashing issue.)

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[Freeciv-Dev] [bug #20680] Client crash on contacting metaserver, dependent on latest version advertised by metaserver

2013-04-01 Thread Jacob Nevins
Update of bug #20680 (project freeciv):

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


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Re: [Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-04-01 Thread Emmet Hikory
Mon, Apr 01, 2013, Jacob Nevins wrote:
 What's the nature of the failure?
 If we're releasing 2.4.0-beta2 soon, I'm interested in portability
 hazards
 
 (Guess: are you switching a single working directory between trunk
 and S2_4? This is currently fraught, requiring make maintainer-clean and
 starting again. This bites me in my mad git-svn setup.)

Ah, yes, precisely.  Thanks for the explanation: I wondered why
it didn't work.  I had thought that git reset --hard would be sufficient,
but perhaps that requires being less agressive with info/exclude :)

Strangely, it had worked previously for some of my deeper history
investigation, but perhaps I just got lucky (or went far enough back
in time that the build system figured my machine was lying to it).

Do I need to do anything other than `make maintainer-clean` to
operate in this manner, or are there other tricks that are important
if porting patches to stable branches for accurate testing?

-- 
Emmet HIKORY

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[Freeciv-Dev] Switching working directory between branches (was: [patch #3815] Provide information about unit) class nativity in terrain help

2013-04-01 Thread Jacob Nevins
Emmet Hikory writes:
 Jacob Nevins wrote:
 (Guess: are you switching a single working directory between trunk
 and S2_4? This is currently fraught, requiring make maintainer-clean and
 starting again. This bites me in my mad git-svn setup.)
 
 Ah, yes, precisely.  Thanks for the explanation: I wondered why
 it didn't work.  I had thought that git reset --hard would be sufficient,
 but perhaps that requires being less agressive with info/exclude :)
 
 Strangely, it had worked previously for some of my deeper history
 investigation, but perhaps I just got lucky (or went far enough back
 in time that the build system figured my machine was lying to it).

This is a relatively recent thing.
This -dev post from February 24 refers:
https://mail.gna.org/public/freeciv-dev/2013-02/msg00609.html
(sorry, self-signed certificate on gratuitously-https site)

 Do I need to do anything other than `make maintainer-clean` to
 operate in this manner, or are there other tricks that are important
 if porting patches to stable branches for accurate testing?

I have a single git repository that I synchronise with upstream with
git-svn. I don't have one working directory per branch because of fears
about what happens to the svn metadata when you clone. Until recently,
it's been sufficient to git checkout S2_4 then make -- it re-runs
autogen as necessary, remembering my options to 'configure', and options
only applicable to newer branches don't faze older ones -- it requires a
rebuild from clean, but ccache and a fast machine make this bearable.
(No need for git reset of any kind.)

Post patch #3230, my procedure for switching between trunk and older
branches is:
$ make maintainer-clean
$ git checkout new-branch
$ ./autogen.sh --no-configure-run
$ ./configure [my-favourite-configure-options] CC=ccache gcc CXX=ccache g++
$ make

ccache is still effective at making this more or less tolerable. But I
should probably look into how hard it would be to maintain multiple
working directories while using git-svn, since this is all a bit mad.

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[Freeciv-Dev] [bug #20699] Bugs in undisbandable unit drowning

2013-04-01 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20699

 Summary: Bugs in undisbandable unit drowning
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 01 Apr 2013 04:20:51 PM EEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0, 2.5.0

___

Details:

While hunting another drowning bug, noticed a problem in undisbandable unit
saving block.

Even after undisbandable unit has been saved by teleporting it, it gets added
to remain list of units to handle later. This can have many kind of ill
effects since it also means that drowning counter is inconsistent with
contents of remain

Fix attached.

Also: pcity was declared in outer block which didn't need it. Set its
visibility to inner block only.




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File Attachments:


---
Date: Mon 01 Apr 2013 04:20:51 PM EEST  Name: UndisbandDrowning.patch  Size:
2kB   By: cazfi

http://gna.org/bugs/download.php?file_id=17646
---
Date: Mon 01 Apr 2013 04:20:51 PM EEST  Name: UndisbandDrowning-S2_4.patch 
Size: 2kB   By: cazfi

http://gna.org/bugs/download.php?file_id=17647

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[Freeciv-Dev] [bug #20630] Changing tileset twice crashes client

2013-04-01 Thread Jacob Nevins
Follow-up Comment #2, bug #20630 (project freeciv):

I vaguely wonder if the assertion failure in bug #20694 (after changing
tileset) is somehow related.

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[Freeciv-Dev] [bug #20626] Client crashes with GLib-GObject-CRITICAL **: g_object_unref: assertion `G_IS_OBJECT (object)' failed

2013-04-01 Thread Jacob Nevins
Update of bug #20626 (project freeciv):

  Status:None = Confirmed  
 Planned Release: = 2.3.5,2.4.0,2.5.0  

___

Follow-up Comment #1:

I can confirm serious trouble with this savegame, although not the exact
symptom of the title.

Loading game into 2.3.4 client and following instructions, I got what looks
like a client segfault:


1: Lost connection to server: lagging connection.
1: in player_research_get() [research.c::64]: assertion '((void *)0) !=
pplayer' failed.
1: Please report this message at http://gna.org/projects/freeciv/
Segmentation fault (core dumped)


(no backtrace, sorry). Repeating the experiment just got Lost connection to
server: read error, suggesting the server died.

Loading game into separate server and connecting with client, I got a segfault
on the server (no assertion failure). Backtrace:


#0  0x7fce02a32c7d in _IO_vfprintf_internal (s=0x7600f020,
format=value optimised out, ap=0x7600f1b0) at vfprintf.c:1623
len = value optimised out
string_malloced = value optimised out
step0_jumps = {0, -1811, -1724, -1635, -1543, -1456, -1355, -1165,
  -879, -691, -359, -446, -95, -4821, 1919, 1157, 1808, 1895, 1907,
  2772, 2526, 1966, 4001, 4091, 2485, -4724, 3071, -177, -4821,
-1254}
space = 0
is_short = 0
use_outdigits = 0
step1_jumps = {0, 0, 0, 0, 0, 0, 0, 0, 0, -691, -359, -446, -95,
  -4821, 1919, 1157, 1808, 1895, 1907, 2772, 2526, 1966, 4001, 4091,
  2485, -4724, 3071, -177, -4821, 0}
group = 0
prec = value optimised out
step2_jumps = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -359, -446, -95, -4821,
  1919, 1157, 1808, 1895, 1907, 2772, 2526, 1966, 4001, 4091, 2485,
  -4724, 3071, -177, -4821, 0}
string = 0x31 Address 0x31 out of bounds
left = 0
is_long_double = 0
width = value optimised out
step3a_jumps = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -272, 0, 0, 0, 1919,
  1157, 1808, 1895, 1907, 0, 0, 0, 0, 4091, 0, 0, 0, 0, 0, 0}
alt = 0
showsign = 0
is_long = 0
is_char = 0
pad = value optimised out
step3b_jumps = {0 repeats 11 times, -95, 0, 0, 1919, 1157, 1808, 
  1895, 1907, 2772, 2526, 1966, 4001, 4091, 2485, -4724, 3071, 0, 0,
0}
step4_jumps = {0 repeats 14 times, 1919, 1157, 1808, 1895, 1907, 
  2772, 2526, 1966, 4001, 4091, 2485, -4724, 3071, 0, 0, 0}
is_negative = value optimised out
base = 0
the_arg = {pa_wchar = 1277193825 L'a', pa_int = 1277193825, 
  pa_long_int = 3978990955651952225, 
  pa_long_long_int = 3978990955651952225, pa_u_int = 1277193825, 
  pa_u_long_int = 3978990955651952225, 
  pa_u_long_long_int = 3978990955651952225, 
  pa_double = 1.0858648781729312e-42, 
  pa_long_double = invalid float value, 
  pa_string = 0x373837314c206e61 Address 0x373837314c206e61 out of
bounds, 
  pa_wstring = 0x373837314c206e61 Address 0x373837314c206e61 out of
bounds, pa_pointer = 0x373837314c206e61, pa_user = 0x373837314c206e61}
spec = value optimised out
_buffer = {__routine = 0x3ff0, __arg = 0x3ff0,

  __canceltype = 53946656, __prev = 0x4d0dce}
_avail = 0
thousands_sep = 0x0
grouping = 0x Address 0x out of
bounds
done = 24
f = 0x5dbfc2 s%c%c%s%c
lead_str_end = 0x5dbfa8 %c%s tgt=%s x=%d y=%d%c%s%c%c%s%c
work_buffer =
Ȉ370 01 00 00 00 00p205Z 00 00 00 00 00p 00 00 00 00 00 00 00 35226_ 00 00 00 
00 00 30 00 00 00 00 00 00 00 62317V 00 00 00 00 00C 00_GB.UTp205Z 00 00 00 00 
00321 01 00 00 00 00 00 00L205Z 00 00 00 00 00200326+ 02,
' 00' repeats 12 times, 
J) 01 00 00 00 00@357L 03 00 00 00 00@357L 03 00 00 00 00m326V 00 00 00 00 
00P354 00366377177 00 00P354 00366377177 00 00361 00 00 00 00 00 00 00257215YQ 
00 00 00 00 01 00 00 00 00 00 00 00232U@,
' 00' repeats 13 times,
 01 00 00 00 00 00 00 00200362+ 02 00 00 00 00P354 00366377177 00 00 01,
' 00' repeats 15 times,  03 00 00 00 00 00 00 00265]@ 00 00 00 00 00...
workstart = 0x0
workend = 0x7600eed8 ]
ap_save = {{gp_offset = 24, fp_offset = 48, 
overflow_arg_area = 0x7600f290, 
reg_save_area = 0x7600f1d0}}
nspecs_done = value optimised out
save_errno = 2
readonly_format = 0
args_malloced = 0x0
specs = value optimised out
specs_malloced = false
jump_table =
 01 00 00 04 00 16 00 06 00 00a 02 00 03t 00 05b 00 00 00 00 00 00 00 
32 00 31 00 23 23 23 00 35 00 00f 00 00 00 00 00 00 25 00 00 00 00 22 00r 00 00 
00 00 00 00 32 00 24 17 23 23 23n 17 34 00v 30 27 21 26f 00 25 33 20 00 00 22 
00r

[Freeciv-Dev] [bug #20595] Errow while setting temperature below 14 with temperate map

2013-04-01 Thread Jacob Nevins
Follow-up Comment #3, bug #20595 (project freeciv):

 The requested map is too cold to allocate starting postions. 
 Try setting the temperature to a value greater than 14.
Unfortunately, trying to anticipate all the ways in which generator settings
could lead to failure to allocate starting positions would be rather
difficult, especially trying to determine the threshold for individual
settings -- the process is complex and I think any such advice is likely to be
perturbed into unreliability.

I think at best we could give some sort of general hint to the user to review
their map settings and try to make the world less uninhabitable (too cold, too
hot, too wet, too small, too crowded etc).

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

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #14, bug #20498 (project freeciv):

 Maybe so, I had no reproducible case to test against.

But now I had, and it got fixed almost accidentally by bug #20699 patch. When
pirate ship is wiped (usually retired) and it has both undisbandable Barbarian
Leader and men in it, and Leader gets teleported away (should *this* happen
for barbarian leaders?), counter of units to drown gets subtrackted by one,
but that unit then is not the Leader himself...

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[Freeciv-Dev] [bug #20561] Allow server messages to be translated to client's locale

2013-04-01 Thread Jacob Nevins
Update of bug #20561 (project freeciv):

 Release:   2.5.0 =
 Summary: Move translations from freeciv-server to the
clients. = Allow server messages to be translated to client's locale

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Follow-up Comment #5:

Well, yes, client-side localisation would require network changes.

I think there's the germ of an idea here, but I'm still convinced that if we
go to the effort of making per-client localised server messages possible at
all, then the right place to actually translate them is on the server, not the
client. Retitling accordingly.

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[Freeciv-Dev] [bug #20543] lua error: Execution time limit exceeded in script

2013-04-01 Thread Jacob Nevins
Update of bug #20543 (project freeciv):

 Planned Release: = 2.5.0  


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[Freeciv-Dev] [bug #20534] Worklist glitch: unit icons bleed past their boundaries

2013-04-01 Thread Jacob Nevins
Follow-up Comment #3, bug #20534 (project freeciv):

 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.
(documented for instance here
https://developer.gnome.org/gdk-pixbuf/2.22/gdk-pixbuf-scaling.html#gdk-pixbuf-composite)

Thanks, yes, that's almost certainly it. So the trick is to avoid doing that.

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #5, patch #3805 (project freeciv):

I think enabling this in experimental ruleset makes sense. But that requires
update also to doc/README.ruleset_experimental.

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[Freeciv-Dev] [patch #3806] Update mkinstalldirs

2013-04-01 Thread Marko Lindqvist
Update of patch #3806 (project freeciv):

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


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[Freeciv-Dev] [patch #3821] Drop terrain options

2013-04-01 Thread Marko Lindqvist
Update of patch #3821 (project freeciv):

 Planned Release: = 2.5.0  


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[Freeciv-Dev] [patch #3820] Avoid selecting RMM_RELAXED roads when they are less good

2013-04-01 Thread Marko Lindqvist
Update of patch #3820 (project freeciv):

 Planned Release: = 2.5.0  


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[Freeciv-Dev] [patch #3817] Generalise MR_BAD_TYPE_FOR_CITY_TAKE_OVER_BY_SEA

2013-04-01 Thread Marko Lindqvist
Update of patch #3817 (project freeciv):

 Planned Release: = 2.5.0  

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Follow-up Comment #1:

Does some earlier check prevents sea units (that can_attack_from_non_native
for shore bombardment) from taking over cities?

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[Freeciv-Dev] [patch #3811] Remove S_RIVER

2013-04-01 Thread Marko Lindqvist
Update of patch #3811 (project freeciv):

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


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[Freeciv-Dev] [patch #3812] Leader to civil war player

2013-04-01 Thread Marko Lindqvist
Update of patch #3812 (project freeciv):

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


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[Freeciv-Dev] [bug #20600] dai_player_load: add 'const' to struct section_file

2013-04-01 Thread Marko Lindqvist
Update of bug #20600 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

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Follow-up Comment #1:

This change makes sense for the ai module API even if lua ai won't be part of
2.5.

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[Freeciv-Dev] [bug #20577] new parameter gameloss_style: GameLoss player's property is redistributed instead of disappearing

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #22, bug #20577 (project freeciv):

- Use give_midgame_initial_units() (from patch #3812) to give units for newly
created player. This also corrects behavior so that Leader units are given
instead of GameLoss ones (if this ever makes any difference)

I now also tested this. It works at least technically - I'm not sure if
everything makes sense for the gameplay, but I consider this ready for initial
commit. We can improve it later. 

(file #17648)
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[Freeciv-Dev] [patch #3726] Booleanize all save functions for savegame v2

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #5, patch #3726 (project freeciv):

Could you produce new version of this patch to go in before S2_5 branching in
a month?

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[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2013-04-01 Thread Marko Lindqvist
Update of patch #3539 (project freeciv):

  Status:  Ready For Test = None   

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Follow-up Comment #6:

I'd like to have this one finished to conclude scorelog changes for 2.5.

Do you happen to already have any utilities to process these new scorelog
formats?

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[Freeciv-Dev] [patch #3616] Give ransom from multiple barbarian leaders

2013-04-01 Thread Marko Lindqvist
Update of patch #3616 (project freeciv):

 Planned Release:   2.5.0 = 2.6.0  


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[Freeciv-Dev] [bug #19474] max_players cleanup

2013-04-01 Thread Marko Lindqvist
Update of bug #19474 (project freeciv):

  Depends on: = bugs #20693


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[Freeciv-Dev] [bug #19830] Gtk2 client may segfault at network game page

2013-04-01 Thread Marko Lindqvist
Update of bug #19830 (project freeciv):

  Status:None = Duplicate  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Duplicate of #20680, I think.

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[Freeciv-Dev] [bug #17582] [metaticket] Headers depend on config.h

2013-04-01 Thread Marko Lindqvist
Update of bug #17582 (project freeciv):

 Planned Release:   2.5.0 = 2.6.0  


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[Freeciv-Dev] [bug #14585] Wish: client-side progress bar for end-turn activities

2013-04-01 Thread Marko Lindqvist
Update of bug #14585 (project freeciv):

  Status: In Progress = None   
 Planned Release:   2.5.0 = 2.6.0  

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Follow-up Comment #3:

Probably the best estimate is that turn change takes as long as previous one.
Requires that previous turn change has happened, though (or storing it to
savegame, and hoping that server that saved and one that loaded are equally
powerful)

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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #4, bug #16164 (project freeciv):

I think units that have fuel should not autoattack at all except when
defending refuel point where they would then remain.

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[Freeciv-Dev] [patch #3651] Setting TRUNK for 2.6 development

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #1, patch #3651 (project freeciv):

- Updated against current svn

(file #17649)
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[Freeciv-Dev] [bug #20652] Homeless ai caravan crash

2013-04-01 Thread Marko Lindqvist
Update of bug #20652 (project freeciv):

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


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[Freeciv-Dev] [patch #3824] Allow sprites for 2 upkeep

2013-04-01 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3824

 Summary: Allow sprites for 2 upkeep
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Apr  1 23:25:11 2013
Category: client
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

As noted in bug #20521, it's not currently possible for a tileset to specify
sprites for 2 upkeep of any kind in the city dialog.

This patch extends the tileset format to allow specifying sprites for up to 10
upkeep. If a given level is not specified, the largest smaller specified
sprite is used (if any), so the last specified sprite could be a 3+ type
icon.

(The syntax should be backward-compatible, so we could consider backporting
this to stable branches if we wanted to fix the problem that we have a ruleset
where the icons are misleading.)




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[Freeciv-Dev] [patch #3824] Allow sprites for 2 unit upkeep

2013-04-01 Thread Jacob Nevins
Update of patch #3824 (project freeciv):

 Summary: Allow sprites for 2 upkeep = Allow sprites for 2
unit upkeep


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[Freeciv-Dev] [patch #3824] Allow sprites for 2 unit upkeep

2013-04-01 Thread Jacob Nevins
Update of patch #3824 (project freeciv):

  Status: In Progress = Ready For Test 

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File name: trunk-unit-upkeep-sprites.patch Size:3 KB


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[Freeciv-Dev] [bug #20695] Disaster nreq processing causes disasters mostly not to happen

2013-04-01 Thread Marko Lindqvist
Update of bug #20695 (project freeciv):

 Planned Release: = 2.5.0  


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[Freeciv-Dev] [bug #20691] road_superhighway_trade_bonus in terrain.ruleset doesn't work

2013-04-01 Thread Marko Lindqvist
Update of bug #20691 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.3.5, 2.4.0, 2.5.0


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[Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-04-01 Thread Marko Lindqvist
Update of patch #3815 (project freeciv):

 Planned Release: = 2.4.0, 2.5.0   


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[Freeciv-Dev] [patch #3816] Cleanup nativity handling to ignore specials

2013-04-01 Thread Marko Lindqvist
Update of patch #3816 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  


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[Freeciv-Dev] [patch #3540] Effect description

2013-04-01 Thread Marko Lindqvist
Update of patch #3540 (project freeciv):

 Planned Release:   2.5.0 = 2.6.0  


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[Freeciv-Dev] [patch #3793] [metaticket] Help updates for 2.5.0

2013-04-01 Thread Marko Lindqvist
Update of patch #3793 (project freeciv):

  Depends on: = patch #3137


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[Freeciv-Dev] [bug #20700] assert (index) = 0 (index) MAP_INDEX_SIZE failed

2013-04-01 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20700

 Summary: assert (index) = 0  (index)  MAP_INDEX_SIZE
failed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 02 Apr 2013 02:05:14 AM EEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: r22640
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Attached autogame asserts (but only at turn 393 and it has a lot of players
for server to handle, so be prepared to long wait if you run the autogame)


 bt full
#0  0x7668defb in raise (sig=optimized out)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
No locals.
#1  0x00670b52 in fc_assert_fail (file=0x71e181 common/map.h, 
function=0x71eb00 index_to_map_pos_y, line=718, 
assertion=0x71e158 (index) = 0  (index)  MAP_INDEX_SIZE, 
message=0x74ef94 nologmsg:%s) at utility/log.c:520
level = LOG_FATAL
#2  0x0057befe in index_to_map_pos_y (index=78302080)
at common/map.h:718
map_x = 32767
map_y = -163131160
__FUNCTION__ = index_to_map_pos_y
#3  0x0057e695 in unit_tile_link (punit=0x4a38b60)
at common/featured_text.c:1126
buf = [l tgt=\tile\ x=88 y=47]AEGIS Cruiser[/l]\000\000\000],
'\000' repeats 82 times
tag_name = 0x71e512 l
#4  0x00497cab in sell_random_unit (pplayer=0x1755660, 
punitlist=0x493b490) at server/cityturn.c:1914
punit = 0x4a38b60
gold_upkeep = 2
r = 2
__FUNCTION__ = sell_random_unit
#5  0x0049801c in player_balance_treasury_units_and_buildings (
pplayer=0x1755660) at server/cityturn.c:1971
pimprlist = 0x481df30
punitlist = 0x493b490
sell_unit = true
__FUNCTION__ = player_balance_treasury_units_and_buildings
#6  0x004939c0 in update_city_activities (pplayer=0x1755660)
at server/cityturn.c:581
cities = 0x7fffdec8
i = 0
r = 0
buf = '\000' repeats 96 times,
PEe\001\000\000\000\000PEe\001\000\000\000\000PEe\001\000\000\000\000\330\336\377\377\377\177\000\000$,
'\000' repeats 11 times, %, '\000' repeats 11 times,
p\340\377\377\377\177\000\000\023\307d\000\000\000\000\000(\215\271\000\000\000\000\000\240\340\377\377\377\177\000\000\267\324d\000\000\000\000
n = 27
gold = 11
__FUNCTION__ = update_city_activities
#7  0x0043d24a in end_phase () at server/srv_main.c:1029
MY_i = 98
pplayer = 0x1755660
__FUNCTION__ = end_phase
#8  0x00440e64 in srv_running () at server/srv_main.c:2337
eot_timer = 0x1646be0
save_counter = 19
i = 0
is_new_turn = true
need_send_pending_events = false
__FUNCTION__ = srv_running
#9  0x004420ee in srv_main () at server/srv_main.c:2788
__FUNCTION__ = srv_main
#10 0x004366df in main (argc=6, argv=0x7fffe368)
at server/civserver.c:454
inx = 6
showhelp = false
showvers = false
option = 0xb968a0  \261\232
__FUNCTION__ = main




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File Attachments:


---
Date: Tue 02 Apr 2013 02:05:14 AM EEST  Name: mapindex.serv  Size: 183B   By:
cazfi

http://gna.org/bugs/download.php?file_id=17651

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[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2013-04-01 Thread Davide Baldini
Follow-up Comment #7, patch #3539 (project freeciv):

I have tools to process the new scorelog format.
If you are interested to see how they work, I have created this thread
http://freeciv-mundi.org/forum/viewtopic.php?f=17t=535 to answer the
question.

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[Freeciv-Dev] [bug #20521] Government Upkeep_Factor help wrong

2013-04-01 Thread Jacob Nevins
Follow-up Comment #1, bug #20521 (project freeciv):

 However, the help for [civ2] Settlers says:
 Settlers in a Republic or Democracy require twice as much 
 food per turn, and in Communist or Fundamentalist societies, 
 three times as much.
I haven't checked the original game, but two references I've found (1
http://www.strategyplanet.com/allsid/civilization%202/government.asp, 2
http://strategywiki.org/wiki/Civilization_II/Government) don't mention it,
and the first indicates that food upkeep is 1 for these govs.

Did we make this up?
* The three times as much text came from me in patch #1390. I presume I was
just updating docs to match the ruleset, so we can't take that as intention.
* Going back, I think r11293
http://svn.gna.org/viewcvs/freeciv?revision=11293view=revision (when
effects were added) bumped it from 2 to 3, and that this was probably
inadvertent.
* Going back further, upkeep=2 seems to have been deliberate; r4517
http://svn.gna.org/viewcvs/freeciv?revision=4517view=revision deliberately
changed it for Communism, and r3761
http://svn.gna.org/viewcvs/freeciv?revision=3761view=revision implemented
Fundamentalism in this state.

So I think we should at least reduce it to 2 (under a new ticket), and
possibly back to 1 (depending on whether we can find out what commercial Civ2
did).

(I can see a possible game balance argument for having high settler upkeep, to
balance the military advantages of these governments, but the civ2 ruleset
isn't the place for such tweaks.)

 (Incidentally, if we are intentionally shipping rulesets with 
 upkeep 3, it's not ideal that the upkeep icon can only go up 
 to 2 -- I only noticed this by hovering over the unit icon to 
 get the upkeep numbers.)
Patch #3824 will address this limitation.

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[Freeciv-Dev] [bug #20700] assert (index) = 0 (index) MAP_INDEX_SIZE failed

2013-04-01 Thread Marko Lindqvist
Follow-up Comment #2, bug #20700 (project freeciv):

I don't know if it's the problem I'm seeing, but there's apparent problem with
the code when multiple units are being sold.

If there's both transport and its cargo in the list of potential units to
sell, selling transport first will cause, due to recursive wiping, cargo also
to get destroyed, but to remain in the list of potential units to sell.

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[Freeciv-Dev] [bug #20700] assert (index) = 0 (index) MAP_INDEX_SIZE failed

2013-04-01 Thread Marko Lindqvist
Update of bug #20700 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.3.5, 2.4.0, 2.5.0

___

Follow-up Comment #3:

 If there's both transport and its cargo in the list of potential
 units to sell, selling transport first will cause, due to
 recursive wiping, cargo also to get destroyed, but to remain in
 the list of potential units to sell.

Untested patch for that one.

(file #17652, file #17653)
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Additional Item Attachment:

File name: SellCargoBeforeTransport.patch Size:3 KB
File name: SellCargoBeforeTransport-S2_3.patch Size:3 KB


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[Freeciv-Dev] [patch #3817] Generalise MR_BAD_TYPE_FOR_CITY_TAKE_OVER_BY_SEA

2013-04-01 Thread Emmet Hikory
Follow-up Comment #2, patch #3817 (project freeciv):

Not so concretely or specifically, but ruleset authors may model shore
bombardment by not allowing the unit to take over the city (set either
UTYF_CIVILIAN or fail to set UCF_CAN_OCCUPY_CITY).  In all shipped rulesets,
unit classes identifed as Sea don't have UCF_CAN_OCCUPY_CITY, so this
doesn't require any changes to these rulesets to meet this requirement, but if
a ruleset author wanted to define a naval unit with an embedded marine
component, this is possible.

The code enforces this by having checks 5 and 6 part of the same conditional,
with 6 as an else clause only checked when 5 fails (any Sea unit in the
rulesets would be sending MR_BAD_TYPE_FOR_CITY_TAKE_OVER instead).  I don't
expect any changes in behaviour with the current rulesets (and my testing
included failing to take over a city with a Battleship in the default
ruleset).

In the message production, the patch explicitly checks for both
can_attack_from_non_native() and utype_can_take_over() to cover this (an
earlier revision of the patch incorrectly reported that all
can_attack_from_non_native() units could conquer from non-native).


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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2013-04-01 Thread Emmet Hikory
Follow-up Comment #5, bug #16164 (project freeciv):

In the case where occupychance  0, should a fueled unit with autoattack still
autoattack from a refueling point?  If it does, should it return to base
immediately thereafter in the event it does occupy, or should it avoid
autoattacking in the event that this would cause it not to be able to later
refuel (e.g. units with OneAttack that are on their last turn of fuel)?

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[Freeciv-Dev] [patch #3805] Allow paratroopers to land on transport

2013-04-01 Thread Emmet Hikory
Follow-up Comment #6, patch #3805 (project freeciv):

Oops, right.  Updated patch (transport-paradrop+option+docs.patch) includes
that.

(file #17654)
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File name: transport-paradrop+option+docs.patch Size:8 KB


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