[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-13 Thread Jacob Nevins
Follow-up Comment #9, bug #20792 (project freeciv):

Well, I've left a couple of 500x250 WRAPX|ISO autogames running without issue
now with 2.3.4 and the default ruleset. So whatever the crash is, it's not
trivially 

(The fact that these proceeded apparently normally also suggests that the
MAP_MAX_LINEAR_SIZE assertions are overzealous, but I haven't looked into it.)

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[Freeciv-Dev] [bug #20739] Vertical lines when using Nvidia driver

2013-05-13 Thread mir3x
Follow-up Comment #4, bug #20739 (project freeciv):

Can u check your /proc/mtrr ?
if u see all mem uncachable, u should fix that (probably in bios, or by
mtrr cleanup in kernel) and check if it helped for freeciv.


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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Micke
URL:
  http://gna.org/patch/?3906

 Summary: Road movement cost granularity.
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 12:56:03 2013
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Attachment 1 multiplies the movement cost factors defined in common/movement.h
by 10, which enables greater road granularity.
Attachment 2 adapts all rulesets that come with a default installation
(data/*/terrain.ruleset).
Both are made with trunk rev. 22860.




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File Attachments:


---
Date: Mon May 13 12:56:03 2013  Name: move_roads_granularity.diff  Size: 476B 
 By: mss_8734

http://gna.org/patch/download.php?file_id=17956
---
Date: Mon May 13 12:56:03 2013  Name: move_roads_granularity_rulesets.diff 
Size: 8kB   By: mss_8734

http://gna.org/patch/download.php?file_id=17957

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #2, patch #3775 (project freeciv):

Of course, with the new terrain features things get much more complicated for
the AI. Think of a ruleset where tanks can not cross swamps (they drown), but
are fast enough to find a path around and so still could keep pace with, say,
a caravan.

The proposed patch addresses the classical rulesets, where it gives little
improvement with very little code change.

In view of rulesets that make extensive use of the new terrain features, AI
should check all unit types once when the ruleset is loaded, construct a can
follow relationship (a partial order) and use this if possible, but fall back
on some crude heuristics if now bodyguards could be found this way.

The protected unit would have to check before moving if the bodyguard can
follow.
If a king is to be protected because of GameLoss attribute, it should stay put
behind city walls and movement type of bodyguard does not matter at all.

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[Freeciv-Dev] [bug #20809] Government type list disappears

2013-05-13 Thread David Nuttall
Follow-up Comment #1, bug #20809 (project freeciv):

Actually, it is possible to recover the governments list.  I switched to the
SDL client, changed the government, and saved the game.  When I got back to
the GTK client, the government list was restored.

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
Follow-up Comment #3, patch #3775 (project freeciv):

I understand the limited application, but even for that, I'm not sure how this
helps the AI use classical units, and all uses of uclass_move_type() are on a
list I hope to eliminate.

For the classic, civ1, civ2, and multiplayer rulesets, where there aren't such
per-terrain restrictions, all the UMT_BOTH units appear to have either fuel or
hp_loss_pct restrictions that constrain movement in ways that the current
logic doesn't consider when determining potential bodyguards.  Such units
assigned as classical bodyguards would quickly either die or abandon their
charges to survive.

For the alien, civ2civ3, and experimental rulesets, the current logic already
may not work for S2_5, depending on the exact placement of roads, bases, or
other nativity providers.  For example, a Mech. Inf. might be selected as a
defender for an Engineer, but wouldn't actually be able to provide coverage
for the Engineer when building a road over a mountain until the road was built
(Alien has even more complex considerations).

The above notwithstanding, if there is another ruleset that the AI is able to
understand with the current nativity handling that has more complex types that
do benefit from this change, I waive my objection, although if I can make the
code work without reference to crude nativity, I'll try to patch it away.

Although I like the idea of precaching potential followers, I fear that a
complete solution would need to involve dynamic bodyguard assignment depending
on current targets and comparative pathfinding for the unit and bodyguard to
ensure they would be able to travel together and provide coverage over the
entire path and during the activity at the destination (which might be only a
single turn, for instance a Howitzer attacking a city).  Simple precaching
based on accessible terrains may not account for cases where the path around
inaccessible terrain is too long to be of practical use (or even impossible:
consider a thin island bisected by a mountain range), nor for the variable
placement of roads and bases over time during the game.

For GameLoss, staying in a city is not necessarily sufficient if migration is
enabled: the city might not remain there, etc.  Similarly, depending on
current circumstances, it might be safer for a GameLoss unit to be on
transport with some settlers and bodyguards to found a new empire than stay to
defend a nearly lost cause in a poor strategic position.  That said, city
guards do have broader safe nativity ranges (especially if BuildAnywhere), but
it may make sense to select units that are capable of attacking a majority of
adjacent tiles for proactive defense, AutoAttack, etc.

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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #1, patch #3906 (project freeciv):

I really like the idea of this patch, but I think there is a lot more that
could be done to make this flexibly work, as follows:

1) Move SINGLE_MOVE to be a ruleset configuration variable (e.g.
game.info.single_move), so that ruleset authors could select the degree to
which they wanted to be able to adjust granularity (for example, with the
suggested patch, there is no means to make a road cost 1/4 of SINGLE_MOVE). 
If the default in ruleset.c is set to 3, this has the added advantage that no
adjustments are required for current rulesets (although one may wish to add
comments to make the current rulesets a better source for new ruleset
authors).  For the ruleset modification envisioned for this patch, the ruleset
would simply set this value to 30.

2) Change MOVE_COST_IGTER to be an optional unit type parameter, so that
different unit types could have different maximum travel costs: this allows
one to specify some units that can travel as easily over mountains as hills
(utype-move_cost_igter = SINGLE_MOVE*2), but still move faster on plains, or
units that move like there is a road everywhere even in the case where roads
have a move_cost of 2: if stacked over patch #3900, this ought be fairly easy
to implement (pass int igter_move_cost rather than bool igter to
tile_move_cost_ptrs(), with '0' meaning !UTYF_IGTER, add igter_move_cost to
pf_parameter, and set it when filling parameters in pf_tools.c, and pass it in
single_move_cost()).  This should default to 1 to reduce ruleset transition
difficulties.  Extra points for finding a good name for a unit class
configuration variable to define the default scaling between movement points
and actions (e.g. attacking) for !UCF_TERRAIN_SPEED classes (such nomenclature
being one of the reasons  I haven't submitted a patch to do this yet).

Personally, I had planned to submit these as separate tickets, but they are
both relevant to the content of this patch.

A third change that helps ruleset authors adjust granularity would be to
replace movement_cost for terrains with move_cost, so that one could have
terrains that default to less than a single move (e.g. hardpan saltflats which
oughtn't be harder to navigate than roads) without needing to prepopulate the
map with lots of invisible roads on the target terrain (and then deal with the
road coordination movement issues about source and destination discussed in
patch #3829).

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[Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Andreas Røsdal

Hi all Freeciv developers!

It has now been about a week since Freeciv-web became playable on 
http://play.freeciv.org/ so I thought that I should post an update.


13,688 people visited play.freeciv.org accoding to Google Analytics.

Worldwide productivity has plummeted, accoding to pcgamer.com:
http://www.pcgamer.com/2013/05/10/freeciv-available-in-html5-browsers-worldwide-productivity-plummets/

As you can see from the Freeciv-web metaserver, there is quite a lot of 
activity:

http://play.freeciv.org/freecivmetaserve/metaserver.php

In fact, there is so much activity that the server is running on very high 
load, and isn't able to accept more players into games at times. So at 
the moment we already could use more server resources.


Here's more background information about the Freeciv-web client:
http://freeciv.wikia.com/wiki/FreecivWebClient

Here's the source code on github:
https://github.com/andreasrosdal/freeciv-web
https://github.com/cazfi/freeciv-web
(fork us on github!)

I would still really like to engage more developers in Freeciv-web 
development. So if you are interested, then I can help you setup the 
development environment if you need any help. Also, developers testing the 
game on http://play.freeciv.org and reporting bugs would be very useful!


Andreas

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
Follow-up Comment #5, patch #3775 (project freeciv):

2) Bases can affect tile nativity, rivers are a type of road for 2.5+

4/6) Units are additionally subject to movement gains/losses for arbitrary
requirement conditions from effects.ruleset : thinking about it, there may be
a bug in pathfinding that these potential gains/losses are not checked on a
per-tile basis.

7) Also, some units can subvert zones of control (e.g. using spies to ease
movement of Mech. Inf. in otherwise ZOC-unfreindly terrain)

8) Unit attack capabilities (well, potential victim defense) may also be
adjusted based on victim tile and unit type/flag/class.

10) Units with high movement rates may provide better defense due to the
ability to perform multiple attacks against potential hostile units.

For assignment, perhaps the ferry routines (which badly need an overhaul
anyway) could be rewritten to generally provide multiunit accompaniment
pathfinding, considering the ability for one unit to carry another, defend
another, etc.  Units that might seek a bodyguard would attempt to draft one on
a per-mission basis, rather than as a permanent assignment.  Unemployed
bodyguards would seek nearby native cities to await new bodyguard requests (or
just defend the city, if nothing interesting is happening nearby).  Injured
bodyguards/fuel-limited/hp_loss-weak bodyguards might request the charge
request a new bodyguard with enough warning to be able to return to somewhere
to recharge.

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #4, patch #3775 (project freeciv):

I was developing a ruleset based on Ancients. The AI does a bad job on it so I
went into the code and this patch is just one of many things I came across.
The discussion of it is now already way out of proportion of any harm or
benefit from that patch.

So let's instead concentrate on what SHOULD be done for a proper, general
solution for bodyguard assignment.

You have mentioned some points that make bodyguard assignment complex, and I
will add some:

1) unit types move differently according to terrain
2) unit types move differently according to terrain modifications (roads,
rivers, others?)
3) unit types have different needs for fuel or are susceptible to hit point
loss
4) units may have extra move points depending on veteran status
5) different unit types may have different behavior on transport or
airlifting
6) movement points may vary on technologies researched

7) some units ignore zones of control, others don't

8) unit defense strength may vary greatly with terrain/modifications
9) strong attacking units might provide better protection than those strong in
defense
10-20) I probably missed some

So in total, in some rulesets there might be some kind of guardian angel that
can follow wherever you go, but generally this will not be the case.

From what I recon, there is no way around assigning bodyguards dynamically,
more than one (to send one ahead while the other keeps rearguard, essential
when the master-plan involves airlifting), and checking on every move if the
guards can follow.

The routine that assigns bodyguards will need to receive some insight of the
planed moves, that is, a path to target, and the unit that should be protected
has to check on every move if the guard(s) can follow or if some guards are
already at the tile where it wants to move to.

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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Micke
Follow-up Comment #2, patch #3906 (project freeciv):

I agree completely, but fear I lack the skill to implement this properly.
Perhaps the movement cost for roads could be changed to a percentile as well,
instead of a fixed number of movement points. Maybe even a flag for roads to
toggle overriding/adding to terrain movement cost?
User defined road flags (or accepting the terrain flags) would be great too,
but I suppose that might warrant a separate ticket.


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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #3, patch #3906 (project freeciv):

I'm mostly working on requirement processing right now, but here are a couple
untested candidate patches that implement items 1) and 2).  If someone would
like to test/adjust/fix these to actually work properly, they can have all the
credit (large chunks are mechanical and if nothing else need adjustment to
meet the line length guidelines of CodingStyle.  I believe they belong in
separate tickets.  These are currently stacked over all sorts of patches in
the review queue, so may not apply to trunk, but should at least point out the
sorts of changes that would be needed.

Although you claim not to have the skill to write the patches, you've
demonstrated the ability to read code, think about code, and submit patches: I
suspect you would be able to adapt/debug/review the untested patches.  Note
that I may have missed something in these patches: they were mostly generated
by searching for uses of the constants and making them go away: adjusting
rulesets to use the changed code and playtesting is absolutely required as a
bare minimum before they could be considered for application.

For road flags, I'm waiting for deeper review/application of patch #3832 or
lack of other things to do to add the user-defined ones, but wouldn't mind at
all if someone else chose to write that before I get to it :).  Allowing these
to affect the movement mid-move would require much more complex handling in
tile_move_cost_ptrs(), and extends beyond my current thinking.

(file #17958, file #17959)
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Additional Item Attachment:

File name: 0001-Untested-max_move_cost-patch.patch Size:24 KB
File name: 0002-Untested-SINGLE_MOVE-replacement-patch.patch Size:26 KB


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[Freeciv-Dev] [patch #3906] Road movement cost granularity.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #4, patch #3906 (project freeciv):

I forgot to mention, it's important to do the MOVE_COST_IGTER patch first, as
otherwise one has to somehow calculate MOVE_COST_IGTER in relation to
SINGLE_MOVE, and hope that it just happens to work for a given value.

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #6, patch #3775 (project freeciv):

Regrettably, after the police attack of March 13 on me, I still suffer from
the concussion they delivered on me, I have still trouble concentrating and
suffer from very curious forms of memory leaks a way I have never known
before.

Excuse me, but it feels like it will still take a long time until I will be
able to valuably contribute by coding or anything that needs code inspection.
I'm not sure if I can give general advise or if I simply lack the
retrospective to see what I meant as advise is really purest crap.

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Re: [Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Per Inge Mathisen
Good news!

Which part (web client or server) is consuming the most resources, and
is it CPU or RAM-limited?

  - Per

On Mon, May 13, 2013 at 6:32 PM, Andreas Røsdal andre...@pvv.ntnu.no wrote:
 Hi all Freeciv developers!

 It has now been about a week since Freeciv-web became playable on
 http://play.freeciv.org/ so I thought that I should post an update.

 13,688 people visited play.freeciv.org accoding to Google Analytics.

 Worldwide productivity has plummeted, accoding to pcgamer.com:
 http://www.pcgamer.com/2013/05/10/freeciv-available-in-html5-browsers-worldwide-productivity-plummets/

 As you can see from the Freeciv-web metaserver, there is quite a lot of
 activity:
 http://play.freeciv.org/freecivmetaserve/metaserver.php

 In fact, there is so much activity that the server is running on very high
 load, and isn't able to accept more players into games at times. So at the
 moment we already could use more server resources.

 Here's more background information about the Freeciv-web client:
 http://freeciv.wikia.com/wiki/FreecivWebClient

 Here's the source code on github:
 https://github.com/andreasrosdal/freeciv-web
 https://github.com/cazfi/freeciv-web
 (fork us on github!)

 I would still really like to engage more developers in Freeciv-web
 development. So if you are interested, then I can help you setup the
 development environment if you need any help. Also, developers testing the
 game on http://play.freeciv.org and reporting bugs would be very useful!

 Andreas

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Emmet Hikory
Follow-up Comment #7, patch #3775 (project freeciv):

My sympathies.  I found your comment about what *should* be done insightful
and helpful.  There's plenty of other nativity issues about: I'm more than
happy to delay this discussion until after you're feeling better (and may that
be soon, regardless of the time before you have attention for this issue).

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[Freeciv-Dev] [patch #3907] Minor fallback check cleanup for map generator 3

2013-05-13 Thread Micke
URL:
  http://gna.org/patch/?3907

 Summary: Minor fallback check cleanup for map generator 3 
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 18:22:25 2013
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch moves a map size check and removes a doublet in
server/generator/mapgen.c:mapgenerator3().




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File Attachments:


---
Date: Mon May 13 18:22:25 2013  Name: mapgen3_fallback.diff  Size: 1kB   By:
mss_8734

http://gna.org/patch/download.php?file_id=17960

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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-13 Thread Not Given
Follow-up Comment #8, patch #3775 (project freeciv):

Thanks a lot.
I am open to discussion quite well (I have some bright moments once a day :)
).
What I wanted to point out is that I can't do any coding/inspection reliably.

Discussion as such is fine, it probably even helps me find a way back. If only
those taking part in the discussion are aware of my condition and health and
do not take offense if some response is unduly late or possibly in a strange
way out of topic.

(Btw, as I don't feel able neither to code or even to play freeciv I have
fallen back to nethack. Wasn't even able to do that in the first 4 weeks after
the incident.)

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Re: [Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Andreas Røsdal



On Mon, 13 May 2013, Per Inge Mathisen wrote:


Good news!

Which part (web client or server) is consuming the most resources, and
is it CPU or RAM-limited?



It's limited by both CPU and RAM at the moment. Memory usage 78% and 
system load (uptime) between 2 and 4. This is running 200 
freeciv-web(civserver) server processes. Adding more game servers requires 
more CPU and RAM.


Andreas

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[Freeciv-Dev] Freeciv play on a Website

2013-05-13 Thread redakt...@osgames.de
Dear Sir or Madam,

i'm the webmaster of osgames.de
I've heard Freeciv can now be play on a website and must not install on a
OS like Windows, Linux etc.

I want to support Freeciv and create a new Domain like playfreeciv.de so
users can play freeciv like a browsergame.

Please contact me.

Greetings
Martin
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[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2013-05-13 Thread Micke
URL:
  http://gna.org/patch/?3908

 Summary: Map size rounding for tilesperplayer map size
selection.
 Project: Freeciv
Submitted by: mss_8734
Submitted on: Mon May 13 20:36:33 2013
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Whilst playing around with the map generator code I noticed that the resulting
map often has less than 85% of the requested landmass when using
tilesperplayer. Applying this patch yields a smaller discrepancy by some crude
rounding.




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File Attachments:


---
Date: Mon May 13 20:36:33 2013  Name: mapsize_tpp_rounding.diff  Size: 674B  
By: mss_8734

http://gna.org/patch/download.php?file_id=17961

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[Freeciv-Dev] [patch #3909] Fix default.lua gettext warning

2013-05-13 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3909

 Summary: Fix default.lua gettext warning
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 14 May 2013 12:00:07 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.5, 2.4.0, 2.5.0, 2.6.0

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Details:





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---
Date: Tue 14 May 2013 12:00:07 AM EEST  Name: DefLuaGettext.patch  Size: 483B 
 By: cazfi

http://gna.org/patch/download.php?file_id=17962

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[Freeciv-Dev] [patch #3910] Mark Alien ruleset strings as no-c-format for gettext

2013-05-13 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3910

 Summary: Mark Alien ruleset strings as no-c-format for
gettext
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 14 May 2013 12:15:40 AM EEST
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, 2.6.0

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Details:

Mark all alien ruleset strings containing % as no-c-format strings for
gettext.



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---
Date: Tue 14 May 2013 12:15:40 AM EEST  Name: AlienCFormat.patch  Size: 5kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17963

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[Freeciv-Dev] [patch #3879] Remove negated reqs{} field in favor of something semantically nicer

2013-05-13 Thread Marko Lindqvist
Update of patch #3879 (project freeciv):

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


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[Freeciv-Dev] [patch #3856] Add nativity check for find_closest_city()

2013-05-13 Thread Marko Lindqvist
Update of patch #3856 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.4.0, 2.5.0, 2.6.0


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[Freeciv-Dev] [patch #3908] Map size rounding for tilesperplayer map size selection.

2013-05-13 Thread Emmet Hikory
Follow-up Comment #1, patch #3908 (project freeciv):

I'm not convinced this part of the code is the issue.  I can generate a 20%
discrepancy anyway (tilesperplayer=60, landmass=30, mapsize player, 5
players).  Everything is evenly divisible, so it falls into the second part of
the conditional, but I get a map of 1200 tiles (of which typically more than
350 are land, and I've gotten numbers as high as 389, without enabling
tinyisles).  At a high level, this is a 20% overage (1200 vs 1000), and much
of that is available at a lower level.  This doesn't seem to be running
against the minimum size (512 tiles), so I blame something in set_sizes(). 
The same 5 players typically get an underage (4800 from 5000 is only 4%) with
tilesperplayer=300.

Not to say that this isn't also a potential issue, but since we're counting in
thousands for map.server.size, increasing a value of 1.5 from 1 to 2 only
reduces us from being 33% wrong to being 25% wrong.  We could probably be more
accurate if we had more significant digits (and wouldn't need rounding), so
we'd be explicitly requesting 1500 tiles for 20% landmass, 5 players, 60 tiles
per player, rather than trying to decide which of 1000 or 2000 is a closer
match.  Given the requirements of map cardinality and defined ratios, I'd
argue that sizing/fitting issues cause greater discrepancy than rounding if we
carried all the digits.

On a side note, if this code is being improved, it may be worth bounding it so
that size can't be 0: this causes the server to crash being unable to
construct a map (e.g. landmass 45%, 5 players, 60 tiles per player): this
rounding will make it harder to hit this condition, but it may still be
possible with some input conditions.

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[Freeciv-Dev] [patch #3839] Low hanging nativity fixes

2013-05-13 Thread Marko Lindqvist
Update of patch #3839 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #9:

 For the SDL client fix, it's mostly a random swipe to remove it
 from grep results. That function should really be rewritten
 entirely to do things correctly, and if the nativity issue is a
 good reminder about that, there's no reason to patch it away.

From the name of the function to be patched this is affecting how dialog gets
constructed. So, is do_paradrop() comment relevant here? It won't be called
before player requests (maybe illegally) the paradrop action. Consequently,
does this change mean that playher can try to paradrop even when it will not
be possible?

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[Freeciv-Dev] [patch #3839] Low hanging nativity fixes

2013-05-13 Thread Emmet Hikory
Follow-up Comment #10, patch #3839 (project freeciv):

This change may increase the cases where a player may attempt an impossible
paradrop, but it also reduces the cases where a player may not attempt a
possible paradrop.  While it makes no difference for classical rulesets, this
code means that no UMT_SEA or UMT_BOTH unit with UTYF_PARADROP may paradrop at
all for SDL players, and also means that players using the SDL client may not
paradrop onto oceanic transport, regardless of the ruleset definition of
paradrop_to_transport.  The removal allows these behaviours at the cost of a
network exchange potentially reporting Cannot paradrop for units attempting
to do things like paradrop to non-native terrain without transport.  Note that
this network round-trip is currently present for the GTK clients (either
library version: try paradropping into ocean with the classic ruleset).

The GTK clients currently use can_unit_paradrop() as the only condition, with
everything else handled as server response from do_paradrop(), which makes
sense to me, but I didn't want to tear all the conditionals out of the SDL
client because I don't use it, so might not notice if I broke something
removing more than necessary.

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[Freeciv-Dev] [patch #3911] Improve protocol documentation

2013-05-13 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?3911

 Summary: Improve protocol documentation
 Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 13 May 2013 11:10:23 PM GMT
Category: None
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:

Add the name of the algoritm used and specify what is in the size field of a
normal chunk packet



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File Attachments:


---
Date: Mon 13 May 2013 11:10:23 PM GMT  Name: CompressionDocumentation.patch 
Size: 1kB   By: sveinung

http://gna.org/patch/download.php?file_id=17964

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[Freeciv-Dev] [patch #3909] Fix default.lua gettext warning

2013-05-13 Thread Jacob Nevins
Follow-up Comment #1, patch #3909 (project freeciv):

Argh, oops, sorry.

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

2013-05-13 Thread anonymous
Follow-up Comment #7, bug #20595 (project freeciv):

My problem is already solved. I figured to use lua, applied command:
code/lua cmd edit.climate_change(edit.NUCLEAR_WINTER,1000)/code
(I have small map)

Which produced probably far better results than generator would have produced.
It would be nice if there were third option, not temperate map or normal map,
but temperate map with slight variations in it wetness and coldness values.
Better yet if they were configurable.

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