[Freeciv-Dev] [bug #21245] Strange symbols appear on screen after copy/paste in editor

2013-11-03 Thread Jacob Nevins
Update of bug #21245 (project freeciv):

 Summary: Strange symbols appear on screen after editing =
Strange symbols appear on screen after copy/paste in editor

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Follow-up Comment #2:

I've seen this when playing with block operations in the editor too.

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[Freeciv-Dev] [bug #21245] Strange symbols appear on screen after copy/paste in editor

2013-11-03 Thread Marko Lindqvist
Follow-up Comment #3, bug #21245 (project freeciv):

I took me a while to even find copy/paste tool, so you'd be correct to assume
that I've never used it (- not tested any of my patches with it). Maybe I'm
stupid, but how do you paste? Nothing happens when I click on the map with the
tool in paste mode and some tiles in the buffer. (HEAD of both TRUNK and
S2_4)

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[Freeciv-Dev] [bug #21155] City settings for new citizens

2013-11-03 Thread Jacob Nevins
Follow-up Comment #1, bug #21155 (project freeciv):

Another similar report in bug #21234 (against 2.4.0 on Windows):

 2) client ignores new citizens are setting in city tab
 new citizens are made always scientists even when setting is on taxeman
 it also changes all taxemans to scientists on city growth (entertainers stay
same)

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[Freeciv-Dev] [bug #21234] client-server problems

2013-11-03 Thread Jacob Nevins
Follow-up Comment #1, bug #21234 (project freeciv):

Please report separate symptoms as separate tickets (we can always decide
they're related later).

 1) client has problems communicating with civserver when runing 
 separate (civserver from cmd line/window) 
 A) on server crash/exit, client still shows running game and 
 does not revert to civclient start page (like 2.3- versions)
 [...]
Not seen this. We've had a few reports that make me think maybe Windows 2.4
builds are more flakey than Unix ones.

 B) when leaving game during runnig server, sometimes it closes 
 server and sometimes only server gets lost connection error 
Sounds like the server may be crashing in the former case? Did you run it from
a command prompt, so that the window doesn't close immediately and you can see
any error messages? Or, do you get any this application has closed
unexpectedly type popups?

 2) client ignores new citizens are setting in city tab [...]
This sounds like the report in bug #21155; suggest continuing the analysis
there.

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[Freeciv-Dev] [bug #21185] couldn't allocate starting positions on start when attempting to build large maps.

2013-11-03 Thread Jacob Nevins
Update of bug #21185 (project freeciv):

 Summary: Game crashes on start when attempting to build large
maps. = couldn't allocate starting positions on start when attempting to
build large maps.

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Follow-up Comment #2:

The server couldn't allocate starting positions is a common failure mode,
but usually with very *small* maps where there isn't enough room for everyone.
I wouldn't expect it with a very *large* map.

How many players did you have, and did you change any map generation settings
(so that there might be not enough productive land, resources, etc on your
huge map)?

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[Freeciv-Dev] [bug #21245] Strange symbols appear on screen after copy/paste in editor

2013-11-03 Thread Jacob Nevins
Follow-up Comment #4, bug #21245 (project freeciv):

 I took me a while to even find copy/paste tool [...]
Indeed; I was playing with it with a view to documenting it.
I started at mbook's design notes at http://www.freeciv.org/wiki/Editor --
they're not 100% reflected in the final implementation, but are a good start.
(I can't actually remember how to paste now, nor whether I found it here or by
reading the source.)

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[Freeciv-Dev] [bug #21185] couldn't allocate starting positions on start when attempting to build large maps.

2013-11-03 Thread Jacob Nevins
Update of bug #21185 (project freeciv):

  Status:None = Confirmed  

___

Follow-up Comment #3:

Reproduced (with standalone 2.4.0 server on Linux with default settings, apart
from size=2048 and aifill=126). For me there's an additional message which may
shed light. Here's what's in the server console:


1: Requested size of 2048 is too big for this topology.
2: Creating a map of size 1236 x 1648 = 2036928 tiles (2048000 requested).
[very long pause -- several minutes]
2: The server appears to have got itself into an infinite loop in the
allocation of starting positions.
Maybe the number of players is too high for this map.
1: The server couldn't allocate starting positions.
1: Failed to create suitable map, retrying with another mapseed
1: Requested size of 2048 is too big for this topology.
2: Creating a map of size 1236 x 1648 = 2036928 tiles (2048000 requested).
[another long pause]
2: The server appears to have got itself into an infinite loop in the
allocation of starting positions.
Maybe the number of players is too high for this map.
1: The server couldn't allocate starting positions.
1: Cannot create suitable map with given settings.
1: Please report this message at http://gna.org/projects/freeciv/


Note the Requested size of 2048 is too big for this topology (which appears
on both client and server, although not all the above messages do).

I haven't checked, but I *think* this message is telling us that set_sizes()
has called itself recursively with a smaller size than requested. But only
slightly smaller, since the Creating a map of size ... message reflects the
actual size chosen.

To the original reporter: do you see the too big for this topology message?
Your extract suggests not.

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[Freeciv-Dev] [bug #21182] City options and rule set defined specialists

2013-11-03 Thread Jacob Nevins
Follow-up Comment #1, bug #21182 (project freeciv):

Indeed, and this is baked into the client/server protocol as well
(CITYO_NEW_EINSTEIN / CITYO_NEW_TAXMAN). The server interprets these options
in a world of generalised specialists with best_specialist(O_SCIENCE, pcity)
and so on, so there is some crude adaptation to non-default rulesets.

There's an obvious generalisation to an arbitrary set of ruleset-defined
specialists -- list all known specialists in the city dialog and network
protocol -- but this might not give a great user experience.

If specialists have been set up with upgrade paths -- so that when you get a
certain tech, you get a new specialist in the series which is strictly better
than the previous one -- it'll be quite annoying to see the full list of
seventeen specialists of which only three are applicable at any given time.
Similarly for nation-specific specialists.

Also, it leads to all your cities needing manual upgrade from
default-Alchemist to default-Research Scientist when the new tech arrives,
because the user's preference was explicitly for Alchemist and the client
doesn't have enough information to reliably infer than Research Scientist
would be more than acceptable.

Specialists' validity is governed by the requirements system and so can change
rapidly (based on e.g. presence of a certain building in a city, or even more
rapidly), so having the client try to guess which specialists to list is
troublesome (as this option doesn't apply right now, it's specifying a
preference for the future when things might have changed).

Not sure what the right answer is. Possibly we need to add some hints in the
ruleset definition about when specialists become obsolete, plus a way for the
server to tell the client by the way I upgraded your default Alchemist
preference to a default Research Scientist preference.

The alternative is to specify results rather than specialists (which is what
the current options do, in effect), but that's what the City Governor is for.
(Aside: I think the City Governor can use the full range of available
specialists.)

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread Jacob Nevins
Update of bug #21181 (project freeciv):

  Status:None = Need Info  

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Follow-up Comment #1:

I don't understand this bug report...

 When famine cause population loss specialists do not work. 
What do you expect specialists to do in this situation?

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[Freeciv-Dev] [bug #21173] freeciv-server: glibc reports corrupted double-linked list

2013-11-03 Thread Jacob Nevins
Update of bug #21173 (project freeciv):

 Summary: freeciv-server: corrupted double-linked list =
freeciv-server: glibc reports corrupted double-linked list


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[Freeciv-Dev] [bug #21116] National borders display disappeared from client

2013-11-03 Thread Jacob Nevins
Update of bug #21116 (project freeciv):

 Planned Release: = 2.4.1,2.5.0,2.6.0  


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[Freeciv-Dev] [bug #21155] City settings for new citizens

2013-11-03 Thread Jacob Nevins
Follow-up Comment #2, bug #21155 (project freeciv):

The client city options are enacted in city_increase_size(), which
subsequently calls auto_arrange_workers(). Can the selection of specialists
survive this, or is it completely futile?

If so, the bug would be city specialist preference completely ignored, and
the observed change in behaviour between 2.3 and 2.4 might be down to us
fixing the unwanted tax collectors bug (patch #3620 and friends).

(I did wonder if the translation of CITYO_NEW_TAXMAN as
best_specialist(O_GOLD, pcity) might yield the wrong result, but adding debug
logging to 2.4.0 shows that it chooses Taxmen, yet my test city ended up with
only entertainers / scientists.)

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[Freeciv-Dev] [patch #4291] Khoisan nation

2013-11-03 Thread J.M. Maalderink
URL:
  http://gna.org/patch/?4291

 Summary: Khoisan nation
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Sun Nov  3 13:30:31 2013
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Copied from forum, nation and flag design by resodan, svg by me.
http://forum.freeciv.org/f/viewtopic.php?f=11t=67



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File Attachments:


---
Date: Sun Nov  3 13:30:31 2013  Name: khoisan.ruleset  Size: 1kB   By:
mixcoatl

http://gna.org/patch/download.php?file_id=19312
---
Date: Sun Nov  3 13:30:31 2013  Name: khoisan.svg  Size: 3kB   By: mixcoatl

http://gna.org/patch/download.php?file_id=19313

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[Freeciv-Dev] [patch #4292] Formosan nation

2013-11-03 Thread J.M. Maalderink
URL:
  http://gna.org/patch/?4292

 Summary: Formosan nation
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Sun Nov  3 13:31:09 2013
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: mixcoatl
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Copied from forum, nation and flag design by resodan, svg by me.
http://forum.freeciv.org/f/viewtopic.php?f=11t=67



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---
Date: Sun Nov  3 13:31:09 2013  Name: formosan.ruleset  Size: 2kB   By:
mixcoatl

http://gna.org/patch/download.php?file_id=19314
---
Date: Sun Nov  3 13:31:09 2013  Name: formosan.svg  Size: 3kB   By: mixcoatl

http://gna.org/patch/download.php?file_id=19315

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[Freeciv-Dev] [bug #21116] National borders display disappeared from client

2013-11-03 Thread Jacob Nevins
Follow-up Comment #7, bug #21116 (project freeciv):

 1: in fill_grid_sprite_array() [client/tilespec.c::4561]: assertion
't-sprites.player[plrid].grid_borders [pedge-type][0] != NULL' failed.
This is interesting. Certainly if this condition has occurred, I think borders
won't be drawn but most other stuff will.

The only way I've spotted that we can end up in this situation is if someone
called tileset_player_free() while a player was still active.
(Or if in tileset.c someone ended up referring to a slot -- plrid -- that
didn't correspond to an active player, but I don't see how that can happen
since everything in tileset.c goes through a struct player *.)

Also, interestingly, Christian Knoke reports the following assertion failure
in bug #21151 (may be unrelated to main topic):
 1: in fill_sprite_array() [tilespec.c::4554]: assertion
't-sprites.player[player_index(owner)].background != NULL' failed.
Which, again, would be explained by tileset_player_free() being called at the
wrong time. However, in that case it might be a sequencing problem while
removing a player, whereas here the player whose borders disappeared
definitely continues to exist.
(I'm a bit worried by handle_player_remove() calling tileset_player_free()
when not all of the player's cities/units might yet have been removed from the
map, but probably not relevant to this ticket.)

Is it possible that *a* player was removed at the time borders disappeared in
your game? I'm wondering about tileset_player_free() somehow hitting the wrong
players. (Although I don't see how it can have happened in my single-player
game; even if a player was killed in-game, that shouldn't trigger
PACKET_PLAYER_REMOVE. So I'm clutching at straws a bit here.)

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[Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Jacob Nevins
Follow-up Comment #1, bug #21151 (project freeciv):

 I append a logfile, which contains, connected or not, a lot of 
 ...
 1: in fill_sprite_array() [tilespec.c::4554]: assertion
't-sprites.player[player_index(owner)].background != NULL' failed.
Interesting. I suspect it's not related to your other symptom, but I wonder if
it's related to bug #21116?

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[Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Jacob Nevins
Follow-up Comment #2, bug #21151 (project freeciv):

I think this assertion failure can only occur if the client has Solid unit
background color (solid_color_behind_units) set.

A quick test with 2.4.0 readily reproduces this assertion failure, and all
players' units have black background -- so this option does seem to be
broken.

Is it possible that this was the option you'd changed when you did the save
- crash?

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[Freeciv-Dev] [bug #21247] fill_sprite_array() has no array bounds checks

2013-11-03 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21247

 Summary: fill_sprite_array() has no array bounds checks
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Nov  3 14:08:48 2013
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

fill_sprite_array() and descendants have a pattern where they increment an
array pointer passed in a number of times and return how many times they did
it. There is no check that the array is big enough, nor any way of growing
it.

fill_sprite_array() is called from put_one_element(), which passes an array
tile_sprs[80].

It might be that this is big enough for all possible tilesets; it seems
likely, but without a detailed audit I can't say for sure.

It would be better if some idiom that will spot overflow is used. While this
code is frequently used, it is also complex, so I can't imagine the execution
overhead will be overwhelming.




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Re: [Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Christian Knoke

please feed into gna

On Sun, Nov 03, 2013 at 02:58:03PM +0100, Jacob Nevins wrote:
 Follow-up Comment #2, bug #21151 (project freeciv):
 
 I think this assertion failure can only occur if the client has Solid unit
 background color (solid_color_behind_units) set.
 
 A quick test with 2.4.0 readily reproduces this assertion failure, and all
 players' units have black background -- so this option does seem to be
 broken.
 
 Is it possible that this was the option you'd changed when you did the save
 - crash?

Yes, this is very much possible.

Christian

-- 
* Christian Knoke (mobil)  *  http://cknoke.de*

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread Shinya Okazaki
Follow-up Comment #2, bug #21181 (project freeciv):

When famine cause population loss entertainers do not work.
So if famine occur in the city needs some entertainers to keep the order,
then the civil disorder in the city.

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[Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Jacob Nevins
Follow-up Comment #3, bug #21151 (project freeciv):

 A quick test with 2.4.0 readily reproduces this assertion 
 failure, and all players' units have black background -- so 
 this option does seem to be broken. 
Well, I *could* reproduce it -- turning on the option after starting the
client with it off, or even turning it off and on again after starting with it
on, readily showed this symptom. But now (after a recompile) I can't reproduce
it at all.

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[Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Jacob Nevins
Follow-up Comment #4, bug #21151 (project freeciv):

Ah, my confusion is caused by it making a difference whether I change the
option via View  Options  Local client (troublesome), or via the View menu
(works fine). Interesting.

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[Freeciv-Dev] [bug #21116] National borders display disappeared from client

2013-11-03 Thread Marko Lindqvist
Follow-up Comment #8, bug #21116 (project freeciv):

 if someone called tileset_player_free() while a player was
 still active.

As I said, I had been switching tilesets a bit earlier. It's very likely that
it's important factor here. Also, I wonder if fix of bug #21231 might affect
this behavior too.

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread Jacob Nevins
Follow-up Comment #3, bug #21181 (project freeciv):

Does this describe your situation?:
0 You had *manually* set some citizens as entertainers, because otherwise the
city would have been in disorder.
0 Then, the city shrunk due to lack of food.
0 Now, your city no longer has the entertainers you configured (all citizens
are out working the land).

If so then I think this is yet another case where a user's manual
configuration of citizens gets lost whenever a city's size changes due to
auto_arrange_workers(). (See also bug #21155.)

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[Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Jacob Nevins
Follow-up Comment #5, bug #21151 (project freeciv):

(from chrisk on freeciv-dev)

 Is it possible that this was the option you'd changed when you 
 did the save - crash?
 Yes, this is very much possible.
 Christian

In other news, if I have solid colour configured, it immediately goes black
with assertion failures when I just *open* the local settings dialog. That's
deeply fishy.

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread Marko Lindqvist
Follow-up Comment #4, bug #21181 (project freeciv):

Also note that loss of *one* of the configured workers/specialists is what
city size shrinking is all about. There's no way to control which one gets
removed when city shrinks.

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[Freeciv-Dev] [bug #21116] National borders display disappeared from client

2013-11-03 Thread Jacob Nevins
Follow-up Comment #9, bug #21116 (project freeciv):

In bug #21151, merely _opening_ the local settings dialog (without touching
anything) causes immediate trouble... and now I check, it causes the borders
to disappear too (although it might not be evident until the mapview is
refreshed).

This is true with both 2.4.0 and S2_4 r23683 (after bug #21231 fix).

Given the potential for refresh delays breaking reporters' idea of what it's
correlated with, I think we may have a winner?

(No idea yet why opening the local settings dialog should have that effect.)

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[Freeciv-Dev] [bug #21116] National borders display disappeared from client

2013-11-03 Thread Jacob Nevins
Follow-up Comment #10, bug #21116 (project freeciv):

Found a plausible cause related to the local settings dialog -- see bug #21151
comment 6. Don't have time right now to submit a patch.

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread S. Kozakai
Follow-up Comment #5, bug #21181 (project freeciv):

Sorry, I'm not good at English.

We consider extreme example.
When government is democracy, we put all citizen as the entertainers in the
city. 
If famine cause population loss, 
then the message civil disorder in * is displayed. 
In the next turn, all citizen is put as the entertainers in the city. 
We push the bottom turn end. 
Then the massage CIVIL DISORDER CONTINUES in * is displayed. 
We repeat this step. 
The government change to anarchy.

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[Freeciv-Dev] [bug #21115] Negated requirements for effects do not work

2013-11-03 Thread Jacob Nevins
Follow-up Comment #3, bug #21115 (project freeciv):

This isn't just bug #21144, is it?

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[Freeciv-Dev] [bug #21088] Repeated Start New Game leads to client crash in libcairo-2.dll

2013-11-03 Thread Jacob Nevins
Update of bug #21088 (project freeciv):

Severity:  3 - Normal = 4 - Important  
 Planned Release: = 2.4.1,2.5.0,2.6.0  

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Follow-up Comment #1:

Setting 2.4.1 target because this is quite bad, although we've not much to go
on.

First step would be to see if it's reproducible with 2.4.0.

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[Freeciv-Dev] [bug #21074] Once you start a game and then edit More Game Options the server will crash

2013-11-03 Thread Jacob Nevins
Follow-up Comment #3, bug #21074 (project freeciv):

Perhaps the reporter meant Game  Options  Local Client once the game
started? (Since it's the same dialog.)

Another report of a crash related to the local options dialog: bug #21151.

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[Freeciv-Dev] [bug #21151] 2.4.0 GTK2 client crash on save local options

2013-11-03 Thread Jacob Nevins
Follow-up Comment #7, bug #21151 (project freeciv):

Bug #21074 might be another report of a crash related to the local options
dialog (it's not entirely clear).

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread Jacob Nevins
Follow-up Comment #6, bug #21181 (project freeciv):

Thank you, that is clearer.
 In the next turn, all citizen is put as the entertainers in the city.
 We push the bottom turn end.
 Then the massage CIVIL DISORDER CONTINUES in * is displayed.
 We repeat this step.
 The government change to anarchy.

So, unlike what I said, you changed the specialists *after* the population
loss.

After you got the CIVIL DISORDER CONTINUES message, did you find that your
entertainers had been removed by the game? Or were they still there, but
failing to stop disorder?

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[Freeciv-Dev] [bug #21116] National borders display disappeared from client

2013-11-03 Thread Jacob Nevins
Follow-up Comment #11, bug #21116 (project freeciv):

 As I said, I had been switching tilesets a bit earlier.
...and the only way to do that is by bringing up the local settings dialog, so
I think this was probably the cause. (For once it's not the fault of loading a
new tileset in midgame, which is usually troublesome.)

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[Freeciv-Dev] [bug #21181] Famine bug

2013-11-03 Thread S. Kozakai
Follow-up Comment #7, bug #21181 (project freeciv):

After you got the CIVIL DISORDER CONTINUES message, did you find that your
entertainers had been removed by the game? Or were they still there, but
failing to stop disorder?

Entertainers were they still there, but failing to stop disorder.
We can reproduce this situation by using the edit mode. 
Create a large city and put all citizen as the entertainers in the city and
set the government be democracy. 
By repeating push turn end, the same situation occur.

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[Freeciv-Dev] [patch #4282] Set some values to freeciv-ruledit po-file headers

2013-11-03 Thread Marko Lindqvist
Update of patch #4282 (project freeciv):

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


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[Freeciv-Dev] [patch #4277] Build freeciv-ruledit as C++ program

2013-11-03 Thread Marko Lindqvist
Follow-up Comment #1, patch #4277 (project freeciv):

Existing build-dirs might have some problems on next build after I commit
this. While the name of the source file changes, object file remains the same.
Thus automatic dependency tracking thinks that dependency information about
the object file is still valid, and will complain about missing ruledit.c.
Maybe the least painful solution is to touch ruledit.c  make  rm
ruledit.c to create temporary file to satisfy the dependency for the duration
of the next build, which then updates dependency information for later builds.

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[Freeciv-Dev] [patch #4277] Build freeciv-ruledit as C++ program

2013-11-03 Thread Marko Lindqvist
Update of patch #4277 (project freeciv):

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


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[Freeciv-Dev] [task #7681] Distribute Windows build of Gtk3 client

2013-11-03 Thread Christian Prochaska
Follow-up Comment #2, task #7681 (project freeciv):

I've created an S2_4 GTK3 Windows build
(http://download.gna.org/freeciv/packages/windows/testing/Freeciv-2.4.0+-win32-gtk3-setup.exe)
and the GUI looks a bit different that the 2.4.0 GTK2 build (see attached
screenshots). Is this how it is expected to look?

(file #19316, file #19317)
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Additional Item Attachment:

File name: Freeciv-2.4.0-gtk2.png Size:142 KB
File name: Freeciv-2.4.0+-gtk3.pngSize:140 KB


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[Freeciv-Dev] Fullmoon build results

2013-11-03 Thread fullmoon
This is build report automatically generated by Fullmoon Ilmarinen (0.5.50.0)

Fullmoon operated by Marko Lindqvist cazf...@gmail.com This build is from 
TRUNK.

Component svn, Host build.cazfi.net, Phase Source update(1): Succeeded
Component autogen.sh, Host build.cazfi.net, Phase Other command(0): 
Succeeded
Component server, Host build.cazfi.net, Phase Build(2): Succeeded
Component gtk2, Host build.cazfi.net, Phase Build(2): Succeeded
Component sdl, Host build.cazfi.net, Phase Build(2): Succeeded
Component xaw, Host build.cazfi.net, Phase Build(2): Succeeded
Component qt, Host build.cazfi.net, Phase Build(2): Succeeded
Component stub, Host build.cazfi.net, Phase Build(2): Succeeded
Component QualityCheck, Host build.cazfi.net, Phase Check(4): FAILED


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