[Freeciv-Dev] [patch #4367] Copy classic script.lua to civ2civ3 script.lua

2014-01-01 Thread Marko Lindqvist
Update of patch #4367 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4367

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4370] Fix broken reason for AI war

2014-01-01 Thread Marko Lindqvist
Update of patch #4370 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4370

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4368] Save game ruleset misc variables from freeciv-ruledit

2014-01-01 Thread Marko Lindqvist
Update of patch #4368 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?4368

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4380] No on-the-limit bonus for negative Size_Adj

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4380

 Summary: No on-the-limit bonus for negative Size_Adj
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 01 Jan 2014 07:25:25 PM EET
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.2, 2.5.0, 2.6.0

___

Details:

This was missed in bug #21240 when I fixed Size_Unlimit  Size_Adj effects.
The effect being considered (not the one already active) gets extra bonus
value when city is already big enough to hit the current limit (size 8 city
considering building Aqueduct). That extra bonus is still given without
checking if effect being considered increases or decreases the limit. Attached
patch removed the bonus in case of negative change.

Noticed when debugging Alien ruleset problems in this area. Basic
Infrastucture gets positive value even for effect that makes -1 radiation
Size_Adj active in presence of Basic Infrastructure (so effects ((+2) + (-1))
for radiating tiles is considered better than (+2) for non-radiating tiles,
and FAR superior to what single (+1) would be)



___

File Attachments:


---
Date: Wed 01 Jan 2014 07:25:25 PM EET  Name: NegOnCitySizeLimit.patch  Size:
658B   By: cazfi

http://gna.org/patch/download.php?file_id=19591

___

Reply to this item at:

  http://gna.org/patch/?4380

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21407] Expansionist AI always evaluates building value to 0

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21407

 Summary: Expansionist AI always evaluates building value to 0
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 01 Jan 2014 09:16:29 PM EET
Category: ai
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: 2.5.0, 2.6.0

___

Details:

Due to integer arithmetics applied, AI who has expansionist trait value 
default trait value, gets value of the buildings to be 0.

Fix attached.



___

File Attachments:


---
Date: Wed 01 Jan 2014 09:16:30 PM EET  Name: ExpansionistIntArithmetic.patch 
Size: 722B   By: cazfi

http://gna.org/bugs/download.php?file_id=19592

___

Reply to this item at:

  http://gna.org/bugs/?21407

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4381] Save action enablers, disasters, and achievements from freeciv-ruledit

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4381

 Summary: Save action enablers, disasters, and achievements
from freeciv-ruledit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 12:13:23 AM EET
Category: freeciv-ruledit
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:





___

File Attachments:


---
Date: Thu 02 Jan 2014 12:13:23 AM EET  Name: RulesaveAeDA.patch  Size: 5kB  
By: cazfi

http://gna.org/patch/download.php?file_id=19593

___

Reply to this item at:

  http://gna.org/patch/?4381

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21408] User terrain flags not saved

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21408

 Summary: User terrain flags not saved
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 12:22:58 AM EET
Category: freeciv-ruledit
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.6.0

___

Details:

This one is raised as bug, since terrain.ruleset was already supposed to be
saved completely from freeciv-ruledit.

User flags are not saved.
I had missed them as they are loaded already in load_terrain_names() and not
in load_ruleset_terrain() that I cross-referenced saving against.

Fix attached.



___

File Attachments:


---
Date: Thu 02 Jan 2014 12:22:58 AM EET  Name: RulesaveUserTerrFlags.patch 
Size: 1009B   By: cazfi

http://gna.org/bugs/download.php?file_id=19594

___

Reply to this item at:

  http://gna.org/bugs/?21408

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21399] luac.c main() built to lua library

2014-01-01 Thread Marko Lindqvist
Follow-up Comment #3, bug #21399 (project freeciv):

It seems your rebuild has not been complete, as it still finds that library
dependencies/lua-5.1/src/.libs/liblua.a contains the string.
Maybe your Makefile is not getting regenerated from Makefile.in, or
Makefile.in is not getting regenerated from Makefile.am


___

Reply to this item at:

  http://gna.org/bugs/?21399

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21399] luac.c main() built to lua library

2014-01-01 Thread Marko Lindqvist
Follow-up Comment #4, bug #21399 (project freeciv):

 Maybe your Makefile is not getting regenerated from
 Makefile.in, or Makefile.in is not getting regenerated from
 Makefile.am

Well, your latter listing doesn't show luac.c remaining in any of the
Makefiles, so it's more likely that liblua.a has simply not been rebuilt at
all.

Anyway, I'm committing this patch as it obviously fixes one bug even if your
case proves to be something else in the end (liblua.a getting the string from
outside the freeciv source tree)

___

Reply to this item at:

  http://gna.org/bugs/?21399

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21399] luac.c main() built to lua library

2014-01-01 Thread Marko Lindqvist
Update of bug #21399 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?21399

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4382] Call Mining to change terrain as Plant activity

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4382

 Summary: Call Mining to change terrain as Plant activity
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 01:08:09 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Followup from bug #21374:

Change mining activity name to Plant when it has no extra target after which
to name it, i.e., when doing it for terrain change.

If this is considered too drastic change, we should at least qualify the
string so that non-English translations could use different word for Mine
activity and building of Mine extra.



___

File Attachments:


---
Date: Thu 02 Jan 2014 01:08:09 AM EET  Name: Plant.patch  Size: 423B   By:
cazfi

http://gna.org/patch/download.php?file_id=19595

___

Reply to this item at:

  http://gna.org/patch/?4382

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21374] in concat_tile_activity_text() [text.c::487]: assertion 'cause != EC_NONE' failed.

2014-01-01 Thread Marko Lindqvist
Update of bug #21374 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?21374

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21374] in concat_tile_activity_text() [text.c::487]: assertion 'cause != EC_NONE' failed.

2014-01-01 Thread Marko Lindqvist
Follow-up Comment #5, bug #21374 (project freeciv):

 Mining would benefit from similar change, but left to another
 ticket for potential controversy.

patch #4382

___

Reply to this item at:

  http://gna.org/bugs/?21374

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21329] Whitespace above units too large in city overview window

2014-01-01 Thread Marko Lindqvist
Update of bug #21329 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?21329

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21409] V241 gtk - no research?

2014-01-01 Thread anonymous
URL:
  http://gna.org/bugs/?21409

 Summary: V241 gtk - no research?
 Project: Freeciv
Submitted by: None
Submitted on: Wed 01 Jan 2014 11:27:45 PM UTC
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: c...@copper.net
 Open/Closed: Open
 Release: 2.4.1 GTK
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Forums: Index  Playing Freeciv  V241 gtk - no research?


I've made several cities, and they've grown to size 6, but still no research
is possible?  What's going on?

What do you mean by no research is possible? Can't you select anything
to research from the Research report, or do you still produce 0 bulbs of
research / turn, or what? --Cazfi (talk) 20:30, January 1, 2014 (UTC) 

No matter what i choose to research, for over a 100 turns, it says
Progress: no research 0/28 bulbs (never). 

So you produce 0 bulbs / turn. What is you science rate? (each
test tube icon in left panel represents 10% sci rate, gold rates are
represented with coin icon, and luxury rate with theater mask) If it's at
least 60%, the very first piece of trade you produce should go to science
already. Hmm.. have you possibly lost your capital with Palace in it? That
could cause extreme corruption that eats all of your income. 
If this doesn't help, you can check my email address from Help -
About Freeciv and send your savegame for me to check. --Cazfi (talk) 21:20,
January 1, 2014 (UTC) 

Still on Despotism, cannot evolve government due to no
research, so 60/40 science/gold, and not a single bulb in over 100 turns.
Trade is also 9 to 11 in each city, but corruption is 9 to 11 (??) as well,
though the cities are 3 or so tiles from capitol.  Corruption seems to always
match trade for some weird reason, is there a setting that would do this?? 

So you have 100% corruption (100% of the trade ends to
corruption). Do you still have your Palace? It's what makes the city your
capitol. If you don't have capitol at all, some max value is used as distance
to capitol, and as distance to capitol affects Despotism excessively, that
would results in the 100% corruption you're experiencing. --Cazfi (talk)
22:29, January 1, 2014 (UTC) 

Still have a Palace, never sold or lost it, seems
corruption matches trade from turn 1 on(!?), something is not right with v241
or settings. Cannot locate the settings file, i'm on WinXP. 

Which ruleset are you using? Could be that it has
broken corruption rules. --Cazfi (talk) 22:48, January 1, 2014 (UTC) 

The ruleset says default ruleset for single
player, i deleted the install directory after uninstalling v240, but i
suppose it had the ruleset files in some other place? 

I cannot reproduce any problems like this,
and I'm out of ideas now. Could you please submit a bugreport to
http://gna.org/bugs/?func=additemgroup=freeciv so others see this, and the
problem does not get forgotten. --Cazfi (talk) 23:22, January 1, 2014 (UTC) 






___

Reply to this item at:

  http://gna.org/bugs/?21409

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21410] Gen-road unit orders not loaded correctly from savefile?

2014-01-01 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21410

 Summary: Gen-road unit orders not loaded correctly from
savefile?
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Jan  1 23:59:17 2014
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk/S2_5 r23971
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0,2.6.0

___

Details:

Noticed in passing when reading the code:

When a unit has saved orders (such as a connect-with-road path), those are
saved in the savegame with single-character codes. Traditionally 'r' has been
'road'.

This is now ACTIVITY_OLD_ROAD, and upper-case version 'R' has been allocated
for ACTIVITY_GEN_ROAD (with the road type elsewhere).

Unfortunately, savegame2.c:char2activity() matches case-insensitively, so on
loading, both 'r' and 'R' will be interpreted as ACTIVITY_OLD_ROAD (and the
road type will be ignored).

I couldn't conveniently set up a good test case -- with the classic ruleset
and basic roads, I think the OLD_ROAD order gets converted back into the
appropriate gen-road equivalent so the round-trip works for basic roads, but
presumably not for exotic roads.

Probably the simplest solution is to retrospectively declare that activity
codes are case-sensitive in savegame2 format files (after some checking that
they always have been, of course).




___

Reply to this item at:

  http://gna.org/bugs/?21410

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21411] AI does not switch from coinage to newly available building

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21411

 Summary: AI does not switch from coinage to newly available
building
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 02:52:43 AM EET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

So far this is based solely on reading the code.

- Want for buildings is recalculated only once in every 5 turns, or when ever
existing production is finished, or becomes unavailable.
- Want for buildings is 0 if some of their requirement is missing.
- Building coinage does not finish, and generally seems not to cause
recalculation of the wants
- Building coinage causes reselecting of the build target every turn, but it's
based on existing wants

To sum: If AI has no tech for some building at turn 0, it will get want 0, and
AI may end up building coinage. If building then becomes available via
researching the missing tech, want for it is not recalculated but remains 0.
When selecting new target, coinage still has higher want than building with
want 0.

At the moment I think the fix to be keeping real want even for those buildings
that cannot be built at the moment. Selecting the build target will anyway
consider available targets only.




___

Reply to this item at:

  http://gna.org/bugs/?21411

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-01 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?21414

 Summary: Huts in S2_5 savegame loaded into trunk as pollution
 Project: Freeciv
Submitted by: jtn
Submitted on: Thu Jan  2 02:06:41 2014
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk r23973
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.6.0

___

Details:

See attached savegame -- a new map is covered in pollution when loaded into
trunk. The same game loaded into S2_5 shows huts in these positions, as
expected.

I think this is because sg_special_get() is expecting special_extra_get() to
index by enum tile_special_type (a hardcoded order), but actually it indexes
by the order of extras in the ruleset; since Oil Well was added, these have
happened to be different.

I haven't looked to see what the right solution is.



___

File Attachments:


---
Date: Thu Jan  2 02:06:41 2014  Name: roadorder.sav.bz2  Size: 13kB   By: jtn
Example S2_5 savegame
http://gna.org/bugs/download.php?file_id=19597

___

Reply to this item at:

  http://gna.org/bugs/?21414

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21143] send_unit_info_to_onlookers() puts huge positive or negative values to 8 bits

2014-01-01 Thread Jacob Nevins
Update of bug #21143 (project freeciv):

  Status:None = In Progress
 Assigned to:None = jtn

___

Follow-up Comment #1:

I've encountered this too -- trunk savegame attached. In this game, an example
of a unit triggering this is id 792, English Freight with goto orders.

The problem for me seems to be that when loading from savegame,  activity
target is not initialised for orders where it's not relevant, but the
uninitialsed garbage is unconditionally sent to the client, hence the noise.

Working on patches now.

(file #19598)
___

Additional Item Attachment:

File name: teamgame2.sav.bz2  Size:41 KB


___

Reply to this item at:

  http://gna.org/bugs/?21143

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-01 Thread Marko Lindqvist
Update of bug #21414 (project freeciv):

 Assigned to:None = cazfi  

___

Follow-up Comment #1:

The old hardcoded specials order is preserved in savecompat.c for uses like
this. I have to check why it's not being used in this case.

___

Reply to this item at:

  http://gna.org/bugs/?21414

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4385] Do not send our own style bits to SDL_ttf

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4385

 Summary: Do not send our own style bits to SDL_ttf
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 04:28:27 AM EET
Category: client-sdl
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

___

Details:

The problem with using SDL_ttf versions other than the one included in our
source tree is as follows:

We set the font style from the style definition of our own. This is done by
taking lowermost bits of our style to pass to SDL_ttf (our style  0x0f). SDL
bits are 0, 1, and 2. Our centering bits are 3 and 4. So our bits are not
actually masked out but passed to SDL_ttf. Newer version of the SDL_ttf has
probably added Overstrike style to just one of these bits.

Attached patch simply gives our own bits values that are masked out when
sending style to SDL_ttf. This helps us out for now, but once more urgent
SDL(2)-client changes have been made, we should reorganice this code so that
we keep SDL_ttf style and our own style completely separate, and do not mask
out bits that SDL_ttf might some day uses itself.

For trunk this should be committed to SDL2-client too.



___

File Attachments:


---
Date: Thu 02 Jan 2014 04:28:27 AM EET  Name: SDLttfStyles.patch  Size: 766B  
By: cazfi

http://gna.org/patch/download.php?file_id=19599

___

Reply to this item at:

  http://gna.org/patch/?4385

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4386] Use external SDL_ttf

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4386

 Summary: Use external SDL_ttf
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 04:46:10 AM EET
Category: client-sdl
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

___

Details:

Link SDL-clients against external SDL_ttf library instead of containing source
copy.

TRUNK version contains changes to SDL2-client too.
S2_5 version contains changes to README.packaging too.




___

File Attachments:


---
Date: Thu 02 Jan 2014 04:46:10 AM EET  Name: SDLttfRm.patch  Size: 4kB   By:
cazfi

http://gna.org/patch/download.php?file_id=19600
---
Date: Thu 02 Jan 2014 04:46:10 AM EET  Name: SDLttfRm-S2_5.patch  Size: 3kB  
By: cazfi

http://gna.org/patch/download.php?file_id=19601

___

Reply to this item at:

  http://gna.org/patch/?4386

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4386] Use external SDL_ttf

2014-01-01 Thread Marko Lindqvist
Follow-up Comment #1, patch #4386 (project freeciv):

Should also 'svn rm client/gui-sdl*/SDL_ttf.?' when committing.

___

Reply to this item at:

  http://gna.org/patch/?4386

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21404] i can't get selected cities to celebrate

2014-01-01 Thread Jacob Nevins
Follow-up Comment #1, bug #21404 (project freeciv):

Which ruleset is this? Do you have a savegame you can share?

___

Reply to this item at:

  http://gna.org/bugs/?21404

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21412] Connect-with-road etc path can't be reviewed with middle-click

2014-01-01 Thread Jacob Nevins
Update of bug #21412 (project freeciv):

  Status: In Progress = Ready For Test 

___

Additional Item Attachment:

File name: trunk-S2_5-S2_4-S2_3-client-connect-goto-line.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?21412

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21143] send_unit_info_to_onlookers() puts huge positive or negative values to 8 bits

2014-01-01 Thread Jacob Nevins
Update of bug #21143 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.3.5,2.4.2,2.5.0,2.6.0

___

Follow-up Comment #2:

Same underlying problem affects S2_4 and S2_3, but the warnings aren't present
in those versions.

(file #19603, file #19604, file #19605)
___

Additional Item Attachment:

File name: trunk-savegame-init-orders.patch Size:3 KB
File name: S2_5-savegame-init-orders.patch Size:0 KB
File name: S2_4-S2_3-savegame-init-orders.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?21143

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4384] Always initialise all fields of unit orders on client

2014-01-01 Thread Jacob Nevins
Update of patch #4384 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.4.2,2.5.0,2.6.0  

___

Additional Item Attachment:

File name: trunk-client-init-orders.patch Size:3 KB
File name: S2_5-client-init-orders.patch  Size:3 KB
File name: S2_4-client-init-orders.patch  Size:3 KB


___

Reply to this item at:

  http://gna.org/patch/?4384

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21414] Huts in S2_5 savegame loaded into trunk as pollution

2014-01-01 Thread Marko Lindqvist
Update of bug #21414 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #2:

Patch attached.

It's a bit of a mess that roads use compatibility definitions in ruleset
(ROCO_xxx) while other specials are converted by rule_name.
Former is introduced in 2.5, so it's not yet been in any release nor is format
yet frozen - maybe we should still change it to use rule_name (road rule_name
in case of S2_5)

(file #19609)
___

Additional Item Attachment:

File name: LoadOldSpecils.patch   Size:1 KB


___

Reply to this item at:

  http://gna.org/bugs/?21414

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21409] V241 gtk - no research?

2014-01-01 Thread anonymous
Additional Item Attachment, bug #21409 (project freeciv):

File name: freeciv-sav-00117-quitidle.sav.bz2 Size:483 KB


___

Reply to this item at:

  http://gna.org/bugs/?21409

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #4387] Store client options inside .freeciv/

2014-01-01 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4387

 Summary: Store client options inside .freeciv/
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 02 Jan 2014 06:31:27 AM EET
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

To reduce user homepage pollution, put client settings file inside .freeciv
-directory. As the directory itself has leading dot, do not have it in
settings file too.
Search for old settings files includes 2.6 file from old location.



___

File Attachments:


---
Date: Thu 02 Jan 2014 06:31:27 AM EET  Name: ClientOptionsSubdir.patch  Size:
6kB   By: cazfi

http://gna.org/patch/download.php?file_id=19611

___

Reply to this item at:

  http://gna.org/patch/?4387

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21409] Notradesize disabled trade shown as corruption

2014-01-01 Thread Marko Lindqvist
Update of bug #21409 (project freeciv):

Category:rulesets = general
 Summary: V241 gtk - no research? = Notradesize disabled
trade shown as corruption

___

Follow-up Comment #1:

After debugging this a bit it turns out that server setting 'notradesize' is
at value 3, meaning that cities smaller than 4 get no trade at all. Notice
also how size 4 Torino actually gets 1 trade, but due to 60% tax, 40% sci, it
gets to treasury and not to research.

That explains the problem to the extend that freeciv works as expected, but
I'm keeping this ticket open and retargeting to make user interface better -
no trade should not be counted as corruption.

___

Reply to this item at:

  http://gna.org/bugs/?21409

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev