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