[Freeciv-Dev] [patch #7598] Building advisor not to move any small wonders

2016-08-15 Thread Marko Lindqvist
Update of patch #7598 (project freeciv):

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


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[Freeciv-Dev] [bug #24977] Segfault on quit when "-D" commandline parameter used

2016-08-15 Thread Marko Lindqvist
Update of bug #24977 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.6.0, 3.0.0   

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Follow-up Comment #1:

Fix to double free attached

(file #28342)
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[Freeciv-Dev] [patch #7545] Document that GameLoss units won't get barbarians from a hut

2016-08-15 Thread Sveinung Kvilhaugsvik
Update of patch #7545 (project freeciv):

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


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[Freeciv-Dev] [patch #7602] webperimental: change Leader death consequences

2016-08-15 Thread Sveinung Kvilhaugsvik
Update of patch #7602 (project freeciv):

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


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[Freeciv-Dev] [patch #7601] Introduce a beginner help event type

2016-08-15 Thread Sveinung Kvilhaugsvik
Update of patch #7601 (project freeciv):

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


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[Freeciv-Dev] [bug #24974] Paradrop ignores ignore_dist

2016-08-15 Thread Sveinung Kvilhaugsvik
Update of bug #24974 (project freeciv):

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


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[Freeciv-Dev] [patch #5468] German Empire (1871-1914) nation

2016-08-15 Thread Frank
Follow-up Comment #2, patch #5468 (project freeciv):

The german_empire.txt should obviously go to german_empire.ruleset (and
hopefully Rosa Luxemburg accepts the flag, but her choices are somewhat
limited ;-) 

You could add german under conflicts_with + civilwar-nations. And maybe a few
others like hansa. Maybe the server automatically avoids "obvious" conflicts
(overlapping city names), or that's a not yet reported wish.

Based on
http://freeciv.wikia.com/wiki/Nations#How_to_introduce_your_nation_ruleset_file
I've added patches for translations/nations/POTFILES.in and
data/default/nationlist.ruleset. 

I can't tell if the ruleset needs a...


translation_domain = "freeciv" 


...or not, it might be limited to core nations (and wasn't documented on the
Wiki page). Four related patches affecting the flags ended up in patch #7613
(depending on this patch). 

Adding a flag to Freeciv is slightly more complex than "write a working device
driver" or other trivial tasks. :-P



(file #28340, file #28341)
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File name: nationlist.ruleset.patch   Size:0 KB
File name: POUTFILES.in.patch Size:0 KB


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[Freeciv-Dev] [patch #7613] Flags clean-up

2016-08-15 Thread Frank
URL:
  

 Summary: Flags clean-up
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Tue 16 Aug 2016 12:48:30 AM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 
 Contains string changes: None

___

Details:

Depends on patch #5468, patch #7609, and patch #7612: Adds german_empire,
hongkong, and danzig to 2*2 spec files (credits in flags.spec). 

All unused alternative flags are moved to the end of the list and
un-commented; this permits to actually use these flags with normal tilesets in
ad hoc nations. The unknown flag is (alphabetically) the last unused
alternative flag. 

The old Myanmar flag was AWOL, I added it as unused, the SVG + PNGs already
exist. Corresponding flag report:


missing flag_alt greek in trunk/data/nation/byzantium.ruleset
missing flag_alt menora in trunk/data/nation/israeli.ruleset
missing flag_alt american in trunk/data/nation/lojbanistani.ruleset
missing flag_alt persia in trunk/data/nation/median.ruleset
flags/pirate.svg seen in trunk/data/nation/pirate.ruleset
flags/svg.svg seen in trunk/data/nation/vincentian.ruleset
unused trunk/data/flags/antarctica_alt.svg
 0 + 2 trunk/data/flags/canada_old.svg
 0 + 2 trunk/data/flags/constantine.svg
 0 + 1 trunk/data/flags/iraq_old.svg
 0 + 1 trunk/data/flags/libya_old.svg
unused trunk/data/flags/myanmar_old.svg
unused trunk/data/flags/nato.svg
 2 + 0 trunk/data/flags/pirate.svg
unused trunk/data/flags/qing.svg
 0 + 2 trunk/data/flags/stpatrick.svg
unused trunk/data/flags/unknown.svg


The missing flags are fixed (=removed) in patch #7435.





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File Attachments:


---
Date: Tue 16 Aug 2016 12:48:30 AM UTC  Name: flags.spec.patch  Size: 5kB   By:
dunnoob


---
Date: Tue 16 Aug 2016 12:48:30 AM UTC  Name: flags-large.spec.patch  Size: 4kB
  By: dunnoob


---
Date: Tue 16 Aug 2016 12:48:30 AM UTC  Name: shields.spec.patch  Size: 4kB  
By: dunnoob


---
Date: Tue 16 Aug 2016 12:48:30 AM UTC  Name: shields-large.spec.patch  Size:
5kB   By: dunnoob



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[Freeciv-Dev] [patch #7612] Valid danzig.svg flag + PNGs

2016-08-15 Thread Frank
Follow-up Comment #1, patch #7612 (project freeciv):

5th image attached. Patches for the four data/misc/*.spec files (flags+shields
small+large) covering patch #7612 (this), patch #7609 (hongkong), and patch
#5468 (german empire) follow in another patch.

(file #28335)
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File name: danzig-shield.png  Size:0 KB


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[Freeciv-Dev] [patch #7612] Valid danzig.svg flag + PNGs

2016-08-15 Thread Frank
URL:
  

 Summary: Valid danzig.svg flag + PNGs
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Mon 15 Aug 2016 11:09:59 PM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 
 Contains string changes: None

___

Details:

Same idea as patch #7609 but based on
http://freeciv.wikia.com/wiki/File:Danzig.svg originally found in
http://download.gna.org/freeciv/contrib/nations/danzig.patch



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File Attachments:


---
Date: Mon 15 Aug 2016 11:10:00 PM UTC  Name: danzig.png  Size: 552B   By:
dunnoob


---
Date: Mon 15 Aug 2016 11:10:00 PM UTC  Name: danzig-large.png  Size: 915B  
By: dunnoob


---
Date: Mon 15 Aug 2016 11:10:00 PM UTC  Name: danzig-shield-large.png  Size:
547B   By: dunnoob


---
Date: Mon 15 Aug 2016 11:09:59 PM UTC  Name: Danzig.svg  Size: 19kB   By:
dunnoob



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[Freeciv-Dev] [patch #7596] rscompat: upgrade existing before adding new

2016-08-15 Thread Sveinung Kvilhaugsvik
Update of patch #7596 (project freeciv):

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


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[Freeciv-Dev] [bug #24980] spaceship dialog empty when loading savegame

2016-08-15 Thread log65536
Follow-up Comment #2, bug #24980 (project freeciv):

Placement order may also be inconsistent between placing the parts one-by-one
(when not reloading from savegame) and all-at-once (when reloading, and
subsequently autoplaced by server). Doing it all-at-once can be advantageous
for the player; see also bug #24981.


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[Freeciv-Dev] [bug #24980] spaceship dialog empty when loading savegame

2016-08-15 Thread log65536
Follow-up Comment #1, bug #24980 (project freeciv):

Actually, not quite so; I have accidentally been testing on an old version.

After the fix in bug #22934, looks like the problem is that "automatic" saving
happens before placement of the newly-built spaceship parts, so on reload, the
client doesn't see them placed. Pressing turn done seems to trigger automatic
placement at the server, and the client will now see them. So it's become a
one-turn delay. Maybe the client should always try to place any unplaced
spaceship parts when connecting to a server? Or the server should do it
himself on loading the savegame (since, with current client behavior, this
will happen next turn anyway)?


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[Freeciv-Dev] [bug #24972] Savefile format error diagnostics only printed at LOG_DEBUG

2016-08-15 Thread Jacob Nevins
Update of bug #24972 (project freeciv):

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


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[Freeciv-Dev] [bug #24966] Output_Waste_By_Rel_Distance ineffective without Output_Waste_By_Distance

2016-08-15 Thread Jacob Nevins
Update of bug #24966 (project freeciv):

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


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[Freeciv-Dev] [bug #23592] various failures depending on locale

2016-08-15 Thread log65536
Follow-up Comment #5, bug #23592 (project freeciv):

Trying to reproduce with 2.5.5.

*About points 1 and 2:*

> Server fails to start from the command line in some languages.

> Client fails to start the server in some languages.

Could not reproduce. (Note: This time I tested on Windows XP 32-bit, while my
original submission was (most likely) from Windows Vista 64-bit)

*About point 3:*

> At the top of the city dialog, the string "København - 2 100 000 citizens -
celebrating" does not appear at all in some languages.

This problem still remains. The info does not appear in pl, fr, ru, bg. It
does appear correctly in en_US, en_GB, ja.


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[Freeciv-Dev] [task #7924] S2_6 network protocol freeze

2016-08-15 Thread Jacob Nevins
Follow-up Comment #6, task #7924 (project freeciv):

(r33597 on trunk is actually for patch #7594)

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[Freeciv-Dev] [bug #14870] Tab labels not needed when tabs are disabled

2016-08-15 Thread log65536
Follow-up Comment #1, bug #14870 (project freeciv):

It's been a long time since this was reported but the problem still exists in
2.5.5. Attaching screenshot to illustrate. It also causes a second superfluous
scrollbar to appear at the far right.

(file #28330)
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[Freeciv-Dev] [bug #24981] spaceship part placement order

2016-08-15 Thread log65536
URL:
  

 Summary: spaceship part placement order
 Project: Freeciv
Submitted by: log65536
Submitted on: Tue Aug 16 04:40:26 2016
Category: None
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: 
 Contains string changes: None

___

Details:

If there are multiple spaceship parts newly built in a turn, the logic of
*next_spaceship_component()* in *common/spaceship.c* suggests that the modules
should be placed first, then the components, then the structurals, with the
structurals being placed in a particularly smart order that is guided by the
*modules/components* that are already placed. That would work if
*next_spaceship_component()* was called with *ship->modules*,
*ship->components* and *ship->structurals* already set to their final values
for that turn. Unfortunately, it seems to be called with intermediate values.
For example, a minimal spaceship consists of 3 modules, 2 components and 8
structurals; if I
build them all in a single turn, some structurals might be encountered first,
and since there are no components/modules to guide the placement, those
structurals will be placed in a default "numerical" order. Due to the
misplacement, the spaceship will not be launchable without building further
structurals next turn.

I think that placement is client's choice, so it should generally be made to
the user's advantage. In order to take advantage of the smart placement of
structurals we already have in *next_spaceship_component()*, the client should
do it after it has information about all newly built parts on that turn.
(Sorry if I am reading this wrong; not sure whether the server mandates
placement before moving on to the next city).





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[Freeciv-Dev] [bug #24980] spaceship dialog empty when loading savegame

2016-08-15 Thread log65536
URL:
  

 Summary: spaceship dialog empty when loading savegame
 Project: Freeciv
Submitted by: log65536
Submitted on: Tue Aug 16 04:32:23 2016
Category: None
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: 
 Contains string changes: None

___

Details:

Client (gtk2) does not display spaceship (F12) after loading from an
"automatic" savegame. Not even after the next turn done. It _is_ displayed
after turn done if a spaceship part is newly built that turn. Also, it _is_
displayed correctly if this was a "manual" savegame.





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[Freeciv-Dev] [patch #7611] FREECIV_SCENARIO_PATH

2016-08-15 Thread Frank
URL:
  

 Summary: FREECIV_SCENARIO_PATH
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Mon 15 Aug 2016 01:45:19 PM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 
 Contains string changes: None

___

Details:

http://manpages.org/freeciv-server/6 states that scenarios can be placed
somewhere by "make install". For the FREECIV_DATA_PATH I think that the "make
install" target does not really affect Windows, and might be the root cause of
bug #20738 (=starting Freeciv outside of its own read-only installation
directory does not work without a FREECIV_DATA_PATH, and starting it in its
own read-only installation directory has undesirable effects on Windows Vista
or later).

On Windows an installed Freeciv 2.x has a somewhere\data\scenarios
sub-directory, found by running Freeciv in its own directory. What is the
"make install" alternative? Or in other words, what is the result of lines
1460+1461 in configure.ac? Giving up on
http://freeciv.wikia.com/wiki/FREECIV_PATH#FREECIV_SCENARIO_PATH for now,
please fix this page if you have any better idea where the last directory of
the FREECIV_SCENARIO_PATH ends up on Windows. :-P






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[Freeciv-Dev] [bug #24977] Segfault on quit when "-D" commandline parameter used

2016-08-15 Thread Marko Lindqvist
URL:
  

 Summary: Segfault on quit when "-D" commandline parameter
used
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 15 Aug 2016 03:14:03 PM EEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_6 r33597
 Discussion Lock: Any
Operating System: None
 Planned Release: 
 Contains string changes: None

___

Details:

I get segfault on quit on auth-enabled server.

I've checked that it starts to happen when I add "-D" commandline option to
use.
The server in question uses sqlite3 based auth.





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