[Freeciv-Dev] (PR#32290) freeciv 2.1.0

2007-01-03 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=32290 

Hi, i just started the beta2 for the first time, and i m quite hapy that the AI 
manages to build wonders.

Here the bug:

Local options can't be changed because its window is always oversize and can't 
be closed without discarding changes!
Or am I just too blind? no...

Really looking forward to the stable 2.1...

Greets
Alec
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[Freeciv-Dev] (PR#32290) freeciv 2.1.0

2007-01-08 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=32290 

Hi Daniel,

in the meantime i recommended a friend to download the beta, and at his 
computer, the local options window works. But it doesn't work everywhere.
My resolution is 1024 x YYY (789,786?).

So I will try alt-O. Enter doesn't work, because if you change an option, enter 
just changes it over and over again...
If  it doesn't work, i will send you a screenshot at weekend, but - if it 
works: remember this post :-)

bye

Alec

 What resolution are you running it under? Could you send a screenshot
 of what it looks like?
 
 As a workaround, hit Alt-O or Enter when finished changing your settings.
 
 --Daniel
 
 
 

 On 1/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=32290 
 
  Hi, i just started the beta2 for the first time, and i m quite hapy that 
  the AI manages to build wonders.
 
  Here the bug:
 
  Local options can't be changed because its window is always oversize and 
  can't be closed without discarding changes!
  Or am I just too blind? no...
 
  Really looking forward to the stable 2.1...
 
  Greets
  Alec

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[Freeciv-Dev] (PR#33914) Bug Report

2007-01-17 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=33914 

Environment
---
Suse Linux 9.3, w/ FreeCiv Beta 2.1.x (Latest beta - going by memory because
machine is at home)

Steps to reproduce 
---
Launch Server. Launch Client. Connect to server. Set up 7 players, /normal
difficulty. Play 'til about turn 150. Type in save beta2 at server command
prompt. 

I can supply the saved game file, if you so desire: it reloads and plays just
fine.

Error Message
---
1: In file beta2.sav.gz, there is no entry in the registry for c7.ai.urgency (or
the entries are out of order.)

[Error message continues and instruct the user to send a bug report to
[EMAIL PROTECTED], but that's all I wrote down.]

Severity
---
Very Low


Hope this helps!
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Re: [Freeciv-Dev] (PR#33445) win32 client build broken (patch attached)

2007-01-18 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=33445 

I will test the win32 client build this weekend.

JKL

On 1/18/07, Marko Lindqvist [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=33445 

 On 1/19/07, Marko Lindqvist [EMAIL PROTECTED] wrote:
   I'll send another patch containing parts of the original patch that
  were left out from these. They probably should go in later.

  Here


  - ML







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[Freeciv-Dev] (PR#35075) a few more bugs...

2007-02-02 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=35075 

Hi!

Here a few more bugs:

- an AI-controlled player requests me to declare war upon a player which is 
already dead
- the game mostly crashes when I want to check something in the civilopedia 
(especially technologies, e.g. mysticism or democracy)
- the civilopedia sometimes (or always?) confuses a wonder's requirement tech 
with its obsolence tech (e.g. the hanging gardens become obsolete with pottery)

can't wait for the stable version any more :-)

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[Freeciv-Dev] (PR#36973) Bug in Freeciv 2.1 Beta 3

2007-02-26 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=36973 

Hi there, 
I found a bug in the civserver which occured already in 2.1 Beta 2.
If I setup a server (tried on some differen systems) and some people
from the network connect with the civclient everything works, but the
server regularry crashes after some turns (often even in the first turn)
with a Segmentation Fault.

Yours 

Tristan Hoffmann



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[Freeciv-Dev] (PR#38558) [patch] client segfault during automove with 30 players and 2 pirates

2007-03-21 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=38558 


If the player list is full (all player and pirate slots full) the client may 
crash during automove phase.  This is caused by the server reporting phase 32 
(which is invalid).



client/text.c:581 then calls

astr_add_line(str, _(Moving: %s), get_player(game.info.phase)-name);



as game.info.phase is out of range, get_player returns NULL, resulting in a 
random pointer being passed to astr_add_line.



to correct this, this call should be changed to



if (is_valid_player_id(game.info.phase)) {

  astr_add_line(str, _(Moving: %s), get_player(game.info.phase)-name);

}



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Re: [Freeciv-Dev] (PR#39330) Re: (PR#39335) Re: Fix for PR#39330

2007-04-11 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39330 

Jason Short wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39330 

 Well, the patch can be easily be modified to send 'TILE_UNKNOWN'
 instead, for the case when the tile is seen by a city, but unknown.
 A *seen* tile is allowed to be *unknown* according to a comment in
 server/maphand.c, starting at line 810 on the SVN head revision, which I
 quote here:
 
 A tile can be known but not seen.  In this case the tile should be
 marked as TILE_UNKNOWN in the player tile, NOT as TILE_KNOWN_FOGGED.

No, a known but unseen tile *should* be marked as TILE_KNOWN_FOGGED. The 
code already does this, and my patch does not change this.

Anyway, I modified the patch as I said I would, so that unknown but seen 
tiles are marked as TILE_UNKNOWN now. I tested it, and it works fine. 
The revised patch is attached to this message.

 What is a bit tricky is that map_get_seen can
 return TRUE for unknown tiles

That is precisely the case the patch deals with, since it wasn't being 
dealt with before.

 P.S. Send future reports to the bug tracker.
 I *did* send the *report* to the tracker. Are you asking me to only send
 future *patches* for open/new tickets to the tracker and not the list?
 Do you want me to create a new ticket for each patch, like you
 apparently did to respond to my earlier message?
 
 You sent the report to the tracker then sent the patch to the list. 

Part of the reason for this was to make sure that I could actually post 
to the list, if needed. :-)

Eric



Index: server/maphand.c
===
--- server/maphand.c(revision 12916)
+++ server/maphand.c(working copy)
@@ -475,10 +475,10 @@
map_get_seen(ptile, pplayer, V_MAIN) == 0) {
   struct player_tile *plrtile = map_get_player_tile(ptile, pplayer);
 
-  info.known = TILE_KNOWN_FOGGED;
-  info.type = plrtile-terrain-index;
+  info.known = plrtile-terrain ? TILE_KNOWN_FOGGED : TILE_UNKNOWN;
+  info.type = plrtile-terrain ? plrtile-terrain-index : -1;
   for (spe = 0; spe  S_LAST; spe++) {
-   info.special[spe] = BV_ISSET(plrtile-special, spe);
+info.special[spe] = BV_ISSET(plrtile-special, spe);
   }
   info.resource = plrtile-resource ? plrtile-resource-index : -1;
   info.continent = ptile-continent;
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Re: [Freeciv-Dev] (PR#39328) Reproducible Crash When Changing Tech Goal (2.1.0-b4 and SVN Head)

2007-04-17 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39328 

Hi again,

Jason Short wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39328 
 
 The current code is clearly wrong.  The va_arg may be implemented as a
 pointer rather than an inline array and so passing it multiple times to
 vsnprintf will generate garbage results on some platforms while working
 on others.

I doubt it matters whether there is an array of varargs structs or a 
linked list of them. With an array, if you use an index too far beyond 
the end, you will also get a segfault. The real problem is that the 
array index or linked list current pointer is not reset to the beginning 
after vsprintf et al. are used.

 Nothing I've read indicates that va_start can be called multiple times
 within the same function, though.

Allow me to requote from the man pages for the GNU libc implementation 
of va_start(3):

Each invocation of va_start() must be matched by a corresponding 
invocation of va_end() in the same  function.  After
the call va_end(ap) the variable ap is undefined. Multiple 
transversals of the list, each bracketed by va_start() and
va_end() are possible.

 So I'm applying the patch as-is.

You apparently applied the original patch and not the modified one that 
I later submitted. The modified one had an additional fix for an 
identical problem in another place in the same source file. That problem 
also caused crashes. Attached to this message is a patch for that problem.

Eric

Index: server/plrhand.c
===
--- server/plrhand.c(revision 12924)
+++ server/plrhand.c(working copy)
@@ -768,14 +768,14 @@
 {
   va_list args;
 
-  va_start(args, format);
   players_iterate(other_player) {
+va_start(args, format);
 if (!players_on_same_team(pplayer, other_player)) {
   continue;
 }
 vnotify_conn(other_player-connections, ptile, event, format, args);
+va_end(args);
   } players_iterate_end;
-  va_end(args);
 }
 
 /
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Re: [Freeciv-Dev] (PR#39330) Crash When Sharing Vision By Treaty (SVN Head)

2007-04-18 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39330 

Jason Short wrote:

 For the immediate bug, the problem is that a player tile is being marked
 as known (in map_set_known most likely) but the terrain for that tile is
 not being set (remaining NULL).  Offhand I cannot see how this can happen.
 
 really_give_tile_info_from_player_to_player is very suspicious however.
 
 Is there really no way to reproduce this?

Well, as I mentioned in an addendum to the bug report, the crash will 
also happen when unsharing vision, since the same function, in which the 
crash occurs, is called then too. Basically, if one runs the saved game 
for a few more turns some of the AIs will decide they don't like having 
their vision shared with one another through an intermediary (the AI 
with Marco Polo's embassy), and the crash will happen during unsharing 
of vision.

However, according to your viewpoint, this would only be reproducing the 
symptom of the underlying problem. Not knowing Freeciv's vision code 
well enough yet, I am not ready to hold a stake out for a deeper culprit 
with assertions or a debugger at this point.

Eric



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Re: [Freeciv-Dev] (PR#39328) Reproducible Crash When Changing Tech Goal (2.1.0-b4 and SVN Head)

2007-04-18 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39328 

Jason Dorje Short wrote:

 So I'm applying the patch as-is.
 You apparently applied the original patch and not the modified one that 
 I later submitted. The modified one had an additional fix for an 
 identical problem in another place in the same source file. That problem 
 also caused crashes. Attached to this message is a patch for that problem.
 
 Applied now.  Think that is the cause of 39344?

Hard to tell from the original requestor's report. But, he seems to 
think that it is now fixed, so I'll say yes. ;-)

Eric



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[Freeciv-Dev] (PR#39532) New Flag - OnePerCity

2007-08-11 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39532 

Hi

I propose a new unitflag - OnePerCity

This flag is like Unique but allows one of these units per city.

This would aid rndCiv and other modpacks, as a flag halfway to Unique.
It allows fairly powerful units to be defined, but the players ( ai's)
can't create too many of them.

-billy



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[Freeciv-Dev] (PR#39530) Wonders don't allow units

2007-08-11 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39530 

Hi

With rndCiv i use Wonders to define special races,
ie if you build The Elves wonder you can build Elvish units.

I found that this didn't work, so i made building The Elves
allowed you to build Elveshome in your cities which allowed
you to build Elvish units.

Of course, if you build an Elveshome and lose The Elves
you can still build Elvish units.  If you conquer a city with
a Elveshome you can build Elves.

It's fiddly and annoying, but i can live with it.

But i also had, Lizardman Nests as wonders, but couldn't
build Lizardmen warriors unless i create a City Improvement
that can only be built with the Wonder, to allow the units
to be built - it's ugly.

I also wanted special case units, like..
Foreign Legion: requires Eiffel Tower
Men In Black:   requires NSA
Evil Magician:  requires Temple of Doom
Angel:  requires Holy City
etc,

It would be simpler for me, and prolly for the code, if Wonders
could allow certain units to be built, either on a City, Island,
Nation, or Planet wide basis.

This wouldn't affect the default rulesets, but would allow more
complexity in mods.

Civ ties special units to a Nation, i think this is stupid.
Ie, Germany and the Panzer, the real reason Germany had the Panzer
is not that it's inherent in their national makeup, but that tanks
were new and Germany having being beaten in WWI engaged in a complete
rethink of their military doctrine - it's context dependent.

-billy



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[Freeciv-Dev] (PR#39531) Partisan should be just another flag

2007-08-11 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39531 

Hi

The Partisan flag has two special requirements...
   1) one unit must have it
   2) only one unit can have it

This makes things a wee bit complicated for rndCiv.

My request is that the Partisan flag becomes just a flag
for indicating which units may become Partisans, with these
semantics...
   1) it's ok to have no Partisan units
   2) Partisan units appearing still depends on Inspire_Partisans
  effect - which becomes generalised in the effects.ruleset
   3) it's ok to have many Partisan units, the units that appear
  will be determined by what's available  not obsoleted.

This will make rndCiv rulesets easier to generate, and will allow
more complex Partisan effects...
   * Refugees
   * high tech 4GW Partisans
   * Elf freedom fighters

This should simplify the code handling Partisans, and doesn't affect
the default ruleset.

-billy



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[Freeciv-Dev] (PR#39542) Cities Build too Many Expensive Buildings

2007-08-12 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39542 

Hi

Ive noticed that later on in a game, the AI's start to build Airports,
lots of Airports, and other expensive buildings - especially in rndCiv
where there can be so many more expensive buildings available.

This is ok, until the Nation has put one Airport in every town, even
when the towns are 3 squares away and connected by railway, in the
middle of a island, a very long way away from any enemy.

Ive found that this causes taxes to overtime got to 100% and science
output disappears.  The effect of this is that the AI's get to a certain
tech level and then stagnate.

The solution is prolly quite complex, but the AI needs to penalize
building too many expensive to maintain buildings.  This means taking
into account what other cities are doing.

Rough suggestions...
  * (where C = yearly building maintenance cost)
allow AI to build in 1/C cities, So All cities can build 1gold
buildings, but only 1/3 of cities build a 3gold airport.
This is fairly arbitrary, but may get the AI out of the trap.

  * decrease want by some formula, that takes into account...
 - how useful building is
 - how expensive the building is to maintain
 - how much income the city produces
 - how may other cities nearby have this building

-billy



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[Freeciv-Dev] (PR#39543) Cities compete over Small Wonders

2007-08-12 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39543 

Hi

rndCiv uses Small Wonders, for things like Colleges of Magic
that can produce Magicians etc.  Often these units are Unique.

What ive found is that the AI will build a Small Wonder, build
the specialty unit, and then other cities in the same nation
will start building that Small Wonder, If they succeed the new
Small Wonder destroys the old one.

What often ends up happening is that many cities spend huge amounts
of resources rebuilding the Small Wonder, that they a) never really
build anything else, and b) the units that the Small Wonder allows
never have a chance to get built.

My suggestion for the AI code...  If a Nation already has a Small
Wonder, don't rebuild it anywhere else, that's the easy fix, and it'll
prolly be right 99% of the time.

-billy



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[Freeciv-Dev] (PR#39582) Forward of moderated message

2007-08-18 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39582 


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From: Chris [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Saved game crashes freeciv
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Hi,

I had a freeciv saved game that I could load, but upon clicking End turn,
freeciv 2.0.9 would crash eventually.
In order to see whether the problem was solved in a newer version I
installed 2.1.0.beta4. I first uninstalled 2.0.9, this action of
courseresulted in all my saved games being deleted.. not very nice. A decent
app asks first before deleting anything user-created like saved games/
projects etc, so that's something to fix right there.
So, unfortunately, I don't have a saved game to send you. The year was
around 1985, I was playing british on a high res map of europe. I was
winning, so had loads of units (500),
and loads of cities as well. Maybe a memory problem? I think the original
civ 2, as well as Alpha Centauri, had the same problem. Very frustrating
since you can't end a game.
I'm runnng XP with highest patch level on a laptop with 1.5 Ghz Celeron and
1 gb of memory.

take care,
Chris.

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Hi,brbrI had a freeciv saved game that I could load, but upon clicking
End turn, freeciv 2.0.9 would crash eventually.brIn order to see whether
the problem was solved in a newer version I installed 2.1.0.beta4. I first
uninstalled
2.0.9, this action of courseresulted in all my saved games being deleted..
not very nice. A decent app asks first before deleting anything user-created
like saved games/ projects etc, so that#39;s something to fix right there.
brSo, unfortunately, I don#39;t have a saved game to send you. The year
was around 1985, I was playing british on a high res map of europe. I was
winning, so had loads of units (gt;500),brand loads of cities as well.
Maybe a memory problem? I think the original civ 2, as well as Alpha
Centauri, had the same problem. Very frustrating since you can#39;t end a
game.
brI#39;m runnng XP with highest patch level on a laptop with 1.5 Ghz
Celeron and 1 gb of memory.brbrtake care,brChris.br

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Re: [Freeciv-Dev] (PR#39530) Wonders don't allow units

2007-08-23 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39530 

[EMAIL PROTECTED] wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39530 

 With rndCiv i use Wonders to define special races,
 ie if you build The Elves wonder you can build Elvish units.
 
 I found that this didn't work, so i made building The Elves
 allowed you to build Elveshome in your cities which allowed
 you to build Elvish units.

 It would be simpler for me, and prolly for the code, if Wonders
 could allow certain units to be built, either on a City, Island,
 Nation, or Planet wide basis.
 
 This wouldn't affect the default rulesets, but would allow more
 complexity in mods.

Ive looked through the code, and i find that the functions that check
whether a unit can be built...

   common/city.c:490 can_build_unit
- calls can_build_unit_direct  can_player_build_unit_direct

   common/city.c:463 can_build_unit_direct
- calls can_player_build_unit_direct

   common/unittypes.c:503 can_player_build_unit_direct
  - calls can_player_build_improvement_direct

end up calling...

   common/improvement.c:312 can_player_build_improvement_direct

which returns false, if the improvement is a wonder  the wonder has
been built.

Which means that a unit that's impr_req is a wonder will never be able
to be built as  can_player_build_improvement_direct() will return false.

It seems that can_player_build_improvement_direct() is used for two
purposes, to check if a building can be built  to check if a unit can
be built.

im not a c coder, but my initial solution..

   can_player_build_improvement_direct {
X  = main code
Z  = wonder check
   }

becomes...


   can_player_build_improvement_direct_main {
X
   }

   can_player_build_improvement_direct {
can_player_build_improvement_direct_main()
Z
   }

Tests that come from unit functions use
   can_player_build_improvement_direct_main()

Tests that come from building functions use
   an_player_build_improvement_direct()

or something like that

-billy






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Re: [Freeciv-Dev] (PR#39530) Wonders don't allow units

2007-08-23 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39530 

Marko Lindqvist wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39530 
 
 On 23/08/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 [EMAIL PROTECTED] wrote:

 With rndCiv i use Wonders to define special races,
 ie if you build The Elves wonder you can build Elvish units.

 I found that this didn't work, so i made building The Elves
 allowed you to build Elveshome in your cities which allowed
 you to build Elvish units.

 It would be simpler for me, and prolly for the code, if Wonders
 could allow certain units to be built, either on a City, Island,
 Nation, or Planet wide basis.

 This wouldn't affect the default rulesets, but would allow more
 complexity in mods.
 Ive looked through the code, and i find that the functions that check
 whether a unit can be built...

common/city.c:490 can_build_unit
 - calls can_build_unit_direct  can_player_build_unit_direct

common/city.c:463 can_build_unit_direct
 - calls can_player_build_unit_direct

common/unittypes.c:503 can_player_build_unit_direct
   - calls can_player_build_improvement_direct

 end up calling...

common/improvement.c:312 can_player_build_improvement_direct

 which returns false, if the improvement is a wonder  the wonder has
 been built.
 
  Actual problem is that unit improvement requirement has no ruleset
 defined range. Building is always required in City range. This is
 what we usually want for normal buildings, and for some wonders.
  Just changing hardcoded range to be Player for wonders would
 replace bug with another. Do we want *all* the wonders to provide unit
 building abilities in all cities?
 
 
  - ML
 
 

Having made a lot of rulesets for rndCiv, ive never wanted to allow a
unit to be buildable globally by everybody if a Wonder existed.

Sometimes ive wanted a unit to be buildable globally by the Wonder
owner, but handle that by having another building be buildable if
you own the wonder, that building allows the unit to be built.

Mostly i want the Wonder to have the same usage as ordinary impr_req
buildings.  If the wonder is in the city, and not obsolete, the unit
is buildable.

That's more than we can do right now, it keeps the standard impr_req
usage, it doesn't break impr_req expectations (ie, it's taken me a long
time to notice the problem), it would make rndCiv much better, and it
could be extended later on if required.

-billy



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[Freeciv-Dev] (PR#39677) freeciv crashes while updating unit

2007-09-06 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39677 

I am running Freeciv version 2.1.0-beta6 (beta version) gui-sdl

I got the following error when trying to upgrade a unit:

 civclient 
2: Using Video Output: x11
2: 480, 27, 0
2: area.h = 410
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
civclient: repodlgs.c:171: popup_upgrade_unit_callback: Assertion
`(ut1) != ((void *)0)  (utype_by_number((ut1)-index) == (ut1))'
failed.
Aborted

The game died :(





I am running Freeciv version 2.1.0-beta6 (beta version) gui-sdl

I got the following error when trying to upgrade a unit:

 civclient 
2: Using Video Output: x11
2: 480, 27, 0
2: area.h = 410
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
2: 768, 27, 0
2: area.h = 614
civclient: repodlgs.c:171: popup_upgrade_unit_callback: Assertion `(ut1) != ((void *)0)  (utype_by_number((ut1)-index) == (ut1))' failed.
Aborted

The game died :(


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[Freeciv-Dev] (PR#39754) RE: LAST 4 BUG REPORTS - MY SETUP IS...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39754 

REGARDING THE FOUR BUG REPORTS - MY SETUP IS WIN XP SP2 LATEST PATCHES, AMD 
DUALCORE, FIREFOX 2007, FREECIV 210BETA6.

I WOULD ALSO SEND YOU SERVER OPTIONS I SET, BUT GAME DOES NOT SAVE THESE 
OPTIONS!!!  SO HERE ARE SOME FROM MEMORY:

SINGLE PLAYER, MAX PLAYERS 30, MAP SIZE LARGEST 29, TOPOLOGY 15 (DOES NO WORK), 
1X1 ISLANDS TRUE, POLE SEPARATE TRUE, EARTH LIKE, TEMP 55, LAND 33, HILLS 33, 
INLAND WATER 33, SPECIAL RESOURCES 500, TRIBE HUTS 500; UNITS cdwwx, UNHAPPY 
CITY SIZE 3, HIGHER UNHAPPY 11, CITY MIN DISTANCE 3, ALLOW CITY NAMES 3, MIN 
CIVIL WAR 11; GOLD 55; BUILDING DESTRUCTION 11%, MOVE INTO 11%, AUTO-ATTACK 
TRUE, REDUCE POP 15, BORDERS 0, UNITS NOT = UNHAPPINESS FALSE, BARBARIANS 4, 
ONSET -4000, SPIES 77%, CONTACT LOST 11, REBUILD CAP FALSE; INITIAL TECH 1, ALL 
3 TECH PENALTIES 11%.

NOTE: WHY HAVE YOU'ALL DECIDED TO HIDE STUFF LIKE THE SAVE-GAME FILE NAME???  I 
LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN 
SINGLE PLAYER GAMES??



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Re: [Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39751 

REGARDING THIS BUG REPORT - MY SETUP IS WIN XP SP2 LATEST PATCHES, 
AMD DUALCORE, FIREFOX 2007, FREECIV 210BETA6.



--- [EMAIL PROTECTED] wrote:

From: The default queue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39751) AutoReply: BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...
Date: Fri, 5 Oct 2007 01:32:42 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP..., 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39751).

Please include the string:

 (PR#39751)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
STILL CANNOT SEE TOP MENU BAR IN WINXP WHEN WE HAVE OUR TASKBAR AT TOP OF 
DESKTOP, FREECIV DOES NOT ALLOW THIS TO WORK, FREECIV ONLY ALLOWS TASKBAR TO BE 
AT BOTTOM OF DESKTOP, PLEASE FIX THIS UNREASONABLE GUI ANOMALY ASAP!!!

CAN'T LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK YOU FOR GREAT FUN GAME!






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[Freeciv-Dev] (PR#39753) BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39753 

I STILL CANNOT GET THE GAME TO SAVE SERVER OPTIONS, EVERY NEW GAME I START HAS 
ONLY THE DEFAULT OPTIONS AND IT IS EXPECTED THAT THE OPTIONS I SET STAY 
PERSISTENT FROM GAME TO GAME.  PLEASE FIX!!

BUG TRACKER IS NOT ALLOWING GUEST LOGINS SO HERE YOU ARE!!
THANK YOU FOR FUN LOOKING GAME!!



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Re: [Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39752 

Okay, i found the way FreeCiv does this, however, there should be an easier way 
to switch tilesets within the game or as an option at the start of game, the 
CMD line -t flag is a bit old fashioned to say the least!  Considering FreeCiv 
has come this far it should get some attention to this important detail.  IMHO.

Thanks for a great looking game!
Please add this BUG REPORT to all the other people who find the workarounds are 
in the FAQs.



--- [EMAIL PROTECTED] wrote:

From: The default queue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39752) AutoReply: BUG REPORT - CAN'T RUN GAME AS ISO-HEX...
Date: Fri, 5 Oct 2007 01:37:29 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
BUG REPORT - CAN'T RUN GAME AS ISO-HEX..., 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39752).

Please include the string:

 (PR#39752)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
I STILL I CANNOT GET THE GAME TO RUN IN ISO-HEX (MAP TOPOLOGY INDEX 15) PLEASE 
FIX FEATURE TO WORK.

CANNOT LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK FOR FUN LOOKING GAME!






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Re: [Freeciv-Dev] (PR#39754) BUG REPORT - WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39754 

REGARDING THE FOUR BUG REPORTS - I ADDED THE NEEDED INFO ALREADY IN EMAIL REPLY.

THE ONLY Q I HAVE REMAINING IS: WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS 
LIKE THE SAVE-GAME FILE NAME???  I LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE 
THESE HIDDEN SERVER OPTIONS IN SINGLE PLAYER GAMES??


--- [EMAIL PROTECTED] wrote:

From: The default queue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39754) AutoReply: RE: LAST 4 BUG REPORTS - MY SETUP IS...
Date: Fri, 5 Oct 2007 02:15:13 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
RE: LAST 4 BUG REPORTS - MY SETUP IS..., 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39754).

Please include the string:

 (PR#39754)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
REGARDING THE FOUR BUG REPORTS - MY SETUP IS WIN XP SP2 LATEST PATCHES, AMD 
DUALCORE, FIREFOX 2007, FREECIV 210BETA6.

I WOULD ALSO SEND YOU SERVER OPTIONS I SET, BUT GAME DOES NOT SAVE THESE 
OPTIONS!!!  SO HERE ARE SOME FROM MEMORY:

SINGLE PLAYER, MAX PLAYERS 30, MAP SIZE LARGEST 29, TOPOLOGY 15 (DOES NO WORK), 
1X1 ISLANDS TRUE, POLE SEPARATE TRUE, EARTH LIKE, TEMP 55, LAND 33, HILLS 33, 
INLAND WATER 33, SPECIAL RESOURCES 500, TRIBE HUTS 500; UNITS cdwwx, UNHAPPY 
CITY SIZE 3, HIGHER UNHAPPY 11, CITY MIN DISTANCE 3, ALLOW CITY NAMES 3, MIN 
CIVIL WAR 11; GOLD 55; BUILDING DESTRUCTION 11%, MOVE INTO 11%, AUTO-ATTACK 
TRUE, REDUCE POP 15, BORDERS 0, UNITS NOT = UNHAPPINESS FALSE, BARBARIANS 4, 
ONSET -4000, SPIES 77%, CONTACT LOST 11, REBUILD CAP FALSE; INITIAL TECH 1, ALL 
3 TECH PENALTIES 11%.

NOTE: WHY HAVE YOU'ALL DECIDED TO HIDE STUFF LIKE THE SAVE-GAME FILE NAME???  I 
LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN 
SINGLE PLAYER GAMES??






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Re: [Freeciv-Dev] (PR#39750) AutoReply: CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39750 

USING FIREFOX 2007 +ABP +NOSCRIPT



--- [EMAIL PROTECTED] wrote:

From: The default queue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39750) AutoReply: CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!
Date: Fri, 5 Oct 2007 01:26:38 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!, 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39750).

Please include the string:

 (PR#39750)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
Not logged in.
Error
Your username or password is incorrect

Login   RT 3.0.6
Username:   Guest
Password:   viceerf
Guest access with user guest and password as seen on the left.

If you plan to use the web interface, please consider getting an account. Ask 
on the mailing list, on the forums, or on the irc channel.

Not logged in.
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Login   RT 3.0.6
Username:   guest
Password:   viceerf
Guest access with user guest and password as seen on the left.

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on the mailing list, on the forums, or on the irc channel.






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[Freeciv-Dev] (PR#39750) CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39750 

Not logged in.
Error
Your username or password is incorrect

Login   RT 3.0.6
Username:   Guest
Password:   viceerf
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Username:   guest
Password:   viceerf
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Re: [Freeciv-Dev] (PR#39753) BUG REPORT - GAME DOESN'T SAVE SERVER OPTIONS...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39753 

REGARDING THIS BUG REPORT - MY SETUP IS WIN XP SP2 LATEST PATCHES, 
AMD DUALCORE, FIREFOX 2007, FREECIV 210BETA6.


NOTE: WHY HAVE YOU'ALL DECIDED TO HIDE STUFF LIKE THE SAVE-GAME FILE 
NAME???  I LIKE TO SET THIS EVERY TIME, HOW DO I CHANGE THESE HIDDEN 
SERVER OPTIONS IN SINGLE PLAYER GAMES??  



--- [EMAIL PROTECTED] wrote:

From: The default queue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39753) AutoReply: BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS...
Date: Fri, 5 Oct 2007 01:44:16 -0700


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS..., 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#39753).

Please include the string:

 (PR#39753)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


-
I STILL CANNOT GET THE GAME TO SAVE SERVER OPTIONS, EVERY NEW GAME I START HAS 
ONLY THE DEFAULT OPTIONS AND IT IS EXPECTED THAT THE OPTIONS I SET STAY 
PERSISTENT FROM GAME TO GAME.  PLEASE FIX!!

BUG TRACKER IS NOT ALLOWING GUEST LOGINS SO HERE YOU ARE!!
THANK YOU FOR FUN LOOKING GAME!!






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[Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...

2007-10-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39751 

STILL CANNOT SEE TOP MENU BAR IN WINXP WHEN WE HAVE OUR TASKBAR AT TOP OF 
DESKTOP, FREECIV DOES NOT ALLOW THIS TO WORK, FREECIV ONLY ALLOWS TASKBAR TO BE 
AT BOTTOM OF DESKTOP, PLEASE FIX THIS UNREASONABLE GUI ANOMALY ASAP!!!

CAN'T LOGIN TO BUG TRACKER SO HERE YOU GO!
THANK YOU FOR GREAT FUN GAME!



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Re: [Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...

2007-10-06 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39752 

Hey Mark!  =)

Since i cannot seem to Guest login to the FreeCiv Bug tracker...  I'll just 
thank you this way!  THANK YOU!!  =)

oh, sorry 4 CAPS...  =)

--- [EMAIL PROTECTED] wrote:

From: Daniel Markstedt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...
Date: Fri, 5 Oct 2007 17:43:45 -0700


URL: http://bugs.freeciv.org/Ticket/Display.html?id=39752 

 [EMAIL PROTECTED] - Fri Oct 05 22:50:07 2007]:
 
 Okay, i found the way FreeCiv does this, however, there should be an
easier way to switch tilesets within the game or as an option at
the start of game, the CMD line -t flag is a bit old fashioned to
say the least!  Considering FreeCiv has come this far it should get
some attention to this important detail.  IMHO.
 
 Thanks for a great looking game!
 Please add this BUG REPORT to all the other people who find the
workarounds are in the FAQs.
 
 

The GTK2 client supports the changing of tilesets in-game. Go to the
Game menu and select Local Option and look in the Tileset dropdown.

BTW, please don't write whole sentences in capitals. It's hard to read.

 ~Daniel




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Re: [Freeciv-Dev] (PR#39754) WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS

2007-10-06 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39754 

Hi Mark!  Thank you for this info, that's resolved then!!

My last concern for now is IF i save a game then load that saved game, it 
totally forgets who i was, er , meaning i got like 30 nations to choose from of 
which 29 were AI and 1 was me... i dunno, is that a feature?  IS there a way to 
be the nation i was besides REMEMBERING that info for each saved game 
somehow...?

TIA!!

--- [EMAIL PROTECTED] wrote:

From: Daniel Markstedt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: (PR#39754) WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS
Date: Fri, 5 Oct 2007 18:16:19 -0700


URL: http://bugs.freeciv.org/Ticket/Display.html?id=39754 

 [EMAIL PROTECTED] - Fri Oct 05 22:59:28 2007]:
 
 REGARDING THE FOUR BUG REPORTS - I ADDED THE NEEDED INFO ALREADY IN
EMAIL REPLY.
 
 THE ONLY Q I HAVE REMAINING IS: WHY HAS FREECIV DECIDED TO HIDE SERVER
OPTIONS LIKE THE SAVE-GAME FILE NAME???  I LIKE TO SET THIS EVERY
TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN SINGLE PLAYER
GAMES??
 
 

They aren't hidden as such, it's just that noone has implemented a gui
option for them in the (GTK2) client, yet.

You can use the chatline/commandline in pregame to set any server option
though. To change the savegame prefix for example, do:

/set savename yourgamename

Reference of all server options at
http://freeciv.wikia.com/wiki/Server_options

 ~Daniel

PS. Please don't write your bug reports in capitals. DS.





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Re: [Freeciv-Dev] (PR#39677) freeciv crashes while updating unit

2007-10-19 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39677 

I just tried it... It worked well. Thanks for fixing it.

On Fri, 2007-10-19 at 13:05 -0700, Christian Prochaska wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39677 
 
  [EMAIL PROTECTED] - Fr 19. Okt 2007, 19:59:56]:
  
  Thanks a lot. Will these make it into SVN soon? If so, I can wait for
  that.
  
 
 Yes, they are both in SVN now.
 


David Walling





I just tried it... It worked well. Thanks for fixing it.

On Fri, 2007-10-19 at 13:05 -0700, Christian Prochaska wrote:


URL: http://bugs.freeciv.org/Ticket/Display.html?id=39677 

 [[EMAIL PROTECTED] - Fr 19. Okt 2007, 19:59:56]:
 
 Thanks a lot. Will these make it into SVN soon? If so, I can wait for
 that.
 

Yes, they are both in SVN now.







David Walling





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[Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in FC210

2007-10-29 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39812 

Hi!

Just downloaded  installed FreeCiv 210 (not Beta) on WinXP SP2 etc.  I cannot 
seem to rename the Global Worklist in the GTK2 Client GUI, now i have multiple  
lists named new.  used to be able to do this in FC210b6.



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Re: [Freeciv-Dev] (PR#39729) City Governor is disabled for all cities after I (re)load saved game

2007-10-30 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39729 


  Původní zpráva 
 Od: Daniel Markstedt [EMAIL PROTECTED]
 Předmět: (PR#39729) City Governor is disabled for all cities after I (re)load
 saved game
 Datum: 28.10.2007 11:08:25
 
 
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39729 
 
  [EMAIL PROTECTED] - Thu Sep 27 07:47:35 2007]:
  
  It is with current svn version r.13653. game save attached. City
  Governor is disabled for all cities after I (re)load saved game even
  if I enable it before save and I play some turns.
  
  Marek
  
  
 
 This sounds like that pesky AI-takes-one-more-turn bug. Try reloading the 
 next-
 latest savegame instead.
 
 Also, please tell us the version of Freeciv and your system details.

This is changing quickly - with latest version I had (16 Oct) it worked fine. I 
saw again randomly that
AI takes control over my human player. But again it was random and now it is ok.

I think this issue can closed.

Thanks

Marek
 
  ~Daniel
 
 
 

Marek Slama
[EMAIL PROTECTED]



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[Freeciv-Dev] (PR#39816) Design Request: That the GTK2 Client GUI have a Trade Sheet... F4?

2007-10-30 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39816 

I would like to see a Trade overview sheet(could we use F4?) in the Client GUI 
so i may enjoy the aspects of trading far more, currently i have to view the 
City overview sheet to see if a trade route even exists!!  And that gives no 
details at all, i would like to see all the wonderful details of trading 
between cities and players brought out, this aspect of the game seems to lay 
dormant for some reason(s).

Thanks for a GREAT game!  =)



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Re: [Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in FC210

2007-10-31 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39812 

Hi Dan,

Yes, windows FC210 GTK2 (non beta, just downloaded and fresh install) I was 
(and may still be) having a whole slew of USB keyboard anomalies, this may just 
be one glitch, i'm looking real close at my keyboard drivers or that my 
keyboard input somehow triggers something in FreeCiv to cause the the bugs i've 
submitted.  We have some possible static and RF noise due to weather changes 
and this may have caused the issues as well.  

But it is really helpful if you tell me that you do or do not get the same 
errors, what were the results of the two bug reports i sent directly to you 
this last weekend?  I've not seen the ticket#s yet.

What is the small input block window that keeps showing up during game play?  
My keystrokes get put into the box rather than being executed a commands, is i 
some sort of small chat or debug/server command window??


The 210 build is REALLY REALLY Great!  Thanks so much!  =)


--- [EMAIL PROTECTED] wrote:

From: Daniel Markstedt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in 
FC210
Date: Wed, 31 Oct 2007 05:17:48 -0800

Works for me in 2.1.0, win32-gtk2 build. Click once to select, twice
to make name editable, change name and hit enter.

Are you using the windows build? If not, could you post your GTK+ version?

 ~Daniel






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[Freeciv-Dev] (PR#39822) Feature Request - Adding Global Lists while in the City Sheet(F1)...

2007-10-31 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39822 

It would be a real time saver to have the ability to Add Global Work lists in 
the Cities Sheet(F1) - IMHO.  Currently, we must go to each city and add global 
lists - unless i'm wrong about this(?).



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Re: [Freeciv-Dev] (PR#21637) 2.1.0b2 Numeric and cursor keys don't work

2007-11-01 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=21637 

On Wed, 2007-10-31 at 04:44 -0800, Daniel Markstedt wrote:
 I thought all recent laptop keyboards have a 'soft' numerical
 keyboard: 789, uio, jkl, that you can access with the fn (or
 similarly named) key?
 
 Anyway, keyboard commands certainly ought to be mappable to
 accommodate for everyone's preferences.

Daniel, for the most part, they do, but it's still a usability issue
when I can simply use a number for unit movement.  I want to stay as far
away from the mouse as possible, and using multi-key combinations is
about as bad for basic usage functions.

I agree - mappable keys make tremendous amounts of sense and would solve
my issue.

Kevin




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Re: [Freeciv-Dev] (PR#39825) Freeciv 2.1.0 SDL client bug

2007-11-02 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39825 

Erik Johansson wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39825 

 On Nov 2, 2007 12:02 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
   
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39825 

 game crashes when disbanding a unit and outputs Segmentation fault core
 dump
 

 Hi Weston

 can you tell us what, OS, version of freeciv, you are using. Please
 tell us when this happens, and if you can reproduce it send us the
 savegame..

 I tried on 2.1 SDL and it seems to handle disbands fine.

 Have fun /Erik


   
im sorry i was kinda doing alot of things at once
Ubuntu 7.10 and 2.1.0 i built it from source
and if i disband some of the in-city units freeciv crashes

-- 
Weston Hanners
Phone: 812-545-9390
Email: [EMAIL PROTECTED]

-BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS/L/MU d(--) s+:+ a-- C+++(++) UL+++ !P L+++ !E W++$ N+ o? K--? w !O !M !V 
PS+() PE-- Y? !PGP t++ !5 !X R tv b+() DI+ D+ G e h--- r+++ y+*
--END GEEK CODE BLOCK--




civgame-0800.sav.gz
Description: GNU Zip compressed data
begin:vcard
fn:Lionel Hanners
n:Hanners;Lionel
email;internet:[EMAIL PROTECTED]
tel;home:812-545-9390
tel;cell:812-545-9390
x-mozilla-html:FALSE
version:2.1
end:vcard

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Re: [Freeciv-Dev] (PR#16811) Re: (PR#39854) Change bug tracking system

2007-11-11 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

On Sun, 2007-11-11 at 01:43 -0800, Erik Johansson wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 
 
 On Nov 11, 2007 8:30 AM, Tautvydas Andrikys [EMAIL PROTECTED] wrote:
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=39854 
 
  This bug tracking system is very simple and it is hard to track bugs, no
  milestones, no SVN view, etc.(or maybe I dont see that as reporter).
 
 
 I think the most important thing is hosting for the bug system, people
 seems to think that the RT machine will go down anytime now (please
 correct me). I will not supply hosting for the system, because I can't
 promise continuity on my servers.
 
 /Erik
 

Also, with the recent release of Bugzilla 3, custom fields that may be
needed for this project are now largely, a configuration option.  This
also includes custom workflow.

On the import side, Bugzilla does support importing from XML.  An email
interface now comes with Bugzilla as well, though I'm not certain if
it'll accept new bugs at this point (haven't used it).

From the administrative standpoint, I'll gladly teach someone who wants
to know how to maintain the system.

From the hosting standpoint, if freeciv.org becomes a 401c3, then it
could collect donations so that it could pay for its own hosting if it
had to.

Has anyone looked into sourceforge?

BTW - this issue has been open for about two years and I'm wondering
(honestly) if a move like this will ever happen until someone decides to
kick in something to make it happen.  What that something is, I don't
know and as time goes on, I begin to care less and less.  It's not
because I don't want to see FreeCiv using an issue tracker that
encourages community participation, rather it's loosing interest in
spending energy trying to lead a team into something that it seems they
don't want (with some exceptions like possibly DanielM).

As I see it, it's not about Bugzilla vs. RT, it's about the usability of
the issue tracking system in place for open source development.
Searching in RT sucks in comparison to many other issue trackers
(Bugzilla, Jira, ...).  The way permissions are set up currently, it's
difficult to participate in a way that allows a contributor to find out
if an issue has already been reported, and if it has, what the current
state of the issue is.  Just looking at a list of bugs requires a login
at this point.  I could go on, but as I see it, these are barriers to
more development and review resources contributing to the project.

I strongly encourage current FreeCiv developers to go take a look at
http://bugzilla.mozilla.org/ to see a running example of Bugzilla and
how it's used for open-source development today.  Be aware that there
are companies using Bugzilla out there with over one million bugs
(issues) filed in their installations (Yahoo! is tracking well over
1.5M).

Kevin



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Re: [Freeciv-Dev] (PR#19366) Window handling error?

2007-11-22 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=19366 

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=19366 

Sorry for not replying to this before the 2.1.0 release. I couldn't log
in to RT at all when I read your email, and couldn't remember what the
problem report was.

 Did you ever get this crash with a more recent version of Freeciv?
 Any savegame?

I haven't used a Windows client again recently, but I have been using
the Gtk2 client of the 2.1.0 betas and release, and I've founded lots
of cities without trouble.

I probably have got the savegame I alluded to in my original report
lying around somewhere, but it's not conveniently to hand. I can try to
dig it out if you're still interested.

Might be best to close this one.



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[Freeciv-Dev] (PR#39884) Typo succesfully in English airlift message

2007-11-22 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39884 

Trivial, but it's been bugging me for years: when a unit is airlifted,
Freeciv says Engineers transported succesfully. Successfully is
spelled thus (two 's's).

This is in the 2.1.0 release (and every version since I can remember).
Gtk2 client, if it matters.

I haven't attempted to provide a patch, as this text is used as the
msgid for translations and I don't know quite how to deal with that.



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Re: [Freeciv-Dev] (PR#39885) Picks same nation twice from civil war list from same host nation

2007-11-23 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39885 

 On 11/23/07, [EMAIL PROTECTED]
 [EMAIL PROTECTED] wrote:
 
  I managed to take the Poles' capital and provoke civil war twice in
  succession in a single game. Both times, Freeciv decided to name the
  seceding faction as the Silesians, so the game ended up with two
  identically-named but separate nations.
 
 Could it have been before this patch was applied?
 
 http://bugs.freeciv.org/Ticket/Display.html?id=17436

I don't think so -- that patch was applied in January 2007, I didn't
start the game until May, and I believe I was always using the latest
available beta of 2.1.0.



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Re: [Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while

2007-11-25 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39883 

Jason Short:
 [Jacob Nevins:]
  There is a fair amount of error reportage on the client's stderr. This
  seems to be disappointingly normal for this Linux system -- there are
  some errors that show up for every X program -- but perhaps some of
  them may be diagnostic; I haven't attempted to see if any of them are
  correlated with the reported symptoms. I could dig deeper.
 
 You could send the stderr reports and we could glance through them.  
 Most likely nothing useful will be there though.

OK, I've done this and I think there is a clue here.

Here's what I see on the console (stdout/stderr):

  Startup. I think the following is due to system misconfiguration. At
  least the BadDevice stuff is, it happens for every X client.

open /dev/sequencer: No such file or directory
X Error: BadDevice, invalid or uninitialized input device 169
  Major opcode:  147
  Minor opcode:  3
  Resource id:  0x0
Failed to open device
X Error: BadDevice, invalid or uninitialized input device 169
  Major opcode:  147
  Minor opcode:  3
  Resource id:  0x0
Failed to open device

(civclient:13234): Gtk-WARNING **: Unable to locate theme engine in 
module_path: pixmap,
  (this message x25)

  Now it's displaying the initial do-you-want-to-start-a-game-or-what
  screen.
  I load a savegame, select nation, and start the game.

2: Old attributes detected and removed.
  This probably isn't relevant to this bug, but this message appears to
  be generated by the game restore code. I note in passing that the
  savegame I'm loading was created by the same version of Freeciv,
  2.1.0, that I'm using to load it, so if this is a backwards
  compatibility measure it looks like something's gone wrong.

QPixmap::operator=: Cannot assign to pixmap during painting
  This error message comes up frequently during gameplay. It can even
  occur on repaints (Alt-Tab away and back). Since it appears to be
  something to do with Qt, and Freeciv doesn't touch Qt directly, I
  speculate that this would only be seen when running under KDE (which
  is what I'm doing, in case it wasn't obvious from the initial report).

  We get thousands of these QPixmap messages during about 2.5 hours of
  gameplay. Just before the point where I notice my symptoms occurring,
  these other messages appear at various intervals:

(civclient:13234): Gdk-WARNING **: GdkWindow 0x376242b unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x376242e unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x3764519 unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x3764523 unexpectedly destroyed

  At this point I notice that it's gone wonky and start preparing to
  save and quit. I get more errors mixed in with QPixmap nonsense, then
  a crash :(

(civclient:13234): Gdk-WARNING **: GdkWindow 0x3764576 unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x376450d unexpectedly destroyed

(civclient:13234): Gdk-WARNING **: GdkWindow 0x37645b8 unexpectedly destroyed

Segmentation fault

  It doesn't usually crash before I manage to save.
  Unfortunately, I don't have a coredump.



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Re: [Freeciv-Dev] (PR#39914) Freeciv Crash

2007-11-26 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39914 

hi,
using fedora core 8. installed from rpm package. freeciv version 2.1
thanks
Kunal
On Mon, 2007-11-26 at 10:41 -0800, Jason Short wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39914 
 
  [guest - Mon Nov 26 16:13:28 2007]:
  
  hi,
  freeciv client crashes too often after about 5-6 turns. sometimes says
  connection to server lost on a localhost game. Attached a bug report.
  thanks
 
 What platform are you using?
 
 What version of Freeciv?
 
 -jason
 




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Re: [Freeciv-Dev] (PR#39914) Fedora server problem

2007-12-03 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39914 

i agree. that might be the case ( although you know better me being a
newbie). as is the case, this has now stopped. this is what i did.
removed the freeciv package from the system and reinstalled the package
(had earlier upgraded it) and now its working fine. was wondering though
if it only happens on an upgrade.
Thanks for your reply and advice. much appreciated.
cheers,
Kunal
On Sun, 2007-12-02 at 05:28 -0800, William Allen Simpson wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39914 
 
 There was a known exception (not a crash) in Fedora only, hopefully fixed in
 2.1.1.  Please verify that 2.1.1 has fixed the problem.
 
 




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Re: [Freeciv-Dev] (PR#21270) 2.1b2 civclient WinXP city display should show size, not just population

2007-12-03 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=21270 

(I'm actually using the Gtk2 client, so technically my comment is out
of place, but I don't see a reason to fork the discussion.)

s1kevin writes:
 Rather than showing users just the population, please show us both the
 city size and population.

Me too.

My need for this is when gauging how long until I have to worry about
a growth-enabling improvement for a city. Currently, the most obvious
UI element representing city size is the row of icons representing
citizens. I can ust about cope with judging how close I am to 8
(aqueduct) by eye, but guessing how close I am to needing a sewer
system (size 12) without resorting to counting is beyond me.

The alternative is to go back and look at the map or city list or
something. This seems daft; it'd be really helpful to have the numeric
city size somewhere in the city dialog.

dmarks writes:
 But the size can be inferred from the population, can't it?

Technically, yes, but the translation is non-obvious -- it's probably
harder than the counting above.



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Re: [Freeciv-Dev] (PR#30483) 2.1.0b2/Windows Mouse goto with Air units causes client crash

2007-12-04 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=30483 

Jason Short wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=30483 

 Is this still a problem?  Or have these goto bugs been fixed?

 -jason
   
It appears that this is still an issue, though I have yet to be able to 
test it on 2.1.1

Kevin



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Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2007-12-04 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

Daniel,

 If Bugzilla is indeed as easy to maintain as you say, I could volunteer
 to take responsibility for it.

 The question of hosting remains. AFAIK, four alternatives have been
 proposed over the years:

 freeciv.org
 sourceforge.net
 icculus.org
 seul.org

 Let's go through them:

 freeciv.org: Our own aging servers in Paul's basement. Are they up to
 the task? 
 sourceforge.net: The question was if bugzilla could run on SF.net webspace?
 icculus.org: IIRC, this was Per's contact. Status?
 seul.org: IIRC, this was Egor's contact. Status?

  ~Daniel
   

Bugzilla is pretty easy to administer these days.  You can try it out on
your own system if you'd like.  The installation guide is very good and
covers Linux well as well as Windows.  It requires: A web server
(preferrably Apache), a database server (preferrably MySQL), and Perl
(5.8.6 or greater IIRC).  One of the Bugzilla systems I manage at work
takes less than 200MB of disk with about 50,000 bugs and all its
associated data (attachments, code and templates included).  Bugzilla
has a tremendous reporting system and doing the queries you discussed in
your email 2-3 hours after this one are all well covered.  Users can
sign themselves up for Bugzilla if it is configured to allow it and it
now includes fairly good support for receiving emailed bug reports.

I strongly encourage giving it a try on your own system first.  Please
let me know if you need help.

Kevin



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Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv

2007-12-04 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

Daniel Markstedt wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

   
 sourceforge.net: The question was if bugzilla could run on SF.net webspace?
   
 Would be nice.
 
As has already been mentioned - SF has its own issue tracking system.
 Disk Quota: Each project is provided 100MB of disk space for their
 usage. I'm quite sure the RT database ecxeeds that already. (
 http://sourceforge.net/docman/display_doc.php?docid=4297group_id=1#acceptable_use
 )

   
Why is that?  What is causing the the high disk space usage?
Attachments?  Issues (unlikely)?  Code?  Something else?
 icculus.org: IIRC, this was Per's contact. Status?
 seul.org: IIRC, this was Egor's contact. Status?
   
 Is that any better than freeciv.org?

 

 Dunno. Haven't yet seen their terms of use.

   
 What about GNA?

 

 If you mean the tracker, there was the problem that all projects use
 common bug numbering. If we were to import a database of tens of
 thousands of reports, it'd upset that system.

   
Bugzilla provides the ability to use an alias for a bug, so it wouldn't
be a problem to create FCRTissueid as an alias for those that want
to use the old issue numbers.  That makes it easy to move to from
system and not worry about renumbering.  JIRA uses numbering per-project
so the same is true there.

 

 To me the biggest issue is carrying over the bug database.  Not that
 this is a show-stopper since it's clear that RT is not going to last
 forever and the longer we wait the worst the problem there will get -
 but, as RT is a simple database and bugzilla (or whatever) is a simple
 database it really shouldn't be too hard to transfer the whole thing over.
 

Jason, I agree.  The good thing about Bugzilla is that it does have the
ability to import XML.  The question is, how to deal with the bug's
history.  So - before migrating to any system, I think it's fair to ask
- what are the requirements for data coming from the old system?  How
much of it must be carried over versus what parts can be left behind?  I
would have to assume that the RT system would be available for at least
a short period after a migration was completed at least so that old data
could still be looked up.

Typically, the way I've done migrations like these is to write an import
script that imports data from an existing system into the new system,
first from a backed-up copy for development and testing purposes, then
on migration day, from the live system.

Kevin




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Re: [Freeciv-Dev] (PR#39954) Savegames are corrupted Bug...

2007-12-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39954 

Update: Savegames are becomming corrupted if i leave and go back to an earlier 
save game and then go forward, it is like it is combining the two past and 
present savegames into one??

For example:

If i go a few years, autosave..., autosave..., autosave... then i manual save, 
then i go back to a previous autosave and go forward, then i go back again and 
go forward...  Some where in there i get corruption and i have to go even 
further back to recover a working saved game.

How do i turn OFF the automatic saving of games as i exit?  If i load a save 
game and make a few moves or even just exit it overwrites a saved game on exit, 
no warning, no confirmation, no choice, it just does this!!  

This is very wrong behavior...  I will try and see if i can send files that 
show exactly this corruption in progress, but don't wait for me to fix this bug.

Really awesome game folks!!!  Thanks!!
=)


-
During game play i left and loaded an auto save game, but i can no longer Meet 
AI Players to offer or negotiate!?  I wonder what or why the savegame 
corruption?

I'm attaching the save game, my system is WinXP + Freeciv-2.1.1-gtk2.




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[Freeciv-Dev] (PR#39955) Bug: Can't see FreeCiv's default Theme scroll bar tabs!

2007-12-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39955 

Hi Great Gods of FreeCiv Team,

I would humble like to request a change to the FreeCiv default Theme so i may 
for ever more see, and therefor use, FreeCiv's default Theme scroll bar tabs!

Since they're almost everywhere it is troublesome not to see them ever!

Jpeg attached.

PS  If this can't be a fix for all to enjoy, please send me the fix or way to 
fix this issue.
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Re: [Freeciv-Dev] (PR#39961) Open trading tabs from previous turns have wrong data during current trading...

2007-12-10 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39961 

WinXp sp2 + FC 211GTK2



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[Freeciv-Dev] (PR#39965) Uncompressed Compressed savegames use differing whitespace

2007-12-12 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39965 

I noticed that savegames using no compression (level 0) and savegames using 
compression (at least the default level 6) use completely different line end 
whitespace, and so the the two files yield more differences than content.  

I would expect that the game use one form of savegame whitespace consistently, 
or that the gzip library used use the same line end white space as the FreeCiv 
game does.  

Or perhaps WinRar is doing this to me... i dunno ;)



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Re: [Freeciv-Dev] (PR#39961) Open diplomacy tabs from previous turns have wrong data during current turns

2007-12-13 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39961 

Sorry to hear that, i kinda liked having them around to remind me during all 
the micro-managing of world domination, if they just disapear every turn i'd 
forget what the AI was planning to do to me...  

That's why i kinda wanted a refresh of Tabs more than the Tabs to go away, but 
i trust you guys know best what to do, anyhow, just my 2bits.

Great Great Game!  =)



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-04 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

Thanks, Joan, for improving on the ruleset I worked on quite some time
ago. Adding Pau Claris, Salses and Fraga were nice touches, I think.

Now, I hate to be negative, BUT... IIRC, the geographic features (hills,
ocean, etc.) were supposed to be added when the city name explicitly
states it, so a city name like Montserrat (meaning Serrated Mount) can
get the  (hills) designation, but Barcelona can't have  (ocean) even
if the real-life city is coastal. At least, that's the criteria I used
back then.

So, I think the added geographical features added to Amposta, Barcelona,
Begur, Blanes, Cadaqués, Lleida, Maó (newly added), Palma de Mallorca,
Tarragona and València have to be removed.

By the way, the first time around, we forgot to add  (hills) to
Peníscola (it's name derives from peña, meaning bouldery hill).

I'd complete the name of newly added Sant Fruitós: Sant Fruitós de
Bages.

I'm not sure whether the newly added city name of Guardamar refers to
Guardamar de la Safor or to Guardamar del Segura. Let's add both! :-) In
both cases, the  (ocean) designation is warranted, and the latter
might deserve the  (river) designation as well.



On Jan 4, 2008 11:29 AM, Joan Creus [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 This transaction appears to have no content

 The catalan ruleset has a few typos in city names. In the attached patch, I
 have fixed them, added a few more cities, and added a couple new (long dead)
 rulers for good measure. No translatable string has been changed, for
 inclusion in 2.1.

 Thanks,

 Joan


-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-05 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 5, 2008 4:38 PM, Joan Creus [EMAIL PROTECTED] wrote:
 You call that being negative? No way! On the contrary, it's great to get
 good feedback, particularly from the original author of the ruleset.

Actually, I wasn't the original author - I did a lot of work on it, though.

 Guardamar is Guardamar del Segura, one of the four traditional extreme
 points where the Catalan language is spoken (along with Salses, Fraga and
 Maó, with permission from l'Alguer). I didn't even know there was a
 Guardamar in la Safor, but I will add it.

Cool. You forgot to add  (ocean) to both, though.

[...]
 I will add both hills and ocean for Peníscola. Yes, only hills is
 justified by the name, but I can't resist having ocean for a place like
 that.

You know what? Me neither. Peníscola is a special place. :-)

And, while we're at it, let's add some more cities as well:

Roses
Calonge
Treumal
Cambrils
Tossa de Mar (ocean)
Solsona
Agramunt

What do you think?

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

Yeah, but the city list in the ruleset DOES contain cities
that have never been part of the Principality of Catalonia, or
the Region of Catalonia or the current Autonomy. There's even
a comment stating:

; This city list does not actually correspond to medieval Catalonia,
; but rather to the Països Catalans of modern ethnolinguistic
; nationalists.


So, what do we do?

Option 1: restrict the ruleset to Catalonia itself - cities like Alacant,
Elx, Palma de Mallorca, L'Alguer, et cetera, should be removed.

Option 2: accept outright that the ruleset corresponds to the
Països Catalans option. The only change needed would be replace
medieval with fictional. Let's not forget that there aren't any
aragonese NON-catalan-speaking cities in the list.

Option 3: create an aragonese ruleset for the CROWN of Aragon.

Options 2 and 3 are compatible, and -if it were for me-, I'd implement
both.


On Jan 6, 2008 11:22 AM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 Our replies crossed paths.

 [EMAIL PROTECTED] wrote:
  The current catalan.ruleset does NOT represent the medieval counties of
  Catalonia or the Crown of Aragon. Instead, it represents the Països
  Catalans, a non-existing nation that some catalans want to create,
  seceding from Spain, and taking all the areas that are catalan-speaking:
  Catalonia, Valencia (either most or all of it), a strip of the current
  Aragon autonomy, the Balearic islands, the strip of Catalonia dominated
  by France (almost all of the Pyrénées-Orientales department), Andorra
  and the Sardinian city of Alghero.
 
 According to the self determination of the populace, an _existing_ nation.
 And the ruleset specifically states the city list is modern.


  So, he is right in stating that this is NOT a medieval nation (a ruleset
  for the Crown of Aragon would be). Instead, it should be marked as
  fictional or, at most, modern.
 
 You mean the Principality of Catalonia, the Crown of Aragon was later.

 Actually, having cities from different eras in more than one nation is
 fairly typical in our rulesets.

 English are listed as Medieval, and British as Modern, but there's lots of
 current cities in both.  And a fair number are actually Scottish

 Greeks are listed as Ancient, and Hellenic as Modern, but there's lots of
 current cities in both.  And a fair number are actually Macedonian




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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 6, 2008 11:53 AM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 [EMAIL PROTECTED] wrote:
  Yeah, but the city list in the ruleset DOES contain cities
  that have never been part of the Principality of Catalonia, or
  the Region of Catalonia or the current Autonomy.

 Which ones?  Do they speak Catalan?  How did they end up speaking
 Catalan without ever being part of Catalonia?  Autonomous colonies?

All the cities in the current catalan.ruleset are catalan-speaking.

There are cities from Catalonia proper: Barcelona, Girona, Tarragona, Vic,
Granollers, etc.

There are cities from Valencia (Valencia, Alacant, Elx, etc.) and the Balearic
Islands (Palma de Majorca, Eivissa, etc.). After those regions/kingdoms/etc.
were reconquered from the muslim, they were repopulated with catalans, who
brought their language with them.

There are cities from the Franja Ponent (Fraga, etc.), a small strip from
present-day Aragon that speaks catalan. Besides, the frontier between the
principality and the Kingdom moved in historical times - Fraga used to be
catalan, for example.

There are cities from Catalunya Nord (Perpinyá, etc.) the area of Catalonia
taken by the french in 1659 that is still rightfully claimed to be a part of
Catalonia proper.

And then's the Sardinian city of Alghero (L'Alguer), which was resettled in
the 14th century by catalans.

Finally, Andorra (a catalan speaking country), doesn't have any cities
represented in the ruleset (Andorra la Vella, Sant Julià de Lòria, Encamp
and Soldeu could be added).

According to catalan nationalists, in order for a city or county or whatever
to be a part of the Països Catalans, it must be a catalan-speaking area.

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-06 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 6, 2008 12:47 PM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 William Allen Simpson wrote:
  Which ones?  Do they speak Catalan?  How did they end up speaking
  Catalan without ever being part of Catalonia?  Autonomous colonies?
 
 To clarify my question, our current rule is:

An _ancient_ or _medieval_ nation may list any city that it at some
point controlled.

 For the purposes of this ticket, I opine that it is OK for historically
 Catalan-speaking cities to be included, as former Catalan colonies,
 whether founded under the Principality or a larger Empire (Crown).

I understand. But... if we were to keep catalan.ruleset as medieval,
it would necessarily refer to the Principality of Catalonia, so the only
cities it could contain would be the ones from Catalonia proper,
Catalonia Nord and perhaps the Franja Ponent (see my previous post).
Valencia and Majorca were never part of the principality, nor were
colonies in the strict sense, so they can't be included if this is the
criteria to be used (nor Andorra, an independent entity).

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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 6, 2008 1:17 PM, Joan Creus [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 We basically agree. I think the key here is the definition of medieval and
 catalan. As I understand, medieval in Freeciv is used for a nation that
 existed at some time, but isn't independent nowadays. Since there isn't a
 cultural category (after all, culture and language is what all these
 cities have in common), medieval is the closest we have.

  And, indeed, during the Middle Ages these cities formed a nation (at least
 culturally, and, to some degree, also politically). Sure, there are a few
 cities in the ruleset that are not Catalan, but the King of the Crown of
 Aragon, who happened to live in Barcelona, ruled them. And the language
 spoken there is Catalan or some variant of it (I don't like the word
 dialect because it implies some hierarchy among different variants)


Er... that's kinda the point of contention: what exactly does catalan.ruleset
represent? The Counties/Principality/Region/Autonomy of Catalonia, the
crown of Aragon, or the Països Catalans?

It's an important question to determine, because the ruleset name and
the first few definition point towards the first, the medieval moniker
points to the second, and the city list (as currently exists) points to
the third, explicitly so.

The city list would be pretty useful for a ruleset for the Crown of
Aragon, provided that cities from Aragon (Kingdom/Region/Autonomy)
are added (Huesca, Zaragoza, Teruel, Sos, Jaca, etcétera).


BTW, I had an idea that might be good or might be utter crap. Joan
rightly states that grouping the current catalan ruleset as fictional,
as I proposed, is too drastic. So, how about creating a new category,
political or something like that, for rulesets that describe
non-independent countries that some people/parties want to create?
Països Catalans would be a natural fit for this, as would be a kurdistan
ruleset.


-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 6, 2008 2:27 PM, Joan Creus [EMAIL PROTECTED] wrote:
[...]
 
 Right, let's forget about present-day politics or the whole thing will get
 really complicated. History is what it is. Let's leave it like that.

 If everybody agrees, I'll add a couple Andorran cities to the ruleset. That
 was a good idea.

Did you see my proposed Andorran city list?

-- 
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[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 6, 2008 1:44 PM, William Allen Simpson
[EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 [EMAIL PROTECTED] wrote:
  I understand. But... if we were to keep catalan.ruleset as medieval,
  it would necessarily refer to the Principality of Catalonia, so the only
  cities it could contain would be the ones from Catalonia proper,
  Catalonia Nord and perhaps the Franja Ponent (see my previous post).

 (heavy sigh) No, apparently you don't understand.  We don't distinguish
 between the Roman Republic and Empire, in our current rulesets.

Yeah, I understand. The point is that the current catalan.ruleset contains
cities that are not catalan (as in part of Catalunya) and have never been
so (cities from the Kingdom/Region/Autonomy of Valencia, etc.). They're
there because they would form part of the Països Catalans that some
catalan nationalists advocate.


[...]
 Apparently, Valencians, Majorcans, Andorrans et alia became Catalan.  And

Not exactly. Catalans resettled Valencia and the Balearic Islands. So it's
more like catalans became valencians and majorcans.

 still speak something recognizably Catalan many hundreds of years later.
 Not even the Roman Empire can claim that!

 Those cities belong.

Not really... the disctintion between Catalonia and the concept of
Països Catalans
needs to be made.

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[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 6, 2008 8:04 PM, Joan Creus [EMAIL PROTECTED] wrote:
[...]
 I have also noticed that one of the cities in the catalan list is not really
 Catalan. Tolosa (Toulouse, in its French name) was Occitan. Occitans and
 Catalans were traditional allies, and there were lots of ties between the
 two nations, but they never had the same ruler. In fact, Vielha is another
 city of Occitan culture, but it has been administratively Catalan for
 centuries, and now Catalan, Spanish and Occitan are spoken there. So, Vielha
 stays.

I concur.


 By the way, Occitania is another nation worth including in Freeciv: full of
 legends about the Holy Grail; where troubadours flourished and spread the
 Occitan poems all over Europe, ...

How this never occured to me, I'll never understand. Joan, you're
brighter than me.

Let's work on it! When we're done, I'll make a campaign playing Occitania and
Catalunya against the evil French! :-D

-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-09 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 8, 2008 7:42 AM, Daniel Markstedt [EMAIL PROTECTED] wrote:

 Very enlightening discussion. Thanks everyone.

 I propose keeping the Catalan nation in its current Països Catalans
 form while removing it from the 'medieval' group, leaving it simply
 European.

 Creating a 'cultural' group is a great idea - I'd like to introduce it
 in 2.2 where we will have a lot more of this kind of nation in the
 default ruleset.

I concur. Your cultural group name is better than my political idea.

-- 
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[EMAIL PROTECTED]



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[Freeciv-Dev] (PR#40016) FreeCiv 2.1.2 crash - message pane

2008-01-14 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40016 

Hello:

civclient crashed with following error message to terminal when message 
in message pane was double-clicked after pressing Turn Done but before 
civclient had processed turn:
[...]
civclient: messagewin_common.c:165: get_message: Assertion 
`message_index = 0  message_index  messages_total' failed.
Aborted
[...]

FreeCiv 2.1.2 (GTK client) compiled from source code without errors or 
warnings of any kind and running on Fedora 7 Linux.

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

civclient crashed with following error message to terminal when message
in message pane was double-clicked after pressing "Turn Done" but
before civclient had processed turn:
[...]
civclient: messagewin_common.c:165: get_message: Assertion
`message_index = 0  message_index  messages_total'
failed.
Aborted
[...]

FreeCiv 2.1.2 (GTK client) compiled from source code without errors or
warnings of any kind and running on Fedora 7 Linux.

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40017) bug

2008-01-14 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40017 

Hello I use freeciv-2.1.2-sdl client on windows XP SP2
Fall of program happend after:
1. start civserver
2. set aifill 30
3. start civclient
4. join game
5. start game
6. crash with this code in civclient.RPT
---
Error occured on Monday, January 14, 2008 at 19:49:33.

c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe caused an Access Violation at 
location 004c2dfc in module c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe 
Reading from location .

Registers:
eax= ebx=02061e28 ecx=03d53dc8 edx=0206a968 esi=0206a968 edi=0416e018
eip=004c2dfc esp=0022f990 ebp=0022f9b8 iopl=0 nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs= efl=00210202

Call stack:
004C2DFC  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004C2DFC  
races_dialog_ok_callback  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/dialogs.c:2211
004F1490  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004F1490  
widget_pressed_action  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/widget.c:393
004ABE1A  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004ABE1A  
main_mouse_button_down_handler  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:351
004AC65C  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004AC65C  
gui_event_loop  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:711
004ACE8C  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004ACE8C  ui_main  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:999
00406328  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:00406328  SDL_main  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/civclient.c:404
0050C4FB  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050C4FB  
console_main  
/Users/hercules/trunk/SDL-1.2/./src/main/win32/SDL_win32_main.c:220
0050C6D9  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050C6D9  WinMain  
/Users/hercules/trunk/SDL-1.2/./src/main/win32/SDL_win32_main.c:357
0050BF58  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050BF58  
units_have_activity_on_tile  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/common/unitlist.c:194
0040124B  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0040124B
004012B8  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004012B8
7C816FD7  C:\WINDOWS\system32\kernel32.dll:7C816FD7  RegisterWaitForInputIdle
---
When i try it againt it fall with same report.
But all is OK after:
1. start civclient
2. start new game
3. set aifill 30
4. start game
5. all is fine

Thanks for that game guys, next time i try to report patch(after understending 
of minGW)...




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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-14 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 14, 2008 9:33 PM, Joan Creus [EMAIL PROTECTED] wrote:
 So, last patch (for now) for catalan.ruleset in 2.1.

 Basically, it's the same as the current ruleset, with no translatable
 strings changed, and:
[...]

It's almost perfect. You forgot to add  (ocean) to both Guardamar cities. :-)


-- 
Miguel Farah
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[Freeciv-Dev] (PR#40019) Feature Request: adjustable road movement multiplier

2008-01-15 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40019 

Hello:

REF: http://forum.freeciv.org/viewtopic.php?t=4113.

Please consider making the road movement multiplier to be a 
ruleset-adjustable value, rather than hardcoded. This multiplier should 
probably affect river movement as well.

I know that in Civ2, it could be changed in the rules.txt file. That was 
very convenient - it allowed finer tuning of unit movement rates for 
modpacks. For example, reducing the road movement multiplier to 2x or 
even 1x, and increasing terrain movement costs accordingly, you could 
have very slow units with only one move point, while still retaining the 
advantages of reduced movement for paved tiles (all movement between two 
tiles, both having roads, is reduced to 1/2 or 1, regardless of the 
underlying terrain move cost) and units with multiple movement points. 
And rugged terrain would still slow down most units. Or, you could 
speed things up by increasing the road movement multiplier to, say, 4x.

Example: ruleset (effects.ruleset? game.ruleset? terrain.ruleset?) value 
of road movement multiplier (default 3) is changed to 1x for a modpack; 
terrain.ruleset is modified: flat terrain (grassland, plains, desert) 
move cost set to two, forest to 3-4, hills to 4, mountains/swamp/jungle 
to 5-6; units.ruleset is modified: slow units (slaves/workers, 
catapults) have one move point, standard units (most land units) have 
two move points, fast units have more (chariots and light/skirmishers 3, 
horsemen 4-5, etc.); across flat open terrain, then, any unit could move 
one tile, some two, others three (same as now); rugged terrain 
(forest, hills, etc.), however, would still slow down even fast-moving 
units (same as now) such that any land unit could only advance into only 
one mountain tile (same as now); on paved tiles however, some slow units 
would still only go one tile, most standard land units would now go two 
paved tiles, some fast units 3-4-5 or even more, as long as they stay on 
a road, and all regardless of the terrain type underlying the roads.

As the rules stand, some units might be able to attack more than once - 
if they're very lucky and don't suffer much damage, and haven't moved 
yet. Now, they would have a much better chance of having one or more 
move points left after the first maneuver or attack to actually get in 
an extra attack at full strength (and therefore a reasonable chance of 
success), rather than being crippled by damage after the first charge 
(as is often now the case) or faced with only fractional move points 
remaining with which to attack, withdraw, or fortify.

It is easy to see that the current movement scheme could be exactly 
duplicated by setting road multiplier to 1x, and simply increasing all 
unit move rates and terrain move costs by a factor of 3x; the only 
difference would then be that all units would automatically gain 
multiple-attack capability.  In any case, it would be up to the modpack 
author to ensure that some units are flagged as one attack per turn 
only as desired (most standard land units currently fit this class, but 
do not require a flag to specify them as such).

The game engine currently allows any unit with even a fractional 
movement point remaining, to move into another tile; it may be necessary 
to add a check to ensure that any unit, that can move at all, is allowed 
to move at least one tile per turn, regardless of the tile move cost.

This change would have no direct effect on sea or air unit movement.

Thanx and Regards,
VJSchiavoni

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

REF: http://forum.freeciv.org/viewtopic.php?t=4113.

Please consider making the road movement multiplier to be a
ruleset-adjustable value, rather than hardcoded. This multiplier should
probably affect river movement as well.

I know that in Civ2, it could be changed
in the rules.txt file. That was
very convenient - it allowed finer tuning of unit movement rates for
modpacks. For example, reducing the road movement multiplier to 2x or
even 1x, and increasing terrain movement costs accordingly, you could
have very slow units with only one move point, while still retaining
the advantages of reduced movement for paved tiles (all movement
between two tiles, both having roads, is reduced to 1/2 or 1,
regardless of the underlying terrain move cost) and units with multiple
movement
points. And "rugged" terrain would still slow down most units. Or, you
could speed things up by increasing the road movement multiplier to,
say, 4x.

Example: ruleset (effects.ruleset? game.ruleset? terrain.ruleset?)
value of road movement multiplier (default 3) is changed to 1x for a
modpack; terrain.ruleset is modified: flat terrain (grassland, plains,
desert) move cost set to two, forest to 3-4, hills to 4,
mountains/swamp/jungle to 5-6; units.ruleset is modified: slow units
(slaves/workers, catapults) 

Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-15 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

Perfect. :-)

On Jan 14, 2008 10:46 PM, Joan Creus [EMAIL PROTECTED] wrote:
 You're right. There you go.

 Joan

 2008/1/15, [EMAIL PROTECTED] [EMAIL PROTECTED] :
 
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 
 
  On Jan 14, 2008 9:33 PM, Joan Creus [EMAIL PROTECTED] wrote:
   So, last patch (for now) for catalan.ruleset in 2.1.
  
   Basically, it's the same as the current ruleset, with no translatable
   strings changed, and:
  [...]
 
  It's almost perfect. You forgot to add  (ocean) to both Guardamar
 cities. :-)
 
 
  --
  Miguel Farah
  [EMAIL PROTECTED]
 
 
 





-- 
Miguel Farah
[EMAIL PROTECTED]



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[Freeciv-Dev] (PR#40022) Diplomacy with dead AIs?

2008-01-15 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40022 

Hello:

I was just informed that my cease-fire with the Phoenicians had expired, 
and that I was now at war with them - not a problem, they've been dead 
since the turn after I met them.  Could you please look into this, and 
perhaps disable changes to the diplomatic state for dead players (at 
least AIs), since there's no way to negotiate with them?

Thanx and Regards,
VJSchiavoni

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

I was just informed that my cease-fire with the Phoenicians had
expired, and that I was now at war with them - not a problem, they've
been dead since the turn after I met them. Could you please look into
this, and perhaps disable changes to the diplomatic state for dead
players (at least AIs), since there's no way to negotiate with them?

Thanx and Regards,
VJSchiavoni

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40023) Feature Request: add more switches to slow_down_timeline

2008-01-16 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40023 

Hello:

Please consider adding the following additional switches to the 
slow_down_timeline effect, for the purpose of making modpacks/scenarios:
¤ 25- or 20-year turn increments (or both);
¤ 10-year turn increments;
¤ 1-12 month increments.

The current effects only allow 5-, 2- or 1-year increments, and since 
the game default is 50-year increments, using the effect is to 
practically bring the timeline to a screeching halt.  Having these 
additional options would allow smoother transitions and more varied effects.

I realize that FreeCiv is not CivII, and I don't really like to keep 
mentioning it, but CivII allowed setting of the turn increment to 
months, for the purpose of modpacks, and this feature was very nice for 
scenarios with a limited time scope, in order to get the desired number 
of turns into the game yet still have a realistic timeline.

FreeCiv-2.1.2 compiled from source code without errors or warnings of 
any kind and running on Fedora 7 Linux.

Thanx and Regards,
Vince Schiavoni
[EMAIL PROTECTED]

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

Please consider adding the following additional switches to the
slow_down_timeline effect, for the purpose of making modpacks/scenarios:
  25- or 20-year turn increments (or both);
  10-year turn increments;
  1-12 month increments.

The current effects only allow 5-, 2- or 1-year increments, and since
the game default is 50-year increments, using the effect is to
practically bring the timeline to a screeching halt. Having these
additional options would allow smoother transitions and more varied
effects.

I realize that FreeCiv is not CivII, and I don't really like to keep
mentioning it, but CivII allowed setting of the turn increment to
months, for the purpose of modpacks, and this feature was very nice for
scenarios with a limited time scope, in order to get the desired number
of turns into the game yet still have a realistic timeline.

FreeCiv-2.1.2 compiled from source code without errors or warnings of
any kind and running on Fedora 7 Linux.

Thanx and Regards,
Vince Schiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40024) Re: freeciv losing server

2008-01-16 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40024 

[EMAIL PROTECTED] freeciv-2.1.2]$ ./civ
2: No real audio plugin present.
2: Proceeding with sound support disabled
2: For sound support, install SDL_mixer
2: http://www.libsdl.org/projects/SDL_mixer/index.html
2: lost connection to server

[EMAIL PROTECTED] freeciv-2.1.2]$ gdb server/civserver core
GNU gdb Red Hat Linux (6.5-16.el5rh)
Copyright (C) 2006 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you
are
welcome to change it and/or distribute copies of it under certain
conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for
details.
This GDB was configured as x86_64-redhat-linux-gnu...Using host
libthread_db library /lib64/libthread_db.so.1.

/home/Tessa/Desktop/freeciv-2.1.2/core: No such file or directory.
(gdb) bt full
No stack.
(gdb) 






On Tue, 2008-01-15 at 02:50 -0500, Jason Dorje Short wrote:
 On Jan 14, 2008 6:56 PM, Tess Lomax [EMAIL PROTECTED] wrote:
  I just installed freeciv from source using make  make install on a
  twin dual core opteron. (Tyan K8SE mobo (s2892 mobo), dual 285 cpus, 2Gb
  Reg.ECC RAM, NVidia 6800GT], running x86-64 SL5 (RHEL5).
 
  The program runs as far as the end of the first turn. When the button to
  complete the turn is pushed, or one attempts to build a city - the
  program crashes, and goes back to the start page.
 
  The error message is that the session has lost contact with the server.
 
  The program runs fine on a Tyan K8E (s2865 mobo) running an opteron 180
  cpu, and using the i386 version of SL5.
 
 Odds are good this is a bug in freeciv brought out by your
 architecture.  But we need more information.  When the server crashes,
 can you get a backtrace?
 
  ./civ
 ... (server crashes on turn done, exit the client, there will be a
 file left called core or core.*)
  gdb server/civserver core
  bt full
 
 Then copy the output from there and email it to [EMAIL PROTECTED]
 
 -jason



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Re: [Freeciv-Dev] (PR#40023) Feature Request: add more switches to slow_down_timeline

2008-01-17 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40023 

Hello:

I'm getting copies of these e-mails between you guys, which seems good, 
but since the guest login is disabled at the bug report site, I have no 
way of knowing what you're referring to - I cannot find or view these 
other tickets and the links all take me to that same login page - 
unless I'm missing something obvious.  Similarly, it seems impossible to 
do any kind of check before submitting to find out if a bug/feature 
request has already been submitted.

So, is there any way for an ordinary user/guest to have a look-see at 
those tickets or do a search before submitting?

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

FreeCiv-2.1.2 compiled from source code without warnings or errors of 
any kind and running on Fedora 7 Linux.

William Allen Simpson wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40023 

 Egor Vyscrebentsov wrote:
   
 Any opinions about http://bugs.freeciv.org/Ticket/Display.html?id=1871 ?

 
 I'm more in favor of http://bugs.freeciv.org/Ticket/Display.html?id=39413

 I think Ulrik had some good ideas.  But there was an executive decision
 not to add it in 2.1, and I'm not sure 2.2 will be ready for it

 Remember, the only features for 2.2 are the editor and new terrain.  There
 are a few other things already added, such as generalized bases, but mostly
 there's a lot of bugfixes, cleanup, and error logging (to find more bugs).

 I'm hoping that once 2.2 is released, we can add import to 2.3 (and helpful
 update of translation and graphics, just like 2.1).  Having the editor in
 place will greatly aid testing the success of importing.

 My preference would be to have actual Civ1/2/3 and AlphaCentauri savegames
 for targets, and implement and test against them extensively.  We also need
 to test popular scenarios and modpacks, to ensure they work harmoniously.

 Now is not a good time to add anything new, as the current features of 2.1
 (and thus 2.2) still crash regularly!  Let's get the noise level down first,
 so this is actually stable.

 Hopefully, the project learned something from the battlegroup/goto/etc.
 disaster that was 2.1  We still don't have all clients working for all
 the *standard* tilesets (an official purpose of 2.1)!



   

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

I'm getting copies of these e-mails between you guys, which seems good,
but since the guest login is disabled at the bug report site, I have no
way of knowing what you're referring to - I cannot find or view these
other "tickets" and the links all take me to that same login page -
unless I'm missing something obvious.  Similarly, it seems impossible
to do any kind of check before submitting to find out if a bug/feature
request has already been submitted.

So, is there any way for an ordinary user/guest to have a look-see at
those "tickets" or do a search before submitting?

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

FreeCiv-2.1.2 compiled from source code without warnings or errors of
any kind and running on Fedora 7 Linux.

William Allen Simpson wrote:

  URL: http://bugs.freeciv.org/Ticket/Display.html?id=40023 

Egor Vyscrebentsov wrote:
  
  
Any opinions about http://bugs.freeciv.org/Ticket/Display.html?id=1871 ?


  
  I'm more in favor of http://bugs.freeciv.org/Ticket/Display.html?id=39413

I think Ulrik had some good ideas.  But there was an executive decision
not to add it in 2.1, and I'm not sure 2.2 will be ready for it

Remember, the only features for 2.2 are the editor and new terrain.  There
are a few other things already added, such as generalized bases, but mostly
there's a lot of bugfixes, cleanup, and error logging (to find more bugs).

I'm hoping that once 2.2 is released, we can add import to 2.3 (and helpful
update of translation and graphics, just like 2.1).  Having the editor in
place will greatly aid testing the success of importing.

My preference would be to have actual Civ1/2/3 and AlphaCentauri savegames
for targets, and implement and test against them extensively.  We also need
to test popular scenarios and modpacks, to ensure they work harmoniously.

Now is not a good time to add anything new, as the current features of 2.1
(and thus 2.2) still crash regularly!  Let's get the noise level down first,
so this is actually "stable".

Hopefully, the project learned something from the battlegroup/goto/etc.
disaster that was 2.1  We still don't have all clients working for all
the *standard* tilesets (an official purpose of 2.1)!



  


-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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Re: [Freeciv-Dev] (PR#28092) server found_new_tech = notify_team crash

2008-01-19 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=28092 

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

I haven't noticed this bug lately, so I think it's fixed.

Thanks for your work on Freeciv!

Tristan Hoffmann

William Allen Simpson wrote:
| URL: http://bugs.freeciv.org/Ticket/Display.html?id=28092 
|
| Both reports were for 64-bit Linux flavors.  So anybody using such a
| machine can tell us whether this is fixed?
|
|

-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.4-svn0 (GNU/Linux)
Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org

iD8DBQFHkgdVSufthXk+NIERAnMAAJ9hlAKqiEcc1V40hui8Glz0B5rI2gCggib7
SVaXIfVRzuK30Tm9z/TdlS4=
=y15Y
-END PGP SIGNATURE-



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[Freeciv-Dev] (PR#40050) RE: FreeCic-2.1.3 client crash

2008-01-26 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40050 

Hello:

Just upgraded to FreeCiv-2.1.3 and civclient crashes with following 
message to stdout:

[...]
[EMAIL PROTECTED] ~]$ civclient -d 3 --tiles default
[...]
3: The tileset doesn't specify prefered themes or none of prefered 
themes can be used. Using system default
Segmentation fault
[EMAIL PROTECTED] ~]$
[...]

FreeCiv-2.1.3 w/default GTK client compiled from source code with no 
known warnings or errors of any kind and running on Fedora 7 Linux.
Configure options used:  CFLAGS=-O -g -pipe ./configure --prefix=/usr 
--disable-nls --with-gettext
uname -a: Linux presario.localdomain 2.6.23.14-60.fc7 #1 SMP Mon Jan 14 
22:14:17 EST 2008 i686 athlon i386 GNU/Linux
gcc-4.1.2-27.fc7 (has worked flawlessly with all FreeCiv-2.1.x releases 
to date).

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

Just upgraded to FreeCiv-2.1.3 and civclient crashes with following
message to stdout:

[...]
[EMAIL PROTECTED] ~]$ civclient -d 3 --tiles default
[...]
3: The tileset doesn't specify prefered themes or none of prefered
themes can be used. Using system default
Segmentation fault
[EMAIL PROTECTED] ~]$
[...]

FreeCiv-2.1.3 w/default GTK client compiled from source code with no
known warnings or errors of any kind and running on Fedora 7 Linux.
Configure options used: CFLAGS="-O -g -pipe" ./configure --prefix=/usr
--disable-nls --with-gettext
uname -a: Linux presario.localdomain 2.6.23.14-60.fc7 #1 SMP Mon Jan 14
22:14:17 EST 2008 i686 athlon i386 GNU/Linux
gcc-4.1.2-27.fc7 (has worked flawlessly with all FreeCiv-2.1.x releases
to date).

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none

2008-03-28 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40171 

in freeciv version 2.1.3, gtk-2.0 client, in city report screen:
when I do Select - Cityzen Governor - none and there is at least one city 
with CMA active, then the client crashes on a failed assertion:

civclient: cma_fec.c:178: cmafec_preset_get_parameter: Assertion `index = 0 
 index  cmafec_preset_num()' failed.

This is because cmafec_preset_get_parameter gets CMA_NONE as an argument. 
It can be fixed by testing idx != CMA_NONE before calling   
cmafec_preset_get_parameter. It is correct because if the city is 
CMA-controlled (controlled !=0) and we are selecting non-controlled cities 
(idx == CMA_NONE), then we shouldn't select the city under consideration 
(select = FALSE). 

I attach a log of gdb session (gdb.log) which shows the problem and a fix 
(fix-client-CMA-select-none.diff).

Program received signal SIGABRT, Aborted.
[Switching to Thread 0xb729c940 (LWP 12131)]
0xb7f88410 in __kernel_vsyscall ()
(gdb) bt
#0  0xb7f88410 in __kernel_vsyscall ()
#1  0xb759df15 in raise () from /lib/i686/cmov/libc.so.6
#2  0xb759f891 in abort () from /lib/i686/cmov/libc.so.6
#3  0xb75970ee in __assert_fail () from /lib/i686/cmov/libc.so.6
#4  0x080fa0fb in cmafec_preset_get_parameter (index=1) at cma_fec.c:178
#5  0x081046d5 in select_cma_callback (w=0x9082258, data=0x2710)
at cityrep.c:508
#6  0xb78de9bf in g_cclosure_marshal_VOID__VOID ()
   from /usr/lib/libgobject-2.0.so.0
#7  0xb78d16f9 in g_closure_invoke () from /usr/lib/libgobject-2.0.so.0
#8  0xb78e5c3d in ?? () from /usr/lib/libgobject-2.0.so.0
#9  0x096ae7b0 in ?? ()
#10 0x in ?? ()
(gdb) fr 4
#4  0x080fa0fb in cmafec_preset_get_parameter (index=1) at cma_fec.c:178
178	  assert(index = 0  index  cmafec_preset_num());
(gdb) p index
$1 = 1
(gdb) up
#5  0x081046d5 in select_cma_callback (w=0x9082258, data=0x2710)
at cityrep.c:508
508	  } else if (idx = 0  controlled 
(gdb) l
503	  if (idx == CMA_CUSTOM  controlled
504	   cmafec_preset_get_index_of_parameter(parameter) == -1) {
505	select = TRUE;
506	  } else if (idx == CMA_NONE  !controlled) {
507	select = TRUE;
508	  } else if (idx = 0  controlled 
509		 cm_are_parameter_equal(parameter,
510	cmafec_preset_get_parameter(idx))) {
511	select = TRUE;
512	  }
(gdb) p controlled
$2 = 0
(gdb) quit
--- client/gui-gtk-2.0/cityrep.c	2008-03-23 21:19:32.0 +
+++ client/gui-gtk-2.0/cityrep.c.orig	2008-01-23 11:18:53.0 +
@@ -505,7 +505,7 @@
 select = TRUE;
   } else if (idx == CMA_NONE  !controlled) {
 select = TRUE;
-  } else if (idx = 0  controlled  idx != CMA_NONE 
+  } else if (idx = 0  controlled 
 	 cm_are_parameter_equal(parameter,
 cmafec_preset_get_parameter(idx))) {
 select = TRUE;
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[Freeciv-Dev] (PR#40171) similar bug with Select - CMA - Custom

2008-03-29 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40171 

I explored the code more and it paid off. Similar bug exists when doing 
Select - CMA - Custom, and there is at least one city under custom CMA. The 
solution is to also test idx != CMA_CUSTOM, so that we don't call
 cmafec_preset_get_parameter(CMA_CUSTOM). 

It is correct because if the first test:
if (idx == CMA_CUSTOM  controlled
   cmafec_preset_get_index_of_parameter(parameter) == -1) {
fails, we know that pcity isn't under custom CMA.

I attach a patch against version 2.1.3.

There are only 2 exceptions (CMA_NONE and CMA_CUSTOM), so when both are taken 
into account, it should work (here i am only talking about passing bad params 
to cmafec_preset_get_parameter).

--- client/gui-gtk-2.0/cityrep.c.orig	2008-03-23 21:28:50.0 +
+++ client/gui-gtk-2.0/cityrep.c	2008-03-29 13:53:56.0 +
@@ -505,7 +505,7 @@
 select = TRUE;
   } else if (idx == CMA_NONE  !controlled) {
 select = TRUE;
-  } else if (idx = 0  controlled 
+  } else if (idx = 0  controlled  idx != CMA_NONE  idx != CMA_CUSTOM 
 	 cm_are_parameter_equal(parameter,
 cmafec_preset_get_parameter(idx))) {
 select = TRUE;
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Re: [Freeciv-Dev] Fwd: (PR#39821) Global Lists Bug... Can't Add to top of list?

2008-04-12 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39821 

Hi!

Don't worry, thanks for the patch(es)!  =)

--- [EMAIL PROTECTED] wrote:

From: Ulrik Sverdrup [EMAIL PROTECTED]
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
Subject: Fwd: [Freeciv-Dev] (PR#39821) Global Lists Bug... Can't Add to top of 
list?
Date: Fri, 11 Apr 2008 18:58:28 -0700


URL: http://bugs.freeciv.org/Ticket/Display.html?id=39821 

Sorry for the spam, Core. I was trying to send this to the list. I
really have to learn some things about operating email...

Here is an email I *should* have sent to the bugtracker yesterday.

Ulrik

-- Forwarded message --
From: Ulrik Sverdrup [EMAIL PROTECTED]
Date: 10.04.2008 21:55
Subject: Re: [Freeciv-Dev] (PR#39821) Global Lists Bug... Can't Add to
top of list?
To: [EMAIL PROTECTED]


2008/4/10, Ulrik Sverdrup [EMAIL PROTECTED]:


   URL: http://bugs.freeciv.org/Ticket/Display.html?id=39821 
 
 
   The worklist editor assumes that if ptr-pcity is NULL, you can't edit
   the worklist. This reverses that to allow the global worklist editor
   to enable all buttons.
 
   The original reporter only mentions the prepend button but the append
   button should also have been affected.
 
   Attached simple patches to trunk and 21 branches that fix this by
   modifying the sensitivity check.
 
   Old check:
   client can issue commands AND pcity not NULL AND player owns pcity
   New check
   client can issue commands AND ( (pcity not NULL AND player owns pcity)
   OR pcity is NULL)
 
   The extra null check is so that we don't get a crash on looking up
   an owner for city NULL, of course.
 
   Can someone test this? I can't find any other case than the global
   worklist editor where pcity is NULL.
 
   Ulrik
 


Always embarrassing to send something twice. Staring at the logic
 above long enough, you'll see that it's simpler to write the
 conditional as in this patch, taking advantage of course of C's
 cross-circuiting rules.


 Ulrik





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[Freeciv-Dev] (PR#40207) Should cities with Supermarket automatically get farmland benefit?

2008-04-20 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40207 

Should the tile on which a city with a Supermarket sits automatically
get the benefit of farmland, similar to auto-irrigation?

Currently (2.1.3), I'm sure it doesn't -- I have to irrigate a city tile
twice in order to see an increase in food output once I've built a
Supermarket.

I found this code in common/city.c:base_get_output_tile(), which seems
to indicate that the _intention_ was to give the city tile the benefit
of farmland. I haven't worked out why it's seemingly having no effect,
when all the other code nearby appears to be effective.

  if (pcity  is_city_center(city_x, city_y)
   pterrain == pterrain-irrigation_result
   terrain_control.may_irrigate) {
/* The center tile is auto-irrigated. */
tile_set_special(tile, S_IRRIGATION);

if (player_knows_techs_with_flag(city_owner(pcity), TF_FARMLAND)) {
  tile_set_special(tile, S_FARMLAND);
}
  }

The Wiki claimed that this did happen, until I edited it recently:
http://freeciv.wikia.com/index.php?title=Citiesdiff=12651oldid=12096
However, I find that I'm also the source for the original assertion:
http://freeciv.wikia.com/index.php?title=Citiesdiff=2976oldid=2975
which suggests that the game behaviour has changed since 2005 (although
I have no recollection of this).

What's the correct behaviour here?



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Re: [Freeciv-Dev] (PR#40207) [PATCH] Should cities with Supermarket automatically get farmland benefit?

2008-04-26 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40207 

Since at least one other person seems to think it's a real bug, I've
investigated further.

Looking further down the function, it becomes obvious why the temporary
setting of S_FARMLAND isn't having any effect while S_IRRIGATION is: the
effects of irrigation are built-in and the checking code uses the
dummy tile with the extra specials, whereas farmland is implemented
through the effects system, and it's the original ptile that gets
passed into that. So presumably this change was introduced whenever the
effects system came in.

To fix this, it's not safe to just pass tile as it stands into the
bowels of the effects system, since parts of that can access members of
tile that haven't been initialised. However, I can't see any downside
to making tile into a full copy of *ptile then passing that around,
since nothing called from here should be modifying *ptile or any of its
descendants.

The attached patch implements this. (I had to bracket a macro argument
in a header file as well.) It fixes the bug, and hasn't obviously messed
anything else up.

diff -uNr freeciv-2.1.4-orig/common/city.c freeciv-2.1.4/common/city.c
--- freeciv-2.1.4-orig/common/city.c2008-04-21 01:10:49.0 +0100
+++ freeciv-2.1.4/common/city.c 2008-04-26 21:27:50.0 +0100
@@ -607,9 +607,10 @@
int city_x, int city_y, bool is_celebrating,
Output_type_id otype)
 {
-  struct tile tile;
+  /* temporary dummy tile for city center bonuses */
+  struct tile tile = *ptile;
   int prod;
-  struct terrain *pterrain = tile_get_terrain(ptile);
+  struct terrain *pterrain = tile_get_terrain(tile);
 
   assert(otype = 0  otype  O_LAST);
 
@@ -620,18 +621,16 @@
   }
 
   prod = pterrain-output[otype];
-  if (tile_resource_is_valid(ptile)) {
-prod += tile_get_resource(ptile)-output[otype];
+  if (tile_resource_is_valid(tile)) {
+prod += tile_get_resource(tile)-output[otype];
   }
 
-  /* create dummy tile which has the city center bonuses. */
-  tile.terrain = pterrain;
-  tile.special = tile_get_special(ptile);
-
+  /* add city center bonuses to temporary copy of tile. */
   if (pcity  is_city_center(city_x, city_y)
pterrain == pterrain-irrigation_result
terrain_control.may_irrigate) {
-/* The center tile is auto-irrigated. */
+/* The center tile is auto-irrigated, for the purposes of food
+ * production. */
 tile_set_special(tile, S_IRRIGATION);
 
 if (player_knows_techs_with_flag(city_owner(pcity), TF_FARMLAND)) {
@@ -672,21 +671,21 @@
   if (pcity) {
 const struct output_type *output = output_types[otype];
 
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, tile, output,
   EFT_OUTPUT_ADD_TILE);
 if (prod  0) {
-  int penalty_limit = get_city_tile_output_bonus(pcity, ptile, output,
+  int penalty_limit = get_city_tile_output_bonus(pcity, tile, output,
EFT_OUTPUT_PENALTY_TILE);
 
   if (is_celebrating) {
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, tile, output,
EFT_OUTPUT_INC_TILE_CELEBRATE);
 penalty_limit = 0; /* no penalty if celebrating */
   }
-  prod += get_city_tile_output_bonus(pcity, ptile, output,
+  prod += get_city_tile_output_bonus(pcity, tile, output,
  EFT_OUTPUT_INC_TILE);
   prod += (prod 
-   * get_city_tile_output_bonus(pcity, ptile, output,
+   * get_city_tile_output_bonus(pcity, tile, output,
 EFT_OUTPUT_PER_TILE)) 
   / 100;
   if (!is_celebrating  penalty_limit  0  prod  penalty_limit) {
diff -uNr freeciv-2.1.4-orig/common/tile.h freeciv-2.1.4/common/tile.h
--- freeciv-2.1.4-orig/common/tile.h2008-04-21 01:10:49.0 +0100
+++ freeciv-2.1.4/common/tile.h 2008-04-26 21:27:48.0 +0100
@@ -74,7 +74,7 @@
 void tile_clear_special(struct tile *ptile, enum tile_special_type spe);
 void tile_clear_all_specials(struct tile *ptile);
 
-#define tile_resource_is_valid(vtile) BV_ISSET(vtile-special, 
S_RESOURCE_VALID)
+#define tile_resource_is_valid(vtile) BV_ISSET((vtile)-special, 
S_RESOURCE_VALID)
 const struct resource *tile_get_resource(const struct tile *ptile);
 void tile_set_resource(struct tile *ptile, struct resource *presource);
 
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Re: [Freeciv-Dev] (PR#40207) [PATCH] Should cities with Supermarket automatically get farmland benefit?

2008-05-03 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40207 

Here's a new patch which is functionally equivalent to my previous one
but includes Madeline's suggestion:

 - rename tile to dummy_tile throughout

and also includes the more controversial changes mentioned previously,
such that I'm not sure whether or not it improves the chances of my
patch being incorporated. Take your pick ;)

 - introduce and use a const p_dummy_tile; this attempts to mitigate the
   pointer aliasing introduced by my change, but the result looks a
   little awkward;

 - use the standard tile_has_special() function and the like instead of
   the current approach of reaching inside struct tile, at the
   potential run-time cost of introducing function calls.

--- freeciv-2.1.4-orig/common/city.c2008-04-21 01:10:49.0 +0100
+++ freeciv-2.1.4/common/city.c 2008-05-03 12:57:03.0 +0100
@@ -607,9 +607,11 @@
int city_x, int city_y, bool is_celebrating,
Output_type_id otype)
 {
-  struct tile tile;
+  /* temporary dummy tile for city center bonuses */
+  struct tile dummy_tile = *ptile;
+  const struct tile *p_dummy_tile = dummy_tile;
   int prod;
-  struct terrain *pterrain = tile_get_terrain(ptile);
+  struct terrain *pterrain = tile_get_terrain(p_dummy_tile);
 
   assert(otype = 0  otype  O_LAST);
 
@@ -620,41 +622,40 @@
   }
 
   prod = pterrain-output[otype];
-  if (tile_resource_is_valid(ptile)) {
-prod += tile_get_resource(ptile)-output[otype];
+  if (tile_resource_is_valid(p_dummy_tile)) {
+prod += tile_get_resource(p_dummy_tile)-output[otype];
   }
 
-  /* create dummy tile which has the city center bonuses. */
-  tile.terrain = pterrain;
-  tile.special = tile_get_special(ptile);
-
+  /* add city center bonuses to temporary copy of tile. */
   if (pcity  is_city_center(city_x, city_y)
pterrain == pterrain-irrigation_result
terrain_control.may_irrigate) {
-/* The center tile is auto-irrigated. */
-tile_set_special(tile, S_IRRIGATION);
+/* The center tile is auto-irrigated, for the purposes of food
+ * production. */
+tile_set_special(dummy_tile, S_IRRIGATION);
 
 if (player_knows_techs_with_flag(city_owner(pcity), TF_FARMLAND)) {
-  tile_set_special(tile, S_FARMLAND);
+  tile_set_special(dummy_tile, S_FARMLAND);
 }
   }
 
   switch (otype) {
   case O_SHIELD:
-if (contains_special(tile.special, S_MINE)) {
+if (tile_has_special(p_dummy_tile, S_MINE)) {
   prod += pterrain-mining_shield_incr;
 }
 break;
   case O_FOOD:
-if (contains_special(tile.special, S_IRRIGATION)) {
+if (tile_has_special(p_dummy_tile,  S_IRRIGATION)) {
   prod += pterrain-irrigation_food_incr;
 }
 break;
   case O_TRADE:
-if (contains_special(tile.special, S_RIVER)  !is_ocean(tile.terrain)) {
+if (tile_has_special(p_dummy_tile, S_RIVER) 
+!is_ocean(tile_get_terrain(p_dummy_tile))) {
   prod += terrain_control.river_trade_incr;
 }
-if (contains_special(tile.special, S_ROAD)) {
+if (tile_has_special(p_dummy_tile, S_ROAD)) {
   prod += pterrain-road_trade_incr;
 }
 break;
@@ -665,28 +666,29 @@
 break;
   }
 
-  if (contains_special(tile.special, S_RAILROAD)) {
+  if (tile_has_special(p_dummy_tile, S_RAILROAD)) {
 prod += (prod * terrain_control.rail_tile_bonus[otype]) / 100;
   }
 
   if (pcity) {
 const struct output_type *output = output_types[otype];
 
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, p_dummy_tile, output,
   EFT_OUTPUT_ADD_TILE);
 if (prod  0) {
-  int penalty_limit = get_city_tile_output_bonus(pcity, ptile, output,
-   EFT_OUTPUT_PENALTY_TILE);
+  int penalty_limit = get_city_tile_output_bonus(pcity, p_dummy_tile,
+ output,
+ EFT_OUTPUT_PENALTY_TILE);
 
   if (is_celebrating) {
-prod += get_city_tile_output_bonus(pcity, ptile, output,
+prod += get_city_tile_output_bonus(pcity, p_dummy_tile, output,
EFT_OUTPUT_INC_TILE_CELEBRATE);
 penalty_limit = 0; /* no penalty if celebrating */
   }
-  prod += get_city_tile_output_bonus(pcity, ptile, output,
+  prod += get_city_tile_output_bonus(pcity, p_dummy_tile, output,
  EFT_OUTPUT_INC_TILE);
   prod += (prod 
-   * get_city_tile_output_bonus(pcity, ptile, output,
+   * get_city_tile_output_bonus(pcity, p_dummy_tile, output,
 EFT_OUTPUT_PER_TILE)) 
   / 100;
   if (!is_celebrating  penalty_limit  0  prod  penalty_limit) {
@@ -695,11 +697,11 @@
 }
   }
 
-  if (contains_special(tile.special, 

Re: [Freeciv-Dev] (PR#39982) Wonder Report does not mark obsolete Wonders

2008-06-22 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39982 

I'd quite like to get this patch committed on S2_1 for the next 2.1.x
release. It fixes a fairly obvious bug, and I've been running with it
since 2.1.3 and haven't spotted any problems.



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[Freeciv-Dev] (PR#40342)

2008-06-29 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40342 

Hello:

Updated branch S2_2 to SVN 14910 today, and despite many different 
configurations, it now fails to compile, always exiting at the same place with 
same message:
[...]
make[4]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common/aicore'
make[4]: Entering directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
gcc -DHAVE_CONFIG_H -I. -I..  -I../utility -I./aicore 
-DLOCALEDIR=\/opt/share/locale\ 
-DDEFAULT_DATA_PATH=\.:data:~/.freeciv:/opt/share/freeciv\  -Wall 
-Wpointer-arith -Wcast-align -Wmissing-prototypes -Wmissing-declarations -O3 
-pipe -m32 -MT base.o -MD -MP -MF .deps/base.Tpo -c -o base.o base.c
mv -f .deps/base.Tpo .deps/base.Po
gcc -DHAVE_CONFIG_H -I. -I..  -I../utility -I./aicore 
-DLOCALEDIR=\/opt/share/locale\ 
-DDEFAULT_DATA_PATH=\.:data:~/.freeciv:/opt/share/freeciv\  -Wall 
-Wpointer-arith -Wcast-align -Wmissing-prototypes -Wmissing-declarations -O3 
-pipe -m32 -MT capstr.o -MD -MP -MF .deps/capstr.Tpo -c -o capstr.o capstr.c
In file included from capstr.c:23:
capstr.h:16:1: warning: NETWORK_CAPSTRING redefined
In file included from capstr.c:15:
../config.h:364:1: warning: this is the location of the previous definition
capstr.c: In function ‘init_our_capability’:
capstr.c:84: error: ‘NETWORK_CAPSTRING_MANDATORY’ undeclared (first use in this 
function)
capstr.c:84: error: (Each undeclared identifier is reported only once
capstr.c:84: error: for each function it appears in.)
capstr.c:84: error: expected ‘)’ before string constant
make[4]: *** [capstr.o] Error 1
make[4]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
make[3]: *** [all-recursive] Error 1
make[3]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
make[2]: *** [all] Error 2
make[2]: Leaving directory 
`/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2/common'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/Shared/Linux_Source_Code-Binaries/freeciv-2.2'
make: *** [all] Error 2
[END]
Last successful compile was with SVN 14806.

Regards,
VJS

I disapprove of what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906



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Re: [Freeciv-Dev] (PR#40342)

2008-06-30 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40342 

Hello:

Ok, I already figured out that 'make distclean' and re-run autogen.sh will fix 
the compile errors. Although I have no idea what went wrong. So, I got SVN 
snapshot 1213/1216 to compile on both F8 and F9 Linux. Used GTK client on both. 
However, now the civserver on both seg-faults without comment immediately after 
the civclient issues the 'Start' game. Note that, although very similar in 
software selection, etc., these are two different OSs.

Anything else I could/should try ?

Regards,
VJS

=
From: The default queue [EMAIL PROTECTED]
Date: 2008/06/29 Sun AM 07:17:07 EDT
To: [EMAIL PROTECTED]
Subject: (PR#40342) AutoReply:


Greetings,

This message has been automatically generated in response to the
creation of a trouble ticket regarding:
, 
a summary of which appears below.

There is no need to reply to this message right now.  Your ticket has been
assigned an ID of (PR#40342).

Please include the string:

 (PR#40342)

in the subject line of all future correspondence about this issue. To do so, 
you may reply to this message.

Thank you,


I disapprove of what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906



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[Freeciv-Dev] (PR#40412) Bug report

2008-07-28 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40412 

Hi,

every time I load saved game all AI players stops building all wonders if
any are in progress. It happens every time and is easy to reproduce. Tried
it with 2.1.4 and 2.1.5 versions which I downloaded from official site (GTK
+ client binary distribution). I run it under Windows XP SP3.

Best regards
Gintas

Hi,every time I load saved game all AI players stops building all wonders if any are in progress. It happens every time and is easy to reproduce. Tried it with 2.1.4 and 2.1.5 versions which I downloaded from official site (GTK + client binary distribution). I run it under Windows XP SP3.
Best regardsGintas
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[Freeciv-Dev] (PR#40436) Cities not refreshed when crossing Empire_Size_Step

2008-08-13 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40436 

If, during a turn, conquering or founding a city causes the empire to
grow and every city to get an extra unhappy citizen due to
Empire_Size_Step, it appears that the client's cities are not refreshed
immediately; the unhappiness shows up when performing subsequent actions
on the city, such as moving workers around or changing specialists. So
those actions can appear to increase unhappiness, which is confusing.

Saving, quitting, and restoring the savegame causes all cities to be
up-to-date. (I think hitting turn done may have this effect also, but
I haven't checked.)

I guess the server needs to send city updates to client(s) when an
Empire_Size_Step boundary is crossed, or something like that -- I
haven't investigated the code.

Seen in 2.1.4 and 2.1.6 (and one previous version I can't remember).

(I idly wonder whether a message when the unhappiness penalty grows
might not be a bad idea. I was rather confused why my empire was
suddenly in uproar after moving from 2.0.x to 2.1.x.)



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[Freeciv-Dev] (PR#40510) Bug: ZOC for RIP players

2008-09-30 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40510 

Hi,

I'm playing Freeciv 2.1.3, and I've noticed that territory that belonged to
a player who's now RIP still belongs to that player. I had to 'cancel
treaty' to move bombers over that territory.
Also, my cities cannot use such land for resources.
That player (vietnamese) was spawned halfway through the game after I
conquered a capital, maybe that will help narrow it down.

thanks,
Chris

Hi,Im playing Freeciv 2.1.3, and Ive noticed that territory that belonged to a player whos now RIP still belongs to that player. I had to cancel treaty to move bombers over that territory.
Also, my cities cannot use such land for resources.That player (vietnamese) was spawned halfway through the game after I conquered a capital, maybe that will help narrow it down.thanks,Chris
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Re: [Freeciv-Dev] (PR#39369) typing mistake in file data/stdsounds.soundspec

2008-10-17 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39369 

The same issue still applies to S2_1 and S2_2 -- any chance of porting
the typo fix?

With 2.1.6, gives the following message (search fodder):

1: Cannot find audio file stdounds/MgBar1.ogg



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