[Freeciv-Dev] (PR#32290) freeciv 2.1.0
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 __ XXL-Speicher, PC-Virenschutz, Spartarife mehr: Nur im WEB.DE Club! Jetzt gratis testen! http://freemail.web.de/home/landingpad/?mc=021130 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#32290) freeciv 2.1.0
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 ___ Viren-Scan für Ihren PC! Jetzt für jeden. Sofort, online und kostenlos. Gleich testen! http://www.pc-sicherheit.web.de/freescan/?mc=02 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#33914) Bug Report
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! ___ Michael B. Johnson ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#33445) win32 client build broken (patch attached)
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#35075) a few more bugs...
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 :-) alec _ Der WEB.DE SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! http://smartsurfer.web.de/?mc=100071distributionid=0066 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#36973) Bug in Freeciv 2.1 Beta 3
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 signature.asc Description: PGP signature ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#38558) [patch] client segfault during automove with 30 players and 2 pirates
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); } ___ Join Excite! - http://www.excite.com The most personalized portal on the Web! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39330) Re: (PR#39335) Re: Fix for PR#39330
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; ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39328) Reproducible Crash When Changing Tech Goal (2.1.0-b4 and SVN Head)
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); } / ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39330) Crash When Sharing Vision By Treaty (SVN Head)
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39328) Reproducible Crash When Changing Tech Goal (2.1.0-b4 and SVN Head)
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39532) New Flag - OnePerCity
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39530) Wonders don't allow units
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39531) Partisan should be just another flag
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39542) Cities Build too Many Expensive Buildings
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39543) Cities compete over Small Wonders
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39582) Forward of moderated message
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39582 -- Forwarded message -- From: Mail Delivery System [EMAIL PROTECTED] Date: Aug 18, 2007 5:06 PM Subject: Mail delivery failed: returning message to sender To: [EMAIL PROTECTED] This message was created automatically by mail delivery software. A message that you sent could not be delivered to one or more of its recipients. This is a permanent error. The following address(es) failed: [EMAIL PROTECTED] (generated from [EMAIL PROTECTED]) SMTP error from remote mail server after RCPT TO:[EMAIL PROTECTED]: host rt.freeciv.org [207.158.49.132]: 550 5.1.1 [EMAIL PROTECTED]... User unknown -- This is a copy of the message, including all the headers. -- Return-path: [EMAIL PROTECTED] Received: from rv-out-0910.google.com ([209.85.198.189]) by glockenspiel.complete.org with esmtp (Exim 4.63) id 1IMPsF-0008QB-Vs for [EMAIL PROTECTED]; Sat, 18 Aug 2007 10:06:01 -0500 Received: by rv-out-0910.google.com with SMTP id k20so607653rvb for [EMAIL PROTECTED]; Sat, 18 Aug 2007 08:05:57 -0700 (PDT) DKIM-Signature: a=rsa-sha1; c=relaxed/relaxed; d=gmail.com; s=beta; h=domainkey-signature:received:received:message-id:date:from:to:subject:mime-version:content-type; b=hVLi+wHRVOu2j7qec/3t748e3n+MXnYKysMsmnVlsyqn7I8PAUWSKjGe/3yOMn+p5mEAc5FHFcZ47My+6w9Xi2ay+BttKLODNO1XZDcz852jQwDQSyuIxV/KJukO16Q+60KHFuVGFt8Shgf7NOelh/B3W2hdjFwyyi6A/6QLYWM= DomainKey-Signature: a=rsa-sha1; c=nofws; d=gmail.com; s=beta; h=received:message-id:date:from:to:subject:mime-version:content-type; b=AKX3kSm7z0kxTiG7nyJhQRCHylK/W+h89DbzR9LGoGNb0UdsaSfaSxCy3PceTTZY1ODKU42OcwKGgkkL+ZMECShEAQxBk56KRyYuwTWe6WdFoZV+dHLdmnOC8NcGw2hctyk6D2kLTZGGn20JdAaM90Z/iGAvRcQpwM7EUwfQmuk= Received: by 10.140.186.18 with SMTP id j18mr1806767rvf.1187449557317; Sat, 18 Aug 2007 08:05:57 -0700 (PDT) Received: by 10.141.98.16 with HTTP; Sat, 18 Aug 2007 08:05:57 -0700 (PDT) Message-ID: [EMAIL PROTECTED] Date: Sat, 18 Aug 2007 17:05:57 +0200 From: Chris [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Saved game crashes freeciv MIME-Version: 1.0 Content-Type: multipart/alternative; boundary==_Part_43567_4668371.1187449557279 X-Spam-Status: No (score 0.6): HTML_00_10=0.642, HTML_MESSAGE=0.001 X-Virus-Scanned: by Exiscan on glockenspiel.complete.org at Sat, 18 Aug 2007 10:06:01 -0500 --=_Part_43567_4668371.1187449557279 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit Content-Disposition: inline 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. --=_Part_43567_4668371.1187449557279 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit Content-Disposition: inline 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 --=_Part_43567_4668371.1187449557279-- -- Forwarded message --From: Mail Delivery System [EMAIL PROTECTED] Date: Aug 18, 2007 5:06 PMSubject: Mail delivery failed: returning message to senderTo: [EMAIL PROTECTED]This message was created automatically by mail delivery software. A message that you sent could not be delivered to one or more of itsrecipients
Re: [Freeciv-Dev] (PR#39530) Wonders don't allow units
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39530) Wonders don't allow units
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39677) freeciv crashes while updating unit
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 :( ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39754) RE: LAST 4 BUG REPORTS - MY SETUP IS...
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?? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...
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! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39753) BUG REPOET - GAME DOESN'T SAVE SERVER OPTIONS...
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!! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...
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! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39754) BUG REPORT - WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS...
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?? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39750) AutoReply: CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!
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. 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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39750) CAN'T LOGIN TO BUGTRACKER TO MAKE BUG REPORTS!!
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 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. 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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39753) BUG REPORT - GAME DOESN'T SAVE SERVER OPTIONS...
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!! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39751) BUG REPORT - CAN'T SEE TOP MENU BAR IN WINXP...
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! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39752) BUG REPORT - CAN'T RUN GAME AS ISO-HEX...
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39754) WHY HAS FREECIV DECIDED TO HIDE SERVER OPTIONS
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39677) freeciv crashes while updating unit
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in FC210
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39729) City Governor is disabled for all cities after I (re)load saved game
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39816) Design Request: That the GTK2 Client GUI have a Trade Sheet... F4?
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! =) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39812) Bug: Cannot Rename Global worklists in FC210
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39822) Feature Request - Adding Global Lists while in the City Sheet(F1)...
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(?). ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#21637) 2.1.0b2 Numeric and cursor keys don't work
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39825) Freeciv 2.1.0 SDL client bug
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#16811) Re: (PR#39854) Change bug tracking system
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#19366) Window handling error?
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39884) Typo succesfully in English airlift message
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39885) Picks same nation twice from civil war list from same host nation
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39914) Freeciv Crash
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39914) Fedora server problem
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#21270) 2.1b2 civclient WinXP city display should show size, not just population
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#30483) 2.1.0b2/Windows Mouse goto with Air units causes client crash
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#16811) Issue tracking system for Freeciv
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39954) Savegames are corrupted Bug...
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39955) Bug: Can't see FreeCiv's default Theme scroll bar tabs!
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. inline: FreeCiv's Invisible Scroll Tabs.jpg___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39961) Open trading tabs from previous turns have wrong data during current trading...
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39961 WinXp sp2 + FC 211GTK2 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39965) Uncompressed Compressed savegames use differing whitespace
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 ;) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39961) Open diplomacy tabs from previous turns have wrong data during current turns
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! =) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev -- Miguel Farah [EMAIL PROTECTED] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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). -- Miguel Farah [EMAIL PROTECTED] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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? -- Miguel Farah [EMAIL PROTECTED] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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. -- Miguel Farah [EMAIL PROTECTED] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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. -- Miguel Farah [EMAIL PROTECTED] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40016) FreeCiv 2.1.2 crash - message pane
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40017) bug
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)... ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40019) Feature Request: adjustable road movement multiplier
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
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] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40022) Diplomacy with dead AIs?
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40023) Feature Request: add more switches to slow_down_timeline
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40024) Re: freeciv losing server
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40023) Feature Request: add more switches to slow_down_timeline
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#28092) server found_new_tech = notify_team crash
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- ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40050) RE: FreeCic-2.1.3 client crash
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none
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; ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40171) similar bug with Select - CMA - Custom
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; ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Fwd: (PR#39821) Global Lists Bug... Can't Add to top of list?
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40207) Should cities with Supermarket automatically get farmland benefit?
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40207) [PATCH] Should cities with Supermarket automatically get farmland benefit?
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); ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40207) [PATCH] Should cities with Supermarket automatically get farmland benefit?
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
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40342)
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40342)
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40412) Bug report
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40436) Cities not refreshed when crossing Empire_Size_Step
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.) ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40510) Bug: ZOC for RIP players
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39369) typing mistake in file data/stdsounds.soundspec
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev