[Freeciv-Dev] [bug #22602] Compilation warning in helpdata.c

2014-09-09 Thread Christian Knoke
URL: Summary: Compilation warning in helpdata.c Project: Freeciv Submitted by: chrisk Submitted on: Di 09 Sep 2014 18:38:16 CEST Category: client Severity: 3 - Normal

[Freeciv-Dev] [bug #22599] Overthrown government - cannot choose new one

2014-09-09 Thread Christian Knoke
Follow-up Comment #4, bug #22599 (project freeciv): I tested several options to autogen.sh, but due to bug #22602 I switched to (actual) rev. 26313. The menue was always intact. Back to rev. 26245 the defect was present again. What I did: svn update -r 26245 make -j 4 clean && ./autogen.sh &&

[Freeciv-Dev] [bug #22599] Overthrown government - cannot choose new one

2014-09-09 Thread Christian Knoke
Follow-up Comment #6, bug #22599 (project freeciv): The last revision showing the bug (menue Civilization --> government --> [missing government targets here, like anarchy, monarchie ...] is revision 26260. Revisions from 26261 on do not show it. Also, this correlates with the output of some line

[Freeciv-Dev] [bug #18764] No Governments available for switching

2014-09-10 Thread Christian Knoke
Follow-up Comment #21, bug #18764 (project freeciv): I can reproduce with: file #14775 S2_5 r26260 autogen.sh no options gcc 4.4.5 GTK+ version 2.20.1 It looks like screenshot file #14774 expect i have trident noniso. Poking around in Editor w/o changes reinstalls the menue. Just refreshing play

[Freeciv-Dev] compile options

2014-09-10 Thread Christian Knoke
How do I set gcc options correctly? make -j 4 clean ./autogen.sh export CFLAGS="-O0" export CXXFLAGS="${CFLAGS}" ./configure make -j 4 is what I currently do. Christian -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Micro

[Freeciv-Dev] [bug #18764] No Governments available for switching

2014-09-10 Thread Christian Knoke
Follow-up Comment #22, bug #18764 (project freeciv): Using compiler options on rev. 26260 to see if bug goes away: -O0 no bug -O1 no bug -O2 bug ___ Reply to this item at:

Re: [Freeciv-Dev] compile options

2014-09-10 Thread Christian Knoke
Christian Knoke wrote on Sep 10, 13:05 (+0200): > > How do I set gcc options correctly? > > make -j 4 clean > ./autogen.sh > export CFLAGS="-O0" > export CXXFLAGS="${CFLAGS}" > ./configure > make -j 4 > > is what I currently do. I am test

Re: [Freeciv-Dev] compile options

2014-09-11 Thread Christian Knoke
?) - it makes a difference if CFLAGS is empty vs. CFLAGS not set - --enable-debug changes options (how?) I did not find it in http://freeciv.wikia.com/wiki/Building_Freeciv_from_source Christian Christian Knoke wrote on Sep 10, 13:52 (+0200): > Christian Knoke wrote on Sep 10, 13:05 (+0

[Freeciv-Dev] [bug #21597] gtk_progress_set_percentage: assertion failed

2014-09-13 Thread Christian Knoke
Follow-up Comment #4, bug #21597 (project freeciv): Seen again in S2_5 SVN, binary from 09 sep 2014 CEST. ~$ freeciv-gtk2 (freeciv-gtk2:19835): Gtk-CRITICAL **: gtk_progress_set_percentage: assertion `percentage >= 0 && percentage <= 1.0' failed quite sure I played around with the tax sliders.

[Freeciv-Dev] [bug #22600] Swimming freight - failed assertion

2014-09-13 Thread Christian Knoke
Follow-up Comment #3, bug #22600 (project freeciv): >From the original date and time, this must be short before file #22122 was saved, and no more then 1 or 2 moves. You can still see the truck that "jumped" onto the land. Sorry moves have been rather long and sophisticated *g* so I cannot repro

[Freeciv-Dev] [bug #22634] unit upgrade costs

2014-09-14 Thread Christian Knoke
URL: Summary: unit upgrade costs Project: Freeciv Submitted by: chrisk Submitted on: So 14 Sep 2014 18:49:47 CEST Category: rulesets Severity: 3 - Normal Priorit

[Freeciv-Dev] [bug #22634] unit upgrade costs

2014-09-14 Thread Christian Knoke
Follow-up Comment #3, bug #22634 (project freeciv): Very well. Some time ago the upgrade costs in default have been significantly reduced. This is a good thing. Now upgradings pays, before I used to "recycle" the units, e.g. disband legion in a city were musketeers was built. Looks like it is a

[Freeciv-Dev] [bug #22602] Compilation warning in helpdata.c

2014-09-14 Thread Christian Knoke
Follow-up Comment #7, bug #22602 (project freeciv): gcc --version gcc (Debian 4.4.5-8) 4.4.5 make clean LANG=C make -j 4 -k 2>errors.log cc1: warnings being treated as errors helpdata.c: In function 'boot_help_texts': helpdata.c:1718: error: 'natural' may be used uninitialized in this function At

[Freeciv-Dev] [bug #22640] Rev: 26432 compile errors

2014-09-15 Thread Christian Knoke
URL: Summary: Rev: 26432 compile errors Project: Freeciv Submitted by: chrisk Submitted on: Mo 15 Sep 2014 11:45:20 CEST Category: None Severity: 3 - Normal Prio

[Freeciv-Dev] [bug #22641] diplomat has reduced move ability

2014-09-15 Thread Christian Knoke
URL: Summary: diplomat has reduced move ability Project: Freeciv Submitted by: chrisk Submitted on: Mo 15 Sep 2014 12:39:58 CEST Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #22641] diplomat has reduced move ability

2014-09-15 Thread Christian Knoke
Follow-up Comment #1, bug #22641 (project freeciv): -d 3 gives a bunch of: 3: Neither of tags m_diplomat or m_generic found ___ Reply to this item at: ___ Nach

[Freeciv-Dev] [bug #22640] Rev: 26432 compile errors

2014-09-15 Thread Christian Knoke
Follow-up Comment #2, bug #22640 (project freeciv): yes compiles and runs ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Freeciv-Dev] [bug #23412] [Default] governors not working as intendend

2015-03-27 Thread Christian Knoke
Follow-up Comment #4, bug #23412 (project freeciv): The values for the delivered default presets are wrong. Its not the -20 food surplus alone. Mostly, the other surplus values interfer. If you put all surplusses to minimum (=-20), even a food=25, shield=13, science=13 factor setting won't give y

[Freeciv-Dev] [bug #23413] After some runtime, drawing of windows and menues gets broken

2015-03-27 Thread Christian Knoke
Follow-up Comment #4, bug #23413 (project freeciv): The earlier report was in october for 2.5+: https://gna.org/bugs/index.php?22737 Am I the only one seeing this? System is pretty much plain Wheezy and I'm not using special options, at least not this time.. Christian __

[Freeciv-Dev] [bug #22737] Freeciv breaks Gnome (classic) Desktop in Debian Wheezy

2015-03-27 Thread Christian Knoke
Follow-up Comment #6, bug #22737 (project freeciv): see https://gna.org/bugs/index.php?23413 ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Freeciv-Dev] [bug #23434] slow

2015-03-31 Thread Christian Knoke
URL: Summary: slow Project: Freeciv Submitted by: chrisk Submitted on: Di 31 Mär 2015 23:35:11 CEST Category: None Severity: 3 - Normal Priority: 5 - Normal

[Freeciv-Dev] [bug #23444] Carriers

2015-04-06 Thread Christian Knoke
URL: Summary: Carriers Project: Freeciv Submitted by: chrisk Submitted on: Mo 06 Apr 2015 12:35:20 CEST Category: None Severity: 3 - Normal Priority: 5 - Normal

[Freeciv-Dev] [bug #23444] Carriers

2015-04-06 Thread Christian Knoke
Follow-up Comment #2, bug #23444 (project freeciv): > It looks like the main symptom is that the unit selection dialog "Units" tab fails to show cargo. This would make it easy for the player to 'lose' units. Can that explain all the symptoms? Does examining all the suspect Carriers with the 'Tile'

[Freeciv-Dev] [bug #23444] Carriers

2015-04-06 Thread Christian Knoke
Follow-up Comment #3, bug #23444 (project freeciv): Savegame2 (year 1796) attached. Carrier SE of Kussara, unit dialog shows 5 cargo, 4 helis and 1 AWAKS. Move 1 fighter in N on the carrier tile. it autoloads and can be sentried. Move another 1 fighter from Niniveh on the carrier tile. Can't be

[Freeciv-Dev] [bug #23444] Carriers

2015-04-06 Thread Christian Knoke
Follow-up Comment #4, bug #23444 (project freeciv): Ak, ok, the tile tab shows 2 more cargo for the carrier near Kussara: 2 fighters. Sums to a total of 4 helis, 1 awaks, 2 fighters is 7. Another 1 fighter will load, but not two. > Does examining all the suspect Carriers with the 'Tile' tab show

[Freeciv-Dev] [bug #23434] slow

2015-04-07 Thread Christian Knoke
Follow-up Comment #3, bug #23434 (project freeciv): some data 2.5.0 release compiled w/o options scenario North America giant/classic 350 x 350 tiles, 3 ai, 1 human cpu time of freeciv-server starting from turn 3: 6 seconds to turn 17: 12 seconds turn 17 26835 pts/2S+ 0:42 freeciv-gtk3

[Freeciv-Dev] bugs

2011-08-13 Thread Christian Knoke
Can't find tileset "/usr/share/games/freeciv/trident.tilespec". 0: No usable default tileset found, aborting! chris@leo:~$ ls -l /usr/share/games/freeciv/trident.tilespec -rw-r--r-- 1 root root 4753 2. Jul 2010 -/usr/share/games/freeciv/trident.tilespec Christian -- Christia

Re: [Freeciv-Dev] bugs

2011-08-13 Thread Christian Knoke
Marko Lindqvist schrieb am 13. Aug um 13:53 Uhr: > On 13 August 2011 13:17, Christian Knoke wrote: > > Hi! Long time we last heard from you. thank you > > Hi there, > > > > Freeciv 2.2.1 in Squeeze: > > Uh, 2.2.1 is quite old by now. Latest bugfix release fro

[Freeciv-Dev] [bug #23804] switching tabs in gtk3 client buglet

2015-08-18 Thread Christian Knoke
URL: Summary: switching tabs in gtk3 client buglet Project: Freeciv Submitted by: chrisk Submitted on: Tue 18 Aug 2015 06:24:32 PM CEST Category: client-gtk-3.0 Severity: 3 - No

[Freeciv-Dev] [bug #22737] Freeciv breaks Gnome (classic) Desktop in Debian Wheezy

2015-08-18 Thread Christian Knoke
Follow-up Comment #7, bug #22737 (project freeciv): Still hitting me in 2.5.1 ** (freeciv-gtk3:8852): CRITICAL **: get_column_number: assertion `i < gtk_tree_view_get_n_columns (treeview)' failed Desktop gets eaten up Christian ___ Repl

[Freeciv-Dev] [bug #23804] switching tabs in gtk3 client buglet

2015-08-18 Thread Christian Knoke
Follow-up Comment #1, bug #23804 (project freeciv): FTR: since this is due to libraries possibly libraries are plain Debian Wheezy ___ Reply to this item at: ___

[Freeciv-Dev] [bug #23843] Can still build Caravan when Freight is available

2015-09-01 Thread Christian Knoke
URL: Summary: Can still build Caravan when Freight is available Project: Freeciv Submitted by: chrisk Submitted on: Tue 01 Sep 2015 08:27:25 PM CEST Category: None Severity: 3 -

[Freeciv-Dev] Paratroopers

2015-09-03 Thread Christian Knoke
2.5.1 experimental/experimental default ruleset Can a paratrooper with mp=1 after being transported by ship into an own city paradrop? Christian -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Microsoft esse dividendum

Re: [Freeciv-Dev] Paratroopers

2015-09-03 Thread Christian Knoke
/me, Christian Knoke wrote on Sep 03, 15:33 (+0200): > > 2.5.1 experimental/experimental default ruleset > > Can a paratrooper with mp=1 after being transported by ship into an own city > paradrop? seems like new own territory (just conquered) isn't recognized correctly

[Freeciv-Dev] [bug #23855] No City Info for cities at bottom of map

2015-09-06 Thread Christian Knoke
URL: Summary: No City Info for cities at bottom of map Project: Freeciv Submitted by: chrisk Submitted on: Sun 06 Sep 2015 01:47:57 PM CEST Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #23855] No City Info for cities at bottom of map

2015-09-06 Thread Christian Knoke
Update of bug #23855 (project freeciv): Category:None => client-gtk-3.0 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #23868] Missing scroll bars on Freeciv

2015-09-13 Thread Christian Knoke
Follow-up Comment #1, bug #23868 (project freeciv): You can right-click on the map, and it will center around the mouse position. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #22737] Freeciv breaks Gnome (classic) Desktop in Debian Wheezy

2015-09-13 Thread Christian Knoke
Follow-up Comment #9, bug #22737 (project freeciv): Now seen w/o debug=yes: ./configure --enable-debug=some --with-readline --disable-silent-rules ~$ freeciv-gtk3 ** (freeciv-gtk3:4918): CRITICAL **: get_column_number: assertion `i < gtk_tree_view_get_n_columns (treeview)' failed ** (freeciv-g

[Freeciv-Dev] [bug #23891] Loading XZ compressed savefiles goes fail

2015-09-20 Thread Christian Knoke
URL: Summary: Loading XZ compressed savefiles goes fail Project: Freeciv Submitted by: chrisk Submitted on: Sun 20 Sep 2015 03:13:39 PM CEST Category: general Severity: 3 - Norm

[Freeciv-Dev] [bug #23891] Loading XZ compressed savefiles goes fail

2015-09-20 Thread Christian Knoke
Follow-up Comment #3, bug #23891 (project freeciv): > Well, it IS enough to increase memory limit to 65Mb (for loading this particular file). The savegame file 135 Kb uncompressed. Christian ___ Reply to this item at:

[Freeciv-Dev] [bug #23924] tech once achieved is missing

2015-10-07 Thread Christian Knoke
URL: Summary: tech once achieved is missing Project: Freeciv Submitted by: chrisk Submitted on: Wed 07 Oct 2015 04:25:03 PM CEST Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #23924] tech once achieved is missing

2015-10-07 Thread Christian Knoke
Follow-up Comment #2, bug #23924 (project freeciv): > Well, are you sure you have not lost it by rules defined way? Experimental ruleset has both tech loss related to tech upkeep and tech loss related to technology deals enabled. It might be, in later game, there was some time w/o research. Were

[Freeciv-Dev] [bug #23924] tech once achieved is missing

2015-10-13 Thread Christian Knoke
Follow-up Comment #4, bug #23924 (project freeciv): > > It might be, in later game, there was some time w/o research. > That's when tech upkeep can cause tech loss. > > Were it possible, then, that an outdated tech was lost, > > instead of a 'high tech'? > Yes. Only from 2.6 can rulesets pre

[Freeciv-Dev] [bug #23413] After some runtime, drawing of windows and menues gets broken

2015-10-18 Thread Christian Knoke
Follow-up Comment #9, bug #23413 (project freeciv): Sure. I'm using one 1920x1200 Display connected via DVI. Tell me what other information can help. I run up to date Wheezy w/o backports, GTK3, 2.5.1 compiled from source. I have to restart every ten turns, at average. Christian (file #253

[Freeciv-Dev] [bug #21730] minimap size

2015-10-27 Thread Christian Knoke
Update of bug #21730 (project freeciv): Category:None => client-gtk-3.0 ___ Follow-up Comment #2: Hello Wotan, I wonder why I wrote this, originally. I think it was because of the vertical sc

[Freeciv-Dev] [bug #23987] Feature request: Mark enemies on the map

2015-10-27 Thread Christian Knoke
URL: Summary: Feature request: Mark enemies on the map Project: Freeciv Submitted by: chrisk Submitted on: Tue 27 Oct 2015 02:48:34 PM CET Category: client-gtk-3.0 Severity: 3 -

[Freeciv-Dev] [bug #23988] Feature request: all units on a tile are shown in the bar on the right side

2015-10-27 Thread Christian Knoke
URL: Summary: Feature request: all units on a tile are shown in the bar on the right side Project: Freeciv Submitted by: chrisk Submitted on: Tue 27 Oct 2015 02:51:58 PM CET Category: client-gt

[Freeciv-Dev] [bug #23988] Feature request: all units on a tile are shown in the bar on the right side

2015-10-28 Thread Christian Knoke
Follow-up Comment #2, bug #23988 (project freeciv): > Am I right to assume that you are currently playing with Game -> Options -> Local Client -> Interface -> Arrange Widgets for small displays enabled? It is by default (in gtk3-client we could make the default to depend on actual screen size in S

[Freeciv-Dev] [bug #23924] tech once achieved is missing

2015-11-07 Thread Christian Knoke
Follow-up Comment #6, bug #23924 (project freeciv): Its not the randomness of tech loss where I see some problems. Loosing an very old or old technology will give only few research points back. If you do not react and "make" some science, you will loose the next one soon. Loosing old technologi

[Freeciv-Dev] [bug #24082] Map Update Bugs

2015-11-15 Thread Christian Knoke
URL: Summary: Map Update Bugs Project: Freeciv Submitted by: chrisk Submitted on: Sun 15 Nov 2015 03:10:29 PM CET Category: None Severity: 3 - Normal Priority: 5

[Freeciv-Dev] [bug #24105] City Report stationed units selector update bug

2015-11-19 Thread Christian Knoke
URL: Summary: City Report stationed units selector update bug Project: Freeciv Submitted by: chrisk Submitted on: Fri 20 Nov 2015 12:07:13 AM CET Category: None Severity: 3 - No

[Freeciv-Dev] [bug #24126] Leader names duplicated between nations

2015-11-29 Thread Christian Knoke
Follow-up Comment #3, bug #24126 (project freeciv): May I utter some, maybe redundant, comments? Some nations are subnations of others. In some of these cases the leader names are, historically correct, identical. In some cases the leader name is correct for one, incorrect for the other nation.

[Freeciv-Dev] [bug #24126] Leader names duplicated between nations

2015-11-29 Thread Christian Knoke
Follow-up Comment #5, bug #24126 (project freeciv): Marko Lindqvist wrote: | Which nation gets selected for a player /created with a leader name occurring in the leader list of multiple nations? Nice question. Actually, it seems broken. Using create on server, I get random nations assigned. C

[Freeciv-Dev] [bug #24126] Leader names duplicated between nations

2015-12-12 Thread Christian Knoke
Follow-up Comment #9, bug #24126 (project freeciv): Sat 12 Dec 2015 02:33:36 PM CET, comment #7: >>> Which nation gets selected for a player /created with a leader >>> name occurring in the leader list of multiple nations? >> Using create on server, I get random nations assigned. > The only ci

[Freeciv-Dev] [bug #24126] Leader names duplicated between nations

2015-12-13 Thread Christian Knoke
Follow-up Comment #11, bug #24126 (project freeciv): > Sun 13 Dec 2015 02:31:53 PM UTC, comment #10: > > /create in pre-game does not find a matching leader, not in all cases. > I don't see a "set nationset all" in your log, so many of the nations related to these leaders will not be candidates

[Freeciv-Dev] [bug #24173] Shared Vison

2015-12-13 Thread Christian Knoke
URL: Summary: Shared Vison Project: Freeciv Submitted by: chrisk Submitted on: Sun 13 Dec 2015 06:50:56 PM CET Category: None Severity: 3 - Normal Priority: 5 -

[Freeciv-Dev] [bug #24082] Map Update Bugs

2015-12-16 Thread Christian Knoke
Follow-up Comment #1, bug #24082 (project freeciv): > 2 At the beginning of a new turn, units on minimap are not correct at the beginning of a new turn, the minimap shows units (in red) that are not on the main map, been killed in the turn before, and are correctly not shown on the main map.

[Freeciv-Dev] [bug #24173] Shared Vison

2015-12-27 Thread Christian Knoke
Follow-up Comment #2, bug #24173 (project freeciv): It was a 1-1 alliance. What kind of a "direct connection" do you speak of? It was a non-network local game w/ ai opponent. But I want to precise my bug report: I was able to see all tiles of the island the ai occupied; so I prevale he had discov

[Freeciv-Dev] [bug #24235] Bad coop Xfce4 and GTK3 Client

2015-12-28 Thread Christian Knoke
URL: Summary: Bad coop Xfce4 and GTK3 Client Project: Freeciv Submitted by: chrisk Submitted on: Mo 28 Dez 2015 09:12:01 CET Category: client-gtk-3.0 Severity: 3 - Normal

[Freeciv-Dev] [bug #24235] Bad coop Xfce4 and GTK3 Client

2015-12-28 Thread Christian Knoke
Follow-up Comment #1, bug #24235 (project freeciv): Some flags in nations report (japanese ...) do not contrast to background. (theme problem?) In city dialog, lowest button row has no gap on top (theme problem?) Theme is Adwaita. ___ Re

[Freeciv-Dev] [bug #24240] experimental ruleset possible buglet: production cost display

2015-12-29 Thread Christian Knoke
URL: Summary: experimental ruleset possible buglet: production cost display Project: Freeciv Submitted by: chrisk Submitted on: Di 29 Dez 2015 16:30:13 CET Category: None Severi

[Freeciv-Dev] [bug #24240] experimental ruleset possible buglet: production cost display

2015-12-29 Thread Christian Knoke
Additional Item Attachment, bug #24240 (project freeciv): File name: Y01570.png Size:93 KB File name: freeciv-T0214-Y01570-buglet.sav.bz2 Size:50 KB ___ Reply to this item at: __

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-30 Thread Christian Knoke
Follow-up Comment #1, bug #24249 (project freeciv): maybe ipv6? ./configure --enable-dev-save-compat=yes --enable-svnrev --enable-xml-registry --enable-debug=yes --enable-gprof --enable-freeciv-manual=html --with-readline --with-followtag --enable-mapimg=no --enable-sdl-mixer --enable-ipv6=no -

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-30 Thread Christian Knoke
Follow-up Comment #6, bug #24249 (project freeciv): > Just recording a thought here: Maybe "localhost" gets resolved > as IPv6 address, which then is not supported by freeciv. > Can you test with IPv6 enabled build? the host maybe ipv6 capable, but the local net is all ipv4 and the nameserver

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-30 Thread Christian Knoke
Follow-up Comment #7, bug #24249 (project freeciv): don't think so I doublechecked when I read the message and the port was not in use, nor was freeciv-server running. ___ Reply to this item at: _

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-31 Thread Christian Knoke
Follow-up Comment #10, bug #24249 (project freeciv): Looks like the server never comes up. I kinda supervised ps and netstat $ while true ; do ps aux ; done | grep freeciv | grep -v grep $ netstat -tanepc and started $ LANG= freeciv-gtk3 --debug 4 --log log1 but got no related level 4 messag

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-31 Thread Christian Knoke
Follow-up Comment #11, bug #24249 (project freeciv): Ok, for a very short tine, a single run of ps aux, I see chris28778 0.0 0.1 44012 4024 pts/1R+ 21:58 0:00 freeciv-server -p 5557 --bind localhost -q 1 -e --saves ~/.freeciv/saves --scenarios ~/.freeciv/scenarios -A none --debug

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-31 Thread Christian Knoke
Follow-up Comment #12, bug #24249 (project freeciv): I recompiled w/o --enable-ipv6=no and here is the relevant portion of the log: 4: in set_client_page() [update_queue.c::483]: Requested page: PAGE_MAIN. 4: in genhash_new_nbuckets() [genhash.c::214]: New genhash table with 29 buckets 4: in rea

[Freeciv-Dev] [bug #24249] client cannot start server

2015-12-31 Thread Christian Knoke
Follow-up Comment #13, bug #24249 (project freeciv): This is a very wild guess of mine since I followed this portion of code in passing years I think the server THINKS it cannot use the socket because this piece of information is inherited from the exec call. chrisk _

[Freeciv-Dev] [bug #24259] autogen.sh error messages

2016-01-01 Thread Christian Knoke
URL: Summary: autogen.sh error messages Project: Freeciv Submitted by: chrisk Submitted on: Fr 01 Jan 2016 19:19:12 CET Category: None Severity: 3 - Normal Prior

[Freeciv-Dev] [bug #24259] autogen.sh error messages

2016-01-01 Thread Christian Knoke
Follow-up Comment #2, bug #24259 (project freeciv): aclocal --version main::scan_file() called too early to check prototype at /usr/bin/aclocal line 643. aclocal (GNU automake) 1.11.6 Copyright (C) 2011 Free Software Foundation, Inc. License GPLv2+: GNU GPL version 2 or later

[Freeciv-Dev] [bug #24249] client cannot start server

2016-01-01 Thread Christian Knoke
Follow-up Comment #14, bug #24249 (project freeciv): 1. used revision 31289 with improved logging 2. my compile options: --enable-svnrev --enable-gitrev --enable-xml-registry --with-followtag --enable-dev-save-compat=yes --with-readline --e

[Freeciv-Dev] [bug #24249] client cannot start server

2016-01-01 Thread Christian Knoke
Follow-up Comment #15, bug #24249 (project freeciv): The socket ist opened in sernet.c:1172 (succesfully, can see with netstat) and closed shortly after in 1189/1191. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #24249] client cannot start server

2016-01-01 Thread Christian Knoke
Follow-up Comment #17, bug #24249 (project freeciv): > > closed shortly after in 1189/1191. > That's exactly why I would have liked to see the list of all (according to your log: 2) addresses as logged from line 1217. Can you make that LOG_NORMAL for your test, if you can't get the LOG_DEBUG lev

[Freeciv-Dev] [bug #24249] client cannot start server

2016-01-01 Thread Christian Knoke
Follow-up Comment #19, bug #24249 (project freeciv): > 1) Wasn't there even "Last message repeated 2 times" after this? no > 2) Are you sure you have a build where you changed LOG_DEBUG to LOG_NORMAL in use? One of them is logged on LOG_NORMAL level outside the loop even without any changes to

[Freeciv-Dev] [bug #24249] client cannot start server

2016-01-02 Thread Christian Knoke
Follow-up Comment #22, bug #24249 (project freeciv): The patch does not work for me. No change for the matter. OTOH, with the patched revision, I just got a "connection rejected" ("Verbindungsaufbau abgelehnt") in the client, trying to connect to a seperately started server. None of the programs

[Freeciv-Dev] [bug #24296] Terrain working collaborative work ressource measuring

2016-01-08 Thread Christian Knoke
URL: Summary: Terrain working collaborative work ressource measuring Project: Freeciv Submitted by: chrisk Submitted on: Fr 08 Jan 2016 21:56:11 CET Category: general Severity:

[Freeciv-Dev] [bug #24299] Goto plots path through our trireme loaded w/ 2 untis

2016-01-10 Thread Christian Knoke
URL: Summary: Goto plots path through our trireme loaded w/ 2 untis Project: Freeciv Submitted by: chrisk Submitted on: So 10 Jan 2016 21:42:39 CET Category: None Severity: 3 -

[Freeciv-Dev] [bug #24305] compiler warnings

2016-01-12 Thread Christian Knoke
URL: Summary: compiler warnings Project: Freeciv Submitted by: chrisk Submitted on: Di 12 Jan 2016 20:29:19 CET Category: None Severity: 3 - Normal Priority: 5 -

[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-01-16 Thread Christian Knoke
URL: Summary: unit movement animation time too high Project: Freeciv Submitted by: chrisk Submitted on: Sa 16 Jan 2016 19:13:25 CET Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #24323] Server runs always with debug=3 when called from client

2016-01-18 Thread Christian Knoke
URL: Summary: Server runs always with debug=3 when called from client Project: Freeciv Submitted by: chrisk Submitted on: Mo 18 Jan 2016 19:29:51 CET Category: None Severity: 3

[Freeciv-Dev] Removing military units from peaceful opponent's territory impossible

2016-01-29 Thread Christian Knoke
Is this known/unfixable in 2.5.1+ ? I guess I have a legion on neutral territory. Peaceful Chinese settles a city nearby. Legion is caught/unmoveable. Christian -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Microsoft esse dividendum

[Freeciv-Dev] [bug #24389] Climate moderation at coasts not working as intended

2016-02-06 Thread Christian Knoke
Follow-up Comment #1, bug #24389 (project freeciv): Recently, I had a game with a greater number of smaller islands, where the coastline was not even. When global heating set in, the coast got abridged and islands cutted through so fast, that the game became no more playable with fun. This happe

[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Christian Knoke
Follow-up Comment #2, bug #24318 (project freeciv): I'm actually playing under 2 OS (Wheezy and Jessie) and different versions compiled with variant cl options and compile options (such as enable-debug and more) ; recently. So. In some constellations the unit movement is definit too slow. These c

[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Christian Knoke
Update of bug #24318 (project freeciv): Planned Release: 2.5.x => 2.5.1+ ___ Follow-up Comment #4: 1) This is GTK3. Haven't played GTK2 for months 2) Some games have been experimental, not most

[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-08 Thread Christian Knoke
Follow-up Comment #6, bug #24318 (project freeciv): I do not care about video acceleration too much ..., but for my part, I can tell, this machine shares ist ram with the video chip, and what is relevant for the graphic in the 3.2 kernel module list, is probably limited to i915 3

[Freeciv-Dev] [bug #24410] Farmland

2016-02-13 Thread Christian Knoke
URL: Summary: Farmland Project: Freeciv Submitted by: chrisk Submitted on: So 14 Feb 2016 02:21:37 CET Category: rulesets Severity: 3 - Normal Priority: 5 - Norm

[Freeciv-Dev] [bug #24410] Farmland

2016-02-14 Thread Christian Knoke
Follow-up Comment #2, bug #24410 (project freeciv): > Refrigeration: -> Allows Supermarket. > Supermarket -> gives bonus Its rather Refrigeration --> Allows engineers to make farmland Farmland --> gives nothing Refrigeration --> Allows Supermarket Cities w/ Supermarket --> get bonus on farmla

[Freeciv-Dev] [bug #24410] Farmland

2016-02-14 Thread Christian Knoke
Update of bug #24410 (project freeciv): Status: Invalid => None Open/Closed: Closed => Open ___ Reply to this item at:

[Freeciv-Dev] [bug #24410] Farmland

2016-02-14 Thread Christian Knoke
Follow-up Comment #4, bug #24410 (project freeciv): So you say, 1 food surplus for farmland gives too much benefit? ___ Reply to this item at: ___ Nachricht g

[Freeciv-Dev] [bug #24431] multiplayer can build small wonder twice

2016-02-19 Thread Christian Knoke
URL: Summary: multiplayer can build small wonder twice Project: Freeciv Submitted by: chrisk Submitted on: Fr 19 Feb 2016 12:17:21 CET Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #24431] multiplayer can build small wonder twice

2016-02-19 Thread Christian Knoke
Follow-up Comment #2, bug #24431 (project freeciv): > Does it really result in duplicate building? I haven't checked that, but ... > It's a feature that you can move small wonders (of which Palace -> Capital City is the original use-case) by building them to a new city. ... if it is possibel t

[Freeciv-Dev] [bug #21540] Client-spawned server always logs at verbose level (level 3) regardless of client log level

2016-03-01 Thread Christian Knoke
Follow-up Comment #5, bug #21540 (project freeciv): > in which case one level lower is used Why that? You need this patch esp. to debug start up local in one games. Christian ___ Reply to this item at: __

[Freeciv-Dev] [bug #21540] Client-spawned server always logs at verbose level (level 3) regardless of client log level

2016-03-01 Thread Christian Knoke
Follow-up Comment #7, bug #21540 (project freeciv): Hhm. I think most debugging on level 4 is done separately anyway. That server and client been started separatly. Christian ___ Reply to this item at: ___

[Freeciv-Dev] [bug #21540] Client-spawned server always logs at verbose level (level 3) regardless of client log level

2016-03-03 Thread Christian Knoke
Follow-up Comment #9, bug #21540 (project freeciv): My point is, if you limit the server logging to level 3 at max, you won't be able to debug the code for spawning the server from the client. Might be a special case, but we have had it already. Christian __

[Freeciv-Dev] [bug #24494] Overlapping content in wonder and best cities reports

2016-03-03 Thread Christian Knoke
URL: Summary: Overlapping content in wonder and best cities reports Project: Freeciv Submitted by: chrisk Submitted on: Do 03 Mär 2016 23:12:49 CET Category: None Severity: 3 -

[Freeciv-Dev] [bug #24494] Overlapping content in wonder and best cities reports

2016-03-03 Thread Christian Knoke
Follow-up Comment #1, bug #24494 (project freeciv): It's reproducible from savegame. Attached. Christian (file #26930) ___ Additional Item Attachment: File name: bug24494.sav.gzSize:917 KB _

[Freeciv-Dev] [bug #24494] Overlapping content in wonder and best cities reports

2016-03-04 Thread Christian Knoke
Follow-up Comment #3, bug #24494 (project freeciv): works here, against S2_5 Revision: 32172 on amd64 ___ Reply to this item at: ___ Nachricht gesendet von/du

[Freeciv-Dev] [bug #24628] No warning given when saving fails

2016-05-01 Thread Christian Knoke
URL: Summary: No warning given when saving fails Project: Freeciv Submitted by: chrisk Submitted on: So 01 Mai 2016 12:57:41 CEST Category: client-gtk-3.0 Severity: 3 - Normal

Re: [Freeciv-Dev] Freeciv AI is discriminated against humans

2016-05-03 Thread Christian Knoke
ve in 90 seconds, I'd say, humans cannot really react, either. An AI with perfect reaction within 2 seconds, won't give you a chance. So, before you do that, improve the way humans can access and move their units. What came to mind, the "W" ist still a

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