[Freeciv-Dev] Version Info?
I can easily tell what version of Freeciv is present by, for instance, typing freeciv-server --version at the command line. If some of our less technically sophisticated users raise an issue in the forums, however, i'm not sure how they can verify their version in the GUI. For instance, i would expect to see a version string in the Help - About Freeciv menu item, but there isn't one. Is it nowhere to be found other than buried in the chat tab or the corner of the initial window? Sent from my MacBookPro If a tree fell on a florist, would he make a sound? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16142] Freeciv 2.2.1 does n’t compile on Mac OS X 10.6.3
Follow-up Comment #2, bug #16142 (project freeciv): When i look at the patch # 1700, i see that they are to do with the ftwl client. I was curious, as i've checked an info for 2.2.1 into fink, and no patches were needed. ___ Reply to this item at: http://gna.org/bugs/?16142 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16142] Freeciv 2.2.1 does n’t compile on Mac OS X 10.6.3
Follow-up Comment #4, bug #16142 (project freeciv): You say: Patch number 10 from #1700 was needed for the server to start up correctly. What exactly was the problem you experienced, as i haven't noticed any errors on my machines? ___ Reply to this item at: http://gna.org/bugs/?16142 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set
URL: http://gna.org/bugs/?16164 Summary: Aircraft commit suicide if 'autoattack' is set Project: Freeciv Submitted by: doctorjlowe Submitted on: Monday 06/14/2010 at 15:16 Category: ai Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.1 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: If the server-side autoattack option is turned on, then bombers, etc. will attack passing units even if it means they can not return to base and run out fuel. Can we change their behavior such that self-preservation is more important than targets of opportunity? P.S. I'm not sure if this should be filed under 'ai' or 'agents'? ___ Reply to this item at: http://gna.org/bugs/?16164 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Sound Isn't Working On The Mac
On 21 Jun, 2010, at 6:29 AM, Marko Lindqvist wrote: We don't even know if this is configuration time, build time or run time problem, right? To check if configure time checks have gone ok, search config.h for AUDIO_SDL define. Sorry for the delay, i've been on the road. This is from the result of a build with the fink system. I will try a traditional build when i get home. #define AUDIO_SDL 1 I don't have a leg to stand on, but i've a hunch that SDL-Mixer isn't picking up libogg correctly. Sent from my MacBookPro Knock firmly but softly. I like soft firm knockers. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16082] Window Is Too Short
Follow-up Comment #5, bug #16082 (project freeciv): I'm using Apple's X11 on all three machines. ___ Reply to this item at: http://gna.org/bugs/?16082 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1754] Move autosettlers code to new advisors directory
Follow-up Comment #3, patch #1754 (project freeciv): git will detect it but I'm not sure about svn SVN will detect the deletion of a file and the creation of a new file [for each moved file], IIRC. It will thus track a spuriously high number of changed lines. I believe that this is what cazfi is referring to as 'noise'. Nonetheless, noise is probably better than requiring manual intervention. ___ Reply to this item at: http://gna.org/patch/?1754 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1754] Move autosettlers code to new advisors directory
Follow-up Comment #5, patch #1754 (project freeciv): it requires separate 'svn mv' command Oops, i forgot about that one. Can it be automated? ___ Reply to this item at: http://gna.org/patch/?1754 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1692] Scythian nation
Follow-up Comment #7, patch #1692 (project freeciv): I see the point, but i wouldn't know Scythian if i heard it. Probably most players won't, either. Wikipedia says it is 'mostly extinct', though Ossetic is distantly related. ___ Reply to this item at: http://gna.org/patch/?1692 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15619] wrong messages when multiple advances are gained by one event
Follow-up Comment #3, bug #15619 (project freeciv): I just saved an instance of this, too [attached]. * Learned Horseback Riding. Scientists do not know what to research next. * Learned The Republic. Our scientists focus on None; goal is None. * You found The Republic in ancient scrolls of wisdom. I would have preferred to see: * You found The Republic in ancient scrolls of wisdom. * Learned The Republic. Our scientists focus on Horseback Riding; goal is Horseback Riding. * Learned Horseback Riding. Scientists do not know what to research next. (file #9661) ___ Additional Item Attachment: File name: freeciv-T0043-Y-1850-manual.sav.bz2 Size:20 KB ___ Reply to this item at: http://gna.org/bugs/?15619 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16079] Update docs to reflect file name changes
Follow-up Comment #2, bug #16079 (project freeciv): Is '.civserver_history' still in use? ___ Reply to this item at: http://gna.org/bugs/?16079 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16368] Configure Not Finding sdl-mixer
URL: http://gna.org/bugs/?16368 Summary: Configure Not Finding sdl-mixer Project: Freeciv Submitted by: doctorjlowe Submitted on: Friday 08/06/2010 at 02:01 Category: client Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.2 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: The attached config.log shows Mix_OpenAudio responding positively at line 1731 and then sdl-mixer being rejected at line 1733. ___ File Attachments: --- Date: Friday 08/06/2010 at 02:01 Name: config.log Size: 149kB By: doctorjlowe http://gna.org/bugs/download.php?file_id=9711 ___ Reply to this item at: http://gna.org/bugs/?16368 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Roadmap?
I maintain the port of freeciv within the 'fink' packaging system on OSX. Where can i look to get a rough estimate of when the next release will be made available? I'm currently trying to decide if it will be worth my while to incorporate some of the 2.2.3 patches into my 2.2.2 build. Sent from my MacBookPro No raindrop considers itself responsible for the flood. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16368] Configure Not Finding sdl-mixer
Follow-up Comment #2, bug #16368 (project freeciv): My bad, i was passing the wrong '--with-sdl-prefix='. You can close this ticket. I still have something funny WRT to the client initially having sound plugin set to none, but i need to poke around a bit more to clarify things. ___ Reply to this item at: http://gna.org/bugs/?16368 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set
Follow-up Comment #2, bug #16164 (project freeciv): I've since 'cleaned house' and deleted old stuff. I think i've got some suitable opponents now, so i'll try and generate something. ___ Reply to this item at: http://gna.org/bugs/?16164 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16248] GTK Combo popup menu - hardcoded colors
Follow-up Comment #2, bug #16248 (project freeciv): If i understand it correctly, the bug pepeto referenced was patched in GTK v 2.10. Surely we could raise our minimum to that, which is already four years old... ___ Reply to this item at: http://gna.org/bugs/?16248 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1698] Dahomey nation
Follow-up Comment #7, patch #1698 (project freeciv): I think that 'early modern' is too open to interpretation or difference of opinion. Perhaps 'Industrial Age' or 'Steam Era' would be more specific? ___ Reply to this item at: http://gna.org/patch/?1698 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)
On 13 Aug, 2010, at 12:30 AM, Ann wrote: Follow-up Comment #9, patch #1698 (project freeciv): The term early modern does have a definition, in the sense that it is used to refer to the years named in European history. So in that sense it is not open to interpretation: it begins with a break from the past (widespread access to books/the Protestant reformation/discovery of the new world), and ends with more disruption (French revolution/mass industrialization). I'm less certain about that modern/contemporary distinction, which I would suggest might be dated to the fall of the Berlin wall...but I never studied modern history, so I am much less sure of this division. It may be that it is as closely defined in the eyes of modern historians as the term 'early modern.' I'm not going to disagree that early modern is a distinct category to professional historians. My point is that the average Freeciv player [and, indeed, even myself] is not sufficiently knowledgable about history to be sure exactly what period we are referring to until you defined it for us. To avoid confusion, i suggest we stick to categories that can be clearly delineated. The other thing is that historians mostly work with a single timeline on Earth, whereas Freeciv more typically deals with planets that don't share our historic peculiarities such as the Cold War. The problem, of course, with any division which is made, is that the divisions are made on the basis of European history (as they already are, to some extent). The more fine-grained the divisions become, the more the history of just one region is highlighted. It is common sense that nations will show variations in technological advancement. Therefore the 'era' can only refer to the most advanced [or, perhaps the top of the Bell Curve, i.e. the average]. On the other hand, more divisions are needed, as the number of nations grows. ?!? It is not obvious to me more of one necessitates more of the other. Can you explain please? Also, the only periods that i feel are significant in game terms are those that have associated city tilesets: Ancient, Medieval, Modern. Are you suggesting that the artists contribute more categories of city tiles? FWIW, CivIII gets by just fine on four eras: Ancient, Middle Ages, Industrial Modern. I haven't yet played CivIV, so i can't comment on that. Sent from my MacBookPro Please save your burned out bulbs for me -- I'm building a darkroom. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones
On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: I've made quick'n'dirty patch (which seems to work though) which makes stack death rule applied only for reachable units. Maybe it's worth raising a thread on forum to decide if this behaviour would be appropriate for players? It sounds good to me. About the patches: i assume that File #9809 is meant to be applied on top of File #9803, which is meant to be applied to, what, the 2.3.0 branch? Sent from my MacBookPro Press Ctrl-Alt-Del to continue. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)
On 14 Aug, 2010, at 10:24 AM, Daniel Markstedt wrote: snip Yes, the code will pick AI opponent nations based on the 'match' value for your nation's groups. See nations.ruleset, e.g.: [ngroup_ancient] name=_(?nationgroup:Ancient) match=2 ... [ngroup_american] name=_(?nationgroup:Asian) match=0 ...which means that if you choose to play as the Chinese (ancient asian) the code will try to pick other ancient nations but not necessarily other Asian nations. So this currently exists in 2.1+ ? Although it doesn't seem to help the case of a player looking for a specific nation if they don't remember the name... Sent from my MacBookPro Religion: God loves you if you obey. Spirituality: God loves you. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client
Follow-up Comment #11, bug #15347 (project freeciv): I've not used the SDL client in a while, so i've no horse in this race. That said, i perfectly agree with the logic that as long as we've loaded a library then we'd be better off using functions from the library rather than rolling our own. There are exceptions, of course, if the available function is insufficient for our needs or it requires lots of work to implement. ___ Reply to this item at: http://gna.org/bugs/?15347 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16480] Usability of Help button on research window
Follow-up Comment #4, bug #16480 (project freeciv): When i want to read about a tech, the dropdown menu is the last place i would think to look. Since i can already get the same help by right-clicking on the appropriate part of the tree, perhaps the checkbox method isn't being used? I understand that different players have different styles, but i'm interested to see how many people actually do use this... ___ Reply to this item at: http://gna.org/bugs/?16480 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1870] Add unit statistics
Follow-up Comment #1, patch #1870 (project freeciv): win ... 1 point for 10 units lost. Surely you mean *lose* a point? ___ Reply to this item at: http://gna.org/patch/?1870 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16480] Usability of Help button on research window
Follow-up Comment #7, bug #16480 (project freeciv): That certainly works, but i find it inconvenient. Help - Technology only shows me generic help about research. In order to see specifics about a certain tech [which is something i typically want to see more often], i have to: 1) click the triangle to expose the individual techs; 2) scroll down to the desired tech, if i remember the name; 3) finally click on the tech to see its help. Excuse my exaggeration, but this is too much like work. Being able to see help immediately for the item i'm looking at is more helpful. Back to the main point, i agree that the Help button does work as planned, but that the plan isn't obvious to everybody. A tooltip would be nice, or else changing the title Help into something like Display help in dropdown menu. The latter seems like it would fit, but some languages and/or some display resolutions may have a problem with it. ___ Reply to this item at: http://gna.org/bugs/?16480 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500
Follow-up Comment #10, bug #16469 (project freeciv): The only binary we provide for 2.2 on Mac OS currently is Gtk2. Is it a safe assumption that if a user self compiled they would let us know? ___ Reply to this item at: http://gna.org/bugs/?16469 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500
Follow-up Comment #11, bug #16469 (project freeciv): @Anonymous: Have you shut down or restarted your Mac recently? I suspect that X11 as seen on 10.6 isn't meant to run for such long periods of time - i have seen it lose track of windows during extended play sessions. ___ Reply to this item at: http://gna.org/bugs/?16469 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #16480] Usability of Help button on research window
On 20 Aug, 2010, at 8:33 AM, David Lowe wrote: Being able to see help immediately for the item i'm looking at is more helpful. BTW, is there something similar to this help for city production? Right clicking on an item in the production dropdown menu not only gives no help, but it immediately changes what will be produced. Treating a right click as if it were a left click seems like fundamentally bad behavior. Is there any reason i shouldn't file a Wish for this? Sent from my MacBookPro Power corrupts. Absolute power is kind of neat. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16380] Generated files are not deleted by 'make distclean'
Follow-up Comment #3, bug #16380 (project freeciv): I beg to differ: if i look at the file titled 'INSTALL' that comes with every GNU package i've unpacked, i see the following beginning at line 62: To also remove the files that `configure' created (so you can compile the package for a different kind of computer), type `make distclean'. There is also a `make maintainer-clean' target, but that is intended mainly for the package's developers. If you use it, you may have to get all sorts of other programs in order to regenerate files that came with the distribution. As i read it, no ordinary user should ever have to type `make maintainer-clean'. That is reinforced by the fact special tools would be needed to repair the damage. Thus, it seems likely that 'make distclean' should delete client/packhand_gen.c and any similar files. Is python truly needed for this? It seems a simple shell script could rm *_gen* in the build directories. Elsewise, i think python would still be needed to carry out the task for the `make maintainer-clean' target... Since GNU seems to be at odds with itself [and we aren't officially a GNU project, anyway], maybe we should look past the letter of the law at the intent. I submit that when somebody types 'make distclean' they intend to restore the project back the way it was before they initially typed './configure'. It would be best if we could find a [preferably low impact] way to make something like happen. ___ Reply to this item at: http://gna.org/bugs/?16380 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500
Follow-up Comment #15, bug #16469 (project freeciv): @Anonymous: This project has not yet offered an SDL build for Mac. Did you get it from somebody else, or did you build this yourself? In a normal build you would have both SDL and Gtk2 clients, assuming that configure was satisfied that you have the prerequisites for each. In any case, the Gtk2 client is seen by many users to be more feature-rich. I personally recommend it. If you want to build GTK, you can check out my [not yet complete] walkthrough at http://forum.freeciv.org/viewtopic.php?t=6248postdays=0postorder=ascstart=15 and the useful stuff starts at the beginning of July. ___ Reply to this item at: http://gna.org/bugs/?16469 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16506] Non-military units belonging to a class without the ZOC class flag have a ZOC
Follow-up Comment #4, bug #16506 (project freeciv): Changelog line # 32770 [r12583] and units.ruleset line #80. Now that i'm looking at it closer, i see that i had it wrong: Added unit class flag ZOC for units that are subject to Zone Of Control rules. So yeah, any unit that doesn't specify that flag should theoretically already ignore zones of control? But now i see that we don't have a way to flag a unit to not emit a ZOC. Perhaps that should be the subject of this bug? ___ Reply to this item at: http://gna.org/bugs/?16506 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16533] Help For City Production
URL: http://gna.org/bugs/?16533 Summary: Help For City Production Project: Freeciv Submitted by: doctorjlowe Submitted on: Wednesday 08/25/2010 at 02:55 Category: client-gtk-2.0 Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: I would like to have direct access in the City window Production box for whatever i'm building in the city. Ideally, it would work for right clicking on any item in the production dropdown menu. ___ Reply to this item at: http://gna.org/bugs/?16533 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16533] Help For City Production
Follow-up Comment #2, bug #16533 (project freeciv): I should have specified that i meant the city production menu in the Overview tab. There is a Help button in the Production tab, but it is less than obvious. It remains ghosted out when clicking in either the Production area [which doesn't seem to do *anything* BTW] or the Target Worklist. Clicking in the Source Tasks area does finally activate the Help button, but it is still often a long scroll down to the unit or whatever i am considering. I hardly ever use the Production tab because it is so much more convenient to work directly from the Overview tab. ___ Reply to this item at: http://gna.org/bugs/?16533 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16515] Easier access to overview map options
Follow-up Comment #5, bug #16515 (project freeciv): I've never used left-click-goto intentionally, but been fairly annoyed when accidentally left clicking instead of right clicking. I'm not sure it is very effective, anyway. At the increased scale of the overview map, you essentially order the unit to go to some random point within a fairly large area. ___ Reply to this item at: http://gna.org/bugs/?16515 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16556] Mac compatibility of the flag convert script
Follow-up Comment #1, bug #16556 (project freeciv): Looking at what i see when i unpack the 2.2.2 tarball, the data files and such are already in lower case anyway. I'm going to expose my ignorance here and ask if there is a case in which the untar process would change these to upper case? If not, then the 'i' flag seems pedantic. If it is needed for some systems, can we ifdef around this? ___ Reply to this item at: http://gna.org/bugs/?16556 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16614] assertion 'strlen(str) len' failed with long leader name
Follow-up Comment #5, bug #16614 (project freeciv): Since we don't want to encourage really long names, i suggest we stick to 48 bytes unless we can put another limit on total number of characters. Are there any names being considered now that would have a problem with the 48 byte limit? ___ Reply to this item at: http://gna.org/bugs/?16614 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1893] [metaticket] Help updates for 2.3.0
Follow-up Comment #4, patch #1893 (project freeciv): Transforming terrain is also known as 'terraforming'. ___ Reply to this item at: http://gna.org/patch/?1893 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1936] limit the number of units a city can support
Follow-up Comment #8, patch #1936 (project freeciv): Should this be limited to military units? I can't see why we would need to limit Workers, Caravans, etc. For us informed, do Diplomats count as military units? What should happen if the city size is reduced? Kill random units till the maximum supported number is reached? That seems to be the easiest solution to implement, though if it's not too unwieldy i'd prefer the unhome/slowly kill method. ___ Reply to this item at: http://gna.org/patch/?1936 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1910] Command /ignore for server
Follow-up Comment #4, patch #1910 (project freeciv): The grammar looks good to me. I just wish line # 10 were a little more specific: - list ignore\n + list ignored users\n ___ Reply to this item at: http://gna.org/patch/?1910 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16667] en_GB strings in Freeciv source code
Follow-up Comment #1, bug #16667 (project freeciv): I assume the default language of Freeciv is notionally en_US, so those should be Harbor and honor respectively (unless a native speaker corrects me). That is indeed how we spell these things in California... ___ Reply to this item at: http://gna.org/bugs/?16667 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1949] add casts to utility/support.c for clean compilation
URL: http://gna.org/patch/?1949 Summary: add casts to utility/support.c for clean compilation Project: Freeciv Submitted by: doctorjlowe Submitted on: Saturday 09/11/2010 at 16:11 Category: general Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Reported by Christian See gna patch #1700 This was originally part of a bundle of patches. I split this out to enable the other to be closed before 2.2.3. ___ File Attachments: --- Date: Saturday 09/11/2010 at 16:11 Name: support.c.diff Size: 3kB By: doctorjlowe http://gna.org/patch/download.php?file_id=10307 ___ Reply to this item at: http://gna.org/patch/?1949 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1700] Freeciv 2.2.1 patches for Mac OS X 10.6.3
Follow-up Comment #5, patch #1700 (project freeciv): Item # 9 is split off into a separate patch. I think the rest of this can be closed. See gna patch #1949. ___ Reply to this item at: http://gna.org/patch/?1700 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1949] add casts to utility/support.c for clean compilation
Follow-up Comment #2, patch #1949 (project freeciv): It was indeed my intention that this would be planned for 2.2.4 or later; trunk sounds good to me. The whole purpose of this move was to allow 1700 to be closed soon without forgetting this piece. ___ Reply to this item at: http://gna.org/patch/?1949 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16667] en_GB strings in Freeciv source code
Follow-up Comment #4, bug #16667 (project freeciv): agreed ___ Reply to this item at: http://gna.org/bugs/?16667 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15367] Crashes on startup on Snow Leopard
Follow-up Comment #2, bug #15367 (project freeciv): I must have missed this when it opened, my apologies. I have seen that error many times, and it is due to the 2.1.9b1 binary being bundled with freetype having improper permissions set. This is not a problem with the new binary. ___ Reply to this item at: http://gna.org/bugs/?15367 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16792] Paths longer than 99 turns are not supported.
URL: http://gna.org/bugs/?16792 Summary: Paths longer than 99 turns are not supported. Project: Freeciv Submitted by: doctorjlowe Submitted on: Thursday 09/30/2010 at 17:30 Category: None Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.3 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: Paths longer than 99 turns are not supported. I saw this message after starting a new session and switching from the Amplio to Trident tileset. ___ Reply to this item at: http://gna.org/bugs/?16792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16769] corrupt save files ( query(bad EOF) )
Follow-up Comment #4, bug #16769 (project freeciv): I don't believe our Mac packager monitors Gna!, so i'll forward this to him and see if he can't put an extra linefeed at the end of nations.ruleset. ___ Reply to this item at: http://gna.org/bugs/?16769 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] x crashes
On 14 Oct, 2010, at 7:47 PM, David Zuccaro wrote: What is causing my x windows server to crash. How can I fix it? This is the error in syslog: Oct 15 10:36:48 Palatinus gdm[3173]: WARNING: gdm_slave_xioerror_handler: Fatal X error - Restarting :0 Is this a new install, or one that has recently been updated? This specific error has in the past been solved by rolling back to a previous version video driver or updating the video driver. In any case, it is likely that the error will randomly pop up from time to time until resolved - i.e. you will probably see this same error even if you never start FreeCiv. You may also want to file a bug report with Debian. Sent from my MacBookPro Your mistakes are not behind you until you face them. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] x crashes
On 16 Oct, 2010, at 6:40 PM, David Zuccaro wrote: On Fri, 2010-10-15 at 08:16 -0700, David Lowe wrote: On 14 Oct, 2010, at 7:47 PM, David Zuccaro wrote: What is causing my x windows server to crash. How can I fix it? This is the error in syslog: Oct 15 10:36:48 Palatinus gdm[3173]: WARNING: gdm_slave_xioerror_handler: Fatal X error - Restarting :0 Is this a new install, or one that has recently been updated? This specific error has in the past been solved by rolling back to a previous version video driver or updating the video driver. In any case, it is likely that the error will randomly pop up from time to time until resolved - i.e. you will probably see this same error even if you never start FreeCiv. You may also want to file a bug report with Debian. It started happening when I switched to a 21.5 monitor and added an extra 3 GB of physical memory. I'd bet you dollars to doughnuts that the blame for the crashes can be laid on the video driver having difficulties using the settings for the old monitor on the new monitor. I've not tried Debian yet [i actually have a disc i mean to give a whirl, but haven't found time to do so], however, there's probably enough similarity to Ubuntu to make this work. I'll list them in order of pain involved. 1) You probably have a GUI tool to configure the driver. For instance, the proprietary Nvidia driver includes NVidia X Server Settings, which is attached to my System - Administration menu. Gnome also provides a tool for the open source drivers, on my system it is in the System menu - Preferences - Monitors. 2) [from a terminal] sudo dpkg-reconfigure package name, where package name is something like xserver-xorg or perhaps the name of the package that provides your video driver. The difficulty is knowing exactly which package it is that needs to be configured, apt/aptitude might be able to help out here. 3) Another method would be to totally log out of X and use a single user shell or console. I'm not sure how this is accomplished in Debian, but it may involve selecting an option from the grub/lilo/yaboot menu. Once there, type the following commands: cd /etc/X11/ Xorg -configure When that is finished test your settings by typing: startx *) In days of yore we might have deleted the configurations file, but i understand that changes in the way X.Org 1.4 stores settings make that less useful in many cases. Sent from my MacBookPro If a train station is where the train stops, what is a workstation? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] x crashes
On 17 Oct, 2010, at 8:31 PM, David Zuccaro wrote: snip I tried this. The crash still happens. I have been reading various threads on the subject. Such as: https://bugs.freedesktop.org/show_bug.cgi?id=17713 https://bugs.freedesktop.org/show_bug.cgi?id=23082 But no clear fix is presented but it has been marked as resolved. I'm not sure that the first case is related to your situation, since it relates to X failing to start - this is not what you are seeing. The second sounds like your case. Their bug # 23082 is not closed, so it might be a bit of waiting game while a final version patch is developed and gradually makes its way into distro releases. Hopefully you have turned on 'backports' or are perhaps considering Squeeze, as Lenny is essentially finished. You should probably also file a bug report with Debian, or at least mention this on their forums or listmail. Otherwise it is unlikely that they will take the effort to put this in their Lenny repository. I'm a bit wary of using a nonstandard kernel under debian. Well, we're not talking anything that drastic - at least not yet. The most radical suggestion i would contemplate now would be to force X.Org back to the previous version. However, i'm not exactly sure how this would be accomplished; it'd be particularly tricky since so many other packages depend on it. It is very likely that Gnome in Lenny would cease to work, and you'd have to regress it as well. The resulting chain reaction would essentially end up having a system that was so Etch-like that it would be easier to go back to Etch. I do have one more simple idea that might be worth trying: change your screen resolution down to a smaller one and see if that doesn't help. It could be that the crash is due to memory used by the onboard video being stolen by the CPU, and it simply wasn't likely to happen until you changed to a larger monitor and [presumably] a screen mode needing more bytes. Sent from my MacBookPro If we knew what it was we were doing, it would not be called research, would it? - Albert Einstein ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16886] Show trade routes in progress
Follow-up Comment #2, bug #16886 (project freeciv): I agree! ___ Reply to this item at: http://gna.org/bugs/?16886 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server
Follow-up Comment #36, bug #15559 (project freeciv): I do have a PeeCee in the house, but no IPv6. Would it help? ___ Reply to this item at: http://gna.org/bugs/?15559 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16903] Improper Grammar
URL: http://gna.org/bugs/?16903 Summary: Improper Grammar Project: Freeciv Submitted by: doctorjlowe Submitted on: Wednesday 10/20/2010 at 05:52 Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: I know this is not a major issue, but it has been a nagging one: there is often a disagreement between subject and verb when a message is produced about something happening to a unit. Your Warriors was disbanded...; the subject is plural and the verb is singular. Ultimately the problem seems to be due to some unit names having a plural form and others having a singular form. We could do some complicated parsing to get the verbs to match, or we could simply get all the unit names to agree. For instance if Warriors was changed to Warrior, the problem here would be solved and i don't think it would create a new problem elsewhere. ___ Reply to this item at: http://gna.org/bugs/?16903 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16957] multiplayer network games: when not online during turn, lose messages
Follow-up Comment #4, bug #16957 (project freeciv): This is also a problem for solitaire games: when you load an auto-save, most messages will not be displayed. Setting Event cache to gives the desired behavior. This is such a useful change that i wish it was the default... ___ Reply to this item at: http://gna.org/bugs/?16957 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16957] multiplayer network games: when not online during turn, lose messages
Follow-up Comment #6, bug #16957 (project freeciv): Yes and yes. I was just suggesting that having ec_turns=1 seems sub-optimal for most folks and that changing it to 2 would be kind to newbies... or if the underlying problem of the event cache being freed too early is dealt with, then it could stay at 1. Changing the default is quicker, but early freeing of the cache may be causing other problems ___ Reply to this item at: http://gna.org/bugs/?16957 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16887] generate a full path from a given relative path
Follow-up Comment #13, bug #16887 (project freeciv): ~/.freeciv [and its analog on other platforms] is not perfect, but in the absence of a better place, i think it'll do. There is a chance for the user to select another directory, right? ___ Reply to this item at: http://gna.org/bugs/?16887 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology
Follow-up Comment #4, bug #16971 (project freeciv): Yeah, i'd vote for 'convert'. ___ Reply to this item at: http://gna.org/bugs/?16971 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16994] Some bugs with units
Follow-up Comment #2, bug #16994 (project freeciv): I sometimes get the Lost connection to server!, but not the other messages. Presumably it's a difference in verbosity levels. Also getting the occasional quitidle savegame. One of my allies has ghost units, in the attached T396 savegame there are some Indian Cruisers in Kirkuk that don't move and don't heal. I also saw an oddity in which i load some units in a Transport, move the Transport to its full movement [ending in another city], then select the loaded units from inside the city dialog and unload them. In some instances, those units are never offered a chance to move unless i go out of my way to click on them. (file #11055) ___ Additional Item Attachment: File name: freeciv-T0396-Y01971-auto.sav.bz2 Size:24 KB ___ Reply to this item at: http://gna.org/bugs/?16994 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16994] Some bugs with units
Follow-up Comment #11, bug #16994 (project freeciv): The unload menu item just unload the unit, it doesn't select it. Maybe you should use Activate unit, close dialog. However, this could be discussed, should unload select the units? No, i should have been more specific. When i unload a unit, normally it is added to the queue of units that will get the focus. However, in some instances a unit with available movement points will be left out of the queue as if it had no movement points available. It will be forgotten until the next turn unless i search for it and click to activate it. It doesn't happen in every case, but seems to be involved when the transport uses all its movement points. In a direct answer to your question, though, i think it would be better if the focus were given to the unloaded units rather than the transport. ___ Reply to this item at: http://gna.org/bugs/?16994 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2184] Remove hardcoded Entertainer/Scientist/Taxman references from clients
Follow-up Comment #1, patch #2184 (project freeciv): So you're saying that in these complicated rulesets the player would have to have all cities run by The Governor? Personally, i don't use the governor unless i have a specific problem with the default behavior... I think all that's really needed is a tool tip so the player knows what kind of specialist they are looking at, and clicking on the specialist should cycle it to the next available kind - whether it is sensible or not. Oh, and good help for each of the new specialists. ___ Reply to this item at: http://gna.org/patch/?2184 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2159] Script to convert wiki page to plain text file
Follow-up Comment #2, patch #2159 (project freeciv): I can't see the script, as that section is password protected. Is there a public login? ___ Reply to this item at: http://gna.org/patch/?2159 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.
URL: http://gna.org/bugs/?17132 Summary: in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed. Project: Freeciv Submitted by: doctorjlowe Submitted on: Tuesday 11/23/2010 at 21:23 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.99 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I just installed revision 18589 this morning and see this error now where i didn't before. 1: in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed. 1: Please report this message at http://gna.org/projects/freeciv/ This is for the GTK client on Lucid Lynx X64. ___ Reply to this item at: http://gna.org/bugs/?17132 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.
Follow-up Comment #2, bug #17132 (project freeciv): after doing 'killall -SEGV freeciv-gtk2': (gdb) bt full #0 0x739e6f93 in poll () from /lib/libc.so.6 No symbol table info available. #1 0x73eef4a9 in g_main_context_poll (context=0xadb580, block=value optimized out, dispatch=value optimized out, self=value optimized out) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2904 poll_func = 0x73efc650 IA__g_poll #2 g_main_context_iterate (context=0xadb580, block=value optimized out, dispatch=value optimized out, self=value optimized out) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2586 max_priority = 2147483647 timeout = 49 some_ready = value optimized out nfds = 5 allocated_nfds = value optimized out fds = 0x422f500 __PRETTY_FUNCTION__ = g_main_context_iterate #3 0x73eefc55 in IA__g_main_loop_run (loop=0x422ae90) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2799 self = 0x9c60e0 __PRETTY_FUNCTION__ = IA__g_main_loop_run #4 0x76492bb7 in IA__gtk_main () at /build/buildd/gtk+2.0-2.20.1/gtk/gtkmain.c:1219 tmp_list = 0xadc440 functions = 0x0 init = 0xbe94f0 loop = value optimized out #5 0x00416b3f in ui_main (argc=1, argv=0x7fffe388) at gui_main.c:1637 home = value optimized out sig = value optimized out __FUNCTION__ = ui_main #6 0x004628af in client_main (argc=value optimized out, argv=0x7fffe388) at client_main.c:509 i = 1 loglevel = LOG_NORMAL ui_options = value optimized out ui_separator = 128 option = value optimized out user_tileset = false fatal_assertions = -1 __FUNCTION__ = client_main #7 0x7392bc4d in __libc_start_main () from /lib/libc.so.6 No symbol table info available. #8 0x00412e29 in _start () No symbol table info available. FWIW, i paid more attention this time and the error showed up about the time that i sent a caravan to another city of mine to initiate a trade route. ___ Reply to this item at: http://gna.org/bugs/?17132 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.
Follow-up Comment #3, bug #17132 (project freeciv): I need to make a minor correction to that last statement. It wasn't the Caravan that triggered the error, it was an Engineer building railroad. ___ Reply to this item at: http://gna.org/bugs/?17132 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.
Follow-up Comment #4, bug #17132 (project freeciv): Belay that last. Moving a caravan causes the error, as does moving an Engineer and moving an Ironclad. I'll attach a savegame. (file #11374) ___ Additional Item Attachment: File name: freeciv-T0237-Y01685-manual.sav.gz Size:67 KB ___ Reply to this item at: http://gna.org/bugs/?17132 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.
Follow-up Comment #6, bug #17132 (project freeciv): Playing the Tanzanians, moving the southern Ironclad into unknown terrain generates the assertion, while the northern Ironclad does not? I'm also getting the assertion simply from telling a unit to fortify... try the Infantry in Piura. I don't honestly remember, but it is possible that Piura was formerly situated on marsh that was long ago irrigated into grassland. However, that wouldn't seem to be the case for the ocean. ___ Reply to this item at: http://gna.org/bugs/?17132 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2159] Script to convert wiki page to plain text file
Follow-up Comment #4, patch #2159 (project freeciv): My father was kind enough to do this, as his perl skills are much better than mine. This version has more comments and so should be easier to work on next time the hosting changes. Also included is a small shell script to grab a local copy of the wiki for testing purposes. (file #11391, file #11392) ___ Additional Item Attachment: File name: newfcgetfaq.pl Size:3 KB File name: getTestData.sh Size:0 KB ___ Reply to this item at: http://gna.org/patch/?2159 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17193] in unquote_block() [savegame2.c::990]: assertion '1 == parsed' failed
URL: http://gna.org/bugs/?17193 Summary: in unquote_block() [savegame2.c::990]: assertion '1 == parsed' failed Project: Freeciv Submitted by: doctorjlowe Submitted on: Sunday 11/28/2010 at 19:06 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.99 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I just upgraded to revision 18638 and see this message when loading any savefile, even one saved by this revision. Kernel 2.6.32-26 in 64 bit. The save does ultimately load, though. ___ File Attachments: --- Date: Sunday 11/28/2010 at 19:06 Name: freeciv-T0072-Y-0700-auto.sav.gz Size: 44kB By: doctorjlowe http://gna.org/bugs/download.php?file_id=11426 ___ Reply to this item at: http://gna.org/bugs/?17193 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17194] in sg_load_player_attributes() [savegame2.c::4616]: assertion 'actual_length == plr-attribute_block.length' failed
URL: http://gna.org/bugs/?17194 Summary: in sg_load_player_attributes() [savegame2.c::4616]: assertion 'actual_length == plr-attribute_block.length' failed Project: Freeciv Submitted by: doctorjlowe Submitted on: Sunday 11/28/2010 at 19:09 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.99 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I just upgraded to revision 18638 and see this message when loading any savefile, even one saved by this revision. Kernel 2.6.32-26 in 64 bit. The save does otherwise seem to load okeh. ___ File Attachments: --- Date: Sunday 11/28/2010 at 19:09 Name: freeciv-T0072-Y-0700-auto.sav.gz Size: 44kB By: doctorjlowe http://gna.org/bugs/download.php?file_id=11427 ___ Reply to this item at: http://gna.org/bugs/?17194 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2159] Script to convert wiki page to plain text file
Follow-up Comment #6, patch #2159 (project freeciv): Here is version 1.2. Also, he would prefer to remain anonymous. (file #11453) ___ Additional Item Attachment: File name: fcgetfaq1.2.pl Size:4 KB ___ Reply to this item at: http://gna.org/patch/?2159 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17267] civmanual does not give error messages
URL: http://gna.org/bugs/?17267 Summary: civmanual does not give error messages Project: Freeciv Submitted by: doctorjlowe Submitted on: Wed 08 Dec 2010 04:52:37 AM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: civmanual fails silently when it does not have permission to write. Since newbies might often try to invoke it from the bin directory, it would be better if it explained when it was unable to write output. ___ Reply to this item at: http://gna.org/bugs/?17267 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)
Follow-up Comment #8, bug #15805 (project freeciv): Using trunk/r18707 i'm getting intermittent server crashes with the experimental ruleset that don't happen with the default ruleset. This is the GTK client, so i'm not sure if you want me to file a separate bug report or leave it here. After clicking Turn Done or typing Shift + Enter, i get either of the following messages at the command line: 1: Lost connection to server: read error. -or- 1: Lost connection to server: server disconnected. In either case, the client window stays open but goes back to the main menu. Since the client doesn't crash, neither GDB nor the -F argument have given me any further info. Also, invoking the server directly fails with: 0: data/default/techs.ruleset: ruleset datafile appears incompatible: 0: datafile options: +Freeciv-2.3-ruleset 0: supported options: +1.9 The attached savefile at least reliably and repeatably causes the server crash. Take the Thais and end the turn. (file #11524) ___ Additional Item Attachment: File name: freeciv-T0048-Y-1600-manual.sav.gz Size:51 KB ___ Reply to this item at: http://gna.org/bugs/?15805 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)
On 8 Dec, 2010, at 3:04 PM, Matthias Pfafferodt wrote: @Dave 0: data/default/techs.ruleset: ruleset datafile appears incompatible: 0: datafile options: +Freeciv-2.3-ruleset 0: supported options: +1.9 You have old ruleset data somethere in the path. Freeciv 2.3.0 has updated all ruleset / tileset / ... capabilities. Hmm. I blew away /usr/local/share/freeciv and still had the same symptoms. I've also rm'ed ~/freeciv and am currently rebuilding the new svn pull. If this doesn't work, how can i narrow down where else the server is looking for data/default/ ? Sent from my MacBookPro But it's not against any religion / To want to dispose of a pigeon ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17267] civmanual does not give error messages
Follow-up Comment #2, bug #17267 (project freeciv): My apologies, you are indeed correct. I must have still had an old version. I rebuilt 2.2.4 and saw the same as you see for 2.2.3. ___ Reply to this item at: http://gna.org/bugs/?17267 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power
URL: http://gna.org/bugs/?17281 Summary: Segmentation fault in get_total_defense_power Project: Freeciv Submitted by: doctorjlowe Submitted on: Thu 09 Dec 2010 01:59:59 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.99 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: I've been getting this problem for about a week now, currently at revision 18707 running on a 64 bit 2.6.32 kernel. It may or may not be relevant, but this doesn't seem to happen with the default ruleset, but pops up pretty often here with the experimental ruleset. On turn done, the server silently crashes and dumps the client back to the main menu. I will attach a savegame that fails 100% of the time for me. With gdb i see this: Program received signal SIGSEGV, Segmentation fault. 0x004d0a08 in get_total_defense_power (attacker=0x14b31b0, defender=0x0) at combat.c:561 561 return defense_multiplication(unit_type(attacker), unit_type(defender), (gdb) bt full #0 0x004d0a08 in get_total_defense_power (attacker=0x14b31b0, defender=0x0) at combat.c:561 No locals. #1 0x004d0ee3 in unit_win_chance (attacker=0x14b31b0, defender=0x0) at combat.c:363 def_power = value optimized out att_power = value optimized out chance = 1549.6230356428332 def_fp = 0 att_fp = 21705136 #2 0x0041d304 in unit_survive_autoattack (punit=0x14b31b0) at unittools.c:2545 enemy_defender = 0x0 punit_defender = value optimized out punitwin = 0 threshold = value optimized out sanity2 = 301 penemywin = 0 ptile = value optimized out penemy = 0x14cd800 penemy_index = 0 penemy_size = value optimized out moves = 3 sanity1 = 179 #3 0x0041db5b in move_unit (punit=0x14b31b0, pdesttile=0x1a1aea0, move_cost=value optimized out) at unittools.c:3050 pplayer = value optimized out psrctile = 0x1a1aef8 pcity = value optimized out ptransporter = 0x0 old_vision = 0x1a1aef8 new_vision = value optimized out saved_id = 179 unit_lives = value optimized out __FUNCTION__ = move_unit #4 0x004960e1 in unit_move_handling (punit=0x14b31b0, pdesttile=0x1a1aea0, igzoc=false, move_diplomat_city=value optimized out) at unithand.c:1477 move_cost = 21705136 pplayer = value optimized out pcity = value optimized out __FUNCTION__ = unit_move_handling #5 0x0042683f in ai_unit_move (punit=0x14b31b0, ptile=0x1a1aea0) at aitools.c:1100 bodyguard = value optimized out sanity = 179 pplayer = value optimized out is_ai = true __FUNCTION__ = ai_unit_move #6 0x0043c870 in adv_unit_execute_path (punit=0x14b31b0, path=0x1093240) at advgoto.c:100 ---Type return to continue, or q return to quit--- plr = value optimized out ptile = 0x1a1aea0 id = 179 is_ai = true i = 3 __FUNCTION__ = adv_unit_execute_path #7 0x0043cbdb in adv_follow_path (punit=0x14b31b0, path=0x1093240, ptile=value optimized out) at advgoto.c:57 old_tile = 0x1a35e08 activity = ACTIVITY_IDLE alive = value optimized out #8 0x00428283 in ai_unit_goto_constrained (punit=0x14b31b0, ptile=0x1a35e08, parameter=value optimized out) at aitools.c:431 alive = value optimized out pfm = value optimized out path = value optimized out __FUNCTION__ = ai_unit_goto_constrained #9 0x00428511 in ai_unit_goto (punit=0x14b31b0, ptile=0x1a35e08) at aitools.c:843 parameter = {start_tile = 0x1a1dba8, moves_left_initially = 12, fuel_left_initially = 1, move_rate = 12, fuel = 1, owner = 0x150a870, uclass = 0x9fa9d0, unit_flags = { vec = \000\000\000\000\b\000\000}, omniscience = true, get_MC = 0x570890 sea_overlap_move, unknown_MC = 6, get_TB = 0x56ff70 no_fights, get_EC = 0x427050 prefer_short_stacks, can_invade_tile = 0x54e010 player_can_invade_tile, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0, get_costs = 0, data = 0x7fffdce0} risk_cost = {base_value = 40, fearfulness = 455.09, enemy_zoc_cost = 1310720} __FUNCTION__ = ai_unit_goto #10 0x00424c9b in ai_manage_ferryboat (pplayer=0xb, punit=0x14b31b0) at aiferry.c:1113 pcity = value optimized out sanity = value optimized out unit_data = 0x14d2310 __FUNCTION__ = ai_manage_ferryboat #11 0x0049fe93 in ai_manage_unit (pplayer=0x150a870,
[Freeciv-Dev] [bug #17363] Target Government Not Saved
URL: http://gna.org/bugs/?17363 Summary: Target Government Not Saved Project: Freeciv Submitted by: doctorjlowe Submitted on: Mon 20 Dec 2010 04:44:44 PM GMT Category: None Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.2.4 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: The attached savefile was created several turns after choosing to become a Republic and going into anarchy. However, upon loading the save and ending the turn, i get the message You should choose a new government from the government menu. ___ File Attachments: --- Date: Mon 20 Dec 2010 04:44:44 PM GMT Name: freeciv-T0093-Y-0175-manual.sav.bz2 Size: 30kB By: doctorjlowe http://gna.org/bugs/download.php?file_id=11634 ___ Reply to this item at: http://gna.org/bugs/?17363 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17379] City icon not refreshed after it is lost
Follow-up Comment #8, bug #17379 (project freeciv): Yeah, i've seen it also. I was too mad at losing my city to do any rational troubleshooting, though. I'll send a savegame if/when it happens again. ___ Reply to this item at: http://gna.org/bugs/?17379 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2265] [metaticket] citizens
Follow-up Comment #2, patch #2265 (project freeciv): I prefer the way it was done in civ3: citizens of an ethnic group at war with the leader start as angry. It makes things more challenging to capture a decent size city and not have it go into disorder right away. ___ Reply to this item at: http://gna.org/patch/?2265 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17363] Target Government Not Saved
Follow-up Comment #2, bug #17363 (project freeciv): This bug still exists in the 2.3.0 beta 1... ___ Reply to this item at: http://gna.org/bugs/?17363 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Freeciv 2.3.0 first beta released
On 28 Dec, 2010, at 9:44 AM, David Lowe wrote: 2) The client option to Arrange widgets for small displays doesn't cause a notable change in the left panel on my 1280 X 800 pixel display. It does, however, force the Messages and Chats view to the right of the main view, rather than below. I would be hard pressed to come up with a less effective use of screen real estate. Turning off Arrange widgets for small displays and restarting puts the chat and message view back below the main view [where they belong, IMHO]. 230b1Grab0.tiff covers this situation. I almost forgot. With Arrange widgets for small displays on [main and chat views side-by-side], i was getting quite a few GTK warnings like so: (freeciv-gtk2:57425): Gtk-CRITICAL **: gtk_container_remove: assertion `GTK_IS_WIDGET (widget)' failed (freeciv-gtk2:57425): Gtk-CRITICAL **: gtk_widget_unref: assertion `GTK_IS_WIDGET (widget)' failed Sent from my MacBookPro Women like silent men. They think they're listening. - M. Archaud ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Freeciv 2.3.0 first beta released
There's another issue i'm seeing with this release that i can't quite suss out. The governor now makes worse choices about what terrain to work than it did in the 2.2 series. It seems to ignore terrain specials, for instance when set 'Max Production' it works a plain ocean tile before it works a tile with Whales. Sent from my MacBookPro 3.141592653589793238462643383279502883197116939937510... I forget the rest ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1819] Default ai as loadable module
Follow-up Comment #5, patch #1819 (project freeciv): 1) I have nothing particularly for or against lua. Personally, i'm aware it exists but know nothing about its pros and cons. Has there been [on IRC or elsewhere] a conversation comparing high level languages that might be suitable for this purpose? Off the top of my head, i might think of JavaScript, Lua, PERL, Python, REXX, Ruby, and TCL. 2) Does this ticket just concern server-side AI or also client-side, A.K.A. Advisors? ___ Reply to this item at: http://gna.org/patch/?1819 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1819] Default ai as loadable module
Follow-up Comment #11, patch #1819 (project freeciv): I would think the most immediate benefit of scripting the AI would be to have the leaders of different nations have different personalities: some could be more aggressive, others more open to trade, etc. Hopefully this would apply outside of scenarios such that a random game could assign each AI player a set of personality traits from a reasonable list. ___ Reply to this item at: http://gna.org/patch/?1819 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] More Weird Behavior?
Perhaps this is normal and i'm just not understanding it. However, this savegame [after ending the turn] suffers a round of global warming that turns grassland into glacier in the temperate zone? I thought it was supposed to turn to desert... freeciv-T0422-Y01997-manual.sav.bz2 Description: BZip2 compressed data Sent from my MacBookPro A seminar on time travel will be held 2 weeks ago.___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17433] 0: in city_owner() [city.c::1046]: assertion 'NULL != pcity-owner' failed
URL: http://gna.org/bugs/?17433 Summary: 0: in city_owner() [city.c::1046]: assertion 'NULL != pcity-owner' failed Project: Freeciv Submitted by: doctorjlowe Submitted on: Sat 08 Jan 2011 01:50:32 AM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0.b1 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: I captured a city, did some other stuff, and before ending the turn double clicked on the city name in the message window to review its production. I don't have a savegame yet, but will try to repeat this tomorrow. Since i happened to have been using the -F flag this time, OSX stepped in and provided the crash report in its preferred format. Hopefully this is useful: Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x, 0x Crashed Thread: 0 Dispatch queue: com.apple.main-thread Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libSystem.B.dylib 0x941a5176 __kill + 10 1 libSystem.B.dylib 0x941a5168 kill$UNIX2003 + 32 2 libSystem.B.dylib 0x9423789d raise + 26 3 freeciv-gtk20x0017b60c fc_assert_fail + 220 4 freeciv-gtk20x000c3dea city_owner + 90 5 freeciv-gtk20x00025352 find_city_or_settler_near_tile + 338 6 freeciv-gtk20x0004e6db fill_sprite_array + 7131 7 freeciv-gtk20x00028899 put_one_element + 105 8 freeciv-gtk20x000297bf update_map_canvas + 2735 9 freeciv-gtk20x0002b971 base_set_mapview_origin + 241 10 freeciv-gtk20x0002bcc2 set_mapview_origin + 418 11 freeciv-gtk20x0002be3b center_tile_mapcanvas + 187 12 freeciv-gtk20x0002c581 meswin_popup_city + 209 13 freeciv-gtk20x000a74ed meswin_dialog_row_activated_callback + 125 14 libgobject-2.0.0.dylib 0x00c1cd24 g_closure_invoke + 439 15 libgobject-2.0.0.dylib 0x00c305a8 signal_emit_unlocked_R + 4920 16 libgobject-2.0.0.dylib 0x00c3151b g_signal_emit_valist + 1981 17 libgobject-2.0.0.dylib 0x00c318f6 g_signal_emit + 41 18 libgtk-x11-2.0.0.dylib 0x006bfe7d gtk_tree_view_row_activated + 105 19 libgtk-x11-2.0.0.dylib 0x006d1986 gtk_tree_view_button_press + 2189 20 libgtk-x11-2.0.0.dylib 0x005e1347 _gtk_marshal_BOOLEAN__BOXED + 169 21 libgobject-2.0.0.dylib 0x00c1cd24 g_closure_invoke + 439 22 libgobject-2.0.0.dylib 0x00c30798 signal_emit_unlocked_R + 5416 23 libgobject-2.0.0.dylib 0x00c3157f g_signal_emit_valist + 2081 24 libgobject-2.0.0.dylib 0x00c318f6 g_signal_emit + 41 25 libgtk-x11-2.0.0.dylib 0x006e11d2 gtk_widget_event_internal + 735 26 libgtk-x11-2.0.0.dylib 0x005dac0e gtk_propagate_event + 314 27 libgtk-x11-2.0.0.dylib 0x005dbc2c gtk_main_do_event + 1103 28 libgdk-x11-2.0.0.dylib 0x0092209d gdk_event_dispatch + 85 29 libglib-2.0.0.dylib 0x00c8391a g_main_context_dispatch + 497 30 libglib-2.0.0.dylib 0x00c86332 g_main_context_iterate + 1028 31 libglib-2.0.0.dylib 0x00c865d9 g_main_loop_run + 540 32 libgtk-x11-2.0.0.dylib 0x005dbf51 gtk_main + 172 33 freeciv-gtk20x00093bb0 ui_main + 9696 34 freeciv-gtk20xa4cf client_main + 1007 35 freeciv-gtk20x2fcc -[SDLMain applicationDidFinishLaunching:] + 76 36 com.apple.Foundation0x9642d4df _nsnote_callback + 176 37 com.apple.CoreFoundation0x96fd6793 __CFXNotificationPost + 947 38 com.apple.CoreFoundation0x96fd619a _CFXNotificationPostNotification + 186 39 com.apple.Foundation0x96422384 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128 40 com.apple.Foundation0x9642f789 -[NSNotificationCenter postNotificationName:object:] + 56 41 com.apple.AppKit0x973e0422 -[NSApplication _postDidFinishNotification] + 125 42 com.apple.AppKit0x973e0332 -[NSApplication _sendFinishLaunchingNotification] + 74 43 com.apple.AppKit0x975374ed -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 274 44 com.apple.AppKit0x9753710d -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 101 45 com.apple.Foundation
[Freeciv-Dev] [bug #17380] Pathfinder bug when using enemy infrastructure is disabled
Follow-up Comment #1, bug #17380 (project freeciv): I just noticed the same in 2.3.0.b1 ___ Reply to this item at: http://gna.org/bugs/?17380 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Coding projects free to take
On 8 Jan, 2011, at 4:27 AM, Marko Lindqvist wrote: 2) As Freeciv is written in C, and Qt is C++ library, and because of how client code is arranged, it has not been possible to write Qt client for Freeciv. Now I have worked on this, up to point where I have stub client with Qt window opening. Mixing Freeciv code and Qt still requires some work., but Qt-client main developer vacancy is soon open. My class in C++ begins soon. I will see what i can accomplish here, even though i'm a rank amateur. Sent from my MacBookPro Accept that some days you're the pigeon, and some days you're the statue. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17452] Transport Assertions
URL: http://gna.org/bugs/?17452 Summary: Transport Assertions Project: Freeciv Submitted by: doctorjlowe Submitted on: Mon 10 Jan 2011 01:03:50 AM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0.b1 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: I got multiple assertion during today's play session [each of these happened once per turn]: 1: in srv_running() [srv_main.c::2159]: assertion 'punit-transported_by != -1' failed. 1: in srv_running() [srv_main.c::2159]: assertion 'transporter != ((void *)0) can_unit_transport(transporter, punit)' failed. 1: in begin_turn() [srv_main.c::865]: assertion 'punit-transported_by != -1' failed. 1: in begin_turn() [srv_main.c::865]: assertion 'transporter != ((void *)0) can_unit_transport(transporter, punit)' failed. 1: in begin_phase() [srv_main.c::927]: assertion 'punit-transported_by != -1' failed. 1: in begin_phase() [srv_main.c::927]: assertion 'transporter != ((void *)0) can_unit_transport(transporter, punit)' failed. ___ File Attachments: --- Date: Mon 10 Jan 2011 01:03:50 AM GMT Name: freeciv-T0495-Y02070-auto.sav.bz2 Size: 43kB By: doctorjlowe http://gna.org/bugs/download.php?file_id=11752 ___ Reply to this item at: http://gna.org/bugs/?17452 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Coding projects free to take
On 10 Jan, 2011, at 10:35 AM, Marko Lindqvist wrote: I suggest that we open qt-client tickets when we are about to start developing some patch, and not only when we have that patch ready. So the other(s) know that that part of the code is already being worked at, and we avoid doing duplicate work. I would also prefer that we keep tasks quite small (divide big tasks in to smaller ones) so that improvements come available to others rapidly. That makes perfect sense to me. Do you have any suggestions as to how many steps or guidance as which tasks go into making a new client? Are there any existing documents from the initial steps of the other clients?? My first thoughts are: 1) layout/mockup, 2) take input from clicks keystrokes, 3) display updates from the server. Sent from my MacBookPro After all is said and done - there is usually a sequel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17452] Transport Assertions
Follow-up Comment #1, bug #17452 (project freeciv): I think this must be due to the global warming terrain changes. I now notice the following message in the chat window: Removing Swedish unferried Transport in Plains at (29, 11) ___ Reply to this item at: http://gna.org/bugs/?17452 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set
Follow-up Comment #3, bug #16164 (project freeciv): Okeh, here is a save generated on 2.3.0.b1. The Bomber outside of Linköping has attacked this turn and needs to go back to a city next turn. If autoattack is enabled when you end turn, the Bomber will instead attack some enemy units that wander by. (file #11805) ___ Additional Item Attachment: File name: freeciv-T0497-Y02072-manual.sav.bz2 Size:43 KB ___ Reply to this item at: http://gna.org/bugs/?16164 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2349] Chinookan nation
Follow-up Comment #2, patch #2349 (project freeciv): While the language is referred to Chinookan, i thought the people were simply referred to as Chinook? ___ Reply to this item at: http://gna.org/patch/?2349 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17542] Governor Prefers Gold to Production
URL: http://gna.org/bugs/?17542 Summary: Governor Prefers Gold to Production Project: Freeciv Submitted by: doctorjlowe Submitted on: Fri 21 Jan 2011 01:13:55 AM GMT Category: agents Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0.b1 Discussion Lock: Any Operating System: Mac OS Planned Release: ___ Details: I've groused about this on the mail list, in the thread Re: [Freeciv-Dev] Freeciv 2.3.0 first beta released. In summary: when i set a Governor to Max Production, i expect that city to work as many production points as it reasonably can. In my experience, that Governor now actually favors gold over production, and will take workers off mines and forest and convert them to Taxmen if possible. It has been pointed out that no code related to the Governor has changed in this release, and that is certainly sound logic. I can only suggest what *did* change is that i'm now using the Experimental ruleset in favor of Default. Is this related to the new method of using gold to support combat units? In the attached savefile, the following cities will end up with less production points under the Max Production than what they currently have with manual management [in some cases, half!]: Karlstad, Malmö, Qiongshi, Song, Visby, Zhen, and Zwickau On a [possibly unrelated], there are several cities that the Governor absolutely refuses to take over, and i'm not seeing why - there's not enough unhappiness that disorder is problem, etc. ___ File Attachments: --- Date: Fri 21 Jan 2011 01:13:55 AM GMT Name: greedy-governor.sav.bz2 Size: 45kB By: doctorjlowe http://gna.org/bugs/download.php?file_id=12027 ___ Reply to this item at: http://gna.org/bugs/?17542 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17564] Negative endturn
Follow-up Comment #4, bug #17564 (project freeciv): So theoretically this could be declared as unsigned, though it's unlikely we'll ever need that many turns. ___ Reply to this item at: http://gna.org/bugs/?17564 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #17445] solar plant is available despite hoover dam
On 9 Jan, 2011, at 10:12 AM, Jacob Nevins wrote: However, the Solar Plant can have a better effect than the Hoover Dam, since it can completely eliminate pollution (rather than just reducing it); therefore, it's not marked in strike-through. I have no quibble with the Solar Plant being an improvement over the Hoover Dam, but i question the value of the strike-through marking. I only see it [in the GTK client] when looking at the Production tab. I don't see it in Overview tab, which is what i use most of the time. There have been several instances where i started producing something i didn't need because i forgot i already had it through some other means and i didn't get that visual feedback. Is there some setting somewhere that i can change? Otherwise i will file a new ticket asking for the strike-through markings to be carried over into the Overview tab. Sent from my MacBookPro Be kind to animals - Kiss a shark. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17433] 0: in city_owner() [city.c::1046]: assertion 'NULL != pcity-owner' failed
Follow-up Comment #2, bug #17433 (project freeciv): It happened again. I captured a city and, after reviewing its production, things seemed all right until i went to scroll the map. I'll include savefiles from before and after. If it matters, the target city is Graudenz. There are plenty of nearby bombers to pound it with, and a helicopter is waiting in Konitz to capture it. Process: freeciv-gtk2 [17231] Path:/sw/bin/freeciv-gtk2 Identifier: freeciv-gtk2 Version: ??? (???) Code Type: X86 (Native) Parent Process: bash [14715] Date/Time: 2011-02-01 07:45:43.931 -0800 OS Version: Mac OS X 10.6.5 (10H574) Report Version: 6 Interval Since Last Report: 765962 sec Crashes Since Last Report: 1 Per-App Crashes Since Last Report: 1 Anonymous UUID: B49FE257-AA0D-4D0D-8DFB-246A7821B778 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x, 0x Crashed Thread: 0 Dispatch queue: com.apple.main-thread Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libSystem.B.dylib 0x941a5176 __kill + 10 1 libSystem.B.dylib 0x941a5168 kill$UNIX2003 + 32 2 libSystem.B.dylib 0x9423789d raise + 26 3 freeciv-gtk20x001a35cc fc_assert_fail + 220 4 freeciv-gtk20x000cdf8a city_owner + 90 5 freeciv-gtk20x000289b2 find_city_or_settler_near_tile + 338 6 freeciv-gtk20x0005448b fill_sprite_array + 7211 7 freeciv-gtk20x0002c109 put_one_element + 105 8 freeciv-gtk20x0002d07f update_map_canvas + 2815 9 freeciv-gtk20x0002f744 base_set_mapview_origin + 660 10 freeciv-gtk20x0002f8f2 set_mapview_origin + 418 11 freeciv-gtk20x0002fb2b center_tile_mapcanvas + 187 12 freeciv-gtk20x00026f78 release_right_button + 584 13 freeciv-gtk20x000a5a09 butt_release_mapcanvas + 137 14 libgtk-x11-2.0.0.dylib 0x0061a347 _gtk_marshal_BOOLEAN__BOXED + 169 15 libgobject-2.0.0.dylib 0x00c55d24 g_closure_invoke + 439 16 libgobject-2.0.0.dylib 0x00c695a8 signal_emit_unlocked_R + 4920 17 libgobject-2.0.0.dylib 0x00c6a57f g_signal_emit_valist + 2081 18 libgobject-2.0.0.dylib 0x00c6a8f6 g_signal_emit + 41 19 libgtk-x11-2.0.0.dylib 0x0071a1d2 gtk_widget_event_internal + 735 20 libgtk-x11-2.0.0.dylib 0x00613c0e gtk_propagate_event + 314 21 libgtk-x11-2.0.0.dylib 0x00614c2c gtk_main_do_event + 1103 22 libgdk-x11-2.0.0.dylib 0x0095b09d gdk_event_dispatch + 85 23 libglib-2.0.0.dylib 0x00cbc91a g_main_context_dispatch + 497 24 libglib-2.0.0.dylib 0x00cbf332 g_main_context_iterate + 1028 25 libglib-2.0.0.dylib 0x00cbf5d9 g_main_loop_run + 540 26 libgtk-x11-2.0.0.dylib 0x00614f51 gtk_main + 172 27 freeciv-gtk20x0009bb90 ui_main + 9696 28 freeciv-gtk20xaf9f client_main + 1007 29 freeciv-gtk20x30fc -[SDLMain applicationDidFinishLaunching:] + 76 30 com.apple.Foundation0x9642d4df _nsnote_callback + 176 31 com.apple.CoreFoundation0x96fd6793 __CFXNotificationPost + 947 32 com.apple.CoreFoundation0x96fd619a _CFXNotificationPostNotification + 186 33 com.apple.Foundation0x96422384 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128 34 com.apple.Foundation0x9642f789 -[NSNotificationCenter postNotificationName:object:] + 56 35 com.apple.AppKit0x973e0422 -[NSApplication _postDidFinishNotification] + 125 36 com.apple.AppKit0x973e0332 -[NSApplication _sendFinishLaunchingNotification] + 74 37 com.apple.AppKit0x975374ed -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 274 38 com.apple.AppKit0x9753710d -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 101 39 com.apple.Foundation0x964627a4 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 511 40 com.apple.Foundation0x96462568 _NSAppleEventManagerGenericHandler + 228 41 com.apple.AE0x98f46f58 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 166 42 com.apple.AE0x98f46e57 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 43 43 com.apple.AE0x98f46d61 aeProcessAppleEvent + 197 44 com.apple.HIToolbox 0x900aa323 AEProcessAppleEvent + 50 45 com.apple.AppKit0x973b09ca _DPSNextEvent + 1420 46
[Freeciv-Dev] [bug #17433] 0: in city_owner() [city.c::1046]: assertion 'NULL != pcity-owner' failed
Additional Item Attachment, bug #17433 (project freeciv): File name: freeciv-T0581-Y02156-auto.sav.bz2 Size:42 KB ___ Reply to this item at: http://gna.org/bugs/?17433 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Can An Ally Really Do This?
On 10 Feb, 2011, at 12:22 PM, Marko Lindqvist wrote: On 10 February 2011 21:11, David Lowe doctorjl...@verizon.net wrote: Does my peace with them really allow me to combat their ally but not capture a city? Usually you can capture enemy cities. What you cannot do is to attack unit of peaceful player. I assume there is peaceful unit inside that city. I need to think a bit how all this should work. I assume that you cannot currently kill even enemy units inside city when there's peaceful unit among them. This at least should be so that (in tile where whole unit stack will not die) you could kill all the enemies. So, theoretically, if i turned off 'killstack', i could finish off all the enemy units ... and then what? Would the city then be owned by the ally?? Sent from my MacBookPro Creditors have much better memories than debtors. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17702] Caravan Window Pops Up Too Soon
URL: http://gna.org/bugs/?17702 Summary: Caravan Window Pops Up Too Soon Project: Freeciv Submitted by: doctorjlowe Submitted on: Fri 11 Feb 2011 01:57:13 AM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.99 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: This is a minor nuisance, but a nuisance none the less. When a Caravan or Freight is given a multi-turn move to another city, they tend to arrive at the beginning of a turn. The problem arises when the Caravan arrives in the target city: a requester window immediately pops up awaiting an order on whether the Caravan should build a trade route, contribute to a Wonder, etc. This behavior is wrong for two reasons: 1) It blocks view of the map and prevents me from seeing what the other players are doing during their move. 2) The map immediately centers on some other unit, so by the time the requester gets fully populated i can no longer see where the Caravan is. The behavior that i seek is that the Caravan arrive at its goal and simply wait for its normal turn to have focus before the requester is displayed. The downside to this is that the research points will be counted that much later and sometimes a Tech advance will be slightly delayed. I can't currently think of a situation where this is a severe penalty. ___ Reply to this item at: http://gna.org/bugs/?17702 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17732] GTK client displays slanted map
Follow-up Comment #1, bug #17732 (project freeciv): Perhaps this is not an issue with the server, but the tileset? Try loading the Trident tileset and see if that doesn't give the behavior you desire. With the game started, select Game - Options - Local client, then Graphics - Tileset. ___ Reply to this item at: http://gna.org/bugs/?17732 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] gtk3 client
On 13 Feb, 2011, at 5:38 PM, Marko Lindqvist wrote: Idea in that transition guide is that there will be gtk3 only application in the end, requiring gtk 3.0.0 at least, i.e. , it has no problem of not being backward compatible with *any* gtk2 version. We can increase our minimum gtk2 version somewhat, but not all the way up to last gtk2 release. In fact I would continue to be fairly conservative with increasing minimum version. Once we have both gtk3 and gtk2 clients, the only reason for continued existence of gtk2-client is its compatibility with older systems without gtk3. We should not make that two limited target group (as only those with gtk 2.22.0 - 2.24.0) After investigating this and fiddling with ideas, I now have a plan like this: - Fix those gtk3 compatibility problems that you can without breaking compatibility with versions earlier than x in current gtk2-client. x is to be decided.;Ubuntu Dapper has gtk 2.8, but Dapper will not be supported any more by the time Freeciv 2.4 will be released. More relevant reference is probably Ubuntu Hardy, which has gtk 2.12. - Copy gtk2-client as starting point of gtk3-client development - Make gtk3-client actually gtk2 2.24.0 (latest gtk2 release) client that uses no deprecated constructs - Make switch to actual gtk3 with gtk3-client The plan looks good to me. I'll share what i read on the GTK-OSX mail list. As far as linux distros go, i expect we'll get pushed forward on one end, and pulled back on the other. On the one hand, whatever Ubuntu release comes after Natty will probably have both GTK 3 and GTK 2. However, within a year of that [whichever release starts with 'Q'] they will complain about having to include packages they deem as obsolete. On the other hand, Debian 6 was just released with GTK 2 and an expected lifetime of another three years. Additionally, they still have GTK2 in their testing branch - though that may be due to a general lack of packages with GTK 3 support right now. Sent from my MacBookPro Don't be hesitant. Digital electronics can smell fear. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev