[Freeciv-Dev] Version Info?

2010-06-02 Thread David Lowe
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?

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[Freeciv-Dev] [bug #16142] Freeciv 2.2.1 does n’t compile on Mac OS X 10.6.3

2010-06-10 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16142] Freeciv 2.2.1 does n’t compile on Mac OS X 10.6.3

2010-06-11 Thread David Lowe

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?

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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2010-06-14 Thread David Lowe

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: 

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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'?




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Re: [Freeciv-Dev] Sound Isn't Working On The Mac

2010-06-27 Thread David Lowe
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.

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[Freeciv-Dev] [bug #16082] Window Is Too Short

2010-07-12 Thread David Lowe

Follow-up Comment #5, bug #16082 (project freeciv):

I'm using Apple's X11 on all three machines.

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[Freeciv-Dev] [patch #1754] Move autosettlers code to new advisors directory

2010-07-22 Thread David Lowe

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.

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[Freeciv-Dev] [patch #1754] Move autosettlers code to new advisors directory

2010-07-22 Thread David Lowe

Follow-up Comment #5, patch #1754 (project freeciv):

it requires separate 'svn mv' command

Oops, i forgot about that one.  Can it be automated?

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[Freeciv-Dev] [patch #1692] Scythian nation

2010-07-22 Thread David Lowe

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.

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[Freeciv-Dev] [bug #15619] wrong messages when multiple advances are gained by one event

2010-08-01 Thread David Lowe

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)
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Additional Item Attachment:

File name: freeciv-T0043-Y-1850-manual.sav.bz2 Size:20 KB


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[Freeciv-Dev] [bug #16079] Update docs to reflect file name changes

2010-08-05 Thread David Lowe

Follow-up Comment #2, bug #16079 (project freeciv):

Is '.civserver_history' still in use?

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[Freeciv-Dev] [bug #16368] Configure Not Finding sdl-mixer

2010-08-05 Thread David Lowe

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: 

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Details:

The attached config.log shows Mix_OpenAudio responding positively at line
1731 and then sdl-mixer being rejected at line 1733.



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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

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[Freeciv-Dev] Roadmap?

2010-08-05 Thread David Lowe
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.

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[Freeciv-Dev] [bug #16368] Configure Not Finding sdl-mixer

2010-08-06 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2010-08-08 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16248] GTK Combo popup menu - hardcoded colors

2010-08-09 Thread David Lowe

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...

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[Freeciv-Dev] [patch #1698] Dahomey nation

2010-08-12 Thread David Lowe

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?

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[Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread David Lowe
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.

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Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread David Lowe
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?

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Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-15 Thread David Lowe
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...

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[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client

2010-08-15 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16480] Usability of Help button on research window

2010-08-18 Thread David Lowe

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...

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[Freeciv-Dev] [patch #1870] Add unit statistics

2010-08-19 Thread David Lowe

Follow-up Comment #1, patch #1870 (project freeciv):

 win ... 1 point for 10 units lost.   Surely you mean *lose* a point?

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[Freeciv-Dev] [bug #16480] Usability of Help button on research window

2010-08-20 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500

2010-08-20 Thread David Lowe

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?

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[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500

2010-08-20 Thread David Lowe

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.

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Re: [Freeciv-Dev] [bug #16480] Usability of Help button on research window

2010-08-21 Thread David Lowe
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?

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[Freeciv-Dev] [bug #16380] Generated files are not deleted by 'make distclean'

2010-08-21 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16469] Freecivic 2.2.2 crashes AD500

2010-08-21 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16506] Non-military units belonging to a class without the ZOC class flag have a ZOC

2010-08-21 Thread David Lowe

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?

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[Freeciv-Dev] [bug #16533] Help For City Production

2010-08-24 Thread David Lowe

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: 

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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.




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[Freeciv-Dev] [bug #16533] Help For City Production

2010-08-25 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16515] Easier access to overview map options

2010-08-26 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16556] Mac compatibility of the flag convert script

2010-08-28 Thread David Lowe

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?

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[Freeciv-Dev] [bug #16614] assertion 'strlen(str) len' failed with long leader name

2010-09-04 Thread David Lowe

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?

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[Freeciv-Dev] [patch #1893] [metaticket] Help updates for 2.3.0

2010-09-04 Thread David Lowe

Follow-up Comment #4, patch #1893 (project freeciv):

Transforming terrain is also known as 'terraforming'.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-08 Thread David Lowe

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.

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-09-08 Thread David Lowe

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

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[Freeciv-Dev] [bug #16667] en_GB strings in Freeciv source code

2010-09-08 Thread David Lowe

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...

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[Freeciv-Dev] [patch #1949] add casts to utility/support.c for clean compilation

2010-09-11 Thread David Lowe

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: 

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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.



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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

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[Freeciv-Dev] [patch #1700] Freeciv 2.2.1 patches for Mac OS X 10.6.3

2010-09-11 Thread David Lowe

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.

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[Freeciv-Dev] [patch #1949] add casts to utility/support.c for clean compilation

2010-09-11 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16667] en_GB strings in Freeciv source code

2010-09-12 Thread David Lowe

Follow-up Comment #4, bug #16667 (project freeciv):

agreed

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[Freeciv-Dev] [bug #15367] Crashes on startup on Snow Leopard

2010-09-12 Thread David Lowe

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.

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[Freeciv-Dev] [bug #16792] Paths longer than 99 turns are not supported.

2010-09-30 Thread David Lowe

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: 

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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. 




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[Freeciv-Dev] [bug #16769] corrupt save files ( query(bad EOF) )

2010-10-08 Thread David Lowe

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.

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Re: [Freeciv-Dev] x crashes

2010-10-15 Thread David Lowe
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

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Re: [Freeciv-Dev] x crashes

2010-10-17 Thread David Lowe
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

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Re: [Freeciv-Dev] x crashes

2010-10-18 Thread David Lowe
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.

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[Freeciv-Dev] [bug #16886] Show trade routes in progress

2010-10-18 Thread David Lowe

Follow-up Comment #2, bug #16886 (project freeciv):

I agree!

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[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server

2010-10-19 Thread David Lowe

Follow-up Comment #36, bug #15559 (project freeciv):

I do have a PeeCee in the house, but no IPv6.  Would it help?

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[Freeciv-Dev] [bug #16903] Improper Grammar

2010-10-19 Thread David Lowe

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: 

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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.




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[Freeciv-Dev] [bug #16957] multiplayer network games: when not online during turn, lose messages

2010-10-26 Thread David Lowe

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...

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[Freeciv-Dev] [bug #16957] multiplayer network games: when not online during turn, lose messages

2010-10-26 Thread David Lowe

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

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[Freeciv-Dev] [bug #16887] generate a full path from a given relative path

2010-10-28 Thread David Lowe

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?

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[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology

2010-10-30 Thread David Lowe

Follow-up Comment #4, bug #16971 (project freeciv):

Yeah, i'd vote for 'convert'.

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[Freeciv-Dev] [bug #16994] Some bugs with units

2010-11-01 Thread David Lowe

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)
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[Freeciv-Dev] [bug #16994] Some bugs with units

2010-11-02 Thread David Lowe

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.

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[Freeciv-Dev] [patch #2184] Remove hardcoded Entertainer/Scientist/Taxman references from clients

2010-11-05 Thread David Lowe

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.

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[Freeciv-Dev] [patch #2159] Script to convert wiki page to plain text file

2010-11-22 Thread David Lowe

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?

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[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.

2010-11-23 Thread David Lowe

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: 

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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.




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[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.

2010-11-24 Thread David Lowe

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.

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[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.

2010-11-24 Thread David Lowe

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.

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[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.

2010-11-24 Thread David Lowe

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)
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[Freeciv-Dev] [bug #17132] in tile_change_terrain() [tile.c::503]: assertion 'can_unit_exist_at_tile(punit, ptile)' failed.

2010-11-24 Thread David Lowe

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.

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[Freeciv-Dev] [patch #2159] Script to convert wiki page to plain text file

2010-11-26 Thread David Lowe

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)
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[Freeciv-Dev] [bug #17193] in unquote_block() [savegame2.c::990]: assertion '1 == parsed' failed

2010-11-28 Thread David Lowe

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: 

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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.



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---
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

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[Freeciv-Dev] [bug #17194] in sg_load_player_attributes() [savegame2.c::4616]: assertion 'actual_length == plr-attribute_block.length' failed

2010-11-28 Thread David Lowe

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.



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---
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

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[Freeciv-Dev] [patch #2159] Script to convert wiki page to plain text file

2010-12-02 Thread David Lowe

Follow-up Comment #6, patch #2159 (project freeciv):

Here is version 1.2.  Also, he would prefer to remain anonymous.

(file #11453)
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[Freeciv-Dev] [bug #17267] civmanual does not give error messages

2010-12-07 Thread David Lowe

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.




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[Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-08 Thread David Lowe

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)
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Re: [Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-09 Thread David Lowe
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/ ?

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[Freeciv-Dev] [bug #17267] civmanual does not give error messages

2010-12-09 Thread David Lowe

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.

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[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power

2010-12-09 Thread David Lowe

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

2010-12-20 Thread David Lowe

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.



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---
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

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[Freeciv-Dev] [bug #17379] City icon not refreshed after it is lost

2010-12-23 Thread David Lowe

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.

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[Freeciv-Dev] [patch #2265] [metaticket] citizens

2010-12-25 Thread David Lowe

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.

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[Freeciv-Dev] [bug #17363] Target Government Not Saved

2010-12-28 Thread David Lowe

Follow-up Comment #2, bug #17363 (project freeciv):

This bug still exists in the 2.3.0 beta 1...

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Re: [Freeciv-Dev] Freeciv 2.3.0 first beta released

2010-12-28 Thread David Lowe
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

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Re: [Freeciv-Dev] Freeciv 2.3.0 first beta released

2011-01-02 Thread David Lowe
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.

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-05 Thread David Lowe

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?

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread David Lowe

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.

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[Freeciv-Dev] More Weird Behavior?

2011-01-06 Thread David Lowe
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

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[Freeciv-Dev] [bug #17433] 0: in city_owner() [city.c::1046]: assertion 'NULL != pcity-owner' failed

2011-01-07 Thread David Lowe

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

2011-01-07 Thread David Lowe

Follow-up Comment #1, bug #17380 (project freeciv):

I just noticed the same in 2.3.0.b1

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Re: [Freeciv-Dev] Coding projects free to take

2011-01-08 Thread David Lowe
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

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[Freeciv-Dev] [bug #17452] Transport Assertions

2011-01-09 Thread David Lowe

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

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Re: [Freeciv-Dev] Coding projects free to take

2011-01-10 Thread David Lowe
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

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[Freeciv-Dev] [bug #17452] Transport Assertions

2011-01-11 Thread David Lowe

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)

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[Freeciv-Dev] [bug #16164] Aircraft commit suicide if 'autoattack' is set

2011-01-11 Thread David Lowe

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


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[Freeciv-Dev] [patch #2349] Chinookan nation

2011-01-16 Thread David Lowe

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?

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[Freeciv-Dev] [bug #17542] Governor Prefers Gold to Production

2011-01-20 Thread David Lowe

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

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[Freeciv-Dev] [bug #17564] Negative endturn

2011-01-24 Thread David Lowe

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.

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Re: [Freeciv-Dev] [bug #17445] solar plant is available despite hoover dam

2011-01-25 Thread David Lowe
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.

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[Freeciv-Dev] [bug #17433] 0: in city_owner() [city.c::1046]: assertion 'NULL != pcity-owner' failed

2011-02-01 Thread David Lowe

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

2011-02-01 Thread David Lowe

Additional Item Attachment, bug #17433 (project freeciv):

File name: freeciv-T0581-Y02156-auto.sav.bz2 Size:42 KB


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Re: [Freeciv-Dev] Can An Ally Really Do This?

2011-02-10 Thread David Lowe
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

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[Freeciv-Dev] [bug #17702] Caravan Window Pops Up Too Soon

2011-02-10 Thread David Lowe

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.




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[Freeciv-Dev] [bug #17732] GTK client displays slanted map

2011-02-14 Thread David Lowe

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.

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Re: [Freeciv-Dev] gtk3 client

2011-02-14 Thread David Lowe
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.
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