[Freeciv-Dev] [bug #25554] warning "deprecated Carbon Component Manager for hosting Audio Units" on running freeciv-gtk2

2017-04-02 Thread David Lowe
Follow-up Comment #5, bug #25554 (project freeciv): As an aside, will the SDL 2 client provide another sound plugin? ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #25554] warning "deprecated Carbon Component Manager for hosting Audio Units" on running freeciv-gtk2

2017-04-02 Thread David Lowe
Follow-up Comment #4, bug #25554 (project freeciv): I can verify that this doesn't come from Freeciv itself, i get the exact same message when i start up ScummVM. I *believe* it is coming from the SDL audio library, or at least something that it touches. _

[Freeciv-Dev] [bug #21592] (civclient:29856): Gdk-WARNING **: XID collision, trouble ahead

2016-05-30 Thread David Lowe
Follow-up Comment #4, bug #21592 (project freeciv): I'm seeing this more often now with the 2.5.3 version. Also different, there are many line numbers being reported instead of just the one: (freeciv-gtk2:2630): Gdk-WARNING **: XID collision, trouble ahead (freeciv-gtk2:25160): Gdk-WARNING **: X

[Freeciv-Dev] [patch #7045] sandbox: airlifting develops with technology

2016-03-08 Thread David Lowe
Follow-up Comment #2, patch #7045 (project freeciv): I love this idea! ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

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

2015-12-23 Thread David Lowe
Follow-up Comment #4, bug #23987 (project freeciv): I don't remember how earlier versions handled it, but at least commercial Civ IV made those dots on their minimap according to the color of the nation the unit belonged to. I don't think that'd work for us due to our much larger pool of potentia

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

2015-12-22 Thread David Lowe
Follow-up Comment #3, bug #23987 (project freeciv): The keyword here is *enemy* units. The units layer is somewhat helpful in showing units of other nations, but does not discriminate between the diplomatic state of those nations. Thus, it requires some fussing to see which dots actually need to

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

2015-12-22 Thread David Lowe
Follow-up Comment #1, bug #23987 (project freeciv): ++ ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[Freeciv-Dev] [bug #23719] no support for most keyboard shortcuts

2015-12-20 Thread David Lowe
Follow-up Comment #7, bug #23719 (project freeciv): So i see those stock items are deprecated in GTK3, but have apparently not been superseded in GTK2? ___ Reply to this item at:

[Freeciv-Dev] [bug #23719] no support for most keyboard shortcuts

2015-08-25 Thread David Lowe
Follow-up Comment #4, bug #23719 (project freeciv): @sds: I don't have a definitive answer as to why it doesn't work for you when it does work for me. Can you share more details as to how you build Freeciv, and what versions of OSX & X11 are involved? Also, do the in-game menus [control keys] wo

[Freeciv-Dev] [bug #23736] Unable to run Freeciv on OSX Yosemite

2015-08-14 Thread David Lowe
Follow-up Comment #2, bug #23736 (project freeciv): Yeah, that Lion version is only gonna work on Lion. We should probably take that down, or at least put a big warning on it. To the original poster, we don't currently offer compiled binary for OSX. For now, the fix is to use a package manager

[Freeciv-Dev] [bug #23719] no support for most keyboard shortcuts

2015-08-12 Thread David Lowe
Follow-up Comment #2, bug #23719 (project freeciv): @sds: We are using the X11 GUI, and thus need linuxish-type modifier keys. Opt-N will get you a new game, Opt-L to load, etc. Note that if you are using XQuartz you may need to set the preferences for Input -> "Option keys send Alt_L and Alt-R"

[Freeciv-Dev] [patch #5917] civ2civ3/experimental: forbid airlift for Big Land units?

2015-03-07 Thread David Lowe
Follow-up Comment #1, patch #5917 (project freeciv): I'm not sure that airlift should be a barrier to moving *anything*. There are plenty of real-world examples of military cargo jets that can carry Main Battle Tanks, and Boeing's Dreamlifter was designed to carry other aircraft. Besides airlift

[Freeciv-Dev] [patch #5587] Labels for earth scenarios

2014-12-21 Thread David Lowe
Follow-up Comment #5, patch #5587 (project freeciv): I think it was commercial Civ III that had scenarios in which the goal was to occupy certain tiles - every turn a unit sat there it increased the score [more units, more points]. Just an idea. __

[Freeciv-Dev] [bug #23039] "… can't build Settlers yet."

2014-12-17 Thread David Lowe
Follow-up Comment #3, bug #23039 (project freeciv): That's clearer to me. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Freeciv-Dev] [bug #23039] "… can't build Settlers yet."

2014-12-07 Thread David Lowe
URL: Summary: "… can't build Settlers yet." Project: Freeciv Submitted by: doctorjlowe Submitted on: Sun 07 Dec 2014 07:45:17 PM PST Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #22994] There seems to be an inconsistency?

2014-11-26 Thread David Lowe
Follow-up Comment #2, bug #22994 (project freeciv): Expanding on what pepeto said, the relevant setting in the GUI is Game -> Options -> Remote Server -> Sociological -> "Turns the game ends". The default is 5000, but in my experience solo games are usually cut and dried after 500. _

[Freeciv-Dev] [bug #18009] ec_turns > 1 still doesn't print all messages

2014-11-19 Thread David Lowe
Follow-up Comment #2, bug #18009 (project freeciv): This is still ongoing with 2.4.3, BTW. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.o

[Freeciv-Dev] [bug #18227] Qt-client configure check test program compilation fails

2014-11-17 Thread David Lowe
Follow-up Comment #16, bug #18227 (project freeciv): > The Qt client is only a stub in S2_4, so I wouldn't consider it very important, unless it > can screw up ordinary "configure" even if user doesn't ask for Qt client? True, this does not prevent configuring or building other GUIs. >Any news o

[Freeciv-Dev] [bug #22953] Server LAN advertisement IP

2014-11-13 Thread David Lowe
Follow-up Comment #1, bug #22953 (project freeciv): I guess i should put my Cisco training to work and look at this. Offhand, i wouldn't expect a typical residential LAN to even have a DNS. It seems like the advertisement should prefer IP over hostname. _

[Freeciv-Dev] [bug #22847] "reset" in server/commands.c

2014-10-28 Thread David Lowe
Follow-up Comment #5, bug #22847 (project freeciv): > Does some client allow you to configure this? This is probably easier to control at the level of the text editor. Certainly TextWrangler, which i use, has preferences for three different kinds of line endings, stripping trailing white space,

Re: [Freeciv-Dev] mac os 2.4.2 build

2014-08-27 Thread David Lowe
On 2014 Jul 31, at 12:23 PM, Jacob Nevins <0jacobnk.fc...@chiark.greenend.org.uk> wrote: First off, let me apologize for not catching this thread sooner. The freeciv project has been so busy that i have quite a few unread messages yet. It's a great problem to have! > Ryan P.C. McQuen

[Freeciv-Dev] [bug #22467] chatline.c:1461:10: error: use of undeclared identifier 'G_SOURCE_REMOVE'

2014-08-13 Thread David Lowe
Follow-up Comment #2, bug #22467 (project freeciv): Thanks, pepeto. This ticket can be closed. ___ Reply to this item at: ___ Message sent via/by Gna! http://

[Freeciv-Dev] [bug #22467] chatline.c:1461:10: error: use of undeclared identifier 'G_SOURCE_REMOVE'

2014-08-13 Thread David Lowe
URL: Summary: chatline.c:1461:10: error: use of undeclared identifier 'G_SOURCE_REMOVE' Project: Freeciv Submitted by: doctorjlowe Submitted on: Wed 13 Aug 2014 02:57:16 AM PDT Category: bootst

[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-05-19 Thread David Lowe
Follow-up Comment #3, bug #22050 (project freeciv): On question 3, i would agree that the volume taken up by a transported unit shouldn't change if it has something else inside it. This is not true for the case of something being transported *outside*, but those cases are so few we can probably i

[Freeciv-Dev] [patch #4693] Utility to determine if a unit is transported by another, directly or indirectly

2014-05-16 Thread David Lowe
Follow-up Comment #3, patch #4693 (project freeciv): 'within' might be semantically correct, but i prefer the shorter 'in'. I can't yet imagine how that could be misunderstood as anything else. ___ Reply to this item at:

Re: [Freeciv-Dev] [bug #21810] Missing freeciv version on About window

2014-04-07 Thread David Lowe
On 2014 Mar 20, at 4:51 PM, Marko Lindqvist wrote: > Unfortunately we currently have no MacOS packager. What skill set is needed for this role, or what responsibilities are attached? sent from Mountain Lion Mrs. Formby: My god, they could lobotomize the network. Without television,

[Freeciv-Dev] [bug #21592] (civclient:29856): Gdk-WARNING **: XID collision, trouble ahead

2014-02-25 Thread David Lowe
Follow-up Comment #3, bug #21592 (project freeciv): I've been seeing this intermittently in solo games, but only after longer play sessions. Before the warning occurs, the client gets noticeably slower. ___ Reply to this item at:

[Freeciv-Dev] [bug #21585] If no cities, settlers/workers on autosettler do nothing.

2014-02-21 Thread David Lowe
Follow-up Comment #4, bug #21585 (project freeciv): So not a serious bug, but still not optimal behavior. Would it be hard to set up a conditional such that units refuse auto settler activity if there are no cities? Ideally there would be some sort of feedback, but that would take more strings a

[Freeciv-Dev] [bug #21275] [packhand.c::646] assertion 'citizens_count(pcity) == city_size_get(pcity)' failed.

2014-02-15 Thread David Lowe
Follow-up Comment #7, bug #21275 (project freeciv): Okeh, here's a savefile. Take the South Vietnamese, and move the Riflemen at (59,44) to Doolish. I know this is somewhat off topic, but what about adding a timestamp to assertion output? It would simplify troubleshooting this kind of thing for

[Freeciv-Dev] [bug #21275] [packhand.c::646] assertion 'citizens_count(pcity) == city_size_get(pcity)' failed.

2014-02-15 Thread David Lowe
Follow-up Comment #6, bug #21275 (project freeciv): I just saw this again, using standard-issue 2.4.2 and experimental ruleset. I am more certain now that capturing a city was the cause and will try to set up a save game. ___ Reply to this

[Freeciv-Dev] [patch #4392] Hidden resources which can be revealed by tech advances

2014-02-05 Thread David Lowe
Follow-up Comment #7, patch #4392 (project freeciv): Sorry i'm late to this conversation. > Civ III has it. Indeed, that was probably the worst thing about it. When you suddenly discovered you couldn't build railroads due to missing iron and/or coal the only solution was quitting - i tried many

Re: [Freeciv-Dev] Do you want the application “freeciv-server” to accept incoming network connections?

2014-01-17 Thread David Lowe
On 2014 Jan 12, at 3:16 AM, Jacob Nevins <0jacobnk.fc...@chiark.greenend.org.uk> wrote: > You might have hoped that with the move to 2.4, OS X's firewall would > have become *less* fussy, since locally spawned servers should now only > listen on the localhost interface

Re: [Freeciv-Dev] Do you want the application “freeciv-server” to accept incoming network connections?

2014-01-17 Thread David Lowe
On 2014 Jan 12, at 3:16 AM, Jacob Nevins <0jacobnk.fc...@chiark.greenend.org.uk> wrote: > You might have hoped that with the move to 2.4, OS X's firewall would > have become *less* fussy, since locally spawned servers should now only > listen on the localhost interface

[Freeciv-Dev] Do you want the application “freeciv-server” to accept incoming network connections?

2014-01-09 Thread David Lowe
Well, i finally moved to OSX 10.8 about the time i built freeciv 2.4. Previously, the OS would ask once [after the first time the binary was run] whether to allow/deny the connection. Whatever answer was chosen would be 'remembered' until the binary was rebuilt. The new version of OSX

[Freeciv-Dev] [bug #21275] [packhand.c::646] assertion

2013-11-16 Thread David Lowe
Follow-up Comment #5, bug #21275 (project freeciv): I've only been using standard issue tar balls on this machine, not checkouts. However, you are right in that this is the experimental ruleset. I apologize for not mentioning that earlier. ___

[Freeciv-Dev] [bug #21275] [packhand.c::646] assertion

2013-11-15 Thread David Lowe
Follow-up Comment #2, bug #21275 (project freeciv): I wish i could say. I captured one more city before my spaceship arrived, and i didn't get the assertion again. The good thing for usability is that it didn't disturb the play session; i wasn't aware of it until i had quit and saw several of th

[Freeciv-Dev] [bug #21275] [packhand.c::646] assertion

2013-11-15 Thread David Lowe
URL: Summary: [packhand.c::646] assertion Project: Freeciv Submitted by: doctorjlowe Submitted on: Fri 15 Nov 2013 01:39:16 PM PST Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-30 Thread David Lowe
Follow-up Comment #5, bug #21239 (project freeciv): So essentially what you are saying is that as soon as a unit comes against multiple units, it will be at a disadvantage against all of them. I have to say i don't like that idea. Any attacker should be able to still move 'forward' and attack in

[Freeciv-Dev] [bug #21239] Optional rule: Penalty to attack due to ZoC

2013-10-29 Thread David Lowe
Follow-up Comment #3, bug #21239 (project freeciv): The first version is unworkable considering our units have no defined 'front'. If my Warriors are surrounded, which unit can i attack without penalty? However, i like the version in comment #2. _

[Freeciv-Dev] [bug #21009] There's no way to cancel production change

2013-08-07 Thread David Lowe
Follow-up Comment #1, bug #21009 (project freeciv): I would vote for expanding this wish. One thing that all clients are lacking is a cancel button. I feel it made for a steeper learning curve when i first started out, since there was no easy way to experiment without losing track of what the ci

[Freeciv-Dev] [bug #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius

2013-07-17 Thread David Lowe
Follow-up Comment #5, bug #20886 (project freeciv): > how do you "prevent" (without killing the builder) peaceful player from building the base Even allied countries do not *completely* trust the military units of others. This is typically handled with a SOFA [Status Of Forces Agreement] treaty,

[Freeciv-Dev] libcurl not in docs?

2013-05-03 Thread David Lowe
I just compiled the 2.4.0-beta2 in Ubuntu 12.04. I was a little surprised to find that it now requires curl, i thought that was not going in until 2.5? If this is intentional, i will prepare a patch to INSTALL, which doesn't mention libcurl at all. __

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

2013-04-02 Thread David Lowe
Follow-up Comment #6, bug #16164 (project freeciv): I would prefer them to not autoattack at all when on their last turn of fuel. This test should also catch units away from refuel point. Wait, what does this mean for Fighter-type units [fuel = 1]? I don't use them, and didn't think about them

[Freeciv-Dev] [bug #20664] fcintl.h:71: error

2013-03-28 Thread David Lowe
Follow-up Comment #4, bug #20664 (project freeciv): Yeah, it works. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ _

[Freeciv-Dev] [bug #20664] fcintl.h:71: error

2013-03-27 Thread David Lowe
Follow-up Comment #2, bug #20664 (project freeciv): I'm still pretty new in working with patches, and can't get it to apply: > david@debianG5:~/freeciv/trunk$ patch -p1 '/home/david/Downloads/BoolToNonNLS.patch' It hangs here with no output and i don't get the cursor back until i do CTRL-C. Am

[Freeciv-Dev] [bug #20664] fcintl.h:71: error

2013-03-27 Thread David Lowe
URL: Summary: fcintl.h:71: error Project: Freeciv Submitted by: doctorjlowe Submitted on: Wed 27 Mar 2013 05:33:23 AM PDT Category: bootstrap Severity: 4 - Important

[Freeciv-Dev] fcintl.h:71: error

2013-03-27 Thread David Lowe
Alright, i'm not gonna file a bug yet, since the last time i did the bug turned out to be an error on my part. On my Debian_PPC system, i've been running TRUNK. It's been going quite well until today's checkout. r22607 gives me this: > make[3]: Entering directory `/home/david/freeciv/trunk/utili

Re: [Freeciv-Dev] Client-side scripting (was: [bug #20489] Explorers shouldn't stop exploring)

2013-03-02 Thread David Lowe
On 2013 Mar 1, at 2:50 AM, Jacob Nevins wrote: > David Lowe writes: >> That's an interesting idea, but i don't know who would have the time >> and talent to submit such a patch. In order to be truly useful, it >> would have to enable the given unit to do almo

[Freeciv-Dev] [patch #3759] Make freesounds the default soundset

2013-02-28 Thread David Lowe
Follow-up Comment #5, patch #3759 (project freeciv): > We also have the option to just improve the stdsounds by taking usable parts from freesounds. I can't think of a single thing about stdsounds that would be any worse with the proposed changes. Your proposal sounds like a win-win. __

[Freeciv-Dev] [bug #20544] Sea units benefitting from City Walls

2013-02-20 Thread David Lowe
Follow-up Comment #1, bug #20544 (project freeciv): I haven't actually surveyed layouts of real life cities for this, but it seems reasonable that in many cases the wall might well be built right to the water's edge. So if a ship in a harbor gets attacked by infantry, it could well be behind a wa

[Freeciv-Dev] [patch #3711] Caravan popups as part of unit focus queue?

2013-02-18 Thread David Lowe
Follow-up Comment #2, patch #3711 (project freeciv): About obscuring the action, i wonder if it wouldn't be better if all other unit movements pause until the popup has been dealt with. But, i understand that would come with its own problems. About forgetting that a caravan is ready, i don't thi

[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-18 Thread David Lowe
Follow-up Comment #6, bug #20501 (project freeciv): > I haven't played with autoattack, but this sounds like a bug to me. Can you raise a > new ticket about this with some more detail? Let me set up a reproducible test case. ___ Reply to t

[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-12 Thread David Lowe
Follow-up Comment #3, bug #20501 (project freeciv): One thing i've noticed in conjunction with server-side auto-attack: units that have been given the 'Fortify' command can be reliably counted on to engage approaching enemies. Units that have been given the 'Sentry' command aren't as courageous.

[Freeciv-Dev] [bug #20499] ruleset datafile appears incompatible

2013-02-11 Thread David Lowe
Follow-up Comment #2, bug #20499 (project freeciv): Whoops, it appears i had forgotten to 'make install' and then ran the old binary [2.4-beta1]. Sorry for the noise. ___ Reply to this item at:

[Freeciv-Dev] [bug #20499] ruleset datafile appears incompatible

2013-02-11 Thread David Lowe
URL: Summary: ruleset datafile appears incompatible Project: Freeciv Submitted by: doctorjlowe Submitted on: Mon 11 Feb 2013 01:16:52 PM PST Category: rulesets Severity: 5 - Blo

[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-11 Thread David Lowe
Follow-up Comment #5, bug #20489 (project freeciv): > With it automatically determining mode, it could end to new mode when I wanted old one. So instead of 'x', how about 'X' for the new mode? I *think* that key combination isn't in use yet... _

Re: [Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-11 Thread David Lowe
On 2013 Feb 10, at 3:07 PM, Imhotep wrote: > Instead of giving in to such requests, I would rather advocate an interface > for the client where everyone can put any unit or types of units under the > control of some client-side script. That's an interesting idea, but i don't know who wo

[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-02-10 Thread David Lowe
Follow-up Comment #2, bug #20489 (project freeciv): "Patrol" requires far too much micromanagement to be useful. The primary issue is that the pathfinder keeps steering the unit onto any available road/river/etc and the unit never gets close to areas that aren't adjacent to such. I second the or

[Freeciv-Dev] [bug #20365] Modpack Crash

2013-02-07 Thread David Lowe
Follow-up Comment #6, bug #20365 (project freeciv): Hmm, it seems i must have been running 2.3.2 when this happened. I did recently upgrade to 2.3.3 and it no longer happens. ___ Reply to this item at:

Re: [Freeciv-Dev] Culture

2013-01-29 Thread David Lowe
On 2013 Jan 28, at 4:50 PM, Jacob Nevins wrote: > I wonder if there should be a minimum city size for outward migration in > some circumstances. Say, a city of size 2 is immune to international > migration, so foreign cities aren't completely disbanded -- there's a > core of people who'll never dr

Re: [Freeciv-Dev] Culture

2013-01-28 Thread David Lowe
On 2013 Jan 27, at 5:38 PM, Marko Lindqvist wrote: > This would weaken some of the existing concepts - sometimes > "happiness" rules even seem like "culture" rules under different name. I think this is fine, at least until something better comes along. > Capturing cities with superior cu

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

2013-01-25 Thread David Lowe
Follow-up Comment #12, bug #16079 (project freeciv): Oops, sorry for the delay. Wiki update is mostly done [at least "(Main) namespace"], but some pages seem to need more than simple search/replace: http://freeciv.wikia.com/wiki/Pubserver_software [this one looks WAY out of date] http://freeciv.

[Freeciv-Dev] [bug #17779] Still Counting Down Cease-fire With R.I.P. Opponent

2013-01-17 Thread David Lowe
Follow-up Comment #4, bug #17779 (project freeciv): > Existing war does not prevent you from switching to any government. It's declaring new wars while in democracy that senate could block. Well, i wasn't referring to an absolute prohibition but rather that i couldn't support the additional burde

[Freeciv-Dev] [bug #20428] 'g_thread_init' is deprecated

2013-01-14 Thread David Lowe
Follow-up Comment #2, bug #20428 (project freeciv): According to: https://mail.gnome.org/archives/networkmanager-list/2011-October/msg00279.html , the answer is 2.31.0. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-01-14 Thread David Lowe
Follow-up Comment #5, bug #20361 (project freeciv): That's actually pretty good. Any reasonable defender will certainly attempt to negate the road using mines, caltrops, etc. In general, we want the attacker to remain in place after the assault. The added movement point cost from having to marc

[Freeciv-Dev] [bug #20109] Compilation fails with stdinhand on OSX (‘rl_completion_suppress_append’ undeclared)

2013-01-03 Thread David Lowe
Follow-up Comment #4, bug #20109 (project freeciv): It's certainly working for me on 10.7. I sent upgraded packaging information to the fink project, where it should have been tested on 10.8, with no negative feedback. I will try 10.6 today... ___

Re: [Freeciv-Dev] FreeCiv - Looking for an iOS iPad Version

2013-01-02 Thread David Lowe
On 2013 Jan 1, at 3:22 PM, Steve Wilson wrote: > Is there a FreeCiv port for iOS on the iPad? I see random postings on various > sites that makes me think that it has been done, but I can't find one > anywhere. There isn't one now, and i don't see one in the foreseeable future. iOS ap

[Freeciv-Dev] [bug #20365] Modpack Crash

2012-12-23 Thread David Lowe
Follow-up Comment #5, bug #20365 (project freeciv): gtk+2 2.18.9 ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #20365] Modpack Crash

2012-12-17 Thread David Lowe
Follow-up Comment #3, bug #20365 (project freeciv): 2: Installing modpack freesounds.modpack from http://download.gna.org/freeciv/modinst/2.3/freesounds.modpack ** Gdk:ERROR:gdkregion-generic.c:337:void miSetExtents(GdkRegion *): assertion failed: (pExtents->y1 < pExtents->y2) Program received si

[Freeciv-Dev] [bug #20365] Modpack Crash

2012-12-13 Thread David Lowe
Follow-up Comment #1, bug #20365 (project freeciv): Possibly relevant fact: i had forgotten i had installed freesound a long time ago. Presumably the error came about while trying to overwrite what was already there? ___ Reply to this item

[Freeciv-Dev] [bug #20365] Modpack Crash

2012-12-13 Thread David Lowe
URL: Summary: Modpack Crash Project: Freeciv Submitted by: doctorjlowe Submitted on: Thu 13 Dec 2012 04:49:06 AM PST Category: module installer Severity: 4 - Important

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2012-12-10 Thread David Lowe
Follow-up Comment #1, bug #20361 (project freeciv): I assume the relevant difference between the Musketeer and the Dragoon is that the Musketeer only has one movement point, so the Dragoon could afford to move before attacking. The problem is, that the pathfinder is optimized to use less movement

Re: [Freeciv-Dev] SDL 2.0

2012-11-27 Thread David Lowe
On 2012 Nov 26, at 4:57 PM, Marko Lindqvist wrote: > Which route we should take this time? While gtk 2.0 -> 3.0 migration > by providing too completely separate clients has worked well, this SDL > upgrade seems to affect code less, so I would go route of #ifdeffing > between version used. From my

[Freeciv-Dev] [bug #20269] Unit with move rate 0 cannot be unloaded

2012-11-18 Thread David Lowe
Follow-up Comment #3, bug #20269 (project freeciv): > Would it be better or worse for the usability if "Shift + T" behavior depended > on whether cargo can exist in current tile or not - all units would get > activated, but those that can exist in transporter tile would also get > automatically un

[Freeciv-Dev] [bug #20269] Unit with move rate 0 cannot be unloaded

2012-10-28 Thread David Lowe
Follow-up Comment #1, bug #20269 (project freeciv): I use "Shift+T" pretty regularly, and never had a problem with it. In fact, it could be said to work too well - for instance, it will offload a unit that expended all its movement points that turn getting on the Transport. Not that i'm complain

[Freeciv-Dev] [bug #18228] Configure does not support Mac OS Framework-style SDL installation

2012-09-19 Thread David Lowe
Follow-up Comment #12, bug #18228 (project freeciv): Oops, the previous patch was actually two separate versions, sorry i did not look it over before sending it. (file #16593) ___ Additional Item Attachment: File name: with_framework_new

[Freeciv-Dev] [bug #18228] Configure does not support Mac OS Framework-style SDL installation

2012-09-19 Thread David Lowe
Follow-up Comment #11, bug #18228 (project freeciv): Fortunately my father speaks M4, and he was able to add in the necessary functionality. He had to shuffle some original lines around before it even made sense, though. Therefore the attached patch will be larger than indicated by the roughly 3

[Freeciv-Dev] [bug #19943] Initial protocol between trunk and S2_4-or-earlier broken

2012-08-30 Thread David Lowe
Follow-up Comment #4, bug #19943 (project freeciv): Just for grins, i booted my old PowerMac into Debian and built freeciv: i got the 'client.conn.client.request_id_of_currently_handled_packet == 0' assertion for fresh installs of TRUNK and 2.4.0-beta1. The version string of the server seemed to

[Freeciv-Dev] [bug #20095] Compilation fails during tolua-5.1

2012-08-24 Thread David Lowe
URL: Summary: Compilation fails during tolua-5.1 Project: Freeciv Submitted by: doctorjlowe Submitted on: Fri 24 Aug 2012 03:42:13 PM PDT Category: bootstrap Severity: 5 - Block

[Freeciv-Dev] Tentative 2.4.0-beta1 build failure

2012-08-23 Thread David Lowe
I'm seeing an error i haven't seen before when building the new version. I'm calling this tentative as i need to download the latest version of Xcode and see if it is still a problem. Anyway, it looks like tolua related: > . . . > CCLD libtolua.la > Making all in bin > CC to

[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2012-08-10 Thread David Lowe
Follow-up Comment #12, patch #2963 (project freeciv): > Can a unit be transported over land? In Alien World ruleset, it certainly can. ___ Reply to this item at:

[Freeciv-Dev] [bug #20038] Transform to water

2012-08-09 Thread David Lowe
Follow-up Comment #2, bug #20038 (project freeciv): I like Cazfi's idea, but let me throw in another possibility. Perhaps make the transformed tile conditional on whether it is adjacent to Lake/River or Ocean. If there is no water near then it should default to Lake. But maybe it is more expens

Re: [Freeciv-Dev] Ancients modpack (was: [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org)

2012-08-09 Thread David Lowe
On 2012 Aug 8, at 6:06 AM, Marko Lindqvist wrote: > Maybe it's time to introduce some kind of stars system to > freeciv-modpack. Wouldn't that open us up to charges of favoritism and/or poor taste? If it comes down to somebody's personal opinion, there are going to be users who feel di

[Freeciv-Dev] [bug #20024] Inaccurate Message When Space Component Can't Be Built

2012-08-04 Thread David Lowe
URL: Summary: Inaccurate Message When Space Component Can't Be Built Project: Freeciv Submitted by: doctorjlowe Submitted on: Sat 04 Aug 2012 07:46:50 AM PDT Category: None Seve

[Freeciv-Dev] [bug #18228] Configure does not support Mac OS Framework-style SDL installation

2012-08-03 Thread David Lowe
Follow-up Comment #10, bug #18228 (project freeciv): After *way* too long, i think i'm closing in on a possible fix. First off: gnu automake has no responsibility for AM_PATH_SDL, that actually comes from libSDL project. Sam Lantinga said he would take a patch to sdl.m4 but i'm clueless as to ho

[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-08-01 Thread David Lowe
Follow-up Comment #11, patch #3346 (project freeciv): Oops, i hadn't considered that. I guess things should stay as in comment #8. ___ Reply to this item at: ___

[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-08-01 Thread David Lowe
Follow-up Comment #9, patch #3346 (project freeciv): "It's not new with behavior with this patch, but I wonder if dead players should be losers in all cases. Now they are marked as losers in first pass, but later passes have no aliveness check before the turn players to winners." Right now, i can

Re: [Freeciv-Dev] [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org

2012-07-31 Thread David Lowe
On 2012 Jul 31, at 2:38 PM, Marko Lindqvist wrote: > I actually would like to hear opinions about Ancients ruleset's status. Should > it be in default modpack list? In my extremely personal opinion, i didn't enjoy it when i tried. Most likely it came down to the tech tree being so very

[Freeciv-Dev] [patch #3396] Boolean Check For Effects

2012-07-12 Thread David Lowe
Follow-up Comment #2, patch #3396 (project freeciv): After some searching i didn't find a similar test in any other source file. ___ Reply to this item at: ___ M

[Freeciv-Dev] [bug #19926] WORDS_BIGENDIAN & MacOS X universal binaries

2012-07-12 Thread David Lowe
Follow-up Comment #1, bug #19926 (project freeciv): While this is something that we might want to straighten out anyway, universal binaries are probably not an issue anymore. Our current Mac binaries only run on OSX 10.7, and 10.7 doesn't support PPC processors. The last version of OSX that ran

[Freeciv-Dev] [patch #3396] Boolean Check For Effects

2012-07-10 Thread David Lowe
URL: Summary: Boolean Check For Effects Project: Freeciv Submitted by: doctorjlowe Submitted on: Tue 10 Jul 2012 09:26:59 AM PDT Category: None Priority: 5 - Normal

[Freeciv-Dev] [bug #18228] Configure does not support Mac OS Framework-style SDL installation

2012-07-02 Thread David Lowe
Follow-up Comment #9, bug #18228 (project freeciv): Um, which question still needs an answer? Regrettably i no longer have older emails. ___ Reply to this item at: __

[Freeciv-Dev] [patch #3015] Add "citizens" feature to built-in help

2012-06-30 Thread David Lowe
Follow-up Comment #3, patch #3015 (project freeciv): I wonder if it wouldn't be helpful get away from using the word "citizen" altogether since it seems to be tied to multiple concepts and has other legal/emotional meanings in other contexts. More descriptive if perhaps less flavorful replacement

[Freeciv-Dev] [patch #3024] Inclusion of Alien Worlds to freeciv svn

2012-06-25 Thread David Lowe
Follow-up Comment #5, patch #3024 (project freeciv): Is there a solid reason why we should limit ourselves to just one more ruleset? Since this ticket is NOT about inclusion in tarball, i see no reason to make a high barrier. At this point i think we should welcome all new rulesets that aren't b

[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset

2012-06-25 Thread David Lowe
Follow-up Comment #3, bug #19850 (project freeciv): For the spy titles, "Case Officer" is fairly well established, but "Spymaster" is probably preferable due to being shorter and less ambiguous. "Handler" could fit between "Informant" and "Agent".

Re: [Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1 (placeholder)

2012-06-19 Thread David Lowe
On 2012 Jun 17, at 12:46 PM, Jacob Nevins wrote: > So I guess we can either: > * wait patiently for the official Gtk3 binaries; or > * try to use the OpenSUSE binaries; or > * ship the Gtk2 client That actually seems like the most reasonable order: 1) wait [but not too patiently] for an

[Freeciv-Dev] [bug #17354] Client tries to load game in spawned server before requesting "hack" access

2012-06-19 Thread David Lowe
Follow-up Comment #5, bug #17354 (project freeciv): I'm chiming in now as i don't believe i saw it when it was new. I used to have to wait a bit between selecting the save file and clicking "OK", but i no longer remember exactly what error i got if i didn't. Further, i can't currently make it go

[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems

2012-06-17 Thread David Lowe
Follow-up Comment #2, bug #19818 (project freeciv): Personally, i prefer "apprentice, journeyman, master" over "working man, journeyman, foreman". As far as Engineers go, it makes sense to apply a similar system to them once Worker veteran system is stable. I think we could use the same titles.

Re: [Freeciv-Dev] [bug #19711] no hex tiles

2012-05-10 Thread David Lowe
On 2012 May 5, at 10:29 PM, Sam Steingold wrote: > Follow-up Comment #3, bug #19711 (project freeciv): > > client and server files are attached. > note that these files are hand-edited and kept under mercurial, so I find it > unfortunate that freeciv insists on rewriting the client config file, >

[Freeciv-Dev] [bug #18014] Units with move_type = "Both" have "Airport" as training facility

2012-04-10 Thread David Lowe
Follow-up Comment #3, bug #18014 (project freeciv): > We've spent years to get rid of hardcoded move types. I humbly submit that if we are going to be rid of them, then let's be fully rid of them. What we've got now is just plain confusing. Units.ruleset has this: "; move_type = Where unit

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