[Freeciv-Dev] [bug #24980] spaceship dialog empty when loading savegame

2016-08-15 Thread log65536
Follow-up Comment #2, bug #24980 (project freeciv):

Placement order may also be inconsistent between placing the parts one-by-one
(when not reloading from savegame) and all-at-once (when reloading, and
subsequently autoplaced by server). Doing it all-at-once can be advantageous
for the player; see also bug #24981.


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[Freeciv-Dev] [bug #24980] spaceship dialog empty when loading savegame

2016-08-15 Thread log65536
Follow-up Comment #1, bug #24980 (project freeciv):

Actually, not quite so; I have accidentally been testing on an old version.

After the fix in bug #22934, looks like the problem is that "automatic" saving
happens before placement of the newly-built spaceship parts, so on reload, the
client doesn't see them placed. Pressing turn done seems to trigger automatic
placement at the server, and the client will now see them. So it's become a
one-turn delay. Maybe the client should always try to place any unplaced
spaceship parts when connecting to a server? Or the server should do it
himself on loading the savegame (since, with current client behavior, this
will happen next turn anyway)?


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[Freeciv-Dev] [bug #23592] various failures depending on locale

2016-08-15 Thread log65536
Follow-up Comment #5, bug #23592 (project freeciv):

Trying to reproduce with 2.5.5.

*About points 1 and 2:*

> Server fails to start from the command line in some languages.

> Client fails to start the server in some languages.

Could not reproduce. (Note: This time I tested on Windows XP 32-bit, while my
original submission was (most likely) from Windows Vista 64-bit)

*About point 3:*

> At the top of the city dialog, the string "København - 2 100 000 citizens -
celebrating" does not appear at all in some languages.

This problem still remains. The info does not appear in pl, fr, ru, bg. It
does appear correctly in en_US, en_GB, ja.


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[Freeciv-Dev] [bug #14870] Tab labels not needed when tabs are disabled

2016-08-15 Thread log65536
Follow-up Comment #1, bug #14870 (project freeciv):

It's been a long time since this was reported but the problem still exists in
2.5.5. Attaching screenshot to illustrate. It also causes a second superfluous
scrollbar to appear at the far right.

(file #28330)
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Additional Item Attachment:

File name: screenshot.png Size:174 KB


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[Freeciv-Dev] [bug #24981] spaceship part placement order

2016-08-15 Thread log65536
URL:
  <http://gna.org/bugs/?24981>

 Summary: spaceship part placement order
 Project: Freeciv
Submitted by: log65536
Submitted on: Tue Aug 16 04:40:26 2016
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: 
 Contains string changes: None

___

Details:

If there are multiple spaceship parts newly built in a turn, the logic of
*next_spaceship_component()* in *common/spaceship.c* suggests that the modules
should be placed first, then the components, then the structurals, with the
structurals being placed in a particularly smart order that is guided by the
*modules/components* that are already placed. That would work if
*next_spaceship_component()* was called with *ship->modules*,
*ship->components* and *ship->structurals* already set to their final values
for that turn. Unfortunately, it seems to be called with intermediate values.
For example, a minimal spaceship consists of 3 modules, 2 components and 8
structurals; if I
build them all in a single turn, some structurals might be encountered first,
and since there are no components/modules to guide the placement, those
structurals will be placed in a default "numerical" order. Due to the
misplacement, the spaceship will not be launchable without building further
structurals next turn.

I think that placement is client's choice, so it should generally be made to
the user's advantage. In order to take advantage of the smart placement of
structurals we already have in *next_spaceship_component()*, the client should
do it after it has information about all newly built parts on that turn.
(Sorry if I am reading this wrong; not sure whether the server mandates
placement before moving on to the next city).





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[Freeciv-Dev] [bug #24980] spaceship dialog empty when loading savegame

2016-08-15 Thread log65536
URL:
  <http://gna.org/bugs/?24980>

 Summary: spaceship dialog empty when loading savegame
 Project: Freeciv
Submitted by: log65536
Submitted on: Tue Aug 16 04:32:23 2016
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: 
 Contains string changes: None

___

Details:

Client (gtk2) does not display spaceship (F12) after loading from an
"automatic" savegame. Not even after the next turn done. It _is_ displayed
after turn done if a spaceship part is newly built that turn. Also, it _is_
displayed correctly if this was a "manual" savegame.





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[Freeciv-Dev] [bug #23957] pollution during disorder

2015-10-21 Thread log65536
URL:
  <http://gna.org/bugs/?23957>

 Summary: pollution during disorder
 Project: Freeciv
Submitted by: log65536
Submitted on: Wed 21 Oct 2015 11:15:37 PM JST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

A city is in disorder and produces no shields.
In the gtk2 client, city dialog, the pollution value is displayed as positive
(like it would be without the disorder), but the tooltip on mouse-click shows
0 pollution from shields and 0 pollution from citizens adding up to 0 total
pollution. Which is the correct value?

Attached savegame verifies that tiles do get polluted on Turn Done.

So the tooltip is in error, though I would think that it is more logical than
the actual server behavior. You don't produce, you don't burn the fuel, no
harmful gasses should get released at all.

If there are units with shield upkeep, the tooltip shows their shields as
generating pollution, which is only fair; this production actually does occur
during disorder.

So I would vote for a rule change to embrace the tooltip calculation but just
fixing the tooltip is fine too.




___

File Attachments:


---
Date: Wed 21 Oct 2015 11:15:37 PM JST  Name: TheIronPlanet.sav.bz2  Size: 5kB 
 By: log65536

<http://gna.org/bugs/download.php?file_id=25380>

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[Freeciv-Dev] [bug #23592] various failures depending on locale

2015-05-12 Thread log65536
URL:
  http://gna.org/bugs/?23592

 Summary: various failures depending on locale
 Project: Freeciv
Submitted by: log65536
Submitted on: Wed May 13 08:34:34 2015
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Reporting together multiple problems because they may be related:
* Server fails to start from the command line in some languages.

C:\Program Files\Freeciv-2.5.0-gtk2set LANG=pl

C:\Program Files\Freeciv-2.5.0-gtk2freeciv-server.exe -f file.sav
To jest serwer dla Freeciv wersja 2.5.0
Invalid string conversion from UTF-8 to CP932: Illegal byte sequence.
Wi─Öcej informacji o Freeciv: http://www.freeciv.org/
Invalid string conversion from UTF-8 to CP932: Illegal byte sequence.
Ten serwer wspiera uwierzytelnienie gracza, lecz obecnie nie jest ono w
u┼╝yciu.

0: bind failed: The system detected an invalid pointer address in attempting
to
use a pointer argument in a call.

** *pl*, *ja*, *bg*: Server refuses to start with bind failed.
** *fr*: Invalid conversion messages appear, but server basically works.
** *en_US*, *ru*: Server starts without problem.

* Client fails to start the server in some languages:
** *pl*: Freezes on pressing Load Saved Game.
** *fr*, *ja*, *bg*, *ru*: Starts but slow and unstable in the pre-game dialog
boxes; additionally, crashes on Quit.
** *en_US*: No problems.

* At the top of the city dialog, the string København - 2 100 000 citizens -
celebrating does not appear at all in some languages. This is confusing
because in that dialog there is no other way to tell whether the city is
celebrating or not.
** *bg*, *fr*, *ru*: No message appears.
** *en_US*: København - 2 100 000 citizens - celebrating. This is correct.
2 100 000 has spaces instead of commas because of my Windows number format
settings.
** *ja*: København - 2,100,000 人 - 祝祭. This is correct, except that
my Windows number format settings are not respected and there are commas
instead of spaces. For me that's OK.
** I write about this here because I remember in some of the betas this phrase
was not showing up in *en_US* (though it did show up in *ja*). This makes me
think it is not just a matter of missing translation.

In my Windows settings, the user locale is set to English and the system
locale is set to Japanese. Ideally this should be irrelevant but...





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[Freeciv-Dev] [bug #21326] You already had a city called Helsinki. The city was renamed to Helsinki.

2013-12-04 Thread log65536
URL:
  http://gna.org/bugs/?21326

 Summary: You already had a city called Helsinki. The city was
renamed to Helsinki.
 Project: Freeciv
Submitted by: log65536
Submitted on: Wed Dec  4 20:28:07 2013
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:

I got this message when I captured an enemy's Helsinki and the server
automatically renamed it to Valencia, because I already had another city
called Helsinki.

The bug sounded trivial, so I decided to investigate:


  sz_strlcpy(old_city_name, city_name(pcity));
  if (CNM_PLAYER_UNIQUE == game.server.allowed_city_names
   city_list_find_name(ptaker-cities, city_name(pcity))) {
sz_strlcpy(pcity-name,
   city_name_suggestion(ptaker, pcenter));
notify_player(ptaker, pcenter, E_BAD_COMMAND, ftc_server,
  _(You already had a city called %s.
 The city was renamed to %s.),
  old_city_name,
  city_link(pcity));
  }


My guess is that city_link() creates the link correctly to the city now called
Valencia, but the client processes this link by city id rather than by name,
and thus uses the old name.

Unfortunately, I am not familiar enough with the code to investigate further.





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[Freeciv-Dev] [bug #20356] freeciv-chat.log ends up in obscure location on Windows Vista

2012-12-06 Thread log65536
URL:
  http://gna.org/bugs/?20356

 Summary: freeciv-chat.log ends up in obscure location on
Windows Vista
 Project: Freeciv
Submitted by: log65536
Submitted on: Fri Dec  7 00:38:22 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Using a default install, freeciv-chat.log is saved in a highly unintuitive
location on Windows Vista:

C:/Users/log65536/AppData/Local/VirtualStore/Program Files
(x86)/Freeciv-2.3.2-gtk2

This is a priviledge-related problem on Vista. When applications attepmt to
write to a directory without having the necessary security priviledges, the OS
lies to the application by reporting success, but the write is silently
redirected to a virtual folder, a very obscure location not likely to be
known to users. Worse, the exact behavior depends on the OS version and
settings.

Besides freeciv-chat.log, other files (I found stdout.txt and stderr.txt) also
seem to get redirected in this way. I think all these files better be placed
alongside savegames in the user's home directory (would be
C:/Users/log65536/AppData/Roaming/.freeciv by default on Vista).

Another related issue is that when clicking on Load Saved Game in the
client, a list of savegames is correctly displayed, but then clicking on
Browse opens the dialog in the freeciv install folder (actually the real
and virtual install directories, merged together!). The usual savegame
directory is hard to find and takes too many clicks.





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[Freeciv-Dev] [bug #16963] Missing and incorrect messages

2010-10-27 Thread log65536

URL:
  http://gna.org/bugs/?16963

 Summary: Missing and incorrect messages
 Project: Freeciv
Submitted by: log65536
Submitted on: Thursday 10/28/10 at 06:53
Category: general
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: None
 Planned Release: 

___

Details:

No messages appear when you buy a unit or improvement, regardless of the
settings for the Unit: Bought and Improvement: Bought categories. In
versions prior to 2.2 these messages used to work.

The message for acquiring tech when conquering a city is incorrectly assigned
to the Technology: Learned from Great Library category (or maybe this
category name should be renamed?).

--
Many thanks to the developers for continuously improving my favorite game!





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[Freeciv-Dev] [bug #16964] Mfg. Plant + electrical plant bonus does not match Help

2010-10-27 Thread log65536

URL:
  http://gna.org/bugs/?16964

 Summary: Mfg. Plant + electrical plant bonus does not match
Help
 Project: Freeciv
Submitted by: log65536
Submitted on: Thursday 10/28/10 at 07:51
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The help for Power/Hydro/Nuclear/Solar plants says A XXX Plant in
combination with either a Factory or Mfg. Plant gives a 75% production
bonus. However, the actual bonus in a city with an electrical plant and a
Mfg. Plant (no Factory) is 25%. Either the rules or the help text should be
changed.

Anyway, reading the ruleset file, I think the way effects interact for the
different kinds of plants is too complex and error-prone so would vote for a
more radical simplification of the default rules.

--
Many thanks to the developers for continuously improving my favorite game!





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[Freeciv-Dev] [bug #16965] Solar Plant increases pollution

2010-10-27 Thread log65536

URL:
  http://gna.org/bugs/?16965

 Summary: Solar Plant increases pollution
 Project: Freeciv
Submitted by: log65536
Submitted on: Thursday 10/28/10 at 08:12
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Having a Recycling Center + Solar Plant (without Factory and Mfg. Plant) does
not reduce pollution from shields at all (should reduce by 66%, as is
correctly reduced when the player sells the Solar Plant, or alternatively,
newly builds a Factory).

Anyway, reading the ruleset file, I think the way effects interact for the
different kinds of plants is too complex and error-prone so would vote for a
more radical simplification of the default rules.

--
Many thanks to the developers for continuously improving my favorite game!





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[Freeciv-Dev] [bug #16963] Missing and incorrect messages

2010-10-27 Thread log65536

Follow-up Comment #1, bug #16963 (project freeciv):

To add another one: The message for Diplomat stealing tech fires in the
Technology: Learned from Great Library category instead of Diplomat
Action: Theft.

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