Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-19 Thread Michal Mazurek
On Tue, Nov 15, 2011 at 09:48:07PM +0100, Matthias Pfafferodt wrote: > > Yes; I did a check and due to the changes in trunk these patches do not > > apply anymore. I will try to create a patch set which can be used on top > > of the longturn branch. I will use the lt.diff from 29. October as a > >

[Freeciv-Dev] [bug #19007] fix known map in savegame2

2011-11-19 Thread Matthias Pfafferodt
Update of bug #19007 (project freeciv): Planned Release: 2.3.1,2.4.0,2.5.0 => 2.3.12,2.4.0,2.5.0 ___ Reply to this item at: ___ Nachricht g

[Freeciv-Dev] [bug #19007] fix known map in savegame2

2011-11-19 Thread Matthias Pfafferodt
Update of bug #19007 (project freeciv): Planned Release: 2.3.12,2.4.0,2.5.0 => 2.3.2,2.4.0,2.5.0 ___ Reply to this item at: ___ Nachricht g

[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-19 Thread Matthias Pfafferodt
Update of bug #18776 (project freeciv): Status: Ready For Test => In Progress Planned Release: 2.3.1,2.4.0 => 2.3.2,2.4.0 ___ Reply to this item at:

[Freeciv-Dev] [bug #19007] fix known map in savegame2

2011-11-19 Thread Matthias Pfafferodt
Update of bug #19007 (project freeciv): Status: Ready For Test => In Progress ___ Follow-up Comment #4: I did not find this ticket yesterday evening. My proposal is to deactivate the /remove command

Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-19 Thread Michal Mazurek
I made a git repo for longturn from svn (about 500MB) git clone git://git.longturn.org/longturn.git -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev

[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-19 Thread Jacob Nevins
Follow-up Comment #32, bug #18776 (project freeciv): Further eve-of-2.3.1 analysis of the issues and patches surrounding this ticket. (Probably shortly to be split to several tickets.) == Vision cleanup when player removed == file #14580: 0006-fix-bug-in-player_map_free.patch (basically t

[Freeciv-Dev] [bug #18641] allow remove command for access level >= ADMIN in running games

2011-11-19 Thread Jacob Nevins
Update of bug #18641 (project freeciv): Open/Closed: Closed => Open Planned Release: 2.4.0,2.3.1 => 2.4.0,2.3.2 ___ Follow-up Comment #11: I'm going to temp

[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices >=40

2011-11-19 Thread Jacob Nevins
URL: Summary: Trouble saving/loading players' known territory for player indices >=40 Project: Freeciv Submitted by: jtn Submitted on: Sat Nov 19 17:26:25 2011 Category: general

[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles => crashes and/or players forgetting territory

2011-11-19 Thread Jacob Nevins
Update of bug #19007 (project freeciv): Status: In Progress => Ready For Test Planned Release: 2.3.2,2.4.0,2.5.0 => 2.3.1,2.4.0,2.5.0 Summary: fix known map in savegame2 => Player slots miscounted when saving/loading kno

[Freeciv-Dev] [bug #18776] /remove after game start causes crashes due to player vision mishandling

2011-11-19 Thread Jacob Nevins
Update of bug #18776 (project freeciv): Status: In Progress => Ready For Test Planned Release: 2.3.2,2.4.0 => 2.3.2,2.4.0,2.5.0 Summary: /remove perhaps faulty => /remove after game start causes crashes due to pla

[Freeciv-Dev] [bug #19030] gmake of trunk on OpenBSD includes postgresql with wrong path

2011-11-19 Thread Michal Mazurek
URL: Summary: gmake of trunk on OpenBSD includes postgresql with wrong path Project: Freeciv Submitted by: akfaew Submitted on: Sat Nov 19 17:47:15 2011 Category: None Severity

[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices >=40

2011-11-19 Thread Michal Mazurek
Follow-up Comment #1, bug #19029 (project freeciv): Please make 'p - l * 32' into 'p % 32', it will be much clearer, and it is equivalent. And this affects games with 33 players, since for p = 32, p - l * 8 maps to 24 and overwrites another players vision.

[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices >=40

2011-11-19 Thread Jacob Nevins
Follow-up Comment #2, bug #19029 (project freeciv): > Please make 'p - l * 32' into 'p % 32', it will be much clearer, > and it is equivalent. Sure, I wasn't suggested that as the actual fix. More extensive changes are needed here anyway, and there's chances to save time and memory. For instance

[Freeciv-Dev] [bug #19031] Creating players from the server, before they connect

2011-11-19 Thread Michal Mazurek
URL: Summary: Creating players from the server, before they connect Project: Freeciv Submitted by: akfaew Submitted on: Sat Nov 19 18:16:20 2011 Category: None Severity: 3 - No

[Freeciv-Dev] [bug #19031] Creating players from the server, before they connect

2011-11-19 Thread Michal Mazurek
Follow-up Comment #1, bug #19031 (project freeciv): The server operator at freeciv.fi creates players this way: lua create_player("playername", find.nation_type("British")) aitoggle playername ___ Reply to this item at:

[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles => crashes and/or players forgetting territory

2011-11-19 Thread Jacob Nevins
Follow-up Comment #6, bug #19007 (project freeciv): Results of some experiments to confirm my analysis. Attached a savegame produced by a broken server. Two players, one at index 0, the other ("P125") at index 125; all slots in between are unused. On reloading this into broken server, _most_ of

[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles => crashes and/or players forgetting territory

2011-11-19 Thread Michal Mazurek
Follow-up Comment #7, bug #19007 (project freeciv): > For me there are odd disconnected spots of known territory This may be what I had and posted some time ago! Then I blamed it on possible sea map trade. ___ Reply to this item at:

[Freeciv-Dev] [bug #19007] Player slots miscounted when saving/loading known tiles => crashes and/or players forgetting territory

2011-11-19 Thread Jacob Nevins
Update of bug #19007 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Marko Lindqvist
Follow-up Comment #2, bug #18767 (project freeciv): > no matter which options i altered, cma always uses one worker as > tax collector Do you meant that this happened to one specific city, or does cma always, for all cities, use one worker as tax collector? _

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Echter Name
Follow-up Comment #3, bug #18767 (project freeciv): in various cities, like in this example, cmagents use one worker as tax collector. i do not know why i did not write it down, but today i am pretty sure, that i had cities during that time with two "forced tax collectors" too. that was my knowl

[Freeciv-Dev] [task #7517] Windows packages for 2.3.1

2011-11-19 Thread Jacob Nevins
URL: Summary: Windows packages for 2.3.1 Project: Freeciv Submitted by: jtn Submitted on: Sat Nov 19 22:04:38 2011 Should Start On: Sat Nov 19 00:00:00 2011 Should be Finished on: Sun Nov 27 00:00:

[Freeciv-Dev] [task #7518] Mac packages for 2.3.1

2011-11-19 Thread Jacob Nevins
URL: Summary: Mac packages for 2.3.1 Project: Freeciv Submitted by: jtn Submitted on: Sat Nov 19 22:04:41 2011 Should Start On: Sat Nov 19 00:00:00 2011 Should be Finished on: Sun Nov 27 00:00:00 2

[Freeciv-Dev] [task #7426] Mac packages for 2.2.7

2011-11-19 Thread Jacob Nevins
Update of task #7426 (project freeciv): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7429] Windows packages for 2.3.0

2011-11-19 Thread Jacob Nevins
Update of task #7429 (project freeciv): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7430] Mac packages for 2.3.0

2011-11-19 Thread Jacob Nevins
Update of task #7430 (project freeciv): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7228] Tracking release 2.3.0

2011-11-19 Thread Jacob Nevins
Update of task #7228 (project freeciv): Status: In Progress => Done ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7228] Tracking release 2.3.0

2011-11-19 Thread Jacob Nevins
Update of task #7228 (project freeciv): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7426] Mac packages for 2.2.7

2011-11-19 Thread Jacob Nevins
Update of task #7426 (project freeciv): Status:None => Done ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7430] Mac packages for 2.3.0

2011-11-19 Thread Jacob Nevins
Update of task #7430 (project freeciv): Status:None => Done ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [task #7429] Windows packages for 2.3.0

2011-11-19 Thread Jacob Nevins
Update of task #7429 (project freeciv): Status:None => Done ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #18641] allow remove command for access level >= ADMIN in running games

2011-11-19 Thread Jacob Nevins
Update of bug #18641 (project freeciv): Open/Closed:Open => Closed Planned Release: 2.4.0,2.3.2 => 2.3.2,2.4.0 ___ Follow-up Comment #16: ...and it's back

[Freeciv-Dev] [patch #3055] Configurable road move cost

2011-11-19 Thread Marko Lindqvist
Update of patch #3055 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed ___

[Freeciv-Dev] [patch #3057] Rename default ai as classic

2011-11-19 Thread Marko Lindqvist
Update of patch #3057 (project freeciv): Planned Release: 2.5.0 => 2.4.0, 2.5.0 ___ Follow-up Comment #1: 2.4.0 will be first release with loadable AI modules. We've never released anything that has A

[Freeciv-Dev] [bug #19029] Trouble saving/loading players' known territory for player indices >=40

2011-11-19 Thread Jacob Nevins
Follow-up Comment #3, bug #19029 (project freeciv): Interesting observation: I was testing the fix for bug #19007 with a player with index 125, and it didn't occur to me until later that this bug (#19029) should have been biting me, and wasn't. It turns out that on my platform at least (Linux x8

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread David Lowe
Follow-up Comment #4, bug #18767 (project freeciv): If i may be permitted to speculate, i'd say that the CMA seems to divert as many workers to tax collectors as it can and still feed the city. Thus, more irrigation and more specials that provide bonus food lead to more taxmen.