[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #1, patch #3377 (project freeciv): >Any volunteers? I applied the patch, but... tutorial.sav don't start in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH >= MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in map_init_topology()

[Freeciv-Dev] [bug #19898] '/delegate take' doesn't check that target player has actually been delegated to this user

2012-07-08 Thread Jacob Nevins
Update of bug #19898 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #19633] Editor item lists open tiny

2012-07-08 Thread Marko Lindqvist
Update of bug #19633 (project freeciv): Status: Confirmed => Ready For Test Assigned to:None => cazfi ___ Reply to this item at:

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #2, patch #3377 (project freeciv): > I applied the patch, but... tutorial.sav don't start Which branch you used? It should be compatible with current freeciv TRUNK. (One would assume that freeciv would right-out refuse to load savegame in newer format than what it understands)

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread Jacob Nevins
Follow-up Comment #3, patch #3377 (project freeciv): > (One would assume that freeciv would right-out refuse to load > savegame in newer format than what it understands) Right now it doesn't (for savegame2), it emits a warning and ploughs on regardless. __

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #4, patch #3377 (project freeciv): >Which branch you used? It should be compatible with current freeciv TRUNK. I use rev. 21469 ___ Reply to this item at:

[Freeciv-Dev] [bug #19908] URL scrub

2012-07-08 Thread Jacob Nevins
URL: Summary: URL scrub Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 12:04:37 2012 Category: docs Severity: 3 - Normal Priority: 5 - Normal

[Freeciv-Dev] [bug #19908] URL scrub

2012-07-08 Thread Jacob Nevins
Update of bug #19908 (project freeciv): Status: In Progress => Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-urlscrub.patch Size:10 KB File name: S2_3-urlscrub.patch

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #5, patch #3377 (project freeciv): >I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without problem. I made a mistake... British map doesn't start. Measure isn't 85x80, but 73x81. >I applied the patch, but... tutorial.sav doesn't start. I added a minimap at th

[Freeciv-Dev] [task #7605] Data Export #42 (task)

2012-07-08 Thread Jacob Nevins
Update of task #7605 (project freeciv): Status:None => Done Open/Closed:Open => Closed ___ Follow-up Comment #2: OK, finished playin

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #6, patch #3377 (project freeciv): By applying the patch I can reproduce myself. Will investigate. ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #19905] rapid middle click can orphan tooltip

2012-07-08 Thread Jacob Nevins
Update of bug #19905 (project freeciv): Planned Release: => 2.4.0,2.5.0 ___ Follow-up Comment #1: As a gtk3 bug, setting a release target of 2.4.0 for now (it seems unlikely to be trunk-specific

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #7, patch #3377 (project freeciv): - Fixed map size settings (file #16022) ___ Additional Item Attachment: File name: TutorialUp-2.patch Size:8 KB ___

[Freeciv-Dev] [patch #3368] Update contact information in "About Freeciv" help

2012-07-08 Thread Jacob Nevins
Update of patch #3368 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #1: No-one? Attached patch adds me. (file #16023)

[Freeciv-Dev] [bug #19909] fcdb options should not be defined/checked by freeciv-server

2012-07-08 Thread Jacob Nevins
URL: Summary: fcdb options should not be defined/checked by freeciv-server Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 13:08:00 2012 Category: None Severity: 3 -

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #8, patch #3377 (project freeciv): Applied patch: +"mapsize", "FULLSIZE", "FULLSIZE" +"size", 1, 1 I don't know, maybe it's my pc, but the same output. Now I use rev. 21471, last change jtn (2012-07-08 11:26:08 +0200). in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #9, patch #3377 (project freeciv): > +"mapsize", "FULLSIZE", "FULLSIZE" > +"size", 1, 1 More importantly, below minimum xsize and ysize settings were removed. ___ Reply to this item at: __

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #10, patch #3377 (project freeciv): >More importantly, below minimum xsize and ysize settings were removed. Exactly! Anyway new format is very interesting, great job! ___ Reply to this item at:

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Update of patch #3383 (project freeciv): Status:None => Ready For Test Assigned to:None => cazfi ___ Reply to this item at:

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #1, patch #3383 (project freeciv): Minor nitpick: In rulesets that introcude some kind of heavily armored unit with Settlers flag we may want that unit to work on a bit threatened tiles too (not so much when it's autosettler for human who can manually override anyway, but when us

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #2, patch #3383 (project freeciv): How can we check for that ? Looking at attack_strength / defense_strength ? Can you suggest sane thresholds ? ___ Reply to this item at: _

[Freeciv-Dev] [bug #19733] fcdb: server frets about unset --Database config items even when they're not meaningful

2012-07-08 Thread Jacob Nevins
Update of bug #19733 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #1: Attached patch just changes level to log_verbose. Deeper changes punted to bug #19909. (file #1

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #3, patch #3383 (project freeciv): Oh, is_square_threatened() checks only against land threats. This should also prevent autosettler from going to coastal tile which battleship is just about to sohrebombard. Maybe adv_danger_at() is the function you want to use? It also makes ca

[Freeciv-Dev] [patch #3385] fcdb: provide Lua instance with access to game data, signals etc

2012-07-08 Thread Jacob Nevins
URL: Summary: fcdb: provide Lua instance with access to game data, signals etc Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 15:11:41 2012 Category: None Priority:

[Freeciv-Dev] [patch #3386] fcdb: move password policy from server to Lua script

2012-07-08 Thread Jacob Nevins
URL: Summary: fcdb: move password policy from server to Lua script Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 15:19:08 2012 Category: None Priority: 5 - Normal

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #4, patch #3383 (project freeciv): Where do I find adv_danger_at() ? Grepping through my tarball does not find anything. ___ Reply to this item at:

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #5, patch #3383 (project freeciv): By the way, I did not consider protection against because they might be several tiles away (same as air units). Checking an enlarged radius does not seem to make sense. But you are right - the battleship could already be at the coast waiting fo

[Freeciv-Dev] [patch #3386] fcdb: move password policy from server to Lua script

2012-07-08 Thread Jacob Nevins
Follow-up Comment #1, patch #3386 (project freeciv): > The script would probably also need access to a MD5 and possibly > other hash functions, but that should be achievable. Since I've had a quick look: MD5 is not in the Lua standard library, but there's a third-party implementation

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #6, patch #3383 (project freeciv): You're working against a release (of which 2.3.2 is latest)? Autosettlers code has been heavily rarranged to S2_4 (that will become 2.4 release series) and a bit more to current development version (TRUNK). You should provide feature patches aga

[Freeciv-Dev] [patch #3387] fcdb: Postgres support for database.lua

2012-07-08 Thread Jacob Nevins
URL: Summary: fcdb: Postgres support for database.lua Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 16:15:51 2012 Category: None Priority: 3 - Low

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #7, patch #3383 (project freeciv): Yes, this patch was made against 2.3.2. Considered this to be a minor change that could go into the next small release. I'll check trunk and will provide a corresponding patch as well. _

[Freeciv-Dev] [patch #3388] fcdb: allow database.lua to set user's cmdlevel, delegation etc

2012-07-08 Thread Jacob Nevins
URL: Summary: fcdb: allow database.lua to set user's cmdlevel, delegation etc Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 17:16:26 2012 Category: None Priority:

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #8, patch #3383 (project freeciv): Using adv_danger_at() won't work unless pf_parameter->can_invade_tile is extended to pass the unit struct as argument. A quick look into path_finding.c left me with the impression that this won't work because the calling functions also don't hav

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #9, patch #3383 (project freeciv): Umh, was your modifications inside settler movement handling (goto)? It was not obvious by simply reading the patch. Anyway, attached is untested patch for settler not to even consider dangerous tiles (and to choose another place instead) (fil

[Freeciv-Dev] [bug #19911] fcdb: database.lua should not be searched for on paths overridable by modpack

2012-07-08 Thread Jacob Nevins
URL: Summary: fcdb: database.lua should not be searched for on paths overridable by modpack Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 17:55:30 2012 Category: None

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread anonymous
Follow-up Comment #10, patch #3383 (project freeciv): No, the change was inside autosettler_enter_territory() since this functions seemed to be always called when the settler is moving. If I understand correctly the difference between our patches is that mine considers the full path while yours c

[Freeciv-Dev] [patch #3287] fcdb: support SQLite backend "out of the box"

2012-07-08 Thread Jacob Nevins
Update of patch #3287 (project freeciv): Status: In Progress => Ready For Test ___ Follow-up Comment #2: Patches attached, at long last. Apart from the obvious, notable changes: * Database/table creat

[Freeciv-Dev] [bug #19911] fcdb: database.lua should not be searched for on paths overridable by modpack

2012-07-08 Thread Jacob Nevins
Update of bug #19911 (project freeciv): Status: In Progress => Ready For Test Depends on: => patch #3287 ___ Additional Item Attachment: File name: tr

[Freeciv-Dev] [bug #19729] luasql (database.lua) threat model unclear, security measures get in the way

2012-07-08 Thread Jacob Nevins
Update of bug #19729 (project freeciv): Planned Release: 2.4.0,2.5.0 => 2.5.0 Depends on: => bugs #19911 ___ Follow-up Comment #4: > (Perhaps the path

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #11, patch #3377 (project freeciv): See bug #18476: allow to load games without a map (i.e. tutorial)? ___ Reply to this item at: ___ Message s

Re: [Freeciv-Dev] [patch #3301] xz compressed tarballs

2012-07-08 Thread Gilles J. Seguin
On Sat, 2012-07-07 at 14:40 +0200, Jacob Nevins wrote: > ** Is automake 1.8 an onerous requirement? It only affects people building > from svn or regenerating configure etc. Do these specific changes affect > anyone who doesn't actually run "make dist"? linux distributions are using the tarball pr

[Freeciv-Dev] [patch #3301] xz compressed tarballs

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #12, patch #3301 (project freeciv): > Any reason not to port the bz2/zip automake changes back to > S2_3? They'd save a manual step in future 2.3.x releases. How many more releases you expect from S2_3? Bugfixes flow in quite slowly already. Would we take risks and do work in po

[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #11, patch #3383 (project freeciv): Ok, I now see how your patch works. I need to think this one a bit. I see at least five ways to proceed, each with pros and cons. ___ Reply to this item at:

[Freeciv-Dev] [patch #3354] Unit type flag prefix F_ -> UTF_

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #2, patch #3354 (project freeciv): I think I'll go for "UTYF_" (with possible "UCL_" -> "UCLF_" in the future). ___ Reply to this item at: ___

Re: [Freeciv-Dev] [bug #19868] Network protocol documentation

2012-07-08 Thread Gilles J. Seguin
On Fri, 2012-07-06 at 20:28 +0200, Sveinung Kvilhaugsvik wrote: > On Thu, Jul 5, 2012 at 10:38 PM, Gilles J. Seguin wrote: > > And packets.def is having it "all". > > You will find nothing else elsewhere. > > > I found the definitions of bitvectors (used as field types where the defined > length of

[Freeciv-Dev] [bug #17679] Autogenerated helptext speaks about veterancy levels though ruleset defines none

2012-07-08 Thread Jacob Nevins
Follow-up Comment #1, bug #17679 (project freeciv): Unit info popups and the like handle this badly too -- they insist on putting the veteran level in parentheses. There'd be less clutter if this were suppressed for units with only one level. (Probably the goal is for the level name to never appea

[Freeciv-Dev] [bug #19912] Veteran level names required to be adjectival

2012-07-08 Thread Jacob Nevins
URL: Summary: Veteran level names required to be adjectival Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 21:07:15 2012 Category: None Severity: 2 - Minor

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread David Fernandez
Follow-up Comment #1, bug #19899 (project freeciv): I think the problem is deeper than that. I have played peaceful games in v2.3, where AI never enter war (tested by increasing "AI love"), and soon they stop building settlers to start building workers and other city improvements. I thought the p

[Freeciv-Dev] [patch #3367] A bit playable qt-client

2012-07-08 Thread Marko Lindqvist
Update of patch #3367 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #3: I went through the style. I have not yet checked the patch otherwise. There was quite a bit to

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #2, bug #19899 (project freeciv): Can you also attach late-game 2.3 savegame where AI does not build settlers. It might become handy to investigate from that direction too - how it works in 2.3 / why it stops building settlers there. _

[Freeciv-Dev] [bug #19912] Veteran level names required to be adjectival

2012-07-08 Thread Jacob Nevins
Update of bug #19912 (project freeciv): Status: In Progress => Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-veteran-adjectival.patch Size:0 KB ___

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

2012-07-08 Thread Jacob Nevins
Update of bug #19850 (project freeciv): Status:None => Ready For Test Assigned to:None => jtn Depends on: => bugs #19912 __

[Freeciv-Dev] [patch #3389] Use advisors, not default ai, dangerous tile detection for human players

2012-07-08 Thread Marko Lindqvist
URL: Summary: Use advisors, not default ai, dangerous tile detection for human players Project: Freeciv Submitted by: cazfi Submitted on: Mon 09 Jul 2012 12:56:09 AM EEST Category: ai

[Freeciv-Dev] [bug #19913] Unit veteran level can exceed new type's maximum on upgrade

2012-07-08 Thread Jacob Nevins
URL: Summary: Unit veteran level can exceed new type's maximum on upgrade Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 23:18:29 2012 Category: None Severity: 3 -

[Freeciv-Dev] [patch #3367] A bit playable qt-client

2012-07-08 Thread anonymous
Follow-up Comment #4, patch #3367 (project freeciv): First, I'd like to stress I know very little about Qt. Having said that, after gtk3 client, I have an idea or two that somebody how knows Qt better could adapt. 1. curved line: with cairo, I've done it through cairo_curve_to - AFAICT, in Qt sim

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #3, bug #19899 (project freeciv): There's vastly more settlers than places for new cities -> something must be wrong with citymap reservations so that AI doesn't realize that new settler would never be able to build a city. ___

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

2012-07-08 Thread Jacob Nevins
Update of bug #19818 (project freeciv): Status:None => Ready For Test Assigned to:None => jtn ___ Follow-up Comment #4: I wrote: > If you r

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

2012-07-08 Thread Jacob Nevins
Update of bug #19818 (project freeciv): Depends on: => bugs #19912 ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #19913] Unit veteran level can exceed new type's maximum on upgrade

2012-07-08 Thread Jacob Nevins
Follow-up Comment #1, bug #19913 (project freeciv): While the S2_3 code behaves the same, it's not really practical to have differing numbers of veteran levels with S2_3's veteran system. However, may as well fix it anyway. ___ Reply to thi

[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game

2012-07-08 Thread Marko Lindqvist
Update of bug #19899 (project freeciv): Category:None => ai Status:None => Ready For Test Planned Release: => 2.4.0, 2.5.0 __

[Freeciv-Dev] [patch #3374] Buildable property for road types

2012-07-08 Thread Marko Lindqvist
Update of patch #3374 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #19088] Put more Windows installer/packaging material under version control

2012-07-08 Thread Marko Lindqvist
Update of bug #19088 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #17440] Update CodingStyle to take C++ files into account

2012-07-08 Thread Marko Lindqvist
Update of bug #17440 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3355] Claim Ocean tiles when suitable tech known

2012-07-08 Thread Marko Lindqvist
Update of patch #3355 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [bug #19633] Editor item lists open tiny

2012-07-08 Thread Marko Lindqvist
Update of bug #19633 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #19296] fix check for MagickWand (libbzip2)

2012-07-08 Thread Marko Lindqvist
Follow-up Comment #12, bug #19296 (project freeciv): We want to know if we can link programs together, not if we can run them on build machine. Testing the latter breaks cross-compilation. Attached version of the patch uses AC_LINK_IFELSE() instead of AC_RUN_IFELSE() (file #16039) __

[Freeciv-Dev] [patch #3377] Update tutorial savegame format

2012-07-08 Thread J. M. Gorbach
Follow-up Comment #12, patch #3377 (project freeciv): Now I use rev. 21480 and tutorial.sav start without errors :) ___ Reply to this item at: ___ Messaggio invi