[Freeciv-Dev] [bug #21896] double free or corruption after Connect to network game

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #5, bug #21896 (project freeciv): output window thread safety pacth committed, but as I have not reproduced the crash with any version, leaving ticket open for jtn to confirm if it helped. ___ Reply to this item at:

[Freeciv-Dev] [patch #4692] Lucky achievement

2014-05-18 Thread Marko Lindqvist
Update of patch #4692 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #4393] Support multiple city graphics providing buildings

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #2, patch #4393 (project freeciv): Ooh, maybe I can use this to do the thing I've wanted to do for ages, of making the capital city obvious on the map. Should be, if you define three walls sets: 1 - Walls 2 - Capital 3 (1+2) - Capital with Walls

[Freeciv-Dev] [patch #4393] Support multiple city graphics providing buildings

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #3, patch #4393 (project freeciv): - Updated against svn, and this time tested too (file #20754) ___ Additional Item Attachment: File name: MultiWallGfx-2.patch Size:10 KB

[Freeciv-Dev] [patch #4393] Support multiple city graphics providing buildings

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #5, patch #4393 (project freeciv): Value 5 is completely arbitrary, just something I threw in for testing the implementation. You're right that 8 (or 7, if I recall correctly that non-walled city does not count toward NUM_WALL_TYPES) would be much more sensible. UINT8 stands

[Freeciv-Dev] [patch #4393] Support multiple city graphics providing buildings

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #6, patch #4393 (project freeciv): The non-boolean use-case I've created this for is that wall types act as upgrades to previous ones, so that only one is active at the time - EFT_VISIBLE_WALLS value is the level of the walls.

[Freeciv-Dev] [bug #21896] double free or corruption after Connect to network game

2014-05-18 Thread Jacob Nevins
Update of bug #21896 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #6: I was able to

[Freeciv-Dev] [patch #4393] Support multiple city graphics providing buildings

2014-05-18 Thread Emmet Hikory
Follow-up Comment #4, patch #4393 (project freeciv): This is brilliant, but could NUM_WALL_TYPES be 8 rather than 5, to support another boolean type, so that one could do something like: City Walls: EFT_VISIBLE_WALLS: 1 Palace: EFT_VISIBLE_WALLS: 2 Television Tower: EFT_VISIBLE_WALLS: 4 Using

[Freeciv-Dev] [bug #22047] Crash in gtk_text_layout_get_cursor_locations() on Connect to network game

2014-05-18 Thread Jacob Nevins
URL: http://gna.org/bugs/?22047 Summary: Crash in gtk_text_layout_get_cursor_locations() on Connect to network game Project: Freeciv Submitted by: jtn Submitted on: Sun 18 May 2014 12:58:01 BST Category: client-gtk-2.0

[Freeciv-Dev] [bug #21575] GTK2 client crash at startup

2014-05-18 Thread Jacob Nevins
Follow-up Comment #1, bug #21575 (project freeciv): May be the same as bug #22047? Is this seen literally at client startup, or only after pressing the Connect to network game button? ___ Reply to this item at:

[Freeciv-Dev] [bug #22047] Crash in gtk_text_layout_get_cursor_locations() on Connect to network game

2014-05-18 Thread Jacob Nevins
Follow-up Comment #1, bug #22047 (project freeciv): The metaserver thread appears quiescent Erm, what I've been assuming to be the metaserver thread -- it might be something else (there are no Freeciv symbols in the backtrace so it probably is something else, on reflection).

[Freeciv-Dev] [bug #22048] Crashes and other trouble with repeated Connect to network game / Cancel

2014-05-18 Thread Jacob Nevins
URL: http://gna.org/bugs/?22048 Summary: Crashes and other trouble with repeated Connect to network game / Cancel Project: Freeciv Submitted by: jtn Submitted on: Sun 18 May 2014 13:18:00 BST Category: client-gtk-2.0

[Freeciv-Dev] [bug #21896] double free or corruption after Connect to network game

2014-05-18 Thread Jacob Nevins
Follow-up Comment #7, bug #21896 (project freeciv): On the other hand, I managed to reproduce other trouble in this area while trying to break this, so there might be more work to do here. However, the trigger and symptom is sufficiently different that I raised a new ticket, bug #22048.

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

2014-05-18 Thread pepeto
Update of bug #21326 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #22049] Players can guess the number of units inside enemy cities

2014-05-18 Thread pepeto
URL: http://gna.org/bugs/?22049 Summary: Players can guess the number of units inside enemy cities Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 03:50:53 PM CEST Category: general

[Freeciv-Dev] [patch #4393] Support multiple city graphics providing buildings

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #7, patch #4393 (project freeciv): - Make maximum number of Wall Types 7. (file #20755) ___ Additional Item Attachment: File name: MultiWallGfx-3.patch Size:10 KB

[Freeciv-Dev] [patch #4699] Alien Ruleset to support different gfx for stronger Force Walls

2014-05-18 Thread Marko Lindqvist
Update of patch #4699 (project freeciv): Depends on: = patch #4393 ___ Reply to this item at: http://gna.org/patch/?4699 ___ Message sent

[Freeciv-Dev] [patch #4699] Alien Ruleset to support different gfx for stronger Force Walls

2014-05-18 Thread Marko Lindqvist
URL: http://gna.org/patch/?4699 Summary: Alien Ruleset to support different gfx for stronger Force Walls Project: Freeciv Submitted by: cazfi Submitted on: Sun 18 May 2014 05:48:27 PM EEST Category: rulesets

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

2014-05-18 Thread pepeto
URL: http://gna.org/bugs/?22050 Summary: Recursive transport problems Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 05:46:41 PM CEST Category: general Severity: 3 - Normal

[Freeciv-Dev] [bug #20722] [metaticket] S2_4 unit transport issues

2014-05-18 Thread pepeto
Update of bug #20722 (project freeciv): Depends on: = bugs #22050 ___ Reply to this item at: http://gna.org/bugs/?20722 ___ Message sent

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

2014-05-18 Thread pepeto
Follow-up Comment #1, bug #22050 (project freeciv): (Lost the second point of my analysis about could_unit_load()) * can_unit_exist_at_tile(ptrans) wouldn't be effective neither for the same reason. ___ Reply to this item at:

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread pepeto
URL: http://gna.org/bugs/?22051 Summary: Missing route for a city on river Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 06:27:32 PM CEST Category: None Severity: 3 - Normal

[Freeciv-Dev] [bug #21161] human team player changes my reserch goal

2014-05-18 Thread pepeto
Follow-up Comment #3, bug #21161 (project freeciv): I can't reproduce. Is there any extra option set. Could you provide a savegame? ___ Reply to this item at: http://gna.org/bugs/?21161 ___

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #1, bug #22051 (project freeciv): Feature. Roads do not have AlwaysOnCityCenter flag on classic ruleset. See patch #3007, patch #3154, and patch #3522 ___ Reply to this item at: http://gna.org/bugs/?22051

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread pepeto
Follow-up Comment #2, bug #22051 (project freeciv): I was wondering if it was a feature. This looks strange for not to be able to connect cities with roads at start (because of the river). But if I am the only one complaining, I will live with...

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #3, bug #22051 (project freeciv): It's being reported regularly, so if we keep it, 2.5 release notes should use rather big font to spell it out. It's ruleset controlled, so whether supplied rulesets have it or not does not affect my own games. If we're about to vote if it's

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

2014-05-18 Thread Emmet Hikory
Follow-up Comment #2, bug #22050 (project freeciv): On questions, I have some opinions, as follows: 1a) For interface simplicity, it makes sense to me that only top-level transporters can be used as a load target, especially as the user has no way to indicate into which transporter a unit should

[Freeciv-Dev] [bug #22051] Missing route for a city on river

2014-05-18 Thread Emmet Hikory
Follow-up Comment #4, bug #22051 (project freeciv): I'd be tempted to set AlwaysOnCityCenter in classic, and AutoOnCityCenter in experimental, as it represents a noticeable change. Perhaps some of the other features that were enabled in experimental in 2.4 can be moved to classic in 2.5 instead?

[Freeciv-Dev] [patch #4700] Revolentype

2014-05-18 Thread Marko Lindqvist
URL: http://gna.org/patch/?4700 Summary: Revolentype Project: Freeciv Submitted by: cazfi Submitted on: Sun 18 May 2014 11:59:18 PM EEST Category: general Priority: 5 - Normal Status:

[Freeciv-Dev] [bug #22053] Impossible to attack cities with pathfinding

2014-05-18 Thread pepeto
URL: http://gna.org/bugs/?22053 Summary: Impossible to attack cities with pathfinding Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:06:40 PM CEST Category: ai Severity: 3 - Normal

[Freeciv-Dev] [patch #4701] Faster priority queue

2014-05-18 Thread pepeto
URL: http://gna.org/patch/?4701 Summary: Faster priority queue Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:09:22 PM CEST Category: general Priority: 5 - Normal

[Freeciv-Dev] [patch #4702] Reduce the number of calls to priority queue functions

2014-05-18 Thread pepeto
URL: http://gna.org/patch/?4702 Summary: Reduce the number of calls to priority queue functions Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:15:32 PM CEST Category: general

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
URL: http://gna.org/patch/?4703 Summary: Remove calls to same_pos() in pathfinding Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:17:09 PM CEST Category: ai Priority: 5 - Normal

[Freeciv-Dev] [patch #4704] Zoc handling correction and optimization in pathfinding

2014-05-18 Thread pepeto
URL: http://gna.org/patch/?4704 Summary: Zoc handling correction and optimization in pathfinding Project: Freeciv Submitted by: pepeto Submitted on: Sun 18 May 2014 11:23:37 PM CEST Category: ai Priority:

[Freeciv-Dev] [bug #21988] Genhash collision handling very inefficient

2014-05-18 Thread pepeto
Update of bug #21988 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?21988 ___ Message sent

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #4703 (project freeciv): Are you sure than no tile compared can ever be virtual one (having distinct pointer from real tile)? ___ Reply to this item at: http://gna.org/patch/?4703

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
Follow-up Comment #2, patch #4703 (project freeciv): I am sure no virtual tile is used in pathfinding. I also noticed that virtual tiles are no more handled in same_pos() (I didn't investigate since when). ___ Reply to this item at:

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
Follow-up Comment #3, patch #4703 (project freeciv): same_pos() only compares tile pointer for about 10 years (trunk r8387, rt PR#10047). I doubt this function is still useful, it probably can be removed completely. ___ Reply to this

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #4, patch #4703 (project freeciv): So do we have any function to check if two tiles (of which at least one might be virtual) have same map coordinates? ___ Reply to this item at: http://gna.org/patch/?4703

[Freeciv-Dev] [patch #4703] Remove calls to same_pos() in pathfinding

2014-05-18 Thread pepeto
Follow-up Comment #5, patch #4703 (project freeciv): I thought same_pos() was doing it. I don't know any other function able to do that. ___ Reply to this item at: http://gna.org/patch/?4703

[Freeciv-Dev] [patch #4705] Get rid of last function names with prefix my_

2014-05-18 Thread Marko Lindqvist
URL: http://gna.org/patch/?4705 Summary: Get rid of last function names with prefix my_ Project: Freeciv Submitted by: cazfi Submitted on: Mon 19 May 2014 01:24:07 AM EEST Category: general Priority: 5 -

[Freeciv-Dev] [bug #22054] Arrival of a caravan/freight by sea does not trigger traderoute dialog

2014-05-18 Thread Sam Steingold
URL: http://gna.org/bugs/?22054 Summary: Arrival of a caravan/freight by sea does not trigger traderoute dialog Project: Freeciv Submitted by: sds Submitted on: Mon 19 May 2014 01:53:27 AM UTC Category: general

[Freeciv-Dev] [bug #22048] Crashes and other trouble with repeated Connect to network game / Cancel

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #1, bug #22048 (project freeciv): I could reproduce the crash a couple of times without the attached patch, but not once with it. It initializes meta server scan result before new scan. Presumably it used to get SCAN_STATUS_DONE from the previous scan, causing attempt to handle

[Freeciv-Dev] [bug #22048] Crashes and other trouble with repeated Connect to network game / Cancel

2014-05-18 Thread Marko Lindqvist
Update of bug #22048 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?22048 ___ Message sent

[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-18 Thread Marko Lindqvist
Follow-up Comment #3, bug #22040 (project freeciv): Looked at the attachment screenshot, and there's sails (like I have experienced), *not* triremes as original submission claimed. ___ Reply to this item at: http://gna.org/bugs/?22040

[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-18 Thread Marko Lindqvist
Update of bug #22040 (project freeciv): Status:None = Ready For Test Planned Release: = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #4: Untested patch to