[Freeciv-Dev] [bug #17658] Translate msgid "freeciv 2.3.0"

2012-10-06 Thread Marko Lindqvist
Update of bug #17658 (project freeciv):

Category:None => general
  Status:None => Ready For Test 

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Follow-up Comment #7:

> (However, the strings have not... I don't think they're used
> elsewhere.)

Indeed, attached patch removes them.

(file #16659)
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Additional Item Attachment:

File name: SavenamesRm.patch  Size:1 KB


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[Freeciv-Dev] [bug #17862] Hardcoded GAME_START_YEAR

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #1, bug #17862 (project freeciv):

Fix attached for the "MinYear" requirement case. Simply allow any value.

We couldn't force value to be at least start year in effects loading even if
we wanted. Calendar, and start year, is not yet set up at that point. We could
add check to ruleset sanity module, but as year has no gameplay effects at
all, I don't think that's necessary - maybe someone even wants to implement
countdown style calendar where years decreases as turn increases.

(file #16658)
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Additional Item Attachment:

File name: Pre4000BCMinYear.patch Size:0 KB


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[Freeciv-Dev] [bug #19227] manual for freeciv-manual

2012-10-06 Thread Marko Lindqvist
Update of bug #19227 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.3.3, 2.4.0, 2.5.0

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Follow-up Comment #3:

- Added Makefile.am changes
- Generate with correct BUG_URL from configure


(file #16657)
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Additional Item Attachment:

File name: ManualMan.patchSize:1 KB


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[Freeciv-Dev] [bug #19852] Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times

2012-10-06 Thread Marko Lindqvist
Update of bug #19852 (project freeciv):

Category:None => general
  Status:None => Ready For Test 
 Planned Release: => 2.3.3, 2.4.0, 2.5.0

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Follow-up Comment #2:

That scripting expects nil return value from give_technology() if player
already has it. That's what our external documentation say.
However function header says that it returns pointer to A_NONE. That's
beginning of the techs array, not NULL. Implementation is according to that
function header.

I just decided that from the conflicting documentation the interpretation that
it should return NULL is correct, and current implementation is a bug.
Attached patch changes it to return NULL. It's rather unlikely that any script
out there could depend on old behavior.

(file #16655, file #16656)
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Additional Item Attachment:

File name: DarwinFix.patchSize:0 KB
File name: DarwinFix-S2_3.patch   Size:0 KB


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[Freeciv-Dev] [patch #3529] Take caravans enroute in the account when deciding if more are needed

2012-10-06 Thread Marko Lindqvist
Update of patch #3529 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3523] Start page updated

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #2, patch #3523 (project freeciv):

- Once I select nation, same leader name is shown in "Name" and "Leader"
columns. I suppose former should remain as user name.
- Observers are listed after all players, not next to one (s)he observes.
There's no easy way to tell who I'm observing
- Do we really need two different "random nation" concepts? Originally
everyone has "Random" nation meaning they will be assigned random nation when
game starts. If I then pick "Random", I get immediately assigned some nation
and there's no way of getting back to original random-as-unassigned state.
- For usability it would be nice if "Take this player" would toggle AIness of
the player off. I take the player because I want to play it (otherwise I would
select observing)

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[Freeciv-Dev] [bug #20171] no specials on map after retrying mapseed

2012-10-06 Thread Marko Lindqvist
Update of bug #20171 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #20077] in handle_city_info() [packhand.c::638]: assertion 'citizens_count(pcity) == city_size_get(pcity)' failed.

2012-10-06 Thread Marko Lindqvist
Update of bug #20077 (project freeciv):

Category:None => general

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Follow-up Comment #1:

Client side backtrace does not help much when it seems like problem is server
sending inconsistent data.

Attached patch adds sanity checking to server side before sending this data.
It will hopefully produce more meaningful logs to hunt this down.
Going to commit to TRUNK only.

(file #16654)
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Additional Item Attachment:

File name: SizeCitConsistencySrv.patchSize:0 KB


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[Freeciv-Dev] [bug #14904] gtk-client city dlg production time updates to previous value

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #2, bug #14904 (project freeciv):

This has happened more frequently recently to me.

Might be related to prior worklist adjustments, such as moving item from lower
from the list up as current production.

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[Freeciv-Dev] [patch #3348] move unit popups in citydlg slightly

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #3, patch #3348 (project freeciv):

Let's make this change as is for now, and adjust it for smaller displays only
if there turns out to be need to. 

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[Freeciv-Dev] [bug #19857] Road connect route over river when Bridge Building not known

2012-10-06 Thread Marko Lindqvist
Update of bug #19857 (project freeciv):

  Status:None => Ready For Test 

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Follow-up Comment #1:

Fix

(file #16653)
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Additional Item Attachment:

File name: ConnectCheckPlayerAbility.patch Size:0 KB


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[Freeciv-Dev] [bug #20224] Double click on unit on gtk3 unit selection dialog crashes client

2012-10-06 Thread Marko Lindqvist
URL:
  

 Summary: Double click on unit on gtk3 unit selection dialog
crashes client
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 07 Oct 2012 02:24:41 AM EEST
Category: client-gtk-3.0
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: 2.4.0, 2.5.0

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Details:

This has probably been introduced by updating gtk3 rather than change in
freeciv codebase, but gtk3 unit selection dialog is currently useless as it
crashes as soon as I try to select unit by double clicking it.




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[Freeciv-Dev] [bug #20219] Lua linked against readline even when freeciv configured with --without-readline

2012-10-06 Thread Marko Lindqvist
Update of bug #20219 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #9, bug #17816 (project freeciv):

r21878 of *S2_4*

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #8, bug #17816 (project freeciv):

Again reproducible in r21878. Backtrace seems similar to what I explained in
comment #5. Turn 520.

(file #16652)
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[Freeciv-Dev] [patch #3533] Allow AI to build ocean cities

2012-10-06 Thread Marko Lindqvist
URL:
  

 Summary: Allow AI to build ocean cities
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 06 Oct 2012 09:52:43 PM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Consider ocean tiles for city placement. This makes AI to build ocean cities
when possible (alien ruleset). That's beneficial for the AI actually building
the city, but note that it has no clue how to attack oceanic enemy cities.



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File Attachments:


---
Date: Sat 06 Oct 2012 09:52:43 PM EEST  Name: AiSeaCities.patch  Size: 755B  
By: cazfi



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[Freeciv-Dev] [bug #20220] Assert fail when losing future tech

2012-10-06 Thread Marko Lindqvist
Update of bug #20220 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #2, bug #19926 (project freeciv):

In that case I would prefer current autoconf provided check instead of rolling
out our own run-time test.

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[Freeciv-Dev] [bug #19030] postgresql include with hardcoded path

2012-10-06 Thread Marko Lindqvist
Additional Item Attachment, bug #19030 (project freeciv):

File name: PgPath.patch   Size:0 KB


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[Freeciv-Dev] [bug #19030] postgresql include with hardcoded path

2012-10-06 Thread Marko Lindqvist
Update of bug #19030 (project freeciv):

Category:None => bootstrap  
  Status:None => Ready For Test 
Operating System:*BSD => Any
 Summary: gmake of trunk on OpenBSD includes postgresql with
wrong path => postgresql include with hardcoded path

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Follow-up Comment #2:

Fix attached

We already have also correct include path from pg_config in CPPFLAGS but
source file had include relative to upper level directory with hardcoded
subdirectory name.

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[Freeciv-Dev] [patch #3532] Allow usage of adv/ai data in other player's phase

2012-10-06 Thread Marko Lindqvist
URL:
  

 Summary: Allow usage of adv/ai data in other player's phase
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 06 Oct 2012 05:58:29 PM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

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Details:

With alternating movement (phasemode != concurrent) diplomacy etc may try to
access data of the other players while it's not their phase. We currently
assert against any out-of-phase adv/ai data access. This patch allows access
in case of alternating movement.



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File Attachments:


---
Date: Sat 06 Oct 2012 05:58:29 PM EEST  Name: AltDataPhasesAssertFix.patch 
Size: 2kB   By: cazfi



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[Freeciv-Dev] [patch #3528] Remove unused TOLUA_AS_DEPENDENCY

2012-10-06 Thread Marko Lindqvist
Update of patch #3528 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #18084] Winning, Losing, and Points

2012-10-06 Thread Davide Baldini
Follow-up Comment #3, bug #18084 (project freeciv):

Yes, with patch #3346, in case endturn is reached, the team with highest score
wins the game.

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