[Freeciv-Dev] [bug #15264] Crash with Large Earth scenario and civ2 rules

2010-02-02 Thread pepeto

Update of bug #15264 (project freeciv):

  Status:   Confirmed => Ready For Test 


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[Freeciv-Dev] [bug #15266] Crashes after 200-400 moves

2010-02-02 Thread mike

URL:
  

 Summary: Crashes after 200-400 moves
 Project: Freeciv
Submitted by: qscft
Submitted on: Wednesday 02/03/2010 at 04:18
Category: client-gtk-2.0
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.0 beta 1 and 3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

I tried both gtk client and sdl client on XP and Windows 7. Same results.
2.2.0 beta 3 and beta 1 with civ2 rules. Rules weren't changed during game.
It happened two times (restarted game). 

After loading saved game press "turn done" (no movements, nothing).
Game hangs for 10 sec or so and crashes. Log file reported "connection to
server lost"



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File Attachments:


---
Date: Wednesday 02/03/2010 at 04:18  Name: civgame-T351-Y1926AD.sav.gz  Size:
31kB   By: qscft



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[Freeciv-Dev] [patch #1433] Help: re-order help sections

2010-02-02 Thread Jacob Nevins

Update of patch #1433 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.2.0  


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[Freeciv-Dev] [patch #1433] Help: re-order help sections

2010-02-02 Thread Jacob Nevins

Follow-up Comment #2, patch #1433 (project freeciv):

Changes in attached patch:
* Settle on a consistent order for help items (which is different from any
order yet seen); rearranges helpdata.txt massively but doesn't change the
content.
* Standardise some topic names:
** Playing => Strategy and Tactics
** Wonders => Wonders of the World
** ZOC => Zones of Control
** Citizen Management => Citizen Governor
** Ruleset => About Ruleset
** About => About Freeciv
* Add some topics that were missing from some clients:
** gui-win32: About Ruleset
** gui-xaw: About Ruleset, Citizen Governor, Worklist Editor
* Stop trying to maintain unique keyboard shortcuts for every Help menu item
in the win32 and gtk-2.0 clients. By the time I'm finished there'll be at
least 23 topics, and I only have 26 letters; I couldn't quite find a unique
set of accelerators that fitted, and even if I could, probably translators
could not (these appear to be translated strings). I don't believe you need
to access the help that fast. If that's wrong, I think we'll need submenus.

(file #7889)
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[Freeciv-Dev] [bug #15264] Crash with Large Earth scenario and civ2 rules

2010-02-02 Thread Matthias Pfafferodt

Follow-up Comment #4, bug #15264 (project freeciv):

> This is unrelated, I don't think it's a good idea to include
> this in this patch. 

removed in version 2 of the patch
 
> This is a very old problem, I never could compile 2.1 myself
> with --enable-debug.

without --enable-debug it compiles fine

(file #7886, file #7887)
___

Additional Item Attachment:

File name: S2_1-version2-fix-rulesetdir-in-scenarios-S2_1.patch Size:4 KB
File name: S2_2-trunk-version2-fix-rulesetdir-in-scenarios.patch Size:4 KB


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[Freeciv-Dev] [patch #1433] Help: re-order help sections

2010-02-02 Thread pepeto

Follow-up Comment #1, patch #1433 (project freeciv):

Where's the patch? ;)


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[Freeciv-Dev] [patch #1401] [Metaticket] Improve in-game help

2010-02-02 Thread Jacob Nevins

Update of patch #1401 (project freeciv):

  Depends on: => patch #1433


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[Freeciv-Dev] [patch #1433] Help: re-order help sections

2010-02-02 Thread Jacob Nevins

URL:
  

 Summary: Help: re-order help sections
 Project: Freeciv
Submitted by: jtn
Submitted on: Tuesday 02/02/10 at 22:16
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Re-order the sections in the built-in help (helpdata.txt) and change the help
menus of the various clients to use the same ordering and section names.

Partly for consistency and to get all help sections in the menus for all
clients, but mainly to create a logical place to put my forthcoming "Cities"
and "Economy" sections.

This patch won't change any of the help text itself, although the names of
some sections / menus may change, perhaps causing minor work for translators.




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[Freeciv-Dev] [patch #1431] Include more scenarios by default

2010-02-02 Thread Matthias Pfafferodt

Follow-up Comment #3, patch #1431 (project freeciv):

please check also bug #15264

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[Freeciv-Dev] [bug #15264] Crash with Large Earth scenario and civ2 rules

2010-02-02 Thread pepeto

Follow-up Comment #3, bug #15264 (project freeciv):

> Do you meant: 'You shouldn't ...'? 

Of course.

> * modify the 'end' command to consider the above listed change
>
> problem: two calls to 'end' are needed after a scenario was
> loaded to return to a clean state 

This is unrelated, I don't think it's a good idea to include this in this
patch.

> I could not compile test the S2_1 version due to the following
> error:

This is a very old problem, I never could compile 2.1 myself with
--enable-debug.




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[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread pepeto

Follow-up Comment #4, bug #15258 (project freeciv):

Good patch!


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[Freeciv-Dev] [bug #15265] fix type loading hp_loss_pct (min_speed was used instead)

2010-02-02 Thread pepeto

Update of bug #15265 (project freeciv):

  Status:None => Ready For Test 
 Release: => trunk  
 Planned Release:   2.2.0 => 2.3.0  

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Follow-up Comment #1:

Only occurs in trunk branch.


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[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread Matthias Pfafferodt

Update of bug #15258 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #3:

> The correct fix would be to avoid the terrain change via
> global warming or nuclear winter when the new terrain has the
> TER_NO_CITIES flag and the tile contains a city. 

This is done by the attached patch ...

(file #7885)
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Additional Item Attachment:

File name: 0004-city-check-for-nuclear_winter-and-global_warming.patch Size:1
KB


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[Freeciv-Dev] [bug #15264] Crash with Large Earth scenario and civ2 rules

2010-02-02 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #15264 (project freeciv):

> You should be able to modify the ruleset after a map is
> loaded. 

Do you meant: 'You *shouldn't* ...'?

hot fix attached (for S2_2 + trunk and S2_1):

fix rulesetdir in scenarios

* ruleset.(game|tech|...) = "default" and similar is not used anymore; use
rulesetdir = "default" instead in the scenario definitions
* the ruleset can't be changed after a scenario was loaded
* modify the 'end' command to consider the above listed change

problem: two calls to 'end' are needed after a scenario was loaded to return
to a clean state

I could not compile test the S2_1 version due to the following error:

# make | grep warn


cc1: warnings being treated as errors
ltable.c: In function ‘luaH_mainposition’:
ltable.c:108: error: cast from pointer to integer of different size
ltable.c:110: error: cast from pointer to integer of different size


(file #7883, file #7884)
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Additional Item Attachment:

File name: S2_2-trunk-0001-fix-rulesetdir-in-scenarios.patch Size:5 KB
File name: S2_1-0001-fix-rulesetdir-in-scenarios-S2_1.patch Size:5 KB


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[Freeciv-Dev] [bug #15265] fix type loading hp_loss_pct (min_speed was used instead)

2010-02-02 Thread Matthias Pfafferodt

URL:
  

 Summary: fix type loading hp_loss_pct (min_speed was used
instead)
 Project: Freeciv
Submitted by: syntron
Submitted on: Dienstag 02.02.2010 um 22:30
Category: rulesets
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: 2.2.0

___

Details:

I did run the server with '-d 4:registry.c' and found that hp_loss_pct wasn't
used at all ...



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File Attachments:


---
Date: Dienstag 02.02.2010 um 22:30  Name:
0002-fix-type-loading-hp_loss_pct-min_speed-was-used-ins.patch  Size: 809B  
By: syntron



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[Freeciv-Dev] [bug #15264] Crash with Large Earth scenario and civ2 rules

2010-02-02 Thread pepeto

Update of bug #15264 (project freeciv):

  Status:None => Confirmed  
 Planned Release:   2.2.x => 2.2.0  

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Follow-up Comment #1:

You should be able to modify the ruleset after a map is loaded.


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[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread pepeto

Update of bug #15258 (project freeciv):

 Planned Release: => 2.2.0  


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[Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread pepeto

Follow-up Comment #2, bug #15258 (project freeciv):

> I'm afraid I didn't write down the exact error, but ISTR a line
> 247 mentioned.  Ah, this one:
>
> server/sanitycheck.c:247:  SANITY_CITY(pcity,
> !terrain_has_flag(tile_terrain(pcenter), TER_NO_CITIES));
>
> I'm not aware of any state variable that remembers whether the
> last turn resulted in random terrain changes; otherwise one
> could just wrap that TER_NO_CITIES check in if
> (game.info.last_turn_had_upset) { ... }

Thank you, this help us a lot to know what is the problem.  The correct fix
would be to avoid the terrain change via global warming or nuclear winter
when the new terrain has the  TER_NO_CITIES flag and the tile contains a
city.


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[Freeciv-Dev] [patch #1428] Send the settable_options_control packet only once

2010-02-02 Thread pepeto

Update of patch #1428 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1429] Add is-game-info packet flag

2010-02-02 Thread pepeto

Update of patch #1429 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1427] Send is_changeable instead of sclass for server settings

2010-02-02 Thread pepeto

Update of patch #1427 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1200] game settings can be locked by the ruleset

2010-02-02 Thread pepeto

Update of patch #1200 (project freeciv):

 Assigned to:None => pepeto 


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[Freeciv-Dev] [patch #1301] Metaticket: settings patch series

2010-02-02 Thread pepeto

Update of patch #1301 (project freeciv):

  Status:None => In Progress
 Assigned to:None => pepeto 


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[Freeciv-Dev] [patch #1198] show changed game settings after reset and rulesetdir

2010-02-02 Thread pepeto

Update of patch #1198 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #13873] [patch 07/07] load game settings from ruleset file

2010-02-02 Thread pepeto

Update of bug #13873 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #15242] English town Middlesbr ough misspelt as “Middlesborough”

2010-02-02 Thread pepeto

Update of bug #15242 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #15241] Scenario defined nations should be respected

2010-02-02 Thread pepeto

Update of bug #15241 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1415] some fixes and additions to the norwegian translation file (no.po)

2010-02-02 Thread Daniel Markstedt

Update of patch #1415 (project freeciv):

  Status: In Progress => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1415] some fixes and additions to the norwegian translation file (no.po)

2010-02-02 Thread Daniel Markstedt

Update of patch #1415 (project freeciv):

 Planned Release: => 2.2.0  

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Follow-up Comment #3:

Translation seems to be of decent quality. Will commit to S2_2 and trunk
shortly.

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[Freeciv-Dev] [patch #1430] Improve scenario descriptions

2010-02-02 Thread Daniel Markstedt

Follow-up Comment #1, patch #1430 (project freeciv):

Attaching the correct patch this time.

(file #7881)
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[Freeciv-Dev] [bug #15262] No "medium" ai difficulty setting available (at least in SDL client

2010-02-02 Thread Daniel Markstedt

Update of bug #15262 (project freeciv):

 Planned Release: => 2.2.0  


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[Freeciv-Dev] [bug #15262] No "medium" ai difficulty setting available (at least in SDL client

2010-02-02 Thread Matthias Pfafferodt

Update of bug #15262 (project freeciv):

  Status: Invalid => Ready For Test 
 Open/Closed:  Closed => Open   

___

Follow-up Comment #2:

As pointed out by Arndt Pohlmann (the original bug reporter) in a private
mail, the documentation in ./doc/README.AI mentioned a difficulty level
'medium' instead of 'normal'.

The attached patch corrects this and also updates the information about the
handicaps.

(file #7880)
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Re: [Freeciv-Dev] [bug #15258] Some cities fail sanity checking after nuclear winter

2010-02-02 Thread Bernd Jendrissek
On Tue, Feb 2, 2010 at 12:10 AM, pepeto
 wrote:
> Follow-up Comment #1, bug #15258 (project freeciv):
>
> Do you have a more precise error message?

I'm afraid I didn't write down the exact error, but ISTR a line 247
mentioned.  Ah, this one:

server/sanitycheck.c:247:  SANITY_CITY(pcity,
!terrain_has_flag(tile_terrain(pcenter), TER_NO_CITIES));

I'm not aware of any state variable that remembers whether the last
turn resulted in random terrain changes; otherwise one could just wrap
that TER_NO_CITIES check in if (game.info.last_turn_had_upset) { ... }

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[Freeciv-Dev] [patch #1265] add text about the bulb upkeep in the science dialog

2010-02-02 Thread Matthias Pfafferodt

Update of patch #1265 (project freeciv):

  Depends on: => patch #1262


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[Freeciv-Dev] [patch #1264] add tech upkeep

2010-02-02 Thread Matthias Pfafferodt

Update of patch #1264 (project freeciv):

  Depends on: => patch #1262


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[Freeciv-Dev] [patch #1267] check city production if a tech is lost

2010-02-02 Thread Matthias Pfafferodt

Update of patch #1267 (project freeciv):

 Open/Closed:Open => Closed 

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Follow-up Comment #1:

included in patch #1262

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[Freeciv-Dev] [patch #1263] possibility to loose a tech if it is transfered

2010-02-02 Thread Matthias Pfafferodt

Update of patch #1263 (project freeciv):

  Depends on: => patch #1262


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[Freeciv-Dev] [patch #1268] reordering in function forget_tech()

2010-02-02 Thread Matthias Pfafferodt

Update of patch #1268 (project freeciv):

 Open/Closed:Open => Closed 

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Follow-up Comment #1:

included in patch #1263

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[Freeciv-Dev] [bug #15264] Crash with Large Earth scenario and civ2 rules

2010-02-02 Thread anonymous

URL:
  

 Summary: Crash with Large Earth scenario and civ2 rules
 Project: Freeciv
Submitted by: None
Submitted on: Tuesday 02/02/2010 at 17:59 CET
Category: client-gtk-2.0
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.1.x
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 2.2.x

___

Details:

Cannot play large earth scenario with civ2 rules. The FreeCiv server crashes
for me every time.

Steps to reproduce:
1. Load Large Earth scenario
2. Select civ2 ruleset
3. Select # of players (i.e. 5)
4. Select country/leader (i.e. American/Lincoln)
5. Start game

Note - steps 3 & 4 above may not actually be related to the problem.

Following these steps have always led to a crash of the server for me in all
of the 2.1.x and 2.2.x releases I have tried.

Currently running FreeCiv (gtk2 client) under WinXP w/SP3. Tested this on
other machines running same OS and results were the same result.

Can someone please fix this?

Thanks!




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[Freeciv-Dev] [bug #15262] No "medium" ai difficulty setting available (at least in SDL client

2010-02-02 Thread Matthias Pfafferodt

Update of bug #15262 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #15262] No "medium" ai difficulty setting available (at least in SDL client

2010-02-02 Thread Matthias Pfafferodt

Update of bug #15262 (project freeciv):

  Status:None => Invalid

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Follow-up Comment #1:

There is no medium setting. The ai skill levels are:

* novice
* easy
* normal
* hard
* cheating
* (experimental; only with debugging activated)


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[Freeciv-Dev] [bug #15261] City production in city overview does not update on change

2010-02-02 Thread anonymous

Follow-up Comment #1, bug #15261 (project freeciv):

I forgot:

This happens with the SDL client.

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[Freeciv-Dev] [bug #15262] No "medium" ai difficulty setting available (at least in SDL client

2010-02-02 Thread anonymous

URL:
  

 Summary: No "medium" ai difficulty setting available (at
least in SDL client
 Project: Freeciv
Submitted by: None
Submitted on: Dienstag 02.02.2010 um 14:48 CET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: cradl...@googlemail.com
 Open/Closed: Open
 Release: all known
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

No "medium" ai difficulty setting available.


Whenever I want to create a game, the command parser does not know the
setting "/medium"

"/easy", "/hard" works as expected, medium is not being recognized as a
command.

This has affected all SDL client versions








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[Freeciv-Dev] [bug #15261] City production in city overview does not update on change

2010-02-02 Thread anonymous

URL:
  

 Summary: City production in city overview does not update on
change
 Project: Freeciv
Submitted by: None
Submitted on: Dienstag 02.02.2010 um 14:45 CET
Category: client-sdl
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: cradl...@googlemail.com
 Open/Closed: Open
 Release: 2.1.11
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

This bug was also in 2.1.10

Steps to reproduce:

- open city overview
- open city dialogue by clicking on a city
- change the production
- close the city dialogue
- the city overview still shows the old production of the city

Workaround: Close and reopen the city overview


This must have been introduced sometimes before 2.1.10, it worked before.




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