[Freeciv-Dev] [bug #15297] Trireme behavior in 2.2

2010-02-07 Thread Daniel Markstedt

URL:
  http://gna.org/bugs/?15297

 Summary: Trireme behavior in 2.2
 Project: Freeciv
Submitted by: dmarks
Submitted on: 일요일 2010년 02월 07일 at 18:47
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Posted by user salex in the forums,
http://forum.freeciv.org/viewtopic.php?t=6174

--

Hi 

Having played FreeCiv 2.2 I decided to post my feedback regarding a new
trireme behavior 

Good things: 
-- 
It is possible to follow shallow water and explore more land, I like it! 

Bad things: 
 
I can follow _only_ the shallow water, which creates a number of problem
during a game: 

1. Sometimes there is no shallow water near the sea shore which prevents a
trireme from sailing along the shore. Is it a bug or feature? 

2. There is no way you can cross a small gulf if there is a deep ocean
between continents. I find it very stupid. 

3. If another player trireme is on your way, you cannot overtake it if the
shallow water width is just one tile. 

Proposal 
--- 
Put back a possibility for a trireme to enter tiles with deep ocean and sink
it if it ends a turn there, as it was in the early versions.




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[Freeciv-Dev] [bug #15001] map generator does not honor temperature setting

2010-02-07 Thread pepeto

Follow-up Comment #8, bug #15001 (project freeciv):

Swamp are not tropical, they can be anywhere, I think that's a mistake to set
a such property for them.

Why civ1 and civ2 ruleset does have the same changes?


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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread pepeto

Update of bug #15255 (project freeciv):

  Status:   Postponed = Ready For Test 

___

Follow-up Comment #7:

Improved version for trunk: (full patch, does not depend of bug# 15001)
* Really create swamp terrains.
* Improve generator 1  2.
* Improve how _wetness_ is taken in account.

If all looks right, I can do a version for 2.2.


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[Freeciv-Dev] Bug status report

2010-02-07 Thread Daniel Markstedt
With only a week left until 2.2.0-RC, here's a brief bug status report
of what's left to do.

At the time of writing, we have 16 bugs and 5 patches targeted for 2.2.0.

bug #14711 - win32 client bug. I suggest removing 2.2.0 target.
bug #15104 - xaw client bug. Could someone commit the patch if we
don't hear from Egor again soon?

All of the rest have patches ready to go:

bug #15001, bug #15195, bug #15237, bug #15255, bug #15258, bug
#15261, bug #15264, bug #15277, bug #15286, bug #15287, bug #15290,
bug #15291, bug #15292, bug #15293, patch #1435, patch #1436, patch
#1443, patch #1450, patch #1451

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[Freeciv-Dev] [patch #1446] [Metaticket] Ruleset object

2010-02-07 Thread pepeto

Update of patch #1446 (project freeciv):

  Depends on: = bugs #13873


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[Freeciv-Dev] [patch #1435] Aztec fixes

2010-02-07 Thread Daniel Markstedt

Update of patch #1435 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

Some small fixes:

*Removed non-ascii character from legend.
*One unique leader title, only.
*Spelling in civilwar nation.

(file #7976)
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Additional Item Attachment:

File name: aztecfixes2.diff   Size:3 KB


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

2010-02-07 Thread pepeto

Update of patch #1200 (project freeciv):

  Status:  Ready For Test = In Progress

___

Follow-up Comment #8:

Some comments:
* in function set_command(), the test setting_locked() duplicates
setting_is_changeable().
* in function settings_reset(), all settings are unlocked, whereas the
ruleset still should lock them.
* in function setting_ruleset(), all settings should be unlocked at the start
of the function to remove all locks before do the next.
* in function setting_ruleset_one(), the calls to setting_*_validate()
duplicate setting_*_set().


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[Freeciv-Dev] [patch #1444] implement setting_log() / setting_error() functions

2010-02-07 Thread pepeto

Update of patch #1444 (project freeciv):

  Status:  Ready For Test = None   

___

Follow-up Comment #1:

I doubt the user need so much details about where the setting stuff has
failed (e.g. file and line).  Don't forget that most of those messages are
returned to normal users.

I guess a such patch is not really needed.  It would slow down the stuff
every time a setting packet is sent, because messages are not required in
those cases.  The only improvement which could be nice, would be to replace
those 'char **reject_msg' by 'char *reject_msg, size_t reject_msg_len', then
we could format the reject message quite better in some cases.


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Re: [Freeciv-Dev] Bug status report

2010-02-07 Thread Pepeto
Le dimanche 07 février 2010 à 12:27 +0100, Daniel Markstedt a écrit :
 With only a week left until 2.2.0-RC, here's a brief bug status report
 of what's left to do.
 
 At the time of writing, we have 16 bugs and 5 patches targeted for 2.2.0.
 
 bug #14711 - win32 client bug. I suggest removing 2.2.0 target.
 bug #15104 - xaw client bug. Could someone commit the patch if we
 don't hear from Egor again soon?

I will commit this patch if he doesn't return in the middle of the next
week.

 All of the rest have patches ready to go:
 
 bug #15001, bug #15195, bug #15237, bug #15255, bug #15258, bug
 #15261, bug #15264, bug #15277, bug #15286, bug #15287, bug #15290,
 bug #15291, bug #15292, bug #15293, patch #1435, patch #1436, patch
 #1443, patch #1450, patch #1451

I will also try to have a look on bug #15297.



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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #8, bug #15255 (project freeciv):

Do you have a patch file?

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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread pepeto

Follow-up Comment #9, bug #15255 (project freeciv):

 Do you have a patch file?

lol, I forgot to attach it.


(file #7977)
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Additional Item Attachment:

File name: trunk_generator.diff   Size:25 KB


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[Freeciv-Dev] [bug #15297] Trireme behavior in 2.2

2010-02-07 Thread pepeto

Update of bug #15297 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.0  

___

Follow-up Comment #1:

1. This should be fixed.
2. This should be fixed too.
3. There are more places where triremes can cross.  But else, triremes should
combat.


(file #7978, file #7979)
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Additional Item Attachment:

File name: trunk_smooth_water_depth.diff  Size:6 KB
File name: S2_2_smooth_water_depth.diff   Size:6 KB


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[Freeciv-Dev] [bug #15237] ./civ --gui gui does not work

2010-02-07 Thread pepeto

Follow-up Comment #6, bug #15237 (project freeciv):

Will you commit this patch?


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[Freeciv-Dev] [bug #15195] Behaviour with Clear unit orders on selection unset is sub-optimal

2010-02-07 Thread Jacob Nevins

Follow-up Comment #13, bug #15195 (project freeciv):

Trunk patch looks good, thanks.

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[Freeciv-Dev] [bug #15237] ./civ --gui gui does not work

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #7, bug #15237 (project freeciv):

Will do. I have to setup a ssh key as well as a svn repository for this ...

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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #10, bug #15255 (project freeciv):

The patch looks good! I think it will also solves bug #15001. Will compile
the patch now and then test some maps ...

I forgot to break the lines after 78 characters, sorry!


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[Freeciv-Dev] [bug #15001] map generator does not honor temperature setting

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #9, bug #15001 (project freeciv):

 Swamp are not tropical, they can be anywhere, I think that's a
 mistake to set a such property for them. 

 Why civ1 and civ2 ruleset does have the same changes?

I did consider swamps as 'tropical' terrain and therefore also changed these
rulesets. After I looked into the wikipedia I found that swamps are also
possible in colder areas. As example I found the Great Vasyugan Mire (see
http://whc.unesco.org/en/tentativelists/5114/) with an average temperature of
-1.1°C. So swamps are possible within NFROZEN terrains.

The changes to the terrain.ruleset file are results from checking the debug
output of pick_terrain(). If this function has to drop the prefer and avoid
requirements for a lot of tiles something seems to be wrong. The main debug
line I got, was


pick_terrain(target: MG_FOLIAGE, [dropping prefer: MG_TEMPERATE], avoid:
MG_LAST)


Therefor, I added 'property_temperate = 50' to terrain forest. The other
changes are done to set swamps to tropical (see above) and to allow more
forests (see statistics).

I think this changes are mostly included within the patch for bug #15255.

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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #11, bug #15255 (project freeciv):

nitpicking on my own comments in the code:

* could you please change the following copy  paste error (line 1309):


-  /* initialise terrain selection lists used by make_island() */
+  /* free terrain selection lists used by make_island() */



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[Freeciv-Dev] [bug #15300] Take Player button not working

2010-02-07 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?15300

 Summary: Take Player button not working
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 07/02/10 at 16:50
Category: client
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: 

___

Details:

In current S2_2, with at least the Gtk client, the Take Player button on
the connection screen doesn't seem to do anything whenever I've tried it.
Typing /take into the command box on the same screen does work as expected.




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[Freeciv-Dev] [patch #1436] Dutch fixes

2010-02-07 Thread Daniel Markstedt

Update of patch #1436 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

Trunk and S2_2 required different patches since the Dutch nation has changed
a bit in the former.

Also:
*Had to break the leader_sex line a few time to adhere to the 77 character
line length limit
*Made sure there were female forms for ruler titles

(file #7981, file #7982)
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Additional Item Attachment:

File name: dutchfixes-S2_2.diff   Size:5 KB
File name: dutchfixes-trunk.diff  Size:5 KB


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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread pepeto

Follow-up Comment #12, bug #15255 (project freeciv):

 could you please change the following copy  paste error

Done.

 I forgot to break the lines after 78 characters, sorry!

Normally, the maximal number of characters is 77 per line.  If we wouldn't
make mistakes, we wouldn't be human!

(file #7983, file #7984)
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File name: S2_2_generator.diffSize:25 KB


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[Freeciv-Dev] [bug #15300] Take Player button not working

2010-02-07 Thread pepeto

Follow-up Comment #1, bug #15300 (project freeciv):

Actually, it's not a bug, it is just very confusing.  The Take Player
button sends /take - so it attempts to attach to a player.  It is
absolutely not linked with the player list on the top.

I think in a logical way that this button should take the player which is
selected on the tree view if a such row is selected.


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[Freeciv-Dev] [patch #1438] Guatemalan nation (+Mayan changes)

2010-02-07 Thread Daniel Markstedt

Follow-up Comment #3, patch #1438 (project freeciv):

Thanks. But I get this error when applying:

patch:  malformed patch at line 160:

Could you try again?

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[Freeciv-Dev] [patch #1434] Ecuadorian nation (+Colombia fixes)

2010-02-07 Thread Daniel Markstedt

Follow-up Comment #3, patch #1434 (project freeciv):

The S2_2 branch has a feature freeze, that's why new nations are not
committed to this branch.

New nations are committed to svn trunk and will be in Freeciv 2.3 when
released. There's a simple roadmap at the wiki,
http://freeciv.org/wiki/Coding - some discussion on the release process at
http://freeciv.org/wiki/Release

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[Freeciv-Dev] [patch #1457] Colombia fixes

2010-02-07 Thread Daniel Markstedt

URL:
  http://gna.org/patch/?1457

 Summary: Colombia fixes
 Project: Freeciv
Submitted by: dmarks
Submitted on: 월요일 2010년 02월 08일 at 02:26
Category: rulesets
Priority: 3 - Low
  Status: Need Info
 Privacy: Public
 Assigned to: dmarks
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.2.0

___

Details:

Branched off patch #1434, some improvements to Colombian nation by J.M.
Maalderink mixcoatl.




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[Freeciv-Dev] [patch #1457] Colombia fixes

2010-02-07 Thread Daniel Markstedt

Follow-up Comment #1, patch #1457 (project freeciv):

My version of the patch attached.

*Breaking long lines at 77 characters
*Comandante and Viceroy makes two newly introduced titles. Both are good
titles, but the latter is left out of this patch. Could you think of any
other existing nation/s that could use either or both?
*Let's put in 'ecuadorian' civil war nation later on when the Ecuadorians
have been committed.

And a question: who is Franciso Rojas Pinillo? Couldn't find any reference to
him on the web.

(file #7985)
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[Freeciv-Dev] [patch #1434] Ecuadorian nation (+Colombia fixes)

2010-02-07 Thread Daniel Markstedt

Follow-up Comment #4, patch #1434 (project freeciv):

Colombian fixes branched off to patch #1457.

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[Freeciv-Dev] [bug #15301] Rework trade route messages

2010-02-07 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?15301

 Summary: Rework trade route messages
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 07/02/10 at 17:52
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

If you establish a new trade route between two of your cities that causes
another less profitable trade route, also between two of your own cities, to
be cancelled, you get a message like Sorry, Evo Morales has canceled the
trade route from Cochabamba to your city La Paz (where Evo Morales is
yourself!), which isn't ideal.

I've written a patch for this, which has ended up reworking a bit more than
that:
* Each player that is party to a trade route now gets a message separate from
the Your Caravan from Springfield has arrived ... one.
** This was the easiest way to make it clear why cancelations have occurred
(I did look at making it explicit but there were too many combinations).
** However, it's always seemed strange to me that another player can
establish a trade route with one of your cities without you being notified,
so this fixes that.
** ...and it distinguishes between a real trade route creation and an enter
marketplace action.
* Messages about the actions of foreign nations have changed from the leader
name (Evo Morales has canceled ...) to the collective noun (The Bolivians
have canceled ...) -- since an action by another player can cause two of
your own cities to cancel a domestic trade route, it seems fairly clear that
it's not a centrally controlled process :)

The patch should not change any of the actual gameplay, but I ended up moving
some of the code around so it could stand some review.

Tested against S2_2. Patch also applies cleanly against trunk. Working on a
patch against S2_1, which is slightly different.



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File Attachments:


---
Date: Sunday 07/02/10 at 17:52  Name: S2_2-trade-route-messages.diff  Size:
7kB   By: jtn
S2_2 r16727: rework trade route notification messages
http://gna.org/bugs/download.php?file_id=7986

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[Freeciv-Dev] [bug #15301] Rework trade route messages

2010-02-07 Thread Jacob Nevins

Update of bug #15301 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

Actually I've just realised that this probably shouldn't be backported to
S2_1 as it hits translatable messages. I've done it now, so here's the patch,
but I haven't tested it beyond compiling and I sha'n't commit it to S2_1, only
S2_2 and trunk.

(file #7987)
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[Freeciv-Dev] [bug #15301] Rework trade route messages

2010-02-07 Thread Jacob Nevins

Update of bug #15301 (project freeciv):

 Planned Release: = 2.2.0  


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[Freeciv-Dev] [bug #15287] Help: keep up with recent changes (fortress, initial diplomatic state)

2010-02-07 Thread Jacob Nevins

Update of bug #15287 (project freeciv):

  Status:  Ready For Test = In Progress


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[Freeciv-Dev] [bug #15287] Help: keep up with recent changes (fortress, initial diplomatic state)

2010-02-07 Thread Jacob Nevins

Update of bug #15287 (project freeciv):

  Status: In Progress = Fixed  
 Open/Closed:Open = Closed 


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

2010-02-07 Thread Jacob Nevins

Follow-up Comment #1, patch #1401 (project freeciv):

Progress update: I'm still working on what I hope is the last patch in this
series before 2.2. This pulls in material from the Cities
http://freeciv.wikia.com/wiki/Cities and Economy
http://freeciv.wikia.com/wiki/Economy section on wiki to new sections with
the same name as well as updating the City Improvements, Wonders of the
World, and Happiness sections. New topics covered include trade routes and
pollution.

I'm inclined to rename this bug to Improve in-game help for 2.2 and get it
closed once the above is done, and move bug #15132 to a new metaticket
(although it should be fairly easy to implement that within the existing help
system, at least for the Gtk client).

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[Freeciv-Dev] [bug #15301] Rework trade route messages

2010-02-07 Thread pepeto

Follow-up Comment #2, bug #15301 (project freeciv):

 Actually I've just realised that this probably shouldn't be
 backported to S2_1 as it hits translatable messages.

Right, it's not a good idea to commit it in S2_1.


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[Freeciv-Dev] [bug #15237] ./civ --gui gui does not work

2010-02-07 Thread Matthias Pfafferodt

Update of bug #15237 (project freeciv):

 Open/Closed:Open = Closed 

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Follow-up Comment #9:

my first commit to freeciv - is working ;-) but I did need some time to get
it to this point

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[Freeciv-Dev] [bug #15237] ./civ --gui gui does not work

2010-02-07 Thread pepeto

Follow-up Comment #10, bug #15237 (project freeciv):

Not committed to S2_2?


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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #13, bug #15255 (project freeciv):

 Will compile the patch now and then test some maps ... 

I tested the patch and if swamps are allowed in !FROZEN terrains they look
fine for the different generators and temperature settings of 30 / 50 / 70
(swamp explanation in bug #15001).

One thing with regard to poles (map with temperature = 30; size = 5; topology
= 3):


3: map settings:
3:   mountain_pct :   18%
3:   desert_pct   :4%
3:   forest_pct   :   18%
3:   jungle_pct   :0%
3:   swamp_pct:5%
3: map statistics:
3:   Lake :   22   0.4% (ocean:   0.9%)
3:   Ocean: 1408  28.7% (ocean:  56.1%)
3:   Deep Ocean   : 1079  22.0% (ocean:  43.0%)
3:   Glacier  : 1163  23.7% (land:   48.6%)
3:   Desert   :   46   0.9% (land:1.9%)
3:   Forest   :  220   4.5% (land:9.2%)
3:   Grassland:  336   6.9% (land:   14.1%)
3:   Hills:  139   2.8% (land:5.8%)
3:   Jungle   :4   0.1% (land:0.2%)
3:   Mountains:   83   1.7% (land:3.5%)
3:   Plains   :  335   6.8% (land:   14.0%)
3:   Swamp:   61   1.2% (land:2.6%)
3:   Tundra   :4   0.1% (land:0.2%)


In the above output the map settings and the map statistic don't match. One
has to take into account that the poles (= glacier) are special and are set
after water (lake + ocean + deep ocean) but before the land tiles are
defined. One has to remove this terrain type to get the right numbers (i.e
for forest: 9.2 * 100 / (100-48.6) = 17.9). For a high temperature map
(temperature = 70; size = 5; topology = 3) it looks (kind of) OK:


3: map settings:
3:   mountain_pct :   20%
3:   desert_pct   :9%
3:   forest_pct   :   15%
3:   jungle_pct   :5%
3:   swamp_pct:8%
3: map statistics:
3:   Lake :   13   0.3% (ocean:   0.3%)
3:   Ocean: 1052  21.5% (ocean:  28.3%)
3:   Deep Ocean   : 2655  54.2% (ocean:  71.4%)
3:   Glacier  :0   0.0% (land:0.0%)
3:   Desert   :   46   0.9% (land:3.9%)
3:   Forest   :  160   3.3% (land:   13.6%)
3:   Grassland:  315   6.4% (land:   26.7%)
3:   Hills:  145   3.0% (land:   12.3%)
3:   Jungle   :   18   0.4% (land:1.5%)
3:   Mountains:   93   1.9% (land:7.9%)
3:   Plains   :  308   6.3% (land:   26.1%)
3:   Swamp:   95   1.9% (land:8.1%)
3:   Tundra   :0   0.0% (land:0.0%)


This also differs for different topology settings (all generators); wrap N-S
+ wrap E-W maps (topology = 3,7,11,15) have for temperature = 30 around 23%
glacier at the poles while the other topologies have only around 11%.

(only some statistics I found while experimenting with the map settings)

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[Freeciv-Dev] [bug #15237] ./civ --gui gui does not work

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #12, bug #15237 (project freeciv):

 Not committed to S2_2? 

Ups, done ...

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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread pepeto

Follow-up Comment #14, bug #15255 (project freeciv):

So what is your conclusion? Ok for committing, or need again to be improved?


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

2010-02-07 Thread pepeto

Update of bug #15264 (project freeciv):

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


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[Freeciv-Dev] [bug #15277] Fall to main menu

2010-02-07 Thread pepeto

Update of bug #15277 (project freeciv):

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


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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #15, bug #15255 (project freeciv):

sorry if it was not clear - it is OK for committing. The things listed are
only the results of testing lot of freeciv maps. If there will be a patch, it
is of low priority and only a cosmetic change.

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

2010-02-07 Thread pepeto

Update of bug #15258 (project freeciv):

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


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Re: [Freeciv-Dev] Planned Release field for scheduling bug fixing

2010-02-07 Thread Matthias Pfafferodt
Hello Daniel,

yes I found this new form and I also use it. Furthermore, there is your 'bug 
status report'.

Matthias

Am Saturday 06 February 2010 17:32:03 schrieb Daniel Markstedt:
 I've created the 'Planned release' query form for this purpose.

 Could not find a way to edit the default query forms, so this was the
 best I could do.

 Daniel

 On Sat, Sep 5, 2009 at 8:55 PM, Matthias Pfafferodt

 matthias.pfaffer...@mapfa.de wrote:
  Is it possible to add this field to the sortable fields? If we go to 2.2
  it would be nice to know that is tagged for this version ...
 
  Thanks
 
  Matthias
 
  Am Sunday 16 August 2009 14:56:51 schrieb Daniel Markstedt:
  There's now a gna.org bug tracker field for Planned Release for
  scheduling bug fixes and patches. It's visible for logged in gna.org
  users only.
 
  Admins can easily add more versions to the field as needed.
 
  Daniel
 
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[Freeciv-Dev] [bug #15001] map generator does not honor temperature setting

2010-02-07 Thread Matthias Pfafferodt

Update of bug #15001 (project freeciv):

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

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Follow-up Comment #10:

the fix for this bug is included in the patch for bug #15255

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[Freeciv-Dev] [bug #15195] Behaviour with Clear unit orders on selection unset is sub-optimal

2010-02-07 Thread pepeto

Update of bug #15195 (project freeciv):

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


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

2010-02-07 Thread pepeto

Update of bug #15261 (project freeciv):

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


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[Freeciv-Dev] [bug #15255] update make_island() - generator 3

2010-02-07 Thread Matthias Pfafferodt

Follow-up Comment #16, bug #15255 (project freeciv):

I have one little addition to the patch:

prevent jungles in case of swamp selection in make_terrains(); no jungles
near the poles in TT_TEMPERATE.


  PLACE_ONE_TYPE(swamps_count, forests_count,
-pick_terrain(MG_WET, MG_LAST, MG_DRY),
+pick_terrain(MG_WET, MG_LAST, MG_FOLIAGE),
 WC_NDRY, TT_HOT, MC_LOW, 50);


updated patch attached

(file #7988, file #7989)
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File name: S2_2_generator3.patch  Size:25 KB


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[Freeciv-Dev] [patch #1438] Guatemalan nation (+Mayan changes)

2010-02-07 Thread J.M. Maalderink

Follow-up Comment #4, patch #1438 (project freeciv):

What about this one?

(file #7990)
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[Freeciv-Dev] [patch #1457] Colombia fixes

2010-02-07 Thread J.M. Maalderink

Follow-up Comment #2, patch #1457 (project freeciv):

Sorry, I misspelt his name (rather badly), should be Gustavo Rojas Pinilla.
He was the last military dictator of Colombia, president from 1953 to 1957.

Basically any Latin American country could have comandante for communism.
Apart for Colombia, Peru, Río de la Plata (Argentina) and New Spain (Mexico)
were viceroyalties. The Peruvians and Argentineans could have viceroy,
Mexicans better get emperor for monarchy (Mexico has been an empire twice
since independence).

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[Freeciv-Dev] [bug #15305] memory leak in map_allocate

2010-02-07 Thread anonymous

URL:
  http://gna.org/bugs/?15305

 Summary: memory leak in map_allocate
 Project: Freeciv
Submitted by: None
Submitted on: Monday 02/08/2010 at 00:07 CET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: jkl102...@yahoo.com
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

The map_allocate function calls the two functions

generate_city_map_indices()

and

generate_map_indices()

which allocate memory.  As far as I can tell, there is no corresponding code
which frees that memory.  Attached is a patch which modifies map_free to
perform the deallocation.  In the patch, it was necessary to modify the
city.c code as well because the city_map_index symbol is static.

JKL



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File Attachments:


---
Date: Monday 02/08/2010 at 00:07 CET  Name: map_allocate_memory_leak.patch 
Size: 2kB   By: None

http://gna.org/bugs/download.php?file_id=7991

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[Freeciv-Dev] [patch #1458] Maya changes

2010-02-07 Thread Daniel Markstedt

URL:
  http://gna.org/patch/?1458

 Summary: Maya changes
 Project: Freeciv
Submitted by: dmarks
Submitted on: 월요일 2010년 02월 08일 at 16:35
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: dmarks
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.2.0

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Details:

Changes to Maya nation by J.M. Maalderink mixcoatl, branched off patch
#1438.




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[Freeciv-Dev] [patch #1458] Maya changes

2010-02-07 Thread Daniel Markstedt

Follow-up Comment #1, patch #1458 (project freeciv):

Minor edits:

*Can Ek - Kan Ek' (attested in f.e. 'The conquest of the last Maya kingdom'
http://books.google.com/books?id=PeOWl54Mt7UCpg=PA187lpg=PA187dq=Kan+Ek'+mayasource=blots=_A2_WHXxaasig=_34tQhinQKAsFQ1C35R11ZLuiBEhl=koei=Xb1vS47fJYumsQbGroH3BQsa=Xoi=book_resultct=resultresnum=1ved=0CAoQ6AEwAA#v=onepageq=Kan%20Ek'%20mayaf=false)

*Linebreaks in leader sex list

(file #7992)
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[Freeciv-Dev] [patch #1438] Guatemalan nation (+Mayan changes)

2010-02-07 Thread Daniel Markstedt

Follow-up Comment #5, patch #1438 (project freeciv):

This one works much better. Branched off to patch #1458.

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