[Freeciv-Dev] [patch #1798] No AI function pointers to advisor functions
Update of patch #1798 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1798 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1797] Move amortize() to advtools.c
Update of patch #1797 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1797 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1809] Remove AC_TYPE_SIGNAL from configure.ac
URL: http://gna.org/patch/?1809 Summary: Remove AC_TYPE_SIGNAL from configure.ac Project: Freeciv Submitted by: cazfi Submitted on: Wednesday 08/04/2010 at 11:01 Category: bootstrap Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: * Freeciv has never used results of AC_TYPE_SIGNAL * AC_TYPE_SIGNAL is marked obsolete since autoconf 2.63 ___ File Attachments: --- Date: Wednesday 08/04/2010 at 11:01 Name: RmAcTypeSignal.diff Size: 315B By: cazfi http://gna.org/patch/download.php?file_id=9691 ___ Reply to this item at: http://gna.org/patch/?1809 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1807] Update AC_INIT and AM_INIT_AUTOMAKE to new form
Follow-up Comment #1, patch #1807 (project freeciv): * Corrected quotation (file #9692) ___ Additional Item Attachment: File name: UpdateAcInitAmInit_1807-2.diff Size:2 KB ___ Reply to this item at: http://gna.org/patch/?1807 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16310] Perhaps use ${sysconfdir} instead of ${prefix}/etc in m4/ggz.m4
Follow-up Comment #2, bug #16310 (project freeciv): Sorry, my ggz/m4 foo are almost zero, so i don't think I'll be able to do that forwarding. ___ Reply to this item at: http://gna.org/bugs/?16310 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16354] Amplio2 - old specials
Update of bug #16354 (project freeciv): Assigned to: dmarks = hogne ___ Follow-up Comment #3: I'm ok with that. ___ Reply to this item at: http://gna.org/bugs/?16354 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1810] Add xz savegame compression support
URL: http://gna.org/patch/?1810 Summary: Add xz savegame compression support Project: Freeciv Submitted by: cazfi Submitted on: Wednesday 08/04/2010 at 18:23 Category: general Priority: 5 - Normal Status: In Progress Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: This still quite rough patch adds support for compressing savegames with xz. xz is new version of what previously was known as lzma, as is obvious from function names and such. ___ File Attachments: --- Date: Wednesday 08/04/2010 at 18:23 Name: XzCompression.diff Size: 17kB By: cazfi http://gna.org/patch/download.php?file_id=9693 ___ Reply to this item at: http://gna.org/patch/?1810 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16353] Breakage: Client stuck when server shuts down
Follow-up Comment #1, bug #16353 (project freeciv): I fail to reproduce. Are you sure it wasn't before revision 17642 (bug #16301)? ___ Reply to this item at: http://gna.org/bugs/?16353 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1790] [ai] remove ai-trade_want as it is not used
Update of patch #1790 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1790 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16353] Breakage: Client stuck when server shuts down
Follow-up Comment #2, bug #16353 (project freeciv): Forgot to mention the logs: 1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void *)0)' failed. 1: Please report this message at https://gna.org/projects/freeciv/ 1: Lost connection to server! ___ Reply to this item at: http://gna.org/bugs/?16353 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16353] Breakage: Client stuck when server shuts down
Follow-up Comment #3, bug #16353 (project freeciv): Here the backtrace of the first failed assertion: #0 0x0012d422 in __kernel_vsyscall () No symbol table info available. #1 0x0097b230 in raise () from /lib/tls/i686/cmov/libpthread.so.0 No symbol table info available. #2 0x081c3f29 in fc_assert_fail (file=0x8217b95 player.c, function=0x982ff4 \264^\001, line=266, assertion=0x8217bca plr2 != ((void *)0), message=0x0) at log.c:452 level = 11640 #3 0x081b1d1c in player_diplstate_get (plr1=0x0, plr2=0x2) at player.c:266 __FUNCTION__ = player_diplstate_get #4 0x08082124 in handle_player_diplstate (packet=0x8c09880) at packhand.c:1949 plr1 = 0x9301b58 plr2 = 0x0 my_player = 0x0 ds = value optimised out __FUNCTION__ = handle_player_diplstate #5 0x0808846f in client_handle_packet (type=PACKET_PROCESSING_STARTED, packet=0x2) at packhand_gen.c:133 No locals. #6 0x0805bd79 in client_packet_input (packet=0x8c09880, type=59) at client_main.c:549 __FUNCTION__ = client_packet_input #7 0x08061b73 in input_from_server (fd=11) at clinet.c:382 result = true packet = 0x8c09880 type = PACKET_PLAYER_DIPLSTATE __FUNCTION__ = input_from_server #8 0x0055832c in gdk_io_invoke (source=0x8c0e828, condition=G_IO_IN, data=0x8c11380) at /build/buildd/gtk+2.0-2.20.1/gdk/gdkevents.c:1082 gdk_cond = GDK_INPUT_READ #9 0x00922efb in g_io_unix_dispatch (source=0x8c1cda8, callback=0x5582d0 gdk_io_invoke, user_data=0x8c11380) at /build/buildd/glib2.0-2.24.1/glib/giounix.c:162 buffer_condition = value optimised out #10 0x008de5e5 in g_main_dispatch (context=0x83046f0) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:1960 dispatch = 0x922eb0 g_io_unix_dispatch user_data = 0x8c11380 callback = 0x5582d0 gdk_io_invoke cb_funcs = 0x96c33c cb_data = 0x8393e88 current_source_link = {data = 0x8c1cda8, next = 0x0} source = 0x8c1cda8 current = 0x874f520 i = 0 #11 IA__g_main_context_dispatch (context=0x83046f0) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2513 No locals. #12 0x008e22d8 in g_main_context_iterate (context=0x83046f0, block=value optimised out, dispatch=1, self=0x82d4800) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2591 max_priority = 108 timeout = 0 some_ready = 1 nfds = value optimised out allocated_nfds = value optimised out fds = value optimised out __PRETTY_FUNCTION__ = g_main_context_iterate #13 0x008e2817 in IA__g_main_loop_run (loop=0x873d588) at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2799 self = 0x82d4800 __PRETTY_FUNCTION__ = IA__g_main_loop_run #14 0x0029d309 in IA__gtk_main () at /build/buildd/gtk+2.0-2.20.1/gtk/gtkmain.c:1219 tmp_list = 0x8307988 functions = 0x0 init = 0x83486f0 loop = 0x873d588 #15 0x0805afa0 in ui_main (argc=1, argv=0xb474) at gui_main.c:1606 home = value optimised out sig = value optimised out __FUNCTION__ = ui_main #16 0x0805c1c4 in client_main (argc=3, argv=0xb474) at client_main.c:501 i = 3 loglevel = LOG_NORMAL ui_options = value optimised out ui_separator = false option = value optimised out user_tileset = false fatal_assertions = 2 __FUNCTION__ = client_main #17 0x0805a22b in main (argc=3, argv=0xb474) at gui_main.c:1443 ___ Reply to this item at: http://gna.org/bugs/?16353 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1802] Move ai/ailog.[ch] as server/srv_log.[ch]
Follow-up Comment #1, patch #1802 (project freeciv): * Updated against svn (file #9694) ___ Additional Item Attachment: File name: SrvLog_1802-2.diff Size:12 KB ___ Reply to this item at: http://gna.org/patch/?1802 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16264] Segmentation fault in map generation
Follow-up Comment #6, bug #16264 (project freeciv): It is a bug in the generator 1 in smooth_int_map(). This function always grows the height of the map instead of smoothing. It seems it causes a random array overflow or value overflow. Test with size 128, gen 1: smooth=0, min=0, max=11999 smooth=1, min=3933, max=16807 smooth=2, min=7482, max=27183 smooth=3, min=12748, max=47017 smooth=4, min=21340, max=83428 smooth=5, min=36574, max=149872 smooth=6, min=62547, max=269996 smooth=7, min=106649, max=486398 smooth=8, min=183596, max=876739 smooth=9, min=318608, max=1581545 smooth=10, min=556284, max=2855252 smooth=11, min=975863, max=5158774 smooth=12, min=1718325, max=9327431 ___ Reply to this item at: http://gna.org/bugs/?16264 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16345] AI shouldn't count as 'players' in metaserver
Follow-up Comment #1, bug #16345 (project freeciv): You can obtain the real number of human players by doing the difference between the total number of players and the number of available ones. ___ Reply to this item at: http://gna.org/bugs/?16345 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1801] Call ai_data_analyze_rulesets through AI function pointer interface
Follow-up Comment #4, patch #1801 (project freeciv): * Renamed analyze_rulesets as plr_analyze_rulesets to make room for future function that is called only once for each ai_type. (file #9695) ___ Additional Item Attachment: File name: AnalyzeRulesets2AiInterface_1801-3.diff Size:1 KB ___ Reply to this item at: http://gna.org/patch/?1801 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16345] AI shouldn't count as 'players' in metaserver
Follow-up Comment #2, bug #16345 (project freeciv): The number of available players isn't shown in the 2.2.2 metaserver page in the gtk client. I only see it on meta.freeciv.org The only way to find out if someone is playing is to click on the server, and scroll through the list of players and look for a hostname next to where it says Human or AI. ___ Reply to this item at: http://gna.org/bugs/?16345 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #3, patch #1803 (project freeciv): About the rivers, they are not just a visual issue. Rivers cut movement cost, add trade, and with a certain option triremes can travel on them. Also, I'm no lawyer, but the legality of this seems ambigious. Civ 4 is a commercial game with many copyrights. Freeciv cannot ship code as GPLv2 if it contains proprietary info (civ4 map definition?). Its also written in Java, and freeciv is C99 or lua. ___ Reply to this item at: http://gna.org/patch/?1803 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #4, patch #1803 (project freeciv): I feel it would be better to program this as a plugin for freeciv itself - basically a replacement for savegame.c, which could be refactored to be modular - that would load the scenario directly into freeciv-server rather than try to translate it. Also however, the different rulesets of freeciv and civ4 will give issues, unless that has been dealt with already. A specialized ruleset may be desired for this. Graphics limitations on freeciv won't allow the exact same terrain types but some compromises would probably let it work. -jason ___ Reply to this item at: http://gna.org/patch/?1803 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16319] Game Crashes at End of Turn
Follow-up Comment #1, bug #16319 (project freeciv): I tried to reproduce this bug; I am running OpenBSD and my self-compiled S2_2 r17636 with the GTK client. I loaded file #9628, took the Bretons, moved all my units, and lastly moved the Trireme along the north pole, and then began the next turn, but I had no crash or problem. Perhaps the bug is in the SDL client, or in the Windows version of Freeciv? Can someone who has the SDL client or runs Windows (or does both) try to reproduce this bug? ___ Reply to this item at: http://gna.org/bugs/?16319 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16305] Incorrect sabotage handling for diplomats
Update of bug #16305 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn ___ Follow-up Comment #6: Well, here are some patches which increase Diplomats' chances of sabotaging city improvements/production. Do we want to apply them? Let's come up for a few testcase scenarios to make sure the proposed changes are somewhat balanced. :) What sort of thing did you have in mind? I can't think of any way of testing the balance of this other than play-testing. (Personally I haven't used Diplomats much, so I don't have a feeling for how much this might upset things.) (file #9696, file #9697, file #9698) ___ Additional Item Attachment: File name: S2_1-diplomat-city-sabotage.diff Size:0 KB File name: S2_2-diplomat-city-sabotage.diff Size:3 KB File name: trunk-diplomat-city-sabotage.diff Size:6 KB ___ Reply to this item at: http://gna.org/bugs/?16305 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)
Follow-up Comment #5, patch #1803 (project freeciv): I suggested to syntron the possibility to add this import feature into freeciv map editor, but he said it is complicated because the map is generated in the server and the editor moddifies it in the client (if I understood). He suggested to create some kind of lua script. But I do not know lua programing, only c and java. I chose java due to multiplataform support. My intencion when I upload it here was that maybe people here could upload it to the /freeciv/contrib/utils/ section, where I already found another java tool. Or you can import my code to freeciv or lua script, whatever you find better. I asked in the forum about possible legality issues before sharing it. Thinking about it, it is the same than OpenOffice can import MSOffice files. I guess it should be legal. Note I did not cracked any Civ4 map info, they are plain txt files with similar information than freeciv files. I already took some few compromise decisions to create the current importer, and I think the result is very playable. In fact, I find some imported maps better than some default freeciv maps. About rivers, I understand the effect over gameplay, and I see it could be an issue for some people. I mean that the imported freeciv map includes the same ammount of rivers than the original civ4 map, and the difference is only visual. As I said, I enjoy playing maps with lots of rivers, and people who do not like them still can try to import civ4 maps where there are less rivers. Topic in the forums: http://forum.freeciv.org/viewtopic.php?t=6335 ___ Reply to this item at: http://gna.org/patch/?1803 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1753] Canadian ruleset new leaders
Update of patch #1753 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1753 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1416] Adds ruleset for Republic of Venice
Update of patch #1416 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1416 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev