[Freeciv-Dev] [patch #1807] Update AC_INIT and AM_INIT_AUTOMAKE to new form

2010-08-06 Thread Marko Lindqvist

Update of patch #1807 (project freeciv):

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


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[Freeciv-Dev] [patch #1809] Remove AC_TYPE_SIGNAL from configure.ac

2010-08-06 Thread Marko Lindqvist

Update of patch #1809 (project freeciv):

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


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[Freeciv-Dev] [patch #1800] Move AI city building code from autosettlers.c to aisettler.c

2010-08-06 Thread Marko Lindqvist

Update of patch #1800 (project freeciv):

 Assigned to:None = cazfi  


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[Freeciv-Dev] [patch #1801] Call ai_data_analyze_rulesets through AI function pointer interface

2010-08-06 Thread Marko Lindqvist

Update of patch #1801 (project freeciv):

  Status:  Ready For Test = Wont Do
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

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Follow-up Comment #5:

ai_data is actually used by advisors also, so it's handling should not be in
AI interface in the first place. See patch #1816.

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Re: [Freeciv-Dev] Roadmap?

2010-08-06 Thread Marko Lindqvist
On 6 August 2010 05:25, David Lowe doctorjl...@verizon.net wrote:
        I maintain the port of freeciv within the 'fink' packaging system on 
 OSX.  Where can i look to get a rough estimate of when the next release will 
 be made available?  I'm currently trying to decide if it will be worth my 
 while to  incorporate some of the 2.2.3 patches into my 2.2.2 build.

2.2.3 will be released when there is enough bugfixes to justify it.
There is no date set.

Number of bug reports for S2_2 branch is relatively low, so it
probably takes some time before 2.2.3 will be released.

Development branch, that will become 2.3.x, is another matter completely.


 - ML

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2010-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1819

 Summary: Default ai as loadable module
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/06/2010 at 10:54
Category: ai
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

___

Details:

Posting current development version of the patch that allows building default
ai as loadable module.

Since turning this initial implementation into worthwhile feature requires
more work than what is possible before 2.3 release, I have set Planned
Release for this to be 2.4.

AI module contains only what is compiled from defaultai.c, all the rest is
still part of server binary. There is configure option, defaulting to off,
for building ai module loading support to server. Depending on that option,
defaultai is built into server or to separate module file.

To test this, you have to give configure options --enable-aimodules
--enable-shared



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File Attachments:


---
Date: Friday 08/06/2010 at 10:54  Name: AiModule.diff  Size: 6kB   By: cazfi

http://gna.org/patch/download.php?file_id=9712

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2010-08-06 Thread Marko Lindqvist

Update of patch #1819 (project freeciv):

  Depends on: = patch #1814


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[Freeciv-Dev] [bug #16369] Potential compilation failure if bz2 library found, but bzlib.h header not

2010-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?16369

 Summary: Potential compilation failure if bz2 library found,
but bzlib.h header not
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/06/2010 at 11:11
Category: bootstrap
Severity: 3 - Normal
Priority: 1 - Later
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.3

___

Details:

Configure does check existence of both libbz2 and bzlib.h. Problem is that
these checks are completely separate.
We try to build bzip2 savegame compression support when ever libbz2 is found.
If bzlib.h header was not found, build of bzip2 compression support will
fail.

Fix attached. For both S2_2 and TRUNK




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File Attachments:


---
Date: Friday 08/06/2010 at 11:11  Name: Bzip2Check.diff  Size: 572B   By:
cazfi

http://gna.org/bugs/download.php?file_id=9713

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[Freeciv-Dev] [bug #16368] Configure Not Finding sdl-mixer

2010-08-06 Thread Marko Lindqvist

Update of bug #16368 (project freeciv):

 Assigned to:None = cazfi  

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Follow-up Comment #1:

It seems that you have SDL_mixer library, but no SDL_mixer.h header.

Message about failure should be more verbose.


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[Freeciv-Dev] [bug #16079] Update docs to reflect file name changes

2010-08-06 Thread Marko Lindqvist

Follow-up Comment #3, bug #16079 (project freeciv):

 Is '.civserver_history' still in use?

Yes, nobody has remembered its existence before now. But now that you
reminded about it, it will be soon renamed (in trunk).

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[Freeciv-Dev] [patch #1821] Change TRUNK datasubdir to be dev

2010-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1821

 Summary: Change TRUNK datasubdir to be dev
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/06/2010 at 12:44
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Development version in trunk is not really ruleset/tileset compatible with
(next) stable release. Yet it is already using 2.3 datasubdir.
Attached patch changes trunk to use datasubdir dev. Datasubdir should be
changed to respective version number in stable branch when data format for
the release is freezed.

This may seem extremely unimportant at the moment, but once I publish modpack
installer utility, it will be important.



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File Attachments:


---
Date: Friday 08/06/2010 at 12:44  Name: DSDdev.diff  Size: 352B   By: cazfi

http://gna.org/patch/download.php?file_id=9716

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[Freeciv-Dev] [patch #1821] Change TRUNK datasubdir to be dev

2010-08-06 Thread Marko Lindqvist

Update of patch #1821 (project freeciv):

  Depends on: = patch #1815


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[Freeciv-Dev] [patch #1822] Modpack installer utility

2010-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1822

 Summary: Modpack installer utility
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/06/2010 at 14:36
Category: None
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:

This is initial version of the freeciv-modpack utility. I wrote it almost a
year ago, but never posted it as I wanted to make it a bit better first. But
since almost full year has passed without me being able to develop better
version, it's probably better to have at least this version than none at
all.

Installing custom data files for freeciv can seem like complicated thing to
do for a newbie user. We usually advise to put files under FREECIV_PATH to
correct subdirectories, and even I myself don't know what the FREECIV_PATH is
in some environments.
freeciv-modpack is utility to help here. You just enter modpack URL for it
and it downloads and installs modpack for you. Here word modpack refers to
anything that should be installed under FREECIV_PATH.

Configure support is somewhat lacking in this initial version.
freeciv-modpack is built when ever gtk client is built. Freeciv-modpack has
about same requirements as gtk client. Thus, if configure checks for gtk
client has been successfully passed, we know we can build also
freeciv-modpack.

I don't currently have any downloadable modpacks set up, so you cannot really
test this. I'll setup something next week.



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File Attachments:


---
Date: Friday 08/06/2010 at 14:36  Name: ModInst.diff  Size: 16kB   By: cazfi

http://gna.org/patch/download.php?file_id=9717

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[Freeciv-Dev] [patch #1816] Move ai/aidata.[ch] as server/advisors/advdata.[ch]

2010-08-06 Thread Marko Lindqvist

Follow-up Comment #1, patch #1816 (project freeciv):

* For some reason previous patch didn't apply cleanly. Fixed
* Really remove some code that previous version only commented out

(file #9719)
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Additional Item Attachment:

File name: AdvData_1816-2.diffSize:15 KB


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[Freeciv-Dev] [patch #1823] New file infracache.c for city infrastructure cache related functions

2010-08-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1823

 Summary: New file infracache.c for city infrastructure cache
related functions
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/06/2010 at 19:03
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

Attached patch moves stuff from autosettlers.c and aicity.c to new file named
infracache.c



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File Attachments:


---
Date: Friday 08/06/2010 at 19:03  Name: InfraCache.diff.bz2  Size: 7kB   By:
cazfi

http://gna.org/patch/download.php?file_id=9720

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[Freeciv-Dev] [patch #1823] New file infracache.c for city infrastructure cache related functions

2010-08-06 Thread Marko Lindqvist

Update of patch #1823 (project freeciv):

  Depends on: = patch #1816


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[Freeciv-Dev] [bug #16368] Configure Not Finding sdl-mixer

2010-08-06 Thread David Lowe

Follow-up Comment #2, bug #16368 (project freeciv):

My bad, i was passing the wrong '--with-sdl-prefix='.  You can close this
ticket.  I still have something funny WRT to the client initially having
sound plugin set to none, but i need to poke around a bit more to clarify
things.

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[Freeciv-Dev] [bug #16311] ./civ -a fails to prompt for password

2010-08-06 Thread George Koehler

Follow-up Comment #6, bug #16311 (project freeciv):

I wrongly fixed it. We must reject my patch (file #9708) because it adds a
bug where the password prompt fails to grab focus when _not_ autoconnecting.

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[Freeciv-Dev] [bug #16374] Typos in

2010-08-06 Thread Joan Creus

URL:
  http://gna.org/bugs/?16374

 Summary: Typos in 
 Project: Freeciv
Submitted by: jcreus
Submitted on: Friday 08/06/10 at 20:57
Category: general
Severity: 3 - Normal
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I have found a few typos while translating. Most are invalid plurals, and
also a non-capitalized Freeciv.

Patches attached for trunk (these strings don't appear in 2.2).



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File Attachments:


---
Date: Friday 08/06/10 at 20:57  Name: settings.diff  Size: 3kB   By: jcreus
Patches proposed
http://gna.org/bugs/download.php?file_id=9723
---
Date: Friday 08/06/10 at 20:57  Name: techtools.diff  Size: 991B   By: jcreus
Patches proposed
http://gna.org/bugs/download.php?file_id=9724
---
Date: Friday 08/06/10 at 20:57  Name: stdinhand.diff  Size: 762B   By: jcreus
Patches proposed
http://gna.org/bugs/download.php?file_id=9725

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[Freeciv-Dev] [bug #16374] Typos in

2010-08-06 Thread Joan Creus

Additional Item Attachment, bug #16374 (project freeciv):

File name: all.diff   Size:4 KB


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[Freeciv-Dev] [bug #15684] ownership of tiles not stable via save / load cycle

2010-08-06 Thread Jacob Nevins

Follow-up Comment #8, bug #15684 (project freeciv):

One cause of such instability can be if a border source has been destroyed
this turn. For instance, say a buoy on a tile that would have otherwise been
within your borders is pillaged. The tile-source (claimer) will have been
the buoy tile itself, and after the buoy is destroyed there's no cheap way to
determine that tile-source should become the city (or whatever) that would
otherwise have claimed the tile. So it becomes NULL and your borders
(temporarily) shrink.

If you save and re-load at this point, this tile will once again be within
your borders, because there is an expensive way to determine correct borders
-- map_calculate_borders() -- which is called when savefiles are loaded.
(It's also called on turn end, so you would have got the tile back soon
enough anyway.)

The same applies but more so when a fortress is pillaged (and presumably when
a city is destroyed, I haven't tested) -- not only does the border source tile
become unowned, so do any other tiles that were under its influence, and this
state is resolved either by turn-end or save/reload.

I assume that it is too expensive to do a full map_calculate_borders()
whenever a border source is destroyed, even though it doesn't happen that
often?

I haven't checked whether any of this is what's going on in your test case,
though.

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[Freeciv-Dev] [bug #16374] Typos in

2010-08-06 Thread pepeto

Update of bug #16374 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #1438] Guatemalan nation

2010-08-06 Thread J.M. Maalderink

Update of patch #1438 (project freeciv):

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


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[Freeciv-Dev] [bug #16375] Buoy created inside national borders has no vision effect until save/load

2010-08-06 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16375

 Summary: Buoy created inside national borders has no vision
effect until save/load
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/07/10 at 01:44
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.3,2.3.0

___

Details:

Originally reported
[url=http://forum.freeciv.org/viewtopic.php?p=25947#25947]on the forum[/url]
by HanduMan:

[A] buoy set inside it's owner's national borders does not provide the extra
vision effect.
In the savegame there are two afghani triremes carrying engineer units which
are making bouys. Klick turn done once and you'll see the first buoy appear
with widened field of vision. Klick it once more and another buoy appears
inside your borders but without extra vision.

If you save and load at this point, you get the vision effect from the second
buoy.

create_base() is relying on map_claim_ownership_full() to enact the base
vision as a side effect of taking the new base, but that function does
nothing if we already own the tile. Patch attached.



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File Attachments:


---
Date: Saturday 08/07/10 at 01:44  Name: bouybug0.sav.gz  Size: 24kB   By: jtn
From forum: quot;/take Ahmadquot;
http://gna.org/bugs/download.php?file_id=9727

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[Freeciv-Dev] [bug #16375] Buoy created inside national borders has no vision effect until save/load

2010-08-06 Thread Jacob Nevins

Additional Item Attachment, bug #16375 (project freeciv):

File name: S2_2-trunk-buoy-vision-in-our-borders.diff Size:1 KB


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[Freeciv-Dev] [patch #1439] Kalmyk nation

2010-08-06 Thread J.M. Maalderink

Update of patch #1439 (project freeciv):

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


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[Freeciv-Dev] [patch #1440] Anishinaabe nation

2010-08-06 Thread J.M. Maalderink

Update of patch #1440 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1441] Holy Roman Empire

2010-08-06 Thread J.M. Maalderink

Update of patch #1441 (project freeciv):

  Status: In Progress = Works For Me   


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[Freeciv-Dev] [patch #1442] South Vietnamese nation

2010-08-06 Thread J.M. Maalderink

Update of patch #1442 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1445] Gaelic nation

2010-08-06 Thread J.M. Maalderink

Update of patch #1445 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #1441] Holy Roman Empire

2010-08-06 Thread J.M. Maalderink

Update of patch #1441 (project freeciv):

  Status:Works For Me = Ready For Test 


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