[Freeciv-Dev] [patch #1826] Store advisors related city data separately from ai data

2010-08-13 Thread Marko Lindqvist

Update of patch #1826 (project freeciv):

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


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[Freeciv-Dev] [patch #1818] default_ai_get_self()

2010-08-13 Thread Marko Lindqvist

Update of patch #1818 (project freeciv):

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


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[Freeciv-Dev] [patch #1832] Threaded downloader

2010-08-13 Thread Marko Lindqvist

Update of patch #1832 (project freeciv):

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


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[Freeciv-Dev] [patch #1824] Update debian directory

2010-08-13 Thread Marko Lindqvist

Update of patch #1824 (project freeciv):

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


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[Freeciv-Dev] [patch #1698] Dahomey nation

2010-08-13 Thread Ann

Follow-up Comment #9, patch #1698 (project freeciv):

The term early modern does have a definition, in the sense that it is used
to refer to the years named in European history.  So in that sense it is not
open to interpretation: it begins with a break from the past (widespread
access to books/the Protestant reformation/discovery of the new world), and
ends with more disruption (French revolution/mass industrialization).

I'm less certain about that modern/contemporary distinction, which I would
suggest might be dated to the fall of the Berlin wall...but I never studied
modern history, so I am much less sure of this division.  It may be that it
is as closely defined in the eyes of modern historians as the term 'early
modern.'

The problem, of course, with any division which is made, is that the
divisions are made on the basis of European history (as they already are, to
some extent).  The more fine-grained the divisions become, the more the
history of just one region is highlighted.

On the other hand, more divisions are needed, as the number of nations grows.

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1850

 Summary: Server setting to control if unreachable unit
protects reachable ones
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/13/2010 at 10:52
Category: general
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:

Over the years there has been numerous requests that bomber in a tile should
not make it impossible to attack other units in it.
Attached patch adds server option unreachableprotects for this.



___

File Attachments:


---
Date: Friday 08/13/2010 at 10:52  Name: UnreachableProtectsSet.diff  Size:
9kB   By: cazfi

http://gna.org/patch/download.php?file_id=9803

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[Freeciv-Dev] [bug #16417] Graphical glitches when FOW (graphically) turned off

2010-08-13 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?16417

 Summary: Graphical glitches when FOW (graphically) turned
off
 Project: Freeciv
Submitted by: alocritani
Submitted on: Friday 08/13/10 at 09:12
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

When turned off, graphical glitches appear near the area where the FOW should
end, if the terrain is hills
See attached screenshot



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File Attachments:


---
Date: Friday 08/13/10 at 09:12  Name: Graphical_glitches.png  Size: 157kB  
By: alocritani

http://gna.org/bugs/download.php?file_id=9804

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[Freeciv-Dev] [patch #1851] Unit capture

2010-08-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1851

 Summary: Unit capture
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/13/2010 at 13:32
Category: general
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 patch adds unit type flags Capturer and Capturable. Capturers can
capture capturable units instead of fighting them.



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File Attachments:


---
Date: Friday 08/13/2010 at 13:32  Name: Capture.diff  Size: 9kB   By: cazfi

http://gna.org/patch/download.php?file_id=9805

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Lavrentij P Berija

Follow-up Comment #1, patch #1850 (project freeciv):

Seems the patch just makes unreachable units reachable. When you kill
reachable units, unreachable are killed too. See the attached savegame: try
to kill Confederates' spy covered by AWACS (47:96) by Mongol unit or wait
till AI kills it. AWACS would be dead too.

(file #9806)
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Additional Item Attachment:

File name: omg.sav.gz Size:268 KB


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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Marko Lindqvist

Follow-up Comment #2, patch #1850 (project freeciv):

Yes, stack death rule is not touched. Change is that unreachable units are
unreachable only if alone (or with other unreachable units) on tile.

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[Freeciv-Dev] [patch #1852] contemplate_terrain_improvements() from autosettler.c to aicity.c

2010-08-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1852

 Summary: contemplate_terrain_improvements() from
autosettler.c to aicity.c
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/13/2010 at 14:41
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:

This patch moves contemplate_terrain_improvements() and its helper functions
from autosetttler.c to aicity.c. Function is only used by AI to decide if it
should build settlers.



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File Attachments:


---
Date: Friday 08/13/2010 at 14:41  Name: CTIMove.diff  Size: 9kB   By: cazfi

http://gna.org/patch/download.php?file_id=9807

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[Freeciv-Dev] [patch #1852] contemplate_terrain_improvements() from autosettler.c to aicity.c

2010-08-13 Thread Marko Lindqvist

Update of patch #1852 (project freeciv):

  Depends on: = patch #1848


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[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-13 Thread anonymous

URL:
  http://gna.org/bugs/?16418

 Summary: Crashing Server (update_unit_activities)
 Project: Freeciv
Submitted by: None
Submitted on: 金曜日 2010年08月13日 at 14:18 CEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2+
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

A problem has been encountered on the server.
Load the save data attached,server will crash when two turns forward.

#0  0x7f77335d535c in abort () from /lib/libc.so.6
No symbol table info available.
#1  0x7f77335ccdc9 in __assert_fail () from /lib/libc.so.6
No symbol table info available.
#2  0x0041b99c in update_unit_activities (pplayer=0x0) at
unittools.c:546
punit = (struct unit *) 0xfac1d0
punit_index = 6
punit_size = 8
#3  0x0040c26f in srv_main () at srv_main.c:769
No locals.
#4  0x004036f6 in main (argc=3, argv=0x7fffcbb8) at
civserver.c:359
inx = 3
showhelp = false
showvers = false
option = value optimized out



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File Attachments:


---
Date: 金曜日 2010年08月13日 at 14:18 CEST  Name:
freeciv-T0173-Y01230-auto.sav.gz  Size: 132kB   By: None

http://gna.org/bugs/download.php?file_id=9808

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Lavrentij P Berija

Follow-up Comment #3, patch #1850 (project freeciv):

I've made quick'n'dirty patch (which seems to work though) which makes stack
death rule applied only for reachable units. Maybe it's worth raising a
thread on forum to decide if this behaviour would be appropriate for players?

(file #9809)
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Additional Item Attachment:

File name: Stack.QnD.patchSize:0 KB


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[Freeciv-Dev] [patch #1853] Building advisor code from ai/aicity.c to advisors/buildingadv.c

2010-08-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1853

 Summary: Building advisor code from ai/aicity.c to
advisors/buildingadv.c
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/13/2010 at 15:58
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:

This patch moves building advisor code from ai/aicity.c to new file
server/advisors/buildingadv.c

This is just initial step.



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File Attachments:


---
Date: Friday 08/13/2010 at 15:58  Name: BldgAdv.diff.bz2  Size: 17kB   By:
cazfi

http://gna.org/patch/download.php?file_id=9810

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[Freeciv-Dev] [patch #1853] Building advisor code from ai/aicity.c to advisors/buildingadv.c

2010-08-13 Thread Marko Lindqvist

Update of patch #1853 (project freeciv):

  Depends on: = patch #1852


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[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-13 Thread Marko Lindqvist

Update of bug #16410 (project freeciv):

Category:rulesets = general
Priority:  5 - Normal = 3 - Low
 Assigned to:   cazfi = None   
 Summary: nations.ruleset is ignored in a custom ruleset =
Default ruleset loaded in server start even if user is going to switch to
another ruleset

___

Follow-up Comment #3:

Ok, now I believe I understand what you mean.

Unlike what subject suggested this has nothing to do with nations.ruleset.
You are using copy of default nations.ruleset, which uses separate nation
definitions under nation/.

Instead you are being hit by the fact that default ruleset is loaded before
your custom ruleset, and that loading of default ruleset fails.
Server is currently designed so that it always requires ruleset to be
present. Initially, before user type (or as in your case it's being read from
script file) rulesetdir command, default ruleset is being used.

Workaround: don't break default ruleset :-)

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[Freeciv-Dev] [patch #1685] Remove unnecessary padding around unit_info_label

2010-08-13 Thread pepeto

Update of patch #1685 (project freeciv):

  Status:Done = Need Info  
 Assigned to: syntron = pepeto 
 Planned Release:   2.3.0 = 2.2.2, 2.2.3, 2.3.0

___

Follow-up Comment #4:

A user on freeciv.net reported me the problem too with the English language
when many units are selected (I guess at least 10).

If there is no answer to my previous question in two week, I will revert this
patch.


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[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-13 Thread pepeto

Follow-up Comment #1, bug #16418 (project freeciv):

This looks related to the recent pillage changes.


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[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-13 Thread pepeto

Update of bug #16418 (project freeciv):

 Planned Release: = 2.2.3  


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[Freeciv-Dev] [bug #16417] Graphical glitches when FOW (graphically) turned off

2010-08-13 Thread pepeto

Update of bug #16417 (project freeciv):

Priority:  5 - Normal = 1 - Later  


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[Freeciv-Dev] [bug #16191] no_land_attack flag

2010-08-13 Thread anonymous

Follow-up Comment #2, bug #16191 (project freeciv):

i only wanted to point, that No_Land_Attack should only attack units from
Sea class
because of this, the whole flag is pointless...
nwm, just added NoBuild tu submarines and don't have problem anymore

petro

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[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-13 Thread Jacob Nevins

Follow-up Comment #2, bug #16418 (project freeciv):

Yes, this sounds similar to bug #16100. I can reproduce it (with S2_2
r17748); with assertions enabled, it hits the assertion I predicted
https://gna.org/bugs/?16100#comment7 in that bug:


freeciv-server: unittools.c:546: total_activity_targeted: Assertion `!(tgt ==
S_LAST  base == -1)' failed.


I'll look into it.

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[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()

2010-08-13 Thread Jacob Nevins

Follow-up Comment #10, bug #16100 (project freeciv):

I suspect bug #16418 is the same issue as this, and there's a reproduction
case there. I'll look into that.

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[Freeciv-Dev] [bug #16419] Server will not start and cannot start new game

2010-08-13 Thread anonymous

URL:
  http://gna.org/bugs/?16419

 Summary: Server will not start and cannot start new game
 Project: Freeciv
Submitted by: None
Submitted on: Friday 08/13/2010 at 21:48 CEST
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: redemblem...@gmail.com
 Open/Closed: Open
 Release: 2.2.2 - stable
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

After compiling with no errors (using ./configure --prefix=) I installed
FreeCiv 2.2.2 to my Games directory in /home.

When I try to start the game I get the following error:

Starting server
Couldn't connect to the server
We probably couldn't start it from here
You'll have to start one manually. Sorry...

I can see that the freeciv-server is running and it started its own
processes:
1) home/username/.xsession-errors
2) /dev/null
3) IPv6 network connection on TCP port 0 (0)

I don't think my network is IPv6 so perhaps this is related to the issue?  
Also, I have attached the relevant contents of
/home/username/.xsession-errors



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---
Date: Friday 08/13/2010 at 21:48 CEST  Name: new file  Size: 556B   By: None

http://gna.org/bugs/download.php?file_id=9811

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Re: [Freeciv-Dev] [patch #1467] Add the swabia nation to the next release

2010-08-13 Thread Markus Majer
Oh... There is a Württembergian Ruleset?

Okay then perhaps you should use this name - württembergian - if I 
overthink it, there could be people from Augsburg etc. in Bavaria, who 
also call themselves swabians, and perhaps they could vote against this 
ruleset because they feel kept out :)

Because most swabians live in Württemberg, there are mostly the same as 
in this würtembergian ruleset.

I do not know the quality of it, but perhaps there is a way to merge 
those two rulesets!

Do you have a link to it? I could contact the creator and work together 
with him.

No, the swabian/württembergian flag is the one I used, there is no other!


Am 13.08.2010 07:33, schrieb J.M. Maalderink:
 Update of patch #1467 (project freeciv):

Status:None =  Need Info

  ___

 Follow-up Comment #1:

 There are Badians and Württembergians by now...
 But Swabians can nonetheless be added as well.

 There are still some issues though. The leaders seem to be mostly famous
 people from Swabia or with Swabian background. Hermeric or Van Stauffenberg
 are ok to me, but I'm not sure about Kepler or Einstein. Could you make a
 list with Swabian leaders or people that were otherwise of political/military
 relevance in Swabia?

 Also the flag needs to be in .svg, the .png ones you have added look very
 similar to the Saxon one. Is there a also Swabian flag that is not
 black-yellow?

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[Freeciv-Dev] [bug #16421] ./civ -a and NEW_PASSWORD_TYPE

2010-08-13 Thread George Koehler

URL:
  http://gna.org/bugs/?16421

 Summary: ./civ -a and NEW_PASSWORD_TYPE
 Project: Freeciv
Submitted by: kernigh
Submitted on: Friday 08/13/2010 at 22:06
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_2
 Discussion Lock: Any
Operating System: *BSD
 Planned Release: 

___

Details:

If you autoconnect to a server that requests a new password (using both
password fields), then freeciv-gtk fails to show the connection screen. This
is because pages.c only calls set_client_page(PAGE_NETWORK) at
ENTER_PASSWORD_TYPE case, not at NEW_PASSWORD_TYPE case.

This is similar to bug #16311, except that the connection becomes stuck at
the main screen instead of the connection screen. The fix for bug #16311 only
fixes ENTER_PASSWORD_TYPE case, not NEW_PASSWORD_TYPE case.

p22-new-password.diff fixes this bug for S2_2; I tested by autoconnecting to
a cazfi.net server that wanted a new password.

p21-new-password.diff is for S2_1, but there are almost no 2.1 servers and I
found none that wanted a new password, so I have not confirmed whether S2_1
has this bug or whether p21-new-password.diff fixes it.



___

File Attachments:


---
Date: Friday 08/13/2010 at 22:06  Name: p21-new-password.diff  Size: 750B  
By: kernigh
add set_client_page(PAGE_NETWORK) to NEW_PASSWORD_TYPE case
http://gna.org/bugs/download.php?file_id=9812
---
Date: Friday 08/13/2010 at 22:06  Name: p22-new-password.diff  Size: 750B  
By: kernigh
add set_client_page(PAGE_NETWORK) to NEW_PASSWORD_TYPE case
http://gna.org/bugs/download.php?file_id=9813

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[Freeciv-Dev] [bug #16419] Server will not start and cannot start new game

2010-08-13 Thread George Koehler

Follow-up Comment #1, bug #16419 (project freeciv):

I tried to reproduce this bug. I installed SVN r17748 of S2_2 into
/home/kernigh/prefix/x-freeciv-2.2 of my OpenBSD system, then started the
client:

$ prefix/x-freeciv-2.2/bin/freeciv-gtk2

The Start New Game button produced the same message:

Starting server
Couldn't connect to the server
We probably couldn't start it from here
You'll have to start one manually. Sorry...

freeciv-server never started. I found no freeciv-server processes and no
messages about /dev/null or IPv6. So I might not have reproduced the same
bug.



The workaround for me was to add prefix/x-freeciv-2.2/bin to my PATH:

$ PATH=prefix/x-freeciv-2.2/bin:$PATH
$ freeciv-gtk2

Then I can start game like normal.

(I like to skip 'gmake install' and run Freeciv from the build directory
using ./civ, so I never noticed this bug before now.)

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[Freeciv-Dev] [bug #16419] Server will not start and cannot start new game

2010-08-13 Thread kinetic

Follow-up Comment #2, bug #16419 (project freeciv):

Last year I experienced a similar bug that was caused by SELinux. By default
in Ubuntu, Fedora, and probably others, SELinux blocks servers that aren't in
/usr. Any other similar permission enforcing program could also cause the same
problem.

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