[Freeciv-Dev] [bug #18251] xaw-client metaserver list broken

2011-11-05 Thread Jacob Nevins

Follow-up Comment #2, bug #18251 (project freeciv):

...so can this now be closed as a duplicate?

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[Freeciv-Dev] [bug #18633] set timeout - seconds are slightly shorter than in real life

2011-11-05 Thread Jacob Nevins

Update of bug #18633 (project freeciv):

  Status:None => Invalid
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #18855] gtk client, cities window, units supported

2011-11-05 Thread Jacob Nevins

Follow-up Comment #2, bug #18855 (project freeciv):

Hm. I often want to optimise upkeep in the same way. I put the "units
supported" column on the city report and investigate any that are greater than
the "free" limit in force (e.g. 3 for Communism).

I think a "unit upkeep" column would have to be a multi-variable column:
"Unit upkeep: food/shields/gold/happiness" with values like "0/2/0/1". To
follow the pattern, there would then be individual columns for the individual
quantities, so five new columns in all.

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[Freeciv-Dev] [bug #18915] Small Wonders do not show in reports.

2011-11-05 Thread Jacob Nevins

Follow-up Comment #1, bug #18915 (project freeciv):

I don't think it makes sense to list small wonders in the "Wonders of the
World" report, since they're not world-unique. (This makes that report rather
dull for rulesets like the multiplayer ruleset.)

It might make sense for Five Greatest Cities, though. As you note, small
wonders don't contribute at all to greatness at the moment, as that's counted
via nr_wonders(). Certainly in the multiplayer ruleset, it would make sense
for them to contribute. In the default ruleset, this would have the side
effect that the capital city is automatically greater (due to the Palace).
Perhaps the greatness factor for small wonders should be less than for great
ones (where they're worth 5 citizens).

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[Freeciv-Dev] [bug #18935] amplio/amplio2: glitch in Steam Age city

2011-11-05 Thread Jacob Nevins

URL:
  

 Summary: amplio/amplio2: glitch in Steam Age city
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Nov  6 03:25:21 2011
Category: art
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.7,2.3.0
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.2.8,2.3.1,2.4.0,2.5.0

___

Details:

In the second-smallest unwalled Steam Age city, there is a vertical line of
hot pink pixels between two chimneys that isn't present on the walled
version.

medievalcities.png has the same md5sum on all active branches and between
amplio and amplio2, so this is easy to fix everywhere.



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File Attachments:


---
Date: Sun Nov  6 03:25:21 2011  Name: medievalcities.png  Size: 52kB   By:
jtn
Fixed medievalcities.png


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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Jacob Nevins

Follow-up Comment #28, bug #18835 (project freeciv):

Er, and I meant to say, it looks fine to me in all those layouts.

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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Jacob Nevins

Follow-up Comment #27, bug #18835 (project freeciv):

> Please also check differen screen layouts as part 4 changes the 
> rrangement of the elements. Does it is OK for small screens, 
> widescreens, etc.
Here are some screenshots with various layout options. In each case, the
window is shrunk as small as it can go without scrollbars appearing.
* "Big" (widgets for small displays not set): messages/chat are:
** "Split": file #14445
** "Separate": file #1
** "Merged": file #14443
* "Small" (widgets for small displays set): messages/chat are:
** "Split": file #14442
** "Separate": file #14441 (*default*)
** "Merged": file #14440
* Diplomacy tab detached as new window: file #14446

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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Jacob Nevins

Additional Item Attachment, bug #18835 (project freeciv):

File name: big-merged.png Size:70 KB
File name: big-separate.png   Size:97 KB
File name: big-split.png  Size:103 KB
File name: detached.png   Size:61 KB


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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Jacob Nevins

Additional Item Attachment, bug #18835 (project freeciv):

File name: small-merged.png   Size:64 KB
File name: small-separate.png Size:111 KB
File name: small-split.pngSize:109 KB


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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Jacob Nevins

Follow-up Comment #26, bug #18835 (project freeciv):

> (I think I've got into a situation with symptom 2 but without 
> the segfault for new meetings, as well, but I don't know how I 
> did that.)
Figured it out. Pressing "Esc" while on the "Diplomacy [N]" tab closes the
current meeting and changes focus to the Nations tab, but the Diplomacy tab
title doesn't change to "Diplomacy [N-1]". The Messages tab doesn't say
"Meeting with [foo] cancelled". At this point it's not possible to meet with
whoever that meeting was with. (It's possible to get the "Diplomacy [N]"
dialog down to the point where it has _no_ meeting tabs by doing this.)

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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Jacob Nevins

Update of bug #18835 (project freeciv):

 Planned Release:   2.4.0, 2.3.1? => 2.4.0, 2.3.2?  

___

Follow-up Comment #25:

Playing with the patch, it looks good. I think it could go to S2_3, but at
this point I think I'd like to wait until after 2.3.1, so that it can get some
time in test before a release.

Some things I've found in testing (with trunk r20457):

If I detach the "Diplomacy [N]" tab as a separate window and then close it:
0 Unlike other tabs, it doesn't go back into the notebook. (This may be
deliberate.)
0 It's no longer possible to meet with a partner with whom a meeting was in
progress -- selecting "Meet" does nothing obvious.
0 Trying to Meet someone who I wasn't already meeting with causes a segfault
(gui_dialog_set_title (dlg=0x0, "Diplomacy [7]") -- in this case there were 6
meetings open before, so despite the notebook disappearing, it still thinks
they're open in some sense).
I suspect the "Diplomacy [N]" dialog is getting "lost".

(I think I've got into a situation with symptom 2 but without the segfault
for new meetings, as well, but I don't know how I did that.)

The other, more minor issue is keyboard shortcuts -- there are clashes (some
pre-existing):
* Two "_Add Clause..." clash with each other
*  Two "_Gold" clash with each other and "_Game" menu 
*  "_Cancel meeting", "_Cancel all meetings" clash with each other and with
"_Combat" menu 
Keyboard shortcuts are a pain, and I've convinced myself that taking into
account the existing shortcuts on the menubar, Messages and Chat tabs, there's
no way of getting a unique set of shortcuts.
We could abandon shortcuts for the "Add Clause" and "Gold" widgets, and do 
"Cancel _meeting" and "Cancel _all meetings" . The Diplomacy tab isn't very
keyboard-accessible anyway (no way to switch to it).

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[Freeciv-Dev] [bug #18880] assertion 'adv->phase_is_initialized' failed.

2011-11-05 Thread Jacob Nevins

Follow-up Comment #4, bug #18880 (project freeciv):

Mm, OK. There are things that that workaround doesn't patch up, in particular
pointers from ai_data (see bug #18796); but if you're happy that this case is
unlikely to hit anything like that, perhaps it's better to leave S2_3 alone.

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[Freeciv-Dev] [bug #18880] assertion 'adv->phase_is_initialized' failed.

2011-11-05 Thread Marko Lindqvist

Follow-up Comment #3, bug #18880 (project freeciv):

> if I reinstate the assertion compiled out in bug #18095, I see
> these assertion failures in this reproduction case. So it seems
> like a good idea to fix this for 2.3.1, if possible.

Please note that same commit that removed the assert from S2_3 also added
some emergency code for the cases where it used to trigger. In practice S2_3
already does same recalculations as this patch, just in a bit different time
(it may actually get more correct data as it's refreshed just when needed...)
While this patch fixes real bug, these ai/adv data sequences are error-prone
so that I'd rather not touch them in stable branch without good reason.

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[Freeciv-Dev] [bug #18872] Freeciv gives warnings with clang toolchain

2011-11-05 Thread Jacob Nevins

Follow-up Comment #7, bug #18872 (project freeciv):

Or we could just disable the optimisation -- we're only hashing passwords,
not bulk data, so we hardly need it.

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[Freeciv-Dev] [bug #18872] Freeciv gives warnings with clang toolchain

2011-11-05 Thread Marko Lindqvist

Follow-up Comment #6, bug #18872 (project freeciv):

> If so, we could avoid the warning by adding some sort of clang
> detection in that #if. (Alternatively, by turning off
> -Wcast-align for clang, but that's likely to be fiddlier and may
> hide issues we're interested in.)

The hyper proper way would be to make configure check instead of listing
environments with known properties in that #if.

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[Freeciv-Dev] [bug #18880] assertion 'adv->phase_is_initialized' failed.

2011-11-05 Thread Jacob Nevins

Update of bug #18880 (project freeciv):

 Planned Release:   2.4.0, 2.3.1? => 2.3.1?, 2.4.0  

___

Follow-up Comment #2:

On S2_3 (r20455), if I reinstate the assertion compiled out in bug #18095, I
see these assertion failures in this reproduction case. So it seems like a
good idea to fix this for 2.3.1, if possible.

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[Freeciv-Dev] [bug #18930] Scenarios with bases broken AGAIN?

2011-11-05 Thread Marko Lindqvist

Update of bug #18930 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Fix attached

(file #14439)
___

Additional Item Attachment:

File name: ScenBaseFix_18930.diff Size:1 KB


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[Freeciv-Dev] [bug #18872] Freeciv gives warnings with clang toolchain

2011-11-05 Thread Jacob Nevins

Update of bug #18872 (project freeciv):

 Summary: Freeciv does not compile with clang => Freeciv
gives warnings with clang toolchain

___

Follow-up Comment #5:

Re the md5.c warning: I suspect it's running into this bit of code (which is
from Solar Designer's original):


/*
 * SET reads 4 input bytes in little-endian byte order and stores them
 * in a properly aligned word in host byte order.
 *  
 * The check for little-endian architectures that tolerate unaligned
 * memory accesses is just an optimization.  Nothing will break if it
 * doesn't work.
 */
#if defined(__i386__) || defined(__x86_64__) || defined(__vax__)
#define SET(n) 
(*(MD5_u32plus *)&ptr[(n) * 4])
/* ... */
#else
/* ...do it properly... */
#endif


Presumably one of those symbols is defined on doctorjlowe's setup. Does the
warning go away if you change this to "#if 0"?

If so, we could avoid the warning by adding some sort of clang detection in
that #if. (Alternatively, by turning off -Wcast-align for clang, but that's
likely to be fiddlier and may hide issues we're interested in.)

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[Freeciv-Dev] [task #7434] Branch S2_4

2011-11-05 Thread Marko Lindqvist

Update of task #7434 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [task #7416] Document branching process

2011-11-05 Thread Marko Lindqvist

Update of task #7416 (project freeciv):

 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3025] Prepare savegame2.c for 2.5 development

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: Prepare savegame2.c for 2.5 development
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 06 Nov 2011 02:03:19 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch adds stubs for 2.4 <-> 2.5 savegame compatibility functions and
savegame version for 2.5 savegames.



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File Attachments:


---
Date: Sun 06 Nov 2011 02:03:19 AM EET  Name: 2.5SaveGame.diff  Size: 3kB  
By: cazfi



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[Freeciv-Dev] [patch #3000] Message Queue for communicating with threaded ai threads.

2011-11-05 Thread Marko Lindqvist

Update of patch #3000 (project freeciv):

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


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[Freeciv-Dev] [patch #3024] Inclusion of Alien Worlds to freeciv svn

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: Inclusion of Alien Worlds to freeciv svn
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 06 Nov 2011 01:33:43 AM EET
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I'm opening this ticket for discussion about possible inclusion of Alien
World modpack to freeciv svn. It really is about discussion at this point -
I'm undecided myself if I rather keep developing it independently from freeciv
project.

In any case I'm only considering inclusion to svn repository at this point -
to be maintained along with other rulesets. It's definitely not yet ready to
be part of release tarballs.

Pro for AW: It would give the ruleset higher profile - it would be part of
freeciv project and not just something one person hopefully maintains -> more
user trust, artists might be more willing to help
Pro for FC: Having drastically different official ruleset is like giving two
games instead of one to our end users. I often consider AW as second "mode" of
freeciv. Even experimental ruleset falls under "default mode", along with
default, civ1 & civ2 rulesets.

Con(?) for AW: It would be subject to decisions of Freeciv maintainer board,
no longer something that I can dictate to directions I have wanted it to.
Con for FC: When we start including custom rulesets, where we draw the line?
Is AW even best candidate for inclusion? I definitely don't want to use my
position as Freeciv maintainer to push my own creation to high profile list if
more deserving ones are left out.




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[Freeciv-Dev] [patch #3020] "Soundset" category for modpack installer

2011-11-05 Thread Jacob Nevins

Update of patch #3020 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => jtn

___

Follow-up Comment #2:

> I'm strongly for keeping soundsets in version specific 
> directory.
OK. Makes the patch simpler...

(I suppose the proper way of avoiding users having to gratuitously re-install
add-ons for new Freeciv versions in this scenario would be to have a
file-dependent search path, so that e.g. soundsets would look in both /2.4/
and /2.3/. But our file search paths are already beyond my simple
understanding, so I'm not really in favour of even more complication.)

> Actually, if we strictly follow what was decided about 
> capability strings before 2.3, 2.4 soundsets will be 
> incompatible with 2.3 ones, just because capability string is 
> changed. Obviously that capability string change makes no 
> sense, so I think we should omit it. 
Definitely. As I thought I muttered for patch #2154, but now can't find: we
have little enough momentum getting add-on content from the community without
making creators jump through needless hoops every couple of years just to keep
their add-ons working.

> I remembered that there already is soundset category, but 
> maybe it was just something I meant to do.
Can't see it, so here's the patch.

(file #14437)
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Additional Item Attachment:

File name: trunk-S2_4-modinst-soundset.diff Size:0 KB


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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-05 Thread Matthias Pfafferodt

Update of bug #18835 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #24:

update the last part of the patch

- part 1: file #14294 
- part 2: file #14295 
- part 3: new file (from this comment)

one should also apply fix for bug #18880

changes:
- remove option; this layout would be default
- move buttons to main tab; thus they are visible all the time
- add button 'Cancel all' (others are 'Accept' and 'Cancel')
- some code cleanup

(file #14436)
___

Additional Item Attachment:

File name: 0004-gtk2-redo-layout-of-the-diplomacy-dialog-vertical.patch
Size:16 KB


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[Freeciv-Dev] [patch #2939] Support for commandline parameters with multiple subparameters

2011-11-05 Thread Marko Lindqvist

Update of patch #2939 (project freeciv):

Priority:  5 - Normal => 3 - Low

___

Follow-up Comment #1:

I've scrapped patches that required this one, so not in a hurry with this.
Makes code more complicated, and has no users... nice to have feature in case
need for the functionality ever emerges.

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[Freeciv-Dev] [patch #3010] qt.m4

2011-11-05 Thread Marko Lindqvist

Update of patch #3010 (project freeciv):

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


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[Freeciv-Dev] [bug #18934] freeciv-modpack table headings not marked for i18n

2011-11-05 Thread Jacob Nevins

Update of bug #18934 (project freeciv):

  Status: In Progress => Ready For Test 

___

Additional Item Attachment:

File name: trunk-S2_4-modinst-table-i18n.diff Size:2 KB
File name: S2_3-modinst-table-i18n.diff   Size:2 KB


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[Freeciv-Dev] [patch #3023] Define some road type stuff

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: Define some road type stuff
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 06 Nov 2011 12:48:21 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch just defines some generic stuff related to road types. None of
these are yet used (though correct values are set), but (possibly mutliple)
future patches will depend on them. It's easier to handle them in separate
ticket that others depend than as part of just one of the future tickets.

Defined things are:
- bv_roads
- game.control.num_road_types

MAX_ROAD_TYPES appeared to be defined already.



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File Attachments:


---
Date: Sun 06 Nov 2011 12:48:21 AM EET  Name: RoadTypeTypes.diff  Size: 4kB  
By: cazfi



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[Freeciv-Dev] [bug #18934] freeciv-modpack table headings not marked for i18n

2011-11-05 Thread Jacob Nevins

URL:
  

 Summary: freeciv-modpack table headings not marked for i18n
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Nov  5 22:39:25 2011
Category: module installer
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.1,2.4.0,2.5.0

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Details:

$subject.




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[Freeciv-Dev] [patch #3021] mapimg: polish strings

2011-11-05 Thread Jacob Nevins

Follow-up Comment #2, patch #3021 (project freeciv):

> One question about the order of the subcommands in the help for 
> commands [...] Is there a rule for the order? I did used an 
> alphabetically sort order ...
Personally, I tend to try to order this sort of thing thematically rather
than alphabetically, as generally I'm looking for "what's the word/option I
need to tell this program to do ", where  is something
in my head that can't be looked up alphabetically. I think it's rare enough
that I'm looking for "what's the brief synopsis of the arguments to verb
'foo'" that it's not worth optimising for.

Here I've gone by lifecycle: the first thing you do is *define* a mapimg,
then you can *show* them or *create* images with them, and finally *delete*
them. And "colortest" is at the bottom because it's something you'd do only
rarely -- it doesn't deserve to be at the top. (What is its intended purpose,
by the way? -- is it something that users other than Freeciv developers would
use?)

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[Freeciv-Dev] [patch #3021] mapimg: polish strings

2011-11-05 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #3021 (project freeciv):

The patch looks good! One question about the order of the subcommands in the
help for commands (see commands.c:628). Is there a rule for the order? I did
used an alphabetically sort order ...

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[Freeciv-Dev] [bug #18930] Scenarios with bases broken AGAIN?

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: Scenarios with bases broken AGAIN?
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 05 Nov 2011 11:59:45 PM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.1, 2.4.0, 2.5.0

___

Details:

This code in sg_load_map_tiles_bases():
  if (game.info.is_new_game) {
/* No bases information for a new game / scenario. */
return;
  }

seem to indicate that scenarios with preset bases are not working. I remember
fixing this years ago, already. Non-buildable bases preset to map (=unique
tiles, even with special base features) are important scenario creation
feature!
(I fixed it in S2_2, which had only old style savegame, I probably missed new
style savegames when forwardporting the fix)




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[Freeciv-Dev] [patch #2521] [metaticket] Generic road code

2011-11-05 Thread Marko Lindqvist

Update of patch #2521 (project freeciv):

  Depends on: => patch #3018


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[Freeciv-Dev] [patch #2521] [metaticket] Generic road code

2011-11-05 Thread Marko Lindqvist

Follow-up Comment #1, patch #2521 (project freeciv):

> At the moment I think we can have hardcoded limit of three road
> types

Now that I have been thinking about all the features I want to develop,
ruleset with at least 6 or 7 road types sounds very realistic... better not to
have limit of three even initially.

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[Freeciv-Dev] [patch #3021] mapimg: polish strings

2011-11-05 Thread Jacob Nevins

Update of patch #3021 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_4-mapimg-string-polish.diff Size:46 KB


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[Freeciv-Dev] [patch #3020] "Soundset" category for modpack installer

2011-11-05 Thread Marko Lindqvist

Update of patch #3020 (project freeciv):

 Planned Release: => 2.4.0, 2.5.0   

___

Follow-up Comment #1:

>From techincal perspective soundsets are equivalent to tilesets. When ever
there is development in respective code, there will be compatibility break. It
just happens that in practice we've had not much development in sound front.
Scenarios are different since there we maintain backward compatibility. So, to
avoid nightmare when there *is* some sound capability development, I'm
strongly for keeping soundsets in version specific directory.

Actually, if we strictly follow what was decided about capability strings
before 2.3, 2.4 soundsets will be incompatible with 2.3 ones, just because
capability string is changed. Obviously that capability string change makes no
sense, so I think we should omit it.

I remembered that there already is soundset category, but maybe it was just
something I meant to do.

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[Freeciv-Dev] [patch #3021] mapimg: polish strings

2011-11-05 Thread Jacob Nevins

Update of patch #3021 (project freeciv):

  Depends on: => patch #3017


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[Freeciv-Dev] [patch #3021] mapimg: polish strings

2011-11-05 Thread Jacob Nevins

URL:
  

 Summary: mapimg: polish strings
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Nov  5 20:24:27 2011
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

The attached patch corrects minor issues and generally mucks about with the
help and other text for the map image feature, without making any functional
changes. Notably:
* Document what each of the "/mapimg show" options does.
* Retire "/mapimg help" and put its content in "/help mapimg".
* Mark a bunch of strings for i18n.
* Remove translateable strings for various internal errors in favour of
"internal error".
* When displaying 'plrbv' values, truncate the string based on the number of
player slots in use or the highest set bit, to avoid having a 128-character
string in many cases where it's unnecessary.
(Obviously this changes lots of translateable strings.)




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[Freeciv-Dev] [patch #2715] Use cairo in gtk3-client

2011-11-05 Thread anonymous

Follow-up Comment #45, patch #2715 (project freeciv):

Just a minor explanation: it's not that in gtk2 with that clip the lines
aren't drawn - the problem is that they're drawn black-on-black (at least ones
for already developed tech), which isn't exactly helpful.

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[Freeciv-Dev] [patch #2715] Use cairo in gtk3-client

2011-11-05 Thread anonymous

Follow-up Comment #44, patch #2715 (project freeciv):

This version of the patch seems to have science_diagram working correctly in
gtk3 (slight (likely theming related) warnings aside).

As for gtk2, I'm beginning to think that I may simply be using incorrect clip
- simply cause ev->region might be referring to the widget's window, not the
bin_window.

If I won't get a better idea, you'll just have to comment the clip.

(file #14430)
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Additional Item Attachment:

File name: cairo-drawing-svn4.patch   Size:111 KB


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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-05 Thread Matthias Pfafferodt

Follow-up Comment #15, bug #18776 (project freeciv):

I did try to reproduce the error with the savegame. I did removed some
players and set others to AI. It runs a autogame without problems. So there
has to be something else. Di dyou do something else between starting the game,
calling remove and saveing the game? Is the order of the removes important?
Does it work if you remove only one player?

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[Freeciv-Dev] [patch #3020] "Soundset" category for modpack installer

2011-11-05 Thread Jacob Nevins

URL:
  

 Summary: "Soundset" category for modpack installer
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Nov  5 19:09:47 2011
Category: module installer
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Currently, I've put "freesounds" in the modpack installer as a "Modpack", but
that seems wrong since it is just a sound scheme. It would be easy to add a
new category "Soundset", although it would only be cosmetic.

While I think about it: more significantly, soundsets like this go in the
version-specific subdirectory (e.g., ~/.freeciv/2.3/). But soundsets aren't
heavily version-dependent in practice; I have 2.3 and trunk versions symlinked
to the same place.

So, perhaps soundsets should live in a versionless directory, as scenarios
do. (Perhaps they could be searched in the versioned subdirectory too.)

Opinions?




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[Freeciv-Dev] [patch #3008] Leading dot to name of freeciv-modpack control directory

2011-11-05 Thread Marko Lindqvist

Update of patch #3008 (project freeciv):

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


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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swamp

2011-11-05 Thread Matthias Pfafferodt

Update of bug #18549 (project freeciv):

  Status:  Ready For Test => Fixed  
 Assigned to:None => syntron
 Open/Closed:Open => Closed 

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Follow-up Comment #37:

applied to S2_3, S2_4 and trunk

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[Freeciv-Dev] [patch #2957] function to test if a tile is a virtual tile

2011-11-05 Thread Matthias Pfafferodt

Update of patch #2957 (project freeciv):

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

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Follow-up Comment #5:

applied to S2_3, S2_4 and trunk

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[Freeciv-Dev] [patch #3019] Curl CFLAGS & LIBS only to libcivutility build

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: Curl CFLAGS & LIBS only to libcivutility build
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 05 Nov 2011 08:25:06 PM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

libcrul related compilation flags are currently appended to generic flag
variables affecting build of all components. Attached patch changes this so
that they are only used while building utility -directory.

In general we should set any such flags to compilation of components they
logically belong to.



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File Attachments:


---
Date: Sat 05 Nov 2011 08:25:06 PM EET  Name: UtilCurlFlags.diff  Size: 2kB  
By: cazfi



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[Freeciv-Dev] [patch #2996] Make threads hard requirement

2011-11-05 Thread Marko Lindqvist

Update of patch #2996 (project freeciv):

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


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[Freeciv-Dev] [bug #18923] fcdb command has no short description

2011-11-05 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #18923 (project freeciv):

see also bug #18887; perhaps your text is the better version ...

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[Freeciv-Dev] [bug #18922] Server address binding fails

2011-11-05 Thread Zakri Kneebone

Additional Item Attachment, bug #18922 (project freeciv):

File name: fc_netstat.png Size:34 KB


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[Freeciv-Dev] [bug #18922] Server address binding fails

2011-11-05 Thread Zakri Kneebone

Follow-up Comment #5, bug #18922 (project freeciv):

Portscan shows freeciv-server in ipv4 (127.0.0.1) but not in ipv6 (::1)
freeciv-server is not successfully advertizing to ipv6 on my system.


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Re: [Freeciv-Dev] [patch #2997] gtk3-client gtk API cleanup

2011-11-05 Thread Jacob Nevins
Marko Lindqvist writes:
> Please write some kind of comment when ever you attach new versions of
> patches, at least one stating that new version is available. gna trackers do
> not send notification emails when you only attach file to ticket (it really
> should) 

Hm, that's odd. It certainly emails for new attachments sometimes (see
attached). Perhaps it fails to when a file is attached by an anonymous
user.
--- Begin Message ---

Additional Item Attachment, patch #2941 (project freeciv):

File name: pl.po.bz2  Size:386 KB


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[Freeciv-Dev] [patch #2997] gtk3-client gtk API cleanup

2011-11-05 Thread Marko Lindqvist

Follow-up Comment #17, patch #2997 (project freeciv):

Please write some kind of comment when ever you attach new versions of
patches, at least one stating that new version is available. gna trackers do
not send notification emails when you only attach file to ticket (it really
should) 

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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-05 Thread Michal Mazurek

Follow-up Comment #14, bug #18776 (project freeciv):

I applied file #14319 and file #14320.

... /removed 15 players ...
> /save removed
Segmentation fault (core dumped)


#0  0x0019925c in sg_save_map_known (saving=0x208c3b000) at
savegame2.c:2787
2787known[l * MAP_INDEX_SIZE + tile_index(ptile)]
(gdb) bt
#0  0x0019925c in sg_save_map_known (saving=0x208c3b000) at
savegame2.c:2787
#1  0x001aa58c in savegame2_save (file=0x205fa0440,
save_reason=Variable "save_reason" is not available.
) at savegame2.c:2162
#2  0x0010ac84 in save_game (orig_filename=Variable "orig_filename"
is not available.
) at srv_main.c:1181
#3  0x0011b330 in handle_stdin_input_real (caller=0x0, str=Variable
"str" is not available.
) at stdinhand.c:725
#4  0x0011c678 in handle_stdin_input (caller=0x0, str=0x203e93120
"/save removed", check=false) at stdinhand.c:3954
#5  0x001ad2fc in handle_readline_input_callback (line=0x208c3c720
"/save removed") at sernet.c:191
#6  0x00020f9eb21c in rl_callback_read_char () at
/usr/src/gnu/lib/libreadline/callback.c:123
#7  0x001ade64 in server_sniff_all_input () at sernet.c:765
#8  0x0010e33c in srv_main () at srv_main.c:2174
#9  0x00103e98 in main (argc=16, argv=0xfffd5a08) at
civserver.c:375
(gdb) bt full
#0  0x0019925c in sg_save_map_known (saving=0x208c3b000) at
savegame2.c:2787
pplayer = Variable "pplayer" is not available.


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[Freeciv-Dev] [patch #3018] List of unit classes road is native to

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: List of unit classes road is native to
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 05 Nov 2011 11:36:19 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch adds "native_to" to ruleset road definitions. Unit class flag
"RoadNative" is retired.



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File Attachments:


---
Date: Sat 05 Nov 2011 11:36:19 AM EET  Name: RoadNativeTo.diff  Size: 16kB  
By: cazfi



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[Freeciv-Dev] [bug #18924] Windows build fails because unconditional arpa/inet.h include

2011-11-05 Thread Marko Lindqvist

Update of bug #18924 (project freeciv):

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


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[Freeciv-Dev] [bug #18924] Windows build fails because unconditional arpa/inet.h include

2011-11-05 Thread Marko Lindqvist

URL:
  

 Summary: Windows build fails because unconditional
arpa/inet.h include
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 05 Nov 2011 10:07:33 AM EET
Category: bootstrap
Severity: 3 - Normal
Priority: 9 - Immediate
  Status: Ready For Test
 Assigned to: cazfi
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

packets.c includes arpa/inet.h unconditionally for ntohs(). In reality it
depends on system which header ntohs() is found from.

Attached fix makes packets.c to include only headers that exist, and to
include correct header for system in question.

As a compilation fix, this will be committed shortly.



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File Attachments:


---
Date: Sat 05 Nov 2011 10:07:33 AM EET  Name: NtohsInclude.diff  Size: 1kB  
By: cazfi



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