Re: [Freeciv-Dev] Ancients modpack (was: [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org)

2012-08-09 Thread David Lowe
On 2012 Aug 8, at 6:06 AM, Marko Lindqvist wrote:

 Maybe it's time to introduce some kind of stars system to
 freeciv-modpack.

Wouldn't that open us up to charges of favoritism and/or poor taste?  
If it comes down to somebody's personal opinion, there are going to be users 
who feel differently.  I think we should simply certify mod packs as meeting an 
absolute standard.  Besides, if these are as easy to remove as they are to 
install then users can casually try out new mods.

sent from Lion

Who's on first!
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[Freeciv-Dev] [bug #20038] Transform to water

2012-08-09 Thread David Lowe
Follow-up Comment #2, bug #20038 (project freeciv):

I like Cazfi's idea, but let me throw in another possibility.  Perhaps make
the transformed tile conditional on whether it is adjacent to Lake/River or
Ocean.  If there is no water near then it should default to Lake.  But maybe
it is more expensive to check all  surrounding tiles, and there is probably
going to be an occasional corner case where both kinds of water are adjacent.

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[Freeciv-Dev] [patch #3476] Alien World: Same trade from traderoutes regardless if cities are in same continent or not

2012-08-09 Thread Marko Lindqvist
Update of patch #3476 (project freeciv):

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


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[Freeciv-Dev] [patch #3394] Specenum user flag names

2012-08-09 Thread Marko Lindqvist
Update of patch #3394 (project freeciv):

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


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[Freeciv-Dev] [patch #3492] civ2civ3: Remove separate Geoengineer unit

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3492

 Summary: civ2civ3: Remove separate Geoengineer unit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 03:03:56 PM EEST
Category: rulesets
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:

Since patch #3490 makes it possible, add Transform flag to regular
engineers, but require also tech Fusion Power before they can actually
perform transformations. Remove thus obsolete Geoengineer unit.

Discussion leading to this patch in bug #20029.



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File Attachments:


---
Date: Thu 09 Aug 2012 03:03:56 PM EEST  Name: GeoengineerRm.patch  Size: 4kB  
By: cazfi

http://gna.org/patch/download.php?file_id=16354

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[Freeciv-Dev] [bug #20039] Check boolean effects correctly when calculating value of government

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20039

 Summary: Check boolean effects correctly when calculating
value of government
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 03:13:38 PM EEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0, 2.5.0

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Details:

Check if government would enable some boolean style effects assumes that also
negative effect value gives benefit of the effect.

Fix attached



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File Attachments:


---
Date: Thu 09 Aug 2012 03:13:38 PM EEST  Name: GovPositiveBool.patch  Size: 1kB
  By: cazfi

http://gna.org/bugs/download.php?file_id=16355

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[Freeciv-Dev] [patch #3493] Refer to README.ruleset_civ2civ3 in civ2civ3 ruleset description

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3493

 Summary: Refer to README.ruleset_civ2civ3 in civ2civ3 ruleset
description
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 03:26:23 PM EEST
Category: rulesets
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

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Details:





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File Attachments:


---
Date: Thu 09 Aug 2012 03:26:23 PM EEST  Name: Civ2civ3ReadmeRef.patch  Size:
505B   By: cazfi

http://gna.org/patch/download.php?file_id=16356

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[Freeciv-Dev] make distcheck (was: [patch #3475] Translate version tags received) from metaserver

2012-08-09 Thread Jacob Nevins
Marko Lindqvist writes:
 I've been trying to test that this does not break tarballs or installations,
 but every time during 'make distcheck' my computer completely freezes to the
 point I have to reboot. I assume that it's something broken in this system
 (It's known to have constant reliability problems) but maybe someone else
 should test 'make distcheck' before beta1 release is coming out.

I've just tried ./autogen.sh, make, then make distcheck on a fresh
checkout of S2_4 (which includes this patch). It seemed happy.

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[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0

2012-08-09 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20040

 Summary: Scenarios (including tutorial) set citymindist=0
 Project: Freeciv
Submitted by: jtn
Submitted on: Thu Aug  9 17:57:44 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

And in S2_4 this means that there are no restrictions on the distances between
cities.

I think this is fallout from patch #2537, where min_dist_bw_cities was
removed, and citymindist=0 ceased to have a special meaning.

Since that will debut in 2.4.0, we should fix it before release, ideally.




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[Freeciv-Dev] [patch #3494] popup_incite_dialog(struct city *pcity, int cost) implementation

2012-08-09 Thread anonymous
URL:
  http://gna.org/patch/?3494

 Summary: popup_incite_dialog(struct city *pcity, int cost)
implementation
 Project: Freeciv
Submitted by: None
Submitted on: Thu 09 Aug 2012 05:37:38 PM UTC
Category: client-qt
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: stevedorr...@gmail.com
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

void popup_incite_dialog(struct city *pcity, int cost)
{
QMessageBox ask(gui()-central_wdg);
int ret;
QString askText = Treasury contains +
QString::number(client.conn.playing-economic.gold, 10)+ gold.;

  if(INCITE_IMPOSSIBLE_COST == cost){
  askText = You can't incite a revolt in ;
  askText.append(pcity-name);
  ask.setText(askText);
  ask.setWindowTitle(City can't be incited!);
  ask.setStandardButtons(QMessageBox::Ok);
  ask.setDefaultButton(QMessageBox::Ok);
  ask.setIcon(QMessageBox::Information);
  }
  if(cost = client.conn.playing-economic.gold){
  askText.prepend(Incite a revolt for  + QString::number(cost, 10) +
 gold?\n);
  ask.setText(askText);
  ask.setWindowTitle(Incite a Revolt!);
  ask.setStandardButtons(QMessageBox::Yes | QMessageBox::No);
  ask.setDefaultButton(QMessageBox::Yes);
  ask.setIcon(QMessageBox::Question);
  } else {
  askText.prepend(Incite a revolt for  + QString::number(cost, 10) +
 gold?\n);
  ask.setWindowTitle(Traitors Demand Too Much!);
  ask.setText(askText);
  ask.setStandardButtons(QMessageBox::Ok);
  ask.setDefaultButton(QMessageBox::Ok);
  ask.setIcon(QMessageBox::Information);
  }
  ret = ask.exec();

  switch (ret) {
  case QMessageBox::Yes:
  request_diplomat_action(DIPLOMAT_INCITE, diplomat_id,
  diplomat_target_id, 0);
break;
  case QMessageBox::Ok:
  case QMessageBox::No:
break;
  }

}




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[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #1, bug #20040 (project freeciv):

I assume that all old savegames (with citymindist of 0) are affected, not only
scenarios.

Quite bad, actually. Has quite a big effect on any attempts to continue old
game is 2.4. Reason to postpone beta1?

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[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles

2012-08-09 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20041

 Summary: citymindist=0 loaded verbatim from old savefiles
 Project: Freeciv
Submitted by: jtn
Submitted on: Thu Aug  9 19:50:39 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

Following on from bug #20040, Marko points out that we will load citymindist=0
verbatim from old savefiles; where it used to mean use value from ruleset
(min_dist_bw_cities), patch #2537 did away with all that, so now it's
interpreted as no restrictions on city placement.

Some sort of migration would be needed. Can we work out with reasonable
confidence what the correct value of citymindist should be (i.e. the value
configured in the ruleset)?




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[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0

2012-08-09 Thread Jacob Nevins
Follow-up Comment #2, bug #20040 (project freeciv):

Blargh. But I'd rather not slip the release as I don't know when I'll get a
clear run at it. I'll see if a quick low-risk fix is possible. Bug #20041.

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[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #1, bug #20041 (project freeciv):

Would just coverting value 0 to current citymindist default
(GAME_DEFAULT_CITYMINDIST = 2) be acceptable?

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3495

 Summary: Starting with first city placed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 09 Aug 2012 10:32:46 PM EEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Lately I have encountered several ruleset-projects which would more or less
need to start game with capital city already placed on map, either in addition
to startunits or replacing them.

Should we have some support in C-code (ruleset format) for this, or should it
be implemented in ruleset's lua-script? (I think it should be doable with
current scripting facilities, but have not tried)




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[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles

2012-08-09 Thread Jacob Nevins
Update of bug #20041 (project freeciv):

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

___

Follow-up Comment #2:

The attached fix does slightly better than that. It checks if citymindist==0
after the ruleset for the savefile has been loaded, and if it is zero, then
citymindist is left alone -- if the ruleset had a default value for it, it
will be used. So civ1 savegames will work as expected.

Commit ASAP to get as much testing as possible, or wait for review as normal
and commit just before release (or abort release)?

(file #16357)
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Additional Item Attachment:

File name: trunk-S2_4-citymindist-zero-load-compat.patch Size:2 KB


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[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0

2012-08-09 Thread Jacob Nevins
Update of bug #20040 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #3:

Fix attached. Trunk tutorial wasn't affected since the rewrite (patch #3377).

(file #16358, file #16359)
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Additional Item Attachment:

File name: trunk-citymindist-zero-scenarios.patch Size:1 KB
File name: S2_4-citymindist-zero-scenarios.patch Size:1 KB


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[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #3, bug #20041 (project freeciv):

 Commit ASAP to get as much testing as possible, or wait for
 review as normal and commit just before release (or abort
 release)?

It's so unlikely that someone less active, or someone new, happens to pop up
just during the last hours of this review period.
How about I commit this as soon as I have had time to look it myself, if I
find it acceptable? Probably in about 2.5 hours. We can always revert it if
someone points out problems after that.

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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-08-09 Thread J. M. Gorbach
Follow-up Comment #1, patch #3495 (project freeciv):

I used to insert in script.lua a function.

function  city_nation_swedish()
  local owner = find.player(0)
  local Stockholm = find.tile(208,93)
  create_city(owner,  Stockholm, 'Stockholm')
end
function turn_cb(turn, year)
  if turn == 0 then
  city_nation_swedish()
  end
end
signal.connect('turn_started', 'turn_cb')

Maybe insert coordinates of city in scenario file, under nation start
position.

r0=Swedish
r0sx=208
r0sy=93
r0scity=Stockholm
r0sx=???
r0sy=???
r0scity=Sundsvall


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[Freeciv-Dev] [patch #2624] Script-triggered climate change

2012-08-09 Thread Jacob Nevins
Follow-up Comment #4, patch #2624 (project freeciv):

Huh. When this was moved into the 'edit' module (patch #2514), so was the
enumeration, so now one needs to do edit.climate_change(edit.GLOBAL_WARMING,
50).

On the one hand, I'd like to just write a bare GLOBAL_WARMING as the enum-like
argument; on the other hand, namespace pollution. Hm.

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[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles

2012-08-09 Thread Marko Lindqvist
Update of bug #20041 (project freeciv):

Category:None = general
 Assigned to: jtn = cazfi  
 Planned Release: 2.4.0,2.5.0 = 2.4.0-beta1, 2.5.0 


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[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #4, bug #20041 (project freeciv):

Reading the code this seems something that currently (beta1 at least) works.
Note for future, though, that as it relies on value 0 to be present *after*
settings are loaded, not only inside settings loading, this will break if we
add loaded settings sanity checking / clipping based on minimum and maximum
values (0 would be clipped to GAME_MIN_CITYMINDIST = 1)

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[Freeciv-Dev] [bug #20043] On trunk, transforming any tile bordering lake turns lake to ocean

2012-08-09 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20043

 Summary: On trunk, transforming any tile bordering lake turns
lake to ocean
 Project: Freeciv
Submitted by: jtn
Submitted on: Thu Aug  9 23:37:24 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: trunk r
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0

___

Details:

Since patch #3478, as noted in that bug's comment 6
http://gna.org/patch/?3478#comment6 and in bug #20038.

cazfi suggests a solution:
 1) Fix flooding to happen also *towards* the transformed tile 
 if it's freshwater and there's adjacent ocean tile
 2) Make transform_to in all supplied rulesets (and document 
 for custom ones) Lake
 
 - If one then transforms next to lake - (s)he gets lake
 - If one transforms next to ocean - (s)he gets lake that is 
 then immediately flooded with ocean from adjacent tile. 
 Temporary lake should not be user-visible at any point.

Attached patch implements this. Notes:
* For (1), I've used most_shallow_ocean() as the replacement for the lake,
rather than propagating one of the nearest ocean types, as I didn't want the
possibility of Deep Ocean propagating all the way into an inland lake.
* For (2), as well as unit transformations, I've also changed the global
warming terrain changes from foo-Ocean to foo-Lake. So global warming now
grows lakes (perhaps a bit counterintuitive) whereas in S2_4 it would leave
ocean next to lake, and in trunk prior to this patch it would always introduce
salinity to whole lakes (a bit harsh).
* This has the effect that terrain help, menus etc say Transform to Lake.
** Hopefully this won't confuse the AI in rulesets where freshwater is
advantageous? I could imagine it endlessly transforming its coasts in the hope
that it'll get a juicy lake. But I don't know if it ever even considers such
transformations.
* The user will not see the intermediate step, but there is one way in which
it might become apparent. The foo - Lake step will go through
tile_change_terrain(), which will do things like clear incompatible bases,
etc. If, say, a base was compatible with foo and Ocean but not Lake, it
would be lost. (But the previous point means the user should have a clue why.)
Probably too unlikely to be worth worrying about.
* I've also changed the pre-existing flooding from using tile_set_terrain() to
tile_change_terrain(). I think this makes more sense as it takes care of
removing unsuitable bases, etc (salmon farm ;).




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[Freeciv-Dev] [bug #20043] On trunk, transforming any tile bordering lake turns lake to ocean

2012-08-09 Thread Jacob Nevins
Update of bug #20043 (project freeciv):

  Status: In Progress = Ready For Test 

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File name: trunk-transform-to-lake.patch  Size:13 KB


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[Freeciv-Dev] [bug #20043] On trunk, transforming any tile bordering lake turns lake to ocean

2012-08-09 Thread Jacob Nevins
Update of bug #20043 (project freeciv):

 Release: trunk r = trunk r21766   


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[Freeciv-Dev] [bug #20038] Transform to water

2012-08-09 Thread Jacob Nevins
Update of bug #20038 (project freeciv):

 Planned Release:   2.5.0 =

___

Follow-up Comment #3:

 Simplest solution, possibly something we implement at least for 
 the time we wait your model [...]
Neat idea. I've raised it separately as bug #20043, so we can keep this ticket
for noodling about with longer term ideas.

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[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #11, task #7599 (project freeciv):

 the attached patch makes the installer Makefile build Freeciv
 with SQLite support.

This would require also bug #20005 patch to achieve anything. I've had no
chance to test this. Both patches have been submitted over 36h of review
period ago, but I'm not very excited about relatively big untested change
being committed just before release (even beta one). I vote for leaving this
to beta2 (but as I admit that it would go in according to review process,
count that as half vote only - single decidedly 'yes' vote wins over it)

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[Freeciv-Dev] [bug #20038] Transform to water

2012-08-09 Thread Jacob Nevins
Follow-up Comment #4, bug #20038 (project freeciv):

 Perhaps make the transformed tile conditional on whether it is 
 adjacent to Lake/River or Ocean.
This ticket was originally about trying to find a general solution to have
that effect without hardcoding assumptions about rulesets into the game
engine.

 If there is no water near then it should default to Lake.
Of course in default rulesets this isn't possible -- ocean_reclaim_requirement
means there has to be some water (not even a river) nearby. But of course
rulesets could waive that, in which case this case needs worrying about.

As it happens, cazfi's solution (now in patch #20043) has this property.

 there is probably going to be an occasional corner case where 
 both kinds of water are adjacent.
That was precisely the corner case that patch #3478 was dealing with -- if
transforming a tile to water that had Ocean and Lake on either side of it,
flood one to the other.

More interesting is the corner case where terrains that don't flood each
other (ocean  deep ocean) are both present.

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[Freeciv-Dev] [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org

2012-08-09 Thread Marko Lindqvist
Update of task #7606 (project freeciv):

  Status: In Progress = Done   
Percent Complete:  0% = 100%   
 Open/Closed:Open = Closed 
 Planned Release: = 2.4.0-beta1

___

Follow-up Comment #3:

- Ancients commented out from default modpack list
- Amplio fetched directly from svn
- Freesound fetched from 2.3 directory (as soundset format has not changed
between 2.3 and 2.4) of gna.org
- civ2civ3 fetched from modpack.freeciv.org
- GM1530 Scenarios fetched from modpack.freeciv.org

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[Freeciv-Dev] [patch #3485] Update lua-5.2 tree to version 5.2.1

2012-08-09 Thread Marko Lindqvist
Update of patch #3485 (project freeciv):

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


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[Freeciv-Dev] [patch #3496] Include localluaconf.h to lua-5.2 luaconf.h

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3496

 Summary: Include localluaconf.h to lua-5.2 luaconf.h
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 10 Aug 2012 02:43:44 AM EEST
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

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Details:

Include our own header fragment localluaconf.h to luaconf.h.



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File Attachments:


---
Date: Fri 10 Aug 2012 02:43:44 AM EEST  Name: LocalLuaConfInc.patch  Size:
444B   By: cazfi

http://gna.org/patch/download.php?file_id=16361

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[Freeciv-Dev] [patch #3484] Tileset type definition

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #1, patch #3484 (project freeciv):

- Updated documentation in README.graphics

(file #16362)
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Additional Item Attachment:

File name: TilesetType-2.patchSize:10 KB


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[Freeciv-Dev] [patch #3382] simplify buttons based on stock images

2012-08-09 Thread Marko Lindqvist
Update of patch #3382 (project freeciv):

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

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Follow-up Comment #1:

r21770

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[Freeciv-Dev] [patch #3482] Remove init_government from individual civ1/civ2 nations

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #4, patch #3482 (project freeciv):

Last commit that referred to this ticket was about patch #3382 in reality.

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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2012-08-09 Thread Jordi Negrevernis i Font
Follow-up Comment #10, patch #2963 (project freeciv):


_Still needs to decide what to do with dai_is_unit_tired_waiting_boat(). It's
counting time from caravan's original birth. Old units could not be reassigned
to a mission, as they would give up immediately. _

This is trying to give some time to the unit to find an intercontinental route
and a transport to that city... and then fall back to continental trade... So
if the unit gets bored of waiting it finds a new route in the current island.

_I wonder why there's if (unit_transported(punit) ||
is_ocean_tile(unit_tile(punit))) when checking if unit needs a boat. Is the
latter part meant to check if unit can itself move on ocean tiles? (if it's
not transported as first checked, then to exist in ocean tile it must be able
to live there itself - ignoring possibility of ocean cities, native bases, and
native roads) In any case this cannot be right._

This is in dai_is_unit_tired_waiting_boat(), so it just only checks if the
unit is being transported... Can a unit be transported over land?


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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #11, patch #2963 (project freeciv):

 It's counting time from caravan's original birth

 This is trying to give some time to the unit to find an
 intercontinental route and a transport to that city.

I see that, but it's only giving time for newly created unit. It's always
counting from unit's birth, there's no way to reset this. If old unit gets
reassigned to create traderoute under AI control, it won't wait single turn
for the boat.

 if (unit_transported(punit) || is_ocean_tile(unit_tile(punit)))

 it just only checks if the unit is being transported

Should check, you mean? Obviously it checks if unit is transported OR if
it's in ocean tile. This is true if unit is transported over land, or if unit
is stationed in ocean city for example.

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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #7, bug #19952 (project freeciv):

- Added handling of pre-2.3 savegames (savegame.c)

(file #16363)
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Additional Item Attachment:

File name: ServerSideCityImage-2.patchSize:6 KB


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[Freeciv-Dev] [patch #3408] Server side scenario saving

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #1, patch #3408 (project freeciv):

- Set save reason as Scenario

(file #16364)
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Additional Item Attachment:

File name: Scensave-2.patch   Size:2 KB


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[Freeciv-Dev] [bug #20044] Highest Peak in Scotland.

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20044

 Summary: Highest Peak in Scotland.
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 10 Aug 2012 04:34:30 AM EEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Classic ruleset lua-script map postprocessing adding some random labels
shouldn't take place in scenario maps as it currently does.




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[Freeciv-Dev] [patch #3497] Save scenario information as first section in savegame

2012-08-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3497

 Summary: Save scenario information as first section in
savegame
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 10 Aug 2012 04:42:26 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

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Details:

All handmade scarios have [scenario] information as first section with comment
saying that it should be kept there. Yet scenario saved from editor does not
save it first. Attached patch changes scenario saving to put [scenario]
first.

When client scans through all scenario files for scenario names and
descriptions, it stops parsing when it has found the section. Thus having the
section first means that it doesn't waste time parsing any unneeded sections.



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File Attachments:


---
Date: Fri 10 Aug 2012 04:42:26 AM EEST  Name: ScenSectFirst.patch  Size: 760B 
 By: cazfi

http://gna.org/patch/download.php?file_id=16365

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[Freeciv-Dev] [patch #3497] Save scenario information as first section in savegame

2012-08-09 Thread Marko Lindqvist
Update of patch #3497 (project freeciv):

 Planned Release:2.4.0, 2.5.0 = 2.3.3, 2.4.0, 2.5.0


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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-09 Thread David Fernandez
URL:
  http://gna.org/bugs/?20045

 Summary: assertion failed with civ2civ3 over S2_4
 Project: Freeciv
Submitted by: bardo
Submitted on: vie 10 ago 2012 02:03:47 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I have updated the modpack civ2civ3 for v2.4.
The attached modpack is supposed to be ready to replace the previous v2.4-1.

However, in a couple of tests with S2_4 rev21764, the game have ended with
this error:


1: in unit_transport_unload() [unit.c::2072]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in unit_virtual_destroy() [unit.c::1724]: assertion
'unit_list_size(punit-transporting) == 0' failed.
1: Please report this message at http://gna.org/projects/freeciv/


Attached savegame at the turn just before the error happens.



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File Attachments:


---
Date: vie 10 ago 2012 02:03:47 GMT  Name: civ2civ3_v2.4.zip  Size: 64kB   By:
bardo

http://gna.org/bugs/download.php?file_id=16366
---
Date: vie 10 ago 2012 02:03:47 GMT  Name: freeciv-T0079-Y-0525-auto.sav.gz 
Size: 181kB   By: bardo

http://gna.org/bugs/download.php?file_id=16367

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