Re: [Freeciv-Dev] Ancients modpack (was: [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org)
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! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20038] Transform to water
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. ___ Reply to this item at: http://gna.org/bugs/?20038 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3476] Alien World: Same trade from traderoutes regardless if cities are in same continent or not
Update of patch #3476 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3476 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3394] Specenum user flag names
Update of patch #3394 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3394 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3492] civ2civ3: Remove separate Geoengineer unit
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3492 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20039] Check boolean effects correctly when calculating value of government
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 ___ Details: Check if government would enable some boolean style effects assumes that also negative effect value gives benefit of the effect. Fix attached ___ 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 ___ Reply to this item at: http://gna.org/bugs/?20039 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3493] Refer to README.ruleset_civ2civ3 in civ2civ3 ruleset description
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 ___ Details: ___ 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 ___ Reply to this item at: http://gna.org/patch/?3493 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] make distcheck (was: [patch #3475] Translate version tags received) from metaserver
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0
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. ___ Reply to this item at: http://gna.org/bugs/?20040 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3494] popup_incite_dialog(struct city *pcity, int cost) implementation
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; } } ___ Reply to this item at: http://gna.org/patch/?3494 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0
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? ___ Reply to this item at: http://gna.org/bugs/?20040 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles
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)? ___ Reply to this item at: http://gna.org/bugs/?20041 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0
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. ___ Reply to this item at: http://gna.org/bugs/?20040 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles
Follow-up Comment #1, bug #20041 (project freeciv): Would just coverting value 0 to current citymindist default (GAME_DEFAULT_CITYMINDIST = 2) be acceptable? ___ Reply to this item at: http://gna.org/bugs/?20041 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3495] Starting with first city placed
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) ___ Reply to this item at: http://gna.org/patch/?3495 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles
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) ___ Additional Item Attachment: File name: trunk-S2_4-citymindist-zero-load-compat.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?20041 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20040] Scenarios (including tutorial) set citymindist=0
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) ___ Additional Item Attachment: File name: trunk-citymindist-zero-scenarios.patch Size:1 KB File name: S2_4-citymindist-zero-scenarios.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20040 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles
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. ___ Reply to this item at: http://gna.org/bugs/?20041 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3495] Starting with first city placed
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 ___ Reply to this item at: http://gna.org/patch/?3495 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2624] Script-triggered climate change
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. ___ Reply to this item at: http://gna.org/patch/?2624 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles
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 ___ Reply to this item at: http://gna.org/bugs/?20041 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20041] citymindist=0 loaded verbatim from old savefiles
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) ___ Reply to this item at: http://gna.org/bugs/?20041 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20043] On trunk, transforming any tile bordering lake turns lake to ocean
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 ;). ___ Reply to this item at: http://gna.org/bugs/?20043 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20043] On trunk, transforming any tile bordering lake turns lake to ocean
Update of bug #20043 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-transform-to-lake.patch Size:13 KB ___ Reply to this item at: http://gna.org/bugs/?20043 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20043] On trunk, transforming any tile bordering lake turns lake to ocean
Update of bug #20043 (project freeciv): Release: trunk r = trunk r21766 ___ Reply to this item at: http://gna.org/bugs/?20043 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20038] Transform to water
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. ___ Reply to this item at: http://gna.org/bugs/?20038 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1
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) ___ Reply to this item at: http://gna.org/task/?7599 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20038] Transform to water
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. ___ Reply to this item at: http://gna.org/bugs/?20038 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [task #7606] Setup freeciv 2.4 files in modpack.freeciv.org
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 ___ Reply to this item at: http://gna.org/task/?7606 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3485] Update lua-5.2 tree to version 5.2.1
Update of patch #3485 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3485 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3496] Include localluaconf.h to lua-5.2 luaconf.h
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 ___ Details: Include our own header fragment localluaconf.h to luaconf.h. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3496 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3484] Tileset type definition
Follow-up Comment #1, patch #3484 (project freeciv): - Updated documentation in README.graphics (file #16362) ___ Additional Item Attachment: File name: TilesetType-2.patchSize:10 KB ___ Reply to this item at: http://gna.org/patch/?3484 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3382] simplify buttons based on stock images
Update of patch #3382 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Follow-up Comment #1: r21770 ___ Reply to this item at: http://gna.org/patch/?3382 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3482] Remove init_government from individual civ1/civ2 nations
Follow-up Comment #4, patch #3482 (project freeciv): Last commit that referred to this ticket was about patch #3382 in reality. ___ Reply to this item at: http://gna.org/patch/?3482 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2963] Use ferryboat system for trade
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? ___ Reply to this item at: http://gna.org/patch/?2963 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2963] Use ferryboat system for trade
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. ___ Reply to this item at: http://gna.org/patch/?2963 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19952] City_Image decided client side
Follow-up Comment #7, bug #19952 (project freeciv): - Added handling of pre-2.3 savegames (savegame.c) (file #16363) ___ Additional Item Attachment: File name: ServerSideCityImage-2.patchSize:6 KB ___ Reply to this item at: http://gna.org/bugs/?19952 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3408] Server side scenario saving
Follow-up Comment #1, patch #3408 (project freeciv): - Set save reason as Scenario (file #16364) ___ Additional Item Attachment: File name: Scensave-2.patch Size:2 KB ___ Reply to this item at: http://gna.org/patch/?3408 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20044] Highest Peak in Scotland.
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: ___ Details: Classic ruleset lua-script map postprocessing adding some random labels shouldn't take place in scenario maps as it currently does. ___ Reply to this item at: http://gna.org/bugs/?20044 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3497] Save scenario information as first section in savegame
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3497 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3497] Save scenario information as first section in savegame
Update of patch #3497 (project freeciv): Planned Release:2.4.0, 2.5.0 = 2.3.3, 2.4.0, 2.5.0 ___ Reply to this item at: http://gna.org/patch/?3497 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4
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. ___ 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 ___ Reply to this item at: http://gna.org/bugs/?20045 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev