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

2012-08-10 Thread J. M. Gorbach
Follow-up Comment #2, patch #3495 (project freeciv):

>I used to insert in script.lua a function. 
Or in a scenario files between:

[script]
code=$
$

but it's not simply for novice. I have a scenario (Europe 350*350 - S_3) where
I generate 617 cities at the start. The problem are nations!
If I use script lua:

  local owner = find.player(0)

Maybe player(0) is Poland or Greece or United Kingdom, but Stockholm is
Swedish! I tried find.nation_type('nameofthenation') and
find.nation_type(nameofthenation), but both don't run.

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[Freeciv-Dev] [patch #3420] Update doc/FAQ in time for 2.4

2012-08-10 Thread Jacob Nevins
Update of patch #3420 (project freeciv):

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


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[Freeciv-Dev] [patch #3488] Reinstate useful NEWS in tarball

2012-08-10 Thread Jacob Nevins
Update of patch #3488 (project freeciv):

  Status:  Ready For Test => Done   

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Follow-up Comment #6:

Committed initial NEWS to be ready for 2.4.0-beta1, but leaving ticket open to
answer remaining questions.

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[Freeciv-Dev] [bug #20047] Client takes an aweful long time to open City dialog

2012-08-10 Thread anonymous
URL:
  

 Summary: Client takes an aweful long time to open City dialog
 Project: Freeciv
Submitted by: None
Submitted on: Fr 10 Aug 2012 13:12:48 UTC
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: andr...@pritschet.me
 Open/Closed: Open
 Release: 2.3.1
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Client is working fine until clicking on a city in order to open the dialog
window. Client requires approx. 100% CPU and several minutes to open the
dialog. In the meantime the client is not responsive. 

gdb does not produce any abnormal output.

After changing my GTK theme is was working normally. In case you are wondering
which theme was troubling me: malys-revoltEX from gnome-look.org





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

2012-08-10 Thread David Lowe
Follow-up Comment #12, patch #2963 (project freeciv):

> Can a unit be transported over land?

In Alien World ruleset, it certainly can.

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[Freeciv-Dev] [bug #20049] Ugly two line notify message when roads automatically upgraded

2012-08-10 Thread Marko Lindqvist
URL:
  

 Summary: Ugly two line notify message when roads
automatically upgraded 
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 11 Aug 2012 12:42:42 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:

When new road building technology has been researched, or player with new road
building tehcnology captures the city, roads are automatically upgradet. In
this case server sends notify message with "\n" in it, and latter line starts
" Workers spontaneously" That seems quite out-of-place in chatwindow at
least.




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

2012-08-10 Thread Marko Lindqvist
Follow-up Comment #1, bug #20045 (project freeciv):

I can't reproduce the crash from the savegame. It's curious savegame, though,
in that all players are under AI control, but minplayers setting prevents
starting the game again without human taking one player.

I'm currently running autogame with default civ2civ3 settings (its .serv file)
and randseed from the savegame to see if I can reproduce this way. Are these
the settings you used?

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[Freeciv-Dev] [bug #20050] Supplied earth-80x50-v3 scenario cannot be loaded in 2.3.x, has warnings

2012-08-10 Thread Jacob Nevins
URL:
  

 Summary: Supplied earth-80x50-v3 scenario cannot be loaded in
2.3.x, has warnings
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Aug 11 00:07:51 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.3,2.4.0,2.5.0

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Details:

Trying to load the earth-80x50-v3.sav scenario in a non-debug build of S2_3
fails utterly:


1: Unknown savefile format version (10).
1: Failure loading savegame!


It looks like the same file was committed to S2_3 and trunk under patch #2264,
with version=10, which is for what has become S2_4.

This is much less noticeable in a --enable-debug S2_3 build (which I
habitually run) because that will have a go at loading the file regardless:


1: Savegame version newer than this build found (10 > 3). Trying to load the
game nevertheless ...
2: Loading rulesets.
...


-- the warning being easily lost among all the other spew.

Clearly the S2_3 version should have version=3. But the savefile may need to
be audited to check that the two versions on the two branches shouldn't be
different in some other way, due to the different formats.



With either S2_3 or S2_4, if the savefile is loaded, it produces a warning:


1: Saved game contains incomplete map data. This can happen with old saved
games, or it may indicate an invalid saved game file. Proceed at your own
risk.


Digging deeper it seems this is provoked by the lack of base information in
the map:


3: [T000 - 2012/08/10 23:58:10] in sg_load_map_tiles_bases()
[savegame2.c::2240]: Line not found='map.b00_'
3: [T000 - 2012/08/10 23:58:10] in sg_load_map_tiles_bases()
[savegame2.c::2240]: Line not found='map.b00_0001'
...


The easy solution is to just add the (empty) base information; but I'm not
entirely clear what the rules are for scenarios -- is it supposed to be OK to
leave out base information?




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[Freeciv-Dev] [bug #20050] Supplied earth-80x50-v3 scenario cannot be loaded in 2.3.x, has warnings

2012-08-10 Thread Marko Lindqvist
Follow-up Comment #1, bug #20050 (project freeciv):

> I'm not entirely clear what the rules are for scenarios -- is it
> supposed to be OK to leave out base information?

It currently isn't unless also mainmap is omitted (randomly generated map will
be used). Even if scenario has no players, there can be unowned bases.

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[Freeciv-Dev] [patch #3487] User terrain flags

2012-08-10 Thread Marko Lindqvist
Update of patch #3487 (project freeciv):

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


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

2012-08-10 Thread Marko Lindqvist
Follow-up Comment #1, patch #3494 (project freeciv):

See http://freeciv.wikia.com/wiki/How_to_Contribute for instructions how to
create patch (diff) that we can apply to our own source trees. Add such patch
as file attachment to ticket, not inline comment.

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[Freeciv-Dev] [patch #3472] Road help browsing

2012-08-10 Thread Marko Lindqvist
Update of patch #3472 (project freeciv):

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


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[Freeciv-Dev] [patch #3486] def_ai_xxx_data() callers to pass ai type.

2012-08-10 Thread Marko Lindqvist
Update of patch #3486 (project freeciv):

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


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

2012-08-10 Thread David Fernandez
Follow-up Comment #2, bug #20045 (project freeciv):

>Are these the settings you used?
Yes, with those settings my games always end crashing around turn 100 to 150.
Actually, the savegame I uploaded always crashes to me when I end the turn.

It is an autosave from a game that I was playing under AI control, with "/set
timeout 10" and I did not change the settings before saving, sorry.
I wonder if the time limit could be affecting the AI? Is there any other way
to play the game under AI contol?

If this savegame does not crash to you after the end of turn,
I'd assume there is some issue in my installation or the way I compile the
code that is causing these "assertion errors", like the latest one I
reported.

I have revised the files of this updated civ2civ3 pack and I did not change
anything related to transports or unit types. If it does not crash to you, I'd
say the pack is ready to replace the previous version.

I'll test it again as soon as there is a version of the next beta that I do
not need to compile... to be sure.

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