[Freeciv-Dev] [patch #3561] Use grids for supported/present units (patch 27/60)
Follow-up Comment #1, patch #3561 (project freeciv): A screenshot please. I don't see that on trident, cimpletoon nor amplio2. ___ Reply to this item at: http://gna.org/patch/?3561 ___ 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 #3564] Use grids in helpdlg (patch 28/60)
Follow-up Comment #1, patch #3564 (project freeciv): Oops. I had that correct on S2_4 - not quite sure why wasn't that cherry-picked there correctly. Anyway, it seems to be just a matter of a single line. (file #16764) ___ Additional Item Attachment: File name: 0028-use-grids-in-helpdlg.patch Size:15 KB ___ Reply to this item at: http://gna.org/patch/?3564 ___ 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 #20291] Cannot finish compiling latest freeciv code
Follow-up Comment #2, bug #20291 (project freeciv): gcc (Debian 4.7.2-4) 4.7.2 GNU ld (GNU Binutils for Debian) 2.22 ___ Reply to this item at: http://gna.org/bugs/?20291 ___ 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 #3560] Use standard button interface (patch 21/60)
Follow-up Comment #2, patch #3560 (project freeciv): As it's a standard button now, it follows the theme. Uhm. Maybe the whole point of not having it as standard button earlier was that it's better with glaring indicator of governor state. With this patch it has just the text. Can you list some pros (and cons) for this patch? ___ Reply to this item at: http://gna.org/patch/?3560 ___ 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 #3561] Use grids for supported/present units (patch 27/60)
Update of patch #3561 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #2: Turned out that it's not new with the 27/60 patch, but those areas are high in current TRUNK already. I think it's the left side info panel where padding between lines (and font size?) has increased and unit displays just fill equal height. Attached screenshot is from current TRUNK r21993, without the patch. So I guess this patch can go forward now (it's not making any new breakage), but in the future: 1) Info panel size should be fixed. 2) Maybe units should appear vertically centered to their area, while they now seem to be on top of the area. (file #16765) ___ Additional Item Attachment: File name: gtk3citydlg.pngSize:239 KB ___ Reply to this item at: http://gna.org/patch/?3561 ___ 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 #3559] Firepower1 combat bonus
Follow-up Comment #1, patch #3559 (project freeciv): - Rebased on top of patch #3562 to make it work with multiple AI types. (file #16766) ___ Additional Item Attachment: File name: Firepower1-2.patch Size:18 KB ___ Reply to this item at: http://gna.org/patch/?3559 ___ 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 #3564] Use grids in helpdlg (patch 28/60)
Update of patch #3564 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/patch/?3564 ___ 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 #3565] Use grids in citydlg overview page (patch 29/60)
URL: http://gna.org/patch/?3565 Summary: Use grids in citydlg overview page (patch 29/60) Project: Freeciv Submitted by: cazfi Submitted on: Sat 17 Nov 2012 02:29:40 AM EET Category: client-gtk-3.0 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 ticket is about handling patch 29/60 (Use grids in citydlg overview page) from Rafał Mużyło's patchset in patch #3469 Depends on patch #3561 ___ Reply to this item at: http://gna.org/patch/?3565 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #55, patch #3469 (project freeciv): 29/60 raised as patch #3565 as it depends on patch #3561 and cannot be committed yet. (I want to go though patches in this ticket in order so every one is certainly handled) ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #3566] Use grids for worklists (patch 31/60)
URL: http://gna.org/patch/?3566 Summary: Use grids for worklists (patch 31/60) Project: Freeciv Submitted by: cazfi Submitted on: Sat 17 Nov 2012 02:40:52 AM EET Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: This ticket is about handling patch 31/60 (Use grids for worklists) from Rafał Mużyło's patchset in patch #3469 1. Put several items to city worklist 2. Select from the Source Tasks something that is *not* what city is currently producing 3. Click Change Production 4. Notice how first item in worklist (=current production) does *not* change as it should. Bug is just in that new production is not shown there, it does change in reality, and is shown in ohter places ___ Reply to this item at: http://gna.org/patch/?3566 ___ 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 #3469] Get rid of most deprecated warning
Follow-up Comment #57, patch #3469 (project freeciv): 31/60 raised as patch #3566 for bug found in testing ___ Reply to this item at: http://gna.org/patch/?3469 ___ 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 #20221] Script signal unit_lost not always emitted when unit lost
Update of bug #20221 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #1: Patches (file #16767, file #16768) ___ Additional Item Attachment: File name: UnitLostSignalAlways.patch Size:2 KB File name: UnitLostSignalAlways-S2_3.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20221 ___ 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 #20300] Units lost in paradrop do not count to score.units_lost
URL: http://gna.org/bugs/?20300 Summary: Units lost in paradrop do not count to score.units_lost Project: Freeciv Submitted by: cazfi Submitted on: Sat 17 Nov 2012 03:41:17 AM EET Category: general 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: 2.3.3, 2.4.0, 2.5.0 ___ Details: Units lost when paradropped to non-native terrain or on enemy units are not counted in score.units_lost. Fix attached. Note that units drowning with their transport are still not counted. That belongs to bug #19821 (or some child of it) ___ File Attachments: --- Date: Sat 17 Nov 2012 03:41:17 AM EET Name: ParadropUnitLostScore.patch Size: 978B By: cazfi http://gna.org/bugs/download.php?file_id=16769 ___ Reply to this item at: http://gna.org/bugs/?20300 ___ 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 #3566] Use grids for worklists (patch 31/60)
Follow-up Comment #1, patch #3566 (project freeciv): Are you sure this patch plays a role here ? It shouldn't affect anything but packing (and nothing in its content suggests it could). While at the first I seem to have reproduced the problem, I've noticed a warning in the terminal: (freeciv-gtk3:4695): Gtk-CRITICAL **: gtk_tree_model_get_iter: assertion `GTK_IS_TREE_MODEL (tree_model)' failed I've restarted the client and this time I couldn't reproduce it...or at least I don't think I did. Anyway, this doesn't seem to be a problem with grids, but one somewhere along GtkListStore/GtkTreeView line. Though I'm not rejecting the possibility the problem lies within gtk itself. ___ Reply to this item at: http://gna.org/patch/?3566 ___ 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 #20301] Not all lost units counted in score.units_lost
URL: http://gna.org/bugs/?20301 Summary: Not all lost units counted in score.units_lost Project: Freeciv Submitted by: cazfi Submitted on: Sat 17 Nov 2012 04:30:21 AM EET Category: general 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: 2.3.3, 2.4.0, 2.5.0 ___ Details: bug #19821 point 4 is about units lost with their transport not being counted in score.units_lost or score.units_killed. That's not the only place where those counters are not properly increased. This ticket is about fixing all cases. Patch for S2_3 attached. As S2_3 has no unit_loss_reason, patch for it is quite different from what S2_4/TRUNK one will likely be. This fixes following cases where units_lost was not increased though it should: - Units lost with their transport - Units killed by hut barbarians - Units killed by terrain changes - Diplomats killed in fight against other diplomats - Diplomats failing their mission (diplomats dying after succesfull mission are not counted any more than are settlers founding cities or caravans establishing traderoutes counted; they just perform their function) - Units wiped from opponent terrain when entering peace I consider inspection period of this S2_3 patch to begin now even though S2_4/TRUNK patches are still missing (I may commit to S2_3 before other branches) ___ File Attachments: --- Date: Sat 17 Nov 2012 04:30:21 AM EET Name: UnitsLostScore-S2_3.patch Size: 18kB By: cazfi http://gna.org/bugs/download.php?file_id=16770 ___ Reply to this item at: http://gna.org/bugs/?20301 ___ 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 #19821] [metaticket] Numerous issues with wipe_unit() wiping transporter with cargo
Follow-up Comment #4, bug #19821 (project freeciv): 4) is now bug #20301 concerning all cases where units_lost is not properly increased. ___ Reply to this item at: http://gna.org/bugs/?19821 ___ 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 #3561] Use grids for supported/present units (patch 27/60)
Follow-up Comment #3, patch #3561 (project freeciv): Ahthis thing. IIRC, when combined with use grids in citydlg overview page patch, the size goes back to something reasonable - all that's left is (a gap for) the scrollbar. ___ Reply to this item at: http://gna.org/patch/?3561 ___ 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 #3560] Use standard button interface (patch 21/60)
Follow-up Comment #3, patch #3560 (project freeciv): Well, we could just set this to true in the theme. Note, that there are other places already affected by this setting - that screenshot in patch #3561 suggests you didn't notice that. ___ Reply to this item at: http://gna.org/patch/?3560 ___ 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 #20301] Not all lost units counted in score.units_lost
Follow-up Comment #1, bug #20301 (project freeciv): TRUNK S2_4 versions (file #16771, file #16772) ___ Additional Item Attachment: File name: UnitsLostScore.patch Size:20 KB File name: UnitsLostScore-S2_4.patch Size:20 KB ___ Reply to this item at: http://gna.org/bugs/?20301 ___ 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 #20301] Not all lost units counted in score.units_lost
Update of bug #20301 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #2: This ticket is about fixing all cases. Err. All cases where wipe_unit() is called since this simply moves counting inside wipe_unit(). ___ Reply to this item at: http://gna.org/bugs/?20301 ___ 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 #20270] Exhausted icon always shown for move rate 0 unit
Update of bug #20270 (project freeciv): Status:None = Ready For Test Planned Release: = 2.3.3, 2.4.0, 2.5.0 ___ Follow-up Comment #1: Fix (file #16773, file #16774) ___ Additional Item Attachment: File name: ZeroMoveNotExhausted.patch Size:1 KB File name: ZeroMoveNotExhausted-S2_3.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20270 ___ 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 #3567] Automatically focus to zero move_rate units too
URL: http://gna.org/patch/?3567 Summary: Automatically focus to zero move_rate units too Project: Freeciv Submitted by: cazfi Submitted on: Sat 17 Nov 2012 05:41:19 AM EET Category: client Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.3, 2.4.0, 2.5.0 ___ Details: Do not skip units with zero move_rate when changing focus units. ___ File Attachments: --- Date: Sat 17 Nov 2012 05:41:19 AM EET Name: ZeroMoveFocus.patch Size: 517B By: cazfi http://gna.org/patch/download.php?file_id=16775 ___ Reply to this item at: http://gna.org/patch/?3567 ___ 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 #3566] Use grids for worklists (patch 31/60)
Follow-up Comment #2, patch #3566 (project freeciv): Are you sure this patch plays a role here? Well, as you found out that it's not happening reliably, it probably was coincidence. It didn't happen before I applied the patch, it happened with the patch, and again didn't happen once I reverted the patch. ___ Reply to this item at: http://gna.org/patch/?3566 ___ 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 #3566] Use grids for worklists (patch 31/60)
Follow-up Comment #3, patch #3566 (project freeciv): I reproduced something similar (but without the assertion) without the patch, so it's not new with the patch. It seems that Change Production does not work after you have already done one thing with the worklist. You can Change Production once succesfully, if you do nothing else before. ___ Reply to this item at: http://gna.org/patch/?3566 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev