[Freeciv-Dev] [bug #21625] Mapgenerator crash if no category Irrigation or Mine extra

2014-02-08 Thread Marko Lindqvist
URL:
  

 Summary: Mapgenerator crash if no category Irrigation or Mine
extra
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 09 Feb 2014 08:13:08 AM 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: 2.6.0

___

Details:

Noticed while fixing another bug:

Startpos selection code in mapgenerator tries to place Irrigation and Mine to
virtual tile to see how such an improvement would help player. It doesn't
check that there actually is suitable extra in the ruleset, but happily passes
NULL extra to tile_apply_activity() -> tile_mine() / tile_irrigate().




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[Freeciv-Dev] [patch #4485] Server type to metaserver

2014-02-08 Thread Marko Lindqvist
URL:
  

 Summary: Server type to metaserver
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 09 Feb 2014 06:12:41 AM EET
Category: freeciv-web
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Add sending of server type to metaserver to freeciv-web builds.

Adjusted from freeciv-web metatype.patch, dropping unrelated parts

https://github.com/freeciv/freeciv-web/blob/2cd9bf901298f8c9f533a4e3c762e7faccb0bbba/freeciv/patches/metatype.patch



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File Attachments:


---
Date: Sun 09 Feb 2014 06:12:41 AM EET  Name: MetaserverType.patch  Size: 4kB  
By: cazfi



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[Freeciv-Dev] [patch #4484] Move concat_tile_activity_text() to libfreeciv

2014-02-08 Thread Marko Lindqvist
URL:
  

 Summary: Move concat_tile_activity_text() to libfreeciv
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 09 Feb 2014 05:19:33 AM 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: 2.6.0

___

Details:

Create new module clientutils.[ch] to common/ for functions that are usually
used by the client, but required also by the server in case of freeciv-web
build.
Move concat_tile_activity_text() to that module.



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File Attachments:


---
Date: Sun 09 Feb 2014 05:19:33 AM EET  Name: CommonTileActivityText.patch 
Size: 14kB   By: cazfi



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[Freeciv-Dev] [patch #4478] More detailed error message from image loading failures

2014-02-08 Thread Marko Lindqvist
Update of patch #4478 (project freeciv):

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


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[Freeciv-Dev] [bug #21589] Hex tileset non-isometric requires iso topology

2014-02-08 Thread Marko Lindqvist
Update of bug #21589 (project freeciv):

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


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[Freeciv-Dev] [task #7762] Windows packages for 2.4.2

2014-02-08 Thread Christian Prochaska
Update of task #7762 (project freeciv):

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


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[Freeciv-Dev] [bug #21624] Non-integer upkeep factor help display doesn't work

2014-02-08 Thread Jacob Nevins
URL:
  

 Summary: Non-integer upkeep factor help display doesn't work
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 08 Feb 2014 23:30:21 UTC
Category: client
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: 2.4.3,2.5.0,2.6.0

___

Details:

Apparently I didn't fully test my patch #4450 -- a missing (double) cast means
that it can't display "You pay 1.5 times normal upkeep for your units" as
intended.




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[Freeciv-Dev] [bug #21623] techs lost due to tech upkeep

2014-02-08 Thread David Fernandez
Follow-up Comment #1, bug #21623 (project freeciv):

An example from the forum:

Let's say we are playing with the rule "one tech loss per turn when negative
bulbs" (the worst case as you said), and imagine the tech upkeep when you have
researched almost the whole tree is -1000 bulbs per turn, while the cheapest
tech in the ruleset costs 100. Now imagine you gain 2000 bulbs when taxes are
100% to science, or 2000 gold when taxes are 100% to gold.
In this case, it is a waste of money to pay the upkeep everyturn, it is better
to toggle between taxes 100% to money, and 100% to gold.

Option 1)
- taxes set to 50%: you pay 1000 bulbs for upkeep and gain 1000 gold.
After 2 turns you gain 2000 gold and you avoid losing techs

Option 2)
- taxes set to 100% gold one turn: you do not pay the tech upkeep, you lose
one tech that cost 100 bulbs, and gain 2000 gold.
- taxes set to 100% science next turn: you pay 1000 bulbs for tech upkeep, and
gain 1000 bulbs for research (-100 used to re-research the lost tech)
After 2 turns, you gain 2000 gold and 900 bulbs, and you suffer one turn
without one random tech.

It would be like paying 1000$ everyturn to upkeep buildings, and if you do not
pay it, you only lose one building that cost 100$ to be rebuilt. In the case
of buildings you also lose the effects of the building until you rebuilt it,
but in the case of technologies, the only purpose of most techs is to be
requisite of other techs that you already researched, or to build improvements
that you already built.


My suggestion would be to sum to the reserve of bulbs a percentage of the cost
of the lost tech, 50% by default, similar to buildings sold.
If you lose a tech worth 100 bulbs, you sum 50 to the final balance.

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[Freeciv-Dev] [bug #21623] techs lost due to tech upkeep

2014-02-08 Thread David Fernandez
URL:
  

 Summary: techs lost due to tech upkeep
 Project: Freeciv
Submitted by: bardo
Submitted on: sáb 08 feb 2014 21:24:28 UTC
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:

When tech upkeep and tech loss are enabled, it is possible to lose a random
tech when the reserve of science bulbs are negative. However, the number of
negative bulbs needed to cause the loss of a tech depends on the cost of the
tech being researched, instead of the tech being lost.
I see this design problematic because the lost tech could be much cheaper (for
example 100 bulbs) than the negative bulbs (for example -500 bulbs). In this
case it would be better to lose the tech and to re-research it, than to pay
the tech upkeep (in the example, you waste 100 bulbs to recover a lost tech,
while you save 500 bulbs for not paying the upkeep).
I would suggest to handle the loss of techs in the same way than the loss of
buildings: when the bulbs are negative, the value in bulbs of the lost tech
(or a percentage choosen from 1 to 100%) is summed to the reserve of science.
There could be a setting to choose this percentage (or set it to 50% like the
sold buildings), but I think it should never be greater then 100%. I mean, a
tech that cost 100 bulbs should never restore your reserve of bulbs from -500
to 0 as it happens now.

More info in the forum: http://forum.freeciv.org/f/viewtopic.php?f=13&t=241




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[Freeciv-Dev] [bug #20960] Server crash - while processing spy sabotage info from client

2014-02-08 Thread Jacob Nevins
Follow-up Comment #1, bug #20960 (project freeciv):

This looks like it might be the same bug as was fixed in bug #21558. And the
stated client modification is consistent with what we found there (although I
don't know why else you'd modify the client like that).
Is it possible it was the original reporter of this bug was playing Longturn
when it crashed?

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[Freeciv-Dev] [bug #21572] Please support using M-1, M-2, etc. to switch tabs

2014-02-08 Thread Jacob Nevins
Update of bug #21572 (project freeciv):

  Status:None => Wont Fix   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3719] Distributing cimpletoon .blend sources

2014-02-08 Thread Jacob Nevins
Follow-up Comment #17, patch #3719 (project freeciv):

> I might also use the same docs and procedure for 2.3.5, when 
> that happens.
Remembered to do this (just about).

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Re: [Freeciv-Dev] Freeciv 2.4.2 and 2.3.5 source code released

2014-02-08 Thread Jacob Nevins
I wrote:
> A new stable release of Freeciv, 2.4.2, is available as source code for
> download.
  [...]
> At the same time, one final release of 2.3 code -- 2.3.5 -- has been
> made to mop up bug fixes from the past year or so.

That's it for S2_3 now, barring some embarrassing regression. No need to
target any new bugfixes there.

Translation stats for 2.4.2:

es: 100%: 7126 translated.
ca: 100%: 7126 translated.
ru: 100%: 7126 translated.
pl: 100%: 7126 translated.
en_GB: 100%: 7126 translated.
fr: 99.8%: 7112 translated, 10 fuzzy, 4 untranslated.
de: 95%: 6752 translated, 8 fuzzy, 366 untranslated.
gd: 94%: 6734 translated, 231 fuzzy, 161 untranslated.
ja: 84%: 6017 translated, 694 fuzzy, 415 untranslated.
fi: 83%: 5947 translated, 652 fuzzy, 527 untranslated.
da: 80%: 5704 translated, 891 fuzzy, 531 untranslated.
uk: 69%: 4922 translated, 1169 fuzzy, 1035 untranslated.
nl: 68%: 4845 translated, 1347 fuzzy, 934 untranslated.
it: 62%: 4436 translated, 1739 fuzzy, 951 untranslated.
pt_BR: 59%: 4200 translated, 1976 fuzzy, 950 untranslated.
ga: 54%: 3870 translated, 41 fuzzy, 3215 untranslated.
id: 52%: 3677 translated, 136 fuzzy, 3313 untranslated.
sv: 50%: 3598 translated, 1988 fuzzy, 1540 untranslated.
tr: 40%: 2872 translated, 2489 fuzzy, 1765 untranslated.
et: 40%: 2843 translated, 2612 fuzzy, 1671 untranslated.
zh_TW: 40%: 2836 translated, 22 fuzzy, 4268 untranslated.
cs: 39%: 2814 translated, 2710 fuzzy, 1602 untranslated.
eo: 38%: 2739 translated, 2044 fuzzy, 2343 untranslated.
lt: 37%: 2648 translated, 2188 fuzzy, 2290 untranslated.
ro: 35%: 2469 translated, 2755 fuzzy, 1902 untranslated.
zh_CN: 34%: 2431 translated, 2872 fuzzy, 1823 untranslated.
ar: 33%: 2381 translated, 3133 fuzzy, 1612 untranslated.
nb: 33%: 2375 translated, 3011 fuzzy, 1740 untranslated.
no: 33%: 2375 translated, 3011 fuzzy, 1740 untranslated.
ko: 29%: 2056 translated, 1929 fuzzy, 3141 untranslated.
sr: 29%: 2047 translated, 1530 fuzzy, 3549 untranslated.
el: 28%: 2002 translated, 2365 fuzzy, 2759 untranslated.
bg: 27%: 1934 translated, 289 fuzzy, 4903 untranslated.
hu: 26%: 1846 translated, 3239 fuzzy, 2041 untranslated.
pt: 24%: 1677 translated, 3260 fuzzy, 2189 untranslated.
fa: 23%: 1642 translated, 2143 fuzzy, 3341 untranslated.
he: 23%: 1635 translated, 1911 fuzzy, 3580 untranslated.

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[Freeciv-Dev] [patch #4450] Improve some government help strings

2014-02-08 Thread Jacob Nevins
Update of patch #4450 (project freeciv):

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


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[Freeciv-Dev] [bug #21528] No pluralised i18n for "%s cost %d population. %s shrinks to size %d."

2014-02-08 Thread Jacob Nevins
Update of bug #21528 (project freeciv):

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


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[Freeciv-Dev] Freeciv 2.4.2 and 2.3.5 source code released

2014-02-08 Thread Jacob Nevins
A new stable release of Freeciv, 2.4.2, is available as source code for
download.

This is a bugfix release; an important pathfinding bug which could cause
unattended aircraft to run out of fuel has been fixed, along with the
usual selection of crashes and other fixes. See the full list of changes:
.

At the same time, one final release of 2.3 code -- 2.3.5 -- has been
made to mop up bug fixes from the past year or so. Details at
.

Download the source tarballs from one of our mirrors, linked from
.
(Windows packages should follow shortly at the same location.)

Thanks to all contributors and bug reporters that helped with this
release. Enjoy it!

On behalf of the Freeciv Dev Team,
  Jacob Nevins

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[Freeciv-Dev] [task #7762] Windows packages for 2.4.2

2014-02-08 Thread Jacob Nevins
Update of task #7762 (project freeciv):

  Status:   Need Info => None   

___

Follow-up Comment #3:

2.4.2 tarball now up at Gna
 (other
formats/locations to follow).

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[Freeciv-Dev] [task #7763] Windows packages for 2.3.5

2014-02-08 Thread Jacob Nevins
Update of task #7763 (project freeciv):

  Status:   Need Info => None   

___

Follow-up Comment #4:

2.3.5 tarball now up at Gna!
 (other
formats/locations to follow).

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[Freeciv-Dev] [bug #21617] Minimap viewport outline gets confused on small map / small tileset / large display

2014-02-08 Thread Jacob Nevins
URL:
  

 Summary: Minimap viewport outline gets confused on small map
/ small tileset / large display
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 08 Feb 2014 14:08:08 UTC
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

For instance, I loaded the tutorial scenario in 2.4.2 (default topology
wrapx|iso) with the 'trident' tileset in the Gtk2 client on a 1680x1050
display, and the viewport outline (which should be a white rectangle) had
excitingly non-45° slopes and non-right-angle corners.

Slowly resizing the window can give an every more non-rectangular outline.

(I've a feeling I've noticed this before, but I haven't found a ticket for
it.)



___

File Attachments:


---
Date: Sat 08 Feb 2014 14:08:08 UTC  Name: wonky-viewport-1.png  Size: 271kB  
By: jtn
Screenshots (taken with 2.4.2 release build, gtk2 client)

---
Date: Sat 08 Feb 2014 14:08:08 UTC  Name: wonky-viewport-2.png  Size: 1kB  
By: jtn
Screenshots (taken with 2.4.2 release build, gtk2 client)


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[Freeciv-Dev] [bug #19452] Crash after build Apollo Program

2014-02-08 Thread Jacob Nevins
Update of bug #19452 (project freeciv):

  Status:None => Fixed  
 Assigned to:None => jtn
 Open/Closed:Open => Closed 
 Planned Release: => 2.4.2,2.5.0,2.6.0  

___

Follow-up Comment #5:

I have reproduced the trouble with the savegame in file #15055 on 2.3.4 and
2.4.1 on Windows, and confirmed that it has gone away in cproc's pre-2.4.2
test build (r24327)
.

Claiming this as fixed (by patch #4314).

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Re: [Freeciv-Dev] Freeciv-Web Project.

2014-02-08 Thread Chaitanya Sharma
I'd love that., there's a great many improvements possible.

What do you guys think about moving the all of freeciv web-development to
github.
In addition to pull requests, use it track issues aswell ?

-Chaitanya



On Sat, Feb 8, 2014 at 12:10 PM, "Andreas Røsdal" wrote:

> Hi!
>
> I think it's great that you want to update Freeciv-web to the latest
> Freeciv
> development code, so feel free to work on that on the freeciv github repo.
> Once you have completed the update of Freeciv-web I can
> begin again improving Freeciv-Web. I will follow your
> progress with great interest!
>
> Andreas
>
> >  I'm just doing checkout of freeciv-web again. I noticed that the
> > freeciv server is from last summer TRUNK, so it's a bit like bad sides
> > of both worlds (using stable branch vs development version): unstable
> > but old. Swithcing back to stable S2_5 would probably be
> > counter-productive at this point, so I think we should forward it to
> > use current development code again. Is it ok if I do? It's likely to
> > break thing or two for a while, so if you're about to get new version
> > to production soon, it's better to postpone the freeciv-server update
> > after that.
> >  All this assuming that I now get my freeciv-web development
> > environment to work again.
> >
> >
> >  - ML
> >
>
>
>
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