[Freeciv-Dev] [bug #21791] Middle mouse creates visual glitch in planned route when moving unit
URL: http://gna.org/bugs/?21791 Summary: Middle mouse creates visual glitch in planned route when moving unit Project: Freeciv Submitted by: None Submitted on: Fri 14 Mar 2014 09:23:09 AM UTC Category: client-gtk-2.0 Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: mike.h.gen...@gmail.com Open/Closed: Open Release: 2.4.2 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: Using version in Debian Testing 64. To reproduce: 1: Select a unit 2: Press 'g' and move the mouse to somewhere the unit can move - a blue line will mark out its planned route. The bug is triggered more often if the destination is far away. 3: Middle click to bring up the tile information popup. The blue line will often now start from somewhere further along the route than the start tile (i.e. the first section becomes invisible). Moving the mouse around will cause its start point to jump further up the route in stages, until it gets back to the unit's position. ___ Reply to this item at: http://gna.org/bugs/?21791 ___ 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 #21792] Request colour coded messages
URL: http://gna.org/bugs/?21792 Summary: Request colour coded messages Project: Freeciv Submitted by: None Submitted on: Fri 14 Mar 2014 09:37:59 AM UTC Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: mike.h.gen...@gmail.com Open/Closed: Open Release: 2.4.2 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: I think it would be much easier to scan the messages window if (perhaps as an option) you used a simple colour code to distinguish message types, e.g. Finished unit Finished building Finished wonder Combat or various antics of pirates / barbarians Diplomacy Thanks for your consideration - it's a great game! ___ Reply to this item at: http://gna.org/bugs/?21792 ___ 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 #4593] fcruledit script
Update of patch #4593 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4593 ___ 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 #21781] When socket() for announcement socket fails, socket setup continues
Update of bug #21781 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21781 ___ 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 #21777] adv_could_be_my_zoc() assert failure
Update of bug #21777 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21777 ___ 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 #4496] Lua extra handling functions
Update of patch #4496 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4496 ___ 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 #21794] FC_QT_COMPILETEST used instead of FC_QT5_COMPILETEST
URL: http://gna.org/bugs/?21794 Summary: FC_QT_COMPILETEST used instead of FC_QT5_COMPILETEST Project: Freeciv Submitted by: cazfi Submitted on: Fri 14 Mar 2014 08:08:43 PM EET Category: bootstrap 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: 2.5.0, 2.6.0 ___ Details: In one place qt5.m4 uses FC_QT_COMPILETEST instead of FC_QT5_COMPILETEST. Fix attached ___ File Attachments: --- Date: Fri 14 Mar 2014 08:08:43 PM EET Name: FcQt5CompileTest.patch Size: 497B By: cazfi http://gna.org/bugs/download.php?file_id=20327 ___ Reply to this item at: http://gna.org/bugs/?21794 ___ 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 #21795] fortify action more even in concurrent mode
URL: http://gna.org/bugs/?21795 Summary: fortify action more even in concurrent mode Project: Freeciv Submitted by: bardo Submitted on: vie 14 mar 2014 21:41:34 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: The issues that could be improved: - In single player, you can set a unit to fortify at the end of the turn and it will appear fortified at the start of next turn, without risk of being atacked in between. The AI can't do the same because it always move at start of the turn. - Something similar happens in multiplayer. If you delay your movements to the end of the turn, there are less chances to be attacked until the units are fortified at start of next turn. - If a unit do not have the can fortify flag you can not order it to sleep until further orders. The alternative is to use s order, but then the unit is waken up by nearly enemies. My suggestion: - Calculate automatically the bonus to defend no matter if the units was ordered to fortify or not, in a similar way that it is already done for units in cities or fortresses. - If a unit is attacked and it has some remaining movement point, and the unit type has the can fortify flag, the unit automatically gets the +50% defend bonus. - Allow to every unit to use the fortify order as an alternative to sentry, no matter if they can get defend bonuses or not. This way, if a unit is ordered to fortify, it will always get the defend bonus because it always has remaining movement points, not because it was ordered to fortify. It would work in a simar way than healing, you do not need to order the unit to heal, it is automatically handle if the unit did not move. At same time, if a unit runs out of movement points, it won't get the defend bonus until the unit recovers his movement points next turn, but taking into account the unitwaittime, and so making it more even for multiplayer games. ___ Reply to this item at: http://gna.org/bugs/?21795 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4555] actionwaittime: terrain alterations etc near turn change take an extra turn
Follow-up Comment #1, patch #4555 (project freeciv): I like this solution and I find it very important for multiplayer games. I was thinking about a similar solution for the fortify action that I have posted here bug #21795. ___ Reply to this item at: http://gna.org/patch/?4555 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4604] Weighting values to advisors header
URL: http://gna.org/patch/?4604 Summary: Weighting values to advisors header Project: Freeciv Submitted by: cazfi Submitted on: Sat 15 Mar 2014 12:11:52 AM EET Category: ai 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: Weighting values specific to advisors/AI are in common server header citytools.h. Move them to advisors/advbuilding.h instead. ___ File Attachments: --- Date: Sat 15 Mar 2014 12:11:52 AM EET Name: AdvWeighting.patch Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=20329 ___ Reply to this item at: http://gna.org/patch/?4604 ___ 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 #4597] NoZoc terrain flag
Follow-up Comment #2, patch #4597 (project freeciv): - Use NoZoc flag also when checking terrain of the tiles unit is moving on, not only those where enemy potentially having the zoc is. (file #20330) ___ Additional Item Attachment: File name: TerrainZoc-2.patch Size:14 KB ___ Reply to this item at: http://gna.org/patch/?4597 ___ 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 #4595] Make alien Tunnel require TerrainClass Land
Update of patch #4595 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4595 ___ 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 #4599] Handicapped AI
Update of patch #4599 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4599 ___ 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 #4605] Effects for Handicapped AI
URL: http://gna.org/patch/?4605 Summary: Effects for Handicapped AI Project: Freeciv Submitted by: cazfi Submitted on: Sat 15 Mar 2014 01:32:43 AM EET Category: rulesets Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: Add effects for Handicapped AI. ___ File Attachments: --- Date: Sat 15 Mar 2014 01:32:43 AM EET Name: HandicappedEffects.patch Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=20331 ___ Reply to this item at: http://gna.org/patch/?4605 ___ 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 #4591] tileset_unit_width() and tileset_unit_height() outside unit move anim loop
Update of patch #4591 (project freeciv): Category: client-gtk-3.0 = client Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4591 ___ 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 #4606] Remove canvas_fog_sprite_area()
URL: http://gna.org/patch/?4606 Summary: Remove canvas_fog_sprite_area() Project: Freeciv Submitted by: cazfi Submitted on: Sat 15 Mar 2014 02:29:13 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: 2.6.0 ___ Details: Client gui-API has canvas_fog_sprite_area() function that all clients then implement, but there's no callers in client common code or inside most clients. The only call is local in gui-xaw. Remove function from API, and implementation from all the clients except gui-xaw. ___ File Attachments: --- Date: Sat 15 Mar 2014 02:29:13 AM EET Name: CanvasFogSpriteAreaRm.patch Size: 13kB By: cazfi http://gna.org/patch/download.php?file_id=20335 ___ Reply to this item at: http://gna.org/patch/?4606 ___ 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 #21583] Client can connect to manually started server rather than its own spawned one
Update of bug #21583 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #8: A conversation with a friend makes me wonder whether our use of SO_REUSEADDR might be implicated. From the article it sounds so. In fact, I can't understand why has SO_REUSEADDR ever been introduced there - doesn't sound something we would ever need. Attached patch simply removes it. At least in S2_4 I would be inclined to leave patch #4471 workaround to stand in addition to this, even if this seems to fix the actual problem. From the article it seems that the fix might not work on some version of Windows. Patch #4471 in turn does not fix reclaiming of a socket in cases other than one manually started server in default port + one client spawned server, so having both gives maximum stability we can reach. (file #20336) ___ Additional Item Attachment: File name: SoReuseAddrRm.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?21583 ___ 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 #21436] Connect with rail can no longer build roads first
Update of bug #21436 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #3: Patch. All the recursive requirement extras must be roads - does not use actions other than ACTIVITY_GEN_ROAD to build the requirements. (file #20337, file #20338) ___ Additional Item Attachment: File name: RecursiveRoadConnect.patch Size:8 KB File name: RecursiveRoadConnect-S2_5.patch Size:7 KB ___ Reply to this item at: http://gna.org/bugs/?21436 ___ 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 #21205] C_ missing from xgettext keyword list
Update of bug #21205 (project freeciv): Status: Ready For Test = Invalid Assigned to:None = cazfi Open/Closed:Open = Closed ___ Follow-up Comment #1: It's not needed in that keyword list as it never contains literal string. ___ Reply to this item at: http://gna.org/bugs/?21205 ___ 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 #4607] Clean out Qt4 related code from qt-client
URL: http://gna.org/patch/?4607 Summary: Clean out Qt4 related code from qt-client Project: Freeciv Submitted by: cazfi Submitted on: Sat 15 Mar 2014 05:12:39 AM EET Category: client-qt 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: Remove all Qt4 support code from qt-client. ___ File Attachments: --- Date: Sat 15 Mar 2014 05:12:39 AM EET Name: Qt4Obsolete.patch Size: 4kB By: cazfi http://gna.org/patch/download.php?file_id=20339 ___ Reply to this item at: http://gna.org/patch/?4607 ___ 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 #21796] AI coinage want vs marketplace want
Follow-up Comment #1, bug #21796 (project freeciv): I also wonder if the ai takes into account that any building can be sold for the same amount of shields required to build it. If you build a marketplace that produces 1 gold and requires 1 gold as upkeep, you can sell it and it would be the same than building coinage instead of the marketplace. The difference is that the marketplace has chances to give more gold in the future, the coinage does not. I think coinage should be considered worse than a building that produces same gold than upkeep takes. ___ Reply to this item at: http://gna.org/bugs/?21796 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
URL: http://gna.org/patch/?4608 Summary: civ2civ3 rules: added pre-fortress Project: Freeciv Submitted by: bardo Submitted on: sáb 15 mar 2014 04:49:51 UTC Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: When this ruleset is used online, they always add this pre-fortress to prevent the construction of fortresses at end of turn that will appear finished at start of next turn. I made a similar pre-airbase named Airfield, because Airbases were set to avoid killstack in latest versions. I also added requirements to avoid airbases and fortresses built in the same tile. Tested with S2_5. The trunk code related to bases has changed and I'll need some tests to apply these changes safely. ___ File Attachments: --- Date: sáb 15 mar 2014 04:49:51 UTC Name: civ2civ3-prefortress-S2_5.patch Size: 9kB By: bardo http://gna.org/patch/download.php?file_id=20343 ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
Follow-up Comment #1, patch #4608 (project freeciv): The patch also disables the happy borders option (it was a bug to keep it enabled). As explained in the readme, fortresses and airbases can be used to avoid military unhappiness inside national borders too. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev