[Freeciv-Dev] [bug #21791] Middle mouse creates visual glitch in planned route when moving unit

2014-03-14 Thread anonymous
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.




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[Freeciv-Dev] [bug #21792] Request colour coded messages

2014-03-14 Thread anonymous
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!




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[Freeciv-Dev] [patch #4593] fcruledit script

2014-03-14 Thread Marko Lindqvist
Update of patch #4593 (project freeciv):

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


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[Freeciv-Dev] [bug #21781] When socket() for announcement socket fails, socket setup continues

2014-03-14 Thread Marko Lindqvist
Update of bug #21781 (project freeciv):

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


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[Freeciv-Dev] [bug #21777] adv_could_be_my_zoc() assert failure

2014-03-14 Thread Marko Lindqvist
Update of bug #21777 (project freeciv):

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


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[Freeciv-Dev] [patch #4496] Lua extra handling functions

2014-03-14 Thread Marko Lindqvist
Update of patch #4496 (project freeciv):

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


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[Freeciv-Dev] [bug #21794] FC_QT_COMPILETEST used instead of FC_QT5_COMPILETEST

2014-03-14 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2014-03-14 Thread David Fernandez
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.




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[Freeciv-Dev] [patch #4555] actionwaittime: terrain alterations etc near turn change take an extra turn

2014-03-14 Thread David Fernandez
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.

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[Freeciv-Dev] [patch #4604] Weighting values to advisors header

2014-03-14 Thread Marko Lindqvist
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

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[Freeciv-Dev] [patch #4597] NoZoc terrain flag

2014-03-14 Thread Marko Lindqvist
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


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[Freeciv-Dev] [patch #4595] Make alien Tunnel require TerrainClass Land

2014-03-14 Thread Marko Lindqvist
Update of patch #4595 (project freeciv):

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


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[Freeciv-Dev] [patch #4599] Handicapped AI

2014-03-14 Thread Marko Lindqvist
Update of patch #4599 (project freeciv):

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


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[Freeciv-Dev] [patch #4605] Effects for Handicapped AI

2014-03-14 Thread Marko Lindqvist
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

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[Freeciv-Dev] [patch #4591] tileset_unit_width() and tileset_unit_height() outside unit move anim loop

2014-03-14 Thread Marko Lindqvist
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 


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[Freeciv-Dev] [patch #4606] Remove canvas_fog_sprite_area()

2014-03-14 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #21583] Client can connect to manually started server rather than its own spawned one

2014-03-14 Thread Marko Lindqvist
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)
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Additional Item Attachment:

File name: SoReuseAddrRm.patchSize:0 KB


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[Freeciv-Dev] [bug #21436] Connect with rail can no longer build roads first

2014-03-14 Thread Marko Lindqvist
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)
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Additional Item Attachment:

File name: RecursiveRoadConnect.patch Size:8 KB
File name: RecursiveRoadConnect-S2_5.patch Size:7 KB


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[Freeciv-Dev] [bug #21205] C_ missing from xgettext keyword list

2014-03-14 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [patch #4607] Clean out Qt4 related code from qt-client

2014-03-14 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #21796] AI coinage want vs marketplace want

2014-03-14 Thread David Fernandez
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.


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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-14 Thread David Fernandez
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

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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-14 Thread David Fernandez
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.

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