[Freeciv-Dev] [bug #22183] Python files listed as source files
Update of bug #22183 (project freeciv): Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?22183 ___ 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 #22197] Some errors in beta0 of freeciv2.5
Follow-up Comment #2, bug #22197 (project freeciv): 1. I received bronze working tech on T1 despite having zero bulbs. It was not from a hut. civ2civ3 has techlevel set to to 1 by default, explaining this. You can change it before game start if you want. 2. Changing the governor from max production to max food does not refresh the city tiles shown until you close the city dialog. It does show correctly in city totals. see attached This looks like a real bug. 3. Am seeing a city name label where no city is visible. see attached This is a tile label, not a city label; it's deliberate. See patch #3147. ___ Reply to this item at: http://gna.org/bugs/?22197 ___ 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 #22189] Prefer to load units onto less nested transporters
Follow-up Comment #3, bug #22189 (project freeciv): Do we really need to sort the full list of candidates. If I understand correctly, we only need to know the best candidate. Also, I suggest to test if the unit is better candidate than our previous one in the iteration. ___ Reply to this item at: http://gna.org/bugs/?22189 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters
Update of bug #22189 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #4: Do we really need to sort the full list of candidates. [...] I suggest to test if the unit is better candidate than our previous one in the iteration. You're right. Will rework. ___ Reply to this item at: http://gna.org/bugs/?22189 ___ 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 #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets
Update of bug #22164 (project freeciv): Summary: Set Nuclear unit as NoVeteran in standard rulesets = Remove Veteran_Build effect from Nuclear unit in standard rulesets ___ Reply to this item at: http://gna.org/bugs/?22164 ___ 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 #4803] Probable incorrrect use of single equal sign in if statement
Follow-up Comment #3, patch #4803 (project freeciv): The single equal sign is here to assign the result of strrchr() to filename within the if statement. It is not an incorrect usage here. However, it could be clarified by: if (NULL != (filename = strrchr(filepath, '/'))) ___ Reply to this item at: http://gna.org/patch/?4803 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters
Update of bug #22189 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-prefer-unnested-transports-bis.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?22189 ___ 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 #4805] Transferring units between transports on the same tile
Follow-up Comment #5, patch #4805 (project freeciv): Obviously realism cannot be used as the guideline here, as none of these things is realistic. So it becomes mainly gameplay and balance issue - we should disallow major exploits. I do not say that it is less realistic this use of transports, but I think it will harm the playability, because players who want to take full advantage of this feature are forced to perform a lot of micromanagement. In civ3 it was possible to transfer units between transports, and I found that the fastest way to move my troops from one continent to another was, for example, to place my transports (6 movement points) 3 tiles away from each other, creating a line between my continent and the target continent. This way, I was able to load 8 units in the first transport, move it 3 tiles to meet the next transport, transfer the units, and then move back the 3 tiles to repeat the same operation in next turn. Then move next transport, transfer units, and move back, etc. At the end, you can move units from one continent to another in one single turn, but the task is so tedius that after several turns, I ended hating it. I understand that some people may like this feature, I just ask some way to limit it, and the cost of one SINGLE_MOVE sounds good enough to me. ___ Reply to this item at: http://gna.org/patch/?4805 ___ 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] [bug #22189] Prefer to load units onto less nested transporters
Follow-up Comment #5, bug #22189 (project freeciv): (Note also that depth could be calculated using unit_transport_depth().) ___ Reply to this item at: http://gna.org/bugs/?22189 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4769] PACKET_RESEARCH_INFO
Update of patch #4769 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #1: It needs more work: * combo boxes in gtk clients are not sensitive ; * the science dialog is not popped up as expected. ___ Reply to this item at: http://gna.org/patch/?4769 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters
Follow-up Comment #6, bug #22189 (project freeciv): Note also that depth could be calculated using unit_transport_depth(). ...and clearly should, in case we ever decide to cache it. Third attempt attached. Sorry for being asleep. (file #21024) ___ Additional Item Attachment: File name: trunk-S2_5-prefer-unnested-transports-ter.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?22189 ___ 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 #21942] Crash when opening city window with gtk3
Follow-up Comment #7, bug #21942 (project freeciv): The first attached file was the gdb backtrace with kubuntu 13.10. This one with kubuntu 14.04, TRUNK rev25130, and gtk3 client. The gtk2 client of same revision seems to work fine for me. I can even see the unit animations that I haven't seen for long time. (file #21025) ___ Additional Item Attachment: File name: gtk3 crash - gdb backtrace2.txt Size:11 KB ___ Reply to this item at: http://gna.org/bugs/?21942 ___ 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] [bug #22185] Floating point exception (core dumped)
Update of bug #22185 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = pepeto Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22185 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Status:None = In Progress Planned Release: = 2.4.3, 2.5.0, 2.6.0 Summary: NoVeteran flag: can never be veteran, or can't gain it through combat? = [metaticket] NoVeteran flag misinterpreted in various places ___ Follow-up Comment #6: My plan: * Settle on the NoVeteran prevents veterancy through experience interpretation. * Fix all noted engine bugs in 2.4 and later, including help. ** Except transform_unit() which is 2.5+ only. * Only add custom veteran systems to Settlers etc in supplied rulesets from 2.5. ** This means that the help will be a misleading on 2.4 after these fixes, implying that Settlers can get bonuses which are in fact unreachable. Live with this. * Fix up civ1/civ2 rulesets from 2.4. ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #22198] Editor prevents setting veteran levels for NoVeteran units
URL: http://gna.org/bugs/?22198 Summary: Editor prevents setting veteran levels for NoVeteran units Project: Freeciv Submitted by: jtn Submitted on: Sun 15 Jun 2014 11:11:23 BST Category: None 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: As per bug #22171, this is perfectly legal. ___ Reply to this item at: http://gna.org/bugs/?22198 ___ 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 #21849] Unit animations not working
Follow-up Comment #8, bug #21849 (project freeciv): I have upgraded to kubuntu 14.04 (from 13.10), and now I can see the unit animations. They work both with gtk2 and gtk3 clients. I have tested the same revision where animations were not working for me, and now I can see them. I found a workaround for the same problem here: http://forum.freeciv.org/f/viewtopic.php?f=8t=53start=10 but I did not need to use it. ___ Reply to this item at: http://gna.org/bugs/?21849 ___ 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] [bug #22199] Don't suppress display of veteran level for NoVeteran units
URL: http://gna.org/bugs/?22199 Summary: Don't suppress display of veteran level for NoVeteran units Project: Freeciv Submitted by: jtn Submitted on: Sun 15 Jun 2014 11:18:37 BST 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: Bug #20023 suppressed the display of the veteran level for NoVeteran units. This was due to me misintepreting the effect of this flag. ___ Reply to this item at: http://gna.org/bugs/?22199 ___ 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 #22200] Clarify what NoVeteran does in ruleset doc comments
URL: http://gna.org/bugs/?22200 Summary: Clarify what NoVeteran does in ruleset doc comments Project: Freeciv Submitted by: jtn Submitted on: Sun 15 Jun 2014 11:20:16 BST Category: docs Severity: 3 - Normal Priority: 5 - Normal Status: None 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: For years I've laboured under a misapprehension of what NoVeteran does; see bug #22171. Clarify ruleset doc comments to make it unambiguous. ___ Reply to this item at: http://gna.org/bugs/?22200 ___ 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 #22201] Don't suppress veteran effects help for NoVeteran units
URL: http://gna.org/bugs/?22201 Summary: Don't suppress veteran effects help for NoVeteran units Project: Freeciv Submitted by: jtn Submitted on: Sun 15 Jun 2014 11:23:51 BST Category: docs 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: When I reworked veteran help in 2.4 (bug #19851) I misinterpreted what NoVeteran does, so units which can get veteran by other means than experience can potentially not describe its effects. Unfortunately, this will make the help misleading for rulesets containing units which don't have a custom veteran system, but nevertheless can't become veteran in practice (due to being NoVeteran and having no Veteran_Build effects); the game doesn't know that such units can't exist through Lua, scenarios etc. ___ Reply to this item at: http://gna.org/bugs/?22201 ___ 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 #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength
URL: http://gna.org/bugs/?22202 Summary: Add custom veteran systems for civ1/civ2 diplomatic units to correct strength Project: Freeciv Submitted by: jtn Submitted on: Sun 15 Jun 2014 11:28:51 BST Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None 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: When I corrected veteran diplomat strength in rulesets in bug #19850, I omitted civ1/civ2, presumably because I misinterpreted the NoVeteran flag. This means veteran diplomats/spies in civ1/civ2 are ridiculously powerful. I propose custom veteran levels to restore Freeciv 2.3 behaviour. However, there's an opportunity to more closely match the original games; if anyone has data, do pipe up. ___ Reply to this item at: http://gna.org/bugs/?22202 ___ 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 #4768] Pathfinding: node behavior optimization
Follow-up Comment #1, patch #4768 (project freeciv): Second version: * handle the case where the start tile would be ignored ; * PF_IMPOSSIBLE_MC for fuel node required moves left also overwrite node behavior to TB_IGNORE. (file #21026) ___ Additional Item Attachment: File name: pf_node_init2.patchSize:18 KB ___ Reply to this item at: http://gna.org/patch/?4768 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets
URL: http://gna.org/bugs/?22203 Summary: Custom single-level veteran systems for effectively veteran-less units in supplied rulesets Project: Freeciv Submitted by: jtn Submitted on: Sun 15 Jun 2014 11:36:51 BST Category: rulesets Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.5.0, 2.6.0 ___ Details: Various units (Settlers, etc) in our supplied rulesets have no way to become veteran; they are NoVeteran (so can't gain experience), no Veteran_Build effects apply, no scripts apply. A scenario could in theory have created veteran settlers but the editor has hitherto made that hard (bug #22198) so probably no-one's done it. As of bug #22201 the help will nevertheless display lots of taunting information about impossible bonuses. I propose to add custom single-level veteran systems to all our supplied rulesets (except civ1/civ2) so that effectively-veteranless units really are. The single-level system will suppress help and other UI stuff about veterancy. Keeping this off 2.4 because of potential trouble from bug #22172 if using new rulesets with old server and old savegames. (However, it wouldn't take much to persuade me that that possibility is negligible, since ruleset and server versions are likely to be strongly coupled in practice.) ___ Reply to this item at: http://gna.org/bugs/?22203 ___ 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 #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets
Update of bug #22203 (project freeciv): Depends on: = bugs #22172 ___ Reply to this item at: http://gna.org/bugs/?22203 ___ 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 #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Depends on: = bugs #22198 ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Depends on: = bugs #22199 ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Depends on: = bugs #22200 ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Depends on: = bugs #22201 ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Depends on: = bugs #22202 ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets
Update of bug #22203 (project freeciv): Depends on: = bugs #22171 ___ Reply to this item at: http://gna.org/bugs/?22203 ___ 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 #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets
Update of bug #22164 (project freeciv): Assigned to:None = jtn Planned Release: = 2.4.3 ___ Follow-up Comment #4: Will fix this only on 2.4. On later branches the solution is a custom veteran system (bug #22203). Will leave civ1/civ2 alone. ___ Reply to this item at: http://gna.org/bugs/?22164 ___ 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 #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength
Follow-up Comment #1, bug #22202 (project freeciv): This means veteran diplomats/spies in civ1/civ2 are ridiculously powerful. Sorry, spies (civ2 only) are fine as I already fixed those. (But maybe weaker than veteran diplomats!) ___ Reply to this item at: http://gna.org/bugs/?22202 ___ 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 #22186] Rising sea levels leave specials on ocean tiles
Update of bug #22186 (project freeciv): Category:None = freeciv-web ___ Follow-up Comment #2: I'll fix this client-side then. Thanks. ___ Reply to this item at: http://gna.org/bugs/?22186 ___ 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 #22189] Prefer to load units onto less nested transporters
Follow-up Comment #7, bug #22189 (project freeciv): Sorry for being asleep. Do not worry, you don't! ___ Reply to this item at: http://gna.org/bugs/?22189 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength
Update of bug #22202 (project freeciv): Status:None = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-S2_4-civ1-civ2-veteran-diplomat-strength.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?22202 ___ 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 #22200] Clarify what NoVeteran does in ruleset doc comments
Update of bug #22200 (project freeciv): Status:None = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-rulesetdoc-noveteran.patch Size:4 KB File name: S2_4-rulesetdoc-noveteran.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?22200 ___ 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 #22198] Editor prevents setting veteran levels for NoVeteran units
Update of bug #22198 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-noveteran-editor.patch Size:1 KB File name: S2_4-noveteran-editor.patchSize:1 KB ___ Reply to this item at: http://gna.org/bugs/?22198 ___ 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 #22199] Don't suppress display of veteran level for NoVeteran units
Update of bug #22199 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-noveteran-ui.patch Size:0 KB File name: S2_4-noveteran-ui.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?22199 ___ 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 #22201] Don't suppress veteran effects help for NoVeteran units
Update of bug #22201 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-noveteran-help.patch Size:2 KB File name: S2_4-noveteran-help.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?22201 ___ 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 #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets
Update of bug #22203 (project freeciv): Status:None = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_5-single-vet-levels.patch Size:13 KB ___ Reply to this item at: http://gna.org/bugs/?22203 ___ 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 #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets
Update of bug #22164 (project freeciv): Status:None = Ready For Test ___ Additional Item Attachment: File name: S2_4-no-veteran-nukes.patchSize:1 KB ___ Reply to this item at: http://gna.org/bugs/?22164 ___ 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 #4800] Gtk2 client: Change the way spy action probabilities are displayed.
Update of patch #4800 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4800 ___ 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 #22171] [metaticket] NoVeteran flag misinterpreted in various places
Update of bug #22171 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?22171 ___ 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 #4801] Gtk3 client: Change the way spy action probabilities are displayed.
Update of patch #4801 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4801 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
URL: http://gna.org/bugs/?22204 Summary: Qt 5 headers no longer found on Debian testing Project: Freeciv Submitted by: sveinung Submitted on: Sun 15 Jun 2014 01:50:42 PM UTC Category: bootstrap Severity: 3 - Normal Priority: 5 - Normal Status: In Progress Assigned to: sveinung Originator Email: Open/Closed: Open Release: TRUNK, 2.5, 2.4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: The Qt 5 headers have been moved to their multiarch directory. ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #4806] civ2civ3: terrain transformations
URL: http://gna.org/patch/?4806 Summary: civ2civ3: terrain transformations Project: Freeciv Submitted by: bardo Submitted on: dom 15 jun 2014 14:04:01 UTC Category: rulesets Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Some players are not liking the restricted terrain transformations available in this ruleset. Most limitations were designed to keep the aspect of scenarios based on real earth maps, specially the restrictions to transform jungles and swamps early in game. However, I designed those transformations when it was possible for any engineer to perform them. Now that transformations have been delayed until the research of fusion power, I think it is possible to be more permissive without altering the aspect of earth maps in an unrealistic way. I have created this patch that other players agree could be an improvement, even if not exactly what players are used to with default rules: - Allowed early transformation from Forest to Grassland, so it is possible to transform Grass-Forest-Plain, and also Plain-Forest-Grass, with same working time (25). - Reduced irrigation times in swamps, so they are not that bad. - Restored food output of Deep oceans, so Global warming does not affect Oceans that much. Now oceans transformed to deep ocean would only lose their specials. While all other effects from global warming would be reversible with terraforming. - Allowed transformation from Mountain to Hills, and from Grassland to Lake. It is still possible to transform any terrain to hills by changing them to forest first. - Designed so most useful transformations can be finished in 1 or 2 steps. ___ Reply to this item at: http://gna.org/patch/?4806 ___ 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 #4806] civ2civ3: terrain transformations
Follow-up Comment #1, patch #4806 (project freeciv): Before I attach the patch, I'd like to know the opinion of freeciv developers about the future of civ2civ3 rules. Now that this ruleset is included in official release, I wonder if I should try to stop modifing the rules, except when it is important for gameplay balance. Or if it is ok that I keep sending patches to continue introducing new features. I have seen this patch #4739 where the ruleset is being considered to be the default one, and I suppose it is a good place to open this debate. ___ Reply to this item at: http://gna.org/patch/?4806 ___ 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] [bug #22204] Qt 5 headers no longer found on Debian testing
Update of bug #22204 (project freeciv): Status: In Progress = Ready For Test Release: TRUNK, 2.5, 2.4 = TRUNK, 2.5 Planned Release: = 2.6.0, 2.5.0 ___ Follow-up Comment #1: Patch for trunk and 2.5. It adds the the location used by Debian testing to the list of places to look. Not a problem on 2.4 since the Qt4 headers haven't been moved. (file #21038) ___ Additional Item Attachment: File name: FindDebianQt5.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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] 2.5 release notes (first draft)
Finally available at http://www.freeciv.org/wiki/NEWS-2.5.0. Thanks to Marko for the initial pass through the svn changelog. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4803] Probable incorrrect use of single equal sign in if statement
Follow-up Comment #4, patch #4803 (project freeciv): Thanks, I see my mistake, I was ignorant of that feature in the C language (and close relatives). I should have googled single equal sign if statement. ___ Reply to this item at: http://gna.org/patch/?4803 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Follow-up Comment #2, bug #22204 (project freeciv): I don't have any suggestions how to implement this correctly, but your patch 1) Adds hard dependency to gcc as compiler 2) Is totally broken when cross-compiling ___ Reply to this item at: http://gna.org/bugs/?22204 ___ 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 #22204] Qt 5 headers no longer found on Debian testing
Update of bug #22204 (project freeciv): Status: Ready For Test = In Progress ___ Reply to this item at: http://gna.org/bugs/?22204 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] 2.5 release notes (first draft)
On 15 June 2014 18:32, Jacob Nevins 0jacobnk.fc...@chiark.greenend.org.uk wrote: Finally available at http://www.freeciv.org/wiki/NEWS-2.5.0. Thanks to Marko for the initial pass through the svn changelog. Thank you. Looks promising for the upcoming release. As map labels placed by some ruleset's script.lua after map generated has already caused some confusion, shouldn't they be mentioned in the supplied rulesets section? (or am I just blind when I didn't see them there already?) - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3911] Improve protocol documentation
Update of patch #3911 (project freeciv): Planned Release: = 2.6.0 ___ Reply to this item at: http://gna.org/patch/?3911 ___ 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 #21059] Include 'en_US' in Windows installer default language selection
Update of bug #21059 (project freeciv): Planned Release: 2.4.0-RC2 = 2.4.0-RC2, 2.5.0, 2.6.0 ___ Reply to this item at: http://gna.org/bugs/?21059 ___ 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 #4807] Make unit activity updating more predicable
URL: http://gna.org/patch/?4807 Summary: Make unit activity updating more predicable Project: Freeciv Submitted by: pepeto Submitted on: dim. 15 juin 2014 22:49:58 CEST Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: pepeto Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0, 2.6.0 ___ Details: Working on bug #22136, I remembered that unit activity updating were not predicable. For example, when you have 2 workers (in the same stack) connecting with roads, the first worker contributes to build the road, the second worker finishes it and moves to next tile. I would have expected that the workers finish the road and move together. Attached patch should do it. ___ File Attachments: --- Date: dim. 15 juin 2014 22:49:58 CEST Name: trunk_update_unit_activities.patch Size: 6 ko By: pepeto http://gna.org/patch/download.php?file_id=21041 --- Date: dim. 15 juin 2014 22:49:58 CEST Name: S2_5_update_unit_activities.patch Size: 5 ko By: pepeto http://gna.org/patch/download.php?file_id=21042 ___ Reply to this item at: http://gna.org/patch/?4807 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14473] End of turn is totally messy
Update of bug #14473 (project freeciv): Depends on: = patch #4807 ___ Reply to this item at: http://gna.org/bugs/?14473 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22136] Units working in teams building roads can get left behind
Update of bug #22136 (project freeciv): Status:None = Ready For Test Planned Release: = 2.5.0, 2.6.0 ___ Follow-up Comment #2: I found a bunch of bugs investigating for this one: * At the end of update_unit_activity(), there are some very old lines (I think they are obsolete): unit_list_iterate(ptile-units, punit2) { if (!can_unit_continue_current_activity(punit2)) { unit_activity_handling(punit2, ACTIVITY_IDLE); } } unit_list_iterate_end; ** There is no reason to have these lines, as illegal activities are already supposed to be caught above... ** Using unit_activity_handling() clears silently the orders of the units. * They are some erroneous piece of codes which looks to: unit_list_iterate (ptile-units, punit2) { if (punit2-activity == ACTIVITY_BASE punit-activity_target == punit2-activity_target) { set_unit_activity(punit2, ACTIVITY_IDLE); send_unit_info(NULL, punit2); } } unit_list_iterate_end; But 'punit' can be iterated as 'punit2'. So units which will be iterated after 'punit' can still do the base activity because 'activity_target' has been overwritten. But thanks to the previous item, this case was handled nearly corrected. * There is no reason to check adjacent units if no activity was done. The attached patches should fix a part of the problem. But to be completed, we should also apply patch #4807. I wondered whether not setting done_moving here in execute_orders(), like we do everywhere else, might be significant [...] but it made no difference. Perhaps we should fix it anyway, although I think it's probably harmless at the moment (unless I've missed some reason why it's deliberate). I don't think this could change anything because unit already has no moves left... (file #21043, file #21044) ___ Additional Item Attachment: File name: trunk_update_unit_activity.patch Size:6 KB File name: S2_5_update_unit_activity.patch Size:4 KB ___ Reply to this item at: http://gna.org/bugs/?22136 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4803] Probable incorrect use of single equal sign in if statement
Update of patch #4803 (project freeciv): Status:None = Invalid Assigned to:None = pepeto Open/Closed:Open = Closed Summary: Probable incorrrect use of single equal sign in if statement = Probable incorrect use of single equal sign in if statement ___ Reply to this item at: http://gna.org/patch/?4803 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4798] Always build defender before walls
Update of patch #4798 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4798 ___ 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 #4362] Stub-ruleset
Update of patch #4362 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: Here is version of stub compatible with freeciv trunk r25149. There's no build system changes - my plan is not to only add the ruleset under freeciv version control, not to be part of tarball creation yet (I don't know yet if it should be in 2.6 or not). (file #21045) ___ Additional Item Attachment: File name: stub-r25149.tar.xz Size:17 KB ___ Reply to this item at: http://gna.org/patch/?4362 ___ 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 #4796] SDL_FillRectAlpha() - fill_rect_alpha()
Update of patch #4796 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4796 ___ 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 #4808] AC_PROG_MAKE_SET to configure.ac
URL: http://gna.org/patch/?4808 Summary: AC_PROG_MAKE_SET to configure.ac Project: Freeciv Submitted by: cazfi Submitted on: Mon 16 Jun 2014 02:21:28 AM EEST Category: bootstrap Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0, 2.6.0 ___ Details: AC_PROG_MAKE_SET has been commented out from configure.ac claiming that automake init takes care of it. That seems not to be the case with automake-ng, with which build fails on translations/*/Makefile having ended up with literal @SET_MAKE@. Attached patch restores AC_PROG_MAKE_SET to configure.ac. ___ File Attachments: --- Date: Mon 16 Jun 2014 02:21:28 AM EEST Name: AcProgMakeSet.patch Size: 527B By: cazfi http://gna.org/patch/download.php?file_id=21046 ___ Reply to this item at: http://gna.org/patch/?4808 ___ 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 #4809] Remove empty civserver.h
URL: http://gna.org/patch/?4809 Summary: Remove empty civserver.h Project: Freeciv Submitted by: cazfi Submitted on: Mon 16 Jun 2014 02:33:30 AM EEST 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: In addition to applying the patch, really remove the file. ___ File Attachments: --- Date: Mon 16 Jun 2014 02:33:30 AM EEST Name: CivserverHRm.patch Size: 747B By: cazfi http://gna.org/patch/download.php?file_id=21047 ___ Reply to this item at: http://gna.org/patch/?4809 ___ 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 #4810] Dummy create_icon_theme_surf()
URL: http://gna.org/patch/?4810 Summary: Dummy create_icon_theme_surf() Project: Freeciv Submitted by: cazfi Submitted on: Mon 16 Jun 2014 03:09:53 AM EEST Category: client-sdl2 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: Instead of returning NULL surface, create_icon_theme_surf() creates somewhat dummy surface ___ File Attachments: --- Date: Mon 16 Jun 2014 03:09:53 AM EEST Name: CreateIconThemeSurf.patch.bz2 Size: 7kB By: cazfi http://gna.org/patch/download.php?file_id=21050 ___ Reply to this item at: http://gna.org/patch/?4810 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev