[Freeciv-Dev] [bug #22183] Python files listed as source files

2014-06-15 Thread Marko Lindqvist
Update of bug #22183 (project freeciv):

 Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0


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[Freeciv-Dev] [bug #22197] Some errors in beta0 of freeciv2.5

2014-06-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters

2014-06-15 Thread pepeto
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.


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[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters

2014-06-15 Thread Jacob Nevins
Update of bug #22189 (project freeciv):

  Status:  Ready For Test = In Progress

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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.

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[Freeciv-Dev] [bug #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets

2014-06-15 Thread Jacob Nevins
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


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[Freeciv-Dev] [patch #4803] Probable incorrrect use of single equal sign in if statement

2014-06-15 Thread pepeto
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, '/')))



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[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters

2014-06-15 Thread Jacob Nevins
Update of bug #22189 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [patch #4805] Transferring units between transports on the same tile

2014-06-15 Thread David Fernandez
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.

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[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters

2014-06-15 Thread pepeto
Follow-up Comment #5, bug #22189 (project freeciv):

(Note also that depth could be calculated using unit_transport_depth().)


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[Freeciv-Dev] [patch #4769] PACKET_RESEARCH_INFO

2014-06-15 Thread pepeto
Update of patch #4769 (project freeciv):

  Status:  Ready For Test = In Progress

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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.


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[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters

2014-06-15 Thread Jacob Nevins
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)
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[Freeciv-Dev] [bug #21942] Crash when opening city window with gtk3

2014-06-15 Thread David Fernandez
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)
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[Freeciv-Dev] [bug #22185] Floating point exception (core dumped)

2014-06-15 Thread pepeto
Update of bug #22185 (project freeciv):

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


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #22198] Editor prevents setting veteran levels for NoVeteran units

2014-06-15 Thread Jacob Nevins
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

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Details:

As per bug #22171, this is perfectly legal.




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[Freeciv-Dev] [bug #21849] Unit animations not working

2014-06-15 Thread David Fernandez
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.

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[Freeciv-Dev] [bug #22199] Don't suppress display of veteran level for NoVeteran units

2014-06-15 Thread Jacob Nevins
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

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Details:

Bug #20023 suppressed the display of the veteran level for NoVeteran units.
This was due to me misintepreting the effect of this flag.




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[Freeciv-Dev] [bug #22200] Clarify what NoVeteran does in ruleset doc comments

2014-06-15 Thread Jacob Nevins
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

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Details:

For years I've laboured under a misapprehension of what NoVeteran does; see
bug #22171. Clarify ruleset doc comments to make it unambiguous.




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[Freeciv-Dev] [bug #22201] Don't suppress veteran effects help for NoVeteran units

2014-06-15 Thread Jacob Nevins
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.




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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-15 Thread Jacob Nevins
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.




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[Freeciv-Dev] [patch #4768] Pathfinding: node behavior optimization

2014-06-15 Thread pepeto
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)
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[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets

2014-06-15 Thread Jacob Nevins
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.)




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[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets

2014-06-15 Thread Jacob Nevins
Update of bug #22203 (project freeciv):

  Depends on: = bugs #22172


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Depends on: = bugs #22198


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Depends on: = bugs #22199


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Depends on: = bugs #22200


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Depends on: = bugs #22201


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Depends on: = bugs #22202


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[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets

2014-06-15 Thread Jacob Nevins
Update of bug #22203 (project freeciv):

  Depends on: = bugs #22171


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[Freeciv-Dev] [bug #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets

2014-06-15 Thread Jacob Nevins
Update of bug #22164 (project freeciv):

 Assigned to:None = jtn
 Planned Release: = 2.4.3  

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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.

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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-15 Thread Jacob Nevins
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!)

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[Freeciv-Dev] [bug #22186] Rising sea levels leave specials on ocean tiles

2014-06-15 Thread Andreas Rosdal
Update of bug #22186 (project freeciv):

Category:None = freeciv-web

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Follow-up Comment #2:

I'll fix this client-side then. Thanks.

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[Freeciv-Dev] [bug #22189] Prefer to load units onto less nested transporters

2014-06-15 Thread pepeto
Follow-up Comment #7, bug #22189 (project freeciv):

 Sorry for being asleep.

Do not worry, you don't!


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[Freeciv-Dev] [bug #22202] Add custom veteran systems for civ1/civ2 diplomatic units to correct strength

2014-06-15 Thread Jacob Nevins
Update of bug #22202 (project freeciv):

  Status:None = Ready For Test 

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[Freeciv-Dev] [bug #22200] Clarify what NoVeteran does in ruleset doc comments

2014-06-15 Thread Jacob Nevins
Update of bug #22200 (project freeciv):

  Status:None = Ready For Test 

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[Freeciv-Dev] [bug #22198] Editor prevents setting veteran levels for NoVeteran units

2014-06-15 Thread Jacob Nevins
Update of bug #22198 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #22199] Don't suppress display of veteran level for NoVeteran units

2014-06-15 Thread Jacob Nevins
Update of bug #22199 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #22201] Don't suppress veteran effects help for NoVeteran units

2014-06-15 Thread Jacob Nevins
Update of bug #22201 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #22203] Custom single-level veteran systems for effectively veteran-less units in supplied rulesets

2014-06-15 Thread Jacob Nevins
Update of bug #22203 (project freeciv):

  Status:None = Ready For Test 

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[Freeciv-Dev] [bug #22164] Remove Veteran_Build effect from Nuclear unit in standard rulesets

2014-06-15 Thread Jacob Nevins
Update of bug #22164 (project freeciv):

  Status:None = Ready For Test 

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[Freeciv-Dev] [patch #4800] Gtk2 client: Change the way spy action probabilities are displayed.

2014-06-15 Thread Sveinung Kvilhaugsvik
Update of patch #4800 (project freeciv):

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


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[Freeciv-Dev] [bug #22171] [metaticket] NoVeteran flag misinterpreted in various places

2014-06-15 Thread Jacob Nevins
Update of bug #22171 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #4801] Gtk3 client: Change the way spy action probabilities are displayed.

2014-06-15 Thread Sveinung Kvilhaugsvik
Update of patch #4801 (project freeciv):

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


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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-15 Thread Sveinung Kvilhaugsvik
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: 

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Details:

The Qt 5 headers have been moved to their multiarch directory.




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[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-15 Thread David Fernandez
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.




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[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-06-15 Thread David Fernandez
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. 

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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-15 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] 2.5 release notes (first draft)

2014-06-15 Thread Jacob Nevins
Finally available at http://www.freeciv.org/wiki/NEWS-2.5.0.

Thanks to Marko for the initial pass through the svn changelog.

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[Freeciv-Dev] [patch #4803] Probable incorrrect use of single equal sign in if statement

2014-06-15 Thread Jon
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.  

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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-15 Thread Marko Lindqvist
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

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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-15 Thread Sveinung Kvilhaugsvik
Update of bug #22204 (project freeciv):

  Status:  Ready For Test = In Progress


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Re: [Freeciv-Dev] 2.5 release notes (first draft)

2014-06-15 Thread Marko Lindqvist
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

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[Freeciv-Dev] [patch #3911] Improve protocol documentation

2014-06-15 Thread Marko Lindqvist
Update of patch #3911 (project freeciv):

 Planned Release: = 2.6.0  


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[Freeciv-Dev] [bug #21059] Include 'en_US' in Windows installer default language selection

2014-06-15 Thread Marko Lindqvist
Update of bug #21059 (project freeciv):

 Planned Release:   2.4.0-RC2 = 2.4.0-RC2, 2.5.0, 2.6.0


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[Freeciv-Dev] [patch #4807] Make unit activity updating more predicable

2014-06-15 Thread pepeto
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.




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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

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[Freeciv-Dev] [bug #14473] End of turn is totally messy

2014-06-15 Thread pepeto
Update of bug #14473 (project freeciv):

  Depends on: = patch #4807


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[Freeciv-Dev] [bug #22136] Units working in teams building roads can get left behind

2014-06-15 Thread pepeto
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)
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File name: S2_5_update_unit_activity.patch Size:4 KB


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[Freeciv-Dev] [patch #4803] Probable incorrect use of single equal sign in if statement

2014-06-15 Thread pepeto
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


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[Freeciv-Dev] [patch #4798] Always build defender before walls

2014-06-15 Thread Marko Lindqvist
Update of patch #4798 (project freeciv):

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


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[Freeciv-Dev] [patch #4362] Stub-ruleset

2014-06-15 Thread Marko Lindqvist
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)
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[Freeciv-Dev] [patch #4796] SDL_FillRectAlpha() - fill_rect_alpha()

2014-06-15 Thread Marko Lindqvist
Update of patch #4796 (project freeciv):

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


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[Freeciv-Dev] [patch #4808] AC_PROG_MAKE_SET to configure.ac

2014-06-15 Thread Marko Lindqvist
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.




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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

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[Freeciv-Dev] [patch #4809] Remove empty civserver.h

2014-06-15 Thread Marko Lindqvist
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.



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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

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[Freeciv-Dev] [patch #4810] Dummy create_icon_theme_surf()

2014-06-15 Thread Marko Lindqvist
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

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Details:

Instead of returning NULL surface, create_icon_theme_surf() creates somewhat
dummy surface



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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

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