[Freeciv-Dev] [bug #24036] Darwin's Voyage does not tell name the techs gained.

2015-11-05 Thread Marko Lindqvist
URL:
  

 Summary: Darwin's Voyage does not tell name the techs gained.
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 06 Nov 2015 09:15:43 AM EET
Category: general
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: 2.5.2, 2.6.0, 3.0.0

___

Details:

Split from bug #23402.

Darwin's Voyage does not tell name the techs gained.

Note that most of our rulesets use engine logic for this, but multiplayer
ruleset implements things itself.




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[Freeciv-Dev] [bug #23402] An immediate advances message needs to be displayed specifically.

2015-11-05 Thread Marko Lindqvist
Follow-up Comment #5, bug #23402 (project freeciv):

> We'll see if Darwin problem is yet another kind of bug.

-> bug #24036

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[Freeciv-Dev] [task #7814] S2_6 datafile format freeze

2015-11-05 Thread Marko Lindqvist
Update of task #7814 (project freeciv):

  Depends on: => patch #6553


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[Freeciv-Dev] [bug #23402] An immediate advances message needs to be displayed specifically.

2015-11-05 Thread Marko Lindqvist
Follow-up Comment #4, bug #23402 (project freeciv):

Future development to improve this -> patch #6553

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[Freeciv-Dev] [patch #6553] Tech bonus_message should have spaceholder for the name of the bonus tech

2015-11-05 Thread Marko Lindqvist
URL:
  

 Summary: Tech bonus_message should have spaceholder for the
name of the bonus tech
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 06 Nov 2015 08:48:14 AM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

As of currently proposed bug #23402 fix, the bonus message from the tech is
shown first, followed by separate "Aqcuired " message. If there is no
bonus message specific to the tech, the default message shown does include the
tech name.

Current default message is the same as supplied rulesets use -> not very
generic, and also it should be changed in S2_6. Meanwhile supplied rulesets
could use that fallback method in S2_5.





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[Freeciv-Dev] [bug #24035] Editor not adding Irrigation automatically for Farmland

2015-11-05 Thread Marko Lindqvist
URL:
  

 Summary: Editor not adding Irrigation automatically for
Farmland
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 06 Nov 2015 08:34:15 AM EET
Category: editor
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: 2.6.0, 3.0.0

___

Details:

Editor just refuses to add Farmland when there is no prior Irrigation. In
similar case where Railroad and Road are involved, Road gets added
automatically.
That road behavior should be extended to extras in S2_6.




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[Freeciv-Dev] [bug #24006] Fogged sprites drawn (or not drawn at all) completely black

2015-11-05 Thread mir3x
Update of bug #24006 (project freeciv):

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


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[Freeciv-Dev] [bug #23363] Qt-client help wrong in respect to extras (>= S2_6)

2015-11-05 Thread mir3x
Update of bug #23363 (project freeciv):

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


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[Freeciv-Dev] [patch #6513] Qt client - enable connection to servers with authentication

2015-11-05 Thread mir3x
Update of patch #6513 (project freeciv):

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


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[Freeciv-Dev] [patch #6265] Show ruleset defined text in "Build Type x Base" menu entries.

2015-11-05 Thread mir3x
Update of patch #6265 (project freeciv):

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


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[Freeciv-Dev] [bug #24002] configure:24004: error: possibly undefined macro: AM_PATH_SDL

2015-11-05 Thread Marko Lindqvist
Update of bug #24002 (project freeciv):

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


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[Freeciv-Dev] [bug #23811] Dead man can cancel treaties

2015-11-05 Thread Marko Lindqvist
Update of bug #23811 (project freeciv):

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

___

Follow-up Comment #7:

Tryin to produce the problem without this patch, server did refuse entire
cancel_pact packet from the connection of a dead player, so it was not really
possible for a dead player to cancel pacts thought the lower level would have
accepted it.

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[Freeciv-Dev] [patch #6523] Sanity check armistice turns left

2015-11-05 Thread Marko Lindqvist
Follow-up Comment #6, patch #6523 (project freeciv):

-> bug #24033

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[Freeciv-Dev] [bug #24033] assertion 'state1->turns_left == state2->turns_left' failed.

2015-11-05 Thread Marko Lindqvist
URL:
  

 Summary: assertion 'state1->turns_left == state2->turns_left'
failed.
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 05 Nov 2015 09:00:35 PM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: TRUNK r30412
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Assert introduced in patch #6523 is failing most of my autogames.

One example reproducible autogame attached. First assert failing turn 58.



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File Attachments:


---
Date: Thu 05 Nov 2015 09:00:35 PM EET  Name: civ2civ3_turns_left_assert.serv 
Size: 501B   By: cazfi



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[Freeciv-Dev] [patch #6523] Sanity check armistice turns left

2015-11-05 Thread Sveinung Kvilhaugsvik
Follow-up Comment #5, patch #6523 (project freeciv):

> This is now failing in most autogames.
What ruleset / settings / AI do you use? Do you start from a savegame or from
scratch?

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[Freeciv-Dev] [bug #24032] Failing to find options for options_extra_init()

2015-11-05 Thread Marko Lindqvist
URL:
  

 Summary: Failing to find options for options_extra_init()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 05 Nov 2015 08:25:39 PM EET
Category: client-gtk-3.0
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: 3.0.0

___

Details:

Fix attached.




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File Attachments:


---
Date: Thu 05 Nov 2015 08:25:39 PM EET  Name: GuiGtkOptionStr.patch  Size: 2kB 
 By: cazfi



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[Freeciv-Dev] [patch #6524] Save classic AI war reason by name

2015-11-05 Thread Sveinung Kvilhaugsvik
Update of patch #6524 (project freeciv):

 Assigned to:sveinung => None   


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[Freeciv-Dev] [patch #6529] Move all target finders to actiontools.c

2015-11-05 Thread Sveinung Kvilhaugsvik
Update of patch #6529 (project freeciv):

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


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[Freeciv-Dev] [patch #6525] Europe 1901: remove compression settings

2015-11-05 Thread Sveinung Kvilhaugsvik
Update of patch #6525 (project freeciv):

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


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[Freeciv-Dev] [patch #6527] ai: turn the war_reason enum into a specenum

2015-11-05 Thread Sveinung Kvilhaugsvik
Update of patch #6527 (project freeciv):

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


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[Freeciv-Dev] [patch #6526] Europe 1901: remove score log settings

2015-11-05 Thread Sveinung Kvilhaugsvik
Update of patch #6526 (project freeciv):

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


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[Freeciv-Dev] [bug #24015] fucus_units_info_callback() missing function header

2015-11-05 Thread Marko Lindqvist
Update of bug #24015 (project freeciv):

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


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[Freeciv-Dev] [patch #6528] GUI_GTK_OPTION()

2015-11-05 Thread Marko Lindqvist
Update of patch #6528 (project freeciv):

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


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[Freeciv-Dev] [patch #6523] Sanity check armistice turns left

2015-11-05 Thread Marko Lindqvist
Follow-up Comment #4, patch #6523 (project freeciv):

This is now failing in most autogames.

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[Freeciv-Dev] [patch #6552] is_native_to_class() to take extras as pointer parameter

2015-11-05 Thread Marko Lindqvist
URL:
  

 Summary: is_native_to_class() to take extras as pointer
parameter
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 05 Nov 2015 07:18:04 PM EET
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

is_native_to_class() related performance improvements by turning extras
bitvector parameter to pointer to one:

- Instead of copying whole extras bitvector around, just pass a pointer to
existing one
- Caller can pass just NULL instead of constructing empty bitvector when no
bit should be considered
- is_native_to_class() knows to skip all checks on bits on extras when it gets
NULL instead of valid pointer
- For efficiently pass values from tile_extras() to is_native_to_class(), also
it returns just the pointer to existing bitvector instead of copying or
constructing one

Attached S2_6 version.




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File Attachments:


---
Date: Thu 05 Nov 2015 07:18:04 PM EET  Name: NativeToClassExtrasPtr-S2_6.patch
 Size: 12kB   By: cazfi



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[Freeciv-Dev] [patch #6551] Option to disallow chained naval movements

2015-11-05 Thread David Fernandez
URL:
  

 Summary: Option to disallow chained naval movements
 Project: Freeciv
Submitted by: bardo
Submitted on: jue 05 nov 2015 13:12:41 UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

In latest versions of freeciv it is possible to load a unit in a ship, to move
the ship until it arrives other tile where there is another ship, to unload
the cargo, then to load it to the new ship, and to keep moving.
If ships are placed properly at the start of the turn, you can move the cargo
any number of tiles in one single turn.

This was the behavior of civ3 and I never liked it because it causes a lot of
micromanagement: load, move, unload-load, move..., because it encourages to
use chains of cargo ships in a very unrealistic way, and because it creates
the possibility of infinite movement in one single turn, even using ancient
ships.

I suggest to create a game option that allow players to dissable this kind of
movement.




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[Freeciv-Dev] [patch #5876] civ2civ3_earth: modpack version for 2.5

2015-11-05 Thread David Fernandez
Follow-up Comment #6, patch #5876 (project freeciv):

Thank you, I'll fix it for next version.

>- Ruleset proposes using a tileset that is not publicly available, as far as
I know.
The tileset is available in the forums
(http://forum.freeciv.org/f/viewtopic.php?f=11&t=86). I wasn't sure about
including it in the modpack, being so similar to Amplio/Amplio2.

However, this code to change the tileset does not work for me, even when I
have the tileset installed:
[tileset]
prefered="amplio_earth"

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[Freeciv-Dev] [bug #24012] S2_6 cannot replicate S2_5 behaviour moving between different native roads

2015-11-05 Thread David Fernandez
Follow-up Comment #5, bug #24012 (project freeciv):

I confirm you are right. Sorry me, I wasn't testing it properly.

>Since it is not possible to have a road and river on the same tile until
Bridge Building is discovered, this effectively means that merchants are
divided into two classes until then, depending on their home city: river
merchants and road merchants.
This part is not problematic to me. It even makes sense that river merchants
can not move to roads unless river and road are connected in the same tile.

>(There may be some fiddly ways to transfer given by the exception of #22319:
via a Trireme, or by being adjacent to a city, etc. Such special cases are
contrary to the spirit of civ2civ3.)
If the only exception is a city, I see it ok. But I don't like the exception
of the trireme either.

Anyway, as I said in other ticket, if the movement limitations of merchants
cause trouble, I think they can be reverted to move normally, and this will
not affect that much the gameplay.

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[Freeciv-Dev] [patch #6452] sandbox ruleset

2015-11-05 Thread Jacob Nevins
Follow-up Comment #7, patch #6452 (project freeciv):

I haven't come up with a better idea, considering all your points.

> 2. Will our policy be such that in case of the new sandbox 
> ruleset changes can be so disruptive that savegame 
> compatibility is not guaranteed over consecutive freeciv 
> versions. 
I feel we need to give ourselves that freedom, or we'll be unable to test some
new features.
(So probably there should be a notice in 'sandbox' description from the start,
once we've decided on the exact policy.)

> This transition of experimental ruleset will also serve as a 
> test bed for number of ruleset compatibility features I hope to 
> have in 3.0. This might include renaming the ruleset in 
> controlled manner. 
What form will this take?

If we have 'sandbox' in 2.6, and maybe-incompatible rules also called
'sandbox' in 3.0, and someone takes it upon themselves to maintain a
compatible 'sandbox2.6' ruleset for 3.0, will that ruleset be able to declare
itself able to load games for ruleset 'sandbox' that were saved by 2.6?

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