[Freeciv-Dev] [bug #17167] SDL client help system entry point

2016-02-07 Thread Marko Lindqvist
Update of bug #17167 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #2:

Patch.

As there's no other clear entry point for the help system as its implemented,
this now opens to help of tech "None".

(file #26647, file #26648, file #26649)
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Additional Item Attachment:

File name: HelpBrowserEnter.patch Size:3 KB
File name: HelpBrowserEnter-S2_6.patchSize:7 KB
File name: HelpBrowserEnter-S2_5.patchSize:3 KB


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[Freeciv-Dev] [patch #3464] Make it possible to use database.lua from srcdir in --enable-debug builds

2016-02-07 Thread Marko Lindqvist
Update of patch #3464 (project freeciv):

  Status: In Progress => Done   
 Planned Release: => 2.6.0, 3.0.0   

___

Follow-up Comment #3:

- Updated against svn & patch #6929
- Use AC_CONFIG_LINKS() to create database.lua as symbolic link in builddir,
if it's not the same as srcdir


(file #26646)
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[Freeciv-Dev] [patch #6929] database.lua out of data/

2016-02-07 Thread Marko Lindqvist
URL:
  

 Summary: database.lua out of data/
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 08 Feb 2016 04:43:41 AM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.4, 2.6.0, 3.0.0

___

Details:

Move database.lua from data/ to new lua/ directory in the source tree. This
makes it a bit safer to run debug builds from the build directory (though
still not recommended in insecure environments) as there's no risk of
database.lua getting overwritten by something that is allowed to write to
FREECIV_DATA_PATH directories.

1) Create lua/
2) Move data/database.lua as lua/database.lua
3) Apply patch

Directory name lua/ was chosen, because:
1) I didn't want it to start with c...o...n...f to make tab-completion on
configure & related files even harder. There's nothing starting with 'l' in
the root directory before this
2) We may have more internal lua-scripts one day (I'm mainly thinking about
providing generally-usable fragments for ruleset/scenario authors)




___

File Attachments:


---
Date: Mon 08 Feb 2016 04:43:41 AM EET  Name: DatabaseLuaLocation.patch  Size:
2kB   By: cazfi


---
Date: Mon 08 Feb 2016 04:43:41 AM EET  Name: DatabaseLuaLocation-S2_6.patch 
Size: 2kB   By: cazfi


---
Date: Mon 08 Feb 2016 04:43:41 AM EET  Name: DatabaseLuaLocation-S2_5.patch 
Size: 3kB   By: cazfi



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[Freeciv-Dev] [bug #24077] configure error messages could be more helpful when trying to build freeciv-mp-gtk3 without gtk3 dependencies

2016-02-07 Thread Marko Lindqvist
Update of bug #24077 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: 2.5.4, 2.6.0, 3.0.0 => 2.6.0, 3.0.0   

___

Follow-up Comment #3:

The error message there is ok. The execution never reaches it. I assume that
this is because of PKG_CHECK_MODULES() having no explicitly set handling for
failures, so it defaults to hard failure. This is supposed to be check for
optional library (to see what we can enable), so attached patch gives just an
empty failure handling to override hard failure behavior.

(file #26642)
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File name: OptionalGtk3MP.patch   Size:0 KB


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[Freeciv-Dev] [bug #24094] ai/default/aisettler.c::1251]: Tekun Umam: Failed to build city at (48, 28)

2016-02-07 Thread Marko Lindqvist
Update of bug #24094 (project freeciv):

  Status:None => In Progress

___

Follow-up Comment #3:

Attached patch should work for S2_5 and S2_6, but TRUNK would need something
completely different.

(file #26641)
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File name: AcceptableCityBuildFailures-S2_6.patch Size:4 KB


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[Freeciv-Dev] [bug #24219] Supplied tilesets have unused entries

2016-02-07 Thread Marko Lindqvist
Update of bug #24219 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Fix for all the cases in S2_5. Later branches have not been checked against
additional cases, but S2_6/TRUNK patch fixes only those same problems as the
S2_5 one.

- Simply scanning .spec file does not require file.gfx. Just silence the
warning
- trident/fog.spec field 'artists' moved to (new) section 'info' where it
belongs
- Removed old style font definitions from isophex and hex2t where they existed
in addition to proper definitions


(file #26639, file #26640)
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Additional Item Attachment:

File name: TilesetUnusedEntries.patch Size:2 KB
File name: TilesetUnusedEntries-S2_5.patch Size:2 KB


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[Freeciv-Dev] [bug #24239] Terrain & tile 'graphic' documentation comments not correct

2016-02-07 Thread Marko Lindqvist
Update of bug #24239 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

Patch with the comment corrections.

(file #26636, file #26637, file #26638)
___

Additional Item Attachment:

File name: TerrainGfxTagsDoc.patchSize:12 KB
File name: TerrainResourceGfxTagsDoc-S2_6.patch Size:21 KB
File name: ResourceGfxTagsDoc-S2_5.patch  Size:8 KB


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[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Christian Knoke
Update of bug #24318 (project freeciv):

 Planned Release:   2.5.x => 2.5.1+ 

___

Follow-up Comment #4:

1) This  is GTK3. Haven't played GTK2 for months

2) Some games have been experimental, not mostly

How is animation time measured? Does the network delay due to full buffers add
to it?

full buffers is coincidence with civserver in debug 3 sending a lot, sometimes
recursive messages

At turn done, server sends lot of unit movements (sometimes). Are these, and
their animation time, all handled subsequently, step by step (tile by tile),
and unit by unit?



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[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Marko Lindqvist
Update of bug #24318 (project freeciv):

 Planned Release:  2.5.1+ => 2.5.x  


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[Freeciv-Dev] [patch #6928] Support for server to store cumulative count of client gui types to the database

2016-02-07 Thread Marko Lindqvist
URL:
  

 Summary: Support for server to store cumulative count of
client gui types to the database
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 08 Feb 2016 12:29:07 AM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

It would be nice if pubserver could count how many connections there has been
with each client gui type (as reported by the client itself).




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[Freeciv-Dev] [bug #24155] Auth Usability "xxx was rejected: Too many wrong password verifies for new user."

2016-02-07 Thread Marko Lindqvist
Follow-up Comment #2, bug #24155 (project freeciv):

Changes for gtk3-client in patch #6927

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[Freeciv-Dev] [patch #6927] Adjust gtk3 (and gtk3x) client Password label for New Password request

2016-02-07 Thread Marko Lindqvist
URL:
  

 Summary: Adjust gtk3 (and gtk3x) client Password label for
New Password request
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 08 Feb 2016 12:22:11 AM EET
Category: client-gtk-3.0
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.4, 2.6.0, 3.0.0

___

Details:

Have gtk3- and gtk3x-client to change "Password" label as "New Password" when
user is expected to give password for a new account on first login.



___

File Attachments:


---
Date: Mon 08 Feb 2016 12:22:11 AM EET  Name: NewPasswordLabelGtk3.patch  Size:
5kB   By: cazfi


---
Date: Mon 08 Feb 2016 12:22:11 AM EET  Name: NewPasswordLabelGtk3-S2_6.patch 
Size: 3kB   By: cazfi



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[Freeciv-Dev] [bug #24155] Auth Usability "xxx was rejected: Too many wrong password verifies for new user."

2016-02-07 Thread Marko Lindqvist
Update of bug #24155 (project freeciv):

Category:None => general
  Status:None => Ready For Test 

___

Follow-up Comment #1:

Attached patch tries as simple approach as rewording the message server sends
when requesting password for a new user.

(file #26633)
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Additional Item Attachment:

File name: FirstTimeLoginMsg.patchSize:0 KB


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[Freeciv-Dev] [bug #24392] No paradrop while transporting isn't enforeced

2016-02-07 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, bug #24392 (project freeciv):

The behavior up until now has been to say that paradropping a loaded
transporter is illegal and then do it. My reasoning for fixing it in 2.5 is
that the message makes this a bug fix and not a rule change.

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[Freeciv-Dev] [patch #6926] Long range actions don't work in orders

2016-02-07 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #6926 (project freeciv):

> No currently existing action can target anything outside the range allowed
by a unit order.
...so unless a long range action is committed before this patch the network
protocol remains the same.

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[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Marko Lindqvist
Follow-up Comment #3, bug #24318 (project freeciv):

The unit animation delay is entirely on client side. Server sends just the
coordinates of the tile unit is moving to, and leaves client to animate the
move as slowly as it wants while itself continuing with next steps and units.
The only way adjusting client side animation time affects networking is that
buffers (server side send-buffer and client side receive-buffer) may grow
quite big when server sends updates much faster than client handles them.

One of the tickets you linked to mentioned experimental ruleset. Are you
always using that? Before 2.5.0 was released, we had big issues because of the
experimental ruleset's new way to excessively use tech root_reqs. Recursive
processing of those is rather heavy process, and it turned out that they get
processed client side far more often than what one would expect (can't
remember the details, but it was needed for quite simple redraws - maybe for
updating tech cost -> brightness of the bulb showing current progress) I were
not entirely convinced by the way it was worked around.

Have you been testing with all the guis? (Note that up to S2_5 default gui is
gtk2, later branches have gtk3 as default. gtk3 uses cairo, gtk2 does not)

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[Freeciv-Dev] [patch #6926] Long range actions don't work in orders

2016-02-07 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Long range actions don't work in orders
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 07 Feb 2016 09:13:32 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

A unit order stores an action's target as the tile it is located on. The tile
is stored as a direction when the target is at a tile adjacent to the actor
unit tile and as no direction when the target is at the same tile as the actor
unit. The order system will pick a suitable target at the specified tile
during order execution. This makes it impossible to target something that
isn't at or next to the actors tile.

No currently existing action can target anything outside the range allowed by
a unit order. Future actions will. Sending one of those in a unit in an order
packet will severely handicap it. A client should therefore send them in the
unit_do_action packet. Forbid actions with a max distance above 1 in order
packets.



___

File Attachments:


---
Date: Sun 07 Feb 2016 09:13:32 PM UTC  Name:
Long-range-actions-don-t-work-in-orders.patch  Size: 3kB   By: sveinung



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[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Christian Knoke
Follow-up Comment #2, bug #24318 (project freeciv):

I'm actually playing under 2 OS (Wheezy and Jessie) and different versions
compiled with variant cl options and compile options (such as enable-debug and
more) ; recently.

So. In some constellations the unit movement is definit too slow. These
constellations have kind of a network lag, so it seems, the game is a _bit_
slow in general, but the unit movements is especially slow. So its not the 30
ms, but setting to 5 ms reduces the problem.

Its not a network problem (playing local), and the cpu is not too outdated
(Core Duo, mobile type). And --debug 4 ist not involved, either.

I have not crosstested this further yet. If I had to guess this, its connected
to client-server-communication. Client-only operations in the GTK3 client give
no speed problem here.

There is another bug report, wait,  https://gna.org/bugs/?23434

Maybe: https://gna.org/bugs/?21540

Sorry, my bug reports haven't been very precise lately.

Christian


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[Freeciv-Dev] [patch #6914] Radiobutton to automate the usual rule_name -> display name update

2016-02-07 Thread Marko Lindqvist
Update of patch #6914 (project freeciv):

 Planned Release:   3.0.0 => 2.6.0, 3.0.0   

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Follow-up Comment #1:

S2_6 version

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[Freeciv-Dev] [patch #6925] Msys2 based Ruledit Installer build

2016-02-07 Thread Marko Lindqvist
Update of patch #6925 (project freeciv):

 Summary: Msys2 bases Ruledit Installer build => Msys2 based
Ruledit Installer build


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[Freeciv-Dev] [patch #6925] Msys2 bases Ruledit Installer build

2016-02-07 Thread Marko Lindqvist
Update of patch #6925 (project freeciv):

 Summary: Msys2 bases Ruledit Instaler build => Msys2 bases
Ruledit Installer build


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[Freeciv-Dev] [patch #6925] Msys2 bases Ruledit Instaler build

2016-02-07 Thread Marko Lindqvist
URL:
  

 Summary: Msys2 bases Ruledit Instaler build
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 07 Feb 2016 08:51:57 PM EET
Category: general
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, 3.0.0

___

Details:

With this patch, msys2 bases Ruledit Installer build success. Unfortunately
the ruledit binary itself does not work (doesn't work even before packaging
the installer)



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File Attachments:


---
Date: Sun 07 Feb 2016 08:51:57 PM EET  Name: RuleditInstallerMsys2.patch 
Size: 5kB   By: cazfi



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[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-02-07 Thread Marko Lindqvist
Follow-up Comment #1, bug #24318 (project freeciv):

> Maybe the 30 ms are a remnant in my rc files.

It's the default.

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[Freeciv-Dev] [patch #6924] rulesets: remove blank line inside Paratroopers

2016-02-07 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: rulesets: remove blank line inside Paratroopers
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 07 Feb 2016 05:24:58 PM UTC
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:





___

File Attachments:


---
Date: Sun 07 Feb 2016 05:24:58 PM UTC  Name: 3.0_blank_line.patch  Size: 3kB  
By: sveinung


---
Date: Sun 07 Feb 2016 05:24:58 PM UTC  Name: 2.6_and_2.5_blank_line.patch 
Size: 3kB   By: sveinung



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[Freeciv-Dev] [patch #6923] Hard action reqs: improve sees tile readability

2016-02-07 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Hard action reqs: improve sees tile readability
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 07 Feb 2016 05:23:49 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

The evaluation can see the target tile if the evaluation is omniscient or if
the player can see it. Move the player can see target tile check to a separate
static function named plr_sees_tile().





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File Attachments:


---
Date: Sun 07 Feb 2016 05:23:49 PM UTC  Name: plr_sees_tile.patch  Size: 2kB  
By: sveinung



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[Freeciv-Dev] [patch #6922] Shadow warning fixes (from OpenBSD build)

2016-02-07 Thread Marko Lindqvist
URL:
  

 Summary: Shadow warning fixes (from OpenBSD build)
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 07 Feb 2016 07:23:16 PM EET
Category: general
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, 3.0.0

___

Details:

This fixes set of shadowing warnings seen on OpenBSD (far from all of them,
even for server-only build).



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File Attachments:


---
Date: Sun 07 Feb 2016 07:23:16 PM EET  Name: ShadowsSet2.patch.bz2  Size: 10kB
  By: cazfi


---
Date: Sun 07 Feb 2016 07:23:16 PM EET  Name: ShadowsSet2-S2_6.patch.bz2  Size:
10kB   By: cazfi



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[Freeciv-Dev] [bug #24393] civ1 and civ2 doesn't document action required utype fields

2016-02-07 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: civ1 and civ2 doesn't document action required utype
fields
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 07 Feb 2016 04:11:33 PM UTC
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: TRUNK, 2.6, 2.5.3
 Discussion Lock: Any
Operating System: Any
 Planned Release: 3.0.0, 2.6.0, 2.5.4

___

Details:

In 2.6 and 2.5 the same is true for the "Bombarder" unit type flag.

The required unit type fields of the "Paratroopers" unit type flag is
documented.



___

File Attachments:


---
Date: Sun 07 Feb 2016 04:11:33 PM UTC  Name:
3.0_civ12_document_utype_reqs.patch  Size: 2kB   By: sveinung


---
Date: Sun 07 Feb 2016 04:11:33 PM UTC  Name:
2.6_civ12_document_utype_reqs.patch  Size: 1kB   By: sveinung


---
Date: Sun 07 Feb 2016 04:11:33 PM UTC  Name:
2.5_civ12_document_utype_reqs.patch  Size: 2kB   By: sveinung



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[Freeciv-Dev] [patch #6921] Map generator changes to enable sea ice

2016-02-07 Thread Jacob Nevins
Follow-up Comment #1, patch #6921 (project freeciv):

> the poles get a mix of
...frozen land and *water*.

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[Freeciv-Dev] [patch #6921] Map generator changes to enable sea ice

2016-02-07 Thread Jacob Nevins
Update of patch #6921 (project freeciv):

  Depends on: => patch #6918


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[Freeciv-Dev] [patch #6921] Map generator changes to enable sea ice

2016-02-07 Thread Jacob Nevins
Update of patch #6921 (project freeciv):

  Depends on: => patch #6920


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[Freeciv-Dev] [patch #6921] Map generator changes to enable sea ice

2016-02-07 Thread Jacob Nevins
URL:
  

 Summary: Map generator changes to enable sea ice
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 07 Feb 2016 04:07:33 PM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

As discussed in the forum
, I and some others would
like to be able to make rulesets with sea ice.

The basic idea is to generate water terrain with the new "Frozen" tag near the
poles, if it exists, and remove some of the other special-casing so that the
poles get a mix of frozen land and terrain. Existing rulesets will continue to
generate maps more or less as previously.

Attached my work in progress (trunk only), plus some ruleset and hacky tileset
changes to demonstrate it. It only has any effect with RANDOM and FRACTAL
generators at the moment.

There's still some work to do; apart from the other generators, there's
corner-cases to do with terrain transformation, climate change, flooding and
so on, all of which I more or less have plans for.



___

File Attachments:


---
Date: Sun 07 Feb 2016 04:07:33 PM UTC  Name: trunk-mapgen-sea-ice-wip.patch 
Size: 9kB   By: jtn
trunk/S2_6 r31802 + patch #6918 + patch #6920

---
Date: Sun 07 Feb 2016 04:07:33 PM UTC  Name:
trunk-mapgen-sea-ice-ruleset.patch  Size: 5kB   By: jtn
trunk/S2_6 r31802 + patch #6918 + patch #6920

---
Date: Sun 07 Feb 2016 04:07:33 PM UTC  Name: tiles.png  Size: 138kB   By: jtn
trunk/S2_6 r31802 + patch #6918 + patch #6920


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[Freeciv-Dev] [patch #6920] Add terrain flag "Frozen", and use it to colour minimap

2016-02-07 Thread Jacob Nevins
Update of patch #6920 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-terflag-frozen.patch Size:20 KB
File name: S2_6-terflag-frozen.patch  Size:20 KB


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[Freeciv-Dev] [patch #6919] Server setting 'flatpoles': make polar terrain flattening optional

2016-02-07 Thread Jacob Nevins
Update of patch #6919 (project freeciv):

  Status: In Progress => Ready For Test 


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[Freeciv-Dev] [patch #6919] Server setting 'flatpoles': make polar terrain flattening optional

2016-02-07 Thread Jacob Nevins
Additional Item Attachment, patch #6919 (project freeciv):

File name: trunk-S2_6-flatpoles.patch Size:5 KB


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[Freeciv-Dev] [patch #6918] Map generator: use multiple lake terrains more sensibly

2016-02-07 Thread Jacob Nevins
Update of patch #6918 (project freeciv):

  Status: In Progress => Ready For Test 

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File name: trunk-S2_6-mapgen-lake-rework.patch Size:6 KB


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[Freeciv-Dev] [patch #6917] Make near_singularity() have less fierce effects on map generation

2016-02-07 Thread Jacob Nevins
Update of patch #6917 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #2:

True. I haven't done that here as probably map generation doesn't need to
depend that closely on the properties of cities in the ruleset.

(file #26615)
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File name: trunk-S2_6-mapgen-borders-narrow.patch Size:1 KB


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[Freeciv-Dev] [bug #24386] configure[20772]: gt_INTL_MACOSX: not found

2016-02-07 Thread Marko Lindqvist
Update of bug #24386 (project freeciv):

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


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[Freeciv-Dev] [bug #24392] No paradrop while transporting isn't enforeced

2016-02-07 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: No paradrop while transporting isn't enforeced
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 07 Feb 2016 03:53:38 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: TRUNK, 2.6, 2.5.3
 Discussion Lock: Any
Operating System: Any
 Planned Release: 3.0.0, 2.6.0, 2.5.4

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Details:





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---
Date: Sun 07 Feb 2016 03:53:38 PM UTC  Name: paratransport.patch  Size: 779B  
By: sveinung



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

2016-02-07 Thread Jacob Nevins
Update of task #7814 (project freeciv):

  Depends on: => patch #6920


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

2016-02-07 Thread Jacob Nevins
Update of task #7814 (project freeciv):

  Depends on: => patch #6919


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[Freeciv-Dev] [patch #6920] Add terrain flag "Frozen", and use it to colour minimap

2016-02-07 Thread Jacob Nevins
URL:
  

 Summary: Add terrain flag "Frozen", and use it to colour
minimap
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 07 Feb 2016 03:32:20 PM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

This patch adds a new terrain flag "Frozen" and a new tileset colour
"overview_frozen", and adds the flag to all polar terrains in existing
tilesets.

'Frozen' terrain is displayed differently on the minimap (grey instead of
green/blue, even with the terrain relief layer disabled). (I've tried to
choose a shade that will not clash too horribly with fogged or unfogged
cities. See attached screenshots.)

I'm doing this to enable a "sea ice" patch I'm working on, where the "Frozen"
flag will affect the map generator, and where having sea ice displayed as blue
would be very misleading.

Even without that patch, it provides a reference point when navigating
wrapx|wrapy maps via the overview if you don't have nice circle pole shapes
(e.g. no separatepoles).

It's intended to represent polar terrains which get in the way and are of
little use for travel or production.

(I kept "Frozen" a distinct flag from the existing "generator_frozen" property
because various parts of my upcoming patch need a clear yes/no answer, and
because it needs to get to the client.)



___

File Attachments:


---
Date: Sun 07 Feb 2016 03:32:20 PM UTC  Name: frozen_minimap1.png  Size: 2kB  
By: jtn


---
Date: Sun 07 Feb 2016 03:32:20 PM UTC  Name: frozen_minimap2.png  Size: 11kB  
By: jtn



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[Freeciv-Dev] [patch #6917] Make near_singularity() have less fierce effects on map generation

2016-02-07 Thread Marko Lindqvist
Follow-up Comment #1, patch #6917 (project freeciv):

> CITY_MAP_MAX_RADIUS()

Related note: It could be a good idea to check all such uses of
CITY_MAP_MAX_RADIUS() for finding cases where use of
effect_cumulative_max(EFT_CITY_RADIUS_SQ) would make more sense.

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[Freeciv-Dev] [patch #6919] Server setting 'flatpoles': make polar terrain flattening optional

2016-02-07 Thread Jacob Nevins
URL:
  

 Summary: Server setting 'flatpoles': make polar terrain
flattening optional
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 07 Feb 2016 03:17:05 PM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

Currently, for height-map based generators (RANDOM and FRACTAL), the map
generator is hardcoded to suppress relief at the poles.

Make this optional.

I'm doing this mainly because it allows better map generation with some sea
ice patches I'm working on.




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[Freeciv-Dev] [patch #6918] Map generator: use multiple lake terrains more sensibly

2016-02-07 Thread Jacob Nevins
URL:
  

 Summary: Map generator: use multiple lake terrains more
sensibly
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 07 Feb 2016 03:13:54 PM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

In rulesets with multiple lake terrains, regenerate_lakes() will pick a
terrain type on a per-tile basis.
It would seem more useful if each lake uniformly had a randomly chosen lake
type (to avoid ugly boundaries when drawn), and it's easy to arrange.
Also, the NotGenerated flag is not currently honoured by this code.

Also remove various relics of removed functionality from the code.

Rulesets with more than one lake type which allow land->water transformation
could still end up with a boundary during the game; but rulesets aren't
obliged to allow such transformations.




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[Freeciv-Dev] [patch #6917] Make near_singularity() have less fierce effects on map generation

2016-02-07 Thread Jacob Nevins
URL:
  

 Summary: Make near_singularity() have less fierce effects on
map generation
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 07 Feb 2016 03:11:50 PM UTC
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

In 2.3 near_singularity() was changed from CITY_MAP_RADIUS (2) to
CITY_MAP_MAX_RADIUS (5) as part of the variable city radii work (r16984, patch
#1222).

It's only used in map generation currently, for instance to avoid land near
map edges. This means that there are very wide borders around the edges of
non-wrapping maps, for instance (noticeable with high landmass value).

It's not a hard requirement on current uses of near_singularity() that a
singularity not ever appear within any possible city radius. I think it would
be better if this went back to the 2.2 behaviour (now
CITY_MAP_DEFAULT_RADIUS).




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Re: [Freeciv-Dev] Finding Resources in Civ

2016-02-07 Thread Marko Lindqvist
On 7 February 2016 at 16:36, Robert Finch  wrote:
>
>
> Is there an easy way to get a list of resources available in the game ?
>
>
>
> The only way I can see to do it, is to iterate through all the tiles in the
> game, figure out all the different terrains, and then iterate through all
> the different terrains to identify the resources. It’s be a lot easier if
> there was a resource list somewhere.

 In case of TRUNK,

extra_type_by_cause_iterate(EC_RESOURCE, presource_extra) {
  /* Your code here */
} extra_type_by_cause_iterate_end;

 might be what you are looking for.

 In 'EC_RESOURCE', C specifically stands for "C)ause of the extra
being placed on the map" -> EC_RESOURCE is something that map
generator places as Resource. Probably not relevant for your case, but
note that this works only once the 'list of resources specific to a
cause' have been set up. Otherwise you need to do slower

 extra_type_iterate(pextra) {
   if (is_extra_caused_by(pextra, EC_RESOURCE) {
 /* Your code here */
   }
 } extra_type_iterate_end;

 Note2: Client sets up these lists independently


 Older branches have

 resource_type_iterate(presource) {
 } resource_type_iterate_end;


> Clustering breaks the network packet compatibility because the cluster field
> is added.

 Update protocol capability string in fc_version so that incompatible
server/client know that they are incompatible. Current policy is to
consider this trivially acceptable in development branches. We
sometimes do that several times in a single day. Only once branch has
reached network protocol freeze, we have to make such updates not to
cause hard compatibility break, meaning a bit more work as it then
needs to be implemented as optional capability.



 - ML

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[Freeciv-Dev] Freeciv 2.5.3 source code released

2016-02-07 Thread Jacob Nevins
A new stable release of Freeciv, 2.5.3, is available as source code for
download.

This release is mainly for the benefit of distribution maintainers
rather than end users, as it fixes a failure to build when not using the
supplied 'configure' script. However, it has a few other selected bug
fixes as well. See the full list of changes:
.

Download the source tarball from one of our mirrors, linked from
.
(Windows packages should follow shortly at the same location.)

Thanks to all contributors and bug reporters that helped with this
release. Enjoy it!

On behalf of the Freeciv Dev Team,
  Jacob Nevins

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[Freeciv-Dev] Finding Resources in Civ

2016-02-07 Thread Robert Finch
 

Is there an easy way to get a list of resources available in the game ?

 

The only way I can see to do it, is to iterate through all the tiles in the
game, figure out all the different terrains, and then iterate through all
the different terrains to identify the resources. It's be a lot easier if
there was a resource list somewhere.

 

I'd like to find out how many of each resource is used up, to try and make
sure the map has at least a few resources on it. Gameplay needs at least a
few resources.

 

I think I've got code for clustering resources close to working. Once I
figured out how to limit the number of players, suddenly all the resources
disappeared off the map. Previously the map generator was working for 150
players, so the map was covered with resources. 

 

Clustering breaks the network packet compatibility because the cluster field
is added.

 

Rob F.

 

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[Freeciv-Dev] [bug #24387] S2_5 civserver.c does not include winsock2.h in time

2016-02-07 Thread Marko Lindqvist
Update of bug #24387 (project freeciv):

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


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[Freeciv-Dev] [patch #6910] Arch specific msys2 based Installer build and temporary install directories

2016-02-07 Thread Marko Lindqvist
Follow-up Comment #1, patch #6910 (project freeciv):

Version that applies to TRUNK. Does not invalidate inspection period for
previous patch in regard to S2_6 commit.

(file #26611)
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[Freeciv-Dev] [task #7968] Windows packages for 2.5.3

2016-02-07 Thread Jacob Nevins
Follow-up Comment #1, task #7968 (project freeciv):

(For the avoidance of doubt: we are still as interested in Gtk3 test builds as
before; I think the old builds have disappeared from the download server but
if so that was an accident. I'll be looking at restoring these from backups.)

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[Freeciv-Dev] [task #7968] Windows packages for 2.5.3

2016-02-07 Thread Jacob Nevins
URL:
  

 Summary: Windows packages for 2.5.3
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 07 Feb 2016 10:30:12 AM UTC
 Should Start On: Sun 07 Feb 2016 12:00:00 AM UTC
   Should be Finished on: Sun 21 Feb 2016 12:00:00 AM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
Percent Complete: 0%
 Assigned to: cproc
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 

___

Details:

Tarball is at http://download.gna.org/freeciv/stable/freeciv-2.5.3.tar.bz2

This isn't particularly urgent, as the main audience of the release is
distribution maintainers.




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[Freeciv-Dev] [bug #24391] C-formated string haven't enough following parameters

2016-02-07 Thread Marko Lindqvist
Update of bug #24391 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => cazfi  
 Planned Release: => 2.6.0, 3.0.0   


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[Freeciv-Dev] [patch #6897] Msys2 Qt-client installer

2016-02-07 Thread Marko Lindqvist
Update of patch #6897 (project freeciv):

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


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