[Freeciv-Dev] [bug #22792] LAN scan has never worked for me on Ubuntu Linux

2015-08-15 Thread Zakri Kneebone
Follow-up Comment #4, bug #22792 (project freeciv):

I remember Ubuntu LAN working once upon a time. LAN scan stopped working for
me on Ubuntu circa freeciv 2.3.1, about the same time ipv6 scanning was
introduced. I have the feeling from tinkering that there is more than one
issue.

I remember this discussion: https://gna.org/bugs/?18922
about difficulty with net lookup having unexpected failure. 
Also, about that time Ubuntu started using usb_modeswitch function to lookup
wifi drivers on login and hotplug the wifi/gsm driver, otherwise Ubuntu would
continue reading usb multi-device on dev/bus/usb ${root}:000 (as a flash
drive) and fail device mapping to interface. usb_modeswitch is now installed
by default. 
If your device is not in the official list you have to edit the tabulated file
in /etc with a device-id, mode number and wifi kernel driver, sometimes even
blacklisting is needed.
wpa2 security functionality became standardized around that time and the
wpa_supplicant package went a major revision. Another idea for test.

Test ideas: 1) alias or link ppp0 to eth0. 2) NAT bridge ppp0 to eth0. I'm
sure it would take me hours to figure how to do that. (Also my PPP are in the
landfill.)
Anycase, I had tons of issues on Ubuntu with multimode usb iface handling and
suspect that is a contributing factor in protocol issues since then.
I haven't tried playing LAN in many other games on Ubuntu for comparison.

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[Freeciv-Dev] [bug #23448] compiler warnings

2015-08-15 Thread Zakri Kneebone
Follow-up Comment #2, bug #23448 (project freeciv):

I had been getting this error on trunk iff --enable-debug on Ubuntu but no
longer. My gcc is `gcc (Ubuntu 4.9.1-16ubuntu6) 4.9.1`

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[Freeciv-Dev] [bug #22283] Poor error reporting on failure to open file

2015-06-25 Thread Zakri Kneebone
Follow-up Comment #2, bug #22283 (project freeciv):

I have been working on a map generator and I had to guess why my save files
weren't working. I was missing a quote at the end of my terrain map lines but
logfile output even with -d 3 gave no indication. Even a line number would be
helpful. There was only a message on GUI console that it could not load the
file and was falling back. As of now the development cycle for a custom mapgen
requires having savegame2.c open and iterating in my head. 


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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-12-12 Thread Zakri Kneebone
Follow-up Comment #5, bug #23001 (project freeciv):

Here is my include. I think I have it right but I'm still getting the error
from shared.h. Have done this how it is intended? I get this same error
pattern when I include in .c file. Sorry, I'm still foggy.

[code]
/*gen_headers*/
#include freeciv_config.h

/*utility*/
#include fcintl.h
#include fc_types.h

#include requirements.h

/*convert a string to all uppercase letters*/
const char *strtoupper(char *src);
/* Calculate a halflife as v' = floor(v*pow(0.5, (t/h))) */
int calc_halflife(int value, int halflife, int turns);

int universalcmp(struct universal u1, struct universal u2);
[/code]

I am getting the following error:
[code]
In file included from utils.h:5:0,
 from utils.c:14:
../../utility/fcintl.h:22:2: error: #error Files including fcintl.h should
also include fc_config.h directly
 #error Files including fcintl.h should also include fc_config.h directly
  ^
In file included from ../../utility/fcintl.h:30:0,
 from utils.h:5,
 from utils.c:14:
../../utility/shared.h:30:2: error: #error Files including fcintl.h should
also include fc_config.h directly
 #error Files including fcintl.h should also include fc_config.h directly
[/code]

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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-12-12 Thread Zakri Kneebone
Follow-up Comment #7, bug #23001 (project freeciv):

My experience has been that including any of the common files be it units,
requirements, etc. all bring this warning and I think it started recently. I
mean, around when I reported this initially. Before, including them did not
break. I'm going to try clean pull of svn and see if that helps.

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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-12-12 Thread Zakri Kneebone
Follow-up Comment #10, bug #23001 (project freeciv):

The second patch is effective on my end. No import error.

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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-12-11 Thread Zakri Kneebone
Follow-up Comment #3, bug #23001 (project freeciv):

My aimodule project still reports these errors after applying this patch.
Could be an include for /common Makefile since I have only noticed the
fcintl.h error from including those files. However I'm not sure of scope. Even
including the config.h directly does not stop warnings from fcintl.h. I think
there's an issue with translating module strings or some sort. I'm not using
translate markup for testing purposes, perhaps this is partially to blame.

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[Freeciv-Dev] [bug #23012] future target purged on same turn as requirement get

2014-12-02 Thread Zakri Kneebone
Follow-up Comment #4, bug #23012 (project freeciv):

Well there could be a forcast model as a generated a list in anticipation of
things that will be available next turn. If there are /2 * bulbs/ +
current_research what can I build that I can't build now? Build the list
between end turn and can_build sequence. city_iterate the list in
can_build_xxx_later to avoid the false negative. Then of course it has to be
checked again anyway so may as well do it there. It's pretty complicated, I'd
have to model it out visually.

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[Freeciv-Dev] [bug #23001] fc_types.h wants fc_config.h via nation.h

2014-11-29 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?23001

 Summary: fc_types.h wants fc_config.h via nation.h
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Sat 29 Nov 2014 07:07:55 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I get compile errors in debug mode about fc_types.h via nation.h when
including it.
make[3]: Entering directory
'/home/zakri/dev/freeciv-trunk/freeciv-dev/ai/attitude'
  CC   utils.lo
In file included from ../../common/fc_types.h:22:0,
 from ../../common/nation.h:24,
 from utils.c:3:
../../utility/shared.h:30:2: error: #error Files including fcintl.h should
also include fc_config.h directly
 #error Files including fcintl.h should also include fc_config.h directly
  ^
In file included from ../../utility/specenum_gen.h:123:0,
 from ../../common/fc_types.h:131,
 from ../../common/nation.h:24,
 from utils.c:3:
../../utility/fcintl.h:22:2: error: #error Files including fcintl.h should
also include fc_config.h directly
 #error Files including fcintl.h should also include fc_config.h directly
  ^
In file included from ../../common/fc_types.h:22:0,
 from ../../common/nation.h:24,
 from utils.c:3:

configure options: --enable-debug --enable-shared
--enable-aimodules=experimental --with-ai-lib




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File Attachments:


---
Date: Sat 29 Nov 2014 07:07:55 PM UTC  Name: utils.c  Size: 1kB   By: i1abnrk
offending c and header
http://gna.org/bugs/download.php?file_id=23002
---
Date: Sat 29 Nov 2014 07:07:55 PM UTC  Name: utils.h  Size: 349B   By: i1abnrk
offending c and header
http://gna.org/bugs/download.php?file_id=23003

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[Freeciv-Dev] [bug #22998] Inconsistant values for max enum size

2014-11-28 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?22998

 Summary: Inconsistant values for max enum size
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Fri 28 Nov 2014 02:57:33 PM UTC
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: 

___

Details:

There is a value in fc_types.h called MAX_ENUM_LEN which is 64, there is
another value in specenum_gen.py called max_enum_values which is 125.
It seems like potential for a specenum to cause a segmentation fault when the
SPECENUM_COUNT is larger than MAX_ENUM_LEN. Either these values should be
consistent or some internal doc why they differ.




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[Freeciv-Dev] [bug #22998] Inconsistant values for max enum size

2014-11-28 Thread Zakri Kneebone
Follow-up Comment #2, bug #22998 (project freeciv):

There was no crash, I was just confused by the code. So SPECENUM_COUNT  64 is
sound if it doesn't involve the protocol.

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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-15 Thread Zakri Kneebone
Follow-up Comment #2, bug #22040 (project freeciv):

When forming an alliance with an AI, I have noticed so many triremes to create
temporary bridges. Game asks permission to transfer between triremes from a
worker agent. My workers sometimes travel 20 squares across AI triremes to
arrive at a nearby continent. It's very much like ants in a tree. Very similar
as described by the Ant worker AI used by telecoms for load balancing
hardware (Traveling Salesmen Problem, etc).

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[Freeciv-Dev] [bug #20450] Crash: seg fault while spawning from transport?

2013-01-22 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?20450

 Summary: Crash: seg fault while spawning from transport?
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Tue 22 Jan 2013 10:59:10 PM GMT
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0_beta
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

On OpenSuse 11.4, I was ordering a unit forward and freeciv crashed producing
a bug report in bugminder. I'm not sure what happened but it seems like a gui
crash. This copy was installed from 2.4.0_Beta tarball. Bugreport and savegame
attached.



___

File Attachments:


---
Date: Tue 22 Jan 2013 10:59:10 PM GMT  Name: freeciv-gtk2-bugreport.txt  Size:
19kB   By: i1abnrk

http://gna.org/bugs/download.php?file_id=16996
---
Date: Tue 22 Jan 2013 10:59:10 PM GMT  Name:
freeciv-T0090-Y-0250-quitidle.sav.gz  Size: 53kB   By: i1abnrk

http://gna.org/bugs/download.php?file_id=16997

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[Freeciv-Dev] [bug #19905] rapid middle click can orphan tooltip

2012-07-07 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?19905

 Summary: rapid middle click can orphan tooltip
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Sat 07 Jul 2012 06:14:36 PM GMT
Category: client-gtk-3.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.99
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I've only had this happen once and I haven't been able to recreate it yet. I
have a tooltip stuck on my screen by middle-clicking twice by mistake. It
seems that the tooltip referenced itself as parent when calculating z-index
and was not undrawn from the screen when I tried to dismiss it. I expect
logging out of the os will fix it.




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[Freeciv-Dev] [patch #3361] Support web-links in helptexts

2012-07-06 Thread Zakri Kneebone
Follow-up Comment #2, patch #3361 (project freeciv):

Perhaps there could be a backport of bbcode to C99? Looking at bbcode.org I
see that there are .NET and C# implementations one of those could possibly be
ported quite easily. As I read though, it seems that it functions by
transforming to html. It's more of a security feature to avoid arbitrary code.
Implementing a reasonable subset for our own purposes should pretty
straightforward. Also, many people already know it that aren't programmers.

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[Freeciv-Dev] [bug #19840] Multicast fails without active connection

2012-06-23 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?19840

 Summary: Multicast fails without active connection
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Sat 23 Jun 2012 02:56:13 PM GMT
Category: bootstrap
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.99
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Trying to set up a network game without an active physical connection I was
stopped by a UDP/Multicast failure. Server said:

1: IP_ADD_MEMBERSHIP (225.1.1.1) failed: No such device

but rulesets still loaded, however connecting with same client (gtk3) I
receive: 

1: lanserver scan sendto failed: Network is unreachable
1: Error connecting to metaserver

The second one is normal and I can still play the game without a metaserver.
But the UDP error prevents local/virtual game play without an active
connection. 
I'm not sure if this is the correct category for submission.




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[Freeciv-Dev] [bug #19841] Fundamentalism fails in classic ruleset

2012-06-23 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?19841

 Summary: Fundamentalism fails in classic ruleset
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Sat 23 Jun 2012 03:22:34 PM GMT
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.99
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Several dozen nations throw debug level 3 info on starting freeciv with
classic ruleset, all with Fundamentalism government.
3: Nation Abkhaz: government Fundamentalism not found.
3: Nation Australian Aboriginal: government Fundamentalism not found.
...
These nations are still selectable and playable from client. So, seems
failsafe is working.




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[Freeciv-Dev] [bug #19840] Multicast fails without active connection

2012-06-23 Thread Zakri Kneebone
Follow-up Comment #2, bug #19840 (project freeciv):

Correct, clicking connect with localhost:5556 works. I was confused because of
the output and I'm used to selecting localhost from the lan selection pane.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #12, bug #18901 (project freeciv):

I think, as named, this thread is the duplicate of the infamous Oneiric ipv6
bug. However, there is still an unresolved issue in this thread. Namely that
tolua_server_gen.c crashes make whenever lua headers are removed from trunk.
This can be handled by deleting tolua_server_gen.c|h as manually doing this
causes it to be regenerated by make, however this is a pain when hacking lua
script on trunk. Solution could be to have make or autogen perform an rm of
tolua_server_gen before compiling.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #15, bug #18901 (project freeciv):

Yes I had to do it again just today and I've had to do this a couple times
before. 
Aside, the hacking lua was just a usage scenario as I'm planning to take
another try at map scripting in lua. Previously my solution was to create an
event type macro in common/scriptcore/api_XXX.h. 
Creating a dummy as in comment #5 has worked in a few instances but sometimes
deleting tolua_server_gen.[ch] was necessary. Today was my first update in a
few months so some difficulty was expected, however this one happens most
frequently for me. Specifically, server/scripting/script_signal.h
server/scripting/api_actions.h server/scripting/api_notify.h were the cause.



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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #17, bug #18901 (project freeciv):

I'm building straight from trunk which makes and runs fine after deleting the
_gen files but very probably there is some ghost on my system left from
copying things around and updating. Now that I look it seems to be the case in
my master copy, since my test copy is a 'cp -ur' of that. So a clean checkout
should fix it.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2012-06-18 Thread Zakri Kneebone
Follow-up Comment #18, bug #18901 (project freeciv):

Confirmed it was a corrupted build. No further issues, thread may be closed.
Thanks for your help.

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[Freeciv-Dev] [bug #18568] Error loading custom ruleset

2012-03-10 Thread Zakri Kneebone
Follow-up Comment #4, bug #18568 (project freeciv):

Correct, it is invalid.

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[Freeciv-Dev] [bug #18922] Server address binding fails

2011-11-05 Thread Zakri Kneebone

Follow-up Comment #5, bug #18922 (project freeciv):

Portscan shows freeciv-server in ipv4 (127.0.0.1) but not in ipv6 (::1)
freeciv-server is not successfully advertizing to ipv6 on my system.


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[Freeciv-Dev] [bug #18922] Server address binding fails

2011-11-05 Thread Zakri Kneebone

Additional Item Attachment, bug #18922 (project freeciv):

File name: fc_netstat.png Size:34 KB


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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

URL:
  http://gna.org/bugs/?18901

 Summary: Compile fail, dependency
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Wed 02 Nov 2011 04:57:51 PM GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.99
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Dependency for removed file produces compile failure on clean build, trunk
(gtk2)
tolua_server_gen.c:25:25: fatal error: api_actions.h: No such file or
directory
compilation terminated.
make[6]: *** [tolua_server_gen.lo] Error 1




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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #2, bug #18901 (project freeciv):

Isn't autogen.sh run automagically in ./configure? Anyways tried that
autogen; make twice no success. I'll attach my autogen output.


(file #14389)
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File name: autogen_stdout.txt Size:21 KB


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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #7, bug #18901 (project freeciv):

I'll try deleting my *test dir and doing a fresh copy from *trunk; then
autogen...
Compiled and ran fine last weekend without the api_actions.h, haven't done
anything but svn update since...
ahh, Restore from pristine copy compiles just fine.
Server boots
client gives error on connecting to network game (localhost):
2: Didn't find '.freeciv-client-rc-2.5' option file, loading from
'.freeciv-client-rc-2.4' instead.
1: Invalid argument

(I'll get around this by deleting old settings files)...


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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #8, bug #18901 (project freeciv):

...deleting old .freeciv files in home folder causes client to stop
responding when clicking connect on localhost game. (gtk2)
stdin/out:
./fcgui
Unable to find client executable: freeciv
Searching for freeciv clients ...
... using ./client/freeciv-gtk2
Running ./client/freeciv-gtk2
2: Didn't find the option file.#Clicked connect...
Killed


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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #9, bug #18901 (project freeciv):

Correction, it failed independent of the files. 
It fails to connect to local game, I'll try starting a new game from
client...
restored .freeciv-client-rc-2.5, server won't start.

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #10, bug #18901 (project freeciv):

Connect button throws this error:

1: in server_scan_error() [pages.c::716]: Network is unreachable

Dialog becomes unresponsive.

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-10-27 Thread Zakri Kneebone

Follow-up Comment #14, bug #18612 (project freeciv):

Snookered on this. Updating my own project to Java 7 and a new 9-5. If anyone
else wants to pick up the baton here, go ahead.

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[Freeciv-Dev] [patch #2542] server/ruleset settings

2011-09-21 Thread Zakri Kneebone

Follow-up Comment #2, patch #2542 (project freeciv):

As a general, the elements that have the greatest influence on gameplay and
strategy should be the easiest to find and change. The options menu is likely
to trend toward complexity as time goes on, essentially becoming a 'trainer'
or interactive server hacking platform. Perhaps a jump ahead would be to plan
an actual IDE that can be launched from the lobby. Perhaps a tree view would
be easier to navigate, something like XMLSpy's document editor? But if it gets
so complex as to need a tree view perhaps there should also be a lightweight
component with only the most popular options. Maybe a small XUL browser or the
ilk.

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[Freeciv-Dev] [bug #18696] Format error from Volga German ruleset

2011-09-19 Thread Zakri Kneebone

URL:
  http://gna.org/bugs/?18696

 Summary: Format error from Volga German ruleset
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Mon 19 Sep 2011 06:02:42 PM GMT
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.1
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

Volga German ruleset causes warning from server on trunk build.
Text:
2: Loading rulesets.
1: People's Commissar male ruler title for nation Volga German (nb 480)
is not a format. It should match %s
1: female:People's Commissar female ruler title for nation Volga German
(nb 480) is not a format. It should match %s
1: Translation of People's Commissar male ruler title for nation Volga
German (nb 480) is not a format (People's Commissar). It should match %s
1: Translation of female:People's Commissar female ruler title for nation
Volga German (nb 480) is not a format (female:People's Commissar). It
should match %s





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[Freeciv-Dev] [bug #18698] killstack in gui

2011-09-19 Thread Zakri Kneebone

URL:
  http://gna.org/bugs/?18698

 Summary: killstack in gui
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Tue 20 Sep 2011 05:06:58 AM GMT
Category: client
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

Just remembered how hard it is to turn off killstack. Takes like 9 steps and
this is a very common wish especially for local gaming. Strategy changes
completely with this option. I imagine ai does as well, but instead of having
to write a mod to, as the documents specify, modify game.ruleset; there ought
to be a checkbox in the client gui for it. Geez, otherwize I (end-user) have
to learn how to create a mod directory just to flip one bit in the server.




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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-17 Thread Zakri Kneebone

Follow-up Comment #12, bug #18612 (project freeciv):

I have written an alpha patch for it. See attachment. Please review because
it my first submission; I know it's not perfect. Any suggestions are greatly
appreciated. The patch applies cleanly to trunk but it is untested. Thanks.

(file #14094)
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File name: LUA_tile_terrain_07.diff   Size:7 KB


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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-15 Thread Zakri Kneebone

Follow-up Comment #9, bug #18612 (project freeciv):

I've begun writing the code for accessors. There are three functions I want
to implement will each require a simple declaration in three separate files.
Specifically, api_methods.h, api_methods.c, tolua_game.pkg.
The three functions I plan to implement are tile_terrain(*ptile) and
tile_change_terrain(*ptile, *pterrain) in tile.h, and from terrain.h,
transform_result(*pterrain). For tile_change_terrain I will have to define a
macro in the header. Should have code for review in a day or so.

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-15 Thread Zakri Kneebone

Follow-up Comment #10, bug #18612 (project freeciv):

How should I organize the patches for this? As 10 separate patches or three
for each set of functions?

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone

Follow-up Comment #2, bug #18612 (project freeciv):

So looks like I should switch to 2.4 branch for codebase rather than trunk?
Or which branch do you suggest. So far, I'm just noting existing api tools to
a comments file.

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone

Follow-up Comment #4, bug #18612 (project freeciv):

Looks like I'm going to write an event/handler adapter and then I'll leave
hints for the script entrypoint in the comments, letting you refactor
independently and deal with lua implementation. When I have something worth
reviewing I'll post a snippet file in this thread before making patches.
Thanks for your help.

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone

Follow-up Comment #7, bug #18612 (project freeciv):

So far the only terrain methods exposed on trunk are *_terrain_rule_name and
*_terrain_name_translation in tolua_game.pkg
I can get the terrain from tile but only can affect name or tranlated name of
the terrain type. That's my understanding. I don't see any access to
terrain.transform.

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-08 Thread Zakri Kneebone

Follow-up Comment #8, bug #18612 (project freeciv):

Basically everything I need to write a lua method is in server/edithand and
sanitycheck, but I'm thinking about some other issues to tackle as far as ai
and cascading, down the line (pre-planning). As long as I'm interfacing the
same thing for different packages I need to write a little c here and there.
So all lua will need is 3 or so simple changes to have complete control over
tile terrains. I think I can get it done with about 40-60 lines of actual c
code.

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[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-06 Thread Zakri Kneebone

Follow-up Comment #10, bug #16383 (project freeciv):

Made a unit_type that was RiverNative and BuildAnywhere but was not yet
enabled in the terrain ruleset. This resulted that the unit could be in the
city and could move along rivers iff the city was on a river tile. This seems
like an inconsistency but it could be a feature for making river-only units in
a mod. I suggest keeping it.

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[Freeciv-Dev] [bug #18612] more LUA accessors for terrain

2011-09-06 Thread Zakri Kneebone

URL:
  http://gna.org/bugs/?18612

 Summary: more LUA accessors for terrain
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Tue 06 Sep 2011 10:41:56 PM GMT
Category: rulesets
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

I would like lua scripting access to the terrain.transform struct. I would
use it for scripting special terraforming units or natural disasters. Since
this is a commonly requested feature i'll work on it myself but I'm not
experienced with c or lua except for small hacks. I will probably need some
testing help since my system is on the slow side (p4).
Also adding an event enum member is probably necessary for ai and finding a
good balance will require lots of testing as well. As far as front end, it
should be as simple as possible. An update to the map temp file ? and a redraw
should suffice, though I suspect there may be issues with page flipping /
corruption ? I'll cross that bridge when I get to it.




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[Freeciv-Dev] [bug #18568] Error loading custom ruleset

2011-08-26 Thread Zakri Kneebone

Follow-up Comment #2, bug #18568 (project freeciv):

ok, that worked. Two more parsing problems pop up downstream but ironing them
out now. Thanks.

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