[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Marko Lindqvist
Update of patch #1831 (project freeciv): Status:None => Done Assigned to:None => cazfi Open/Closed:Open => Closed ___

[Freeciv-Dev] [patch #1840] If destination file name is missing, just default to source name

2010-08-14 Thread Marko Lindqvist
Update of patch #1840 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed ___

[Freeciv-Dev] [patch #1827] README.distributions

2010-08-14 Thread Marko Lindqvist
Update of patch #1827 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed ___

[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Lavrentij P Berija
Follow-up Comment #3, patch #1831 (project freeciv): It produces a warning (when trying to compile w/ debugging support): make[3]: Entering directory `/home/heilkitty/soft/freeciv/trunk/server' CC unithand.lo cc1: warnings being treated as errors unithand.c: In function 'unit_move_handling

[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Marko Lindqvist
Follow-up Comment #4, patch #1831 (project freeciv): > unithand.c:1348: error: implicit declaration of function > 'can_unit_attack_all_at_tile' That's weird since I cannot reproduce this, nor does the patch add call to can_unit_attack_all_at_tile or remove include directivies. Are you sure you

[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Lavrentij P Berija
Follow-up Comment #5, patch #1831 (project freeciv): Seems so, sorry for the false alarm. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.o

[Freeciv-Dev] [bug #16421] ./civ -a and NEW_PASSWORD_TYPE

2010-08-14 Thread pepeto
Update of bug #16421 (project freeciv): Status:None => Ready For Test Assigned to:None => pepeto Planned Release: => 2.1.12, 2.2.3, 2.3.0

[Freeciv-Dev] [patch #1838] Base multiplayer ruleset on Book's rewonder

2010-08-14 Thread pepeto
Follow-up Comment #2, patch #1838 (project freeciv): Updated patch against current svn. (file #9814) ___ Additional Item Attachment: File name: trunk_multiplayer_rewonder2.diff Size:47 KB ___

[Freeciv-Dev] [bug #16423] "1: Entry value not recognized: " error

2010-08-14 Thread pepeto
URL: Summary: "1: Entry value not recognized: " error Project: Freeciv Submitted by: pepeto Submitted on: samedi 14.08.2010 à 09:40 Category: rulesets Severity: 2 - Minor

[Freeciv-Dev] [bug #16423] "1: Entry value not recognized: " error

2010-08-14 Thread pepeto
Follow-up Comment #1, bug #16423 (project freeciv): With the following patch I intend to commit: 1: Entry value not recognized: file "data/nation/hasinay.ruleset", line 49, pos 11 looking at: ', ' included from file "data/default/nations.ruleset", line 151 (file #9815)

[Freeciv-Dev] [bug #16423] "1: Entry value not recognized: " error

2010-08-14 Thread pepeto
Update of bug #16423 (project freeciv): Status:None => Ready For Test Assigned to:None => pepeto ___ Follow-up Comment #2: There was an extra

[Freeciv-Dev] [bug #16411] Global warming & nuclear winter may change a tile multiple times

2010-08-14 Thread pepeto
Update of bug #16411 (project freeciv): Status:None => Ready For Test Assigned to:None => pepeto Planned Release: => 2.1.12, 2.2.3, 2.3.0 _

[Freeciv-Dev] [bug #16411] Global warming & nuclear winter may change a tile multiple times

2010-08-14 Thread pepeto
Follow-up Comment #2, bug #16411 (project freeciv): Attached compilable fix for S2_1. (file #9820) ___ Additional Item Attachment: File name: S2_1_gw_nw_tile_only_once2.diff Size:1 KB ___

[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread pepeto
Update of bug #16410 (project freeciv): Status:None => Ready For Test Assigned to:None => pepeto Planned Release: => 2.2.3, 2.3.0 _

[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread HanduMan
Follow-up Comment #5, bug #16410 (project freeciv): Ouch! I should have seen that :( So, if one needs to modify the nations in a custom ruleset, also the ../data/nation folder should be copied to form the basis of the modification. Thus, my example ruleset would consist of ../data/myDeafult an

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
URL: Summary: Changing terrain to ocean should not clean pollution unconditionally Project: Freeciv Submitted by: handuman Submitted on: Saturday 08/14/10 at 11:15 Category: None

[Freeciv-Dev] [bug #15945] Impossible to investigate a city twice

2010-08-14 Thread pepeto
Update of bug #15945 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #3: Fix attached: * Can investigate twice. * Simplified the usage of city::client.info_units_suppor

[Freeciv-Dev] [bug #16427] city::units_supported allocated twice

2010-08-14 Thread pepeto
URL: Summary: city::units_supported allocated twice Project: Freeciv Submitted by: pepeto Submitted on: samedi 14.08.2010 à 11:30 Category: client Severity: 2 - Minor

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Follow-up Comment #1, bug #16426 (project freeciv): > But in a default ruleset the flag may be absent by choise Do you mean "in a custom ruleset"? ___ Reply to this item at: __

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Update of bug #16426 (project freeciv): Status:None => Confirmed ___ Reply to this item at: ___ Message pos

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Update of bug #16426 (project freeciv): Category:None => general Status: Confirmed => Ready For Test Assigned to:None => pepeto Planned Release:

[Freeciv-Dev] [bug #16399] GLib-GObject-WARNING **: signal name `depressed' is invalid

2010-08-14 Thread pepeto
Update of bug #16399 (project freeciv): Status:None => Wont Fix Assigned to:None => pepeto Open/Closed:Open => Closed _

[Freeciv-Dev] [bug #16401] Typos, mostly in new nations

2010-08-14 Thread pepeto
Update of bug #16401 (project freeciv): Status:None => Ready For Test Assigned to:None => pepeto ___ Reply to this item at:

[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-14 Thread pepeto
Update of bug #16387 (project freeciv): Status:None => Need Info ___ Follow-up Comment #5: Could someone confirm or infirm this is a bug? It appears to me to be a feature of the shuffled

[Freeciv-Dev] [bug #16384] Ruleset version and Scenario Game

2010-08-14 Thread pepeto
Update of bug #16384 (project freeciv): Status:None => Wont Fix Assigned to:None => pepeto Open/Closed:Open => Closed

[Freeciv-Dev] [bug #16012] Trunk: Nuu-chah-nulth nation not read

2010-08-14 Thread pepeto
Update of bug #16012 (project freeciv): Status:None => Ready For Test Assigned to:None => pepeto ___ Reply to this item at:

[Freeciv-Dev] [bug #16000] Disbanding Units and Peace Treaties

2010-08-14 Thread pepeto
Update of bug #16000 (project freeciv): Category:None => general Priority: 5 - Normal => 1 - Later ___ Reply to this item at:

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
Follow-up Comment #3, bug #16426 (project freeciv): >Do you mean "in a custom ruleset"? Yes I do, sorry for the confusion. I have to disagree with the attached fix, though. The NoPollution flag only affects pollution, not nuclear fallout. Is it possibly hardcoded that fallout never hits oceanic

[Freeciv-Dev] [bug #16341] Ignore case when sorting players by name

2010-08-14 Thread m
Follow-up Comment #2, bug #16341 (project freeciv): Nations page ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ ___

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto
Update of bug #16426 (project freeciv): Status: Ready For Test => Need Info ___ Follow-up Comment #4: Seems you need to discuss first 3 points: 1. Does nuclear fallout are considered as pollution a

[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan
Follow-up Comment #5, bug #16426 (project freeciv): As I originally submitted this one, I'd like to say that I agree with pepeto in all three points. This fix is good if the related bug (point 2) is also fixed. ___ Reply to this item at:

[Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 12:30 AM, Ann wrote: > Follow-up Comment #9, patch #1698 (project freeciv): > > The term "early modern" does have a definition, in the sense that it is used > to refer to the years named in European history. So in that sense it is not > open to interpretation: it begins with

[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-14 Thread Jacob Nevins
Update of bug #16418 (project freeciv): Severity: 3 - Normal => 4 - Important Status:None => Ready For Test Assigned to:None => jtn Planned Release:

[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()

2010-08-14 Thread Jacob Nevins
Follow-up Comment #11, bug #16100 (project freeciv): When I commit the fix for bug #16418 I'll close this as duplicate, unless there are objections -- the cause fits the symptoms. (I'll sort out the function name separately.) ___ Reply to

[Freeciv-Dev] [bug #16428] AI never builds bases

2010-08-14 Thread Jacob Nevins
URL: Summary: AI never builds bases Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 17:39 Category: ai Severity: 3 - Normal Priority: 1 -

[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-08-14 Thread Jacob Nevins
URL: Summary: Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 17:42 Category: None

[Freeciv-Dev] [bug #16430] [debug] Warn if same file specified twice in --debug

2010-08-14 Thread Jacob Nevins
URL: Summary: [debug] Warn if same file specified twice in --debug Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 18:02 Category: None Severity: 2 - Mino

Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Ann Barcomb
Could we maybe start a patch, or discussion board discussion of this? That would allow others who haven't previously expressed an interest to join in. >> Ann > David >> On the other hand, more divisions are needed, as the number of nations grows. > ?!? It is not obvious to me more of one n

Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Daniel Markstedt
On Sat, Aug 14, 2010 at 9:55 AM, Ann Barcomb wrote: > Could we maybe start a patch, or discussion board discussion of this? > That would allow others who haven't previously expressed an interest > to join in. > >>> Ann >> >> David > >>> On the other hand, more divisions are needed, as the number o

Re: [Freeciv-Dev] Nation Grouping

2010-08-14 Thread Lavrentij P Berija
On 14.08.2010 23:24, Daniel Markstedt wrote: > > One idea that I've had for some time is to redesign the UI so that you > can filter nations based on several criteria at once, with a simple > example being "African AND Modern". Perhaps by making each group a > checkbox rather than a tab. > > Ma

[Freeciv-Dev] [bug #16431] --Ppm colours players >32 randomly

2010-08-14 Thread Jacob Nevins
URL: Summary: --Ppm colours players >32 randomly Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 18:50 Category: None Severity: 2 - Minor

[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-14 Thread Jacob Nevins
Follow-up Comment #6, bug #16387 (project freeciv): It doesn't seem like a bug to me. With Freeciv in its default "concurrent" phasemode, you can't rely on a particular order of things happening on the next turn, as any player can notionally do anything at any time. However, as I understand it,

[Freeciv-Dev] [patch #1854] Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments

2010-08-14 Thread Jacob Nevins
URL: Summary: Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments Project: Freeciv Submitted by: jtn Submitted on: Saturday 08/14/10 at 22:11 Category: docs

[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities

2010-08-14 Thread Jacob Nevins
Update of bug #16080 (project freeciv): Open/Closed:Open => Closed Operating System: Microsoft Windows => None ___ Follow-up Comment #11: This ticket remai

[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client

2010-08-14 Thread Jacob Nevins
Follow-up Comment #10, bug #15347 (project freeciv): This bug is languishing, and I haven't had time to look at the latest crash. I've been thinking for a while that it seems a shame to reinvent the wheel for this. It looks like we already incorporate parts of the SDL_gfx library

[Freeciv-Dev] [bug #16108] Server will not start. Games will not start.

2010-08-14 Thread Jacob Nevins
Follow-up Comment #2, bug #16108 (project freeciv): FWIW, 10065 is WSAEHOSTUNREACH, "no route to host". ___ Reply to this item at: ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #15999] Errormessage in news windows

2010-08-14 Thread Jacob Nevins
Follow-up Comment #1, bug #15999 (project freeciv): 10053 is WSAECONNABORTED "Software caused connection abort". MS' description is "An established connection was aborted by the software in your host computer, possibly due to a data transmission time-out or protocol error." IME it can mean anyth

[Freeciv-Dev] [bug #15887] Unit list on sidebar doesn't scale and has non-functional icon

2010-08-14 Thread Jacob Nevins
Follow-up Comment #1, bug #15887 (project freeciv): The blue arrow was finally made functional by patch #1721. Some changes have been made to how units are displayed in the sidebar (e.g., patch #1722), although there are outstanding issues (see discussion in patch #1685). I'm not sure all of the

[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.

2010-08-14 Thread Jacob Nevins
Follow-up Comment #2, bug #15683 (project freeciv): Might this have been bug #16375? ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.

2010-08-14 Thread Jacob Nevins
Follow-up Comment #3, bug #15683 (project freeciv): Too hasty... on second thoughts, I can't see how it can have been precisely that. ___ Reply to this item at: _

[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-14 Thread anonymous
Follow-up Comment #5, bug #16308 (project freeciv): Thank you George. Then I guess the best option for now is to use the Great Wall effect of default ruleset. I have noticed another possible bug similar to this one. When I use the requeriment "Special", "River", "Adjacent" in my rulesets, it see

[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-14 Thread David Fernandez
Follow-up Comment #6, bug #16308 (project freeciv): Sorry me, previous post was mine, I forgot to login. ___ Reply to this item at: ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server

2010-08-14 Thread George Koehler
Follow-up Comment #7, bug #15559 (project freeciv): I have a similar bug using OpenBSD. I am running an old snapshot of OpenBSD 4.5-current. My server (S2_2 r17748) accepted connections from "localhost" and from "127.0.0.1", but not from "::1". I found that my server had no IPv6 support, because

[Freeciv-Dev] [bug #16419] Server will not start and cannot start new game

2010-08-14 Thread George Koehler
Follow-up Comment #3, bug #16419 (project freeciv): This might be the same bug as bug #15559, but only if IPv6 causes this bug. ___ Reply to this item at: ___ M

Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: > I've made quick'n'dirty patch (which seems to work though) which makes stack > death rule applied only for reachable units. Maybe it's worth raising a > thread on forum to decide if this behaviour would be appropriate for players? I

Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread Lavrentij P Berija
On 15.08.2010 10:13, David Lowe wrote: > On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote: > > >> I've made quick'n'dirty patch (which seems to work though) which makes stack >> death rule applied only for reachable units. Maybe it's worth raising a >> thread on forum to decide if this beh

[Freeciv-Dev] [bug #16419] Server will not start and cannot start new game

2010-08-14 Thread Mr. Amazing
Follow-up Comment #4, bug #16419 (project freeciv): Hi -- I'm the original poster and I would just like to confirm that this was a bug related to kinetic's situation. Instead of SElinux, though, I have AppArmor. Placing the freeciv-server executable into /usr/bin did solve the issue.