[Freeciv-Dev] [patch #3724] Alien ruleset: colours tied to nations?

2013-02-19 Thread Marko Lindqvist
Update of patch #3724 (project freeciv): Status:None => Ready For Test Assigned to:None => cazfi ___ Follow-up Comment #1: That's something I

[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, bug #19868 (project freeciv): Attached is a version of the patch updated to svn trunk revision 22384 and a file containing the data it is based on. Should a multi line comment end in a blank line ( * last linen */)? Should comments I only change a part of be updated to the n

[Freeciv-Dev] [bug #20236] Failure to load saved game

2013-02-19 Thread Jacob Nevins
Update of bug #20236 (project freeciv): Status:None => Need Info ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #20390] Québec civilisation name lacks capital letter in Spanish translation

2013-02-19 Thread Jacob Nevins
Update of bug #20390 (project freeciv): Status:None => Fixed Assigned to:None => jorneg Open/Closed:Open => Closed Planned Release:

[Freeciv-Dev] [patch #3717] Pluralised i18n markup for "%d population" text

2013-02-19 Thread Jacob Nevins
Update of patch #3717 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed Planned Release: 2.3.5,2.4.0,2.5.0 => 2.4.0,2.5.0

[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities

2013-02-19 Thread Jacob Nevins
Update of bug #20501 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed Planned Release: 2.3.5,2.4.0,2.5.0 => 2.4.0,2.5.0 _

[Freeciv-Dev] [bug #20507] Barbarian nations in unknown group in civ2 ruleset

2013-02-19 Thread Jacob Nevins
Follow-up Comment #1, bug #20507 (project freeciv): I think it's harmless. Certainly when I just tested civ2, I had no trouble running into pirates. The obvious way to fix it is to fork barbarian/pirate nations, the same way all the other civ2 nations are forked. (Did civ2 even have pirates?)

[Freeciv-Dev] [patch #3724] Alien ruleset: colours tied to nations?

2013-02-19 Thread Jacob Nevins
URL: Summary: Alien ruleset: colours tied to nations? Project: Freeciv Submitted by: jtn Submitted on: Tue Feb 19 23:33:10 2013 Category: rulesets Priority: 1 - Later

[Freeciv-Dev] [bug #20536] Missing icon for roads in editor

2013-02-19 Thread Jacob Nevins
URL: Summary: Missing icon for roads in editor Project: Freeciv Submitted by: jtn Submitted on: Tue Feb 19 23:00:20 2013 Category: art Severity: 2 - Minor Priori

[Freeciv-Dev] [bug #20535] Road icons in editor are a bit ugly

2013-02-19 Thread Jacob Nevins
URL: Summary: Road icons in editor are a bit ugly Project: Freeciv Submitted by: jtn Submitted on: Tue Feb 19 22:56:03 2013 Category: editor Severity: 2 - Minor

[Freeciv-Dev] [bug #20534] Worklist glitch: unit icons bleed past their boundaries

2013-02-19 Thread Jacob Nevins
Follow-up Comment #1, bug #20534 (project freeciv): (FWIW, my previous notes on the issue in their entirety: "client/gui-gtk-2.0/wldlg.c:cell_render_func()". Make of that what you will.) ___ Reply to this item at:

[Freeciv-Dev] [bug #20534] Worklist glitch: unit icons bleed past their boundaries

2013-02-19 Thread Jacob Nevins
URL: Summary: Worklist glitch: unit icons bleed past their boundaries Project: Freeciv Submitted by: jtn Submitted on: Tue Feb 19 22:47:35 2013 Category: client-gtk-2.0 Severity

[Freeciv-Dev] [bug #20533] Missing building gfx for experimental ruleset: Hospital, Genetic Lab

2013-02-19 Thread Jacob Nevins
URL: Summary: Missing building gfx for experimental ruleset: Hospital, Genetic Lab Project: Freeciv Submitted by: jtn Submitted on: Tue Feb 19 21:31:50 2013 Category: art Severi

[Freeciv-Dev] [bug #16864] fix console output (handle_stdin_input_real())

2013-02-19 Thread pepeto
Follow-up Comment #8, bug #16864 (project freeciv): Patch updated against current trunk and S2_4 with minor changes. (file #17265) ___ Additional Item Attachment: File name: fix_handle_stdin_input_real.diff Size:3 KB ___

[Freeciv-Dev] [bug #17354] Client tries to load game in spawned server before requesting "hack" access

2013-02-19 Thread pepeto
Update of bug #17354 (project freeciv): Status:None => Ready For Test ___ Follow-up Comment #8: The patch I attach fix the problem for me. But it also delays for a while the apparition of the

[Freeciv-Dev] [bug #17354] Client tries to load game in spawned server before requesting "hack" access

2013-02-19 Thread pepeto
Follow-up Comment #7, bug #17354 (project freeciv): It happens when you are too fast to push the load button. I guess same thing can happen on scenario. However, the page takes longer to be displayed, I cannot reproduce with it. ___ Reply

[Freeciv-Dev] [bug #17216] Need to press 'ok' twice to load a game

2013-02-19 Thread pepeto
Update of bug #17216 (project freeciv): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #3: My original report

[Freeciv-Dev] [bug #19825] in dbv_isset() [bitvector.c::116]: assertion 'bit < pdbv->bits' failed.

2013-02-19 Thread pepeto
Follow-up Comment #6, bug #19825 (project freeciv): > I would say that the UI should match what the client's player > know. But maybe global observer should know the vision of each > player in edit mode (of course, this would require more work). I think I could implement this. But I would need a

[Freeciv-Dev] [bug #20495] punit->activity_count overflow

2013-02-19 Thread pepeto
Update of bug #20495 (project freeciv): Status:None => Need Info ___ Follow-up Comment #1: > Noticed that units fortifying have a increasing activity count. I was wrong. The activity of

[Freeciv-Dev] [patch #3707] Use TRUE and FALSE instead of 1 and 0 in tilesets

2013-02-19 Thread pepeto
Update of patch #3707 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Follow-up Comment #2: Documentation upda

[Freeciv-Dev] [patch #3706] Use TRUE and FALSE instead of 1 and 0 in rulesets

2013-02-19 Thread pepeto
Follow-up Comment #4, patch #3706 (project freeciv): > I haven't been following closely. Did this require some > code-side change first? That is; does wiki ruleset > documentation need to document that this is new behavior in > 2.5? Latest freeciv release is 2.3, so documentation in wiki > should

[Freeciv-Dev] [patch #3706] Use TRUE and FALSE instead of 1 and 0 in rulesets

2013-02-19 Thread Marko Lindqvist
Follow-up Comment #3, patch #3706 (project freeciv): > Documentation updated at wikia. I haven't been following closely. Did this require some code-side change first? That is; does wiki ruleset documentation need to document that this is new behavior in 2.5? Latest freeciv release is 2.3, so docu

[Freeciv-Dev] [patch #3706] Use TRUE and FALSE instead of 1 and 0 in rulesets

2013-02-19 Thread pepeto
Update of patch #3706 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Follow-up Comment #2: Documentation upda

[Freeciv-Dev] [bug #18006] handle_city() CMA: Larvotto has changed multiple times.

2013-02-19 Thread Jacob Nevins
Update of bug #18006 (project freeciv): Status:None => Need Info ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [patch #3723] River gfx tag "tx.river" -> "river"

2013-02-19 Thread Marko Lindqvist
URL: Summary: River gfx tag "tx.river" -> "river" Project: Freeciv Submitted by: cazfi Submitted on: Tue 19 Feb 2013 12:27:08 PM EET Category: client Priority: 5 - Normal

[Freeciv-Dev] [patch #3710] Use river gfx tags

2013-02-19 Thread Marko Lindqvist
Update of patch #3710 (project freeciv): Status: Ready For Test => Done Assigned to:None => cazfi Open/Closed:Open => Closed

[Freeciv-Dev] [patch #3714] Remove CardinalOnly road flag

2013-02-19 Thread Marko Lindqvist
Follow-up Comment #1, patch #3714 (project freeciv): - Do not remove support for drawing cardinal only roads with roadstyles other than River, but just change it so that it's determined from road move_mode - Applies on top of patch #3700 (file #17261) _

[Freeciv-Dev] [patch #3700] Natural roads

2013-02-19 Thread Marko Lindqvist
Follow-up Comment #1, patch #3700 (project freeciv): - Updated against svn HEAD (file #17260) ___ Additional Item Attachment: File name: NaturalRoadsNotRestricted-2.patch Size:8 KB

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread pepeto
Follow-up Comment #13, bug #20361 (project freeciv): > Will the committed fix need adjusting once cardinal-move-only > roads/rivers exist? I don't think so. The last part of the path is considered as a single move only if the move was previously possible. ___

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread Jacob Nevins
Update of bug #20361 (project freeciv): Operating System: Microsoft Windows => Any ___ Reply to this item at: ___ Message sent

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread Jacob Nevins
Follow-up Comment #12, bug #20361 (project freeciv): > Where this needs more consideration is the experimental ruleset. > If the defender is on a tile that the attacker could not enter > except via road, then totally negating the road will make the > defender unreachable. I don't think this app

[Freeciv-Dev] [patch #2190] Control of registry boolean compability

2013-02-19 Thread pepeto
Follow-up Comment #2, patch #2190 (project freeciv): New version attached (minor change): * Don't allow digital boolean from metaservers (actually there is no boolean read). (file #17259) ___ Additional Item Attachment: File name: secfile

[Freeciv-Dev] [bug #20508] Nations functional typo fixes

2013-02-19 Thread Jacob Nevins
Follow-up Comment #1, bug #20508 (project freeciv): (Committed in r22366 .) ___ Reply to this item at: ___

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-19 Thread Jacob Nevins
Follow-up Comment #8, patch #3384 (project freeciv): I had a go with this on S2_4, and while workers do now run away from land units unless accompanied by a bodyguard, workers on the coast are still oblivious to a battleship sat next to them. I think this is due to is_square_threatened() calling

[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached => server assertion failures, crash

2013-02-19 Thread pepeto
Update of bug #20490 (project freeciv): Assigned to:None => pepeto ___ Reply to this item at: ___ Message post

[Freeciv-Dev] [bug #20494] Uninitialized PACKET_UNIT_ORDERS

2013-02-19 Thread pepeto
Update of bug #20494 (project freeciv): Assigned to:None => pepeto Planned Release: => 2.3.5, 2.4.0, 2.5.0 ___ Follow-up Comment #4: > I vaguely remembe

[Freeciv-Dev] [patch #3705] Use FC_STATIC_ASSERT() in dataio.c for type size checking

2013-02-19 Thread pepeto
Update of patch #3705 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3689] timer_list cleanup

2013-02-19 Thread pepeto
Update of patch #3689 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3704] struct timer cleanup

2013-02-19 Thread pepeto
Update of patch #3704 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #20520] player_set_nation() assertions failed

2013-02-19 Thread pepeto
Update of bug #20520 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread pepeto
Update of bug #20361 (project freeciv): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #3718] Use activity icon to hint that fortifying in cities does nothing

2013-02-19 Thread Jacob Nevins
Follow-up Comment #2, patch #3718 (project freeciv): Ah, I meant that units which the user has explicitly asked to fortify which are in cities would get the permanent-F state (to indicate that they're not getting a bonus from the user's action), not that all units inside cities without other order

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-19 Thread Bastian Schmidt
Follow-up Comment #20, bug #18767 (project freeciv): Just to clarify, the CMA does not look at the value of gold_upkeep_style. I have not looked at, why gold_upkeep_style=2 could resolve the issue (as described in comment #13), as the flawed pruning caused (at least in my game) many unnecessary ta