Daniel Markstedt | 1 Aug 12:24
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(PR#19099) credit Amplio artists


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=19099 >

Fixed fixed patch. Hope this'll go through svn.

--Daniel
Attachment (amplio_artists.diff): application/octet-stream, 662 bytes
Jason Dorje Short | 31 Jul 17:50
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Re: (PR#18935) update PEOPLE for 2.1


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=18935 >

Daniel Markstedt wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=18935 >
> 
> This ticket is for making doc/PEOPLE up to date for a 2.1 release.
> 
> First patch adds svg flag artists - all 51 of them.

Great.  By all means, go ahead and commit this.  It should probably be 
committed to both S2_1 and the dev branch.

-jason

Marko Lindqvist | 18 Jul 00:26
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Re: (PR#12922) 2.0.1 docs disagree on required Gtk+-2.0 version


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12922 >

jacobn+freecivrt@... wrote:
> 
> With freshly downloaded freeciv-2.0.1.tar.gz:
> 
> INSTALL says:
> 
> | 1b. Prerequisites for the Gtk+ 2.0 client:
> | ==========================================
>   [...]
> |    Freeciv requires a version of "Gtk+" greater or equal to 2.0.0.
> 
> but "./configure --enable-client=gtk2" says:
> 
> | checking for GTK+ - version >= 2.2.1... no

  This patch to INSTALL updates list of libraries gtk2 requires to 
versions compatible with gtk+ 2.2. For S2_0 only.

  -ML

diff -Nurd -X.diff_ignore freeciv/INSTALL freeciv/INSTALL
--- freeciv/INSTALL	2006-07-17 18:54:55.187500000 +0300
+++ freeciv/INSTALL	2006-07-18 01:21:49.859375000 +0300
@@ -179,19 +179,19 @@
    "pkg-config" is a system for managing library compile/link flags that
(Continue reading)

Egor Vyscrebentsov | 23 Jan 18:17
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(PR#10284) [Request]Docs: distribute FAQ into freeciv/docs/


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=10284 >

> [evyscr - Oct 24 07:31:23 2005]:
>
> > [evyscr - Sep 23 20:12:58 2004]:
> > It would be nice to see FAQ file in freeciv distribution, wouldn't it?

New version.
* uses lynx instead of links
* writes numbers at answers

Generated text also available at
http://evyscr.murom.net/freeciv/my/scripts/FAQ

Opinions/suggestions?

PS I'm not a perl coder, so if^Wwhen you see errors/stupidity/etc,
please, give a right variant too :)

Attachment (fcgetfaq.pl): application/octet-stream, 1024 bytes
Guillaume Melquiond | 24 Dec 10:52
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(PR#13839) PING, civmanual has been broken for ages


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13839 >

Maybe not ages, but at least months. Without the patch that was
submitted four months ago, civmanual does not even start. Since nobody
seems to be using civmanual, it would perhaps be simpler to just
remove it from the repository.

Christian Knoke | 2 Feb 16:45
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Re: (PR#5377) Documentation: buying/selling and changing production in new cities


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >

On Wed, Feb 02, 2005 at 07:23:16AM -0800, Jason Short wrote:

> >>>When you disband a unit or help wonderproduction with caravan in a new
> >>>city and want to change the production the following message will turn
> >>>up:
> >>>Game: You have bought this turn, can't change.

> > This is a game rule issue. Can or cannot units or improvements be bought in
> > newly founded (or newly founded and then conquered) cities? I remember we've
> > had a discussion about this at the design board, but I don't remember the
> > result.

> You can not buy but you can change.

Ah. Sorry.

> The problem is this is done by 
> setting the did_buy flag, which means if you have any shields (from 
> disbanded units or whatever) it won't let you change.

Why you cannot change when shields are there? You should be able to change
always (but loose some shields if change category), with the exception you
have already bought.

Christian

--

-- 
(Continue reading)

Jason Short | 2 Feb 16:23
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Re: (PR#5377) Documentation: buying/selling and changing production in new cities


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >

Christian Knoke wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >
> 
> On Tue, Feb 01, 2005 at 11:00:11PM -0800, Jason Short wrote:
> 
>>>[ue80@... - Tue Aug 20 17:57:51 2002]:
>>
>>>When you disband a unit or help wonderproduction with caravan in a new
>>>city and want to change the production the following message will turn
>>>up:
>>>Game: You have bought this turn, can't change.
>>>
>>>What should be changed and what not?
>>
>>Yeah, this is a bug.
>>
>>It should be fixed by setting newly-built and newly-conquered cities so
>>that did_buy isn't set.  This is pretty easy; attached is a partial patch.
> 
> This is a game rule issue. Can or cannot units or improvements be bought in
> newly founded (or newly founded and then conquered) cities? I remember we've
> had a discussion about this at the design board, but I don't remember the
> result.
> 
> At least I'm sure in former versions the rule has been, you can *not*.

You can not buy but you can change.  The problem is this is done by 
(Continue reading)

Jason Short | 2 Feb 16:23
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Re: (PR#5377) Documentation: buying/selling and changing production in new cities


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >

Christian Knoke wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >
> 
> On Tue, Feb 01, 2005 at 11:00:11PM -0800, Jason Short wrote:
> 
>>>[ue80@... - Tue Aug 20 17:57:51 2002]:
>>
>>>When you disband a unit or help wonderproduction with caravan in a new
>>>city and want to change the production the following message will turn
>>>up:
>>>Game: You have bought this turn, can't change.
>>>
>>>What should be changed and what not?
>>
>>Yeah, this is a bug.
>>
>>It should be fixed by setting newly-built and newly-conquered cities so
>>that did_buy isn't set.  This is pretty easy; attached is a partial patch.
> 
> This is a game rule issue. Can or cannot units or improvements be bought in
> newly founded (or newly founded and then conquered) cities? I remember we've
> had a discussion about this at the design board, but I don't remember the
> result.
> 
> At least I'm sure in former versions the rule has been, you can *not*.

You can not buy but you can change.  The problem is this is done by 
(Continue reading)

Christian Knoke | 2 Feb 10:01
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Favicon

Re: (PR#5377) Documentation: buying/selling and changing production in new cities


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >

On Tue, Feb 01, 2005 at 11:00:11PM -0800, Jason Short wrote:
> > [ue80@... - Tue Aug 20 17:57:51 2002]:
> 
> > When you disband a unit or help wonderproduction with caravan in a new
> > city and want to change the production the following message will turn
> > up:
> > Game: You have bought this turn, can't change.
> > 
> > What should be changed and what not?
> 
> Yeah, this is a bug.
> 
> It should be fixed by setting newly-built and newly-conquered cities so
> that did_buy isn't set.  This is pretty easy; attached is a partial patch.

This is a game rule issue. Can or cannot units or improvements be bought in
newly founded (or newly founded and then conquered) cities? I remember we've
had a discussion about this at the design board, but I don't remember the
result.

At least I'm sure in former versions the rule has been, you can *not*.

Christian

--

-- 
Christian Knoke            * * *            http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.
(Continue reading)

Jason Short | 2 Feb 08:00
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(PR#5377) Documentation: buying/selling and changing production in new cities


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=5377 >

> [ue80@... - Tue Aug 20 17:57:51 2002]:

> When you disband a unit or help wonderproduction with caravan in a new
> city and want to change the production the following message will turn
> up:
> Game: You have bought this turn, can't change.
> 
> What should be changed and what not?

Yeah, this is a bug.

It should be fixed by setting newly-built and newly-conquered cities so
that did_buy isn't set.  This is pretty easy; attached is a partial patch.

However I need a savegame where I can quickly conquer a city to test out
newly-conquered cities.

-jason

? diff
Index: client/citydlg_common.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/citydlg_common.c,v
retrieving revision 1.58
diff -u -r1.58 citydlg_common.c
(Continue reading)

Christian Knoke | 14 Jan 20:28
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(PR#11774) Remaining civmanual problems


<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11774 >

This patch fixes no. 1 - 4. I don't think that I can fix the others, though.

Christian

-- 
Christian Knoke            * * *            http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.

--- manual/civmanual.c.orig	2005-01-14 11:37:16.000000000 +0100
+++ manual/civmanual.c	2005-01-14 20:15:38.000000000 +0100
@@ -193,7 +193,7 @@
 	const struct command *cmd = &commands[i];

 	fprintf(doc, SEPARATOR);
-	fprintf(doc, _("%s%s  -  %s%s\n\n"), SECTION_BEGIN, cmd->name,
+	fprintf(doc, "%s%s  -  %s%s\n\n", SECTION_BEGIN, cmd->name,
 		_(cmd->short_help), SECTION_END);
 	if (cmd->synopsis) {
 	  fprintf(doc, _("<table>\n<tr>\n<td valign=\"top\">"
@@ -262,7 +262,7 @@
 	fprintf(doc, "<td>%s</td></tr>\n\n",
 		get_terrain_name(ptype->transform_result));
       } terrain_type_iterate_end;
-      fprintf(doc, _("</table><br><br><br><table border=1>"));
+      fprintf(doc, "</table><br><br><br><table border=1>");
(Continue reading)


Gmane