Re: [Freeciv-Dev] Re: Generated files
On Sat, 10 Feb 2007, Jason Short wrote: I figure people nowadays are more likely to have python on their system than autotools, and they need autotools to make use of a repository check out. So you want the generated files to be distributed with 'make dist' but not included in SVN? Yes, precisely. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#35646) Remove unsafe terrain
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 On Sat, 10 Feb 2007, Marko Lindqvist wrote: Is the coastline check at the end of a (goto) move or performed for every step a trireme might take? Every step. This is too harsh for triremes. It is a bit harsh. They can transport units to other islands only if there is one or two ocean tiles in between. But this is not quite right. During testing I usually managed to find neighbouring islands easily. Maybe this was an artefact of the map generator and map seed I was using, but it is as clear cut as you make it sound. Do you find it unacceptable as a step on the way to deep ocean? - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#35690) [rulsets] Inca nation improvements
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35690 $subject Sent to me by guestmania (with edits). ~Daniel inca_cities.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#35695) human SDL client theme
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35695 This is a new theme for the SDL client, called human. It was created by Hogne Håskjold and is based on the deluxe2 theme and the Ubuntu human theme. It was one of Hogne's goals to replace any remaining images with uncertain origin and I think it's safe now to put this theme into SVN and ship it with Freeciv. The autoconf patches to get the theme installed together with the SDL client are attached, too, and I'd really love to see this theme shipped with the beta3 release :-) Index: configure.ac === --- configure.ac (Revision 12610) +++ configure.ac (Arbeitskopie) @@ -721,6 +721,9 @@ data/civ2/Makefile data/scenario/Makefile data/nation/Makefile + data/themes/Makefile + data/themes/gui-sdl/Makefile + data/themes/gui-sdl/human/Makefile utility/Makefile utility/ftwl/Makefile dependencies/Makefile Index: data/themes/gui-sdl/human/Makefile.am === --- data/themes/gui-sdl/human/Makefile.am (Revision 0) +++ data/themes/gui-sdl/human/Makefile.am (Revision 0) @@ -0,0 +1,36 @@ +## Process this file with automake to produce Makefile.in + +## Override automake so that make install puts these in proper place: +pkgdatadir = $(datadir)/$(PACKAGE)/themes/gui-sdl/human + +pkgdata_DATA = \ + Vera.ttf \ + backgrounds.themespec \ + bg.png \ + bg2.png \ + city.png \ + city.spec \ + city_fist.png \ + city_fist.spec \ + colors.themespec \ + dip_icons.png \ + dip_icons.spec \ + icons.png \ + icons.spec \ + options_bg.png \ + small_theme_buttons.png \ + small_theme_buttons.spec \ + tech_tree.png \ + tech_tree.spec \ + theme.themespec \ + theme_boxs.png \ + theme_boxs.spec \ + theme_buttons.png \ + theme_buttons.spec \ + theme_orders_buttons.png \ + theme_orders_buttons.spec \ + theme_scrolls.png \ + theme_scrolls.spec \ + world.png + +EXTRA_DIST = $(pkgdata_DATA) Index: data/themes/gui-sdl/Makefile.am === --- data/themes/gui-sdl/Makefile.am (Revision 0) +++ data/themes/gui-sdl/Makefile.am (Revision 0) @@ -0,0 +1,3 @@ +## Process this file with automake to produce Makefile.in + +SUBDIRS = human Index: data/themes/Makefile.am === --- data/themes/Makefile.am (Revision 0) +++ data/themes/Makefile.am (Revision 0) @@ -0,0 +1,5 @@ +## Process this file with automake to produce Makefile.in + +if CLIENT_GUI_SDL +SUBDIRS = gui-sdl +endif Index: data/Makefile.am === --- data/Makefile.am (Revision 12610) +++ data/Makefile.am (Arbeitskopie) @@ -50,7 +50,7 @@ default.serv if CLIENT -CLIENTDATADIRS = amplio misc flags isotrident trident isophex stdsounds +CLIENTDATADIRS = amplio misc flags isotrident trident isophex stdsounds themes else CLIENTDATADIRS = endif Index: client/gui-sdl/themes.c === --- client/gui-sdl/themes.c (Revision 12610) +++ client/gui-sdl/themes.c (Arbeitskopie) @@ -26,7 +26,7 @@ #include themes_common.h #include themes_g.h -char gui_sdl_theme_name[512] = deluxe2; +char gui_sdl_theme_name[512] = human; /* Loads a gui-sdl theme directory/theme_name Index: configure.ac === --- configure.ac (Revision 12617) +++ configure.ac (Arbeitskopie) @@ -733,6 +733,9 @@ data/civ2/Makefile data/scenario/Makefile data/nation/Makefile + data/themes/Makefile + data/themes/gui-sdl/Makefile + data/themes/gui-sdl/human/Makefile utility/Makefile utility/ftwl/Makefile dependencies/Makefile Index: data/themes/gui-sdl/human/Makefile.am === --- data/themes/gui-sdl/human/Makefile.am (Revision 0) +++ data/themes/gui-sdl/human/Makefile.am (Revision 0) @@ -0,0 +1,36 @@ +## Process this file with automake to produce Makefile.in + +## Override automake so that make install puts these in proper place: +pkgdatadir = $(datadir)/$(PACKAGE)/themes/gui-sdl/human + +pkgdata_DATA = \ + Vera.ttf \ + backgrounds.themespec \ + bg.png \ + bg2.png \ + city.png \ + city.spec \ + city_fist.png \ + city_fist.spec \ + colors.themespec \ + dip_icons.png \ + dip_icons.spec \ + icons.png \ + icons.spec \ + options_bg.png \ + small_theme_buttons.png \ + small_theme_buttons.spec \ + tech_tree.png \ + tech_tree.spec \ + theme.themespec \ + theme_boxs.png \ + theme_boxs.spec \ + theme_buttons.png \ + theme_buttons.spec \ + theme_orders_buttons.png \ + theme_orders_buttons.spec \ + theme_scrolls.png \ + theme_scrolls.spec \ + world.png + +EXTRA_DIST = $(pkgdata_DATA) Index: data/themes/gui-sdl/Makefile.am
[Freeciv-Dev] (PR#35695) human SDL client theme
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35695 [cproc - So 11. Feb 2007, 11:19:05]: And here the theme. For some reason RT lost the attachment. RT keeps losing it, but you can download it here: http://web.inf.tu-dresden.de/~s3564543/freeciv-sdl/human_theme-2007-02-11.tar.bz2 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Aircraft and fuel
On Sat, 10 Feb 2007, Jason Short wrote: One weird situation is if you fly a bomber out from a carrier to hit a spot 12 tiles away...then move the carrier in the other direction 9 (or however many is the maximum) tiles. Then at the start of the next turn (it does happen at the start right?) the bomber gets automatically returned to the carrier even though it's now 20 tiles away. This would seem just a bit odd to the player. Indeed. However, the opposite solution, to let the aircraft fail to return because you accidentially moved your carrier out of range, would be nasty. One solution could be to require a carrier that launches aircraft to stay put where it is until your next turn. Real life carriers do not move out of an area while its aircraft are still flying missions there... A technical problem is that the return point is sometimes a city, a unit, or just a tile. And if it is a unit there is limited transporting capacity and it's possible when the plane tries to return it finds that the carrier is full. Yes. I wrote code for this, and it gets rather complicated due to all the possible corner cases: /*** Return or relocate aircraft (and other UCF_RETURN_TO_BASE class units). Function returns FALSE if unit died for some reason. 1) Try using goto coordinates. 2) Try to return to a carrier. 3) Try returning to last city. 4) Look for anywhere in range. / static bool player_return_to_base(struct player *pplayer, struct unit *punit) { /* 1) Goto coordinates set, try to relocate to new base. */ if (punit-goto_tile) { struct unit *carrier = find_transport_from_tile(punit, punit-goto_tile); if (real_map_distance(punit-tile, punit-goto_tile) (unit_move_rate(punit) + punit-moves_left) / SINGLE_MOVE !is_non_allied_unit_tile(punit-goto_tile, pplayer) (carrier || can_unit_survive_at_tile(punit, punit-goto_tile))) { if (move_unit(punit, punit-goto_tile, 0)) { punit-goto_tile = NULL; if (carrier) { put_unit_onto_transporter(punit, carrier); } return TRUE; } else { return FALSE; } } else { /* Invalidate goto */ notify_player(pplayer, punit-tile, E_UNIT_ORDERS, _(Your %s could not relocate to target base.), unit_name(punit-type)); punit-goto_tile = NULL; } } if (punit-base.unit != -1 || punit-base.tile != punit-tile) { struct unit *carrier = find_unit_by_id(punit-base.unit); /* 2) Return to mobile base (carrier). If carrier moves out of range, * we still allow it to land on it for convenience and ease of mind. */ if (carrier could_unit_load(punit, carrier)) { if (move_unit(punit, carrier-tile, 0)) { put_unit_onto_transporter(punit, carrier); return TRUE; } else { return FALSE; } } /* 3) Return to fixed base (terrain base). If base is set, we can by * definition reach it, unless it was destroyed. */ if (punit-base.tile !is_non_allied_unit_tile(punit-base.tile, pplayer) can_unit_survive_at_tile(punit, punit-base.tile)) { return move_unit(punit, punit-base.tile, 0); } /* Invalidate return */ notify_player(pplayer, punit-tile, E_UNIT_ORDERS, _(Your %s could not return to base.), unit_name(punit-type)); punit-base.unit = -1; punit-base.tile = NULL; } /* 4) Ooops - lost our base! Search for a new base to land on. First * we check the tile we stand on, then any other possible bases. */ if (can_unit_survive_at_tile(punit, punit-tile)) { return TRUE; /* one lucky bastard! */ } else { struct unit *carrier = find_transport_from_tile(punit, punit-tile); if (carrier) { put_unit_onto_transporter(punit, carrier); return TRUE; /* should be a rare occurance, but possible */ } } players_iterate(aplayer) { if (!pplayers_allied(pplayer, aplayer)) { continue; } city_list_iterate(aplayer-cities, pcity) { if (real_map_distance(punit-tile, pcity-tile) (unit_move_rate(punit) + punit-moves_left) / SINGLE_MOVE !is_non_allied_unit_tile(pcity-tile, pplayer) can_unit_survive_at_tile(punit, pcity-tile)) { notify_player(pplayer, pcity-tile, E_UNIT_ORDERS, _(Your %s made an emergency relocation to %s.), unit_name(punit-type), pcity-name); return move_unit(punit, pcity-tile, 0); } } city_list_iterate_end; unit_list_iterate(aplayer-units, carrier) { if (could_unit_load(punit, carrier) real_map_distance(punit-tile, carrier-tile) (unit_move_rate(punit) + punit-moves_left) / SINGLE_MOVE !is_non_allied_unit_tile(carrier-tile, pplayer))
Re: [Freeciv-Dev] Releases
On 2/11/07, Jason Short [EMAIL PROTECTED] wrote: I know I haven't done any work lately, but since nobody has yet taken over my job of making releases I suppose I had best get back to it. The next step for 2.1 is another beta release. It's been an absurd 6 months since the last one. Also, it looks like 2.0 has enough fixes to justify a 2.0.9 release. This should also be easy to do - the main things to be done are updating of news (see NEWS-2.0.9 on freeciv wikia) and the ChangeLog. Hopefully these can both be done tomorrow (Sunday). Anyone who objects, speak up now. Anyone who can assist, be around on IRC. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev Nice to see you around Jason! If you want someone to pick up the glove, you might want to name your successor! ;) I'm very much for new releases. I just started a NEWS page for beta3 that probably should be checked for accuracy. BTW, let's keep the front page news story as brief as possible. It's already quite cluttered. Detailed release notes should IMO go in the NEWS page, while win32 and OSX builds should be separate news stories. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#35646) Remove unsafe terrain
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 On 2/11/07, Marko Lindqvist [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 On 2/11/07, Per I. Mathisen [EMAIL PROTECTED] wrote: On Sat, 10 Feb 2007, Marko Lindqvist wrote: They can transport units to other islands only if there is one or two ocean tiles in between. But this is not quite right. During testing I usually managed to find neighbouring islands easily. Maybe this was an artefact of the map generator and map seed I was using, but it is as clear cut as you make it sound. Well, if your testing shows that it's not too much of a problem... I'm not happy with this, but I can accept it. Have you tested with different landmass settings? Do you find it unacceptable as a step on the way to deep ocean? Actually, I wonder if there is much point in making temporary solutions when final solution is already so close. But then again, it might be a long time before we get that gfx. - ML If we request it, I'm sure Eleazar could produce the missing graphics quite easily. http://forum.freeciv.org/viewtopic.php?t=1846 ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Crossporting changes from the war client
The last four emails I have sent on this topic have mysteriously disappeared before arriving at the list. Maybe they were thought to be spam? Please read it in RT instead: http://bugs.freeciv.org/Ticket/Display.html?id=35691 I really do not like overzealous spam filters :( - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#35708) [Patch] Triremes cannot enter Deep Ocean
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35708 Untested patch to limit Triremes to Ocean tiles. Applies on top of Deep Ocean patch #34265. Also, Triremes do not get move bonus from Nuclear Power. - ML diff -Nurd -X.diff_ignore freeciv/data/default/effects.ruleset freeciv/data/default/effects.ruleset --- freeciv/data/default/effects.ruleset 2006-07-17 23:56:23.0 +0300 +++ freeciv/data/default/effects.ruleset 2007-02-11 15:48:11.0 +0200 @@ -886,6 +886,15 @@ UnitClass, Sea, Local } +[effect_coastal_defense_trireme] +name = Defend_Bonus +value = 100 +reqs = +{ type, name, range + Building, Coastal Defense, City + UnitClass, Trireme, Local +} + [effect_colosseum] name = Make_Content value = 3 @@ -1248,6 +1257,24 @@ UnitClass, Sea, Local } +[effect_port_facility_trireme] +name = Veteran_Build +value = 1 +reqs = +{ type, name, range + Building, Port Facility, City + UnitClass, Trireme, Local +} + +[effect_port_facility_trireme_1] +name = HP_Regen +value = 100 +reqs = +{ type, name, range + Building, Port Facility, City + UnitClass, Trireme, Local +} + [effect_power_plant] name = Output_Bonus value = 25 @@ -1681,6 +1708,24 @@ UnitClass, Sea, Local } +[effect_lighthouse_trireme_move] +name = Move_Bonus +value = 1 +reqs = +{ type, name, range + Building, Lighthouse, Player + UnitClass, Trireme, Local +} + +[effect_lighthouse_trireme_veteran] +name = Veteran_Build +value = 1 +reqs = +{ type, name, range + Building, Lighthouse, Player + UnitClass, Trireme, Local +} + [effect_magellans_expedition] name = Move_Bonus value = 2 @@ -1690,6 +1735,15 @@ UnitClass, Sea, Local } +[effect_magellan_trireme] +name = Move_Bonus +value = 2 +reqs = +{ type, name, range + Building, Magellan's Expedition, Player + UnitClass, Trireme, Local +} + [effect_manhattan_project] name = Enable_Nuke value = 1 diff -Nurd -X.diff_ignore freeciv/data/default/terrain.ruleset freeciv/data/default/terrain.ruleset --- freeciv/data/default/terrain.ruleset 2007-02-11 15:49:08.0 +0200 +++ freeciv/data/default/terrain.ruleset 2007-02-11 15:45:13.0 +0200 @@ -520,7 +520,7 @@ warmer_drier_result = no cooler_wetter_result = no cooler_drier_result = no -native_to= Sea, Air, Missile, Helicopter +native_to= Sea, Trireme, Air, Missile, Helicopter flags= Oceanic, NoPollution, UnsafeCoast, NoCities property_ocean_depth = 30 helptext = _(\ diff -Nurd -X.diff_ignore freeciv/data/default/units.ruleset freeciv/data/default/units.ruleset --- freeciv/data/default/units.ruleset 2007-01-30 01:10:56.0 +0200 +++ freeciv/data/default/units.ruleset 2007-02-11 15:49:55.0 +0200 @@ -100,6 +100,13 @@ hp_loss_pct = 0 flags = TerrainSpeed, DamageSlows +[unitclass_trireme] +name = _(Trireme) +move_type = Sea +min_speed = 2 +hp_loss_pct = 0 +flags = TerrainSpeed, DamageSlows + [unitclass_heli] name = _(Helicopter) move_type = Both @@ -1187,7 +1194,7 @@ [unit_trireme] name = _(Trireme) -class = Sea +class = Trireme tech_req = Map Making obsolete_by = Caravel graphic = u.trireme @@ -1211,7 +1218,7 @@ uk_food = 0 uk_gold = 0 cargo = Land -flags = Trireme, BadCityDefender +flags = BadCityDefender roles = Ferryboat [unit_caravel] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Aircraft and fuel
Per Inge Mathisen wrote: ... I suggest instead of fuel, we add the rule that all aircraft automatically return to the airfield/city/carrier that the unit visited last at the start of your turn. That is, when you use an aircraft, it stays in the air until your next turn/phase, allowing other players a chance to shoot it down (of course, this is exploitable by attacking in the last second in simultaneous movement mode, but I have given up trying to make that mode fair). ... That would make aircraft more like a kind of artillery shell, allowing a unit (aircraft carrier) to attack at range rather than only adjacent tiles. A more extreme solution would be to eliminate the aircraft entirely, in the same way that the game does not record artillery shells or other ammunition. The aircraft unit would instead represent the airfield the squadron is using, which unlike other units can attack units that are not adjacent. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#35707) [SDL client] closing the client window is treated as a crash
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35707 [dmarks - So 11. Feb 2007, 13:39:48]: Any version of the SDL client on OSX or WinXP: Quitting the SDL client by clicking the X button in the title bar, is treated as a crash by the OS. OSX's terminal gives outputs Abort trap while WinXP shows its 'report crash' dialog. ~Daniel Patch attached (and committed). Index: client/gui-sdl/gui_main.c === --- client/gui-sdl/gui_main.c (Revision 12617) +++ client/gui-sdl/gui_main.c (Arbeitskopie) @@ -602,7 +602,7 @@ switch (Main.event.type) { case SDL_QUIT: - abort(); + return MAX_ID; break; case SDL_KEYUP: ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: (PR#14490) Re: [Freeciv-Dev] (PR#33914) Bug Report
URL: http://bugs.freeciv.org/Ticket/Display.html?id=14490 On 1/18/07, Marko Lindqvist [EMAIL PROTECTED] wrote: On 1/18/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: 1: In file beta2.sav.gz, there is no entry in the registry for c7.ai.urgency (or the entries are out of order.) I think problem is that worklist length varies between cities. Untested patch attached. This version saves as many worklist items as longest worklist contains (previous version saved MAX_LEN_WORKLIST). - ML diff -Nurd -X.diff_ignore freeciv/client/options.c freeciv/client/options.c --- freeciv/client/options.c 2007-01-20 01:44:42.0 +0200 +++ freeciv/client/options.c 2007-02-11 18:48:33.0 +0200 @@ -627,7 +627,7 @@ if (game.player_ptr) { for(i = 0; i MAX_NUM_WORKLISTS; i++){ if (client.worklists[i].is_valid) { - worklist_save(sf, client.worklists[i], + worklist_save(sf, client.worklists[i], client.worklists[i].length, worklists.worklist%d, i); } } diff -Nurd -X.diff_ignore freeciv/common/worklist.c freeciv/common/worklist.c --- freeciv/common/worklist.c 2007-01-19 16:20:07.0 +0200 +++ freeciv/common/worklist.c 2007-02-11 18:39:35.0 +0200 @@ -272,7 +272,7 @@ path and ... give the prefix to load from, printf-style. / void worklist_save(struct section_file *file, struct worklist *pwl, - const char *path, ...) + int max_length, const char *path, ...) { char path_str[1024]; int i; @@ -299,4 +299,13 @@ secfile_insert_str(file, name, %s.wl_value%d, path_str, i); } + + assert(max_length = MAX_LEN_WORKLIST); + + /* We want to keep savegame in tabular format, so each line has to be + * of equal length. Fill table up to maximum worklist size. */ + for (i = pwl-length ; i max_length; i++) { +secfile_insert_bool(file, false, %s.wl_is_unit%d, path_str, i); +secfile_insert_str(file, , %s.wl_value%d, path_str, i); + } } diff -Nurd -X.diff_ignore freeciv/common/worklist.h freeciv/common/worklist.h --- freeciv/common/worklist.h 2006-07-17 23:56:46.0 +0300 +++ freeciv/common/worklist.h 2007-02-11 18:44:00.0 +0200 @@ -53,8 +53,8 @@ const char *path, ...) fc__attribute((__format__ (__printf__, 3, 4))); void worklist_save(struct section_file *file, struct worklist *pwl, - const char *path, ...) - fc__attribute((__format__ (__printf__, 3, 4))); + int max_length, const char *path, ...) + fc__attribute((__format__ (__printf__, 4, 5))); /* Iterate over all entries in the worklist. */ #define worklist_iterate(worklist, prod)\ diff -Nurd -X.diff_ignore freeciv/server/savegame.c freeciv/server/savegame.c --- freeciv/server/savegame.c 2007-01-27 22:24:18.0 +0200 +++ freeciv/server/savegame.c 2007-02-11 18:43:19.0 +0200 @@ -2691,6 +2691,7 @@ char invs[A_LAST+1]; struct player_spaceship *ship = plr-spaceship; struct ai_data *ai = ai_data_get(plr); + int wlist_max_length = 0; secfile_insert_str(file, plr-name, player%d.name, plrno); secfile_insert_str(file, plr-username, player%d.username, plrno); @@ -3007,6 +3008,14 @@ unit_list_iterate_end; i = -1; + + /* First determine lenght of longest worklist */ + city_list_iterate(plr-cities, pcity) { +if (pcity-worklist.length wlist_max_length) { + wlist_max_length = pcity-worklist.length; +} + } city_list_iterate_end; + city_list_iterate(plr-cities, pcity) { int j, x, y; char citymap_buf[CITY_MAP_SIZE * CITY_MAP_SIZE + 1]; @@ -3147,7 +3156,8 @@ secfile_insert_str(file, impr_buf, player%d.c%d.improvements_new, plrno, i); -worklist_save(file, pcity-worklist, player%d.c%d, plrno, i); +worklist_save(file, pcity-worklist, wlist_max_length, + player%d.c%d, plrno, i); /* FIXME: remove this when the urgency is properly recalculated. */ secfile_insert_int(file, pcity-ai.urgency, ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#35646) Remove unsafe terrain
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 Per I. Mathisen wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=35646 On Sun, 11 Feb 2007, Marko Lindqvist wrote: Have you tested with different landmass settings? No, but I will do that before committing anything. Do you find it unacceptable as a step on the way to deep ocean? Actually, I wonder if there is much point in making temporary solutions when final solution is already so close. But then again, it might be a long time before we get that gfx. The temporary solution itself is very small. The big change is ripping out the dangerous position related code, which would be done in any case. However, if we are to simplify the path finding code, we need the dangerous position code cleaned up or removed first, and I would rather not have that wait more than necessary. This is a fine step for the development branch on the way to deep ocean. All it means is that we are committed to fixing up deep ocean before the next release. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#34265) [Patch] Deep ocean
URL: http://bugs.freeciv.org/Ticket/Display.html?id=34265 On 2/12/07, Daniel Markstedt [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=34265 new version by Eleazar Didn't intend to send a 426K image to the mailing list. Sorry about that. Anyhow, this terrain2.png contains the deep ocean shoreline tiles that were missing before. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] 2.0.9
On 2/12/07, Jason Short [EMAIL PROTECTED] wrote: I have built 2.0.9 and uploaded it to ftp.freeciv.org and sourceforge. I can't add information about it to the pages since I don't have sufficient access at wikia. If someone could update the VERSION and NEWS templates that would be good (as would giving me access to do so). I'm going to wait until tomorrow for beta3. There may be some other patches that can be committed to S2_1 in the meantime. -jason A work well done Jason! You are now sysop+bureaucrat on the English wiki. Let me know if you want to get admin access to the localized ones too. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#35695) human SDL client theme
URL: http://bugs.freeciv.org/Ticket/Display.html?id=35695 On 2/12/07, Jason Dorje Short [EMAIL PROTECTED] wrote: (...) If we are SURE that the graphics are all GPL and attributed, then I see no problem with putting it straight in. -jason Here's a replacement for Rafal's city_fist drawn in Inkscape. Unlike the old version, it is anti-aliased. I don't know if that will cause problems somewhere. Fact is, I haven't seen this in use while playing. Where is it supposed to show up? ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev