Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-13 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

Daniel Markstedt wrote:
 You're right - this is a regression between 2.1.0-rc1 and 2.1.0.
 
Is this release 2.1.0?  Or current source?

What client?  I looked at all the S2_1 commits between Oct 17 and Oct 27,
and all I see are gui-sdl changes




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[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

- It ignores if unit hasn't its full moves left. For example, if your
unit already did some move this turn, it check as your unit didn't make
this moves.


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Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-13 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

On 11/13/07, William Allen Simpson [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

 Daniel Markstedt wrote:
  You're right - this is a regression between 2.1.0-rc1 and 2.1.0.
 
 Is this release 2.1.0?  Or current source?

 What client?  I looked at all the S2_1 commits between Oct 17 and Oct 27,
 and all I see are gui-sdl changes


gui-sdl indeed - it's obvious from this ticket's queue.

And the regression is between the two releases, not dev code.

 ~Daniel



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Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

I'm using MacOS 10.3.9, standard iso Amplio (shouldn't make a difference),
and standard GTK2 (shouldn't make a difference).

We are talking about a fighter to the S of the continent, in the middle
of the ocean.  It has moves (7)7.

Daniel Markstedt wrote:
 - Can issue goto to any unsafe tile within its current moves. The unit
 dies on EOT.
 
Let's concentrate on this.  This may be a difference of desired results.

As I have deliberately re-written the code, it displays the unreachability
of any tile more than it has enough fuel -- more than 7 away.

* On the 7th tile, the cursor turn number changes from 0 to 1.  This seems
a little odd to me, but I didn't change it, as I presumed this was chosen
for/by the gui designer.  (I don't like it, slightly confusing.)

* On the 8th tile, it displays a forbidden symbol.  (This is part of the
bug fix -- it used to display forbidden on the 7th tile.)  It will not
allow this distance to be selected.

It will reach anywhere it has enough fuel, even places it will die.  It has
to work this way, or you would be unable to set waypoints on its way home.
Waypoints was one of the bugs fixed.

I'm presuming that the user is not so stupid that they dump the unit in the
ocean.  However, I didn't want the *code* to keep *me* from doing it

But now, I'm thinking about what happens to an AI using this code.  It
probably *would* just dump it in the ocean.  So, I could change the code to
prevent it for AI (or allow it for users).

The pseudonymous puppeteer also suggested (in his inimitable way) that the
code also disallow being able to return to the current dangerous position.
Not a goal for a human (it's obviously wrong), but maybe useful for an AI?


 - Can issue goto to city two turns away, e.g. PY. The unit does not
 refuel in city and dies on EOT.
 
When I tested before, it automatically went into P5.  Perhaps that was an
accident of the path.  Testing to PY, you are correct.  It inexplicably
runs out over the S ice continent.  The code path chooser is flaky.

This requires thought.  I only fixed a particular callback, not the entire
path chooser!  That would be a different PR!


 - Can not issue goto to city more than two turns away, e.g. P1.
 
If you set a waypoint in P5, you can go on to P1.  That's one of the
things that waypoints are for

Perhaps the goto.c struct part code should keep a tally on a per waypoint
basis about refueling.  That would allow truly long term planning.

But why?  I certainly don't make moves for more than 2 turns, and I doubt
the AI could cope!?!?

And is this a 2.1 project goal?



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Re: [Freeciv-Dev] (PR#39861) scrollbar on side and top doesnt work

2007-11-13 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39861 

On 11/13/07, William Allen Simpson [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39861 

 Daniel Markstedt wrote:
  We get this question a lot so I suggest making a FAQ entry for it.
 
 If we get the question a lot, we should make the default *ON*.  Those users
 that don't want them can turn them off


Agreed. While we're on this topic - another few things that ought to
have different defaults:

 - GTK fullscreen: OFF (to make PR#12119 less aggrevating)
 - Server setting 'aitoggle' OFF (workaround for PR#22082)

 And the default theme has them barely visible gray on light gray.  Not easy
 on the eyes.


Usability issue. Deserves a separate ticket.

 ~Daniel



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Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

Pepeto _ wrote:
 - It ignores if unit hasn't its full moves left. For example, if your
 unit already did some move this turn, it check as your unit didn't make
 this moves.
 
Amazingly, you are actually correct.  I tried moving the fighter one move,
the display correctly shows (6)6 -- but the code passes in the value 7 to
the callback function!

Yet another annoying bug in the badly written pathfinding code.  My guess is
the entire thing needs to be reviewed -- some logic error elsewhere the fuel
isn't being properly decremented.  (All I can easily find are the places it's
_correctly_ decremented.)

But since the visual display is correct, this should not delay 2.1.1.

I don't think we should be doing any more than fixing crashers.  Code
improvements are for *.minor.* releases, not *.*.trivial releases.



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Re: [Freeciv-Dev] (PR#39861) scrollbar on side and top doesnt work

2007-11-13 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39861 

Daniel Markstedt wrote:
  - GTK fullscreen: OFF (to make PR#12119 less aggrevating)

It seems to be off here, I always have to click the green plus for
fullscreen.  You don't?


  - Server setting 'aitoggle' OFF (workaround for PR#22082)
 
Sure.


 And the default theme has them barely visible gray on light gray.  Not easy
 on the eyes.
 
 Usability issue. Deserves a separate ticket.
 
OK.



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[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

 [wsimpson - Mar. Nov. 13 10:51:44 2007]:
 
 Pepeto _ wrote:
  - It ignores if unit hasn't its full moves left. For example, if
 your
  unit already did some move this turn, it check as your unit didn't
 make
  this moves.
 
 Amazingly, you are actually correct.  I tried moving the fighter one
 move,
 the display correctly shows (6)6 -- but the code passes in the value 7
 to
 the callback function!
 
 Yet another annoying bug in the badly written pathfinding code.  My
 guess is
 the entire thing needs to be reviewed -- some logic error elsewhere
 the fuel
 isn't being properly decremented.  (All I can easily find are the
 places it's
 _correctly_ decremented.)
 
 But since the visual display is correct, this should not delay 2.1.1.
 
 I don't think we should be doing any more than fixing crashers.  Code
 improvements are for *.minor.* releases, not *.*.trivial releases.
 
 
 

For this bug, there is a very simple trick to change:
-  int fuel = param-move_rate * param-fuel_left_initially;
+  int fuel = param-moves_left_initially + param-move_rate *
(param-fuel_left_initially - 1)


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Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

On 11/13/07, William Allen Simpson [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

 I'm using MacOS 10.3.9, standard iso Amplio (shouldn't make a difference),
 and standard GTK2 (shouldn't make a difference).


I have the same setup, incidentally.

 We are talking about a fighter to the S of the continent, in the middle
 of the ocean.  It has moves (7)7.

 Daniel Markstedt wrote:
  - Can issue goto to any unsafe tile within its current moves. The unit
  dies on EOT.
 
 Let's concentrate on this.  This may be a difference of desired results.

 As I have deliberately re-written the code, it displays the unreachability
 of any tile more than it has enough fuel -- more than 7 away.

 * On the 7th tile, the cursor turn number changes from 0 to 1.  This seems
 a little odd to me, but I didn't change it, as I presumed this was chosen
 for/by the gui designer.  (I don't like it, slightly confusing.)

 * On the 8th tile, it displays a forbidden symbol.  (This is part of the
 bug fix -- it used to display forbidden on the 7th tile.)  It will not
 allow this distance to be selected.

 It will reach anywhere it has enough fuel, even places it will die.  It has
 to work this way, or you would be unable to set waypoints on its way home.
 Waypoints was one of the bugs fixed.

 I'm presuming that the user is not so stupid that they dump the unit in the
 ocean.  However, I didn't want the *code* to keep *me* from doing it

 But now, I'm thinking about what happens to an AI using this code.  It
 probably *would* just dump it in the ocean.  So, I could change the code to
 prevent it for AI (or allow it for users).

 The pseudonymous puppeteer also suggested (in his inimitable way) that the
 code also disallow being able to return to the current dangerous position.
 Not a goal for a human (it's obviously wrong), but maybe useful for an AI?


I'm generally for freedom. If the player wants to goto their stealth
fighter to certain death, the gui should allow them to do it. It's not
uncommon to make suicide attacks with air units anyway. Let's leave
this behavior as it is.


  - Can issue goto to city two turns away, e.g. PY. The unit does not
  refuel in city and dies on EOT.
 
 When I tested before, it automatically went into P5.  Perhaps that was an
 accident of the path.  Testing to PY, you are correct.  It inexplicably
 runs out over the S ice continent.  The code path chooser is flaky.

 This requires thought.  I only fixed a particular callback, not the entire
 path chooser!  That would be a different PR!


The issue here is that the pathfinding code believes this goto can be
completed, while the poor stealth fighter in fact only gets halfway
and crashes. It must somehow believe the air unit will become refuled
just because a friendly city is nearby. This is IMHO in the scope of
this ticket.


  - Can not issue goto to city more than two turns away, e.g. P1.
 
 If you set a waypoint in P5, you can go on to P1.  That's one of the
 things that waypoints are for

 Perhaps the goto.c struct part code should keep a tally on a per waypoint
 basis about refueling.  That would allow truly long term planning.

 But why?  I certainly don't make moves for more than 2 turns, and I doubt
 the AI could cope!?!?

 And is this a 2.1 project goal?



Certainly not for 2.1. It would be a useful feature if city-hopping
could be done automagically, but as you say it can be done with
waypoints.

 ~Daniel



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Re: [Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

Forgot to mention, I also discovered that you could locate unseen units
in the field by using goto to detect attack points.  So, I added some
checking to stop the cheat.



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[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

Very better. But still some problems:

- You still cannot reach P1, and waypoints don't help me. Anyway, I
don't think they should be needed to use air goto. For a land unit, you
don't need to define a new way point for every turn, why should it be
different for air goto.

- You cannot move on all tiles you should be able to move to. For
example, you cannot choose your path when the unit has only the half of
its moves.

- Helicopters still doesn't work.


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[Freeciv-Dev] (PR#39852) BUG: path finding incorrect air destination calculations

2007-11-13 Thread Pepeto _

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39852 

 [pepeto - Mar. Nov. 13 15:14:19 2007]:
 
 - You cannot move on all tiles you should be able to move to. For
 example, you cannot choose your path when the unit has only the half of
 its moves.
 

Actually, it's when you are in a potential dangerous position.

- Suicidal attack are supposed to be only for unit with the flag
F_MISSILE only. Else, this is dangerous.

- A unit with 2 turns of fuel (example AWACS or Bomber) always can move
of it's half of it's moves, including when it's lost in the middle of
the ocean. Then it dies.


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[Freeciv-Dev] (PR#39855) windows package and ggz client

2007-11-13 Thread Christian Prochaska

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39855 

 [EMAIL PROTECTED] - Di 13. Nov 2007, 07:05:50]:
 
 Daniel Markstedt wrote:
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=39855 
 
  We ought to have a windows gtk package with embedded ggz client. Was
 told
  on #ggz that the code is portable, with win32 binaries available
 from http://
  ggzgamingzone.org/~oojah/
 
  Maybe we could make a special test package for 2.1.0.
 
 Yes, the windows package should absolutely have GGZ built-in.
 
 -jason
 

Here's a package with GGZ support:

ftp://ftp.freeciv.org/freeciv/packages/windows/testing/Freeciv-2.1.0-win32-gtk2-ggz-setup.exe

but for some reason the Freeciv client doesn't connect to the Freeciv
server. With the internal GGZ-GTK client the client freezes when trying
to launch or join a Freeciv game and with the external GGZ-GTK client
the Freeciv client gets started and shows the start page, but no message
from the Freeciv server appears. According to the ggzd debug log
(DumpFile option in ggzd.conf), the GGZ server didn't even receive the
launch/join request from the client. Other GGZ games work fine, though,
and there's also no problem with a linux client connecting to the same
server, so I'm a little clueless about this problem at the moment.

The attached patch was necessary to get the Freeciv client running at
all with GGZ support on Windows. It sets the HOME environment variable
before GGZ-GTK initialization, because GGZ-GTK depends on HOME for its
configuration file (crashes otherwise).

Index: client/gui-gtk-2.0/gui_main.c
===
--- client/gui-gtk-2.0/gui_main.c	(revision 13944)
+++ client/gui-gtk-2.0/gui_main.c	(working copy)
@@ -1253,6 +1253,18 @@
 void ui_init(void)
 {
 #ifdef GGZ_GTK
+
+  /* make sure the HOME variable is set on Windows, because
+   * ggz_gtk_initialize() uses it for the gtk-ggz configuration file */
+#ifdef WIN32_NATIVE
+  char *uhd = user_home_dir();
+  if (uhd) {
+char home_string[strlen(HOME=) + strlen(uhd) + 1];
+my_snprintf(home_string, sizeof(home_string), HOME=%s, uhd);
+putenv(home_string);
+  }
+#endif /* WIN32_NATIVE */
+
   /* Engine and version match what is provided in civclient.dsc.in and
* civserver.dsc.in. */
   ggz_gtk_initialize(FALSE,
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Re: [Freeciv-Dev] (PR#39611) BETA6 cannot find libggz

2007-11-13 Thread Jason Dorje Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39611 

Christian Prochaska wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39611 
 
 [jordi - So 28. Okt 2007, 23:47:27]:

 [chrisk - Vie. Ago. 24 13:36:50 2007]:
 configure doesn't look for ggzlib in the standard path:

 On plain Debian Etch:

 ./configure --enable-client=no --with-ggz-server

 checking for GGZ library: libggz... no
 For Freeciv 2.1 Debian packages, I'm adding the following to the
 configure call:
  --with-libggz-libraries=/usr/lib \
  --with-libggz-includes=/usr/include \
  --with-ggzmod-libraries=/usr/lib \
  --with-ggzmod-includes=/usr/include \
  --with-ggzdmod-libraries=/usr/lib \
  --with-ggzdmod-includes=/usr/include \
  --with-ggzconfig=/usr/bin \

 which it seems to like: the binaries are linked to the relevant ggz libs.

 
 just adding --with-ggz-dir=/usr works as well, but there are still two
 other problems:
 
 - Freeciv must be configured with --prefix=/usr (where GGZ is
 installed) or the configure check for ggz-config will fail with the
 message dismissed due to different prefix

Ugh.

 - on Debian testing the GGZ server (ggzd) is installed in /usr/sbin
 which means that it must be run as root and thus will start the Freeciv
 server as root, which is disallowed

ggzd should not be run as root.  Ever.

-jason



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[Freeciv-Dev] (PR#39857) attempt to bribe barbarian causes crash

2007-11-13 Thread Jason Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39857 

 [guest - Mon Nov 12 11:30:43 2007]:
 
 
 If the diplomat in the city attempts to subvert the barbarian legion
 with a bribe of 100 gold the game will crash.

#0  0x0812f8b2 in diplomat_bribe_yes_callback (pWidget=0x93ee968)
at diplomat_dialog.c:1311
#1  0x0816e020 in widget_pressed_action (pWidget=0x93ee968) at widget.c:402
#2  0x081387e1 in main_mouse_button_down_handler (pButtonEvent=0x8298d9c, 
pData=0x0) at gui_main.c:331
#3  0x081392b8 in gui_event_loop (pData=0x0, loop_action=0, 
key_down_handler=0x813851f main_key_down_handler, 
key_up_handler=0x8138785 main_key_up_handler, 
mouse_button_down_handler=0x81387a0 main_mouse_button_down_handler, 
mouse_button_up_handler=0x8138856 main_mouse_button_up_handler, 
mouse_motion_handler=0x81388c7 main_mouse_motion_handler)
at gui_main.c:700
#4  0x0813996e in ui_main (argc=1, argv=0xbfbd4bf4) at gui_main.c:1000
#5  0x08050945 in main (argc=1, argv=0xbfbd4bf4) at civclient.c:380

(gdb) p pIncite_Dlg
$1 = (struct small_diplomat_dialog *) 0x0

Seems the dialog has already been destroyed when the callback is
triggered.  This is a gui-sdl problem.

-jason



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Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-13 Thread Jason Dorje Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

  wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 
 
 The sliders to set the values (gold, happy, etc.) do not work in the
 governor menu of the cities. It is possible to use the presets but you
 are not able to set the values yourself.

what client?

what version?



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Re: [Freeciv-Dev] (PR#39855) windows package and ggz client

2007-11-13 Thread Jason Dorje Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39855 

Christian Prochaska wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39855 
 
 [EMAIL PROTECTED] - Di 13. Nov 2007, 07:05:50]:

 Daniel Markstedt wrote:
 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39855 

 We ought to have a windows gtk package with embedded ggz client. Was
 told
 on #ggz that the code is portable, with win32 binaries available
 from http://
 ggzgamingzone.org/~oojah/

 Maybe we could make a special test package for 2.1.0.
 Yes, the windows package should absolutely have GGZ built-in.

 -jason

 
 Here's a package with GGZ support:
 
 ftp://ftp.freeciv.org/freeciv/packages/windows/testing/Freeciv-2.1.0-win32-gtk2-ggz-setup.exe
 
 but for some reason the Freeciv client doesn't connect to the Freeciv
 server. With the internal GGZ-GTK client the client freezes when trying
 to launch or join a Freeciv game and with the external GGZ-GTK client
 the Freeciv client gets started and shows the start page, but no message
 from the Freeciv server appears. According to the ggzd debug log
 (DumpFile option in ggzd.conf), the GGZ server didn't even receive the
 launch/join request from the client. Other GGZ games work fine, though,
 and there's also no problem with a linux client connecting to the same
 server, so I'm a little clueless about this problem at the moment.

Ouch.

 The attached patch was necessary to get the Freeciv client running at
 all with GGZ support on Windows. It sets the HOME environment variable
 before GGZ-GTK initialization, because GGZ-GTK depends on HOME for its
 configuration file (crashes otherwise).

How would you find the configuration directory on windows?  This is 
something that should be fixed within GGZ.

-jason



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Re: [Freeciv-Dev] (PR#39859) Sliders in governor menu do not work

2007-11-13 Thread Daniel Markstedt

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

On Nov 14, 2007 8:43 AM, Jason Dorje Short [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 

   wrote:
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=39859 
 
  The sliders to set the values (gold, happy, etc.) do not work in the
  governor menu of the cities. It is possible to use the presets but you
  are not able to set the values yourself.

 what client?

 what version?


This has been answered already above.



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[Freeciv-Dev] (PR#39863) Client hangs my machine

2007-11-13 Thread

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39863 

I'm having major problems with a 2.1.0 install on Windows 2000 [Version
5.00.2195]. 
When I start the client, I can sometimes complete a couple of turns, But
the client pegs my CPU out at 100% and then the machine hangs until I
kill it from the Windows Task Manager.
I tried starting the server first and then the client and automatically
started the server by just starting the client.  Both ways result in a
hung machine.
I have a gig of RAM and an AMD Athlon(tm)XP 2500+ cpu.
(I installed binary Freeciv-2.1.0-win32-gtk2-setup.exe from
http://freeciv.wikia.com/wiki/Main_Page)
I'm running GTK+2.10.6-1 runtime environment (determined from the
control Panel).
I didn't see any GDK/GTK messages.



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