[Freeciv-Dev] (PR#39895) deterministic borders (part 1)
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 OK, great. Because the issue (borders appearing under foreign cities) was originally reported against 2.1, I made some extra effort to design for both 2.1 and 2.2. But there's more freedom with 2.2-only. The borders do expand gradually (see the code), they just start with something useful. As you say, more player friendly. We could change the algorithm to be more civ3-like, where you takeover some really large city, but it restarts the border at single tile range. Then, the large city starves. That's an idea that could fit well with cultural expansion, too. I'll think about how to do it! I agree about needing military to claim land. But, I think the problem with settlers is allowing them to settle inside somebody else's border. Should that be a game option (to turn off)? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39888) Suggested expanded text for australian legend
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39888 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39888 On Nov 23, 2007 7:07 PM, Karl Goetz [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39888 hi, the current text is this: Australia was founded as a British penal colony in 1788AD. It is the only country on earth to occupy an entire continent. I would like to suggest the following (or similar text) be added: The Commonwealth of Australia was formed on the 1st of January 1901, creating the nation known as Australia. thanks, karl In the dev branch, it says: legend=_(Australia was founded as a British penal colony in 1788AD.\ Originally comprising of several colonies (New South Wales, Victoria,\ Queensland, South Australia, Western Australia and Tasmania) it\ became a single country in 1902.\ It is the only country on earth to occupy an entire continent.) Do you want to add to or rephrase something here? That is probably better. I'll have to check the 1902/1901 thing - i'm fairly sure its 1901. The legend in 2.1 won't be improved, since it means all translations have to be redone. yep, understandable. kk ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 On Nov 23, 2007 6:57 PM, Karl Goetz [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 hi, IMO the Australian's housing style should be European, not Tropical. This simply reflects how most houses in australia are built - in a more european way then then tropical. kk The general idea is to match a nation's city style with its geographical location: Mediterranean = Classical; Mesopotamian = Babylonian; Oceanian = Tropical... There are always room for exceptions, naturally. I guessed this would be the reason, but i still feel that in this instance it might not be correct. kk ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39891) [wishlist] research something by default
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39891 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39891 On Nov 23, 2007 7:29 PM, Karl Goetz [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39891 hi, on a new game of freeciv the game sits without researching until you open the science tab and specify a target. I think it would be nice for the game to research something, so if you dont think to open up the science tab (eg a beginner, someone whos tired) you dont loose an indefinate amount of research. karl. I cannot reproduce this in 2.1.0. A tech is chosen randomly every time I start a game. Perhaps i finished a tech without noticing. i'll check later tonight. kk ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39895) deterministic borders (part 1)
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 What is VISION_SITE_RUIN? - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39900) Misnamed button in city report
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39900 2.1 SVN Nowadays, there is a button called Update in the city report, that opens the city window. It should be called City Window or the like. Christian -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Microsoft esse dividendum. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39880) Right click GUI and Lepoard
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39880 [EMAIL PROTECTED] - Thu Nov 22 12:32:32 2007]: On Nov 22, 2007 12:54 PM, Daniel Markstedt [EMAIL PROTECTED] wrote: I have been running the game in OS X and on BootCamp Windows XP. In Leopard it first has to run X11 (which I do know is not your guys's problem). But on a Mac it looks wrong. The attached file is a pic. of what it looks like in Leopard. I have not changed the pic. The arrows are really cyan. This looks like a bug in the theme and/or theme engine. After the game has started, try going to GameLocal OptionsTheme and change to another theme in the dropdown. I can confirm that this had happened on Mac OS X for me as well, don't know what made it look like that. It also happens when you run it on Linux under Xvnc, but works good otherwise. I run the vnc server with Xvnc4 :0 -PasswordFile .vnc/passwd ( you need to run vncpasswd first, and launch an xterm on that display) Looks to me like the freeciv theme just doesn't set the colors for these scrollbuttons, causing them to take the default color which on mac is that bizarre cyan. Someone on linux with a bit of spare time could try to change the default theme and see if those sliders follow the style of your chosen theme. If true it should be easy for the theme author to fix. The other possibility is that the GTK theme engine is just buggy on mac... -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39883 [EMAIL PROTECTED] - Thu Nov 22 18:54:08 Playing a full game through with a memory leak program enabled (valgrind works here but is too slow for a full game) would be very revealing I think. There is a fair amount of error reportage on the client's stderr. This seems to be disappointingly normal for this Linux system -- there are some errors that show up for every X program -- but perhaps some of them may be diagnostic; I haven't attempted to see if any of them are correlated with the reported symptoms. I could dig deeper. You could send the stderr reports and we could glance through them. Most likely nothing useful will be there though. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39885) Picks same nation twice from civil war list from same host nation
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39885 It doesn't look the same as 17436. From split_player() player_set_nation(cplayer, pick_a_nation(civilwar_nations, TRUE, FALSE, NOT_A_BARBARIAN)); The FALSE indicates that the is_available flag is to be ignored thus allowing any nation that has no player to be chosen. Yet I don't see how a nation chosen through civil war can avoid having pnation-player set. Will look at this in more detail later. Perhaps a debug command for triggering civil war would be useful. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39837) Happiness in big empires
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39837 [guest - Mon Nov 05 15:18:53 2007]: Hi Freeciv Team I'm just wondering if it is a feature or really a bug. Plying freeciv 2.1 for some days and found a difference in the happiness to the previous encountered game behavior. Right now I am ruling with a republic, and the rules tell me that I have 4 content players in each city up to a level of 13 cities. If I cross that limit I have 3 content and 1 unhappy. And now comes the bug (or new feature?), if I cross that limit again with 27 cities, then I have 2 content and 2 unhappy workers. Is this wanted? Pretty sure it is the intended behavior, yes. IIRC the setting is called empire_size_inc and gives 1 extra unhappy citizen for each (in this case) 13 cities. What do the rules (docs) say? Something different? -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 When the new city styles were created they weren't rigorously applied to every nation. If european style is more appropriate for australian nation then that should be fixed. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39903) Bug with 'new citizen'
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39903 Hello, I think I have a little bug with the freeciv ver 2.1.0. When I put new citizen is 'artist' with the mark in a city, it don't work it's randomly scientists or $. And I have a question, I didn't find were we can see the traderoute(s) established in a city. Thanks for all your good job done on freeciv =) Galen. _ Ne gardez plus qu'une seule adresse mail ! Copiez vos mails vers Yahoo! Mail ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39901) Patch: Fix permission on open() call
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39901 open() with O_CREAT in its second argument needs to have a third argument Thanks, Brian Pepple bpepple (AT) fedoraproject.org Index: client/connectdlg_common.c === --- client/connectdlg_common.c (revision 14044) +++ client/connectdlg_common.c (working copy) @@ -245,7 +245,7 @@ /* include the port to avoid duplication */ if (logfile) { - fd = open(logfile, O_WRONLY | O_CREAT); + fd = open(logfile, O_WRONLY | O_CREAT, 0644); if (fd != 1) { dup2(fd, 1); ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39902) Patch: Fix open() call permission
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39902 This transaction appears to have no content open() with O_CREAT in its second argument needs to have a third argument specifying the mode. Please find the attached patch to correct this. Later, /B -- Brian Pepple [EMAIL PROTECTED] http://fedoraproject.org/wiki/BrianPepple gpg --keyserver pgp.mit.edu --recv-keys 810CC15E BD5E 6F9E 8688 E668 8F5B CBDE 326A E936 810C C15E Index: client/connectdlg_common.c === --- client/connectdlg_common.c (revision 14044) +++ client/connectdlg_common.c (working copy) @@ -245,7 +245,7 @@ /* include the port to avoid duplication */ if (logfile) { - fd = open(logfile, O_WRONLY | O_CREAT); + fd = open(logfile, O_WRONLY | O_CREAT, 0644); if (fd != 1) { dup2(fd, 1); signature.asc Description: PGP signature ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39900) _Update button in city report
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39900 Just renamed from Popup (PR#23078). Nobody complained (or otherwise commented) during the standard review period There's another similar button elsewhere named Update City. Would that be better here? Probably the original authors didn't think you needed to know that it was about a city in the city report window ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39901) Patch: Fix permission on open() call
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39901 open() with O_CREAT in its second argument needs to have a third argument That's not accurate. Only when you wish to restrict the file mode mask. Without looking hard at this code, I don't see any reason we'd want to restrict the mask. That's not traditional. Is this a Fedora only kind of thing? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39895) deterministic borders (part 1)
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 Per I. Mathisen wrote: What is VISION_SITE_RUIN? The value I reserved (several patches ago) for the civ3-like ruin left behind after a city is destroyed. It will be displayed per player, just like other non-owned cities. Whether you noticed or not, its value (0) has always been reserved by the global id code. It makes a very handy constant to check against for valid city numbers. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39883 Sadly, there are quite a few memory leaks in 2.1. I'd fixed one in the goto code just the other week. But I've fixed at least a dozen only in 2.2/trunk. Fixing the iterators and such was deemed too disruptive for 2.1. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 Daniel is our de facto nation coordinator, and we await his decision. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39611) BETA6 cannot find libggz
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39611 [guest - Thu Nov 22 11:41:30 2007]: It's not as complicated as it seems to be :) Basically, AC_GGZ_CHECK is just a wrapper macro for all the other GGZ macros. The individual macros work fine, but AC_GGZ_CHECK called AC_GGZ_INIT without telling it to consider the default search directories such as /usr. I propose using the latest ggz.m4 from GGZ SVN. As a quick fix, make AC_GGZ_CHECK call AC_GGZ_INIT([defaults]). As for the Debian package, all the --with-blah-dir can now be removed if --prefix=/usr. On the other hand, please add support for registering Freeciv with the GGZ game module database by using the --enable-noregistry switch. Documentation for it: http://svn.ggzgamingzone.org/cgi-bin/trac.cgi/browser/trunk/docs/ggz- project/packagers (josef) Attaching ggz.m4 grabbed from GGZ's trunk/libggz/m4/ggz/ ~Daniel ggz.m4 Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39611) BETA6 cannot find libggz
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39611 [dmarks - Sun Nov 25 01:37:39 2007]: [guest - Thu Nov 22 11:41:30 2007]: It's not as complicated as it seems to be :) Basically, AC_GGZ_CHECK is just a wrapper macro for all the other GGZ macros. The individual macros work fine, but AC_GGZ_CHECK called AC_GGZ_INIT without telling it to consider the default search directories such as /usr. I propose using the latest ggz.m4 from GGZ SVN. As a quick fix, make AC_GGZ_CHECK call AC_GGZ_INIT([defaults]). As for the Debian package, all the --with-blah-dir can now be removed if --prefix=/usr. On the other hand, please add support for registering Freeciv with the GGZ game module database by using the --enable-noregistry switch. Documentation for it: http://svn.ggzgamingzone.org/cgi-bin/trac.cgi/browser/trunk/docs/ggz- project/packagers (josef) Attaching ggz.m4 grabbed from GGZ's trunk/libggz/m4/ggz/ ~Daniel And this is a diff against the one in S2_1. ~Daniel ggz.m4.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39866) Tracking 2.1.1 release
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39866 Thought I'd report that the x11 client still compiles and runs. Unfortunately, I don't seem to remember how to get it running a game How are the other clients? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39866) Tracking 2.1.1 release
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39866 On 11/25/07, William Allen Simpson [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39866 Thought I'd report that the x11 client still compiles and runs. Unfortunately, I don't seem to remember how to get it running a game How are the other clients? What is the x11 client? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 On Nov 25, 2007 9:58 AM, William Allen Simpson [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 Daniel is our de facto nation coordinator, and we await his decision. I'm actually the de jure nation coordinator as well. This was how I got started in this community back in '05. Now, this sounds like a reasonable request. Patch attached. ~Daniel oz_citystyle.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39895) deterministic borders (part 1)
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 On 11/25/07, William Allen Simpson [EMAIL PROTECTED] wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 Per I. Mathisen wrote: What is VISION_SITE_RUIN? The value I reserved (several patches ago) for the civ3-like ruin left behind after a city is destroyed. It will be displayed per player, just like other non-owned cities. Whether you noticed or not, its value (0) has always been reserved by the global id code. It makes a very handy constant to check against for valid city numbers. You might be interested in PR#16120 Patch: Turning destroyed cities into ruins If nothing else, it contains some placeholder graphics. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39897) Suggestion: geographic location of cities
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39897 William Allen Simpson wrote: URL: http://bugs.freeciv.org/Ticket/Display.html?id=39897 When I submitted my Balkan city lists, I included lat/long and the time of founding in the comments. Someday, we could automatically sort the lists. True, but we need more than just the lat/long of the cities. We need the lat/long area covered by the map itself. Random maps should not get the is_earth tag...a whole world map should get is_earth with a full lat/long rectangle given...and a europe map should get is_earth set with a smaller rectangle. After that it's just a small step to include the city distance in the factors for name choice. -jason ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev