[Freeciv-Dev] (PR#39895) deterministic borders (part 1)

2007-11-24 Thread William Allen Simpson

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)?


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Re: [Freeciv-Dev] (PR#39888) Suggested expanded text for australian legend

2007-11-24 Thread Karl Goetz

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




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Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU

2007-11-24 Thread Karl Goetz

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




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Re: [Freeciv-Dev] (PR#39891) [wishlist] research something by default

2007-11-24 Thread Karl Goetz

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




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Re: [Freeciv-Dev] (PR#39895) deterministic borders (part 1)

2007-11-24 Thread Per I. Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39895 

What is VISION_SITE_RUIN?

  - Per



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[Freeciv-Dev] (PR#39900) Misnamed button in city report

2007-11-24 Thread Christian Knoke

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.



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[Freeciv-Dev] (PR#39880) Right click GUI and Lepoard

2007-11-24 Thread Jason Short

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


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[Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while

2007-11-24 Thread Jason Short

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


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[Freeciv-Dev] (PR#39885) Picks same nation twice from civil war list from same host nation

2007-11-24 Thread Jason Short

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


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[Freeciv-Dev] (PR#39837) Happiness in big empires

2007-11-24 Thread Jason Short

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


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Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU

2007-11-24 Thread Jason Dorje Short

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



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[Freeciv-Dev] (PR#39903) Bug with 'new citizen'

2007-11-24 Thread galen ostrag

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 



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[Freeciv-Dev] (PR#39901) Patch: Fix permission on open() call

2007-11-24 Thread

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);
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[Freeciv-Dev] (PR#39902) Patch: Fix open() call permission

2007-11-24 Thread Brian Pepple

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);


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Re: [Freeciv-Dev] (PR#39900) _Update button in city report

2007-11-24 Thread William Allen Simpson

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



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Re: [Freeciv-Dev] (PR#39901) Patch: Fix permission on open() call

2007-11-24 Thread William Allen Simpson

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?



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Re: [Freeciv-Dev] (PR#39895) deterministic borders (part 1)

2007-11-24 Thread William Allen Simpson

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.



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Re: [Freeciv-Dev] (PR#39883) Gtk2 client tends to flake out after a while

2007-11-24 Thread William Allen Simpson

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.



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Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU

2007-11-24 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39887 

Daniel is our de facto nation coordinator, and we await his decision.



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[Freeciv-Dev] (PR#39611) BETA6 cannot find libggz

2007-11-24 Thread Daniel Markstedt

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
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[Freeciv-Dev] (PR#39611) BETA6 cannot find libggz

2007-11-24 Thread Daniel Markstedt

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


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Re: [Freeciv-Dev] (PR#39866) Tracking 2.1.1 release

2007-11-24 Thread William Allen Simpson

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?



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Re: [Freeciv-Dev] (PR#39866) Tracking 2.1.1 release

2007-11-24 Thread Daniel Markstedt

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?



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Re: [Freeciv-Dev] (PR#39887) Australian housing style should be EU

2007-11-24 Thread Daniel Markstedt

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



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Re: [Freeciv-Dev] (PR#39895) deterministic borders (part 1)

2007-11-24 Thread Daniel Markstedt

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



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Re: [Freeciv-Dev] (PR#39897) Suggestion: geographic location of cities

2007-11-24 Thread Jason Dorje Short

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



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