[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-03 Thread RafałMużyło
Follow-up Comment #8, patch #3469 (project freeciv):

I'm tempted to do something really annoying from common client code side of
view - implement update_rect_at_mouse_pos as '{}' and just handle it in
move_mapcanvas.

Initial tests look good - that is as I select things with mouse, the rectangle
seems to be drawn at correct time and place.

What does Called by center_tile_mapcanvas().. part of its description refers
to (just to make sure the test is close to complete) ?

Also, I've noticed something odd (both in gtk3 and gtk2): once a unit is
selected, cpu usage instantly spikes. I suspect it has something to do with
selection circle under the unit, but need to find the place where it's drawn
first.

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[Freeciv-Dev] [bug #20013] utility/support.c:688:7: warning: variable 'r' set but not used

2012-08-03 Thread Marko Lindqvist
Update of bug #20013 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected

2012-08-03 Thread RafałMużyło
Follow-up Comment #1, patch #3478 (project freeciv):

With tongue in cheek, I'd say that's what would happen in the real world,
barring significant height difference.

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[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected

2012-08-03 Thread RafałMużyło
Follow-up Comment #2, patch #3478 (project freeciv):

Ah, sorry - should have read the patch first.
You meant this patch should implement this effect.

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[Freeciv-Dev] Suggestions about a SMAC remake

2012-08-03 Thread Renato Borges
Hi!

I have been a fan of strategy games for at least a couple decades now,
and although I haven't played freeciv in a long while, it has recently
entered my radar again. Also, I am a scientist and write a lot of code.

I suppose you all know about (and possibly are players of) Alpha Centauri.

I have been discussing with other Alpha Centauri fans in CfC about
starting a project to remake AC in open source. The link to the thread
is this:

http://forums.civfanatics.com/showthread.php?t=466305

I do not want to spam you too much, but it is important to say that we
do know about the issue of intellectual propery, and that we cannot
distribute an AC clone. What we are considering doing is an AC clone
that can play the original content if you have the original files, and
can also play additional, truly open content, fan-made.

We really want to have the features that make AC different from other
civ games, in special, the unit workshop, and terrain terraforming. But
we want to have better graphics, more factions in the same map, better
multiplayer, etc...

Of course, we thought about using freeciv as a base for this. I would
love to hear any ideas you might have about such a project, in special
about using freeciv as a starting point.

Cheers,
Renato.

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[Freeciv-Dev] Fwd: Suggestions about a SMAC remake

2012-08-03 Thread Marko Lindqvist
 Copy of this was meant to list too...


-- Forwarded message --
From: Marko Lindqvist cazf...@gmail.com
Date: 3 August 2012 18:53
Subject: Re: [Freeciv-Dev] Suggestions about a SMAC remake
To: Renato Borges rcbrgs@gmail.com


On 3 August 2012 18:21, Renato Borges rcbrgs@gmail.com wrote:
 Hi!

 I have been a fan of strategy games for at least a couple decades now,
 and although I haven't played freeciv in a long while, it has recently
 entered my radar again. Also, I am a scientist and write a lot of code.

 I suppose you all know about (and possibly are players of) Alpha Centauri.

 I have been discussing with other Alpha Centauri fans in CfC about
 starting a project to remake AC in open source. The link to the thread
 is this:

 http://forums.civfanatics.com/showthread.php?t=466305

 I do not want to spam you too much, but it is important to say that we
 do know about the issue of intellectual propery, and that we cannot
 distribute an AC clone. What we are considering doing is an AC clone
 that can play the original content if you have the original files, and
 can also play additional, truly open content, fan-made.

 We really want to have the features that make AC different from other
 civ games, in special, the unit workshop, and terrain terraforming. But
 we want to have better graphics, more factions in the same map, better
 multiplayer, etc...

 Of course, we thought about using freeciv as a base for this. I would
 love to hear any ideas you might have about such a project, in special
 about using freeciv as a starting point.

 Cheers,
 Renato.

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 Possibility of creating SMAC style ruleset for freeciv comes up every
now and then. I think main features missing from the engine are
Units Workshop and Governments system similar to SMAC. Very long time
ago there was freeciv related project named freecivAC, and their pages
still seems to be up: http://freecivac.sourceforge.net/ Most of their
useful stuff (effects system) was later merged back to freeciv, so
starting from current freeciv creating SMAC mode should be easier than
it was for them.

 I just hope that will implement things in a similar generic way than
main freeciv ruleset format - not breaking other rulesets - so that we
(freeciv) might get something useful back from your project.


 - ML

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[Freeciv-Dev] [bug #18228] Configure does not support Mac OS Framework-style SDL installation

2012-08-03 Thread David Lowe
Follow-up Comment #10, bug #18228 (project freeciv):

After *way* too long, i think i'm closing in on a possible fix.  First off:
gnu automake has no responsibility for AM_PATH_SDL, that actually comes from
libSDL project.  Sam Lantinga said he would take a patch to sdl.m4 but i'm
clueless as to how exactly to modify it to do what i want to try.  We might
end up patching something else instead, but i don't have enough background to
suggest where that might be.

Will somebody please explain to me how m4/sdl.m4 and sdl-client.m4 really
work?  There's not much useful comments to these.  Anyway, my pseudocode looks
like this:

IF exists /Library/Frameworks/SDL.framework/Versions
 THEN {
 -I = /Library/Frameworks/SDL.framework/Versions/A/Headers/
-L = /Library/Frameworks/SDL.framework/Versions/A/SDL
 }
 
IF exists ~/Library/Frameworks/SDL.framework/Versions
 THEN {
 -I = ~/Library/Frameworks/SDL.framework/Versions/A/Headers/
-L = ~/Library/Frameworks/SDL.framework/Versions/A/SDL
 }

It's entirely possible that a Mac might have frameworks in both places, in
which case the one in HOME should probably take priority.  I have seen a
framework coexisting with unixey dylibs, in which case we can give priority to
the dylib - this is already well covered by our existing processes.

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[Freeciv-Dev] [patch #3480] Tech helptext popup when tech researched

2012-08-03 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3480

 Summary: Tech helptext popup when tech researched
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 03 Aug 2012 08:12:37 PM EEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Story of Alien World is/will be told in tech helptexts - what new things you
have discovered, why it required those prior discoveries it did, how it
enables the things it does. Without following these helptexts everything may
seem completely arbitrary, and ruleset makes no sense at all.

It really should popup those helptexts when new technologies are gained so
player can follow the story. How should we implement this?

In the now-broken computer I had almost finished patch that did this via
scripting in ruleset (script.lua). That required that helptext translations
were made available to scripts, and scripting itself.
Now I wonder if such a ruleset specific way is correct one. Should we provide
this feature in client code (with option to disable those popups) for all
rulesets?




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[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1

2012-08-03 Thread Christian Prochaska
Additional Item Attachment, task #7599 (project freeciv):

File name: windows_installer_sqlite3-S2_4-20120803.diff Size:1 KB


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[Freeciv-Dev] [patch #3481] en_US locale (to restore diacritics etc)

2012-08-03 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3481

 Summary: en_US locale (to restore diacritics etc)
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri Aug  3 20:37:19 2012
Category: None
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

In a number of places (notably nations), there are plain ASCII renderings of
names/words with diacritics etc with i18n marking, accompanied with TRANS
comments instructing translators where to reinstate the non-ASCII characters.

This means English players miss out on correct orthography. I could fix this
for en_GB players in the po file (but haven't).

Any reason we couldn't supply an en_US locale whose *only* job was to restore
the orthography? (It's possible this could even be done mechanically, although
I'm not sure how it would work exactly.)

(An alternative would be lifting the restriction that means msgids have to be
ASCII-only. I don't know what that entails.)




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[Freeciv-Dev] [patch #3456] Add language names list

2012-08-03 Thread Marko Lindqvist
Update of patch #3456 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3459] Per road type roadstyle

2012-08-03 Thread Marko Lindqvist
Follow-up Comment #3, patch #3459 (project freeciv):

Bumped also tilespec capstr since this is first compatibility breaking change
since S2_4 branching. This makes sure that at the time of S2_5 datafile format
freeze one sees that stable capstr must be different from S2_4 one.

I have less concrete reasoning for it, but I'm going to bump also ruleset
capstr in some near future commit changing ruleset format. Capstr is last
changed in February, so it's been unchanged for some time and I'd like it to
tell at least approximately (6 months accuracy) which freeciv revision ruleset
is supposed to be compatible with.
Ideally this would reflect compatibility, not only in stable branches, but
during development too. I find updating them in every commit (sometimes many
times a day) changing ruleset format in a minor way far too much hassle -
especially considering those rulesets I'm maintaining outside freeciv tree.
Single line change in one of the ruleset files would require capstr change in
all files. I actually wonder if defining capstr per-ruleset-file
(terrain.ruleset, units.ruleset...) instead of using same capstr for all files
would be easier solution despite sounding more complicated.

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[Freeciv-Dev] [patch #3459] Per road type roadstyle

2012-08-03 Thread Marko Lindqvist
Update of patch #3459 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran

2012-08-03 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20020

 Summary: civ1: Communism veteran-diplomats effect, but
diplomats are NoVeteran
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri Aug  3 23:11:21 2012
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.3,2.4.0,2.5.0

___

Details:

civ1/effects.ruleset has the usual communist-veteran-build effect for unitflag
Diplomat units, but the only such buildable unit (the Diplomat) is flagged
as NoVeteran.

This is mostly harmless, but leads to misleading government help for Communism
(Veteran Diplomat units.)




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[Freeciv-Dev] [bug #20021] Hardcoded Will be built as a veteran under communist governments for Diplomat/Spy

2012-08-03 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20021

 Summary: Hardcoded Will be built as a veteran under
communist governments for Diplomat/Spy
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri Aug  3 23:13:13 2012
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.3,2.4.0,2.5.0

___

Details:

The assertion Will be built as a veteran under communist governments is
hardcoded for diplomatic units in the help code, and will be emitted even if
it's not true.

The automatic government help for Communism does acknowledge this with
Veteran Diplomat units (here Diplomat is actually a unit flag, so it's
ambiguous whether this really means just Diplomats or Diplomats and Spies --
the latter is true).

The automatic unit help doesn't say anything -- describing the circumstances
in which a unit can become veteran is beyond the help system's current
capabilities. So I'll add some handwritten sentences about this to unit
descriptions in relevant rulesets.

(There are other bits of bad hardcoded text around veterancy, but this one is
particularly egregious, and easy to fix.)




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[Freeciv-Dev] [bug #20015] Initial default_metaserver value is not magic value default but explicit value

2012-08-03 Thread Marko Lindqvist
Update of bug #20015 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran

2012-08-03 Thread Marko Lindqvist
Update of bug #20020 (project freeciv):

  Status:  Ready For Test = In Progress

___

Follow-up Comment #1:

Do you have civ1 reference to check which side is the bug, or is this
something where we are not compatible no matter what way we choose? It's
possible that NoVeteran was originally added just to avoid Barracks
producing veteran diplomats, but they still should be produced under
Communism.

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[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran

2012-08-03 Thread Jacob Nevins
Update of bug #20020 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-civ1-communist-diplomat-no-veteran.patch Size:0 KB
File name: S2_4-civ1-communist-diplomat-no-veteran.patch Size:0 KB
File name: S2_3-civ1-communist-diplomat-no-veteran.patch Size:0 KB


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[Freeciv-Dev] [bug #20021] Hardcoded Will be built as a veteran under communist governments for Diplomat/Spy

2012-08-03 Thread Jacob Nevins
Update of bug #20021 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-help-communist-diplomat.patch Size:4 KB
File name: S2_4-help-communist-diplomat.patch Size:3 KB
File name: S2_3-help-communist-diplomat.patch Size:3 KB


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[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran

2012-08-03 Thread Jacob Nevins
Follow-up Comment #2, bug #20020 (project freeciv):

I don't have an authoritative reference, but this thread
http://forums.civfanatics.com/showthread.php?t=200093 suggests that you
could built veteran Diplomats in cities with Barracks, but that their
veterancy was cosmetic and had no effect.

We could arrange to be bug-compatible in that regard, but it seems cleaner not
to allow veterancy.

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[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran

2012-08-03 Thread Jacob Nevins
Update of bug #20020 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [patch #3077] Wish - Train unit class.

2012-08-03 Thread Jacob Nevins
Follow-up Comment #3, patch #3077 (project freeciv):

 The next wish is for a train icon to added into the client, so 
 train units can easily be added in a multiplayer game.
The Amplio/Amplio2 tilesets do actually have a train in their graphics file,
but it's not enabled as a sprite; see data/amplio2/units.png, units.spec.

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[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected

2012-08-03 Thread Marko Lindqvist
Follow-up Comment #4, patch #3478 (project freeciv):

 My desire started as annoyance at the sharp boundary drawn
 between ocean and lake when transforming terrain

Lack of handling of these boundaries (I guess it can get really ugly in some
corner(pun intended)cases where some combination of lake, ocean, deep ocean,
and land is in play) in our tilesets motivated me to write this patch. I
consider it fix, or at least workaround, to a bug. Potential strategic feature
for custom rulesets is just a bonus (well, I already noticed one strategic
consequence when testing: player who saw only the other end of the lake could
deduct that swamp in the other end was transformed to ocean)

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[Freeciv-Dev] [patch #1662] use specenum_gen for enum unit_flag_id / unit_role_id

2012-08-03 Thread Marko Lindqvist
Update of patch #1662 (project freeciv):

Priority: 3 - Low = 5 - Normal 
 Assigned to: syntron = cazfi  
 Planned Release:   2.4.0 = 2.5.0  

___

Follow-up Comment #7:

patch #3394 makes it possible to add user flags to actual unit flag
enumeration. That makes it possible to write this patch in a lot simpler way
(omitting wrapper layer that calls either static or user flag functions)

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[Freeciv-Dev] [bug #19851] Help: not enough info on unit veteran levels

2012-08-03 Thread Jacob Nevins
Update of bug #19851 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
 Planned Release: = 2.4.0,2.5.0

___

Follow-up Comment #1:

* Add generated tables of veteran levels to help showing name, power_fact,
move_bonus.
** For default veteran system, this is in the Units header section, after
the paragraph explaining veterancy.
*** (To avoid trouble when no ruleset loaded, added the possibility of
generated sections emitting no data.)
** For unit-type-specific veteran systems, appears in the unit's help.
* Help more carefully tracks whether the ruleset has useful veteran levels
(i.e. more than one). In rulesets with no veteran levels, it avoids mentioning
veterancy at all (per bug #17679).
* Specific text about what power_factor does for this unit
(combat/diplomacy/work).
** But only for veteran systems where that varies; handles a veteran system
that only adds movement points.
* At last, got rid of the hardcoded Barracks/Port Facility/Airport help text
(cf bug #17679).
** Unfortunately not replaced with anything very useful; describing what can
make a unit veteran is Hard.
** Also, since the client doesn't have the raise chances, we can't use them (a
ruleset could have zero raise chances, so we can't safely say may be promoted
after combat etc).

(file #16297, file #16298)
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Additional Item Attachment:

File name: trunk-help-veteran-levels.patch Size:14 KB
File name: S2_4-help-veteran-levels.patch Size:14 KB


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[Freeciv-Dev] [patch #3472] Road help browsing

2012-08-03 Thread Marko Lindqvist
Update of patch #3472 (project freeciv):

  Status:  Ready For Test = In Progress


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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-03 Thread RafałMużyło
Follow-up Comment #9, patch #3469 (project freeciv):

I hope that whatever issues there are lately in 'git svn', they'll going to
get reasonably fixed soon, cause that's likely the most simple solution on my
side - I'll simply import svn repo into git then.

Anyway, there has been some progress in the last few hours, but it's quite
hard to isolate the changes in the older patches from the more recent ones.

Looks like I'll lean very heavy on the grids - though it's sometimes quite
hard to figure out which {h,v}boxes were functional and which only decorative.
Probably won't get it completely right in the first go.

On a semi-related note: it seems I've stumbled on one or two places with a
similar problem to that bug with editor mode and GtkScrolledWindow (can't
recall the number atm.).

No luck in finding that focus circle yet.

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