[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning
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. ___ Reply to this item at: http://gna.org/patch/?3469 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20013] utility/support.c:688:7: warning: variable 'r' set but not used
Update of bug #20013 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20013 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected
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. ___ Reply to this item at: http://gna.org/patch/?3478 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected
Follow-up Comment #2, patch #3478 (project freeciv): Ah, sorry - should have read the patch first. You meant this patch should implement this effect. ___ Reply to this item at: http://gna.org/patch/?3478 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Suggestions about a SMAC remake
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Fwd: Suggestions about a SMAC remake
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev 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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18228] Configure does not support Mac OS Framework-style SDL installation
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. ___ Reply to this item at: http://gna.org/bugs/?18228 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3480] Tech helptext popup when tech researched
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? ___ Reply to this item at: http://gna.org/patch/?3480 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1
Additional Item Attachment, task #7599 (project freeciv): File name: windows_installer_sqlite3-S2_4-20120803.diff Size:1 KB ___ Reply to this item at: http://gna.org/task/?7599 ___ Nachricht gesendet von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3481] en_US locale (to restore diacritics etc)
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.) ___ Reply to this item at: http://gna.org/patch/?3481 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3456] Add language names list
Update of patch #3456 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3456 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3459] Per road type roadstyle
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. ___ Reply to this item at: http://gna.org/patch/?3459 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3459] Per road type roadstyle
Update of patch #3459 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3459 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran
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.) ___ Reply to this item at: http://gna.org/bugs/?20020 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20021] Hardcoded Will be built as a veteran under communist governments for Diplomat/Spy
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.) ___ Reply to this item at: http://gna.org/bugs/?20021 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20015] Initial default_metaserver value is not magic value default but explicit value
Update of bug #20015 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20015 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran
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. ___ Reply to this item at: http://gna.org/bugs/?20020 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran
Update of bug #20020 (project freeciv): Status: In Progress = Ready For Test ___ 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 ___ Reply to this item at: http://gna.org/bugs/?20020 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20021] Hardcoded Will be built as a veteran under communist governments for Diplomat/Spy
Update of bug #20021 (project freeciv): Status: In Progress = Ready For Test ___ 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 ___ Reply to this item at: http://gna.org/bugs/?20021 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran
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. ___ Reply to this item at: http://gna.org/bugs/?20020 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20020] civ1: Communism veteran-diplomats effect, but diplomats are NoVeteran
Update of bug #20020 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?20020 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3077] Wish - Train unit class.
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. ___ Reply to this item at: http://gna.org/patch/?3077 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected
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) ___ Reply to this item at: http://gna.org/patch/?3478 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1662] use specenum_gen for enum unit_flag_id / unit_role_id
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) ___ Reply to this item at: http://gna.org/patch/?1662 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19851] Help: not enough info on unit veteran levels
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) ___ Additional Item Attachment: File name: trunk-help-veteran-levels.patch Size:14 KB File name: S2_4-help-veteran-levels.patch Size:14 KB ___ Reply to this item at: http://gna.org/bugs/?19851 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3472] Road help browsing
Update of patch #3472 (project freeciv): Status: Ready For Test = In Progress ___ Reply to this item at: http://gna.org/patch/?3472 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning
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. ___ Reply to this item at: http://gna.org/patch/?3469 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev