[Freeciv-Dev] [patch #3753] Remove river road types when removing tiny isles

2013-02-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3753

 Summary: Remove river road types when removing tiny isles
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Feb 2013 11:23:39 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Make mapgenerator to remove river road types when removing tiny isles.



___

File Attachments:


---
Date: Tue 26 Feb 2013 11:23:39 AM EET  Name: TinyIsleRoadRiver.patch  Size:
747B   By: cazfi

http://gna.org/patch/download.php?file_id=17346

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[Freeciv-Dev] [patch #3754] Extend road rivers when ocean transformed to land

2013-02-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3754

 Summary: Extend road rivers when ocean transformed to land
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Feb 2013 11:40:21 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

When ocean is transformed to land causing river not to reach ocean, extend
river road types to ocean.



___

File Attachments:


---
Date: Tue 26 Feb 2013 11:40:21 AM EET  Name: OceanTransformRoadRiver.patch 
Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=17347

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[Freeciv-Dev] Comment changes (was: [bug #20494] Uninitialized PACKET_UNIT_ORDERS)

2013-02-26 Thread Jacob Nevins
Marko Lindqvist writes:
 [...] Should have added comment at least to remind why exactly so. [...]

Where I work, we have a policy that every commit is accounted to a bug
like here, but we have an exception for comment-only changes, on the
grounds of having the barrier to improving comments be as low as
possible (not requiring the overhead of raising a bug etc). We have a
special pseudo-job CommentChange to associate such commit with. This
generally seems to work for us and is not abused.

I've noticed I have a reticence to just comment something I've found
because of the bug overhead. Should we do something similar for Freeciv?
Could be restricted to more trusted developers (e.g. those with svn
access?), and extensive changes touching many files which require some
explanation can of course continue to go in regular tickets.

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[Freeciv-Dev] [bug #20561] Move translations from freeciv-server to the clients.

2013-02-26 Thread Oleg
URL:
  http://gna.org/bugs/?20561

 Summary: Move translations from freeciv-server to the
clients.
 Project: Freeciv
Submitted by: o01eg
Submitted on: Втр 26 Фев 2013 10:07:53
Category: general
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

If server and clients have different locales messages display in server's
locale instead client's.

What about move all translationable strings from the server to clients what
allows players with different locales get fully translated game?




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Re: [Freeciv-Dev] Comment changes (was: [bug #20494] Uninitialized PACKET_UNIT_ORDERS)

2013-02-26 Thread Marko Lindqvist
On 26 February 2013 11:49, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
 Marko Lindqvist writes:
 [...] Should have added comment at least to remind why exactly so. [...]

 Where I work, we have a policy that every commit is accounted to a bug
 like here, but we have an exception for comment-only changes, on the
 grounds of having the barrier to improving comments be as low as
 possible (not requiring the overhead of raising a bug etc). We have a
 special pseudo-job CommentChange to associate such commit with. This
 generally seems to work for us and is not abused.

 I've noticed I have a reticence to just comment something I've found
 because of the bug overhead. Should we do something similar for Freeciv?
 Could be restricted to more trusted developers (e.g. those with svn
 access?), and extensive changes touching many files which require some
 explanation can of course continue to go in regular tickets.

 The reason I sometimes fail to do minor improvement tickets about
things I've noticed while working on something else is simply that my
source tree contains the main patch I'm working on, and thus cannot be
used to create the minor one. I then sometime forgot the minor thing
before have tree free for it (using git would help, I know). But I'm
not against making comment-only commits easier if that makes life
easier for you. I'd expect ticket still to be raised if there's
anything others may want to comment on (i.e., you are not absolutely
certain about your new comment) and commit message quality should
remain high (usually to contain explanation what was wrong with the
old comment)


 - ML

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[Freeciv-Dev] [bug #20561] Move translations from freeciv-server to the clients.

2013-02-26 Thread Jacob Nevins
Follow-up Comment #1, bug #20561 (project freeciv):

I've thought about this. Not really practical; consider messages that are
currently constructed out of bits (unit names, numbers, ...) on the server and
sent as single strings to the client; you'd need to send the format string and
arguments to the client to be localised and assembled there; changing any text
on the server will lead to incomplete localisation on clients that aren't
exactly the same version (unless we somehow keep strings from old servers in
the localisations for new clients); any modpack-specific text can currently be
localised in one place on the server would remain unlocalised unless you
managed to deploy translations to everyone's client; and so on.

Another option I've considered is having the client tell the server its
locale, and have the server give clients messages in their own locale. I think
that's easier than the above, but still fraught; you have to refrain from
flattening format strings until the fan-out to individual clients so that you
can send different strings to different clients; text saved in savefiles
(event cache) is hard; etc.

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[Freeciv-Dev] [bug #20561] Move translations from freeciv-server to the clients.

2013-02-26 Thread Oleg
Follow-up Comment #2, bug #20561 (project freeciv):

What if send client packet with arguments instead the format string like here
http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=22161

Is modpack-specific text can be translated now?

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[Freeciv-Dev] [patch #3755] Road type out increase regardless of terrain

2013-02-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3755

 Summary: Road type out increase regardless of terrain
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Feb 2013 06:31:30 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This ticket is about resolving one remaining problem in converting river
specials as road types.

Currently road types have output_incr values and terrain types
road_output_incr_pct values. For given road type on given terrain these are
multiplied to get the actual increase.

Classic rulesets have trade increase for Roads on certain terrains. This is
currently converted to gen-roads as having terrain specific pct as 100% for
terrains where increase happens and 0% where it does not.
At the same time these rulesets have trade increase for Rivers, which applies
on all terrains. That is: Road increase happens on different terrains than
River increase, while our current format supports only same terrain specific
modifier to be used for all road types.

I'm still evaluating which way to resolve this is most sensible. Certainlty we
are not going to 3D table of (terrain type/road type/output type) bonuses.




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[Freeciv-Dev] [patch #3755] Road type output increase regardless of terrain

2013-02-26 Thread Marko Lindqvist
Update of patch #3755 (project freeciv):

 Summary: Road type out increase regardless of terrain = Road
type output increase regardless of terrain


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[Freeciv-Dev] [bug #20543] lua error: Execution time limit exceeded in script

2013-02-26 Thread Marko Lindqvist
Follow-up Comment #4, bug #20543 (project freeciv):

Testing my patch I've noticed that there's something wrong with the supposed
randomness of it. Every map I create has Scorched Spot and Deep Trench and
no other labels while each label should appear with same probability.

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[Freeciv-Dev] [patch #3741] Use ruleset author flag names in README.effects

2013-02-26 Thread Marko Lindqvist
Update of patch #3741 (project freeciv):

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


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[Freeciv-Dev] [patch #3756] RFC: UI for building generic roads, bases, etc

2013-02-26 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3756

 Summary: RFC: UI for building generic roads, bases, etc
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue Feb 26 23:46:55 2013
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

(Updated from a [http://mail.gna.org/public/freeciv-dev/2012-02/msg00224.html
post to freeciv-dev in Feb 2012.)

We now allow rulesets to define arbitrary sets of bases, and from 2.5, roads;
we're heading towards all tile extras being handled the same way (see
comments in patch #2951). However, we only have a fixed set of keystrokes
available in the UI, which is going to be an obstacle to ruleset authors
making use of this.

For bases, we fudged this for bases with fortress-like / Type A (F) and
airbase-like / Type B (E), assigned in the ruleset, but if we're introducing
the same generality to much more frequently built infrastructure like roads,
we need a better solution, I think.

On the one hand, we don't want to restrict rulesets to having at most one
valid road-like activity in a given situation (as with the default rulesets)
-- I think ruleset authors should have the freedom to have a unit that can
build any of five different road types on a given tile at a given time, if
they want. Nor should rulesets be penalised by forcing players to go through
menus to select activities if the ruleset differs too much from a traditional
one -- activities should always be keyboard-selectable.

On the other hand, available keystrokes are a scarce resource, so we probably
can't give ruleset authors free rein over the entire keyboard -- we need the
freedom to assign new keystrokes in future (for activities like convert, or
for out-of-game actions). I suspect we'll have to limit all these activities
to using R/I/M/F/E.

Here's a sketch of a UI design to deal with this:
* each activity gets a keystroke specified in the ruleset from the limited
pool
* each activity within the same keystroke group gets assigned a unique number
from 0 to 9 (by the server, or maybe the ruleset)
* if a keystroke is ambiguous -- say, R is for both Road and, er, Cycle-path
-- then the player can type R followed by 1 for Road and R, 2 for
Cycle-path
* the game pops up a little menu after R is pressed listing R,1: Road, R,2:
Cycle-path to remind/introduce the mappings; this goes away when a number key
(or Esc) is pressed
* the game tries to spot cases where the keystroke is unambiguous (like
today's Road / Railroad -- only one is ever valid, at least for a single unit
or units on the same tile) and enacts the relevant activity immediately on
pressing R (so simple rulesets don't get the penalty of the multi-level
selection system)
* keystrokes 0 through 9 do nothing if typed outside of activity selection
(so if you type R,1 where Road was the only option, you end up with what you
wanted -- you don't have to second-guess whether you're about to press an
ambiguous key)
This satisfies the following criteria:
* Can have lots of activities (up to 10 per keystroke -- still an arbitrary
limit, but a much bigger one)
* Keystrokes for a given ruleset are discoverable (through the menu system, or
the popup when you press R)
* But experienced players don't need to use the menus, and keystrokes for a
given ruleset can be learned and communicated (R,1 always means the same
thing)

One of the trickier parts of the above system will be the logic to spot
unambiguous situations. However, it doesn't matter if it's not perfect.

Would also need to account for connect-with-X, but that seems do-able as an
extension to the above.

The other awkwardness with bringing the existing irrigation and mines into
this system is the terrain conversions that the I and M keystrokes can
trigger (e.g., mining grassland to forest). So, terrain conversions would
need to be pulled into the above keystroke system, or whatever else anyone
suggests.

With the above system, there would be no need to restrict given keystrokes to
activity classes -- R wouldn't have to be only for roads (although ruleset
authors may choose to do it that way). That would allow the I/M keys to retain
their current behaviour in the standard rulesets (and probably add O to the
pool of available keystrokes).

(This idea should probably be considered in combination with the ideas in
patch #3713 and bug #16905 -- particularly the ideas of non-focus-stealing
popups during keyboard action selection, and entering long strings of orders.
But there's no particular reason their implementation would have to happen all
at the same time, I think.)




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[Freeciv-Dev] [bug #20551] failed to compile luasql: not compatible with Lua 5.2

2013-02-26 Thread Jacob Nevins
Follow-up Comment #8, bug #20551 (project freeciv):

Applying the patch (file #17336) I get


cc1: warnings being treated as errors
ls_mysql.c: In function ‘cur_nullify’:
ls_mysql.c:193: error: no return statement in function returning non-void


And indeed that appears to be true. The whole function cur_nullify() is new in
the patch.

(My normal build has SQLite and MySQL backends enabled, but not PostgreSQL).

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[Freeciv-Dev] [bug #20551] failed to compile luasql: not compatible with Lua 5.2

2013-02-26 Thread Jacob Nevins
Follow-up Comment #9, bug #20551 (project freeciv):

(Erm, I should have said that's in dependencies/luasql-2.1.1/src/ls_mysql.c.)

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[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-02-26 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20565

 Summary: automake warning: variable
`EXTRA_freeciv_manual_DEPENDENCIES' is defined but...
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Feb 27 00:33:54 2013
Category: bootstrap
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.5.0

___

Details:

Recently I've been getting the following warning when automake runs (e.g. as
part of autogen.sh):


tools/Makefile.am:45: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined
but no program or
tools/Makefile.am:45: library has `EXTRA_freeciv_manual' as canonical name
(possible typo)


The relevant bit of tools/Makefile.am is:


# This is a bit of a hack.  The program links in with the server lib
# but also uses some files from the client.
EXTRA_freeciv_manual_DEPENDENCIES = \
 $(top_builddir)/client/helpdata.lo





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[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-02-26 Thread Jacob Nevins
Update of bug #20565 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0

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Follow-up Comment #1:

Actually this is happening on S2_4 as well (only it's manual/Makefile.am
there).

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[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-02-26 Thread Marko Lindqvist
Follow-up Comment #2, bug #20565 (project freeciv):

That's a good warning, the line in question does nothing sensible. It came
with bug #20095. It seems like something one meant to do just temporarily
while developing/testing the patch (not yet removing dependency list
completely, but renaming it to dummy name), but then forgot to final one.

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[Freeciv-Dev] [patch #3745] Set have_river_overlay correctly in case of road with compat_special = River

2013-02-26 Thread Marko Lindqvist
Update of patch #3745 (project freeciv):

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


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[Freeciv-Dev] [bug #20553] Units with both icon and orientation sprites display icon everywhere

2013-02-26 Thread Marko Lindqvist
Update of bug #20553 (project freeciv):

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


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[Freeciv-Dev] [patch #3737] Make get_defense_power() static

2013-02-26 Thread Marko Lindqvist
Update of patch #3737 (project freeciv):

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


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[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-02-26 Thread Marko Lindqvist
Update of bug #20565 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #3:

Fixes attached

(file #17355, file #17356)
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Additional Item Attachment:

File name: ManualDepLdadd.patch   Size:0 KB
File name: ManualDepLdadd-S2_4.patch  Size:0 KB


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[Freeciv-Dev] [bug #20551] failed to compile luasql: not compatible with Lua 5.2

2013-02-26 Thread Marko Lindqvist
Follow-up Comment #10, bug #20551 (project freeciv):

No caller expects return value, so making the return value void.

I'm more worried about the fact that this didn't turn out as error in my
build. Despite -Werror it shows it just as an warning.

(file #17357)
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[Freeciv-Dev] [bug #20567] Lua random() not really random

2013-02-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20567

 Summary: Lua random() not really random
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 09:30:30 AM EET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Noticed in bug #20543. Supposedly random() values in lua script give same
result in every game.

api_utilities_random() seems unnecessarily complicated. If fc_rand() works as
it should, shouldn't min + fc_rand(max + 1 - min) be sufficient here?
 




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[Freeciv-Dev] [bug #20567] Lua random() not really random

2013-02-26 Thread Marko Lindqvist
Follow-up Comment #1, bug #20567 (project freeciv):

There must be some problem in how main gameseed is restored after map has been
generated (note that it's already restored by the time map_generated lua
signal).

Actually, if restoring of gameseed worked like it seems to be designed, our
new 2.4 feature of trying to generate map with different seed if first fails
would not work. The map generation random seed would be the same on the second
attempt as on first if main gameseed would have been succesfully restored
after first attempt.

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