[Freeciv-Dev] [bug #15104] S2_2: gui-xaw never shows connection dialog

2010-01-11 Thread Egor Vyscrebentsov

Follow-up Comment #1, bug #15104 (project freeciv):

Addional patch to make startpage buttons always be in the scope.

(file #7662)
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File name: s2_2-xaw-startpage.diffSize:4 KB


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[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-11 Thread Joan Creus

Follow-up Comment #8, bug #15092 (project freeciv):

In 2.1, it is already difficult to rapture on your own island. I think that
distance should be a major factor in the revenue of a given trade route. It
already is for the initial payout, isn't it?

Anyway, from what I've seen, the goal of this change wasn't to decrease the
power of Caravans: it looks like this reduction is the unintended side-effect
of a change that intended to simplify trade computations and savegame
complexity, breaking the circularity of having trade depend on trade routes
and trade routes depend on trade.

So, the challenge is to come up with a formula that doesn't use trade as an
input, and gets a similar result to the old one. The old formula is basically
(Trade1+Trade2+4)/16. This is doubled if cities are in different continents,
and/or if cities belong to different players.

Pepeto's proposal could be seen as an approximation of the old formula, if we
think that trade is twice the size of the city. Then (Trade1+Trade2)/16 ~
2*(Size1+Size2)/16 = (size1+size2)/8.

The big difference is that other trade routes don't influence the final
result, so they don't multiply. To compensate for that, we add the
distance_between_cities parameter.

I think it's good enough. Sure, at the beginning of the game on a single
island, trade routes won't amount to much, but as game progresses, if you get
a good railroad and transport network, the distance parameter may shoot up,
resulting in astronomic revenues.

Since we are in a beta, we might as well try it, and keep an eye on it,
listen to feedback, and perhaps change it again before the final release
(perhaps the distance_between_cities parameter should be divided by 16
instead of 8, I don't know).

We should always check that the revenue is at least 1, to prevent short trade
routes from giving 0 revenue.

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Re: [Freeciv-Dev] [patch #1391] new code to generate stats (graphics)

2010-01-11 Thread Andreas Røsdal
On Mon, 11 Jan 2010, Matthias Pfafferodt wrote:
> Follow-up Comment #5, patch #1391 (project freeciv):
>
> The attached patch shows the current state of this patch. It does:
>
>
> Attached is an example animated gif image (on a full terrain map cities,
> units and borders are show for one player considering known tiles and
> fogofwar).
>
> Comments welcome! (especially if I missed more files which code I have / will
> possible 'recreate')

Hello Matthias,

This patch for generating a animated statistics from a game
is exactly a feature I've been looking for, to generate
post-game statistcs for http://www.freeciv.net/

I'd like to use this functionality to create an animated .gif
to be displayed on the website after the game is finished.

Do you have any ideas, plans, or code, for how to trigger your scripts
properly once a game has ended, so that the resulting animated .gif
will be related to game statistics in a database?


I've found something similar here:
http://munk.wtf.la:5560/game_records.php?game_id=11
Are you the creator of this project also? If so, do you mind
sharing the source code? Are all these statics automated?
I think we should cooperate on this functionality, since
I'd like something very similar.

On a related note, the Freeciv web client could be used to replay
whole games, as well. This would involve setting up an observer
player, which stores JSON in a database, which is then replayed
to other players when they want a replay.


Regards,
Andreas R.


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[Freeciv-Dev] [bug #15092] Trade route revenue lower than expected

2010-01-11 Thread pepeto

Follow-up Comment #7, bug #15092 (project freeciv):

> Is the intention is to make trade weaker and make it harder to
> rapture? If so, maybe an option to either have the new low-yield
> formula or a higher-yield one from a previous version. I can see
> how a low yield formula could be better for a single player
> game, but I think that a higher yield formula is better for a
> multiplayer game.

The original idea was to remove the usage of volatile datas in the
calculation (the trade production of a city).  Moreover, to allow to know the
real value of a trade route on client side, even if at least one of the city
is not owned.


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[Freeciv-Dev] [patch #1391] new code to generate stats (graphics)

2010-01-11 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1391 (project freeciv):

The attached patch shows the current state of this patch. It does:

* mapimg command (define, show, delete map image definitions & create map
images)
* it uses the ImageMagick C-binding Magickwand if available; fallback are ppm
files
* save / restore map image definitions in the savegame
* bash script which creates animations from saved map image files (using
convert from ImageMagick and ffmpeg)
* create csv files with statistical data for each turn
* save playercolor within civscore.log file
* new binary to generate map images and csv files for savegames

TODO:
* yesterday I found the files ./clients/colors_common.c and
./data/misc/colors.tilespec. The struct color and also the color definitions
within the colors.tilespec file should be used. I plan to move the color
definition for the terrains into terrain.ruleset as done within the patch
(new capability needed?!) and split the remains of the file into
playercolors.spec (with 32 colors from score.c) and gamecolor.spec (all the
other color definitions).
* Within ./client/overview_commen.c similar functions as in server/mapimg.c
are defined. Perhaps some code can be reused.
* The patch will be splitted into small parts.
* Perhaps create versions for S2_1 and S2_2 (only the extra binary)?

Attached is an example animated gif image (on a full terrain map cities,
units and borders are show for one player considering known tiles and
fogofwar).

Comments welcome! (especially if I missed more files which code I have / will
possible 'recreate')


(file #7660, file #7661)
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Additional Item Attachment:

File name: statistic.patch.bz2Size:27 KB
File name: civgame-M-bcfkutZ2P0100-anim.gif
Size:82 KB


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[Freeciv-Dev] [patch #1404] log module

2010-01-11 Thread pepeto

Follow-up Comment #2, patch #1404 (project freeciv):

Thanks for the fixes.  I doubt your changes in the space numbers in the
comments are really useful.  But I will probably commit them too.


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[Freeciv-Dev] [patch #1404] log module

2010-01-11 Thread Matthias Pfafferodt

Follow-up Comment #1, patch #1404 (project freeciv):

I looked into this patch to understand its impact to the log city map patch
(patch #1226). Doing this I found one missing LOGLEVEL_FERRY_STATS in
./ai/aiferry.c. After that I checked all calls to this function - no more
occurrences found. I also did a search & replace for double spaces within the
changed parts of the code.

Due to the size of the patch I will only attach the changes compared to the
original patch.


(file #7659)
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File name: log2.patch Size:15 KB


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[Freeciv-Dev] [bug #15104] S2_2: gui-xaw never shows connection dialog

2010-01-11 Thread Egor Vyscrebentsov

URL:
  

 Summary: S2_2: gui-xaw never shows connection dialog
 Project: Freeciv
Submitted by: evyscr
Submitted on: Понедельник 11.01.2010 at 23:39
Category: client-xaw
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: evyscr
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

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Details:

Good day!

Since changes in pages code gui-xaw never shows connection dialog (which was
startup one.)

Patch attached (this is backport of r16129 to S2_2).

-- 
Thanks, evyscr



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File Attachments:


---
Date: Понедельник 11.01.2010 at 23:39  Name: s2_2-xaw-pages.diff 
Size: 915B   By: evyscr



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[Freeciv-Dev] [patch #1406] Six German nations

2010-01-11 Thread J.M. Maalderink

URL:
  

 Summary: Six German nations
 Project: Freeciv
Submitted by: mixcoatl
Submitted on: Monday 01/11/2010 at 13:05
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Badian, East German, Hanoverian, Hanseatic, Hessian, and Württembergian
nations.



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---
Date: Monday 01/11/2010 at 13:05  Name: germannations.patch  Size: 184kB  
By: mixcoatl



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[Freeciv-Dev] [patch #1391] new code to generate stats (graphics)

2010-01-11 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1391 (project freeciv):

> Within colors_common.c it is said, that the number of player
> colors is limited to 14. Is this limitation still valid? I
> would like to use 30 different colors as defined in score.c?
> This way the colors would be different for each player. 

After some more searching I looked into colors.spec and colors.png. Aha,
these files have to be modified for 30 player colors ... ;-)

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[Freeciv-Dev] [patch #1391] new code to generate stats (graphics)

2010-01-11 Thread Matthias Pfafferodt

Follow-up Comment #3, patch #1391 (project freeciv):

Going on yesterday (or today in the early morning), I found that the overview
has similar definitions like I have writen. I will check if I can (re)use some
of the code.

> But I guess that the .tilespec will have to be dropped in this
> case. 

That do you mean? Is an other file extension needed?

Furthermore, colors.tilespec defines colors for each terrain (hard coded
names). As the definition of terrains is variable (number, names, ...), these
coors should be within the terrain.ruleset file (as something like 'color =
200, 200, 200' for each terrain). This would require an new version of this
ruleset file.

Within colors_common.c it is said, that the number of player colors is
limited to 14. Is this limitation still valid? I would like to use 30
different colors as defined in score.c? This way the colors would be
different for each player.


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[Freeciv-Dev] [bug #15026] problem with identical noun and adjective forms in some languages

2010-01-11 Thread Egor Vyscrebentsov

Follow-up Comment #1, bug #15026 (project freeciv):

> The question is, how does this work in your languages?

6 cases * 4 genders = 24 forms of adjective in russian. Well, you may forget
about cases, but 4 forms for different genders still here. However, you can't
use them with gettext. (*)

> What different cases of the nation names should Freeciv support to appear
naturally when translated?

No answer here.

(*) Honestly, you can use them with gettext. I wrote proof-of-concept patch
(long time ago) that used gettext plurals for genders (adding one fictional,
since there are 3 plural forms in russian.) But it looks too awful.

PS. This bug is for absent category "i18n"

-- 
Thanks, evyscr

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