[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn
Follow-up Comment #11, patch #3346 (project freeciv): Oops, i hadn't considered that. I guess things should stay as in comment #8. ___ Reply to this item at: http://gna.org/patch/?3346 ___ 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 #3356] --enable-crosser
Update of patch #3356 (project freeciv): Status:Done = Ready For Test Open/Closed: Closed = Open Planned Release: 2.5.0 = 2.4.0, 2.5.0 ___ Follow-up Comment #2: This should go to S2_4 too, to simplify crosser build installation instructions, if not other reason, - when both branches have same instructions, you don't need to figure out which instructions applies to your case. This has also the benefit of making freeciv-modpack usable on crosser based builds. ___ Reply to this item at: http://gna.org/patch/?3356 ___ 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] Need help starting a server
Hello, I've been trying for a couple days now to start my own server so my friends and I can play together, but I'm stumped as to what to do. Let me do a play by play for you and tell me what I did wrong. Last night, I first start up the server, the command prompt pops up and it loads the default ruleset and the default 5 A.I. players. I followed the instructions on the wiki and type in metaserver up (without quotes), and I can see it on the metaserver webpage, and in the game. So far so good. Then whenever my friends and I try to connect to it, we get this error operation completed successfully, but none of us are in the lobby. Wtf? Ok then, let's see if they're connected. list connections. No connections. Oook then? start. the game says that at least one human player need to be connected. Let's try this then set minplayers 0 followed by start The game starts up, yet everyone is still on the server browser. end. The game ends, and the A.I. are taken back to the lobby, while everyone who tried to connect gets game has ended or something like that. Then this morning, I tried it again. We can't find it on the metaserver anymore, I can only see it on the LAN, and I can't even connect to it. It gives me failed lookup host I don't have a firewall blocking it, my AV is not the problem (running COMODO, wish I had the money for Norton though), but I can't open the ports if that's what it takes (and from what I've read, I don't think you need to open the ports to host). So what am I doing wrong? Is there a way that I can fix this? In any case, I love the game. Keep and the awesome work, and thank you for your time. Nickalaus Ewing, A.K.A. Sgt_V3n0m ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Need help starting a server
On 2 August 2012 21:23, Nickalaus Ewing nickalausew...@yahoo.com wrote: Hello, I've been trying for a couple days now to start my own server so my friends and I can play together, but I'm stumped as to what to do. Let me do a play by play for you and tell me what I did wrong. Last night, I first start up the server, the command prompt pops up and it loads the default ruleset and the default 5 A.I. players. I followed the instructions on the wiki and type in metaserver up (without quotes), and I can see it on the metaserver webpage, and in the game. Command metaserver sets metaserver address to connect to (in case you want to use alternative and not default metaserver) Connection status is controlled by command metaconnection: help metaconnection Command: metaconnection - Control metaserver connection. Synopsis: metaconnection u|up metaconnection d|down metaconnection ? Level: admin Description: 'metaconnection ?' reports on the status of the connection to metaserver. 'metaconnection down' or 'metac d' brings the metaserver connection down. 'metaconnection up' or 'metac u' brings the metaserver connection up. If you really saw your game in metaserver web page, it was probably just not cleaned yet, but that metaserver up has caused you to abandon it. (Did you use commandline parameter -m when launching server? That's same as writing metaconnection up immediately when server starts) Then whenever my friends and I try to connect to it, we get this error operation completed successfully, but none of us are in the lobby. Wtf? I don't think it says anything if connection truly success. So the existence of operation completed successfully indicates that there was something went wrong (and presumably then some freeciv bug caused it to lose the real error message and say success instead) - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Need help starting a server
Oh, btw. you don't need to publicly report to metaserver to play with friends. Metaserver exist to help players (servers and clients) to find each others, but if you already know the server (address and port) you are going to play on, you can connect your client directly to it. - ML ___ 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 #5, patch #3469 (project freeciv): So, step 2 will regard the simple part of gdk_window_get_pointer - in chatline .c, one call was doing nothing, the other was connected to a signal that seems to have been redundant (AFAICT, things work correctly without handling that signal) - one of the calls in mapctrl.c was made in a callback to an event where the pointer device wasn't really important (the little testing I've done suggest things work just like there use to with this change) Now, I've got a little problem: city_activated_callback (cityrep.c) and impr_callback (citydlg.c) - AFAICT, these two, while *seem* to be working, are actually incorrect both in gtk3 and gtk2; the problem is that, unless I'm missing something, they check for Ctrl being pressed *during* the callback, not when the event takes place; while in most cases, human reaction time will make it a non issue, it won't make it correct Still left are those three functions in mapctrl.c - the plan for overlay_workers_at_city is unchanged atm., other two are a bit more complicated (want to made a significant change, but not break common client code in the process). (file #16284) ___ Additional Item Attachment: File name: pointer-pos-changes-1.patchSize:3 KB ___ 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] [patch #3469] Get rid of most deprecated warning
Follow-up Comment #6, patch #3469 (project freeciv): Remember to keep bug fixes and cleanup and feature development separate. First one should go to S2_4 too, last one only to TRUNK, and middle one usually to TRUNK only except when being requirement for later bugfix. ___ 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 #20014] References to metaserver.phtml
Update of bug #20014 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Follow-up Comment #6: It seems that new installations done even after magic value was introduced have got explicit URL to their config. This became bug #20015. The idea of translating existing standard URLs back to default hasn't got its own ticket. ___ Reply to this item at: http://gna.org/bugs/?20014 ___ 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 #3470] Document use of --with-followtag in README.packaging
Update of patch #3470 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3470 ___ 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 #3466] Include direct.h to shared.c for _mkdir() for Windows builds
Update of patch #3466 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3466 ___ 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 #3467] README.rulesets: Do not claim already lifted limitations to exist
Update of patch #3467 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3467 ___ 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 #20019] Incorrect command synopses for metaserver related server commands
Follow-up Comment #1, bug #20019 (project freeciv): I find metapatch command a bit out of place. It's not like running server binary would suddenly get patched so that user has to inform metaserver about the change. If you are patching freeciv anyway, nothing prevents you from patching hardcoded patches line too. As such, this command seems meaningful for mischief only. ___ Reply to this item at: http://gna.org/bugs/?20019 ___ 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 #20019] Incorrect command synopses for metaserver related server commands
Update of bug #20019 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-meta-cmds-synopses.patch Size:1 KB File name: S2_3-meta-cmds-synopses.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20019 ___ 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 #20019] Incorrect command synopses for metaserver related server commands
Follow-up Comment #2, bug #20019 (project freeciv): Hm. Could it refer to patching of ruleset data or similar? One for another ticket, anyway. ___ Reply to this item at: http://gna.org/bugs/?20019 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Need help starting a server
Nickalaus Ewing writes: Last night, I first start up the server, the command prompt pops up and it loads the default ruleset and the default 5 A.I. players. [...] So far so good. Then whenever my friends and I try to connect to it, we get this error operation completed successfully, but none of us are in the lobby. Wtf? [...] I don't have a firewall blocking it, my AV is not the problem (running COMODO, wish I had the money for Norton though), but I can't open the ports if that's what it takes (and from what I've read, I don't think you need to open the ports to host). I don't recognise the symptom, but are you trying to host a server on a home Internet connection? Is it possible that NAT is involved (for instance if you have a combined modem/router)? For a machine to host a server, a listening TCP port on that machine must be accessible by other players (i.e. from the Internet in your case). For a typical home connection, it would be necessary to set up port forwarding on the router for this to work. Unfortunately Freeciv doesn't yet do enough to diagnose this situation; currently it's entirely possible to advertise a server that no-one can connect to. I recently updated the FAQ to touch on this, although it's still thin on advice about what to do in this situation. http://freeciv.wikia.com/wiki/FAQ#How_do_I_play_multiplayer.3F ___ 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
URL: http://gna.org/patch/?3478 Summary: Salt water filling freshwater lake when connected Project: Freeciv Submitted by: cazfi Submitted on: Fri 03 Aug 2012 04:51:30 AM EEST 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 land tile between ocean and lake gets transformed to ocean, ocean fills lake. ___ File Attachments: --- Date: Fri 03 Aug 2012 04:51:30 AM EEST Name: SaltwaterFill.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=16287 ___ 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 #3394] Specenum user flag names
Update of patch #3394 (project freeciv): Category:None = general Status:None = Ready For Test Planned Release: = 2.5.0 ___ Follow-up Comment #1: Attached patch adds some specenum side support for this. I think we can only define user flags (with no hardcoded meaning) as: #define SPECENUM_VALUE5 FLAG_USER1 #define SPECENUM_VALUE5NAME User1 #define SPECENUM_VALUE6 FLAG_USER2 #define SPECENUM_VALUE6NAME User2 Giving VALUExNAME is not necessary. and then either accept that user flags are named User1, User2... or to use manually written flag name access functions instead of automatically generated xxx_name() xxx_by_name(). User flag name access function must be written separately, but with this patch access API stays as it is. This is big win in consistency between those specenums that use user flags and those that don't - no need to remember what's the right calling convention for each separate type. Instead of being parallel to specenum xxx_name() and xxx_by_name() functions, manually written function is called from those automatically generated functions. It's also enough to handle just user flags in that function, by returning NULL for other flags it gives responsibility back to automatically generated function. This call to callback function foo_name_cb(enum type) is added if macro SPECENUM_NAMEOVERRIDE is defined. (file #16288) ___ Additional Item Attachment: File name: SpecenumNameCB.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?3394 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev