Re: [Freeciv-Dev] Fullmoon build results

2015-01-09 Thread Jacob Nevins
Marko Lindqvist writes:
> On 3 January 2015 at 08:39, Marko Lindqvist  wrote:
>>  Have you made clean since lua-5.2 -> lua-5.3 update?
   [...]
>>  This probably does not help with the latter problem - I've probably
>> built against sqlite backend only with the lua-5.3. Sorry about that.
> 
>  Do you still have some issues with this? As far as I know, everything
> should be working now (open bugs as needed)

No, everything's fine for me with "make clean" + bug #23147 (oops, I
thought I'd posted confirmation but apparently not).

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[Freeciv-Dev] [patch #5592] civ2civ3: adjust Federation and Fundamentalism govs

2015-01-09 Thread David Fernandez
Follow-up Comment #5, patch #5592 (project freeciv):

I have uploaded my version of the help in a new patch #5691.

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[Freeciv-Dev] [patch #5691] civ2civ3: help texts for governments

2015-01-09 Thread David Fernandez
URL:
  

 Summary: civ2civ3: help texts for governments
 Project: Freeciv
Submitted by: bardo
Submitted on: sáb 10 ene 2015 00:08:27 UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I have tried to include in the help of the governments all the info that does
not appear in the auto-generated help.

Included patch for S2_5, where Federation do not get the bonus to luxuries.



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File Attachments:


---
Date: sáb 10 ene 2015 00:08:27 UTC  Name: civ2civ3-govs_help-Trunk.patch 
Size: 6kB   By: bardo


---
Date: sáb 10 ene 2015 00:08:27 UTC  Name: civ2civ3-govs_help-S2_5.patch 
Size: 6kB   By: bardo



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[Freeciv-Dev] [bug #23155] civ2civ3: Railroad effect on Output_Penalty_Tile should be player-ranged on trunk/S2_6

2015-01-09 Thread David Fernandez
Follow-up Comment #2, bug #23155 (project freeciv):

Untested patch for trunk.
(I have been unable to compile v3.0, yet).

(file #23442)
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[Freeciv-Dev] [bug #20030] civ2civ3 wonder gfx missing from large building icons set

2015-01-09 Thread Marko Lindqvist
Update of bug #20030 (project freeciv):

  Status:None => Ready For Test 
 Planned Release:2.5.0, 2.6.0 => 2.5.0, 2.6.0, 3.0.0

___

Follow-up Comment #11:

As per forum post:
http://forum.freeciv.org/f/viewtopic.php?f=12&t=7&start=66
here are Temple of Artemis and Mausoleum of Halicarnassus. Original graphics
to store to data/graphics/ are linked from the forum post.


(file #23439, file #23440, file #23441)
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File name: WondersSpec.patch  Size:1 KB
File name: temple_of_artemis.png  Size:8 KB
File name: mausoleum_of_halicarnassus.png Size:6 KB


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[Freeciv-Dev] [patch #5577] Flag for "Animal Kingdom" nation

2015-01-09 Thread Marko Lindqvist
Update of patch #5577 (project freeciv):

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


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[Freeciv-Dev] [bug #23159] Codeset not set for translation domainst other than "freeciv"

2015-01-09 Thread Marko Lindqvist
URL:
  

 Summary: Codeset not set for translation domainst other than
"freeciv"
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 10 Jan 2015 12:28:53 AM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0, 2.6.0, 3.0.0

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Details:

bind_textdomain_codeset() is being called for PACKAGE (="freeciv") domain
only.

Fix attached



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File Attachments:


---
Date: Sat 10 Jan 2015 12:28:53 AM EET  Name: TextdomainCodeset.patch  Size:
1kB   By: cazfi


---
Date: Sat 10 Jan 2015 12:28:53 AM EET  Name: TextdomainCodeset-S2_5.patch 
Size: 999B   By: cazfi



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[Freeciv-Dev] [bug #23138] UTF-8 strings from gettext not properly turned to QString

2015-01-09 Thread Marko Lindqvist
Update of bug #23138 (project freeciv):

  Status:None => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 
 Planned Release: => 2.6.0, 3.0.0   


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Re: [Freeciv-Dev] Fullmoon build results

2015-01-09 Thread Marko Lindqvist
On 3 January 2015 at 08:39, Marko Lindqvist  wrote:
> On 3 January 2015 at 01:17, Jacob Nevins
> <0jacobnk.fc...@chiark.greenend.org.uk> wrote:
>> fullm...@cazfi.net writes:
>>> Component "server", Host "build.cazfi.net", Phase "Build(2)": FAILED
>>
>> :
>> ./.libs/libfcgui-stub.a(lt35-tolua_is.o): In function `tolua_typename':
>> /home/fullmoon/fullmoon/trunk/examples/games/freeciv/TRUNK.src/dependencies/tolua-5.2/src/lib/tolua_is.c:56:
>> undefined reference to `lua_insert'
>> ./.libs/libfcgui-stub.a(lt35-tolua_is.o): In function `lua_isusertable':
>> /home/fullmoon/fullmoon/trunk/examples/games/freeciv/TRUNK.src/dependencies/tolua-5.2/src/lib/tolua_is.c:107:
>> undefined reference to `lua_insert'
>> [etc]
>>
>> I get this too in my standard trunk build.
>>
>> In my build with '--enable-auth --enable-fcdb=all', the build falls over
>> somewhat earlier:
>>
>>   CC ls_mysql.lo
>> ls_mysql.c: In function 'env_connect':
>> ls_mysql.c:494:2: error: implicit declaration of function 'luaL_optint' 
>> [-Werror=implicit-function-declaration]
>> ls_mysql.c:494:2: error: nested extern declaration of 'luaL_optint' 
>> [-Werror=nested-externs]
>>
>> (S2_6 is fine.)
>>
>> Do tolua and luasql need updating for lua-5.3?
>>
>> ___
>> Freeciv-dev mailing list
>> Freeciv-dev@gna.org
>> https://mail.gna.org/listinfo/freeciv-dev
>
>  Have you made clean since lua-5.2 -> lua-5.3 update? Problems similar
> to first ones appear when tolua has not been rebuilt, but is still
> built against lua-5.2 while the binary linking against it links also
> agains lua-5.3. At least the fullmoon build was fixed (for this part)
> simply by forcing full rebuild.
>  This probably does not help with the latter problem - I've probably
> built against sqlite backend only with the lua-5.3. Sorry about that.
>  I have some luasql backports coming to our tree. I'll check this
> issue at the same time.


 Do you still have some issues with this? As far as I know, everything
should be working now (open bugs as needed)


 - ML

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[Freeciv-Dev] [patch #5690] [Metaticket] Art required for 3.0

2015-01-09 Thread Marko Lindqvist
Update of patch #5690 (project freeciv):

  Depends on: => patch #5681


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[Freeciv-Dev] [patch #5681] Client goto turn number art

2015-01-09 Thread Marko Lindqvist
Update of patch #5681 (project freeciv):

 Planned Release: => 3.0.0  


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[Freeciv-Dev] [patch #4690] [Metaticket] Art required for 2.6

2015-01-09 Thread Marko Lindqvist
Update of patch #4690 (project freeciv):

  Dependency Removed: => patch #5681


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[Freeciv-Dev] [patch #5690] [Metaticket] Art required for 3.0

2015-01-09 Thread Marko Lindqvist
URL:
  

 Summary: [Metaticket] Art required for 3.0
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 09 Jan 2015 10:35:37 PM EET
Category: art
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

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Details:






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[Freeciv-Dev] [patch #5663] Optimize handling of upkeep of units without Shield2Gold flag

2015-01-09 Thread Marko Lindqvist
Update of patch #5663 (project freeciv):

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


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[Freeciv-Dev] [patch #5657] Drop compat_road handling from savegame3.c

2015-01-09 Thread Marko Lindqvist
Update of patch #5657 (project freeciv):

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


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[Freeciv-Dev] [patch #5683] Lua-5.3.0-rc4

2015-01-09 Thread Marko Lindqvist
Update of patch #5683 (project freeciv):

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


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[Freeciv-Dev] [patch #5684] autoconf-2.62

2015-01-09 Thread Marko Lindqvist
Follow-up Comment #1, patch #5684 (project freeciv):

- Update also README.packaging

(file #23436)
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[Freeciv-Dev] [patch #5689] Support capturing all units on a city tile but don't allow it yet.

2015-01-09 Thread Sveinung Kvilhaugsvik
Update of patch #5689 (project freeciv):

  Depends on: => patch #5686


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Re: [Freeciv-Dev] Multiple things

2015-01-09 Thread Drake
Hello,

Thank you for the answers.

On f-droid, seems like there's a simple forum entry to create on 
https://f-droid.org/forums/forum/submission-queue/
With some detail you'll be more able than me to provide (especially some 
technical bits).

 I understand and fully agree with the choice to have two separate systems, one 
more complete, and one more portable, especially considering the large gap 
separating both systems.
But please understand that I differenciate freeciv (desktop classic), freeciv 
(your online web server), and freeciv (running on web server)
However, it could be just me, but I feel like in the future, the freeciv server 
(common) could be in html5 etc. And the client just opening the browser to 
localhost:freeciv or something.
This way, everything is dealt with thanks to the local server, and those 
wishing to use online could do so too.
This means that modding and ruleset tweaking would be available to individual 
servers, no client-side (same as ressources etc.). Same as now on classic 
version, right ?
One downside I see is that javascript being much slower than other languages, 
it could hardly be a pure html5 server.
Or am I mistaken somewhere ?

Anyway, for now I am also in favour of equal support for both. I think it is an 
excellent move to have offered a non-installed client available to all.

Oh, you already have a Qt client ? Didn't see it in ubuntu repo for 2.4.2... 
only GTK/GTK3, SDL, XAW. Or maybe is it new in 2.5 ?

Do you have to hardcode any value ? I would have thought the contrary about JS 
(in the worst case, using PHP, for example for CSS variables).

Thanks a lot, and all my encouragements again,
Drake



Hello and thanks for your positive feedback regarding Freeciv-web. It is always 
encouraging to get positive feedback about Freeciv-web.
Submitting Freeciv-web to f-droid.org seems like a good idea, perhaps someone 
wants to help with that.

> Do you plan to merge everything to the html5 version and progress only with 
> it ?

I think that Freeciv needs both a good HTML5 version as well as the existing 
desktop clients. For me it is important to listen
to what the users wants, and by having a good HTML5 version it will be possible 
to make Freeciv available to a
very large audience of casual gamers on the web. I also think that we in the 
Freeciv project can become better
at cooperating on the development of the web and desktop clients with equal 
priority. 

Freeciv-web has different advantages and different users compared to the 
desktop clients. The strengths of Freeciv-web is convenient and user-friendly 
access to 
playing the game through a browser, tablet or mobile, while I have never heard 
of any users of Freeciv-web who actually want to mod the 
game while playing in a browser, they just want to play the game in their 
browser or tablet for a while. For example, it was interesting to hear 
from schools preferring to use Freeciv-web to teach students about social 
studies and history.

Regards,
Andreas



On January 9, 2015 5:30:58 AM CET, Marko Lindqvist  wrote:
>On 9 January 2015 at 02:20, Drake <0dra...@gmail.com> wrote:
>>
>> * I see you use a few window systems such as GTK. What is your
>opinion regarding a port to Qt ?
>
> Qt-client can use a bit more polish, but it's probably already the
>second most useful client after the gtk one (in S2_5 and beyond).
>
>> * Do you plan to merge everything to the html5 version and progress
>only with it ?
>> ** What would prevent you from it (the browser could replace the
>client, right ?)
>
> Not in foreseeable future. While it's good choice to "occasional
>players", the almost-total lack of moddability support (it's largely
>hardcoded to values from its own ruleset - can't use different
>ruleset, etc.) and some other shortcomings mean that freeciv-web
>actually has only a small fraction of the functionality of the native
>clients. It's also far too hard to setup for your private games (or we
>would need to provide huge server capacity for everyone to run their
>games on our infra)
>
>
>
> - ML


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[Freeciv-Dev] [patch #5604] Capture as an action enabler controlled action

2015-01-09 Thread Sveinung Kvilhaugsvik
Update of patch #5604 (project freeciv):

  Depends on: => patch #5689

___

Follow-up Comment #3:

New WIP patch. Still missing:
 * AI support
 * rscompat injection of of action enabler and unit flags
 * various smaller stuff

(file #23435)
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File name: 0006-Make-capture-unit-s-an-action-enabler-controlled-act.patch
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[Freeciv-Dev] [patch #5689] Support capturing all units on a city tile but don't allow it yet.

2015-01-09 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Support capturing all units on a city tile but don't
allow it yet.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 09 Jan 2015 01:54:36 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

This will allow ruleset authors to change it when capture units on tile
becomes action enabler controlled.



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File Attachments:


---
Date: Fri 09 Jan 2015 01:54:36 PM UTC  Name:
0001-Support-capturing-all-units-on-a-city-tile-but-don-t.patch  Size: 2kB  
By: sveinung



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[Freeciv-Dev] [patch #5604] Capture as an action enabler controlled action

2015-01-09 Thread Sveinung Kvilhaugsvik
Update of patch #5604 (project freeciv):

  Depends on: => patch #5671


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[Freeciv-Dev] [patch #5604] Capture as an action enabler controlled action

2015-01-09 Thread Sveinung Kvilhaugsvik
Update of patch #5604 (project freeciv):

  Status:None => In Progress
 Assigned to:None => sveinung   

___

Follow-up Comment #2:

Work In Progress patch. 

(file #23433)
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[Freeciv-Dev] [patch #5604] Capture as an action enabler controlled action

2015-01-09 Thread Sveinung Kvilhaugsvik
Update of patch #5604 (project freeciv):

  Depends on: => patch #5688


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[Freeciv-Dev] [patch #5688] Support enabler controlled actions that target all units at a tile.

2015-01-09 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Support enabler controlled actions that target all
units at a tile.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 09 Jan 2015 12:44:50 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

No new action with this new target kind is added yet.



___

File Attachments:


---
Date: Fri 09 Jan 2015 12:44:50 PM UTC  Name:
0004-Support-enabler-controlled-actions-against-all-units.patch  Size: 31kB  
By: sveinung



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[Freeciv-Dev] [bug #23157] The SDL 1 client won't offer to fall through to attack when possible

2015-01-09 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: The SDL 1 client won't offer to fall through to
attack when possible
 Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 09 Jan 2015 12:42:41 PM UTC
Category: client-sdl
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: TRUNK, 2.6
 Discussion Lock: Any
Operating System: None
 Planned Release: 3.0.0, 2.6.0

___

Details:





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---
Date: Fri 09 Jan 2015 12:42:41 PM UTC  Name:
0003-SDL-1-client-Support-moving-on-to-attack.patch  Size: 1kB   By: sveinung



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[Freeciv-Dev] [Idea] Making the drawing system more modular

2015-01-09 Thread Louis Moureaux
Hello,

[English is not my native language, please forgive any mistake I made.]

In three weeks from now my exams will be over, and I will have a full week
free to hack on Freeciv. As 3.0 is in the works now, I guess it's the best
timing to add big features. As per [1], a few things are already planned.

I'd like to share my troughs on features that could be implemented. Below is
an essay on a new, more modular drawing system. If you read it, sit
comfortably and get some coffee before you begin: it is rather long.

Happy reading,
Louis94

[The following is best viewed in some monospace font.]

Making the drawing system more modular
==

  Motivation
  --

Currently, the drawing system accepts 22 different layer types, hardcoded
in tilespec.h. All of them are handled differently, resulting in a big
switch statement in fill_sprite_array(). The following layers are drawn, in
the order they are given:
  - Background: a single, flat color
  - Terrain 1-2-3: terrain, with several match/tile types
  - Water: "River" extras
  - Roads: "Road*Combined" extras (three different styles)
  - Specials 1: "Single1" extras and first layer of "3Layer" extras
  - Grid 1: grid for isometric tilesets
  - City 1: city, except city bar or name
  - Specials 2: "Single2" extras and second layer of "3Layer" extras
  - Fog: fog of war (if not drawn together with darkness)
  - Units: units, having focus or not
  - Special 3: third layer of "3Layer" extras, and base flags. Bases may not
use "3Layer"
  - City 2: city size
  - Grid 2: grid for non-iso tilesets
  - Overlays: city overlays (production, tiles being worked by other cities
in city map)
  - Tile label
  - City bar
  - Focus units: same as Unit, but for focus unit
  - Goto: goto line
  - Worker task: unit activity (mine, irrigate, road, transform)
  - Editor: editor selection and user attention
In addition to that, darkness (unknown tiles) has to be drawn on top of one
of the three terrain layers. Darkness supports five tile types, similar to
how terrains are drawn.
 The current drawing system also has inconsistencies (see Gna! ticket #5580).
 I think the above could be made simpler and much more flexible. This would
require changes to a few files currently not related to drawing. So here is
a design doing just that.
 The reasoning is simple: Many of the layers above are sprites (images) drawn
on tiles selected by some rule. So let's say a "sprite layer" is a
combination of sprites and rules describing where to draw them. And let's
allow tilesets to define their own layers.
 Freeciv already has a way to describe rules, called requirements. Ruleset
developers know them already. Generalizing requirements to fit the needs the
design described below would be straightforward [a].

  Architecture
  

In this section, I describe the architecture of a map drawing system
addressing the above concerns. This is not from a coder point of view, but I
think the implementation is possible (and not too difficult).

 # Matches

The basic decision element is called a "match" [b]. A match is a list of
requirements to be met. The reason for defining matches is that the existing
framework doesn't support the logical OR operation. It is not possible to say
"req 1 OR req 2". The definition of a match could look like this:

; This will match any Oceanic tile except lakes.
[match_sea_not_lake]
reqs =
  { "type", "name","range"
"TerrainClass", "Oceanic", "Local"
  }
nreqs =
  { "type","name", "range"
"Terrain", "lake", "Local"
  }

When the system looks for a match, it will first search user-defined
ones. If nothing is found, an attempt will be made to create a match of the
following form:

; These will be automatically created for you.
[match_]
reqs =
  { "type","name",  "range"
"Terrain", "", "Local"
  }

If no candidate is found, the system will try mine, then irrigation,
farmland, specials, roads (incl. rivers), bases, units and city styles, then
"fogged", "unknown" and "known". In last resort, an warning will be
displayed and a match with no requirement will be generated (such a
match is always true).

 # Drawing tiles

A map is an array of tiles. To distinguish the drawing definitions from the
tiles themselves, the former are called "drawing tiles", or d-tiles. A d-tile
is declared this way:

[tile_landwater]
center_x = 46 ; These two numbers define where the center of the tile is on
center_y = 24 ; the sprite. If not set, the sprite will be drawn centered.
sprites = "t.l0.lake#" ; This is a list of names of sprites (images) to draw.
   ; One of them will be randomly chosen by the system.
   ; If the last character is #, it will be replaced by
   ; numbers starting from 0. If the 0th sprite doesn't
   ; exist, the system will make a last try with the
   ; sharp removed.
   ; The sy

Re: [Freeciv-Dev] Multiple things

2015-01-09 Thread Andreas Røsdal
Hello and thanks for your positive feedback regarding Freeciv-web. It is
always encouraging to get positive feedback about Freeciv-web.
Submitting Freeciv-web to f-droid.org seems like a good idea, perhaps
someone wants to help with that.

> Do you plan to merge everything to the html5 version and progress only
with it ?

I think that Freeciv needs both a good HTML5 version as well as the
existing desktop clients. For me it is important to listen
to what the users wants, and by having a good HTML5 version it will be
possible to make Freeciv available to a
very large audience of casual gamers on the web. I also think that we in
the Freeciv project can become better
at cooperating on the development of the web and desktop clients with equal
priority.

Freeciv-web has different advantages and different users compared to the
desktop clients. The strengths of Freeciv-web is convenient and
user-friendly access to
playing the game through a browser, tablet or mobile, while I have never
heard of any users of Freeciv-web who actually want to mod the
game while playing in a browser, they just want to play the game in their
browser or tablet for a while. For example, it was interesting to hear
from schools preferring to use Freeciv-web to teach students about social
studies and history.

Regards,
Andreas



2015-01-09 1:20 GMT+01:00 Drake <0dra...@gmail.com>:

> Hello team,
>
> Firstly, thank you for all the dedication, attention and hard work, and a
> happy new year etc.
>
> I have a few questions regarding the future of Freeciv :
>
> * I see with pleasure that you adapted the web version to an android app.
> ** I find this to be a rich idea, and would like to suggest proposing your
> application to f-droid.org as they are a trusted (EFF) independent
> repository of free and open source programs for those people who don't use
> Google play on their mobile phone.
> ** I would also suggest there be a « mod menu » in said application, for
> people to be able to add freeciv mods even on mobile (for copyrighted
> content, etc.). Specific mods are an option.
>
> * I see you use a few window systems such as GTK. What is your opinion
> regarding a port to Qt ?
>
> * Do you plan to merge everything to the html5 version and progress only
> with it ?
> ** What would prevent you from it (the browser could replace the client,
> right ?)
>
> Thanks for all,
> Drake
>
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> Freeciv-dev mailing list
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> https://mail.gna.org/listinfo/freeciv-dev
>
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[Freeciv-Dev] [patch #5687] Xaw: Remove redundant Caravan action UI name definition.

2015-01-09 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Xaw: Remove redundant Caravan action UI name
definition.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 09 Jan 2015 10:45:46 AM UTC
Category: client-xaw
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0, 2.6.0

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Details:

Action UI name is taken from the action it self.



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File Attachments:


---
Date: Fri 09 Jan 2015 10:45:46 AM UTC  Name:
0001-Xaw-Remove-redundant-Caravan-action-UI-name-definiti.patch  Size: 1kB  
By: sveinung



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