Re: [Freeciv-Dev] [bug #21851] Possible memory leak in city dialog (in X server?)

2017-05-18 Thread Vasco Alexandre da Silva Costa
Guys,
I don't know if this is the issue but here is some info:
- if the memory leaks are severe it probably means we are leaking pixmaps
somewhere (it's the only thing that uses that much space).
- we had issues with severe memory leaks in citydlg.c when we did the
initial GTK+ 2.x client. I found out they were caused by the GtkImage
widgets back then (namely the units and possibly also the improvements
icons). that's why I eventually wrote the GtkPixcomm widget class (similar
to the one present in the Xaw client) to solve the memory leak and
performance issues back then. that supposedly solved the leaks.
- the production icons (added later) still used the standard GTK+ library
widgets (we never made our own specific list widget for this). so those
should use a lot of of memory. the fact is we shouldn't allocate any
pixmaps or pixbufs. We should just use the sprites data and redraw things
as necessary to avoid memory allocations.
- back then the easiest way to reproduce leaks was to repeatedly open and
close the city dialog.
- i also had issues with using Valgrind back then to debug the memory
leaks. but had some success with a leak detector tool that back then was
used developed by the GNOME developers (MemProf).

You guys should probably ask the GNOME or GTK+ developers what they
currently use to profile leak detection as they should have experience with
this. Valgrind should work but it's probably a configuration issue. See:
https://wiki.gnome.org/Valgrind

It hope this helps. I doubt there is a bug in X11 (it is usually pretty
well tested). I would not discount a bug in GTK+. But it is quite likely
the bug is in our application proper.

Regards,
-Vasco Costa
original GTK+/GTK+2.0 client port author.


On Thu, May 18, 2017 at 11:11 PM, David Fernandez <
no-reply.invalid-addr...@gna.org> wrote:

> Follow-up Comment #28, bug #21851 (project freeciv):
>
> I stopped playing freeciv for some time due to this issue, but I have no
> longer noticed this problem in my upgraded linux version:
> Kubuntu 15.10
> KDE Plasma 5.4.2
> gtk+ 2.24.28
> glib 2.46.2
>


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Re: [Freeciv-Dev] gna.org (Freeciv code and mailing list host) is shutting down

2017-04-16 Thread Vasco Alexandre da Silva Costa
On Sun, Apr 16, 2017 at 12:47 PM, Jacob Nevins <
0jacobnk@chiark.greenend.org.uk> wrote:

> PS: if you are a veteran Freeciv admin or developer from the CVS era
> (2005 or before), and are happy to answer some questions, please get in
> touch with me personally or email freeciv-dev@gna.org; you may be able
> to help with the quality of the Git history conversion.
>

Like I said, I'm willing to help with the conversion if you need any info.
I began with this project when Mitch Davis was the admin.

Regards,

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Re: [Freeciv-Dev] Git migration; contributor details needed

2017-04-01 Thread Vasco Alexandre da Silva Costa
Hello,
IIRC my user id was either 'vas' or 'vasc' (maybe even both). You can use:
Vasco Costa <vasco.co...@gmail.com> (my current e-mail address)

Regards,

On Sat, Apr 1, 2017 at 7:23 PM, Jacob Nevins <
0jacobnk@chiark.greenend.org.uk> wrote:

> With Gna shutting down, we intend to migrate the official source
> repository from Subversion to Git. (Currently we expect to host the
> result on Github.)
>
> I'm just getting started on this conversion (offline), but one thing
> that will be needed is full committer details of the form
>   Jacob Nevins <0jacobnk@chiark.greenend.org.uk>
> for every commit, where currently we just have local usernames like
> 'jtn'. Once we have published an official git history, these details
> will be essentially unchangeable for existing commits.
>
> If you have a preference as to how your commits will appear, please let
> me know, including your svn/CVS user ID. (If you send me a preference
> you'll probably save me time.)
>
> By default I will make some effort to track down real names and current
> public email addresses, starting with the most prolific contributors and
> probably stopping when I run out of time.
>
> I will use Gna real names where available, but I will not use your
> registered Gna email address if it's not public on Gna, unless I'm
> reasonably convinced it is otherwise a public email address for you.
> I'll also be using <http://www.freeciv.org/wiki/People> as a resource.
>
> For anyone I can't track down (or if I run out of time) I expect I'll
> use @freeciv.org (email to which will in most cases
> bounce; I don't intend to set up forwarding in the first instance).
>
> I don't currently intend to go through the history and populate separate
> author/committer fields correctly (except perhaps for the very early CVS
> history which was all committed by a user called 'freeciv'), so above
> I'm talking only about people who've actually committed to CVS or SVN.
>
> I've attached a list of distinct usernames found in the repository as of
> r35175, sorted alphabetically.
>
> =-=-=-=-=-
>
> I intend to use the reposurgeon tool, and broadly follow the method of
> <http://www.catb.org/~esr/reposurgeon/dvcs-migration-guide.html>,
> although not slavishly (for instance I'm not going to rewrite commit
> messages to have git-ish summaries, and I'd like to preserve svn
> revision information).
>
> I hope to put candidate histories up somewhere for review as they become
> available. I'm aiming to be done by the end of April, because that is
> the best guess we have about when Gna will shut down.
>
> At some point I'll have to declare svn.gna.org closed to further commits
> to enable the final migration; probably there will be a period where
> committing new code will not be possible.
>
> =-=-=-=-=-
>
> Help wanted:
>
>  - Do you know of pre-2006 mailing list archives (complete or partial)?
>(From when the mailing lists were @freeciv.org, hosted by
>complete.org.)
>gmane.org had them, but is not currently reliable.
>
>  - Do you know anything about the CVS->Subversion migration?
>Various evidence points to it happening 2005-10-11 and being done
>with 'cvs2svn'.
>If the pre-migration CVS repository (pile of ,v files) is preserved
>somewhere (even partially) that would be useful.
>(So that I can take the opportunity to investigate and rectify any
>history mangling during this conversion; everyone I know of who's
>done a svn->git migration says they found history badness from a
>previous CVS->svn migration. But this will not block the migration if
>it doesn't turn up.)
>
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>


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Re: [Freeciv-Dev] [patch #6938] [Metaticket] Get rid of gtkpixcomm

2016-02-10 Thread Vasco Alexandre da Silva Costa
Feh, it seems that GTK+ 3.x itself uses deprecated code inside GtkImage
(which is not deprecated). e.g.:
https://git.gnome.org/browse/gtk+/tree/gtk/gtkimage.c

G_GNUC_BEGIN_IGNORE_DEPRECATIONSG_DEFINE_TYPE_WITH_PRIVATE (GtkImage,
gtk_image, GTK_TYPE_MISC)
G_GNUC_END_IGNORE_DEPRECATIONS

https://git.gnome.org/browse/gtk+/tree/gtk/gtkimage.h

#include 


Even GtkLabel is like this. I would just do the same thing they do in the
GTK+ 3.x widgets. Silence the warnings.
Once they actually figure out how to reimplement the GtkMisc derived
classes then this can be changed. When will that be 4.0?
https://wiki.gnome.org/Projects/GTK+/Roadmap

However it seems you still need to port some other things to port the
GtkPixcomm widget to 3.x. It's your call if GtkImage is useable enough
to replace GtkPixcomm as of GTK+ 3.x.

Just my two cents worth...


On Wed, Feb 10, 2016 at 9:59 PM, Marko Lindqvist <
no-reply.invalid-addr...@gna.org> wrote:

> Follow-up Comment #1, patch #6938 (project freeciv):
>
> The build problem is likely caused by the fact that parent class, GtkMisc,
> has
> been deprecated.
>
> See also vasco's comments on mailing list:
> http://mail.gna.org/public/freeciv-dev/2016-02/msg00332.html
>
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>
>   <http://gna.org/patch/?6938>
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Re: [Freeciv-Dev] [patch #6938] [Metaticket] Get rid of gtkpixcomm

2016-02-10 Thread Vasco Alexandre da Silva Costa
Feh, it seems that GTK+ 3.x itself uses deprecated code inside GtkImage
(which is not deprecated). e.g.:
https://git.gnome.org/browse/gtk+/tree/gtk/gtkimage.c

G_GNUC_BEGIN_IGNORE_DEPRECATIONSG_DEFINE_TYPE_WITH_PRIVATE (GtkImage,
gtk_image, GTK_TYPE_MISC)
G_GNUC_END_IGNORE_DEPRECATIONS

https://git.gnome.org/browse/gtk+/tree/gtk/gtkimage.h

#include 


Even GtkLabel is like this. I would just do the same thing they do in the
GTK+ 3.x widgets. Silence the warnings.
Once they actually figure out how to reimplement the GtkMisc derived
classes then this can be changed. When will that be 4.0?
https://wiki.gnome.org/Projects/GTK+/Roadmap
There is some patch to derive GtkImage from GtkWidget direct in the GTK+
Bugzilla but I would rather wait until it lands on something solid.

However it seems you still need to port some other things to port the
GtkPixcomm widget to 3.x. The destroy callback handler seems to be moved to
the finalize handler.

Just my two cents worth...


On Wed, Feb 10, 2016 at 9:59 PM, Marko Lindqvist <
no-reply.invalid-addr...@gna.org> wrote:

> Follow-up Comment #1, patch #6938 (project freeciv):
>
> The build problem is likely caused by the fact that parent class, GtkMisc,
> has
> been deprecated.
>
> See also vasco's comments on mailing list:
> http://mail.gna.org/public/freeciv-dev/2016-02/msg00332.html
>
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>
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>
>   <http://gna.org/patch/?6938>
>
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Re: [Freeciv-Dev] [patch #6938] [Metaticket] Get rid of gtkpixcomm

2016-02-09 Thread Vasco Alexandre da Silva Costa
GtkPixcomm is a widget I ported over from the Xaw client to GTK+. At the
time GTK+'s GtkImage widget had memory leaks and did not include rectangle
drawing routines. Without GtkPixcomm the Freeciv client would increase its
memory resource usage quickly over the course of 30 minutes because of the
memory leaks. You could test this easily by opening a city dialog and
running a game with AIs on auto and took at the memory consumption of the
client with 'top'.

I hope GTK+ upstream fixed those memory leaks. But then again I don't know
which widgets you are using atm.

On Tue, Feb 9, 2016 at 3:08 PM, Marko Lindqvist <
no-reply.invalid-addr...@gna.org> wrote:

> URL:
>   <http://gna.org/patch/?6938>
>
>  Summary: [Metaticket] Get rid of gtkpixcomm
>  Project: Freeciv
> Submitted by: cazfi
> Submitted on: Tue 09 Feb 2016 05:08:45 PM EET
> Category: client-gtk-3.0
> Priority: 5 - Normal
>   Status: None
>  Privacy: Public
>  Assigned to: None
> Originator Email:
>  Open/Closed: Open
>  Discussion Lock: Any
>  Planned Release: 2.6.0, 3.0.0
>
> ___
>
> Details:
>
> This has been in my TODO for some time, but with very slow progress.
> Gtkpixcomm is remnant from gtk+-1.2 time. It seems that gtk+ dropped it,
> but
> we kept internal copy and carried it over to gtk+-2, and then to gtk+-3.
> gtk2-client can probably keep on using it to the end (already coming near)
> but
> gtk3- and especially gtk3x-client should switch to supported solutions.
>
> There's know breakaga at the moment: msys2 mingw64 version of gtk3-client
> does
> not build because of problems in gtkpixcomm. For a quick resolution (to get
> something working on msys2 win64) for that one we probably still need to
> make
> fix to gtkpixcomm, though we should get rid of gtkpixcomm soon anyway.
>
>
>
>
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>
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Re: [Freeciv-Dev] Freeciv should have the Terra mapscript from Civilization 4

2015-05-26 Thread Vasco Alexandre da Silva Costa
The Aztecs were not wandering barbarian units and even North America had
settled areas, farmers and fishermen before the Europeans came. The
Americas were not something out of a cowboy movie.

On Sun, May 24, 2015 at 11:19 AM, Jim K jamesdefc...@gmail.com wrote:

 What is the point of simulating the technologies from the Voyages of
 Discovery if there is no New World to discover? Sure, there are other
 continents, but they are no different from your home continent due to the
 fact that they carry the same advanced civilizations. I mean as in, a
 large, empty, almost-entirely undisturbed hemisphere ready to be exploited.

 I have no experience with coding, so pardon my ignorance if these requests
 seem too large, but why not have a map generation type that simply puts in
 2 continent-shaped blobs. The Old World, where all the players start,
 will be larger to accomodate the density of many civs stuck on one
 landmass, and represent how large Afro-Eurasia is compared to the Americas.

 The New World will have plenty more resources to encourage Colonisation,
 as well as limited wandering barbarian units to represent native peoples.

 I can understand if this task is too difficult, and I may be asking the
 wrong person, but if you do know who to send it to, please do.

 *But if there is a way to simply manipulate the custom game options, to
 get something like I described above, or any custom-made maps from the Wiki
 starting all players in a single landmass, please inform me.*

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Re: [Freeciv-Dev] Freeciv should have the Terra mapscript from Civilization 4

2015-05-26 Thread Vasco Alexandre da Silva Costa
The way this is reproduced in games like Europa Universalis is that nations
in the Americas and Africa have a reduced tech research rate due to their
'culture'. EU has nation, race, culture attributes. The race attributes
influence the ease of assimilation of conquered lands and revolt risk.

On Tue, May 26, 2015 at 3:29 PM, Vasco Alexandre da Silva Costa 
vasco.co...@gmail.com wrote:

 The Aztecs were not wandering barbarian units and even North America had
 settled areas, farmers and fishermen before the Europeans came. The
 Americas were not something out of a cowboy movie.

 On Sun, May 24, 2015 at 11:19 AM, Jim K jamesdefc...@gmail.com wrote:

 What is the point of simulating the technologies from the Voyages of
 Discovery if there is no New World to discover? Sure, there are other
 continents, but they are no different from your home continent due to the
 fact that they carry the same advanced civilizations. I mean as in, a
 large, empty, almost-entirely undisturbed hemisphere ready to be exploited.

 I have no experience with coding, so pardon my ignorance if these
 requests seem too large, but why not have a map generation type that simply
 puts in 2 continent-shaped blobs. The Old World, where all the players
 start, will be larger to accomodate the density of many civs stuck on one
 landmass, and represent how large Afro-Eurasia is compared to the Americas.

 The New World will have plenty more resources to encourage
 Colonisation, as well as limited wandering barbarian units to represent
 native peoples.

 I can understand if this task is too difficult, and I may be asking the
 wrong person, but if you do know who to send it to, please do.

 *But if there is a way to simply manipulate the custom game options, to
 get something like I described above, or any custom-made maps from the Wiki
 starting all players in a single landmass, please inform me.*

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 Instituto Superior Técnico/University of Lisbon, Portugal




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Re: [Freeciv-Dev] [patch #4949] [Metaticket] Get rid of massive switch-cases

2014-07-14 Thread Vasco Alexandre da Silva Costa
Using function pointers is seldom a good idea.
Also what will you do if the function calls take different parameters?


On Mon, Jul 14, 2014 at 9:17 AM, Marko Lindqvist 
no-reply.invalid-addr...@gna.org wrote:

 URL:
   http://gna.org/patch/?4949

  Summary: [Metaticket] Get rid of massive switch-cases
  Project: Freeciv
 Submitted by: cazfi
 Submitted on: Mon 14 Jul 2014 11:17:00 AM EEST
 Category: None
 Priority: 5 - Normal
   Status: None
  Privacy: Public
  Assigned to: None
 Originator Email:
  Open/Closed: Open
  Discussion Lock: Any
  Planned Release:

 ___

 Details:

 To at least open a ticket of something I've long wanted to do...

 We have a couple of switch - case constructs with a lot of cases (packet
 handling has a case for each packet number, ai effect evaluation for each
 effect type). While I haven't measured how much that affects our overall
 performance, checking against each case in often called functions certainly
 gives us some performance hit (I don't think any compiler can make major
 optimizations on this - feel free to correct me).

 My plan is to investigate possibilities to build function arrays, so that
 what
 currently is an case would be array index:

 switch (var) {
 case 0:
   func0();
   break;
 case 1:
   func1();
   break;
 case 2:
   func2();
   break
 ...
 }

 -

 funcs[var]();





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Re: [Freeciv-Dev] [bug #20844] Effects.ruleset [effect_maint_player] has unknown req: Building Service Shop

2013-05-28 Thread Vasco Alexandre da Silva Costa
Player range is used for small wonders. If the building is not a small
wonder it won't work.
City is the range used for checking if a particular city has that
improvement.


On Sat, May 25, 2013 at 4:59 PM, anonymous no-reply.invalid-addr...@gna.org
 wrote:

 URL:
   http://gna.org/bugs/?20844

  Summary: Effects.ruleset [effect_maint_player] has unknown
 req: Building Service Shop
  Project: Freeciv
 Submitted by: None
 Submitted on: Sat 25 May 2013 03:59:18 PM UTC
 Category: rulesets
 Severity: 3 - Normal
 Priority: 5 - Normal
   Status: None
  Assigned to: None
 Originator Email: nighto...@cox.net
  Open/Closed: Open
  Release: FreeCiv 2.4.0 Beta 2 gui-gtk 2.0 client
  Discussion Lock: Any
 Operating System: Microsoft Windows
  Planned Release:

 ___

 Details:

 Upgrade_Unit only works for Leonardo's Workshop

 Tried Several Variations

 [effect_maint_player]
 name = Upgrade_Unit
 value   = 1
 reqs=
 { type, name, range
   Building, Service Shop, RANGE
 }
 Player and Continent Got same error

 Local and City Load and run but do not upgrade units

 more info and effects.ruleset add and building ruleset add in attached
 files i
 did have this working in freeciv 2.2.? i thing can't access  due to drive
 crash



 ___

 File Attachments:


 ---
 Date: Sat 25 May 2013 03:59:18 PM UTC  Name: Upgrade_Unit Problems.txt
  Size:
 3kB   By: None

 http://gna.org/bugs/download.php?file_id=18008

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[Freeciv-Dev] Fwd: SourceForge.net passwords reset

2011-02-15 Thread Vasco Alexandre da Silva Costa
-- Forwarded message --
From: SourceForge.net Team norepl...@sourceforge.net
Date: Sat, Jan 29, 2011 at 1:50 AM
Subject: SourceForge.net passwords reset
To: vasco.co...@gmail.com


Hello,

We recently experienced a directed attack on SourceForge infrastructure
(http://sourceforge.net/blog/sourceforge-net-attack/) and so we are
resetting all passwords in the sf.net database -- just in case.  We're
e-mailing all sf.net registered account holders to let you know about this
change to your account.

Our investigation uncovered evidence of password sniffing attempts. We have
no evidence to suggest that your password has been compromised. But, what
we definitely don't want is to find out in 2 months that passwords were
compromised and we didn't take action.

So, as a proactive measure we've invalidated your SourceForge.net account
password. To access the site again, you'll need to go through the email
recovery process and choose a shiny new password:

https://sourceforge.net/account/registration/recover.php

If you need help with this, feel free to e-mail us:

sfnet_...@geek.net

We appreciate your patience with us as we work to respond to this attack.
We'll be working through the weekend to get things back to normal as
quickly as possible.

Watch for updates on the service outages on our blog:

http://sourceforge.net/blog/

Thank you,

The SourceForge Team

--
SourceForge.net has made this mailing to you as a registered user of
the SourceForge.net site to convey important information regarding
your SourceForge.net account or your use of SourceForge.net services.

We make a small number of directed mailings to registered users each
year regarding their account or data, to help preserve the security of
their account or prevent loss of data or service access.

If you have concerns about this mailing please contact our Support
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Re: [Freeciv-Dev] [task #7257] Find a new home for the wiki

2010-11-22 Thread Vasco Alexandre da Silva Costa
AFAIK sourceforge allows hosting per project Wikis using MediaWiki. However
I propose not to host the Wiki on the same service as the rest. Having
single points of failure is never nice.

On Mon, Nov 22, 2010 at 12:58 AM, Daniel Markstedt 
no-reply.invalid-addr...@gna.org wrote:


 URL:
  http://gna.org/task/?7257

 Summary: Find a new home for the wiki
 Project: Freeciv
Submitted by: dmarks
Submitted on: Monday 11/22/2010 at 09:58
 Should Start On: Monday 11/22/2010 at 00:00
   Should be Finished on: Friday 01/22/2010 at 00:00
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Private
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release:

___

 Details:

 To find a new home for the Freeciv wiki, currently hosted by Wikia.

 Database dumps for each localized wiki available from:

 http://freeciv.wikia.com/wiki/Special:Statistics
 http://ca.freeciv.wikia.com/wiki/Especial:Estad%C3%ADstiques
 http://da.freeciv.wikia.com/wiki/Speciel:Statistik
 http://de.freeciv.wikia.com/wiki/Spezial:Statistik
 http://es.freeciv.wikia.com/wiki/Especial:Estad%C3%ADsticas
 http://fi.freeciv.wikia.com/wiki/Toiminnot:Tilastot
 http://fr.freeciv.wikia.com/wiki/Sp%C3%A9cial:Statistiques
 http://ja.freeciv.wikia.com/wiki/%E7%89%B9%E5%88%A5:%E7%B5%B1%E8%A8%88

 http://ru.freeciv.wikia.com/wiki/%D0%A1%D0%BB%D1%83%D0%B6%D0%B5%D0%B1%D0%BD%D0%B0%D1%8F:Statistics




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Re: [Freeciv-Dev] [task #7257] Find a new home for the wiki

2010-11-22 Thread Vasco Alexandre da Silva Costa
On Mon, Nov 22, 2010 at 1:55 AM, David Zuccaro zuccaro.da...@gmail.comwrote:

 On Mon, 2010-11-22 at 01:58 +0100, Daniel Markstedt wrote:

  To find a new home for the Freeciv wiki, currently hosted by Wikia.

 This is a good idea. There seems to be some sort of technical/political
 problem at wikia. Wikia now appears to be not compatible with
 firefox/iceweasel.


I use Firefox on Windows and Ubuntu Linux and I can see the website ok:
http://www.freeciv.org

'http://freeciv.org' is not working however. Perhaps there is a problem with
the redirect?

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Re: [Freeciv-Dev] [bug #13813] Where are the FUADEC pics?

2010-11-17 Thread Vasco Alexandre da Silva Costa
Last time I heard about the box it was somewhere in California. AFAIK it was
kept on until it crashed due to a hardware failure of some sort.
Paul and his family moved to Africa a couple of years back to do missionary
work. I do not know if he has come back or not. His website is at:
http://zastoupil.org/zblog/

On Wed, Nov 17, 2010 at 1:59 AM, Daniel Markstedt 
no-reply.invalid-addr...@gna.org wrote:


 Follow-up Comment #3, bug #13813 (project freeciv):

 MIA are also a couple of of scripts and tools under
 old.freeciv.org/graphics/utils/ including tileselect-0.3.scm.gz and
 palettes.tar.gz.

 Perhaps Paul or Vasco knows where the old.freeciv.org box is at these
 days.

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Re: [Freeciv-Dev] [bug #13813] Where are the FUADEC pics?

2010-11-17 Thread Vasco Alexandre da Silva Costa
PS: Someone used to keep their own backup of the contents at old.freeciv.org.
I do not remember if it was Per or Jason. Perhaps they still have it.

On Wed, Nov 17, 2010 at 6:07 PM, Vasco Alexandre da Silva Costa 
vasco.co...@gmail.com wrote:

 Last time I heard about the box it was somewhere in California. AFAIK it
 was kept on until it crashed due to a hardware failure of some sort.
 Paul and his family moved to Africa a couple of years back to do missionary
 work. I do not know if he has come back or not. His website is at:
 http://zastoupil.org/zblog/


 On Wed, Nov 17, 2010 at 1:59 AM, Daniel Markstedt 
 no-reply.invalid-addr...@gna.org wrote:


 Follow-up Comment #3, bug #13813 (project freeciv):

 MIA are also a couple of of scripts and tools under
 old.freeciv.org/graphics/utils/ including tileselect-0.3.scm.gz and
 palettes.tar.gz.

 Perhaps Paul or Vasco knows where the old.freeciv.org box is at these
 days.

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[Freeciv-Dev] SourceForge services

2009-01-14 Thread Vasco Alexandre da Silva Costa
Hi folks,

I noticed SourceForge now offers Mediawiki, phpBB and Trac, among
other stuff, as hosted services:
http://alexandria.wiki.sourceforge.net/Hosted+Apps

That is something that could prove helpful to the project in the future.

Have a great new year,

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Re: [Freeciv-Dev] compilers that aren't C99

2009-01-04 Thread Vasco Alexandre da Silva Costa
On Fri, Jan 2, 2009 at 8:55 PM, Brandon Van Every bvanev...@gmail.com wrote:
 On Fri, Jan 2, 2009 at 3:08 PM, Marko Lindqvist cazf...@gmail.com wrote:

  I have been told that VisualStudio lacks several C99 features (and
 has incompatible implementation for some, I believe) simply because
 it's not even meant to be C compiler. It's an C++ compiler.

 I don't think meant to be is quite the right turn of phrase, since
 it is a C compiler.  Rather, as noted in that wontfix notice,
 Microsoft feels that its customers are C++ centric.  So they put their
 development resources into that, and not C99.

 I must admit, C++ having far more users than C is an argument with
 some weight.  Especially in the game industry: C is done for some
 things, but C++ is the primary resume skill.  You may not care about
 resume skills around here, but a lot of people feel that kind of
 justification is important for what projects they work on.  I have
 wondered how Freeciv is strictly C might impede developer retention.

 One could argue that GNU is C centric, being obsessed with the ability
 to bring up programs on all systems, no matter how obscure.  Also,
 most advanced languages that are not C++, like Scheme or Lisp or
 OCaml or whatnot, have a much easier time talking to C.

Actually, GCC usually supports C++ features before they are
implemented in Visual Studio.
Take TR1 functionality for example. One thing it tradiotionally lagged
behind was in code optimization, but even that has changed recently.

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[Freeciv-Dev] Fwd: Variable array var = { ...} is not displayed

2007-09-01 Thread Vasco Alexandre da Silva Costa
Hello folks,
I am forwarding this e-mail to the main Freeciv development list.

So young, and the metaserver project already has a bug report and patch.
:-)

-- Forwarded message --
From: Carl [EMAIL PROTECTED]
Date: Aug 21, 2007 6:30 PM
Subject: Variable array var = { ...} is not displayed
To: Vasco Alexandre da Silva Costa [EMAIL PROTECTED]



Please could you apply this patch. Variable array var = { ...} is not
displayed since players exist bcs variables $row[host] and $row[port] are
erase by the query.

I have posted ticket (PR#39598) at [EMAIL PROTECTED] Could close it in
same times. Tks

diff -urda trunk/metaserver.phtml orig/metaserver.phtml
--- orig/metaserver.phtml   2007-08-21 19:10:17.0 +0200
+++ trunk/metaserver.phtml  2007-08-21 19:17:40.0 +0200
@@ -262,6 +262,7 @@
 }

 $stmt=select * from players where
hostport=\.$row[host].:.$row[port].\ order by name;
+$stmt2=select * from variables where
hostport=\.$row[host].:.$row[port].\;
 $res1 = fcdb_exec($stmt);
 $nr1 = fcdb_num_rows($res1);
 $output .= nplayers = \$nr1\\n;
@@ -278,8 +279,7 @@
   $output .= }\n;
 }

-$stmt=select * from variables where
hostport=\.$row[host].:.$row[port].\;
-$res2 = fcdb_exec($stmt);
+$res2 = fcdb_exec($stmt2);
 $nr2 = fcdb_num_rows($res2);
 if ($nr2  0) {
   $output .= vars = { \name\, \value\\n;



Regards


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Re: [Freeciv-Dev] Freeciv web client

2007-08-27 Thread Vasco Alexandre da Silva Costa
On 8/26/07, Andreas Røsdal [EMAIL PROTECTED] wrote:
 Hello,

 I sent a proposal about a web client for Freeciv some time ago.
 Now I've implemented a prototype / proof of concept.

 It uses a webservice which allows a browser to communicate with a
 civclient process on the server. The mapview is renederes using the canvas
 element which is drawn upon using Javascript.

 Screenshot:
 http://www.pvv.ntnu.no/~andrearo/freeciv-web-client.png

 Source code:
 http://www.pvv.org/~andrearo/webclient.tar.bz2
 http://www.pvv.org/~andrearo/architecture.png

 Requirements:
 csoap - http://csoap.sourceforge.net/
 Apache Axis - http://ws.apache.org/axis/


 It would be great with some feedback on the Freeciv C part of the
 webservice. It is found under /client/gui-web. The performance still has a
 way to go, perhaps someone has some suggestions.

 It currently should work with any browser supporting the canvas
 HTML element. This includes Firefox 1.5, Opera, Safari and even Internet
 Explorer (using excanvas from Google).

This looks very nice.

I thought we had to wait for web 3.0 and RIAs for someone to make this work.
I guess I was wrong.
:-)

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Re: [Freeciv-Dev] Future of this mailing list

2007-08-26 Thread Vasco Alexandre da Silva Costa
On 8/26/07, Daniel Markstedt [EMAIL PROTECTED] wrote:
  I think that Freeciv still should have this mailing list, it's has
  probably been crucial for the project in the past, and I don't think that
  has changed much. Many of the successfull open source projects still use
  mailing lists.

Are they GUI or command line projects?
Client or Server?
Game or Application?

Wesnoth uses forums and is growing stronger as we grow weaker.
I believe we need to take one step ahead of our team mates this time.
;-)

  Why is the House of Freeciv a bit ruined? I would think that there are
  still a lot of people interested in the project...  :-)

Just because a roof has leaks, it does not mean the leaks cannot be plugged.
:-)

 Google Groups are nice and spiffy and everything, but are they really
 a web forum replacement? One of the wonders with a web forum is the
 very low threshold of participation. I can think of several non-techie
 contributors who started out as anonymous posters there...

You mean moderation. I believe Google Groups has support for that.
It also has support for e-mail. Plus most people are already registered Google
users. Win-win.

 Vasco, by dust and mothballs do you mean in the code base, or is it
 the infrastructure that is collecting dust?

Everything. But the infrastructure is worst. We should focus on the worst
problem first. It does not mean the other problems cannot be fixed in parallel
however. Just help where you wish and can.

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Re: [Freeciv-Dev] Future of this mailing list

2007-08-26 Thread Vasco Alexandre da Silva Costa
Regarding Google Groups access controls:

===Choose an Access level===
Public - Anyone can read the archives. Anyone can join, but only
members can post messages, view the members list, create pages and
upload files.

Announcement-only - Anyone can read the archives. Anyone can join, but
only managers can post messages, view the members list, create pages
and upload files.

Restricted - People must be invited to join the group. Only members
can post messages, read the archives, view the members list, create
pages and upload files. Your group and its archives do not appear in
public Google search results or the directory.

==

I created some 'freeciv' groups. Took me a couple of seconds:
http://groups.google.com/group/freeciv-announce
http://groups.google.com/group/freeciv-commits
http://groups.google.com/group/freeciv-dev
http://groups.google.com/group/freeciv-i18n

Play for yourselves and see if its good enough or not. I think it will
take less time than
arguing about it. :-)

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[Freeciv-Dev] Future of this mailing list

2007-08-25 Thread Vasco Alexandre da Silva Costa
Hello,

As you are probably aware, I (vasc) am no longer actively coding for
this project. I used to be active in the past, before I, and the other
maintainers, felt we had better avenues to pursue and went elsewhere.
But we still have a place in our heart for this project. See:
http://www.ohloh.net/projects/3229/analyses/latest/contributors

We have some new manpower but the House of Freeciv is a bit ruined.

Dust and mothballs are piling up. I believe the first place to start
with, now that the game code and data, our crown jewels, are safe, is
communication. I believe e-mail lists, news, forums are relics of the past.

We should offload all our public group communications to Google Groups.

Why?
- Nearly everyone already has a Google account.
- The freeciv-dev and player forum discussions are public anyway.
- It takes no extra maintainer effort from us.
- It does e-mail and it does web forums.

Please discuss.

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Re: [Freeciv-Dev] Xcode Intel SDL almost working (no more X11) !

2007-06-18 Thread Vasco Alexandre da Silva Costa
On 6/17/07, fmarlier [EMAIL PROTECTED] wrote:
 P.-.S your name ring a bell, Vasco do you make noise/abstract/ambient music
 and/or have you been related with James Plotkin on some projects?

Nah, I am affraid my musical skills are rather lacking. I do make lots
of noise though. :-)

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Re: [Freeciv-Dev] (PR#39391) Warnings in lua code

2007-06-16 Thread Vasco Alexandre da Silva Costa

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39391 

On 6/11/07, Per I. Mathisen [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39391 

 On Sun, 10 Jun 2007, William Allen Simpson wrote:
  But since getting various reports of warnings turning into fatal errors,
  probably should upgrade the entire lua package.

 Anyone know which version we have in our repository? It does not say.

PR#12706: Add lua 5.0.2 and tolua 5.0 to the dependencies directory.

  I'll note that included gettext is pretty old, too.

 I think we should just remove it. I do not think anyone use it. People
 either have gettext in their system, or just get it included with their
 binary download.

Agreed.

 Speaking of gettext, in recent versions it now has support for qualified
 strings. However, their solution is rather different than ours. We may
 want to convert eventually.


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Re: [Freeciv-Dev] Xcode Intel SDL almost working (no more X11) !

2007-06-16 Thread Vasco Alexandre da Silva Costa
On 6/17/07, mecanography [EMAIL PROTECTED] wrote:
 Wow... finaly got it kinda working... I launched a civserver through
 command line and could connect and start a game (build city,
 irrigation, move, enter huts, etc...), I just had a crash when trying
 to open unit info panel... The SDL client is very nice looking!
 (didn't test sound, is it working? because the option is dim out here).

 By the way, I found how to properly use DEFAULT_DATA_PATH (and let
 FREECIV_PATH alone)^^ now I must link the embedded civserver
 (hints?)! And I just found a definition for readline so I guess
 this option is pretty useless in this build (or does it serve kinda
 client-server operations? I doubt it but as I don't precisely know, a
 confirmation wuld be nice).

 Fact is the HAVE_CONFIG_H doesn't keep it defined value through .c
 code files on compile (surely an option I didn't check in Xcode) so I
 changed all headers needing it accordingly and it seems that headers
 order has importance especialy when config.h is involved. I guess
 most errors came from that.

 It's very nice to have a Cocoa SDL (though X11 was fine too), thanks
 to the SDL team!

The more users the better! It would be nice to have binary packages so
the other Mac users do not have to compile their own SDL client though.

 P.-S. I hope I'm not disturbing the serenity of the list by posting
 my findings ( there are questions as well, newby ones mostly sorry
 for that).

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Re: [Freeciv-Dev] (PR#39391) Warnings in lua code

2007-06-10 Thread Vasco Alexandre da Silva Costa

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39391 

On 6/10/07, Per I. Mathisen [EMAIL PROTECTED] wrote:


 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39391 

 On Sun, 10 Jun 2007, Jason Short wrote:
 On 6/10/07, Per I. Mathisen [EMAIL PROTECTED] wrote:
  How should we fix these? Modify lua code in repository, or try to
 upgrade
  it to a more recent lua version?
 
  Would upgrading help?  Anyone tried compiling a more recent lua with
  all the -W parameters we use?
 
  What version of gcc/platform are you using?  I don't get these errors...

 I use Fedora 7.

 [EMAIL PROTECTED] ~]$ gcc --version
 gcc (GCC) 4.1.2 20070502 (Red Hat 4.1.2-12)


Is this a X86-64 platform perchance?

'uname -a'

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On 6/10/07, Per I. Mathisen [EMAIL PROTECTED] wrote:
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39391 On Sun, 10 Jun 2007, Jason Short wrote:On 6/10/07, Per I. Mathisen 
[EMAIL PROTECTED] wrote: How should we fix these? Modify lua code in repository, or try to upgrade it to a more recent lua version? Would upgrading help?Anyone tried compiling a more recent lua with
 all the -W parameters we use? What version of gcc/platform are you using?I dont get these errors...I use Fedora 7.[EMAIL PROTECTED] ~]$ gcc --versiongcc (GCC) 4.1.2 20070502 (Red Hat 
4.1.2-12)Is this a X86-64 platform perchance?uname -a-- Vasco Alexandre da Silva Costa

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Re: [Freeciv-Dev] Permission to make freeciv headers standard C/C++ compatible.

2007-06-03 Thread Vasco Alexandre da Silva Costa

On 6/3/07, James Supancic [EMAIL PROTECTED] wrote:


I'm working on a C++ GUI for freeciv. I need to make some calls into
the C component of client. The problem I'm running into is that the
freeciv header files are neither standard C or C++ compatible.

For example:
typedef enum a b;
enum a { A, B };

When this is compiled with g++ or 'gcc -pedantic' there will be an
error, if it is compiled with gcc there will be no error.



Why even compile with -pedantic in the first place?

Given this problem, I see three possible solutions:

1) Quit
2) update the freeciv headers
3) write a C++ compatible wrapper for the functions I need.

#3 would be the easiest in the short term, but long term it will
require a significant amount of additional work to maintain. #2 is the
best in the long term, but has significant dangers. In updating the
headers, I could possibly introduce bugs or break features.

I'd like to do #2, with permission from the freeciv development team.
However, I'm also willing to do #3 if they feel it is unsafe.

#2 will probably involve me moving around some typedefs so that they
don't come before enum declarations and refactoring the code to
eliminate the use of 'class' as an identifier (as this is a C++
reserved keyword), perhaps other things.

Thank you for your time,
James Steven Supancic III

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[Freeciv-Dev] (PR#37436) [Patch] Base UnitFlag requirements

2007-03-03 Thread Vasco Alexandre da Silva Costa

URL: http://bugs.freeciv.org/Ticket/Display.html?id=37436 

 [EMAIL PROTECTED] - Sat Mar 03 21:50:23 2007]:
 
 On 3/3/07, Per I. Mathisen [EMAIL PROTECTED] wrote:
 
  On Sat, 3 Mar 2007, Marko Lindqvist wrote:
   Remove hardcoded unit type flag requirements for building base.
   Instead ruleset defined UnitFlag requirements are used. As flag
   Airbase no longer has any hardcoded behavior, it is renamed as
   User1.
 
  That makes no sense to me. User1?
 
  Flag behavior is completely defined by user (ruleset author). It is
 given to unit only for matching UnitFlag req.
 
  Do you have better naming convention for such flags? I think we
 should provide several such flags in the future.

How about allowing for ruleset definable flag names? That would make the
rulesets more readable when doing this kind of stuff and not require
changing the source code to add just one more ruleset specific flag.

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Re: [Freeciv-Dev] (PR#36617) Charset recoding problem

2007-03-03 Thread Vasco Alexandre da Silva Costa

URL: http://bugs.freeciv.org/Ticket/Display.html?id=36617 

On 2/23/07, Jason Dorje Short [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=36617 

 Egor Vyscrebentsov wrote:
  URL: http://bugs.freeciv.org/Ticket/Display.html?id=36617 
 
  Good daytime!
 
  There is a problem in freeciv with recoding if string contains
  symbol that is not present in target charset. Resulted string is
  fully not recoded in this case.
 
  Detected on ru_RU.KOI8-R, gui-xaw civclient, civserver (!) are
  affected.

 This is a known and longstanding bug.

 If you use GNU libiconv (as opposed to glibc iconv) the name will be
 transliterated (IIRC).  Or, if you use gui-gtk-2.0, utf-8 is used and
 this is not a problem (not sure about gui-sdl but I strongly suggest it
 use utf-8 also).  Or, if you use utf-8 as your local encoding then
 gui-xaw will use that also.

 gui-xaw could be backfitted to use utf-8 internally.  However this
 requires using utf-8 versions of all string formatting functions in xaw
 (hopefully this is possible).

It is possible. With a XFree86 extension that xorg also has.
It will not work on old X systems however.

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Re: [Freeciv-Dev] State of Civworld

2007-02-05 Thread Vasco Alexandre da Silva Costa

IIRC there were some port attempts, but there were too many changes to
the codebase
since then.

It was eventually decided that we should try to incorporate the
Civworld functionality
into the regular civclient, via an edit mode, changing it to enable
remote map editing.

I believe some of these features are in CVS right now, but support is
rudimentary
and poorly tested.

On 2/5/07, Daniel Markstedt [EMAIL PROTECTED] wrote:

I tried the old unofficial win32 build of Civworld from late 2004
(http://deepblue.sk/~r0b0/freeciv/
), and it seems to be working fine with 2.0.8. The instructions were
outdated though and potentially confusing, so I modified the package
slightly and uploaded to our ftp.

How much would the Civworld code for 2.0 have to be modified to work
with 2.1? Even though a build-in editor is in the works for 2.2, we
should still IMO have a Civworld 2.1.

 ~Daniel

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Re: [Freeciv-Dev] (PR#14382) Art: Diplomacy dialog graphics

2006-12-30 Thread Vasco Alexandre da Silva Costa

URL: http://bugs.freeciv.org/Ticket/Display.html?id=14382 

On 12/30/06, Daniel Markstedt [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=14382 

 A new set of diplomacy icons: same thumbs-up thumbs-down symbols, but
 upgraded to SVG. Based on PD by pratheep from Wikimedia Commons.

Nice!

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