[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-25 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

 [EMAIL PROTECTED] - Fr 25. Jul 2008, 16:12:11]:

 It seems to me that problem has to be
 in server side sending such information in the first place. Something
 wrong with send_tile_info()?

Thanks for the hint. The same I did on the client side can also be done
in this function on the server, see the attached patch.
diff -Nur -X.diff_ignore trunk/server/maphand.c changed/server/maphand.c
--- trunk/server/maphand.c	2008-07-24 23:03:15.0 +0200
+++ changed/server/maphand.c	2008-07-25 23:50:56.0 +0200
@@ -412,7 +412,9 @@
   info.owner = (NULL != tile_owner(ptile))
? player_number(tile_owner(ptile))
: MAP_TILE_OWNER_NULL;
-  info.worked = IDENTITY_NUMBER_ZERO;
+  info.worked = (NULL != tile_city(ptile))
+? tile_worked(ptile)-id
+: IDENTITY_NUMBER_ZERO;
 
   info.terrain = (NULL != plrtile-terrain)
   ? terrain_number(plrtile-terrain)
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[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-25 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

 [EMAIL PROTECTED] - Fr 25. Jul 2008, 16:12:11]:

 It seems to me that problem has to be
 in server side sending such information in the first place. Something
 wrong with send_tile_info()?

Thanks for the hint. The same I did on the client side can also be done
in this function on the server, see the attached patch.

Greetings,
Nico
diff -Nur -X.diff_ignore trunk/server/maphand.c changed/server/maphand.c
--- trunk/server/maphand.c	2008-07-24 23:03:15.0 +0200
+++ changed/server/maphand.c	2008-07-25 23:50:56.0 +0200
@@ -412,7 +412,9 @@
   info.owner = (NULL != tile_owner(ptile))
? player_number(tile_owner(ptile))
: MAP_TILE_OWNER_NULL;
-  info.worked = IDENTITY_NUMBER_ZERO;
+  info.worked = (NULL != tile_city(ptile))
+? tile_worked(ptile)-id
+: IDENTITY_NUMBER_ZERO;
 
   info.terrain = (NULL != plrtile-terrain)
   ? terrain_number(plrtile-terrain)
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[Freeciv-Dev] (PR#39864) helicopter goto overly cautious

2008-07-23 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39864 

 [book - Sat Jul 19 04:02:14 2008]:
 
 My opinion is that the current behaviour is excessively
 nannying and adds needless complications. The goto code
 should just make the unit go where you tell it to go,
 taking a safe route if one exists, and should not try
 to second guess your intentions and protect you from
 yourself.
 
 
 --
 皇帝陛下のために戦う神風が要るんだから。
 


Why is it that in previous versions of FreeCiv, I could send my aircraft
anywhere in the world that I wanted to, but in this last version (2.1.5)
it doesn't work like that?  I also agree that having to move aircraft
short distances at a time does not work very well.  Personally, for me,
it makes the game not worth the time to play.  In fact, even with using
waypoints, I still cannot move the aircraft very far at a time.

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[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

[EMAIL PROTECTED]

Well I probably have the time for working on this but my experience
doesn't quite match yours with neither the C programming language nor
the freeciv source code, so I'm not all that confident that it would be
just a matter of a few weeks... ;)

I can see books point, all of which quite sensible, and understand that
the actual problem is quite somewhere else. It just isn't quite
reassuring  for me that an incredible complex and obscure code block I
believe could be the source of the problem is commented on top of it
with the words This was once very ugly In this tradition you could
maybe use my current patch as temporarily solution if you want to branch
S2_3 any time soon, as reverting back to the old S2_1 state would
probably mean killing off a lot of good work related to the border
algorithms (which seems to be the key change between versions that
screwed all this fogged stuff up).

Greetings,
Nico the n00b ;)

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[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

pcity-tile and ptile-city are both set to the correct values.
 In general ptile-city-tile == ptile and pcity-tile-city == pcity
 all the time (that would be a useful assertion to add somewhere - in
 fact client-side sanity checks might be a good thing in general, but
 that's off topic).

There is the catch: Between the versions the ptile-city member has been
replaced by ptile-worked which points to the city working on the tile,
so many tiles are pointing to the same city (in the city radius I
suppose). That is what the tile_city function is all about (in S2_1 it
didn't exist and the put_one_element function got just passed
ptile-city), as it checks whether the tile that is worked on (if at
all) is the center tile of the city itself or if not returns NULL
(meaning it is just a tile in the vicinity of the given city and worked
by it). This worked member is used quite extensively for calculating the
owners of the tiles and their surrounding borders, so it seems to be
working quite fine. Only problem is that somewhere on the client (or
more likely on the server) this member isn't updated correctly, maybe
because somebody thought that the client shouldn't be supposed to know
about what tiles are worked by other players if they can't see it (hich
sounds quite sensible at first glance).


 Question: if you disconnect and reconnect to the server, are the
 fogged cities shown then?  I cannot recall testing this.

Wow, that was a GREAT idea! I just tested it and noticed that the cities
are updated correctly (meaning they are visible when fogged) after
rejoining the game. I moved up to one visible fogged city with an
explorer and left again et voila: once the city got fogged again it
disappeared from the map. The problem seems to occur when the fogged
city becomes visible again or is fogged again.  So the problem with the
updating must be happening somewhere when the TILE_KNOWN_UNSEEN flag is
set for a formerly seen tile or vice versa when it is reset to the
TILE_KNOWN_SEEN.

I'll try to check through all the code blocks where these status flags
are checked and/or changed and compare them with the former code of
S2_1. Maybe I'll get lucky and find the needle in the haystack before
the few weeks pass by. ;)

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[Freeciv-Dev] (PR#40213) No way to turn worker display from main map

2008-07-22 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40213 

 [book - So 20. Jul 2008, 22:29:40]:
 
  [EMAIL PROTECTED] - So 20. Jul 2008, 18:15:03]
 
  Since there hasn't been done anything here
  for a month I assumed that this would be an
  ideal training ground for newbies. ;)
 
 It was very low on my list of things to do, despite
 the always-drawn output being quite an eyesore.
 Great that you saved me the trouble of having to
 implement this myself.
 

Thank you book, I really appreciate your quick and helpfull responses.
I'm glad if I helped you to save some time for doing other more
important stuff with this.


  I tried to supply an option for the view menu
  in the same manner as all the other options
  have been coded before. However, I don't really
  understand the necessarity for the key_x_toggle()
  wrapper function, when you could just use
  directly the request_toggle_x() function in
  control.c. Yet I still used the same way arround
  for I may be too stupid to understand this. :D
 
 My guess is that one day keys will be configurable
 and the key_* functions correspond to bindable
 operations.
 

Well that doesn't really sound convincing to me (not that it would
matter to convince me ;) ). If you would make the key combos
configureable for the user, wouldn't it be all the same if you'd call
either key_*_toggle or request_toggle_* as both functions do the same
and are prototyped in the same header file anyways? 

  Also I used the key combo ctrl + t instead
  of only t, since all the other view options
  are also using the ctrl modifier.
 
  This patch only works for the GTK client, but
  should be addaptable for other clients.
 
 Not having found any problems with your patch,
 I'll commit it after the usual few day wait.
 

Well take all the time you like, no need to hurry for me. ;) 

Greetings,
Nico

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[Freeciv-Dev] (PR#40334) save/load game to/from web

2008-06-28 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40334 

 I don't know how this is best implemented... maybe by a single dedicated 
 server (like del.icio.us http://del.icio.us ... obviously your games 
 would be associated with your login), or maybe by letting individual 
 players configure where their games will be stored.
 
 Maybe there's a free web storage service that could be used for the
purpose.

Checked out a few web storage possibilities. One that looks like a
perfect fit is box.net http://enabled.box.net. They specifically give
you an API, and give you a way to let users create an account easily.
There are already a number of free programs that use it, such as a
Firefox bookmark synchronizer. See http://enabled.box.net/docs

Sounds like you ned to create a box.net project, for which you create an
API key. Would be nice (according to the TOS) if this project could be
more general-purpose than just for freeciv; e.g. if it could apply to
saving/loading game files for multiple games.
To do that, I suppose it would need to be external to freeciv; maybe
just a separate folder-sync program (of which some already exist).
In that case no modification of freeciv would be necessary.

is already one sufficiently generic to handle this need, e.g. a general
saved-game-storage project.


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[Freeciv-Dev] (PR#40337) Failing to load interstellar modpack maps

2008-06-28 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40337 

Should this savegame work? In reality, it doesn't if a client is started
using my own 'starplio' tileset, but does if a client is started using
amplio and then changed to starplio once the game has started.


interstellar80x40.sav
Description: Binary data
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[Freeciv-Dev] (PR#34276) clients default to the wrong port

2008-04-11 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=34276 

 [EMAIL PROTECTED] - Mar. Sep. 04 12:00:48 2007]:
 
 On 04/09/07, Jordi Negrevernis i Font wrote:
 
  Marko Lindqvist wrote:
  
What Freeciv version and which client are you using?
  
  Freeciv 2.1.0 Beta6 compiled from source
 
  Can you try what 'grep DEFAULT_SOCK_PORT client/clinet.h'
 says about default port?
  I grepped all our sources for '' and found no instance where it
 could still get it as default.
 
 
  I also greeped the sources and it appears that opensuse installs a
default .rc with port .

  BTW, when i greeped the source for '' there were a lot of fuzzy
translated strings with the string ''.

  Thanks, and sorry for the bug report.



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[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none

2008-04-03 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40171 

i noticed that PR#40097 is very similar to this report.

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[Freeciv-Dev] (PR#40171) bug in gtk client - select CMA none

2008-04-03 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40171 

i noticed that PR#40097 is very similar to this report.

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