Re: [Freeciv-Dev] Freeciv-web update

2013-05-13 Thread Per Inge Mathisen
Good news!

Which part (web client or server) is consuming the most resources, and
is it CPU or RAM-limited?

  - Per

On Mon, May 13, 2013 at 6:32 PM, Andreas Røsdal andre...@pvv.ntnu.no wrote:
 Hi all Freeciv developers!

 It has now been about a week since Freeciv-web became playable on
 http://play.freeciv.org/ so I thought that I should post an update.

 13,688 people visited play.freeciv.org accoding to Google Analytics.

 Worldwide productivity has plummeted, accoding to pcgamer.com:
 http://www.pcgamer.com/2013/05/10/freeciv-available-in-html5-browsers-worldwide-productivity-plummets/

 As you can see from the Freeciv-web metaserver, there is quite a lot of
 activity:
 http://play.freeciv.org/freecivmetaserve/metaserver.php

 In fact, there is so much activity that the server is running on very high
 load, and isn't able to accept more players into games at times. So at the
 moment we already could use more server resources.

 Here's more background information about the Freeciv-web client:
 http://freeciv.wikia.com/wiki/FreecivWebClient

 Here's the source code on github:
 https://github.com/andreasrosdal/freeciv-web
 https://github.com/cazfi/freeciv-web
 (fork us on github!)

 I would still really like to engage more developers in Freeciv-web
 development. So if you are interested, then I can help you setup the
 development environment if you need any help. Also, developers testing the
 game on http://play.freeciv.org and reporting bugs would be very useful!

 Andreas

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Re: [Freeciv-Dev] [bug #13848] [Patch] More detailed coding style guidelines

2009-07-05 Thread Per Inge Mathisen
While on the topic of asserts, I recommend using a macro similar to
the ASSERT_OR_RETURN that I wrote for Warzone2100 --
http://warzone2100.svn.sourceforge.net/viewvc/warzone2100/trunk/lib/framework/debug.h?revision=7821view=markup

The reason for this is that 1) you avoid having to do such double
evaluations, and 2) you quickly get into the (addictive) habit of
writing defensive code that fails softly for non-debug builds.

Also a more descriptive ASSERT() macro with comments (see above link)
helps when debugging.

Feel free to copy  paste this code ;)

  - Per

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Re: [Freeciv-Dev] (PR#2581) Patch: layered combat

2009-04-15 Thread Per Inge Mathisen
On Sun, Apr 12, 2009 at 1:57 AM, Madeline Book madeline.b...@gmail.com wrote:
 In online multiplayer games this is considered a feature, and is a commonly
 occuring strategy.

When a tactic is commonly occurring and there is no recourse, no
counter-tactic, then it is pretty much by definition unbalanced.

  - Per

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Re: [Freeciv-Dev] DNS problem and access to resources

2009-04-03 Thread Per Inge Mathisen
On Wed, Apr 1, 2009 at 4:45 PM, Christian Prochaska
cp.ml.freeciv@googlemail.com wrote:
 I can't tell for sure, since I don't have an account on the real
 machine, but from my little experience with the VirtualBox clone I
 created, the apache server for the forum gets restarted every monday
 by the logrotate program, but the apache startup fails if the hostname
 of the machine it is running on (in this case rt.freeciv.org) cannot
 be resolved. So it might help to add 207.158.49.132 rt.freeciv.org
 to /etc/hosts on the server, too and then try to start the apache
 server again (/etc/init.d/httpd start).

I tried that, and it did not seem to help much.

  - Per

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Re: [Freeciv-Dev] music

2009-01-02 Thread Per Inge Mathisen
On Fri, Jan 2, 2009 at 12:15 AM, Brandon Van Every bvanev...@gmail.com wrote:
 I was made aware of various FTP resources.  I noticed there's a
 ftp://ftp.freeciv.org/freeciv/contrib/audio/music/ directory with a
 lot of tunes that I've never heard in a Freeciv game.  Were these
 intended to get into the game somehow?  What happened?

The various artists never finished a complete series of tunes for the
ages, and I never wrote the music manager code as I had planned (and
never will).

  - Per

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Re: [Freeciv-Dev] freeciv 2.1.8

2008-12-30 Thread Per Inge Mathisen
On Tue, Dec 30, 2008 at 4:06 AM, Auel Neider auelneide...@gmail.com wrote:
 hi, im very like with your game. but unfortunately, freeciv 2.1.8 made my
 system crashed. im using mandriva 2009.0 and i downloaded freeciv from
 official source (RPM). the crashed system happened after i played for hours,
 when the crash almost same with when you logged out (x server restarted),
 then want to log in again, its happen repeatedly so i have no choice than to
 ¨hard-shutdown¨ it. then i played the autosave again. one day my system cant
 recover after the crash so it wont boot. i reinstall my system again. so i
 would be pleased if this dont happened again. tx for your attention.

It seems rather unlikely that Freeciv would have anything to do with
such a crash. The window system and the kernel would not permit
Freeciv to take down the rest of the system in the event of a failure
inside Freeciv itself. The only issue could be if you play in
fullscreen mode, and somehow it gets stuck in that state in the event
of an error, but I do not know much about that since I never play in
fullscreen mode.

  - Per

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Re: [Freeciv-Dev] (PR#40407) Wishlist for Freeciv

2008-08-13 Thread Per Inge Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40407 

On Wed, Aug 13, 2008 at 1:01 AM, Nicolas R. Wadhwani [EMAIL PROTECTED] wrote:
 This get_best_defender function comes up with quite a lot of odd results
 that are puzzling me as a former payciv gamer, no matter if this feature
 here is implemented or not. For example it lets me kill non military
 units before any strong unit in a city if I attack with something
 rediculus strong like an howitzer. Once the non military units are gone
 and you continue attacking with the strong units it lets the howitzer
 sink an aircraft carrier before a marines unit which is... well just
 imagine if you'd read this in an history book about the battle of Iwo
 Jima...

 Maybe there should be another option letting the get_best_defender
 function return the strongest units of the same type (ground/naval/air)
 first just like the payciv city attacks were handled?

The get_best_defender() function does have some odd quirks, but most
of all the problem is that it does not make a difference between the
case where you would lose your entire stack if the defender dies, and
the case where you don't. In the former case, a tiny improvement of
our chances to survive are worth risking the neck of even the most
expensive unit, but in the latter case this is not so. One thing that
surprises the players the most, I think, is that Settlers are often
chosen to defend cities. This is because they have a huge amount of
hit points compared to other early game units, and the function to
pick the defender does not care that it costs a population point to
lose it.

  - Per



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Re: [Freeciv-Dev] (PR#40407) Wishlist for Freeciv

2008-08-11 Thread Per Inge Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40407 

On Sun, Aug 10, 2008 at 11:28 PM, Nicolas R. Wadhwani [EMAIL PROTECTED] wrote:
 Attached patch is one way of how this feature could be implemented in current
 trunk version. I created two new options in the game for this: one on the
 server side called seecitydefender, which is disabled by default. Once
 enabled the server will send the info about the strongest unit occupying any
 city within vision so it can be displayed.

The problem with this idea is that strongest unit is a relative
term. Which unit is chosen as defender depends on which unit is used
as the attacker. So this patch would often give the player false
information, which is, IMHO, worse than no information.

  - Per



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Re: [Freeciv-Dev] borders and fog of war

2008-07-29 Thread Per Inge Mathisen
On Tue, Jul 29, 2008 at 10:11 PM, Jason Dorje Short [EMAIL PROTECTED] wrote:
 Some games give the option of showing enemy start positions.  This
 would potentially show the enemy's first city as fogged terrain, for
 instance.

I think that would be a good idea.

  - Per

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Re: [Freeciv-Dev] pubserver/publite

2008-05-25 Thread Per Inge Mathisen
On Sun, May 25, 2008 at 12:07 AM, Andreas Røsdal [EMAIL PROTECTED] wrote:
 I'm wondering if the current Freeciv servers on the metaservers
 are running pubserver, publite or some other custom software.

It is running pubserver.

 Where can I find publite?

It was lost in a disk crash.

  - Per

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Re: [Freeciv-Dev] (PR#40184) [editor] Toolbar GUI front-end preliminary work

2008-04-05 Thread Per Inge Mathisen
On Fri, Apr 4, 2008 at 10:45 AM, Daniel Markstedt [EMAIL PROTECTED] wrote:

  URL: http://bugs.freeciv.org/Ticket/Display.html?id=40184 

  Very nice, Madeleine! I'm thinking of starting a forum thread to
  attract the attention of Freeciv's creative minds. :)

Yes, really awesome. I am happy to see that someone is working on the
editor again.

  - Per

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Re: [Freeciv-Dev] FreeCiv Source Documentation

2008-03-26 Thread Per Inge Mathisen
On Tue, Mar 25, 2008 at 9:25 PM, felipe lopez [EMAIL PROTECTED] wrote:
 My Name is Felipe Lopez and I'm currently studying MCS (Master in Comp.
 Science in PUPR.edu) as one of the courses is Software Architecture we have
 to perform a reverse engineering, and I choose FreeCiv because is a Great
 Game.

 I'm asking if any of you could provide source code documentation and compare
 it to the UML that I just ran using Visual Paradigm Enterprices (Try out).
 I would really appreciate, and if I found something that doesn't match with
 the paper I will let you know.

The only source code documentation that exists is in the doc/
directory in the source code. It is not much.

  - Per

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Re: [Freeciv-Dev] freeciv as programming game

2008-02-25 Thread Per Inge Mathisen
On Sun, Feb 24, 2008 at 1:28 AM, Philipp Hofmann [EMAIL PROTECTED] wrote:
  i really would like to write my own client for the game. and i very
  much would like to do that in my currently favorite scripting
  language. i guess it would be possible to use SWIG to make the client
  api written in c available to scripting languages like python, perl or
  ruby.

I would recommend writing a server-side AI plugin, rather than a
client-side AI. A lot of people have tried to implement a client-side
AI, and no-one has succeeded. It is just a different category of
difficult.

  - Per

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Re: [Freeciv-Dev] (PR#16811) Re: (PR#39854) Change bug tracking system

2007-11-11 Thread Per Inge Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=16811 

On Nov 11, 2007 5:43 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 From the hosting standpoint, if freeciv.org becomes a 401c3, then it
 could collect donations so that it could pay for its own hosting if it
 had to.

The problem has always been to find someone who could host it with an
absolutely minimum of work needed to maintain it from our end.

Registering and maintaining a charity is almost a full time job.

 Has anyone looked into sourceforge?

Last I checked, it could not run bugzilla.

  - Per



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Re: [Freeciv-Dev] (PR#39787) Ubuntu don't redistribute stdsounds

2007-10-21 Thread Per Inge Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39787 

On 10/21/07, William Allen Simpson [EMAIL PROTECTED] wrote:
 let's make sure the sound packages have the correct license clearly listed.  
 They are all
 GPL, aren't they?

Yes, with the caveat above, and the one that comes in the
COPYING.README file in Warzone:

  Concerning the license on the original data files:
  (basically everything in data/)

  The literal meaning of the release statement is ambiguous in the case
  of the original data that is included in the released package. Despite
  several attempts to get a clarification, we have received no response.

  We have chosen to interpret the original release statement as putting
  the original data under a GPL license. Since in the absence of a
  license the released data could not be distributed, we find that
  interpreting the license for the data as being under the same license
  as the source to be the best interpretation to fit the intention
  behind the release.

 Why aren't sounds in the main package?  size?

I think size was the problem back when it was originally considered. I
doubt that is really a problem anymore.

 - Per



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[Freeciv-Dev] I'm retiring from the project

2007-10-04 Thread Per Inge Mathisen
Hello all,

I guess this should not be much of a surprise, but my attention and
motivation has not been on this project for a while, and I do not
think that will change any time soon. I do not wish to hang on to
titles without putting in any work, so I am retiring from being a
Freeciv maintainer.

As I think you all know, I have long wanted the game to depart from
its origins as a multiplayer hack inspired deeply by the commercial
civ games, and instead streamline the rules and interface to make it
one, good single-player game, similar to how Battle for Wesnoth did
it. This proved to be very difficult, time consuming and exhausting to
convince people of and implement without hurting multiplayer, and may
therefore have been a mistake.

In any case, working with you all have been, on the whole, a wonderful
and magnificent learning experience, and I have had much fun
programming with such a talented, forgiving and kind crew. My virtual
hat off to you all, and best of luck to the future.

I will still be around, and do not hesitate to ask for directions or a
hand with code that I may have written or have some semblance of
experience with, and that, for some strange reason, is not yet
perfect.

 - Per

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[Freeciv-Dev] Map generator broken in trunk

2007-07-17 Thread Per Inge Mathisen
Looks like the map generator is badly broken in svn trunk, generating 
mountains and hills in the ocean. Why is this?

   - Per

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Re: [Freeciv-Dev] trunk lua mess

2007-06-22 Thread Per Inge Mathisen
On Fri, 22 Jun 2007, William Allen Simpson wrote:
 Finally, could somebody explain why lua is important?  It's hardly used!

That is something we hope to change. lua is important for increased 
configurability, and making more advanced modpacks. The tutorial, for 
example, is made in lua. I hope to commit a patch that moves configuration 
of huts into lua files soon.

   - Per

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Re: [Freeciv-Dev] trunk lua mess

2007-06-18 Thread Per Inge Mathisen
On 6/18/07, William Allen Simpson [EMAIL PROTECTED] wrote:
 1) install the latest lua.  Make sure it works.  Surely the latest lua will
 still work with the older tolua!

No, tolua 5.0 does not work with lua 5.1, unfortunately. And there is
no more recent version of tolua, hence the use of tolua++, a more up
to date derivative version.

  - Per

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[Freeciv-Dev] trunk lua mess

2007-06-17 Thread Per Inge Mathisen
I tried unsucessfully to update trunk to latest lua and tolua versions. 
For some reasons I could not figure out, tolua generated a bad api_gen.c, 
and the makefile did not regenerate this file for me and thus alert me to 
the problems before I had already committed the changes. Even 'make 
maintainer-clean' did not clean out these files.

So I had to roll back the repository to the state before I started the 
upgrade. This generates some unfortunate svn noise, and William's r13000 
is gone. I am really sorry about that.

Speaking of r1300, I would very much like to see it go in in smaller 
chunks which are easier to manage when debugging using svn.

Also, while on the topic of api_gen.c|h, I do not see why these 
automatically generated source files are in the repository? All the tools 
required to generate them are already in the repository.

   - Per

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Re: [Freeciv-Dev] (PR#39342) 2.1.0-beta4 border vs. fog of war

2007-05-17 Thread Per Inge Mathisen

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39342 

On 5/16/07, William Allen Simpson [EMAIL PROTECTED] wrote:
  Given how much FoW you usually have, this will make your real borders
  really hard to visualize and plan with respect to.
 
  I do not really see a good and simple fix to this issue. We need to change
  the way either borders or the problematic map updates are done to make
  them consistent with each other.
 
 Now, I have run into this problem, too.

 Here's my suggestion:

 1. Foreign borders aren't tile features of the map, they are political.

 2. When near a border with a unit, the border will appear, even when
 you haven't seen the city that created it.  It's not the place itself,
 it's the workers, travelers, and minstrels that tell you about it.

 3. When the border is no longer near, it should disappear after some
 number of turns (1 turn would be very easy to code).

So this is like today, only that you forget borders after a turn if
you do not see the border source? It is actually rather complicated,
and it does not answer my worry above that it will make borders hard
to visualize, due to the prevalence of FoW.

  - Per



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[Freeciv-Dev] New bug submission address

2007-03-31 Thread Per Inge Mathisen
In an attempt to stem the tide of spam that is making RT near unusable, I 
have changed the submission address for tickets to RT to [EMAIL PROTECTED] 
instead of [EMAIL PROTECTED]


Please do not post this new address anywhere in plain text where spam 
bots can find it.


It does not work yet, so if you need to create new tickets or respond to 
older ones, do it through the web interface for now.


  - Per

Debugging is twice as hard as writing the code in the first place.
Therefore, if you write the code as cleverly as possible, you are,
by definition, not smart enough to debug it. - Brian W. Kernighan

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[Freeciv-Dev] Re: (PR#37820) Patch: Use PF distance in waste by distance calcs

2007-03-15 Thread Per Inge Mathisen

On Fri, 9 Mar 2007, (Eddie_Anderson) wrote:

   This is an experimental patch.  It replaces real map distance
(RMD) with pathfinder (PF) distance in the calculation of waste /
corruption by distance from the capital.


I like the idea, but the implementation (or any implementation) has these 
problems:
 - It is strongly tied to a unit type, and changes to this unit type will 
create colossal changes to waste levels, which may not be obvious or 
desirable.
 - Changing roads does not recalculate waste levels until end of turn, 
which changes the way this has been handled up until now. Currently we 
guarantee that what you see in the city dialog as you press end turn is 
what you will get on turn end. There are no surprises, which is probably a 
good thing. We could recalculate all city distances every time a road is 
built, but it would also be affected by moving units and their ZoC, and 
we can't recalculate city distances for each unit movement.


Possible solutions:
 * Perhaps a standard unit should be created for tracing distances, 
which could be amphibious, now that we have such units.


I do not see how to solve the changing roads / moving units problem.


   Perhaps the biggest question I still have about this code is
about the form of the PF search.  AIUI the method used here is an
outward search of surrounding tiles that looks for cities.  But
since the locations of cities are *known*, wouldn't a PF search for
a path (between two known points) be more efficient?


IIRC, no. Remember that the straight path may not be the longest, so we 
need to do an exhaustive search to find the guaranteed shortest path.


But let us take a step back and look at why there is waste in the first 
place. I think the point is to give a penalty for building cities wide 
apart - but why? It punishes bigpox much harder than smallpox, since 
bigpox cities are generally further apart. Since there is less tiles 
between smallpox cities, it will be far easier to connected smallpox 
cities by road and avoid the waste distance penalty.


Though, it is good that there is an incentive to build a cohesive empire, 
rather than just a loose collection of cities around the globe, but this 
can be accomplished in different ways.


We could just retire the distance based waste penalty.

  - Per

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[Freeciv-Dev] Crossporting changes from the war client

2007-02-11 Thread Per Inge Mathisen
The last four emails I have sent on this topic have mysteriously 
disappeared before arriving at the list. Maybe they were thought to be 
spam? Please read it in RT instead: 
http://bugs.freeciv.org/Ticket/Display.html?id=35691


I really do not like overzealous spam filters :(

 - Per

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[Freeciv-Dev] Aircraft and fuel

2007-02-10 Thread Per Inge Mathisen
I have been looking at the goto issues with aircraft, and I think we have 
been approaching this problem in the totally wrong way. The aircraft model 
with fuel was always just a neat hack, but not a good design. Attempting 
to solve goto for aircraft, for client, for AI and for automatic return, 
turned out to be extremely complicated. It is a problem that, I think, 
screams for redesign rather than a solution.


The whole dangerous tiles path finding for triremes and aircraft should 
be removed. It was just too hard. For triremes it can be done either with 
deep ocean tiles (how far did we get here?) that are impassable for 
triremes, or just making a movement rule that they cannot stray from land. 
For aircraft, we would need to abolish the concept of fuel.


I suggest instead of fuel, we add the rule that all aircraft automatically 
return to the airfield/city/carrier that the unit visited last at the 
start of your turn. That is, when you use an aircraft, it stays in the air 
until your next turn/phase, allowing other players a chance to shoot it 
down (of course, this is exploitable by attacking in the last second in 
simultaneous movement mode, but I have given up trying to make that mode 
fair).


This return is done with teleport and no movement points are required - no 
need to fuss about counting tiles for return. If you use goto, you can 
designate a new landing site if it is within (movement points remaining + 
max movement points) tiles, and the aircraft will land there instead, 
allowing aircraft to move a maximum of 2xMP each turn. The teleport method 
is already used for airlift, so it has precedent for air movement.


Opinions?

  - Per

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[Freeciv-Dev] this is a test

2007-02-08 Thread Per Inge Mathisen

I just want to see what happens if I try to email this list from the
outside. - Per

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[Freeciv-Dev] Test post

2007-01-09 Thread Per Inge Mathisen

Please ignore. - Per

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