[Freeciv-Dev] [bug #15595] Adding new categories

2012-06-30 Thread Marko Lindqvist
Follow-up Comment #13, bug #15595 (project freeciv):

> I'm guessing "Project Admins": cazfi, dmarks, cproc?

...jtn :-)

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[Freeciv-Dev] [bug #15595] Adding new categories

2012-06-30 Thread Jacob Nevins
Follow-up Comment #12, bug #15595 (project freeciv):

Who has rights to wrangle Gna categories? I'm guessing "Project Admins":
cazfi, dmarks, cproc?

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-10-14 Thread Daniel Markstedt

Follow-up Comment #11, bug #15595 (project freeciv):

"module installer" added to the bug tracker

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-09-19 Thread pepeto

Follow-up Comment #10, bug #15595 (project freeciv):

Also, there is a "module installer" category for patch that doesn't exist for
the bugs...


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-28 Thread pepeto

Update of bug #15595 (project freeciv):

Severity:1 - Wish => 3 - Normal 
Priority:   1 - Later => 5 - Normal 

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Follow-up Comment #9:

Updated list of requested categories:
* common
* generator
* network
* scenario
* scripting
* server
* translation
* utility


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread David Lowe

Follow-up Comment #8, bug #15595 (project freeciv):

Perhaps i wasn't clear enough: having many categories is confusing to the
user when they go to enter a bug report.  The more categories there are, the
greater chance that any given bug could conceivably be filed against more
than one category.

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread pepeto

Follow-up Comment #7, bug #15595 (project freeciv):

> The danger of having too many categories is that users might get
> confused and file their reports under the wrong heading. I've
> certainly experienced this when trying to report a problem with
> another project.

Normally, I guess that normal users shouldn't be able to edit the category
field, neither priority or planned release.

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread David Lowe

Follow-up Comment #6, bug #15595 (project freeciv):

The danger of having too many categories is that users might get confused and
file their reports under the wrong heading.  I've certainly experienced this
when trying to report a problem with another project.

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread pepeto

Follow-up Comment #5, bug #15595 (project freeciv):

Thought also about "scenario" category for adding maps.


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-13 Thread pepeto

Follow-up Comment #4, bug #15595 (project freeciv):

> most of the time I have to use general as the right entry is
> missing

I do the same...

> However, categories are only useful if you actually want to
> mechanically process the items -- filter by category, or
> generate stats, or what have you.
>
> I think the client-XXX categories are useful as different
> clients are maintained by different people (beyond the core set).

Actually, I hope there will be also an art maintainer, a server maintainer
etc... And if one people is working on a big change about one of those
category, the search of already existent bugs will be really faster and
easier.

> A missing category is "nations" -- a large proportion of all 
> patches are nation patches, and one or a few people generally
> deal with all of them, so it's worth being able to filter them
> out.

It's ok I think using the ruleset category for them, as long they affect the
ruleset, is correct. But I'm not opposed to it. But in a such case, there
will be also categories like "path finding", "city manager" or any particular
module? Or maybe nations do something different?

One question would be (if all agree to adds the mentioned categories) who is
able to change this?


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-13 Thread Jacob Nevins

Follow-up Comment #3, bug #15595 (project freeciv):

I agree the current categories don't match the kind of bugs that are being
raised.

However, categories are only useful if you actually want to mechanically
process the items -- filter by category, or generate stats, or what have
you.

I think the client-XXX categories are useful as different clients are
maintained by different people (beyond the core set). Similarly freeciv.org,
art, rulesets. Beyond that I'm not entirely sure it's worth it, although I
don't feel strongly in this case as (unlike some other bug tracker
situations) adding new categories doesn't come with much cost.

A missing category is "nations" -- a large proportion of all patches are
nation patches, and one or a few people generally deal with all of them, so
it's worth being able to filter them out.

I support having a category for "translation" too (IMO: for updates to
po-files, as generally only a few people deal with these too).

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-13 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #15595 (project freeciv):

I'm all for it; most of the time I have to use general as the right entry is
missing

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-13 Thread pepeto

Follow-up Comment #1, bug #15595 (project freeciv):

Forgot:
* network


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-13 Thread pepeto

URL:
  

 Summary: Adding new categories
 Project: Freeciv
Submitted by: pepeto
Submitted on: samedi 13.03.2010 à 13:36
Category: freeciv.org
Severity: 1 - Wish
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Could we have more items for the field 'Category' of the item?

Personally, I would like to see:
* server
* generator
* scripting
* utility
* common
* aicore
* translation

and maybe some others...





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