[Freeciv-Dev] (PR#38236) Spelling errors in version.in

2007-03-16 Thread Dan Lynch

http://bugs.freeciv.org/Ticket/Display.html?id=38236 >

Hello,

There are three spelling errors in version.in.  Specifically, the word
"mandatory" is spelled "manditory" twice, and the word "capability" is
spelled "capbility" once.

A proposed patch to fix this is attached.

-- 
Dan Lynch <[EMAIL PROTECTED]>

Index: version.in
===
--- version.in	(revision 12837)
+++ version.in	(working copy)
@@ -18,10 +18,10 @@
 #
 # +Freeciv.Devel..MMM.DD is the base capability string.
 #
-#   - No new manditory capabilities can be added to the release branch; doing
+#   - No new mandatory capabilities can be added to the release branch; doing
 # so would break network capability of supposedly "compatible" releases.
 #
-#   - Avoid adding a new manditory capbility to the development branch for
+#   - Avoid adding a new mandatory capability to the development branch for
 # as long as possible.  We want to maintain network compatibility with
 # the stable branch for as long as possible.
 FREECIV_NETWORK_CAPSTRING(["+Freeciv.Devel.2007.Mar.15"])
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[Freeciv-Dev] (PR#38245) [Bug] Sun Tzu always marked redundant

2007-03-16 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=38245 >

 Sun Tzu's War Academy is always displayed as redundant.

 I think this relates to the fact that its effects have nreq UnitFlag Diplomat.


 - ML



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Re: [Freeciv-Dev] (PR#38241) 2.1.0-beta2 and beta3: assertion failed in civclient.exe (packhand.c)

2007-03-16 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=38241 >

On 3/16/07, Andreas Greulich <[EMAIL PROTECTED]> wrote:
>
> When I load the attached saved (standalone) game and immediately
> initiate the next turn, I get the following error:
>
> "Assertion failed!
> Program: ...\Freeciv-2.1.0-beta3-gtk2\civclient.exe
> File: packhand.c
> Line: 2023
> Expression: unit_list_size(ptile->units)==0"
>
> I tried it with both versions Freeciv-2.1.0-beta2-gtk2 and
> Freeciv-2.1.0-beta3-gtk2 using Windows XP SP2.

 Reproducible also in trunk.

 Player has shared vision from Galicians, and is allied with them.
Aztec Alpine Troops conquer Galician city of Mitxcoac (65, 39). When
city vision is removed, client still sees that Aztec Alpine Troops in
city.


 - ML



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[Freeciv-Dev] (PR#38264) City flag & occupied status hidden by adjacent unknown terrain

2007-03-16 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=38264 >

 Middle mouse button info tells me who owns this city, but how can I
tell if it's occupied or not?


 - ML


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Re: [Freeciv-Dev] (PR#38241) 2.1.0-beta2 and beta3: assertion failed in civclient.exe (packhand.c)

2007-03-16 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=38241 >

On 3/16/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
>  Player has shared vision from Galicians, and is allied with them.
> Aztec Alpine Troops conquer Galician city of Mitxcoac (65, 39). When
> city vision is removed, client still sees that Aztec Alpine Troops in
> city.

 Actually it's more complicated than that. Player sees how Alpine
Troops *enter* city, since city is at that point owned by allied &
shared vision player. Then city owner is changed and player no longer
sees *changes* to Alpine Troops status. Alpine Troops gets actually
killed by Ironclad, but client still sees it inside city. Ironclad
then moves away and city gets fogged.

 To me it seems that this works incorrectly in two ways.
 First of all, previous owner (or players with shared vision) should
not see unit that conquered city inside city (I think it's always seen
until tile fogging or visible fight causes it to be removed)
 Second, shared vision should show fight between allied/shared vision
Ironclad and enemy Alpine Troops.  Now I see only Ironclad to
mysteriously lose hitpoints when it moves away (first send_unit_info()
to me after fight)


 - ML



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Re: [Freeciv-Dev] (PR#35961) [wishlist] nation legends in help system

2007-03-16 Thread Egor Vyscrebentsov

http://bugs.freeciv.org/Ticket/Display.html?id=35961 >

On Thu, 15 Mar 2007 Daniel Markstedt wrote:

> > [evyscr - Wed Mar 14 17:01:14 2007]:
> >
> > On Mon, 12 Mar 2007 01:14:42 -0800 Egor Vyscrebentsov wrote:
> > >
> > > Attached is a pre-version of patch. Legends are used as a help text.
> > > Only gui-xaw supported.
> > >
> > > Ah, and main "Nations" section requires a better text ;)
> > >
> > > PS. Do we want to have "helptext" field in data/nation/*.ruleset ?
> 
> Maybe this could serve as (a brief) helptext:
> 
> "Each player in the game is represented by a nation. A nation could be a
> modern-day nation state, a historical region or empire, an ethnic group,
> or even a fictional nation. Your goal as the player is to vanquish other
> nations and lead your nation to world domination!"

Last sentence could be wrong for scenario (or for special victory
requirements). And I would like to see notice, that nations now have no
differences (advantages and drawbacks) in gameplay meaning.

-- 
Thanks, evyscr



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Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files

2007-03-16 Thread Egor Vyscrebentsov

http://bugs.freeciv.org/Ticket/Display.html?id=36577 >

On Thu, 15 Mar 2007 21:18:38 -0800 Daniil Ivanov wrote:

>  I have finally made those changes :) It is not going to change any
> default behavior.
>  It just will be useful for people, who are adding their own flags at
> a build stage.
>  The rule is applied only in case there is no PNG files or they have
> an earlier modification
>  date than SVG file.

I would like these to be called non-automatically, but by something
like 'make update-png' (inspired by 'make update-po'). And like
'make update-po' it can be called by 'make dist' rather than regular
'make'. Btw, what script do if there is no inkscape in system?

-- 
Thanks, evyscr



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Re: [Freeciv-Dev] (PR#38193) [Patch] Use player_set_nation() when loading saved game

2007-03-16 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=38193 >

On 3/15/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
>  Use player_set_nation() instead of just setting player->nation. This
> should help keeping player->nation and nation->player consistent.

 S2_1 version.


 - ML

diff -Nurd -X.diff_ignore freeciv/common/player.c freeciv/common/player.c
--- freeciv/common/player.c	2007-03-05 19:14:29.0 +0200
+++ freeciv/common/player.c	2007-03-16 19:31:29.0 +0200
@@ -235,6 +235,9 @@
   pplayer->nation->player = NULL;
 }
 if (pnation) {
+  /* Note that both barbarian players use same nation.
+   * For barbarian nations nation->player points essentially to
+   * random player */
   pnation->player = pplayer;
 }
 pplayer->nation = pnation;
diff -Nurd -X.diff_ignore freeciv/server/savegame.c freeciv/server/savegame.c
--- freeciv/server/savegame.c	2007-03-10 23:18:01.0 +0200
+++ freeciv/server/savegame.c	2007-03-16 19:27:06.0 +0200
@@ -1850,6 +1850,7 @@
   int id;
   struct team *pteam;
   struct player_research *research;
+  struct nation_type *pnation;
 
   /* not all players have teams */
   id = secfile_lookup_int_default(file, -1, "player%d.team_no", plrno);
@@ -1906,7 +1907,13 @@
   p = "";
 }
   }
-  plr->nation = find_nation_by_name_orig(p);
+  pnation = find_nation_by_name_orig(p);
+
+  if (pnation != NO_NATION_SELECTED) {
+player_set_nation(plr, pnation);
+  } else {
+plr->nation = NO_NATION_SELECTED;
+  }
   /* Nation may be unselected at this point; we check for this later and
* reassign nations to players who don't have them. */
 
@@ -1917,7 +1924,8 @@
* give_initial_techs will crash if the nation is unset. */
 
   if (is_barbarian(plr) && plr->nation == NO_NATION_SELECTED) {
-plr->nation = pick_barbarian_nation();
+pnation = pick_barbarian_nation();
+player_set_nation(plr, pnation);
   }
 
   /* government */
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Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files

2007-03-16 Thread Daniil Ivanov

http://bugs.freeciv.org/Ticket/Display.html?id=36577 >

On 16/03/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=36577 >
>
> On Thu, 15 Mar 2007 21:18:38 -0800 Daniil Ivanov wrote:
>
> I would like these to be called non-automatically, but by something
> like 'make update-png' (inspired by 'make update-po'). And like
> 'make update-po' it can be called by 'make dist' rather than regular
> 'make'. Btw, what script do if there is no inkscape in system?
>
> --
> Thanks, evyscr
>
It fails :) Well, this is the exact behavior before, when you add SVG, patch
half of dozen of files and try to build, make says to you there is no rule
to produce PNG files. In absence of Inkscape make will fail trying to execute
convert_png. However, if we will keep adding PNG to SVN this rule will never
be used during 'make' or 'make dist'. I feel update-po is very
different from this
use-case.

BR, Daniil.



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Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files

2007-03-16 Thread Egor Vyscrebentsov

http://bugs.freeciv.org/Ticket/Display.html?id=36577 >

On Fri, 16 Mar 2007 Daniil Ivanov wrote:

> On 16/03/07, Egor Vyscrebentsov  wrote:
> >
> > I would like these to be called non-automatically, but by something
> > like 'make update-png' (inspired by 'make update-po'). And like
> > 'make update-po' it can be called by 'make dist' rather than regular
> > 'make'. Btw, what script do if there is no inkscape in system?
> >
> It fails :) Well, this is the exact behavior before, when you add SVG, patch
> half of dozen of files and try to build, make says to you there is no rule
> to produce PNG files. In absence of Inkscape make will fail trying to execute
> convert_png. However, if we will keep adding PNG to SVN this rule will never
> be used during 'make' or 'make dist'. I feel update-po is very
> different from this use-case.

Well, I thought about another case: .svg file is newer than .png. I don't
want to regen new png, and regen it again after `svn revert`, and regen
it again... ;) I have at least one machine which: 1) has no inkscape
installed; 2) is to slow to regenerate pngs.

PS. I don't know about current behavior, but it does not enforce me to
use inkscape during the build.

-- 
Thanks, evyscr



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Re: [Freeciv-Dev] (PR#36577) PNG flags and shields do not depend on SVG files

2007-03-16 Thread Marko Lindqvist

http://bugs.freeciv.org/Ticket/Display.html?id=36577 >

On 3/16/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote:
>
> On Fri, 16 Mar 2007 Daniil Ivanov wrote:
> > However, if we will keep adding PNG to SVN this rule will never
> > be used during 'make' or 'make dist'. I feel update-po is very
> > different from this use-case.
>
> Well, I thought about another case: .svg file is newer than .png. I don't
> want to regen new png, and regen it again after `svn revert`, and regen
> it again... ;)

 Agreed. You cannot guarantee that local timestamps of files got from
svn are in correct order.


 - ML



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[Freeciv-Dev] FR: knowlege base about changes that affected all gui-*

2007-03-16 Thread Egor Vyscrebentsov
Good daytime!

Now I can't find a way to _easy_ get information about changes in
the code, that affected gui-specific code, from one date up to other.

If there is no better way to do it, I will suggest to have a wiki
page on which such changes would be written (with links to PR#
or even to commited patch).

--  
Thanks, evyscr

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Re: [Freeciv-Dev] FR: knowlege base about changes that affected all gui-*

2007-03-16 Thread Per I. Mathisen

On Fri, 16 Mar 2007, Egor Vyscrebentsov wrote:

Now I can't find a way to _easy_ get information about changes in
the code, that affected gui-specific code, from one date up to other.


Does this work for you?

[EMAIL PROTECTED] freeciv]$ svn log client/gui-sdl --limit 50

  - Per

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Re: [Freeciv-Dev] FR: knowlege base about changes that affected all gui-*

2007-03-16 Thread Egor Vyscrebentsov
On Fri, 16 Mar 2007 21:04:36 + (GMT) Per I. Mathisen wrote:

> On Fri, 16 Mar 2007, Egor Vyscrebentsov wrote:
> > Now I can't find a way to _easy_ get information about changes in
> > the code, that affected gui-specific code, from one date up to other.
>
> Does this work for you?
>
> [EMAIL PROTECTED] freeciv]$ svn log client/gui-sdl --limit 50

No. I need changes which were made _outside_, f.e. gui-xaw, but affect
gui-xaw (and all other gui-*). Now I can get this information from
freeciv-commits@ looking for client/gui-gtk-2.0/* and something outside
client/gui-gtk-2.0.

For example, message for r12811:
> You can now edit which techs player knows in science dialog in
> editor mode.
>
> See #37752
>
> Modified:
> trunk/client/gui-gtk-2.0/repodlgs.c
> trunk/common/fc_types.h
> trunk/common/packets.def
> trunk/server/edithand.c
> trunk/version.in

But manual 'grepping' such messages is not an _easy_ way.

-- 
Thanks, evyscr

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Re: [Freeciv-Dev] (PR#35961) [wishlist] nation legends in help system

2007-03-16 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=35961 >

On 3/17/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=35961 >
>
> On Thu, 15 Mar 2007 Daniel Markstedt wrote:
>
> > > [evyscr - Wed Mar 14 17:01:14 2007]:
> > >
> > > On Mon, 12 Mar 2007 01:14:42 -0800 Egor Vyscrebentsov wrote:
> > > >
> > > > Attached is a pre-version of patch. Legends are used as a help text.
> > > > Only gui-xaw supported.
> > > >
> > > > Ah, and main "Nations" section requires a better text ;)
> > > >
> > > > PS. Do we want to have "helptext" field in data/nation/*.ruleset ?
> >
> > Maybe this could serve as (a brief) helptext:
> >
> > "Each player in the game is represented by a nation. A nation could be a
> > modern-day nation state, a historical region or empire, an ethnic group,
> > or even a fictional nation. Your goal as the player is to vanquish other
> > nations and lead your nation to world domination!"
>
> Last sentence could be wrong for scenario (or for special victory
> requirements). And I would like to see notice, that nations now have no
> differences (advantages and drawbacks) in gameplay meaning.
>
> --
> Thanks, evyscr
>
>
>

Rephrased helptext in patch for trunk. This shouldn't IMO go into
S2_1, as it introduces a gettexted string.

 ~Daniel



nations_help-trunk.diff
Description: Binary data
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Re: [Freeciv-Dev] (PR#38244) uk.po

2007-03-16 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=38244 >

On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
>
> Hi,
>
>  I did some changes to uk.po file.
>
> Thanks, Daniil.
>
>

I can commit it if you tell me which branch it is for?

 ~Daniel



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Re: [Freeciv-Dev] (PR#38244) uk.po

2007-03-16 Thread Daniil Ivanov

http://bugs.freeciv.org/Ticket/Display.html?id=38244 >

On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
>
> On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
> >
> > Hi,
> >
> >  I did some changes to uk.po file.
> >
> > Thanks, Daniil.
> >
> >
>
> I can commit it if you tell me which branch it is for?
>
>  ~Daniel
>
>
>
Hi,

 I've decided to finish translation. This is for trunk.

BR, Daniil.



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Re: [Freeciv-Dev] FR: knowlege base about changes that affected all gui-*

2007-03-16 Thread Marko Lindqvist

On 3/16/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote:

Good daytime!

Now I can't find a way to _easy_ get information about changes in
the code, that affected gui-specific code, from one date up to other.

If there is no better way to do it, I will suggest to have a wiki
page on which such changes would be written (with links to PR#
or even to commited patch).


Wiki page would not hurt.

But I think that already one who breaks gui- by
committing something should create RT tickets for each gui.
That said, I have not created such tickets myself for base building
activities... Attempt to build fortress or airbase in gui other than
gtk probably doesn't work. See #37611 and #38016.


- ML

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Re: [Freeciv-Dev] (PR#38244) uk.po

2007-03-16 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=38244 >

On 3/17/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
>
> On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
> >
> > On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote:
> > >
> > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
> > >
> > > Hi,
> > >
> > >  I did some changes to uk.po file.
> > >
> > > Thanks, Daniil.
> > >
> > >
> >
> > I can commit it if you tell me which branch it is for?
> >
> >  ~Daniel
> >
> >
> >
> Hi,
>
>  I've decided to finish translation. This is for trunk.
>
> BR, Daniil.
>
>

Have you talked to Roman about it? He did some work on uk.po a year or so ago.

 ~Daniel



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

2007-03-16 Thread (Eddie_Anderson)

http://bugs.freeciv.org/Ticket/Display.html?id=37820 >

Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
>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.

I understand.  Are there many rulesets where these types of
units become obsolete early in the game?  If not, then it may not be
a big problem.

Here are some of my other thoughts about it (using the Civ2
ruleset as a point of reference):

1) My choice of units for calculating distance was almost arbitrary.
   Feel free to change it if necessary.

   Caravans (IIRC, "wonder helpers") were used in the part of the
   code that I copied (from your Wonder city code); so I left it
   that way.  I didn't want to risk introducing any side effects in
   code that I didn't understand well.

2) Settlers might be a better choice because they are available
   throughout the game.

   And presumably every ruleset has at least one city-founder type
   unit in it.  But maybe other rulesets have multiple types of
   city-founder units (with different movement capabilities).

3) By the time a civ replaces its Caravans with Freights (which
   would cut its waste-by-distance costs in half), that civ is
   unlikely to still be governed by Despotism.

   IIRC, the change from Despotism to either Monarchy or Republic
   also causes a 50% reduction in waste-by-distance costs.

   And by the time a civ researches Corporation, they may have
   already researched Democracy and/or Communism too.  So waste-by-
   distance may not be a factor at all by then.

>  - 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.

I'm not sure what you mean by "changing roads".  Do you mean
building roads or pillaging them?  or something else?

I thought that road building didn't happen until the end of each
turn.  In contrast, pillaging happens immediately.  So the player
would see immediate changes (e.g. in a city display) due to
pillaging but not due to road building.  Is that not correct?


I don't understand all the issues that are involved here.  So,
from my naive perspective, I propose this:

Preserve WYSIWYG.  I agree that it is a good thing.

To insulate the PF distance calculations from the effects of
unit activity, store the distances in a structure that is only
updated once per turn (or when a city is created).  Perhaps that
update could be done when the player presses "turn done".

Use those stored distances for the waste calculation at the
beginning of the next turn.  In between the 'turn done' and the
beginning of the next turn, ignore the effects of other players'
units (newly pillaged roads, new ZOCs exerted by hostile units,
etc.) on this player's cities (unless the city is captured or
destroyed).

And tell the player that any roads that he is constructing will
*not* affect the calculations on *this* turn.  Instead those effects
will start on the next turn.  Perhaps the city display should show
old values in parentheses if anything changes in mid turn.

Is that feasible?

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

That sounds good.

Or is there a way to measure distances without using units?
AIUI the need for a virtual unit (of any kind) is an artifact of
using PF.  I don't know enough about PF to know if there is a way
around that requirement.  But if PF can be used without units, then
that would solve that problem.


>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.

OK.  Here's another question (and maybe PF already does this):

Do you know if PF prunes the search i

[Freeciv-Dev] (PR#38301) translator's services out of order

2007-03-16 Thread Daniel Markstedt

http://bugs.freeciv.org/Ticket/Display.html?id=38301 >

Most of the translator services that used to be provided by freeciv.org
are out of order.

The files (freeciv.pot and *.po) that used to be generated daily in
latest/ haven't been touched since August 06. Neither have trunk
snapshots and diffs.

Around the same time, postats stopped updating as well. Since the move
to Wikia, the functionality is completely gone since they don't provide
that wiki extension. I've seen other projects like Wesnoth and OTTD
using custom web software; maybe we could install something similar on
our servers? Examples:

http://gettext.wesnoth.org/
http://translator2.openttd.org/languages/GlobalStat

 ~Daniel


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Re: [Freeciv-Dev] (PR#38244) uk.po

2007-03-16 Thread Daniil Ivanov

http://bugs.freeciv.org/Ticket/Display.html?id=38244 >

On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
>
> On 3/17/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
> >
> > On 17/03/07, Daniel Markstedt <[EMAIL PROTECTED]> wrote:
> > >
> > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
> > >
> > > On 3/16/07, Daniil Ivanov <[EMAIL PROTECTED]> wrote:
> > > >
> > > > http://bugs.freeciv.org/Ticket/Display.html?id=38244 >
> > > >
> > > > Hi,
> > > >
> > > >  I did some changes to uk.po file.
> > > >
> > > > Thanks, Daniil.
> > > >
> > > >
> > >
> > > I can commit it if you tell me which branch it is for?
> > >
> > >  ~Daniel
> > >
> > >
> > >
> > Hi,
> >
> >  I've decided to finish translation. This is for trunk.
> >
> > BR, Daniil.
> >
> >
>
> Have you talked to Roman about it? He did some work on uk.po a year or so ago.
>
>  ~Daniel
>
>
>

Nope, І haven't. Ukrainian is one of two my native languages (the
other one is Russian).
I think Roman is from the western part of Ukraine, because of some
words he uses.
The most notable is a translation 'embassy' as English-borrowed 'ambasada'.
Officially it is translated as 'posol'stvo', which is Russian-borrowed.
You can check it from a website of any Ukrainian embassy
http://www.ukrainaemb.se/
I think Roman can correct my mistakes later if he will have such desire.
The translation 'Your diplomat failed' as 'Твій дипломат жінка' (Your
diplomat is woman)
was the best. :)

Thanks, Daniil.



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