Re: [Freeciv-Dev] (PR#39501) [Patch] SIGABRT handler
http://bugs.freeciv.org/Ticket/Display.html?id=39501 > On Tue, 4 Sep 2007, Marko Lindqvist wrote: > On 07/08/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote: >> >> This adds SIGABRT handler to server. > ... > >> displays BUG_URL after assert. > > This version avoids infinite loop if freelog() is asserting. No, please do not replace assert()'s abort() with exit(). This means gdb will not work as expected. Also, how will such a handler work with the continue statements in gdb? - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#22484) Freeciv 2.1.0-beta2 client crash: goto/timeout
http://bugs.freeciv.org/Ticket/Display.html?id=22484 > > [EMAIL PROTECTED] - Mar. Oct. 17 12:05:36 2006]: > > Hello, > > I dont know if this has been reported yet; but there is > a high chance (as usual it is not completely deterministic) > that the civclient of the 2.1.0-beta2 version crashes when > the timeout forces a new turn while the player is planing > a goto move. > > If needed, I could try to get a core dump in our next > LAN session (tomorrow). It usualy happens a couple of > times per game. > > Ingo > > I seems exactly linked with PR#15854. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39670) Rethinking the SDL Client's Citydialog
http://bugs.freeciv.org/Ticket/Display.html?id=39670 > Looks just great Daniel ! The SDL windows and dialog panels are confined looking because they were made to work on PDA and small screen devices (that's what I've been told). Le 5 sept. 07 à 09:56, Daniel Markstedt a écrit : > > http://bugs.freeciv.org/Ticket/Display.html?id=39670 > > > The SDL client's city dialog is very cramped IMO. Especially the city > map is squeezed into its little box and doesn't look good at all with > many tilesets (with Amplio it's very small and difficult to read and > with Trident it overflows its boundaries.) > > Therefore I suggest breaking up the various panels that make up the > dialog and spread them around a complete world view with the city in > focus. Attached is a (very quick and dirty) mockup of how it could > look. > > Such a dialog would make it easier to manage workers on the fields, as > well as giving a better overview of the surroundings even when in the > city dialog. > > Civ2: Test of Time has a similar setup. See this screenshot for > example: http://users.tpg.com.au/jpwbeest/images/CityScreen.png > > ~Daniel > > > ___ > Freeciv-dev mailing list > Freeciv-dev@gna.org > https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39670) Rethinking the SDL Client's Citydialog
http://bugs.freeciv.org/Ticket/Display.html?id=39670 > On 9/5/07, François Marlier <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39670 > > > Looks just great Daniel ! > The SDL windows and dialog panels are confined looking because they > were made to work on PDA and small screen devices (that's what I've > been told). > Yes, I'm pretty sure this is the case too. However it's sad that desktop users are stuck with this dialog that looks absolutely tiny on higher resolution monitors. Maybe a user option could be introduced to switch between compact 'classic' style and a more spacious city dialog? ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39667) SDL Client Usability Issues
http://bugs.freeciv.org/Ticket/Display.html?id=39667 > > [EMAIL PROTECTED] - Tue Sep 04 13:09:46 2007]: > > SDL interface has some very annoying usability issues to address. > > (...) > > Auto-scrolling is annoying. It is especially annoying when playing in > windowed mode when you are often moving the mouse cursor in and out of > the game window. It would be better to scroll when pressing the > right-mouse-button since the RMB is already used for manual movement. > > Could an option be made to turn this off in the Game Options dialog? > > I could see no obvious way to end the turn with the mouse - annoying > for a mouse-driven game. After being told there is, I looked a bit > harder. It's an icon on the minimap panel, alongside various > information icons. Hardly obvious - in a heavily iconified UI like > Freeciv SDL is aspiring to be, placing is important. They need to > think a bit harder about this one. I would have placed it somewhere at > the top near where the year is displayed since the turn and the game > year are strongly associated and importantly you won't be clicking on > it by accident if it is up there (something easy to do currently as a > small icon placed amongst a bunch of other small icons). > > Source: > http://freegamer.blogspot.com/2007/08/freeciv-21beta6-grips.html > > > Maybe the larger part of the right sidebar (where the text 'End of Turn' appear at the end of a turn) could be turned into one large end turn button when all units have finished moving? The place currently held by the end turn button (the little cogwheel) could for example be given to a (yet-to-be implemented) civilopedia button. Anyways, the two patches so far are huge improvements. Keep up the good work. =) ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Testing tips
On Tue, 14 Aug 2007 Marko Lindqvist wrote wonderful tips ... which are on http://www.freeciv.org/wiki/Testing_tips now ;) -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#15854) goto.c:860: Assertion `unit_is_in_focus(punit)' failed
http://bugs.freeciv.org/Ticket/Display.html?id=15854 > Hello again, On Tue, 4 Sep 2007, Pepeto _ wrote: > It doesn't work. I got it yesterday. But now, I know exactly how > reproduce the crash. > > It occurs when the server wake up an unit (which was sentried) whereas > you are selecting a destination for an other unit. This makes Freeciv > totally unplayable for multi-player games. The client crashes every time > a enemy unit moves. I can approve that the beta client crashes about 5-10 times during our weekly lan sessions. Often (but not always) when planing gotos. We were already getting used to it ;) Ingo PS: Is the guest web login for the bug reporting page broken? -- Dipl.-Math. Karl-Ingo Friese Wissenschaftlicher Mitarbeiter FG Graphische Datenverarbeitung Institut für Mensch-Maschine-Kommunikation Universität Hannover, Welfengarten 1, D-30167 Hannover http://www.gdv.uni-hannover.de Tel.: +49 (0)511-762 2913Fax.: +49 (0)511-762 2911 email: [EMAIL PROTECTED] ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39501) [Patch] SIGABRT handler
http://bugs.freeciv.org/Ticket/Display.html?id=39501 > On 05/09/07, Per I. Mathisen wrote: > > On Tue, 4 Sep 2007, Marko Lindqvist wrote: > > On 07/08/07, Marko Lindqvist wrote: > >> > >> This adds SIGABRT handler to server. > > ... > > > >> displays BUG_URL after assert. > > > > This version avoids infinite loop if freelog() is asserting. > > No, please do not replace assert()'s abort() with exit(). This means gdb > will not work as expected. Also, how will such a handler work with the > continue statements in gdb? This handler is called by abort(), not instead of it. Still, it is better practice to execute also handler we replace (to be just wrapper around it). I already have updated patch for that. This causes no problems with my version of gdb, nor can I see problems with alternative gdb implementations. Another thing is that signal() behavior differs between platforms. sigaction() provides more consistent behavior, but is not available in so many platforms. We should use sigaction() where possible, and signal() only as fallback. I plan to do that change before doing anything to SIGABRT. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39671) common/helpdata.c#insert_allows() has wrong comment
http://bugs.freeciv.org/Ticket/Display.html?id=39671 > Good day! In trunk and branches/s2_1 common/helpdata.c function insert_allows() has a descriptive comment which says that function can print things it couldn't. insert_allows() now contains only improvements (buildings) iterator to look for allowed things (i.e. for buildings only). My english doesn't allow me to change this comment myself... -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39671) common/helpdata.c#insert_allows() has wrong comment
http://bugs.freeciv.org/Ticket/Display.html?id=39671 > On 05/09/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote: > > Good day! > > In trunk and branches/s2_1 common/helpdata.c function insert_allows() > has a descriptive comment which says that function can print things > it couldn't. > > insert_allows() now contains only improvements (buildings) iterator > to look for allowed things (i.e. for buildings only). I think that comment is correct, but not too clear. It says that "every possible source type" ... "(currently only building reqs)". Words 'source' and 'requirement' are synonymous in this context. Are you going to work on insert_allows()? So I know to avoid doing duplicate work. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39671) common/helpdata.c#insert_allows() has wrong comment
http://bugs.freeciv.org/Ticket/Display.html?id=39671 > On Wed, 5 Sep 2007 13:35:15 -0700 Marko Lindqvist wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39671 > > > On 05/09/07, Egor Vyscrebentsov <[EMAIL PROTECTED]> wrote: > > > > Good day! > > > > In trunk and branches/s2_1 common/helpdata.c function insert_allows() > > has a descriptive comment which says that function can print things > > it couldn't. > > > > insert_allows() now contains only improvements (buildings) iterator > > to look for allowed things (i.e. for buildings only). > > I think that comment is correct, but not too clear. It says that > "every possible source type" ... "(currently only building reqs)". > Words 'source' and 'requirement' are synonymous in this context. Ok. Examples make this even less clear... (Note that current implementation can't describe type of requirement) > Are you going to work on insert_allows()? So I know to avoid doing > duplicate work. I'm going to go through all helptext functions. And yes, I'm going to work on this function too. To me this function should be named smth like insert_allowed_buildings() and be called from insert_allows() which also calls other similar functions. PS. Do negated reqs work now? Can I try to replace "obsolete_by" by netgated requirement? PPS. Seems to me, there should be one more helper function - translated range of requirement. Will be done inside #10775. -- Thanks, evyscr ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39672) Bug and Suggestion report.
http://bugs.freeciv.org/Ticket/Display.html?id=39672 > Good afternoon, I have noted the following problems and ideas while playing the latest beta of FreeCiv. FreeCiv Bugs: 01. On-line Help: Wonders show Required=0 and "Obsolete By" as the tech required, instead of the technology advance that renders it obsolete. 02. Selecting Nations: Choosing any ?nationgroup gives an empty list. 03. Games - Local Options: Screen too long to fit on 1024 X 768 screen. The program should check screen size. The Ok and Cancel buttons on the bottom are inaccessible. 04. Sometimes focus goes to another application, which was just sitting in the background, when closing pop-up window. FreeCiv suggestions: 01. On-line Help: Give on-line help for the starting game options, not just the HTML files. 02. On-line Help: Show path to each technology advance (not just what it allows, but what allows it). 03. On-line Help: Put images from the tile set in the help display. 04. When picking a name from the listbox when selecting nations, the program should set the appropriate gender for the person, but let the player change it after. 05. Do not put up "Welcome to Freeciv" window with Game Options until the server is connected. 06. Show which wonders are obsolete on WorkList. I also have some crashes at various times. I have not been able to determine a consistent cause, but it always reports a General Protection Fault in USER.(EXE OR DLL, I forget which). It generally crashes after a couple of hours of play. I have yet to complete a game after 6 or 7 attempts. I am running on a Windows 98, Celeron II, 400 MHz with 320 MB of RAM and somewhere around 30 GB of disk free on the partition containing Windows and Program Files. Any other details or test you want, just ask. I will try the last stable instead. David Nuttall, Computer Specialist Nuttall Computer Consulting [EMAIL PROTECTED] Get a sneak peak at messages with a handy reading pane with All new Yahoo! Mail: http://mrd.mail.yahoo.com/try_beta?.intl=ca ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39672) Bug and Suggestion report.
http://bugs.freeciv.org/Ticket/Display.html?id=39672 > On 9/6/07, David Nuttall <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39672 > > > Good afternoon, > > I have noted the following problems and ideas while playing the latest beta of > FreeCiv. > > FreeCiv Bugs: > 01. On-line Help: Wonders show Required=0 and "Obsolete By" as the tech > required, instead of the technology advance that renders it obsolete. > 02. Selecting Nations: Choosing any ?nationgroup gives an empty list. > 03. Games - Local Options: Screen too long to fit on 1024 X 768 screen. The > program should check screen size. The Ok and Cancel buttons on the bottom are > inaccessible. > 04. Sometimes focus goes to another application, which was just sitting in > the > background, when closing pop-up window. > > FreeCiv suggestions: > 01. On-line Help: Give on-line help for the starting game options, not just > the HTML files. > 02. On-line Help: Show path to each technology advance (not just what it > allows, but what allows it). > 03. On-line Help: Put images from the tile set in the help display. > 04. When picking a name from the listbox when selecting nations, the program > should set the appropriate gender for the person, but let the player change it > after. > 05. Do not put up "Welcome to Freeciv" window with Game Options until the > server is connected. > 06. Show which wonders are obsolete on WorkList. > > I also have some crashes at various times. I have not been able to determine > a > consistent cause, but it always reports a General Protection Fault in > USER.(EXE > OR DLL, I forget which). It generally crashes after a couple of hours of > play. > I have yet to complete a game after 6 or 7 attempts. > > I am running on a Windows 98, Celeron II, 400 MHz with 320 MB of RAM and > somewhere around 30 GB of disk free on the partition containing Windows and > Program Files. Any other details or test you want, just ask. > > I will try the last stable instead. > > > David Nuttall, Computer Specialist > Nuttall Computer Consulting > [EMAIL PROTECTED] > > Hi David, Reading your report I get the impression you are running the native Win32 version. I suggest you try the SDL port instead. It is much more stable. The only thing is that you have to use the command line to save and load games. BTW, your games are always autosaved every few turns. So even if the game crashes, you should be able to resume playing without losing much progress. ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev