Re: [Freeciv-Dev] (PR#39876) fix soft restart; load game freelog translation; re-order early load
http://bugs.freeciv.org/Ticket/Display.html?id=39876 > Committed S2_1 revision 13993. Found S2_1 patch in PR#15609, ported for S2_2. Committed S2_2 revision 13994. Committed trunk revision 13995. Index: server/srv_main.c === --- server/srv_main.c (revision 13993) +++ server/srv_main.c (working copy) @@ -2116,13 +2116,22 @@ /* Free all the treaties that were left open when game finished. */ free_treaties(); + /* Free the vision data, without sending updates. */ players_iterate(pplayer) { unit_list_iterate(pplayer->units, punit) { + /* don't bother using vision_clear_sight() */ + vision_layer_iterate(v) { +punit->server.vision->radius_sq[v] = -1; + } vision_layer_iterate_end; vision_free(punit->server.vision); punit->server.vision = NULL; } unit_list_iterate_end; city_list_iterate(pplayer->cities, pcity) { + /* don't bother using vision_clear_sight() */ + vision_layer_iterate(v) { +pcity->server.vision->radius_sq[v] = -1; + } vision_layer_iterate_end; vision_free(pcity->server.vision); pcity->server.vision = NULL; } city_list_iterate_end; Index: server/savegame.c === --- server/savegame.c (revision 13993) +++ server/savegame.c (working copy) @@ -140,46 +140,40 @@ * we let any map data type to be empty, and just print an * informative warning message about it. */ -#define LOAD_MAP_DATA(ch, nat_y, ptile, \ - SECFILE_LOOKUP_LINE, SET_XY_CHAR) \ -{ \ - int _nat_x, _nat_y; \ -\ - bool _warning_printed = FALSE;\ - for (_nat_y = 0; _nat_y < map.ysize; _nat_y++) { \ -const int nat_y = _nat_y; \ -const char *_line = (SECFILE_LOOKUP_LINE); \ -\ -if (!_line || strlen(_line) != map.xsize) { \ - if (!_warning_printed) { \ -/* TRANS: Error message. */ \ -freelog(LOG_ERROR, _("The save file contains incomplete " \ -"map data. This can happen with old saved "\ -"games, or it may indicate an invalid saved " \ -"game file. Proceed at your own risk.")); \ -if(!_line) {\ - /* TRANS: Error message. */ \ - freelog(LOG_ERROR, _("Reason: line not found")); \ -} else {\ - /* TRANS: Error message. */ \ - freelog(LOG_ERROR, _("Reason: line too short "\ - "(expected %d got %lu"), map.xsize, \ - (unsigned long) strlen(_line)); \ -} \ -/* Do not translate.. */\ -freelog(LOG_ERROR, "secfile_lookup_line='%s'", \ -#SECFILE_LOOKUP_LINE); \ -_warning_printed = TRUE;\ - } \ - continue; \ -} \ -for (_nat_x = 0; _nat_x < map.xsize; _nat_x++) { \ - const char ch = _line[_nat_x];\ - struct tile *ptile = native_pos_to_tile(_nat_x, _nat_y); \ -\ - (SET_XY_CHAR);\ -} \ - } \ +#define LOAD_MAP_DATA(ch, nat_y, ptile, \ + SECFILE_LOOKUP_LINE, SET_XY_CHAR) \ +{ \ + int _nat_x, _nat_y;
[Freeciv-Dev] (PR#39876) fix soft restart; load game freelog translation; re-order early load
http://bugs.freeciv.org/Ticket/Display.html?id=39876 > I'm committing this immediately, as it fixes a bug in soft restart introduced by PR#39862. It also addresses some other issues for 2.1.1. In particular, there are loading error messages that should be LOG_VERBOSE (and therefore untranslated), while there is a LOG_ERROR that arguably *should* be translated. And grammar fixed! Heck, I've even seen that message, so it actually is seen from time to time by users I re-ordered a few secfile lookups to be grouped with others of the same section. It just makes reading the code easier (and may be a step in the direction of single-pass game loading). I removed a game.version test against 1.3.0 that can never be false, as it checked earlier for 1.9.0. Moreover, as I compared 2.1 with 2.2, I found that most of these old tests had already been eliminated in 2.1! Therefore, will be bringing 2.2 up to 2.1 standards Index: server/srv_main.c === --- server/srv_main.c (revision 13992) +++ server/srv_main.c (working copy) @@ -2108,13 +2108,22 @@ /* Free all the treaties that were left open when game finished. */ free_treaties(); + /* Free the vision data, without sending updates. */ players_iterate(pplayer) { unit_list_iterate(pplayer->units, punit) { + /* don't bother using vision_clear_sight() */ + vision_layer_iterate(v) { +punit->server.vision->radius_sq[v] = -1; + } vision_layer_iterate_end; vision_free(punit->server.vision); punit->server.vision = NULL; } unit_list_iterate_end; city_list_iterate(pplayer->cities, pcity) { + /* don't bother using vision_clear_sight() */ + vision_layer_iterate(v) { +pcity->server.vision->radius_sq[v] = -1; + } vision_layer_iterate_end; vision_free(pcity->server.vision); pcity->server.vision = NULL; } city_list_iterate_end; Index: server/savegame.c === --- server/savegame.c (revision 13992) +++ server/savegame.c (working copy) @@ -140,46 +140,40 @@ * we let any map data type to be empty, and just print an * informative warning message about it. */ -#define LOAD_MAP_DATA(ch, nat_y, ptile, \ - SECFILE_LOOKUP_LINE, SET_XY_CHAR) \ -{ \ - int _nat_x, _nat_y; \ -\ - bool _warning_printed = FALSE;\ - for (_nat_y = 0; _nat_y < map.ysize; _nat_y++) { \ -const int nat_y = _nat_y; \ -const char *_line = (SECFILE_LOOKUP_LINE); \ -\ -if (!_line || strlen(_line) != map.xsize) { \ - if (!_warning_printed) { \ -/* TRANS: Error message. */ \ -freelog(LOG_ERROR, _("The save file contains incomplete " \ -"map data. This can happen with old saved "\ -"games, or it may indicate an invalid saved " \ -"game file. Proceed at your own risk.")); \ -if(!_line) {\ - /* TRANS: Error message. */ \ - freelog(LOG_ERROR, _("Reason: line not found")); \ -} else {\ - /* TRANS: Error message. */ \ - freelog(LOG_ERROR, _("Reason: line too short "\ - "(expected %d got %lu"), map.xsize, \ - (unsigned long) strlen(_line)); \ -} \ -/* Do not translate.. */\ -freelog(LOG_ERROR, "secfile_lookup_line='%s'", \ -#SECFILE_LOOKUP_LINE); \ -_warning_printed = TRUE;\ - } \ - continue; \ -} \ -for (_nat_x = 0; _nat_x < map.xsize; _nat_x++) { \ - const char ch = _line[_nat_x];
Re: [Freeciv-Dev] (PR#39541) [Bug] Unit help claims that only spy can investigate cities
http://bugs.freeciv.org/Ticket/Display.html?id=39541 > On 11/20/07, William Allen Simpson <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39541 > > > Daniel Markstedt wrote: > > Do diplomats behave differently in civ1/civ2 rulesets than in default? > > > Not as far as I can tell (looked at 2.1). Is designated the initial > "explorer" in civ1, but that's not a feature in traditional game. > > Anyway, looks good. Are you sure all the translations will be done? > Patches for S2_1 and S2_2; trunk will need a different one altogether since diplomat units have been dumbed down there. Preferably, the abilities part should be automatically generated instead. Can't guarantee that _all_ translations will be updated. It depends on who's reading the i18n list. ~Daniel dipl_spy_helptext_S2_1.diff Description: Binary data dipl_spy_helptext_S2_2.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39748) elephant help text
http://bugs.freeciv.org/Ticket/Display.html?id=39748 > On 11/20/07, William Allen Simpson <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39748 > > > Erik Johansson wrote: > > Elephants are towering animals trained for war and powerful shock > > troops, but have bad defense against all units. > > > Elephants are towering animals trained for war that are often used as > powerful shock troops, but defend poorly against most other units. > > Why are these only in civ2 and not default? > This is an age-old balancing decision I think. Environmentalism, Fundamentalism, Fanatics, Crusaders, and Solar Plant are also omitted in default. ~Daniel elephant_helptext.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39748) elephant help text
http://bugs.freeciv.org/Ticket/Display.html?id=39748 > On Nov 20, 2007 3:03 PM, William Allen Simpson <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39748 > > > Erik Johansson wrote: > > Elephants are towering animals trained for war and powerful shock > > troops, but have bad defense against all units. > > > Elephants are towering animals trained for war that are often used as > powerful shock troops, but defend poorly against most other units. Actually I thought of using "other" it sounds better, but they really are very bad at defense. (Btw pikemens doesn't have pikemen flag in CivII, which is correct I think.) > Why are these only in civ2 and not default? I think they are called cirkus units in LT games because they are useless.. ;-) -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#16162) 2.1.0b1: help call crashes civclient
http://bugs.freeciv.org/Ticket/Display.html?id=16162 > Du schriebst am 20. Nov um 06:55 Uhr: > > http://bugs.freeciv.org/Ticket/Display.html?id=16162 > > > I cannot reproduce. The messages say there is a backtrace attached, but > nothing in RT. Anybody? http://bugs.freeciv.org/Ticket/Attachment/115906/75953/bug Christian -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Microsoft esse dividendum. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39445) 2.1.0b4-gtk2 (Slackware) Help/Technology resizing
http://bugs.freeciv.org/Ticket/Display.html?id=39445 > I cannot reproduce. Running 2.1.0 on MacOS 10.3.9, the default window size is nearly perfect, and the window itself resizes. Anybody? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#16162) 2.1.0b1: help call crashes civclient
http://bugs.freeciv.org/Ticket/Display.html?id=16162 > I cannot reproduce. The messages say there is a backtrace attached, but nothing in RT. Anybody? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39748) elephant help text
http://bugs.freeciv.org/Ticket/Display.html?id=39748 > Erik Johansson wrote: > Elephants are towering animals trained for war and powerful shock > troops, but have bad defense against all units. > Elephants are towering animals trained for war that are often used as powerful shock troops, but defend poorly against most other units. Why are these only in civ2 and not default? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39875) default theme scroll bar thumbs are hard to see
http://bugs.freeciv.org/Ticket/Display.html?id=39875 > $subject ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39541) [Bug] Unit help claims that only spy can investigate cities
http://bugs.freeciv.org/Ticket/Display.html?id=39541 > Daniel Markstedt wrote: > Do diplomats behave differently in civ1/civ2 rulesets than in default? > Not as far as I can tell (looked at 2.1). Is designated the initial "explorer" in civ1, but that's not a feature in traditional game. Anyway, looks good. Are you sure all the translations will be done? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39541) [Bug] Unit help claims that only spy can investigate cities
http://bugs.freeciv.org/Ticket/Display.html?id=39541 > Diplomat helptext is less wordy and more concise. Spy helptext only lists her unique abilities. Do diplomats behave differently in civ1/civ2 rulesets than in default? ~Daniel dipl_spy_helptext.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39748) elephant help text
http://bugs.freeciv.org/Ticket/Display.html?id=39748 > On Nov 20, 2007 12:04 PM, Christian Knoke <[EMAIL PROTECTED]> wrote: > > http://bugs.freeciv.org/Ticket/Display.html?id=39748 > > > > > > > SVN 04 OCT 2007 2.0.99 > > > > > > > > #: data/civ2/units.ruleset:694 > > > > msgid "" > > > > "Elephants are towering animals trained for war, but are easily > > > dispersed if " > > > > "caught off guard." > > > > > > > > not very helpful for players > > > Alright, what about this one? > > Elephants are towering animals trained for war and powerful shock > troops, but have a bad defence. Elephants are towering animals trained for war and powerful shock troops, but have bad defense against all units. -- /emj ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39748) elephant help text
http://bugs.freeciv.org/Ticket/Display.html?id=39748 > > > > SVN 04 OCT 2007 2.0.99 > > > > > > #: data/civ2/units.ruleset:694 > > > msgid "" > > > "Elephants are towering animals trained for war, but are easily > > dispersed if " > > > "caught off guard." > > > > > > not very helpful for players > Alright, what about this one? Elephants are towering animals trained for war and powerful shock troops, but have a bad defence. Christian -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Microsoft esse dividendum. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39787) Ubuntu don't redistribute stdsounds
http://bugs.freeciv.org/Ticket/Display.html?id=39787 > http://packages.ubuntu.com/hardy/games/freeciv-sound-standard I get the feeling this issue has been resolved. ;) ~Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39748) elephant help text
http://bugs.freeciv.org/Ticket/Display.html?id=39748 > > [dmarks - Sun Oct 07 04:14:25 2007]: > > On 10/4/07, Christian Knoke <[EMAIL PROTECTED]> wrote: > > > > http://bugs.freeciv.org/Ticket/Display.html?id=39748 > > > > > > > SVN 04 OCT 2007 2.0.99 > > > > #: data/civ2/units.ruleset:694 > > msgid "" > > "Elephants are towering animals trained for war, but are easily > dispersed if " > > "caught off guard." > > > > not very helpful for players > > > > Christian > > > > Please do suggest a better one. > > ~Daniel > > > Alright, what about this one? ~Daniel elephant_helptext.diff Description: Binary data ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev