Re: [Freeciv-Dev] Update to freesounds soundset

2009-12-21 Thread Gavin van Lelyveld

Hi John, Daniel

The Freesound samples use a Creative Commons Sampling+ 1.0 License 
http://creativecommons.org/licenses/sampling+/1.0/ which allows you:
To sample, mash-up, or otherwise creatively transform this work for 
commercial or noncommercial purposes.

and
To perform, display, and distribute copies of this whole work for 
noncommercial purposes (e.g., file-sharing or noncommercial webcasting).
I think the second right applies in this case. Seems like I'm going to 
have to try to get some re-licensing done :)


Gav


On 21/12/2009 00:37, John Wilson wrote:
The link on the bottom of the http://www.freesound.org website links 
to http://creativecommons.org/licenses/by-nd/2.0/ which is the 
creative commons license with the attribution/no-derivitive options, 
but not the no-commercial option. While its true that CC has a 
no-commercial clause, its only an option that doesn't have to be in 
the license.


I don't know if the no derivative clause would be a problem though...I 
also don't know the license that the specific sounds that Gavin used 
(if they differ from the webpage that has this message 'This site is 
licensed under a Creative Commons License 
http://creativecommons.org/licenses/by-nd/2.0/ 
[http://creativecommons.org/licenses/by-nd/2.0/] by MTG 
http://www.mtg.upf.edu/ (UPF http://www.upf.edu/). | Contact 
Webmaster http://www.freesound.org/contact.php | Some Rights Reserved! '



On Sun, Dec 20, 2009 at 3:04 PM, Daniel Markstedt markst...@gmail.com 
mailto:markst...@gmail.com wrote:


Hi Gav,

Thanks for the new version. I've uploaded it to our download server
and updated the wiki page.

It seems the URL to the forum page is bad. Guess you're referring to
http://forum.freeciv.org/viewtopic.php?t=6086 ;)

To answer your question, any contents included with Freeciv must have
a license that is compatible with the GNU GPL v2. I just had a quick
look again at the Creative Commons license that Freesounds refer to,
and it unfortunately has a clause that forbids commercial use, which
is a no-go in in the FLOSS world. Perhaps you could hear with
Freesounds if they offer some kind of dual-licensing deal for open
source projects?

Oh and BTW, for future packages I suggest you put your own name
somewhere in README file. This is a common practice.

Best,

Daniel

On Mon, Dec 14, 2009 at 11:23 AM, Gavin mdc...@gmail.com
mailto:mdc...@gmail.com wrote:
 Hey all
 I made an update to the  soundset based on some feedback from a
forum user.
 Could we add this updated version to the FTP?
 Forum post: http://forum.freeciv.org/viewtopic.php
 Direct download: http://pedantic.co.za/freeciv/freesounds-1.1.zip
 Another question: What would it take for this to become the new
default
 soundset?
 Gav
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[Freeciv-Dev] [bug #14976] Limit of nation count

2009-12-21 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?14976

 Summary: Limit of nation count
 Project: Freeciv
Submitted by: cazfi
Submitted on: Monday 12/21/2009 at 12:47
Category: client
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

___

Details:

Between 2.1 and 2.2 check for max nation count has been added to
handle_ruleset_control() with value 200. There should be no need for such a
limit and so that limit should be removed. Or if such a limit is really
necessary, it should be checked already in server side when loading ruleset.

Original report by Mixcoatl in the forums (
http://forum.freeciv.org/viewtopic.php?t=6108 )





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[Freeciv-Dev] [bug #14976] Limit of nation count

2009-12-21 Thread pepeto

Update of bug #14976 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 

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Follow-up Comment #1:

Fix attached.


(file #7535)
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Additional Item Attachment:

File name: trunk_S2_2_handle_ruleset_control.diff Size:0 KB


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[Freeciv-Dev] [bug #14972] Cannot start a loaded autogame

2009-12-21 Thread pepeto

Update of bug #14972 (project freeciv):

Category:  client-gtk-2.0 = general
  Status:None = Ready For Test 
 Assigned to:None = pepeto 

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Follow-up Comment #1:

Fix attached: removed nation page.  Start page is largely as sexy as nation
page and allow very more control, notably the inputline.

In the patch for trunk, also removed lot of useless fields from the
packet_game_load.  They duplicate the player info which are now sent very
early to the clients for a long time.  Requires capability string change
after applying.


(file #7536, file #7537)
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Additional Item Attachment:

File name: trunk_nation_page.diff Size:19 KB
File name: S2_2_nation_page.diff  Size:11 KB


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[Freeciv-Dev] [bug #13912] Transport dialog for selecting units still appears after onboard units are disbanded

2009-12-21 Thread pepeto

Update of bug #13912 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14903] Supposes the tile of a ghost city

2009-12-21 Thread pepeto

Update of bug #14903 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14942] Police Station seems to have no effect

2009-12-21 Thread pepeto

Update of bug #14942 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14946] universal_name_translation() translates unit class flags incorrectly

2009-12-21 Thread pepeto

Update of bug #14946 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Thank you very much for your help, it is greatly appreciated.

Note about coding style:
We have decided some times ago to don't add new tabulations in the code.  So
please in the future, try to don't include them on your patches.  Thank you
again.


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[Freeciv-Dev] [patch #1390] Help: units/combat help improvements

2009-12-21 Thread pepeto

Update of patch #1390 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14888] Nuclear incident reputation effects in advdiplomacy.c

2009-12-21 Thread pepeto

Update of bug #14888 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14181] Decrease hit point regeneration on a fortress.

2009-12-21 Thread pepeto

Update of bug #14181 (project freeciv):

  Status:None = Need Info  

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Follow-up Comment #2:

http://www.civfanatics.com/civ2/strategy/combatguide#healing points to a
value of 10.


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[Freeciv-Dev] [bug #14181] Decrease hit point regeneration on a fortress.

2009-12-21 Thread Jacob Nevins

Follow-up Comment #3, bug #14181 (project freeciv):

I happened to notice this the other day (as the wiki was still claiming
http://freeciv.wikia.com/index.php?title=Combatdiff=15376oldid=15033
25%).

FWIW, I tracked the behaviour change to r11179
http://svn.gna.org/viewcvs/freeciv?rev=11179view=rev, PR#14314, prior to
2.1beta1 (so it's been like this for the whole 2.1.x series).

The checkin comment gives no indication that this was a deliberate gameplay
change, and the comment added in unittools.c /* Includes barracks (100%),
fortress (25%), etc. */ (which contradicts effects.ruleset) suggests that it
was not. Maybe RT has more information, but I can't access it.

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[Freeciv-Dev] [bug #14181] Decrease hit point regeneration on a fortress.

2009-12-21 Thread pepeto

Update of bug #14181 (project freeciv):

Category:None = rulesets   

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Follow-up Comment #4:

Jdorje wrote in RT#14314:
 I also merged in fortress HP regeneration and tweaked the HP
 regen code to scale better. This could be modified to be even
 more effect-based.

Not more about fortress.  So I guess this change was not intentional.


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[Freeciv-Dev] [bug #14854] Inputline toolkit colors should have default value

2009-12-21 Thread pepeto

Update of bug #14854 (project freeciv):

Category:None = client-gtk-2.0 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.0  


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